shinyskarmory vs. deadfox081: Mutually-Assured Destruction (Korski refs)

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Korski

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BATTLE ON!

Arena:
Complexity: Moderate
Format: All
Arena Type: None
Danger Level: Through the Roof
Restrictions: No weather, no seismic activity or digging, no water source, and use moves of BP over 12, or any electric or fire moves, at your own risk.

Welcome to one of the most secret places in the world, a U.S nuclear missile silo. Because it is so secret, you may only fight in it if you are invited by me (shinyskarmory) or someone else who has fought here before. The silo is a cylinder with a dome atop it. The diameter of the cylinder is 50 feet, and the ceiling is 60 ft up. The nuclear missile is inside the silo and has a diameter of 20 feet and a height of 50 feet.

Here's the catch: If you miss a move of over 12 base power, and it is NOT fire or electric type, then the move has a 50% chance of hitting the missile. The move will punch through the lead coating, causing all mons who set foot on the field to take 5 damage per round for the rest of the battle from radiation. No pokemon are immune under any circumstance, unless they haven't been sent out yet. This catch no longer applies if the missile takes off as in catch 3.

Catch #2: If you miss a fire type move of any BP under 12, it will strike the missile. There is now a (between 5% and 15%, ref discretion) BASE chance that the warhead will explode (if it does, see catch #4). This chance rises 5% times the (BP of the move used divided by 5.) If you get lucky and the warhead does not explode, count yourself lucky and DON'T DO IT AGAIN!!! This catch no longer applies if the missile takes off as in catch 3.

Catch #3: If you miss an electric type move of any BP under 12, you have the same rule as above with the possible warhead explosion. However, you also get a (5 divided by (BP divided by 12))% chance that your move will start the nuke launch countdown. If you start the countdown, all mons on the field will take 20 Fire-Type damage and be instantly burned at the end of the third round after the countdown starts. This is non-Protectable, but pokemon with appropriate abilities may benefit from the launch. After the launch, all moves are useable with no risk, because the missile is launched and is therefore not in the silo anymore.

Catch #4: If you miss a fire or electric move over 12 BP, or you get a bad RNG roll in Catch #2 or #3, the warhead goes off. God be with you.

(translation: battle ends instantly, is a loss for all participants. Participating mons may claim counters normally. The trainer who set off the warhead will not recieve any TC for the battle;other trainer (s) may collect TC normally. The ref may collect RC as normal-after all, it wasn't his fault, it was all on the RNG/guilty trainer/both.)

Rules:
3 vs. 3 Doubles
1-day Player-DQ / 2-day Ref-DQ
2 Recoveries / 5 Chills
Abilities=ALL
Items=OFF
Switch=OK

Teams:

shinyskarmory:

Ralts (*) [Mentalist] M
Nature: Docile

Types: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats
HP: 90
Atk: 1
Def: 1
Sp. Atk: 2
Sp. Def: 2
Speed: 40

Counters:
EC: 1/9
MC: 0
DC: 1/5

Moves

Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Hypnosis
Dream Eater
Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)

TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)

Turtwig (*) [Treewig] (F)
Nature: Gentle (+1 Sp. Def, -1 Def)

Type: Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Shell Armor: (Innate) (DW) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats
HP:90
Atk: 3
Def: 2 (-)
Sp. Atk: 2
Sp. Def: 3 (+)
Speed: 31

EC: 1/9
MC: 0
DC: 1/5

Moves

Level Up
Tackle (*)
Withdraw (*)
Absorb (*)
Razor Leaf (*)
Curse (*)
Bite (*)
Mega Drain (*)
Synthesis
Leech Seed
Egg Moves
Growth (*)
Superpower (*)
Body Slam (*)

TMs
Grass Knot (*)
Rock Smash(*)
Protect (*)

Torchic (*) [Fawkes] M
Nature:Hasty (+1 Speed, -1 Sp. Def)

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 brushfire areas.

Abilities
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Innate) (DW) (Locked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats
HP:90
Atk:2
Def:1 (-)
Sp. Atk: 3
Sp. Def: 2
Speed: 45 (x1.15)= 51.75=52
Accuracy Boost= 9%

EC: 1/9
MC: 0
DC: 1/5

Moves

Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)

Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)

TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)
Dig

deadfox081:

Aron [Splat] (F)
Nature: Adamant (+1 Atk, -1 SpA)

Type: Steel/Rock
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.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30

EC: 1/9
MC: 0
DC: 2/5

Abilities:

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Heavy Metal: [DW LOCKED] (Innate) The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.

Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defence
Roar
Take Down
Iron Head
Heavy Slam

Dig
Rock Slide
Hone Claws

Head Smash
Superpower
Dragon Rush

Syclar [Chilla] (F)
Nature: Serious (No effect)

Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91

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

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear

Protect
Frost Breath
Brick Break

Earth Power
Silver Wind
Water Pulse

Axew [Chompa] (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +15% Accuracy)

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

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 66 (57*1.15)

EC: 2/9
MC: 0
DC: 1/5

Abilities:

Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.)

Unnerve: [DW LOCKED] (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Taunt
Outrage

Dragon Claw
X-Scissor
Poison Jab

Counter
Endure
Night Slash

shinyskarmory releases 2 Pokes --> deadfox081 releases 2 Pokes, issues Actions --> shinyskarmory issues Actions --> Korski refs
 
Ok, lets get out there Chompa and Splat!

Ok Splat, time to show exactly why I bought you. Chompa, you may be getting a teensy bit screwed over by Rivalry here so lets get Torchic out of the way first.

Splat: Hone Claws > Head Smash (Torchic) > Head Smash (Torchic)
Chompa: Dual Chop (Torchic) > Dragon Claw (Torchic) > Outrage
 
"Wow Fawkes, they really hate you!"

Here's the plan. Treewig, you're going to need to help Torchic stay alive. Torchic, you're going to have to take a Dual Chop, but you'll be able to stay alive and dish out some serious damage. Treewig, start by using Razor Leaf on both of them. Then, step in front of Torchic and protect it while it fire spins Aron. Finish by tripping Axew up with Grass Knot.

Torchic, we're going to protect you from Aron's Head Smashes as best we can. Start by using Focus Energy, to boost your hax rate. Then, use Fire Spin to trap Aron and prevent it from reaching you. Finish by using Reversal on Aron.

Summary:
Treewig: Razor Leaf (both)->Bodyblock (Torchic)->Grass Knot (Axew)
Torchic: Focus Energy->Fire Spin (Aron)->Reversal (Aron)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 1 BEGINS~

Poke: Turtwig | Torchic
HP: 90 | 90
Energy: 100 | 100
Boosts: None | None
Other: None | None

VS.

Poke: Axew | Aron
HP: 90 | 90
Energy: 100 | 100
Boosts: None | None
Other: None | None

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

I'm not quite sure what to say. Shinyskarmory and deadfox081 have decided to have a Pokemon battle in this top-secret nuclear silo and will order their Pokemon to really rough up this place full of billions of dollars of equipment and machinery, and let's not forget the fickle and dangerous nuclear missiles! In any case, shinyskarmory releases Treewig the Turtwig and Fawkes the Torchic to do battle against deadfox081's Chompa the Axew and Splat the Aron! Oh, they're just little baby Pokemon, they won't hurt anything!

Chompa is straight out of the Pokeball and immediately in Fawkes's face with a Dual Chop! As Fawkes jumps back from the onslaught, it Focuses its Energy into connecting strong with future attacks!
It's partner, Treewig, then uses a Razor Leaf attack to push both opponents back and let up the pressure, after which Splat Hones its Claws which will somehow make its head-based attacks stronger! Chompa jumps right back at Fawkes after that Razor Leaf and lands a Dragon Claw on the little Torchic, who gets knocked off balance just as it releases a Fire Spin from its mouth! The attack flies way off course, missing its intended target and instead striking a giant nuclear missile! The trainers and Pokemon all flinch momentarily and carefully watch as the missile sizzles... and steams... and emits a light high-pitched tone for several seconds until... pffft. The danger fizzles out and it's clear we're all safe from radiation poisoning (or worse) for the time being! Careful, you guys! As deadfox081's Pokes were staring at the missile, Treewig used the opportunity to shift over and Bodyblock for Fawkes! Splat comes straight down with a vicious Head Smash, but when it jumps back to assess the damage it caused, it sees that it hit the wrong target! Chompa then goes on an Outrage that slams into Fawkes, who rolls back around seamlessly into a Reversal on Splat! Treewig then trips up Chompa with a Grass Knot right as it was getting into a groove before Splat, sights focused on Fawkes, finally connects with a devastating Head Smash! Fawkes is in pretty bad shape, but let's see if shinyskarmory's Pokes can do some good before it's too late!

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

Action 1:

Axew: Dual Chop [Torchic] (14 damage, -5 energy, crits fail)
Torchic: Focus Energy (-5 energy, critical hit stage +1 for 6 Actions)
Turtwig: Razor Leaf (5 damage [Axew], 8 damage [Aron], -3 energy, crits fail)
Aron: Hone Claws (-6 energy, +1 Atk/Acc for 4 Actions)

Action 2:

Axew: Dragon Claw [Torchic] (14 damage, -5 energy, crit fails)
Torchic: Fire Spin [Aron] (miss, -3 energy, missile trigger fails)
Turtwig: Bodyblock [Torchic] (-5 energy)
Aron: Head Smash [Torchic] (23 damage [Turtwig], -0 HP, -8 energy, crit fails)

Action 3:

Axew: Outrage (18 damage [Torchic], -7 energy, Axew locked into Outrage for 2 Actions)
Torchic: Reversal [Aron] (7 damage, -4 energy, crit fails)
Turtwig: Grass Knot [Axew] (6 damage, -5 energy, crit fails)
Aron: Head Smash [Torchic] (34 damage, -12 energy, crit fails)

~ROUND 1 ENDS~

Poke: Turtwig | Torchic
HP: 67 | 10
Energy: 92 | 88
Boosts: None | +1 CH stage (4 Actions)
Other: None | None

VS.

Poke: Axew | Aron
HP: 79 | 75
Energy: 83 | 74
Boosts: None | +1 Atk/Acc (2 Actions)
Other: Locked into Outrage (2 Actions) | None

shinyskarmory --> deadfox081 --> Korski
 
"Torchic, I probably should have checked the speeds to make sure that Turtwig could block for you. But it's too late now. Use your signature combo on Aron! Guys, do whatever you can to make sure the attack gets off!"

Torchic: Reversal+Night Slash Combo (Aron)-> cooldown->Reversal (Aron)

Turtwig: Block for Torchic again->Superpower (Aron)->Body Slam (Axew)
 
Ok guys, we should be able to successfully avoid heavy damage this round and still dish our some of our own.

Splat, I want you to start off by digging underground. If you stay there until action two then you can avoid both Torchic's combo and Turtwig's Superpower. Devious I know. When you come up you should aim for Torchic, or try and get Turtwig if Chompa has already taken care of the chicken. Finish off with another heavy hit by Head Smashing Turtwig. (Yes I realise that having STAB on that move AND Rock Head is just rude)

Chompa, your actions are much more simple. You're gonna keep on Outraging for two actions anyway. If we're lucky then you will crash into Torchic first action anyway, but Splat is safe regardless. Unfortunately we can't overcome your sympathy for the little girl turtle, so why not just use your Scary Face so Aron will be faster.

Aron: Evasive Dig > Emerge and hit Torchic > Head Smash (Turtwig)
IF Torchic is already KOed by your action 2 THEN hit Turtwig instead

Axew: Outrage > Outrage > Scary Face (Turtwig)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 2 BEGINS~

Poke: Turtwig | Torchic
HP: 67 | 10
Energy: 92 | 88
Boosts: None | +1 CH stage (4 Actions)
Other: None | None

VS.

Poke: Axew | Aron
HP: 79 | 75
Energy: 83 | 74
Boosts: None | +1 Atk/Acc (2 Actions)
Other: Locked into Outrage (2 Actions) | None

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

Oh no Fawkes got KO'd and Treewig is right behind him! Hopefully Ralts can pick up all the pieces!

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

Action 1:

Axew: Outrage (10 damage [Torchic], -7 energy, KO)
Turtwig: Bodyblock [Torchic] (fails, -5 energy)
Aron: Dig [Evade] (fails, -6 energy)
Torchic: KO'd
Aron: Dig [Stay Underground] (fails, -3 energy)

Action 2:

Axew: Outrage (20 damage [Turtwig], -7 energy, crit fails, Axew Severely Confused for 3 Actions)
Turtwig: Superpower [Aron] (20 damage, -8 energy, -1 Atk/Def)
Aron: Dig [Turtwig] (fails)

Action 3:

Axew: Scary Face [Turtwig] (-6 energy, Turtwig -2 Spe)
Turtwig: Body Slam [Axew] (9 damage, -7 energy, crit fails, Paralysis fails)
Aron: Head Smash [Turtwig] (25 damage, -0 HP, -8 energy, crit fails)

~ROUND 2 ENDS~

Poke: Turtwig | Torchic
HP: 22 | 0
Energy: 65 | 88
Boosts: -1 Atk/Def (3 Actions), -2 Spe | Done
Other: None | Gone

VS.

Poke: Axew | Aron
HP: 70 | 55
Energy: 63 | 51
Boosts: None | None
Other: Confused (2 Actions) | None

shinyskarmory releases Mentalist the RALTS!

deadfox081 --> shinyskarmory --> Korski
 
Well, that went super well. I would love to get Chilla out there and grab some counters, but at this rate she may not make it :S

Chompa: Taunt (Ralts) > Night Slash (Ralts) > Night Slash (Ralts)
IF you fail to taunt due to confusion THEN keep using it until you are successful.

Aron: Iron Head (Turtwig) > Heavy Slam (Ralts) > Dragon Rush (Ralts)
IF Turtwig protects on action 1 THEN swap your first and second actions around.
 
**shinyskarmory views arena description**

BATTLE ON!

Arena:
Complexity: Moderate
Format: All
Arena Type: None
Danger Level: Through the Roof
Restrictions: No weather, no seismic activity or digging, no water source, and use moves of BP over 12, or any electric or fire moves, at your own risk.
FFFFFFUUUUU!!!!!!

Anyways, we're kind of screwed unless we take creative action quick. Ralts, start by Teleporting behind Axew (the reason for this will be clear in a second). Then, use Magical Leaf on Aron. Finish with Psychic on Axew.

Turtwig, you're about to die, but we'll make the most of it. Start with Protect, so that Aron will heavy slam Ralts. Fortunately, Axew will be in the way, so Aron will be forced to back off its attack or strike its partner. Then, if you're still alive when your turn comes around in the second action, use a Mega Drain + Mega Drain combo on Aron to restore your HP! It helps that this combo is STAB and Overgrow boosted as well.

Ralts: Teleport (behind Axew)->Magical Leaf (Aron)->Psychic(Axew)
Turtwig: Protect->2x Mega Drain Combo->cooldown
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
shinyskarmory, you're right, and I apologize for forgetting about the arena specifics. I have edited the previous reffing post to reflect the changes in the action. I'd like both of you to delete your posts and reissue Actions in the original order, UNLESS you both agree to not change Actions despite the edits.
 
Happy to leave mine the same, given all the edits did was reduce Aron's health somewhat.

I also missed the whole no digging thing, so apologies also.
 

Korski

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

Poke: Turtwig | Ralts
HP: 22 | 90
Energy: 65 | 100
Boosts: -1 Atk/Def (3 Actions), -2 Spe | None
Other: None | None

VS.

Poke: Axew | Aron
HP: 70 | 55
Energy: 63 | 51
Boosts: None | None
Other: Confused (2 Actions) | None

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

Treewig Protects itself from harm, but no one's trying to harm it! Instead, Chompa fights through its Confusion and Taunts Mentalist! Mentalist tries to perform a tricky Teleportation maneuver, but it's so enraged by Taunt that it fails! Meanwhile, Splat comes down with an enormously Heavy Slam on the poor Ralts! Chompa then goes on the offensive, but he finally succumbs to Confusion and hurts itself instead! Mentalist then hits Splat with a puny Magical Leaf while Treewig follows up with a Super Mega Drain! Chompa, freshly snapped out of Confusion, hits Mentalist with a Night Slash, but Mentalist responds immediately with a Psychic attack that lowers Chompa's stats! Finally, as Treewig cools off from its combo, Splat Rushes at Mentalist with some Dragon powers, furthering the intense beating!

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

Action 1:

Turtwig: Protect (-7 energy)
Axew: Taunt [Ralts] (-10 energy, Ralts Taunted for 6 Actions)
Ralts: Teleport [behind Axew] (fails, -3 energy)
Aron: Heavy Slam [Ralts] (20 damage, -9 energy, crit fails)

Action 2:

Axew: Hurts self in Confusion (-6 HP, -3 energy, Confusion cleared)
Ralts: Magical Leaf [Aron] (5 damage, -5 energy, crit fails)
Aron: Iron Head [Turtwig] (16 damage, -5 energy, crit fails, flinch fails)
Turtwig: Mega Drain x2 Combo [Aron] (19 damage, +10 HP, -40 energy, crit fails)

Action 3:

Axew: Night Slash [Ralts] (15 damage, -5 energy, crit fails)
Ralts: Psychic [Axew] (12 damage, -6 energy, crit fails, SpD drop successful, Axew -1 SpD)
Aron: Dragon Rush [Ralts] (15 damage, -7 energy, crit fails)
Turtwig: Cooldown

~ROUND 3 ENDS~

Poke: Turtwig | Ralts
HP: 6 | 40
Energy: 18 | 86
Boosts: -1 Spe (1 Round) | None
Other: None | Taunted (3 Actions)

VS.

Poke: Axew | Aron
HP: 42 | 31
Energy: 45 | 30
Boosts: -1 SpD (1 Round) | None
Other: None | None

shinyskarmory --> dogfish44 --> Korski
 
I thought that was an interesting idea :(

We're kind of screwed now, so let's get at least one KOC out of this. Turtwig, start by Chilling out to regain energy. Then, use a titanic Body Slam+Superpower combo on Aron. If it's as successful as I hope it'll be, Aron will faint. If you go below 10 HP, replace the Body Slam+Superpower combo with another Super Mega Drain on Aron.

Ralts, now that you can only attack, use Psychic, then Magical Leaf, then Psychic, all on Aron. When Aron faints, target the rest of your moves on Axew.

Turtwig: Chill->Body Slam+Superpower combo (Aron)->cooldown
IF you go below 10 HP, THEN replace the combo with another 2x Mega Drain combo.
Ralts: Psychic (Aron)->Magical Leaf (Aron)->Psychic (Aron)
IF Aron faints, THEN retarget your remaining actions on Axew.
 
I could have sworn I remembered seeing Turtwig on a low enough HP for that Iron Head to KO. Oh well, here he goes now. Feel like a bit of a prick for doing it, but as good practice lets try out hardest to deny that KO!

Aron: Iron Head (Turtwig) > Head Smash (Ralts) > Heavy Slam (Ralts)
Axew: X-Scissor (Ralts) > Night Slash (Ralts) > X-Scissor (Ralts)
IF Turtwig is somehow not KOed by your section action THEN spend your second action Poison Jabbing it
 

Korski

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

Poke: Turtwig | Ralts
HP: 6 | 40
Energy: 18 | 86
Boosts: -1 Spe (1 Round) | None
Other: None | Taunted (3 Actions)

VS.

Poke: Axew | Aron
HP: 42 | 31
Energy: 45 | 30
Boosts: -1 SpD (1 Round) | None
Other: None | None

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

The match ends.

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

Action 1:

Axew: X-Scissor [Ralts] (17 damage, -6 energy, crit fails)
Ralts: Psychic [Aron] (8 damage, -6 energy, crit fails, SpD drop fails)
Aron: Iron Head [Turtwig] (6 damage, -5 energy, KO)
Turtwig: KO'd

Action 2:

Axew: Night Slash [Ralts] (15 damage, -5 energy, crit fails)
Ralts: Magical Leaf [Aron] (5 damage, -5 energy, crit fails)
Aron: Head Smash [Ralts] (8 damage, -8 energy, KO)

~ROUND 4 ENDS~

Poke: Turtwig | Ralts
HP: 0 | 0
Energy: 18 | 75
Boosts: Done | Done
Other: Gone | Gone

VS.

Poke: Axew | Aron
HP: 42 | 18
Energy: 34 | 17
Boosts: None | None
Other: None | None

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

~GG TO BOTH!~

shinyskarmory: 2 TC
  • Mentalist the RALTS: 1 EC, 2 MC, 1 DC
  • Treewig the TURTWIG: 1 EC, 2 MC, 1 DC
  • Fawkes the TORCHIC: 1 EC, 2 MC, 1 DC
deadfox081: 2 TC
  • Splat the ARON: 1 EC, 2 MC, 1 DC, 2 KOC
  • Chompa the AXEW: 1 EC, 2 MC, 1 DC, 1 KOC
Korski: 6 RT
 
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