Objection vs. Kaxtar (Korski refs)

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Korski

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BATTLE ON!

Arena:

Training Simulator

A special room designed to simulate pokemon battles. The arena dimensions are 50ft by 50ft by 50ft and can simulate any terrain or effect, meaning all moves are usable to their normal standard. Furthermore, if a move has variable effects depending on terrain (eg, Camouflage), the trainer can choose what effect they want (the terrain will change to match the desired effect).

This battle will use a format similar to two-turn brawls from the old dojo thread, with the main difference being that each brawl lasts three rounds instead of two. The first pokemon sent in by each trainer will be released first, and then those two pokemon will fight for three rounds or until at least one of them is KO'd (whichever happens first) and then both pokemon will return to their pokeballs and the second pokemon sent in by each trainer will be released, and those two will fight for three rounds or until one of them is KO'd, and so on and so forth.

In the event that both pokemon are still standing after three rounds, the training simulator will decide which pokemon wins the bout by awarding points to both pokemon and whichever pokemon has more points gets a KOC (in the event of a tie, both pokemon get a KOC). Here is how points are awarded:
  • Percentage of HP remaining (ie, current HP / max HP)
    Current energy / 2
  • 5 points for every status effect the opponent is affected by (including ones like Taunt, Encore, Leech Seed, Foresight, etc.)
  • 2 points for every negative stat stage the opponent has (eg, -2 attack and -1 speed awards 6 points)
  • 2 points for every positive stat stage the pokemon has (eg, +2 attack and +1 speed awards 6 points)
  • 5 points if the pokemon has a substitute up, plus the substitute's current HP
Finally, at the end of each bout, any arena effects like weather or Trick Room are dispelled.

Rules:

6 vs. 6 Singles
3-day Player-DQ / 7-day Ref-DQ
Infinite Recoveries / Infinite Chills
Abilities=ALL
Items=OFF
Switch=KO

Teams:

Objection:

Raticate [Ratigan] (M)
Nature: Adamant (+Attack, -Special Attack)

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

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 97
Size Class: 2
Weight Class: 2
Base Rank Total: 16
Moves: 20

EC: 6/6
MC: 0
DC: 1/5

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Hustle (DW): (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.

Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Swords Dance
Scary Face
Super Fang

Counter
Flame Wheel
Last Resort

Dig
Facade
Wild Charge
Giga Impact

Arghonaut [Captain Hook] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21
Moves: 20

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

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW UNLOCKED): (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)

Attacks:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Mach Punch
Focus Punch
Cross Chop
Constrict
Aqua Jet
Taunt
Punishment

Bulk Up
Ice Punch
Recover
Soak
Drain Punch

Earthquake
Brick Break
Waterfall

Emolga [Madam Mim] (F)
Nature: Mild (+Special Attack, -Defence)

Type: Electric/Flying
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Moves: 22

MC: 0
DC: 5/5

Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Motor Drive (DW UNLOCKED): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Attacks:
Thundershock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Encore
Electro Ball
Agility
Light Screen
Acrobatics
Volt Switch

Air Slash
Charm
Roost

Taunt
Thunderbolt
Thunder Wave
Rain Dance
Thunder

Machamp [Gaston] (M)
Nature: Sassy (+Special Defence, -Speed)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 47 (-) (Opponent's accuracy boost: 10%)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
Moves: 22

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

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (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 benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
DynamicPunch
Wide Guard

Counter
Ice Punch
ThunderPunch
Fire Punch

Payback
Rock Slide
Substitute
Bulk Up
Light Screen
Stone Edge

Magic Coat

Jellicent [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)

Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
Moves: 24

EC: 6/6
MC: 0
DC: 4/5

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
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.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Water Spout
Rain Dance
Hex
Brine
Hydro Pump

Acid Armor
Confuse Ray
Pain Split

Ice Beam
Shadow Ball
Surf
Scald
Energy Ball
Toxic
Will-O-Wisp
Substitute
Hidden Power Ground 7

Gliscor [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ground/Flying
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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Moves: 25

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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
Acrobatics
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech

Metal Claw
Night Slash
Wing Attack

Earthquake
Stone Edge
X-Scissor
Roost
Taunt
Dig
Substitute
Torment

Kaxtar:


Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)

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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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


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.
Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Hyper Voice
Rest

Yawn
Roost
Stealth Rock
Confuse Ray

Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Substitute
Fly
Safeguard
Protect

Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

Fighting : Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90

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

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.

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

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 will be maintained at the end of each round.

Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot
Me First
Heal Pulse
Quick Guard
Close Combat
Copycat

Blaze Kick
Crunch
Hi Jump Kick
Agility
Vacuum Wave

Swords Dance
Roar
Hone Claws
Rock Slide
Toxic
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Double Team
Focus Blast
Focus Punch
Water Pulse

Ice Punch
Thunderpunch
Magic Coat
Magnet Rise

Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65

EC: N/A
MC: 0
DC: 5/5

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Mummy (DW- Unlocked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip
Revenge
Punishment
Hammer Arm
Mach Punch

Ice Punch

Counter
Drain Punch
Shadow Sneak

Taunt
Substitute
Bulk Up
Protect
Rock Slide
Double Team
Earthquake
[PIMG]286[/PIMG]
Breloom [Emerald] (Male)
Nature: Impish (+1 to Defense, -1 to Special Attack)

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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 90
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70

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

Poison Heal: (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.

Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.

Technician (DW- Unlocked): (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 multi-hit attacks is increased by two (2).

Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Poison Powder
Spore
Worry Seed
Counter
Mach Punch
Sky Uppercut

Bullet Seed
Drain Punch
Natural Gift
Focus Punch

Facade
Swords Dance
Substitute
Stone Edge

Arghonaut [Pirate Man] (Male)
Nature: Adamant (+1 to Attack, -1 to Special Attack)

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

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75

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

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Iron Fist (DW- Unlocked): (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)

Cross Chop
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Taunt
Mach Punch
Helping Hand
Aqua Jet
Punishment
Revenge
Circle Throw
Wring Out
Focus Punch

Recover
Ice Punch
Drain Punch

Double Team
Sludge Wave
Waterfall
Stone Edge
Protect
Dive
Substitute

Heracross (M)
Nature: Jolly (+15% to Speed, +11% Accuracy, -1 to Special Attack)

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

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)

EC: N/A
MC: 0
DC: 5/5

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Moxie (DW- Unlocked): (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.

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Reversal

Bide
Flail
Megahorn
Pursuit

Swords Dance
Toxic
Facade
Stone Edge
Protect


Objection releases Ratigan the RATICATE!

Kaxtar releases Chinook the TOMOHAWK!

Kaxtar --> Objection --> Korski
 

Korski

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

Poke: Raticate
HP: 100
Energy: 100
Boosts: None
Other: None

VS.

Poke: Tomohawk
HP: 110
Energy: 100
Boosts: None
Other: None

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

BOUT ONE, ROUND ONE
Ratigan starts off the action in this first bout of the match with a sharp and accurate Quick Attack that makes a scratch in Chinook before it Double Teams up a few clones! Ratigan makes it its first priority to find the real Chinook, so it rushes head-first into the row of Tomohawks with a Tackle! Unfortunately, the headstrong rat misses and gets blown back by a powerful Aura Sphere! Ouch! Ratigan gets right back up though, and gets back in the fight by hitting the real Chinook with a second Quick Attack! Chinook doesn't let its foiled plan get it down; instead, it throws up a trap of Stealth Rocks around its opponent's team! That might come in handy!

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

Before Round: Intimidate (Raticate -1 Atk)

Action 1:

Raticate: Quick Attack (7 damage, -2 energy, crit fails)
Tomohawk: Double Team [4 Clones] (-16 energy)

Action 2:

Raticate: Tackle (miss, -2 energy, 1 Clone disappears)
Tomohawk: Aura Sphere (23 damage, -6 energy, crit fails)

Action 3:

Raticate: Quick Attack (7 damage, -2 energy, crit fails, Clones disappear)
Tomohawk: Stealth Rock (-12 energy, Stealth Rock up around Objection's team)

~ROUND 1 ENDS~

Poke: Raticate
HP: 67
Energy: 94
Boosts: -1 Atk
Other: None
Team Effects: Stealth Rock

VS.

Poke: Tomohawk
HP: 96
Energy: 66
Boosts: None
Other: None

Objection --> Kaxtar --> Korski
 
Super Fang - Wild Charge - Giga Impact

If he uses Protect and you're not taunted, change your action to Swords Dance
 

Korski

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

Poke: Raticate
HP: 67
Energy: 94
Boosts: -1 Atk
Other: None
Team Effects: Stealth Rock

VS.

Poke: Tomohawk
HP: 96
Energy: 66
Boosts: None
Other: None

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

BOUT ONE, ROUND 2
Aura Sphere thrice for the KO.
--------------------

Action 1:

Raticate: Super Fang (19 damage, -13 energy)
Tomohawk: Aura Sphere (23 damage, -6 energy, crit fails)

Action 2:

Raticate: Wild Charge (13 damage, -3 HP, -7 energy, crit fails)
Tomohawk: Aura Sphere (23 damage, -10 energy, crit fails)

Action 3:

Raticate: Giga Impact (16 damage, -10 energy, crit fails)
Tomohawk: Aura Sphere (18 damage, -14 energy, KO)

~ROUND 2 ENDS~

Poke: Raticate
HP: 0
Energy: 64
Boosts: Done
Other: Gone
Team Effects: Stealth Rock

VS.

Poke: Tomohawk
HP: 48
Energy: 36
Boosts: None
Other: None

Score:

Objection: 0
Kaxtar: 1

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

Objection releases Captain Hook the ARGHONAUT!

Kaxtar releases Aura Beast the LUCARIO!

Objection --> Kaxtar --> Korski
 

Korski

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

Poke: Arghonaut
HP: 110
Energy: 100
Boosts: None
Other: None

VS.

Poke: Lucario
HP: 100
Energy: 100
Boosts: None
Other: None

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

BOUT TWO, ROUND ONE
Now with only one matchup done, the fight continues with a fight-off between Captain Hook the Arghonaut and Aura Beast the Lucario! And they get right in it! Beast hurls a ball of Toxic Sludge that severely poisons the Captain as he Bulks Up his muscles! Beast is unswayed by Hook's show of strength, and to show it, Beast picks up the Arghonaut with a beam of Psychic energy and hurls it across the room! The Captain is not pleased and rushes back over to land a devastating Brick Break! Reeling from the pain, Beast quickly Digs underground and narrowly avoids Captain Hook's follow-up Drain Punch! Beast emerges with a strike that does mediocre damage!

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

Before Round: Stealth Rock (Arghonaut -9 HP)

Action 1:

Lucario: Toxic (-7 energy, Arghonaut Toxic Poisoned)
Arghonaut: Bulk Up (-6 energy, +1 Atk/Def for 4 Actions)

End of Action: Toxic (Arghonaut -1 HP)

Action 2:

Lucario: Psychic (16 damage, -7 energy, crit fails, SpD drop fails)
Arghonaut: Brick Break (23 damage, -5 energy, crit fails)

End of Action: Toxic (Arghonaut -1 HP)

Action 3:

Lucario: Dig [Evade]
Arghonaut: Drain Punch (miss, -11 energy)
Lucario: Dig (11 damage, -10 energy, crit fails)

End of Action: Toxic (Arghonaut -1 HP)

~ROUND 4 ENDS~

Poke: Arghonaut
HP: 71
Energy: 78
Boosts: +1 Atk/Def (2 Actions)
Other: Toxic Poisoned (2 DPA)

VS.

Poke: Lucario
HP: 77
Energy: 76
Boosts: None
Other: None

Kaxtar --> Objection --> Korski
 
Thunderpunch~Psychic~Thunderpunch

IF Arghonaut uses Cross Chop, THEN Counter it and push actions back.

IF Arghonaut uses Drain Punch, THEN Dig it and push actions back.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 5 BEGINS~

Poke: Arghonaut
HP: 71
Energy: 78
Boosts: +1 Atk/Def (2 Actions)
Other: Toxic Poisoned (2 DPA)

VS.

Poke: Lucario
HP: 77
Energy: 76
Boosts: None
Other: None

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

BOUT TWO, ROUND TWO
Beast tries a new tactic with a ThunderPunch, but Captain is able to hit back with a Brick Break for huge damage! As the Toxic damage stings, Captain Recovers off the damage from Beast's second Psychic! Finally, the two exchange blows again and are both just that much closer to the end! Only one more Round to make it happen!

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

Action 1:

Lucario: ThunderPunch (15 damage, -6 energy, crit fails, Paralysis fails)
Arghonaut: Brick Break (23 damage, -5 energy, crit fails)

End of Action: Toxic (Arghonaut -2 HP)

Action 2:

Lucario: Psychic (16 damage, -7 energy, crit fails, SpD drop fails)
Arghonaut: Recover (+20 HP, -13 energy)

End of Action: Toxic (Arghonaut -2 HP)

Action 3:

Lucario: ThunderPunch (17 damage, -6 energy, crit fails, Paralysis fails)
Arghonaut: Brick Break (23 damage, -5 energy, crit fails)

End of Action: Toxic (Arghonaut -2 HP)

~ROUND 5 ENDS~

Poke: Arghonaut
HP: 37
Energy: 55
Boosts: None
Other: Toxic Poisoned (3 DPA)

VS.

Poke: Lucario
HP: 31
Energy: 57
Boosts: None
Other: None

Objection --> Kaxtar --> Korski
 
Drain Punch - Drain Punch - Drain Punch

If he uses Counter on action 1 or action 2, use Combo: Focus Punch + Drain Punch on that action and Cooldown on the action after.
If he uses Dig, use Earthquake on any action when he is underground (unless you're cooling down from a combo of course).

I should be able to get 2 substitutions against this Lucario.
 
Double Team (Four Clones)~Hi Jump Kick~Hi Jump Kick

IF you have no clones up, THEN use Double Team (Four Clones) ASAP and push other actions back.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 6 BEGINS~

Poke: Arghonaut
HP: 37
Energy: 55
Boosts: None
Other: Toxic Poisoned (3 DPA)

VS.

Poke: Lucario
HP: 31
Energy: 57
Boosts: None
Other: None

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

BOUT TWO, ROUND THREE

The result of Bout 2 is a Tie!

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

Action 1:

Lucario: Double Team [4 Clones] (-16 energy)
Arghonaut: Drain Punch (21 damage, +11 HP, -15 energy, crit fails)

End of Action: Toxic (Arghonaut -3 HP)

Action 2:

Lucario: Double Team [4 Clones] (-20 energy)
Arghonaut: Drain Punch (miss, -19 energy, 1 Clone destroyed)

End of Action: Toxic (Arghonaut -3 HP)

Action 3:

Lucario: Hi Jump Kick (19 damage, -7 energy, crit fails)
Arghonaut: Drain Punch (10 damage, -21 energy, KO, faints)

~ROUND 6 ENDS~

Poke: Arghonaut
HP: 23
Energy: 0
Boosts: Done
Other: Gone

VS.

Poke: Lucario
HP: 0
Energy: 14
Boosts: Done
Other: Gone

Score:

Objection: 0.5
Kaxtar: 1.5

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

Objection releases Madam Mim the EMOLGA!

Kaxtar releases Revenankh!

Kaxtar --> Objection --> Korski
 
Ice Punch~Rock Slide~Ice Punch

IF he uses Double Team action One or Three, THEN change actions to Rock Slide~Ice Punch~Rock Slide.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 7 BEGINS~

Poke: Emolga
HP: 90
Energy: 100
Boosts: None
Other: None
Team Effects: Stealth Rock

VS.


Poke: Revenankh
HP: 100
Energy: 100
Boosts: None
Other: None

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

BOUT THREE, ROUND ONE
All out offense as Madam Mim and Revenankh exchange blows after the pointed stones stripped off a good chunk of Mim's health! An Acrobatics from Mim knocks Rev down for a second, but the lumbering mummy gets back up and lands a nasty Ice Punch! Mim, looking to lessen the damage, Charms Revenankh into letting up a bit, but Rev stays on the offensive and lands a huge Rock Slide on the Emeolga! Then the two repeat their earlier attacks, with Madam Mim coming out on the bottom and close to fainting already! What can be done!

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

Before Round: Stealth Rock (Emolga -15 HP)

Action 1:

Emolga: Acrobatics (21 damage, -6 energy, crit fails, Emolga's Static ability changed to Mummy for 6 Actions)
Revenankh: Ice Punch (21 damage, -6 energy, crit fails, Freeze fails)

Action 2:

Emolga: Charm (-6 energy, Revenankh -2 Atk)
Revenankh: Rock Slide (14 damage, -6 energy, crit fails)

Action 3:

Emolga: Acrobatics (21 damage, -6 energy, crit fails)
Revenankh: Ice Punch (18 damage, -6 energy, crit fails, Freeze fails)

~ROUND 7 ENDS~

Poke: Emolga
HP: 22
Energy: 82
Boosts: None
Other: Ability = Static Mummy (4 Actions)
Team Effects: Stealth Rock

VS.


Poke: Revenankh
HP: 58
Energy: 82
Boosts: -2 Atk
Other: None

Objection --> Kaxtar --> Korski
 
Thunder Wave - Air Slash - Air Slash

If he uses Ice Punch on action 2 or action 3 and you are not taunted, change that action to Roost
If he uses Rock Slide on action 2 or action 3 and you are not taunted, change that action to Roost
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Just noticed I forgot to account for Revenankh's Mummy ability in the previous Round. This affects only Revenankh's chances of being Paralyzed by Static for this Round, which I don't consider to be significant enough to have you guys reorder.

~ROUND 8 BEGINS~

Poke: Emolga
HP: 22
Energy: 82
Boosts: None
Other: Ability = Static[/B] Mummy (4 Actions)
Team Effects: Stealth Rock

VS.


Poke: Revenankh
HP: 58
Energy: 82
Boosts: -2 Atk
Other: None

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

BOUT THREE, ROUND TWO
Madam Mim tries to Paralyze Revenankh with a Thunder Wave, but the ghost mummy is quicker on this draw and fires up a Protective wall that absorbs the burst of electricity! Frustrated, Mim goes on the offensive with two successive Air Slashes, but can't get enough damage in and falls to two Shadow Punches from Revenankh, meaning Kaxtar has won this third bout and takes a meaningful lead in the match!

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

Action 1:

Revenankh: Protect (-7 energy)
Emolga: Thunder Wave (fails, -6 energy)

Action 2:

Emolga: Air Slash (17 damage, -5 energy, crit fails, flinch fails)
Revenankh: Shadow Punch (12 damage, -3 energy, crit fails)

Action 3:

Emolga: Air Slash (17 damage, -9 energy, crit fails, flinch fails)
Revenankh: Shadow Punch (10 damage, -7 energy, KO)

~ROUND 8 ENDS~

Poke: Emolga
HP: 0
Energy: 62
Boosts: Done
Other: Gone
Team Effects: Stealth Rock

VS.


Poke: Revenankh
HP: 24
Energy: 65
Boosts: None
Other: None

Score:

Objection: 0.5
Kaxtar: 2.5

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

Objection releases Gaston the MACHAMP!

Kaxtar releases Emerald the BRELOOM!

Objection --> Kaxtar --> Korski
 
DynamicPunch - Fire Punch - Ice Punch
If he uses Spore and is not asleep, change that action to Magic Coat and push all remaining actions back.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 9 BEGINS~

Poke: Machamp
HP: 100
Energy: 100
Boosts: None
Other: None
Team Effects: Stealth Rock

VS.


Poke: Breloom
HP: 90
Energy: 100
Boosts: None
Other: None

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

BOUT FOUR, ROUND ONE
With a sizable lead, Kaxtar sends out Emerald to face Objection's Gaston and Emerald starts with a Substitute, which Gaston promptly decimates with a DynamicPunch! Deciding to switch tactics, Emerald sits back and waits for Gaston's next move, a Fire Punch, and Counters the blow while paralyzing the fighting behemoth with its Effect Spores! What a move! The poor Machamp is so frazzled by the mess that it is immediately fully paralyzed, which, unfortunately for Emerald, means that getting ready for another Counter-strike was wasted energy!

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

Before Round: Stealth Rock (Machamp -9 HP)

Action 1:

Breloom: Substitute [15 HP] (-15 HP, -12 energy)
Machamp: DynamicPunch (15 damage [Substitute], -7 energy, Substitute breaks)

Action 2:

Machamp: Fire Punch (14 damage, -6 energy, crit fails, Burn fails, Effect Spore activation successful, Machamp 15% Paralyzed, Machamp's Guts activated)
Breloom: Counter (21 damage, -13 energy)

Action 3:

Machamp: Fully Paralyzed (Paralysis stage drops to 10%)
Breloom: Counter (fails, -10 energy)

~ROUND 9 ENDS~

Poke: Machamp
HP: 70
Energy: 87
Boosts: None
Other: Paralyzed (5%), Guts
Team Effects: Stealth Rock

VS.


Poke: Breloom
HP: 61
Energy: 65
Boosts: None
Other: None

Kaxtar --> Objection --> Korski
 
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