Shiny city of Gold Danman Vr. Tort. 3v3 trips

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Anyways, let's see about our own challenge...

3v3 Triples (note: Please bring not-much-trained FE's, 2nd stage NFE's, or mons that will evolve upon being sent out. PReferably the latter category)
2 recoveries/5 chills
2 days DQ, 3 days ref DQ (please hurry...)
Arena: The City of Gold
A city made entirely out of well...24 karat gold! It's incredibly soft, and you'll leave footprints with every step, but it's incredibly reflective, so moves that are light-based have an additional 30% accuracy, doubled stat change effects, and 1.5x damage. The floor, strangely enough to those who don't realize this is pure, 24 karat gold, is malleable enough for Ground-types to dig through! However, nobody else can dig through the metal. It conducts electricity VERY well, preventing Electric-type attacks from being used-it simply acts as a giant grounding device. If a Fire-type move that has more than 12 base power or inflicts burn more than 30% of the time strikes the gold, it will melt, creating a pool of molten gold that burns anyone who steps in it-even Fire-types-and deals 5 damage on contact.
Sure thing.
Switch = Forget about it!
Items = Forget about it!
Abilities = Forget about it! All

So I'm strolling into this town. Like a boss. Rocking my shades, because if i didnt I wouldnt be able to see. You know those pink floyde laser shows. Imagine if a crackhead and guy on shrooms got together with those lasers. ya that bright. So anyway. I'm here to ref this epic battle of epic proportions. Now for the main feature of the battle, the teams

Team Danmantincan


Soutland (M) - Tauroneo
Nature: Adamant (+1 Atk, -1 SpA)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

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) at the cost of two (2) Energy. 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.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Scrappy (DW Unlocked): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80

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

Moves:
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch
Revenge
Giga Impact
Ice Fang
Fire Fang
Thunder Fang
Roar

Howl
Pursuit
Yawn

Dig
Facade
Wild Charge
Thunder Wave
Substitute
Strength

Remoraid (M) - Shinon
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)

EC: 5/6
MC: 2
DC: 4/5

Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam

Acid Spray
Rock Blast
Water Spout

Psychic
Flamethrower
Waterfall
Scald
Charge Beam

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

Types: Fire/Ground
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 brushfire areas.
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.

Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)

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

Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower
Lava Plume

Yawn
Ancient Power
Howl

Dig
Rock Slide
Substitute
Toxic
Explosion



And Team Tortferngatr

]

Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +8% (58^2/435) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)

Type: Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.


Stats: 50/50-/50/50/50/50+

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)

EC: 5/6
MC: 1
DC: 4/5

Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Moody (DW, not yet unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard

Disable
Weather Ball
Fake tears
Bide

Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Light Screen


Cranidos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats: 67/125/40-/30+/30/58
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 58

EC: 5/6
MC: 2
DC: 4/5

Ability:
Ability 1: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash

Crunch
Hammer Arm
Iron Head

Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt


Scratchet (Flight) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/435 rounded up), -1 attack)

Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Scrappy: (innate)This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Ability 3: Vital Spirit (DW, not yet unlocked): (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.

Stats: 55/85-/80/20/70/40+

HP: 90
Attack: Rank 2 (-)
Defense: Rank 3
Special Attack: Rank 1
Special Defense: Rank 3
Speed: 46 (+)

EC: 5/6
MC: 2
DC: 4/5

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Rest

Roost
Yawn
Haze
Confuse Ray

Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Reflect



So Tort sends first
Then danman sends w/ actions
Tort gives actions
I ref.
etc.

Goodluck and Have fun guys.
 
"Alright-this place is symbolic. Everyone-you're ready. Let's unlock our DW abilities with the DC we'll get from this as well.

Go-Froslass, Rampardos, and Tomohawk!"


Froslass Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +19% (127^2/870 rounded) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)

Type: Ice/Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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: 70/80-/70/80/70/110+

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3

EC: 6/6
MC: 1
DC: 5/5-DW Unlocked!

Abilities:
Ability 1: Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Ability 2: Cursed Body (DW): (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.

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Astonish
Confuse Ray
Ominous Wind

Disable
Weather Ball
Fake tears
Bide

Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Light Screen


Rampardos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats: 97/125/60-/65+/50/58

HP: 110
Atk: Rank 7
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 58
Size Class: 3
Weight Class: 5

EC: 6/6
MC: 2
DC: 5/5 - DW unlocked!

Ability:
Ability 1: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Sheer Force: (DW, Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash

Crunch
Hammer Arm
Iron Head

Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt


Tomohawk (Flight) M
Nature: Timid (15% increase to speed and a 11% accuracy increase (98^2/870 rounded up), -1 attack)
Type: Flying/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: 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 their 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. Command: (Ability: Intimidate)
Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Ability 3: Justified (DW): (innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats: 105/60-/90/115/80/85+

HP: 110
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 98 (+)
Size Class: 2
Weight Class: 3

EC: 6/6
MC: 2
DC: 5/5- DW unlocked!

Attacks:

Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Rest
Aerial Ace
Morning Sun
Whirlwind

Roost
Yawn
Haze
Confuse Ray

Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Reflect
 
Alright, you finally get to evolve Shinon! And now you've become incredibly Moody for some reason.


Octillery (M) - Shinon
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW Unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 39 (-)

EC: 6/6
MC: 4
DC: 5/5

Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Octazooka
Constrict

Acid Spray
Rock Blast
Water Spout

Psychic
Flamethrower
Waterfall
Scald
Charge Beam


I'll line up Tauroneo with Froslass, Gareth in the middle and Shinon with Tomohawk.

Tauroneo, start by Intimidating our opponents, then go after Froslass with a Giga Impact, followed by a Crunch. If Froslass uses Protect, give a Helping Hand to Gareth and push your actions back.
Gareth, hit Froslass with Two Flamethrowers. If Froslass uses Protect, use Earth Power on Rampardos.
Shinon, hit Rampardos with Two Scalds.
 
Pity-it seems my flavor arena prevents me from effectively taking out Octillery.

No matter.

"Flight-let's begin by Intimidating our new foes, then Reflecting on our opponent's situation. After that, let's test your new power with a Focus Blast aimed at Stoutland.
Frigid-create a Light Screen to help us soak those attacks, then Blizzard!
Fracture-let's keep our Sheer Force active and ready. Rock Slide twice!"
 

HP: 100
Atk: Rank 1*
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127
EN: 80%
Status:
Orders: Light Screen ~ Blizzard

HP: 110
Atk: Rank 6*
Def: Rank 1
SpA: Rank 4
SpD: Rank 2
Spe: 58
EN: 80%
Status:
Orders: Rock Slide X2


HP: 110
Attack: Rank 0*
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 98
EN:80%
Status:
Orders: Reflect ~ Focus Blast (stout)


HP: 100
Atk: Rank 4*
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 80
En: 100%
Status:
Orders: Giga Impact ~ Crunch (frolass)​


HP: 100
Atk: Rank 3*
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 39
EN: 80%
Satus:
Orders: Scald ~ Scald (ramp)​


HP: 100
Atk: Rank 4*
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34
En:100%
Status:
Orders:Flamethrower X2 (lass)​

Speed Order:
Frigid
Flight
Tauroneo
Fracture
Shinron
Gareth



Round 1

The city's shining awesomeness is outshone only by these pokemon, All of them Fully evolved. At the height of their power. The pokemon are quick to make their moves, Frigid and Flight are quick to protect their team with a light Screen and Reflect both bubbles wrapped around the team. Stoutland is the first to make a move for team Danman, And he goes for a crushing giga impact onto the frolass. Following that is Facture using a Rock slide, Which is a massive hit to danman's team, causing a CRITICAL HIT onto octillery and caused Both camerupt and Octillery to flinch.


Frolass starts this round by summoning a mighty blizzard to smash all 3 of its foes. Hitting them all for solid damage and Freezing stoutland for 1 action. Next up is tomohawk who focus blasts stoutland for some serious damage. Stoutland is the next one to move, but hes frozen and seems to be taking every possible attack. Rampardos is next, and hes got another rock slide up his sleeve, but it only hits stoutland this time who's face is stuck in an infinite frownie face. Shinron the octillery gets his first move of the day, He throws scalding hot water onto rampardos. Which hits him for super effective damage. Camerupt is Next and he uses a flamethrower, Which smashes frolass for some great damage.







HP: 85
Atk: Rank 1*
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127
EN: 64
Status:


HP: 94
Atk: Rank 6*
Def: Rank 1
SpA: Rank 4
SpD: Rank 2
Spe: 58
EN: 64%
Status:


HP: 110
Attack: Rank 0*
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 98
Status:
EN: 64


HP: 48
Atk: Rank 4*
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 80
En: 90%
Status:Frozen thaws on next action

HP: 76
Atk: Rank 3*
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 39
EN: 74%
Satus:

HP: 77
Atk: Rank 4*
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34
En:93%
Status:​

Reflect and Light Screen for (4) more Action​
Action One

Tomo: Reflect sucsess -7 energy
Fro: Light Screen Sucsess -7 energy
Stou: Giga Impact (15+1.5+3) 15 Damage -10 energy
Ramp: Use Rock Slide Stou (6+3+4.5) = 14 ~ Octillery Crit (6+3+4.5+3) =17 Damage Cam (6+3+4.5-1) = 13 Damage -6 Energy
Oct: Flinch*
Camer: Flinch*​

Action 2

Fro: Blizzard,all three hit. Stout Frozen. Stout (9+3) = 12 damage. Octillery, (9+3)*.67= 8 Damage Cam (8+3-1) = 12 Damage -8 Energy
Tomo: Focus Blast. Hit. (12+3+1.5)*1.5 = 25 Damage -8 Energy
Stou: Frozen. Thaws on next action.
Ramp: Rock Slide, Only Hits Stou. (6+3+4.5) = 14 damage -10 Energy
Oct: Sacld, Hits, No burn (8+3+4.5-5)*1.5 = 16 damage -6 energy
Cam: Flamethrower, No burn (10+3+1.5)*1.5 = 14 damage -7 energy​


Your Actions Tort.
 
Sorry I'm late. As for Sheer Force, let's just say that it wasn't activated last round (since I don't want any more re-negotiation about the previous round's actions-Dan can express other thoughts, though, if he wishes to) and call it a day.

Pity Cursed Body didn't activate, but hey, at least the other hax was good.

This time, I want Pikapwned to take full account of Fracture's Sheer Force being enabled.

"Fracture: Blizzard, Rock Slide!
Frigid: Disable Octillery's Scald, Blizzard!
Flight: Aura Sphere Stoutland, Focus Blast Stoundland!"
 
Fuck hax!

Well, not much we can do.

Camperupt: Earth Powerx2 on Rampardos
Stoutland: Revengex2 on Rampardos
Octillery: Octazookax2 on Rampardos
 
Flavor Tomorrow.









HP: 85
Atk: Rank 1*
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127
EN: 49
Status:


HP: 33
Atk: Rank 6*
Def: Rank 1
SpA: Rank 4
SpD: Rank 2
Spe: 58
EN: 50%
Status:


HP: 110
Attack: Rank 0*
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 98
Status:
EN: 49


HP: KO
Atk: Rank 4*
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 80
En: 81%
Status:

HP: 52
Atk: Rank 3*
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 39
EN: 60%
Satus: Scald Disabled (4a)
Stats: +2 Def -1 Atk

HP: 63
Atk: Rank 4*
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34
En:75%
Status:​




Action 1
Frolass uses Disable
Sucsess -7 energy

Tomo uses AuraSphere
(9+3+1.5)*1.5= 20.25 ~ 20 Damage
-7 energy

Rampardos Used Blizzard
Stoutland = (10+1.5+2) = 13.5 ~ 14 Damage
Octillery = Miss
Camerupt = Miss
-8 Energy

Octillery Uses Octozooka
Miss
-5 energy

Camerupt Uses EarthPower
(9+3+3-5)*1.5 = 15 Damage
-7 Energy

Stoutland Uses Revenge
(12+4.5-5)*1.5 = 17.25 ~ 17 Damage
-8 Energy

Action 2
Frolass Uses Blizzard

Stoutland (9+3) = 12 damage
Octillery (9+3)*.67 = 8 Damage
Camerupt = Miss
-8 Energy

Tomohawk uses FocusBlast


(12+3+1.5)*1.5 = 25 Damage
-8 Energy

Rampardos Uses RockSlide
Octillery: (6+3+4.5+2)=15.5 ~ 16 Damage
Camerupt (6+3+4.5+2-1) = 14.5 ~ 15 damage
-6 Energy

Camerupt Uses Earth power
(9+3+3-5)*1.5= 15 Damage
-11 Energy

Octillery Uses Octozooka
(7+3+4.5-5)*1.5 = 14.25 ~ 14 Damage
-9 Energy

Octillery's Moody Activates.
+2 Def
-1 Atk
 
Camerupt: Earthquakex2
Octillery: Waterfall~Octazooka on Ramp. If Ramp is KOed use Flamethrower on Froslass for any remaining actions.
 
...Why hasn't Octillery's Moody activated yet?

"Frigid-Shadow Ball Octillery, then Blizzard!
Flight-Aura Sphere, then Focus Blast Octillery! If Octillery faints switch targets to Camerupt!
Fracture-Rock Slide twice!"
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 3 BEGINS~

Poke: Froslass | Rampardos | Tomohawk
HP: 85 | 33 | 110
Energy: 49 | 50 | 49
Boosts: -1 Atk | -1 Atk | -1 Atk
Other: None | None | None
Team Effects: Reflect (1 Action), Light Screen (1 Action)

VS.

Poke: Octillery | Camerupt
HP: 52 | 63
Energy: 60 | 75
Boosts: +2 Def, -1 Atk, -1 Atk | -1 Atk
Other: Scald Disabled (4 Actions) | None

-------------------

Okay I tried to piece everything from the past two Rounds together, but I doubt the transition has been 100% seamless. If any of this stuff is incorrect (and I'm sure some of it is) or either battler is unsure of what's going on with anything, please let me know so we can get this thing done!

-------------------

Action 1:

Froslass: Shadow Ball [Octillery] (6 damage, -5 energy, crit fails, SpD drop fails)
Tomohawk: Aura Sphere [Octillery] (9 damage, -6 energy, crit fails)
Rampardos: Rock Slide (6 damage [Octillery], 8 damage, [Camerupt], -10 energy, crits fail, flinches fail)
Octillery: Waterfall [Rampardos] (22 damage, -5 energy, crit fails)
Camerupt: Earthquake (14 damage [Octillery], 14 damage [Froslass], 11 damage [Rampardos], -6 energy, crits fail, KO [Rampardos])

Action 2:

Froslass: Blizzard (8 damage [Octillery], 12 damage [Camerupt], -7 energy, crits fail, Freezes fail)
Tomohawk: Focus Blast [Octillery] (9 damage, -7 energy, KO)
Octillery: KO'd
Camerupt: Earthquake (14 damage [Froslass], 0 damage [Tomohawk], -10 energy, crit fails)

~ROUND 3 ENDS~

Poke: Froslass | Rampardos | Tomohawk
HP: 57 | 0 | 110
Energy: 37 | 40 | 36
Boosts: -1 Atk | Done | -1 Atk
Other: None | Gone | None
Team Effects: None

VS.

Poke: Octillery | Camerupt
HP: 0 | 43
Energy: 55 | 59
Boosts: Done | -1 Atk
Other: Gone | None

Tortferngatr --> danmantincan --> Korski
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 4 BEGINS~

Poke: Froslass | Tomohawk
HP: 57 | 110
Energy: 37 | 36
Boosts: -1 Atk | -1 Atk
Other: None | None

VS.

Poke: Camerupt
HP: 43
Energy: 59
Boosts: -1 Atk
Other: None

--------------------

Aaaaaaaaand Tortferngatr WINS!

--------------------

Action 1:

Froslass: Fake Tears [Camerupt] (-6 energy, Camerupt -2 SpD)
Tomohawk: Aura Sphere [Camerupt] (17 damage, -6 energy, crit fails)
Camerupt: Flamethrower [Froslass] (22 damage, -6 energy, crit fails, Burn fails)

Action 2:

Froslass: Blizzard [Camerupt] (19 damage, -7 energy, crit fails, Freeze fails)
Tomohawk: Focus Blast [Camerupt] (7 damage, -7 energy, KO)
Camerupt: KO'd

~ROUND 4 ENDS~

Poke: Froslass | Tomohawk
HP: 34 | 110
Energy: 24 | 23
Boosts: -1 Atk | -1 Atk
Other: None | None

VS.

Poke: Camerupt
HP: 0
Energy: 53
Boosts: -1 Atk, -2 SpD
Other: None

--------------------

~GG TO BOTH!~

danmantincan: 2 TC
  • Tauroneo the STOUTLAND: 3 MC
  • Shinon the OCTILLERY: 1 EC (already used), 2 MC, 1 DC (already used)
  • Gareth the CAMERUPT: 2 MC, 1 DC, 1 KOC
Tortferngatr: 2 TC
  • Frigid the FROSLASS: 1 EC (already used), 2 MC, 1 DC (already used)
  • Fracture the RAMPARDOS: 1 EC (already used), 2 MC, 1 DC (already used)
  • Flight the TOMOHAWK: 1 EC (already used), 2 MC, 1 DC (already used), 3 KOC
Pikapwned: None

Korski: 5 RT

MOD/PIKAPWNED ALERT: Please change the prefix of this thread to "Completed," thanks.
 
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