Random vs Gerard

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Because writing Its_A_ is fucking pain in the arse.

4v4 Doubles
2 Day DQ Time
Max 2 Rest/Recoveries & 5 Chills per Pokemon
All Abilities
No Items
Switch=Ok
Field Type: Neutral
Complexity: Intense
Format: All

Restrictions: No Water Source

Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokemon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokemon that killed one a 2 HP & Energy Bonus.
Also, at the end of every round, there's a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokemon it strikes & has a 100% chance of inflicting 25% paralysis, even if it's a Ground Type. These bolts cannot be redirected by Lightningrod.
RECAP: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.

Team Gerry:
Salamence (Karma) {F}


Nature: Mild (+1 SpA, -1 Def)
Type: Dragon/Flying

  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

  • Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

  • Intimidate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.​
  • Moxie: (Innate)
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.​
Stats:

HP: 100
Atk:
5
Def:
2 (-)
SpA: 5
(+)
SpD:
3
Spe: 100



EC: 9/9
MC: 0
DC: 5/5


Attacks:

Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Protect
Zen Headbutt
Double-Edge
Fire Fang
Thunder Fang

Dragon Tail

Fly

Flamethrower
Brick Break
Dragon Claw
Substitute
Rock Slide
Hidden Power Ice (7)
Draco Meteor
Outrage
Earthquake
Roost


Hydro Pump
Dragon Dance
Dragon Pulse
Kitsunoh (Fantine) {F}

..


Nature:
Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel

  • Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:


  • Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
  • Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:


HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 132 (+)


EC: 6/6
MC: 1
DC: 5/5


Attacks:

Ice Fang
Thunder Fang
Tail Whip

Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat

Taunt
Will-o-Wisp
Shadow Claw
Earthquake
U-Turn
Roar
Dig
Substitute

Yawn
Meteor Mash
Foul Play
Psycho Shift

Magic Coat
Reuniclus (Gavroche) {M}


Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic

  • Psyquic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:


  • Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
  • Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
  • Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:

HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)


EC: 9/9
MC: 4
DC: 5/5


Attacks:

Psywave
Reflect
Rollout
Snatch
Hidden Power Fire
(7)
Light Screen
Charm
Recover
Pain Split
Endeavor

Flash Cannon
Psyshock
Protect
Toxic
Psychic
Thunder
Energy Ball
Hyper Beam
Shadow Ball
Hyper Beam
Focus Blast
Trick Room
Calm Mind
Rock Slide
Gyro Ball

Confuse Ray
Acid Armor
Trick
Metang (Kirot) {O}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel/Psychic

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:

HP: 90
Atk: 3
Def:
4
SpA: 3 (+)
SpD: 3
Spe: 43 (-)



EC: 6/9
MC:
2
DC:
2/5


Attacks:

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic

Meteor Mash

Iron Head
Zen Headbutt
Iron Defense


Earthquake
Protect
Shadow Ball
Rock Slide

Team Random:

Gliscor(*) Capers (M)
Nature: Impish

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech
Guillotine

Night Slash*
Agility*
Baton Pass*
Counter
Power Trick

Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt
Stone Edge
Toxic
Protect
Swagger
Substitute
Giga Impact
Torment

Aqua Tail
Roost
Endure
Sky Attack
Iron Tail
---

Golurk Robolem (-)
Nature: Adamant

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

EC: 6/6
MC: 0
DC: 3/5

Abilities:
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

Attacks:
Pound
Astonish
Defence Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm
Focus Punch

Rock Slide
Substitute
Double Team
Fly
Stone Edge
Protect
---

Dusclops Caius (M)
Nature: Quiet (-10% Evasion)

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 21 (-)

EC: 6/9
MC: 0
DC: N/A

Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Shadow Punch
Payback

Dark Pulse
Destiny Bond
Pain Split

Shadow Ball
Ice Beam
Charge Beam
Psychic
---

Magby Thestalos (M)
Nature: Lonely

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83

EC: 3/9
MC: 0
DC: 2/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Fire Punch
Sunny Day

Thunderpunch
Cross Chop
Flare Blitz

Will-O-Wisp
Flamethrower
Psychic

For the record Random I prefer the Pokempon in individual tags.

Random, your Pokemon, Gerard Pokemon and actions, Random's actions, then some reffing/flavour from me.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
^Well, you could've placed them in individual tags manually...^

"Well, this is not exactly going to be easy...Meh, let's open with Robolem & Thestalos!"
|


Magmar Thestalos (M)
Nature: Lonely

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 93

EC: 4/9
MC: 2
DC: 3/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Fire Punch
Sunny Day

Thunderpunch
Cross Chop
Flare Blitz

Will-O-Wisp
Flamethrower
Psychic
 
So this seems like a hard challenge, but we can deal with it, come out my little babies, Gavroche, your powers are exactly what we'll be needing here, and Kirot, even if you haven't have the training Gavroche has, you're deffinetly gonna be making some damage, let's hope that giant isn't too hard

First we'll be twisting the dimentions a little bit so our team is the fastest, you now what to do my little, you've done it a whole lot of times, so we' can do it agains, then you'll use those strong powers to stop out enemies creating the barriers we need to survive, after that just try your best at beating to our powerful enemies, make sure you help kirot since i'm pretty sure he'll be the most tatgeted one

Kirot, you're not alone, Gavroche's screens will help you out here, use your big arms to do some hard damage against Robolem, you're floating so there's little he can do to actually get to you, but make sure you protect yourself from those nasty flames, that's like, the least we need right now, then tey using some rocks to make them do as little as possible


Gavroche
: Trick Room ~ Light Screen ~ Shadow Ball (Robolem)
*If Robolem uses Earthquake then Levitate
*If your Trick Room failed (probably trough flinch) repeat on second action and push all actions

Kirot
: Meteor Mash (Robolem) ~ Rock Slide ~ Rock Slide
*If Thestalos uses WoW use Protect once
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Hmmm...While I can't stop the Trick Room, I can cripple the opposition..."
Robolem: Shadow Punch Gavroche > Fly & Stay mid-air > Unleash Fly on Gavroche
IF Fly on A2 fails, THEN Replace A3 with Shadow Punch Gavroche

Thestalos: Will-O-Wisp Kirot > Will-O-Wisp Kirot > Fire Punch Kirot
 
I could do it myself but I am quite lazy.

In a mountainous expanse two trainers meet. Though there are countless Tynamo in the area, it seems the pair have come for a different reason - battle!
The two each send out two Pokemon, with Random's little Magby and much larger Golurk facing off against Gerard's Metang and Reuniclus.
Interestingly it is the smallest combatant who moves first, but he does much more than that - with a white flash he transforms into a more fearsome Magmar! Sadly in the excitement of evolving his Will-o-Wisp attack seems to have missed. Magmar's massive partner is next to move, and his Shadow Punch knocks Gavroche back reeling. Kirot the Metang moves in to defend his friend however, Meteor Mashing the giant Robolem with gusto. Gavroche, having patiently waited at last unleashes his psychic powers to create a Trick Room.
The effect is immediate and unexplainable - the formerly slow Reuniclus suddenly speeds around, wasting no time as he creates a Light Screen around himself and Kirot. The Metang seems similarly boosted by this new field effect also chooses to capitalise on this and calls upon the rocky ridge to drop a Rock Slide which hits both opponents, flinching Thestalos as Golurk takes to the skies.
The speedy twisters of reality continue their assault, though Reuniclus' Shadow Ball fails to find its aerial target, as does the bulk of Metang's Rock Slide. Unhelpfully, the successful portion of the slide flinches Magmar yet again, and Golurk's swooping Fly against Reuniclus does little to regain the momentum his team has lost.
A Tynamo appears briefly but flees rather than involve itself in these terrifying matters.
Team Random:
Golurk/Magmar
82 HP/67 HP
86 EN/74 EN

Benched: Gliscor, Dusclops

Team Gerard:
Metang/Reuniclus
90 HP/84 HP
77 EN/77 EN

Light Screen (4)

Benched: Salamence, Kitsunoh
~
Trick Room: 3 Rounds
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Seeing how poorly Thestalos fared, Random decided that letting Gavroche set up Trick room wasn't the best of ideas...

"Well troops, Gavroche has to go. As simple as that."
Robolem: Shadow Punch Gavroche > Substitute (15 HP) > Shadow Punch Gavroche
IF Gavroche uses Protect A1, THEN swap A1 with A2

Thestalos: Confuse Ray Gavroche > Fire Punch Gavroche > Fire Punch Gavroche
IF Gavroche uses Protect, THEN replace your current action with Fire Punch Kirot & push your actions back one, but not on consecutive actions
 
That Confusion will be annoying, but we can deal with it, create another barrier so we don't become to damaged byt hose powrful attacks, the fire Punchs ae gonna be annoying, but they will hardly be any good, so just try to break that pair, if we're lucky we'll get more flinch-hax to our favor, that substitute, yeah I want it for me


Your Job is the most offensive one, keep punching and trowing rocks to our opponents so we can become more and more of a treath we won't have to worry about fire ttacks this round so that will be nice, unleash your punches and let eliminate that fire duck


Gavroche: Reflect ~ Snatch (Robolem) ~ Rock Slide
Kirot
: Meteor Mash (Robolem) ~ Rock Slide ~ Rock Slide
*If Gavroche hits himself in confusion A2, replace the first Rock Slide with Shadow Ball
 
Gavroche, sensing a furious assault coming his way makes preparations in the form of a Reflective barrier, while his teammate Kirot takes an offensive approach by meteor Mashing Robolem. The golem ignores this and focuses his Shadow Punching on Reuniclus while Thestalos realeases a Confuse Ray in the same direction.
Metang then unleashes another Rock Slide on his foes. Golurk attempts to siphon off some of his own HP to create a Substitute but the rocks seem to have knocked him about too much, flinching him. In anticipation, Gavroche childishly tries to Snatch the doll from him, but finds the absence of said doll affords him no protection from Magmar's Fire Punch.
Annoyed, Gavroche decides to simply join his friends endeavours, and they both utilise Rock Slides against their opposition - or rather, that was the plan, but it seems while Kirot has continued sliding Gavroche has only managed to drop a couple of little rocks, and on himself no less. Magmar Fire Punches him glad to see his Confuse Ray was a success, enthusiasm manifesting as a critical hit, and Golurk joins the effort with another Shadow Punch.
Some Tynamos dart by but still do not join the fray.

Rock Slide has been doing more damage than it should in Round 1 as I forgot to reduce its power for doubles mechanics, so this has been accounted for in the following standings.
Also, best flinch ever for Random.
Team Random:
Golurk/Magmar
62 HP/46 HP
78 EN/53 EN

Benched: Gliscor, Dusclops

Team Gerard:
Metang/Reuniclus
90 HP/38 HP
54 EN/59 EN

Light Screen (1), Reflect (3)

Benched: Salamence, Kitsunoh
~
Trick Room: 2 Rounds
 
We must have saw that coming, but we're still in a nice position, recover health to be able to contribute a lot more to the team, but make sure you continue going offense, that golurk has roen to be a formidable opponent, so use more of his own spooky attacks to teach him a lesson


Your Job is again to puch holes on the opposing tean, those flinches are helping our team (ok a little far from the truth last round) and if we continue to stop those powerful attacks we can get ahead of our opponents, if you can finish that suck this round it would be awesome, but he is not out main concern right now


Gavroche: Recover ~ Shadow Ball (Robolem) ~ Rock Slide
*If Robolem uses Substitute use Snatch once
Kirot: Meteor Mash (Robolem) ~ Rock Slide ~ Rock Slide
*If Thestalos use WoW use protect, but not on consecutive rounds
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Hmmm..."
Robolem: Fly & stay mid-air > Stay mid-air > Release Fly on Gavroche
Thestalos: Smokescreen Gerard's Team > Confuse Ray Gavroche > Flamethrower Gavroche
 
As Gavroche Recovers some HP Golurk takes to the air, but not before being chased down by Metang's Meteor Mash. Magmar fires a cloud of gas from its beak, creating an effective Smoke Screen.
Gavroche then tries to hit Robolem but once again finds he has left no trace and the Shadow Ball goes off uselessly. Magmar attempts to launch a Confuse Ray but flinches beneath Kirot's Rock Slide.
Team Gerard then teams their Rock Slides together once again, but to no effect; Robolem is nowhere to be seen, and Magmar is almost invisible behind his smokescreen. Finally, the golem unleashes his Fly attack against Reuniclus with assistance from Magmar's Flamethrower.
It seems there is now a Tynamo standing by, eager to join in the fun.
Team Random:
Golurk/Magmar
49 HP/32 HP
61 EN/41 EN

Benched: Gliscor, Dusclops

Team Gerard:
Metang/Reuniclus
90 HP/35 HP
31 EN/34 EN
-1 Acc/-1 Acc

Benched: Salamence, Kitsunoh

Wild Tynamos:
Tynamo 1
90 HP
1000000000 EN
~
Trick Room: 1 Round

Tynamo
Levitate
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60

Tackle
Thunder Wave
Spark
Charge Beam

Don't think there's any more relevant info needed for tynamo.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Our opponent declines the switch, but Caius does get to move first...

"You sure you want to switch now?"
Caius: Shadow Ball Gavroche > Shadow Punch Gavroche > Shadow Ball Gavroche
IF Gavroche uses Protect, or faints, THEN Replace the appropriate actions with Fire Punch Kirot

Thestalos: Fire Punch Gavroche x3
IF Gavroche uses Protect, or faints, THEN redirect the appropriate actions to Kirot
 
Hey so uh you guys should probably look for a subref, I've got some big tests coming up at school so I might not have time for reffing. I can ref another round today maybe.
 
We won't fall without a fight, and we're sure not gonna go down against this enemies, protect our teams for a little longer


Now it's were flinching starts becoming important, Gavroche is floating lightly above the ground, be sure to be near to Gavroche so you don't hurt him, and his Reflective barrier protects you better, just make sure you don't shake the ground a lot near him, hit caius with all your strenght, we must were him down as soon as possible, then just hit the ground once again


Gavroche: Reflect ~ Recover ~ Chill
*If you hit yourself in confusion recover until you actually can (push all actions)
Kirot: Earthquake (Only Foes) ~ Meteor Mash (Caius) ~ Earthquake (Only Foes)
 
Random withdraws one ghost and sends out another, but it seems he has his reasons - Dusclops is "faster" than everything here!
He wastes no time demonstrating this either. Before anything else can act he launches a Shadow Ball at Reuniclus, whose only response is to protect against later physical bombardments with Reflect. Metang pounds the ground to create a large seismic disturbance. Although he makes efforts not to hit his teammate, Earthquakes don't quite work like that, and only himself and thee wild Tynamo escape the devastation. Maybe Reuniclus should have utilised the Levitate command? In any case the wild Tynamo then takes the stage, Tackling Metang for minimal damage! Thestalos, still slowed by Trick Room finally gets an attack in, Fire Punching Gavroche.
Caius then continues the Shadowy Assault, Punching Gavroche, and with that the blob bites the dust and is returned to Gerard. Kirot, eager to avenge a fallen friend strikes at Caius with Meteor Mash, not deterred by another Tynamo Tackle. However, Magmar's Fire Punch has a little more effect.
Gavroche gone, Dusclops and Magmar team up on the lonely Metang, both Fire Punching him. Even the Tynamo seems to have formed a Grudge and paralyses poor Metang with Thunder Wave. However, amongst all this Metang does manage to get off another Earthquake which leaves Magmar hanging on for dear life.
Another Tynamo appears; apparently it looks like fun.
Also, Trick Room finally fades leaving Metang as the slowest dude around, oh my!
Team Random:
Dusclops/Magmar
71 HP/1 HP
84 EN/1 EN

Benched: Gliscor, Golurk
Golurk
49 HP
61 EN

Team Gerard:
Metang/Reuniclus
70 HP/0
31 EN/0
Paralysed (20%)/KOd
Reflect (3)

Benched: Salamence, Kitsunoh

Wild Tynamos:
Tynamo 1/Tynamo 2
90 HP/90HP
 
Let's go Karma

A Rock slide should be enough to stop thestalos (and gain a bit of attack while you're at it), then it's all against Caius, he is the biggest pain, but we can deal with him, even when he tries to be a big pain in the..., we can beat him now that he is alone, beware that possible wow and we have this

Kirot, you're still an awesome pokemon, and you'll get promoted soon, but meanwhile, I want you to rest a little bit, and to protect Karma and deal as much damage as possible to that annoying ghost

Karma: Rock Slide ~ Crunch (Caius) ~ Crunch (Caius)
*If Cauis uses WoW action two or three replace them with sub 25
Kirot: Zen Headbutt (Caius) ~ Meteor Mash (Caius) ~ Zen Headbutt (Only Foes)
*If Cauis uses WoW replace action with protect (in you or in Karma if a1)

 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Something tells me that I could end up going through a rough patch...Oh, well. Might as well make do with what's at hand..."
Caius: Ice Beam Karma > Disable Karma's Crunch > Pain Split Karma
Thestalos: Chill > Will-O-Wisp Karma > Flamethrower Kirot
 
And Maxim shall subref this match! :D

Team Random:


Caius (Dusclops)
Health: 71
Energy: 84
Speed: Dirt (21)
Boosts/Drops: 0
Status: None
Actions: Ice Beam (Karma)~Disable (Crunch Karma)~Pain Split (Karma)


Thestalos (Magmar)
Health: 1
Energy: 1 (Seriously?! How does that happen?)
Speed: 93
Boosts/Drops: 0
Status: None
Actions: Chill~Will-o-Wisp (Karma)~Flamethrower (Kirot)

Team Gerard:

Karma (Salamence)
Health: 100
Energy: 100
Speed: 100
Boosts/Drops: 0
Status: Reflect 3 actions
Actions: Rock Slide~Crunch (Caius)~Crunch (Caius)


Kirot (Metang)
Health: 70
Energy: 31
Speed: 43
Boosts/Drops: 0
Status: Reflect 3 actions, Paralyzed 20%
Actions: Zen Headbutt (Caius)~Meteor Mash (Caius)~Zen Headbutt (Only Foes)

Golurk
HP: 49
Energy: 61


Round 5: A new Maximum reffing!

Hello there folks! I am Maxim, your new referee. Why am I reffing you ask? Well, the previous ref got...indisposed for the moment (camera pans to a pile of ash with a cap picturing a haunter on it.) so here I am. At any rate, we seem to have a good match up here.

Anyway, Karma opens up this match with a fierce slide of rocks that tears into both Caius and Thestalos, and Thestalos finally faints after all the damage it sustained! That's a bummer. Anyway, Kirot responds by using a Zen Headbutt on the Dusclops which, due to its massive defenses, does little damage. Dusclops responds with a devastating Ice Beam on Karma, who gets a little bit of his own medicine (Karma wise anyway) and loses 1/5th of it's health! dang. The nearby Tynamo decide to join in on the action with the first one sending a charge beam at Karma and the second one sending a spark at Caius.

The next action, and we see Karma crunching down on the Dusclops which does some decent damage. Caius didn't like that at all, so he puts a hex on Karma which disables him from biting people like that. In the meantime, Kirot sends a Meteor Mash at Dusclops which does a little more damage than the headbutt did. The tynamo continue their harassment by Paralyzing the Dusclops with a Thunder Wave. That's gotta hurt. The other one initiates a Tackle which...scratches Kirot's armor.

Karma decides that if it ain't broke, don't fix it and launches another crunch, or at least tries to. Unfortunately that hex Caius put on him prevented him from doing anything. Kirot Zen Headbutt's Caius again, and it looks like Caius is about to faint as well. But wait! It's time for the Dusclops Revolution, which evens out everybody's coins and puts everyone on equal footing! Nah, I'm just kidding. What really happened was that Dusclops linked himself to Salamence and split the pain between them. This seems to have taken a huge toll on Salamence. The first tynamo launches another Charge Beam, but does little damage to Caius with his defenses. The second one manages to put another scratch in Kirot's armor.

Well, there's quite a storm out here, but nothing else seems to have happened yet! Stay tuned for more action!
Action One
Salamence used Intimidate!
[-1 Attack Dusclops and Magmar]

Salamence used Rock Slide
To Hit Dusclops: [10<=Miss]=41=HIT
To Hit Magmar: [10<= Miss]=74=HIT
To Crit Dusclops: [1= Yes]=5=NO
To Crit Magmar: [1= Yes]=3=NO
Damage (Dusclops): [8]=8 Damage
Damage (Magmar):[8+(5-1)*1.5]*1.5=14*1.5=21 Damage
Magmar was Knocked out!
To Flinch Dusclops: [30<= Yes]=50=NO
[8 Damage Dusclops] [1 Damage Magmar] [-8 energy Salamence]

Dusclops used Ice Beam on Salamence
To Crit: [=1 Yes]=3=NO
To Freeze: [10<= Yes]=74=NO
Damage: [10*2.25]=22.5=23 Damage
[23 Damage Salamence] [-7 Energy Dusclops]

Metang used Zen Headbutt on Dusclops
To Paralyze: [20<= Yes]=65=NO
To Hit: [10<= Miss]=91=HIT
To Crit: [=1 Yes]=4=NO
To Flinch: [20<= Yes]=70=NO
Damage: [8+3+(3-5)*1.5]=11-3=8 Damage
[8 Damage Dusclops] [-7 Energy Metang]

Tynamo One used (4/4) Charge Beam
To HIT: [10<= Miss]=28=HIT
Target: (1=Dusclops,2=Salamence,3=Metang)
(2/3)=Salamence
To Crit: [1= Yes]=12=NO
To Increase Sp. Atk: [70<= Yes]=82=NO
Damage: [5+3+(2-3)*1.5]=8-1.5=6.5=7 Damage
[7 Damage Salamence]

Tynamo Two used (3/4) Spark
Target: (1/3)=Dusclops
To Crit: [=1 Yes]=5=NO
To Paralyze: [30<= Yes]=33=So close
Damage: [7+3+(2-5)*1.5]=10-4.5=5.5=6 Damage
[6 Damage Dusclops]

Action Two
Salamence used Crunch on Dusclops
To Crit: [=1 Yes]=4=NO
To Defense Drop: [20<= Yes]=34=NO
Damage: [8*1.5]=12 Damage
[12 Damage Dusclops] [-8 Energy Salamence]

Dusclops used Disable (Crunch) on Salamence
Salamence's Crunch was disabled!
[-7 Energy Dusclops]

Metang used Meteor Mash on Dusclops
To Paralyze: [20<= Yes]=90=NO
To Hit: [15<= Miss]=83=HIT
To Crit: [=1 Yes]=12=NO
To Raise Self Attack: [20<= Yes]=60=NO
Damage: [10+3-3]=10 Damage
[10 Damage Dusclops] [-8 Energy Metang]


Tynamo One used (2/4) Thunder Wave
Target: (1/3)=Dusclops
Dusclops was paralyzed!
25% Paralysis

Tynamo Two used (1/4) Tackle
Target: (3/3)=Metang
Damage: [5-1.5]*.67=3.5*.67=2.345=2 Damage
[Scratch (2) on Metang]

Action Three
Salamence tried to use Crunch on Dusclops!
The move was disabled!
[-12 Energy Salamence]

Metang used Zen Headbutt on Dusclops
To Paralyze: [20<= Yes]=89=NO
To Hit: [10<= Miss]=49=HIT
To Flinch: [20<= Yes]=46=NO
[8 Damage Dusclops] [-7 energy Metang]

Dusclops used Pain Split on Salamence
To Paralyze: [25<= Yes]=88=NO
Dusclops HP: 19~20
Salamence HP: 70
HP evened out to 45 each!
(Dusclops used Dusclops Revolution, all coins were evened out! :P)
Energy: [6+(70-19)/3]=6+17=23 Energy
[-23 Energy Dusclops]

Tynamo One used (4/4) Charge Beam
To Hit: [10<= Miss]=68=HIT
Target: (1/3)=Dusclops
To Crit: 8=NO
To Increase Sp. Atk: 7=YES
Damage: [5+3-4.5]=3.5=4 Damage
[4 Damage Dusclops]

Tynamo Two used (1/4) Tackle
Target: (3/3)=Metang
To Crit:10=NO
[2 Damage Metang]

Reflect wore off!

Paralysis drop (Metang):
15% Paralysis

Paralysis drop (Dusclops):
20% Paralysis

Post-Round

Tynamo Spawn: [50<= Yes]=74=NO

Lightning Strike: [10<= Yes]=66=NO


Team Random:

Caius (Dusclops)
Health: 41
Energy: 47
Speed: Dirt (21)
Boosts/Drops: -1 Attack
Status: 20% Paralysis


Thestalos (Magmar)
Health: KO
Energy: KO

Team Gerard:

Karma (Salamence)
Health: 45
Energy: 72
Speed: 100
Boosts/Drops: 0
Status: none


Kirot (Metang)
Health: 66
Energy: 9
Speed: 11
Boosts/Drops: 0
Status: Paralyzed 15%


Special:
Tynamo One:
HP: 90
+1 Special Attack

Tynamo Two:
Hp: 90

Turn order:
Its a Random sends out next mon and orders
Gerard Orders
I ref
 
shouldn't rock slide have a 30% chance to flinch, i say it because i don't see it in the calcs on the first round, also F*** dusclops!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Yay, my Apprentice came in...Thanks Maxim.

Anyways, we shall see how greatly our opponent can dance! Come on out, Capers!

"This is where the fun really begins!"
Capers: Taunt Metang > Torment Salamence > Ice Fang Salamence
IF Metang uses Protect A1, then swap A1 with A2
(i.e. A1 becomes A2, & vice versa)
Caius: Confuse Ray Salamence > Ice Punch Salamence > Ice Beam Salamence

Maxim you're fine. I can give you feedback from here. You're fine as far as the round is concerned.
 
Kirot: Meteor Mash^2 - rest - Meteor Mash (all to dusclops)
Karma: Substitute (25) - hp ice - hydro pump (all to gliscor)
 
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