TheWolfe vs Solstice In A Wonderful Cave!

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Battle type: 3v3 NFE Singles
DQ time: 3 days
Restrictions: 2 recoveries/5 chills, weather moves
Music: Pokemon Heart Gold and Soul Silver - Cave theme 2
Arena: Cave

The battle takes place deep within a subterranean cave, not unlike Mt. Moon and Union Cave of Pokemon lore. Being an enclosed environment, all weather moves will have no effect. Attacks that require solar/lunar power such as Solarbeam, Moonlight, etc. will still work, however their effects will be harshly reduced (akin to using them in the Rain or Sandstorm). Despite this, there is sufficient, if a bit dim, lighting due to the various iridescent vegetation and gemstones throughout the cave. The cave is also very spacious allowing for free movement, although the various stone structures give plentiful cover should the need arise. Furthermore, it is very sturdy and can withstand strong seismic forces. However, the cave is not indestructible and repeated attempts can cause various levels of structural damage. Should the cave completely collapse, the battle will end and whoever side has more Pokemon left than the other (or which Pokemon have a greater health % at the end of the match) will be declared victor.

As a result of being an subterranean environment, Ground Pokemon are most comfortable here and gain a bonus. What kind of bonus this is up to interpretation to the referee. Also, there are several deep pools of water that can be used for Water attacks and can hold any Pokemon up a size class of 5. In addition, sound attacks such as Supersonic and Bug Buzz echo and gain an additional +30% accuracy and +30% effect chance.


Summary: Sturdy arena yet repeated seismic assaults will cause cave in; plenty of rocks for Rock attacks; pools of water for Water attacks and can hold Pokemon up to 5 Size Class; sound attacks echo (+30% accuracy and +30% effect chance); weather moves will have no effect; solar-based attacks will have reduced effect; Ground Pokemon have superior senses.
I interpret superior senses as a permanent +1 accuracy stage boost, and -1 energy cost on all moves.

Items=Nope
Abilities=All
Switch=OK
TheWolfe:

Jennie June - Kirlia (F)
Nature: Calm (Add one rank to Special Defense; Subtract one rank to Attack)
Type: 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.
KOs: 5

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Syncronize: (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.
Telepathy: (DW) - LOCKED.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 4/9
MC: 0
DC: 4/5

Attacks:
-Growl
-Confusion
-Double Team
-Teleport
-Lucky Chant
-Magical Leaf
-Heal Pulse
-Calm Mind
-Hypnosis
-Dream Eater

-Disable
-Encore
-Memento
-Signal Beam
-Pain Split

-Psychic
-Shadow Ball
-Toxic
-Trick Room
-Thunderbolt
-Will-o-Wisp
-Taunt

Total Moves: 23


Chugga - Koffing (M)
Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Poison - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
KOs: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 1/6
MC: 0

Attacks:
-Poison Gas
-Tackle
-Smog
-Smokescreen
-Assurance
-Clear Smog
-Selfdestruct
-Sludge

-Psybeam
-Pain Split
-Spite

-Sludge Bomb
-Thunderbolt
-Flamethrower
-Toxic

Total Moves: 15


Serenity - Togetic (F)
Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
KOs: 3
Original Trainer: rickheg

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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (DW) - LOCKED.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 7/9
MC: 0
DC: 3/5

Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Extrasensory
Nasty Plot
Psycho Shift
Morning Sun
Tri Attack

Shadow Ball
Flamethrower
Grass Knot
Toxic
Reflect
Light Screen
Sunny Day

Total Moves: 21


Solstice:

Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Abilities:
Pick-Up (Innate):
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Sand Veil (DW Locked/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.

Attacks:
Odor Sleuth
Tackle
Growl
Defence Curl
Flail
Take Down
Rollout
Natural Gift
Slam

Counter
Head Smash
Ice Shard

Earthquake
Rock Slide
Roar

Total Moves: 15


Dratini (F) Dovahkiin
Nature: Rash (+1 SpAtk, -1 SpDef)
Type: Dragon
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 3 (+)
SpDef: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13

Abilities:
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.
Marvel Scale (DW Locked/Innate):
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Extremespeed
Dragon Pulse
Dragon Dance

Ice Beam
Thunderbolt
Surf

Total Moves: 13


Remoraid (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 4 (+1)
SpDef: Rank 2
Speed: 57 (-10 Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 2/6
MC: 0
DC: 3/5

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 (Dream World/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:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam

Octazooka
Acid Spray
Water Spout
Signal Beam

Flamethrower
Charge Beam
Smack Down
Protect

Total Moves: 16


Wolfe, send out your mon first
 
Ok, I guess I'll send out Thu'um the Phanpy! Start off with a combination move, those are always fun! Take-Down + Earthquake! Grab ahold of him with your trunk and slam him into the ground with earth breaking force so he gets hit with the Earthquake and doesn't just levitate away! Follow through with a Roll-Out!
 


Ohohohoho!

All right Chugga! Elevate Phanpy's recoil damage with a super Assurance! (Assurance + Assurance). Relax and then follow up with a Smokescreen.

Assurance + Assurance ~ Cooldown ~ Smokescreen
Sub: IF Take Down + Earthquake combo does not cause recoil damage on Phanpy, THEN use Toxic AND Flamethrower on A1 and A2.
 
I do realize it's been too long since this match started. Reffing nao.

Round 0:


Chugga - Koffing (M)
Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Poison - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
KOs: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Energy: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14



Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 100
Energy: 100
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13


I could just enjoy this scenery forever... But I'm here to ref a match, so here we go! Phampy and Koffing begin the match staring each other down. Phampy suddenly rushes toward Koffing and jumps, knocking him from above with take down! The impact lands Koffing on the ground as opposed to levitating, and Phampy uses this chance to cause an amazing earthquake using the impact from the take down! The bad news is that Phampy took damage from the shockwave of his own attack. Koffing takes advantage of this and strikes back with a super assurance!

Some time passes as Koffing floats again, Phampy retreats to his side of the field, and both Pokemon recharge their energy to strike again. Eventually Phampy charges at Koffing with an intense rollout that scores a critical hit! Koffing responds by filling the arena with a *cough* screen of smoke. And that's all for now! We'll be back after this!

Phampy used Take Down+Earthquake!
BP: 9+10 = 19
EC: (6+5)*1.5 = 16.5 ~17
Combo Type: Ground
RNG to hit: N/A (the combo has >100 accuracy after Phampy's accuracy boost from the arena)
RNG to crit: (<626 crits) 2716 (no)
((19+3+3-4.5)*1.5) = 30.75 ~31 damage
Phampy took 8 damage from recoil!
-17 energy
Koffing used Super Assurance!
BP: (10)*2.25 = 22.5
EC: (4+8)*2 = 24
Combo Type: Dark
RNG to hit: N/A
RNG to crit: (<626 crits) 7536 (no)
(22.5+4.5-3) = 24 damage
-24 energy

Phampy used Rollut!
RNG to hit: N/A
RNG to crit: 505 (yes)
A Critical Hit!
((4+3+3-4.5)) = 5.5 ~6 damage
-4 energy
Koffing used Smokescreen!
Phampy's accuracy fell!
-4 energy


Round 1:


Chugga - Koffing (M)
Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Poison - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
KOs: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 53
Energy: 72
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14



Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 68
Energy: 79
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Effects: Superior senses, -1 accuracy
Size Class: 1
Weight Class: 3
Base Rank Total: 13


Wolfe is up-e.
 


Since it's rolling, Spite that Phanpy's Rollout, and then go for another Smokescreen and Toxic!

Spite Rollout ~ Smokescreen ~ Toxic
 
Ok, if Rollout misses Action 1 switch actions then follow up with Slam, and then a Defense Curl.

If Rollout hits Action 1 and misses Action 2 let your final action be Slam.

Rollout-Rollout/Slam-Rollout/Defense Curl/Slam

Hopefully that makes sense....
 
Round 1:


Chugga - Koffing (M)
Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Poison - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
KOs: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 53
Energy: 72
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14



Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 68
Energy: 79
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Effects: Superior senses, -1 accuracy
Size Class: 1
Weight Class: 3
Base Rank Total: 13


Rollin like a wheel in a super-fast racecar, Phampy smacks Koffing around with his second rollout! Koffing decides to punish Phampy by casting a curse on his rollout, called spite! This does not phase Phampy literally or figuratively, though while his rollouts become critically more powerful, they're also getting more draining! Koffing keeps on the disruptive with another smokescreen, but to no avail, as Phampy's rollouts keep on hitting the poor sap! Koffing finally decides to go on a Pseudo-offensive and toxics Phampy!

Phampy used Rollut!
RNG to hit: 1368 (yes)
RNG to crit: 1821 (no)
((7+3-4.5)) = 5.5 ~6 damage
-5 energy
Koffing used Spite!
Rollout was Spited!
-6 energy

Phampy used Rollut!
RNG to hit: 4276 (yes)
RNG to crit: 35 (yes)
A critical hit!
((10+3+3-4.5)) = 11.5 ~12 damage
-10 energy
Koffing used smokescreen!
Phampy's accuracy fell!
-5 energy

Phampy used Rollut!
RNG to hit: 1549 (yes)
RNG to crit: 5001 (no)
((13+3-4.5)) = 11.5 ~12 damage
-11 energy
Koffing used Toxic!
RNG to hit: 6248
Phampy was badly poisoned!
-6 energy
Phampy was hurt by Poison!
-1 HP


Round 2:


Chugga - Koffing (M)
Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Poison - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
KOs: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 23
Energy: 55
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14



Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 67
Energy: 58
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Effects: Superior senses, -1 accuracy, Rollout Spited (3 more actions), Toxic(2)
Size Class: 1
Weight Class: 3
Base Rank Total: 13


Solstice is up.
 
Ok, well because of the accuracy lowering in here so much, I think it's time to stop using Rollout and look for an alternative! Let's try this!!! Lead off with a MEGA POWERFUL COMBINATION ATTACK! Head Smash + Slam! We'll call it the WORLDCRUSHER! Just beat him into oblivion! After your cooldown, if he's still alive, finish him off with an Ice Shard.
 


Ohohohoho!

While he's getting that attack ready, Pain Split that damage to even the playing field! Then unleash the Flamethrowers!

Pain Split ~ Flamethrower ~ Flamethrower
 
I'm sorry, but due to a large workload today, I was unable to ref your match. I advise you get a subref. I'm really sorry :/
 
Round 3: W-W-W-WORLD CRUSHERRRRRRRR

Rules:
3 vs 3 Singles
3 Day DQ
2 recoveries / 5 chills
Items = Off
All abilities
Switch = OK


Chugga - Koffing (M)
Nature: Quiet

Stats:
HP: 23
Energy: 55
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Boosts: none
Other: none


Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 67
Energy: 58
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
Boosts: -1 Acc
Other: Superior senses, Rollout Spited (3 actions), Toxic (2)


Round 3 Begin!

Why did I think it was a good idea to take on four matches at once? I guess you do have to be crazy to be an ASB ref...

While Thru'um prepares a mighty WORLDCRUSHER, Chugga trolls the little elephant with a Pain Split that brings them both to 45 health. Thru'um unleashes his WORLDCRUSHER, taking out almost all the health Chugga just gained back, albeit at the cost of a lot of energy.

Chugga then mystically whips out a flamethrower and blasts the crap out of Thru'um. As a result of the WORLDCRUSHER, Thru'um is unable to avoid any of the blast and suffers a tremendous burn.

Ironically, Thru'um responds to fire with ice; unfortunately, the burn causes the Ice Shard to do negative damage, meaning Chugga takes nothing from the attack. Chugga keeps on trucking with the flamethrower, leaving Thru'um strapped for health going into Round 4.

End Round 3


Chugga - Koffing (M)
Nature: Quiet

Stats:
HP: 24
Energy: 16
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Boosts: none
Other: none


Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 15
Energy: 34
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
Boosts: none
Other: Superior senses, Toxic (3), Burned


Pain Split (Koffing) [Success]
New Healths: 45 HP
Energy Cost: 21

WORLDCRUSHER [Hit Roll: 7110, Crit Roll: 7484; hit, no crit]
(22 + 2*1.5 – 3*1.5) * 1 = 20.5 ~ 21 damage
Energy Cost: 22

Post-Action: -2 HP (Phanpy)


Flamethrower (Koffing) [Crit Roll: 6655, Burn Roll: 794; no crit, burn]
(10 + 3*1.5 – 3*1.5) *1 = 10 damage
Energy Cost: 7

Cool Down (Phanpy) [Success]

Post-Action: -4 HP (Phanpy)


Ice Shard (Phanpy) [Crit Roll: 9570; no crit]
(4 – 3 + 2*1.5 – 3*1.5) * 1 = -0.5 ~ 0 damage
Energy Cost: 2

Flamethrower (Koffing) [Crit Roll: 2440; no crit]
(10 + 3*1.5 – 3*1.5) *1 = 10 damage
Energy Cost: 11

Post-Action: -4 HP (Phanpy)

Post-Round:
Phanpy: Smokescreen wears off, Rollout un-Spited, Toxic (3)


TheWolfe, action time!
 
Note: Don't forget Phanpy's still burned.



Chill, Psybeam, and then Chill some more.

Chill ~ Psybeam ~ Chill
Sub: IF Phanpy fainted before A2, THEN Chill instead.
 
Round 4: The Great Anticlimax

Rules:
3 vs 3 Singles
3 Day DQ
2 recoveries / 5 chills
Items = Off
All abilities
Switch = OK


Chugga - Koffing (M)
Nature: Quiet

Stats:
HP: 24
Energy: 16
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Boosts: none
Other: none


Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 15
Energy: 34
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
Boosts: none
Other: Superior senses, Toxic (3), Burned


Round 4 Begin!

While Chugga takes a relaxing break, Thru'um prepares a mighty DOUBLE HEAD SMASH BROS. BRAWL! Chugga finishes chilling before promptly being smashed to smithereens by the DOUBLE HEAD SMASH BROS. BRAWL! Unfortunately for poor Thru'um, the attack expends such a ridiculous amount of energy that the poor elephant faints himself! Awkward...

End Round 4


Chugga - Koffing (M)
Nature: Quiet

Stats:
HP: -3
Energy: 28
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Boosts: none
Other: none


Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.

Stats:
HP: 2
Energy: -14
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
Boosts: none
Other: Superior senses


Chill (Koffing) [Success]
Energy Restored: 12

Head Smash + Head Smash (Phanpy) [Hit Roll: 6062, Crit Roll: 3459; hit, no crit]
(31.5 - 3 + 2*1.5 – 3*1.5) * 1 = 27 damage
Energy Cost: 48
Koffing fainted!
Phanpy fainted due to energy loss!


If I'm right, TheWolfe picks a 'mon, then Solstice picks a 'mon and orders, and then TheWolfe orders. (Or the other way around, whichever is better.)
 
Ok, c'mon out Dovahkiin the Dratini! Serenity is a killer Pokemon with a decent movepool, we'll need some luck and some faith to take her down!

Thunder Wave - Ice Beam - Thunderbolt
IF Serenity uses Encore action 1 switch to Thunderbolt
 


That Dratini is going to cause problems! Let's mess it up!

Psycho Shift ~ Light Screen ~ Toxic
Sub: IF Fully Paralyzed, THEN shift all actions down by one.
 
Round 5: How Not to Update Your Status

Rules:
3 vs 3 Singles
3 Day DQ
2 recoveries / 5 chills
Items = Off
All abilities
Switch = OK


Serenity - Togetic (F)
Nature: Bold

Stats:
HP: 90
Energy: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Boosts: none
Other: none


Dratini (F) Dovahkiin
Nature: Rash

Stats:
HP: 90
Energy: 100
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 3 (+)
SpDef: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13
Boosts: none
Other: none


Round 5 Begin!

Both trainers release new Pokemon, with TheWolfe (who is now reffing my 6 vs 6 Triples :D) sending out Serenity the Togetic and Solstice deploying Dovahkiin the Dratini. Dovahkiin wastes no time in blasting Serenity with a steady wave of thunder. Serenity merely smirks as a strange psychic-y aura surrounds her. Dovahkiin stares, confused, while Serenity draws the electricity off herself. Before Dovahkiin can react, Serenity hurls the aura across the cave and floats nimbly to the ground. Dovahkiin looks a little unsteady; she seems to be paralyzed!

Serenity takes advantage of her new speed to fly around Dovahkiin repeatedly while forming some mystical barrier around herself. Dovahkiin attempts to use Ice Beam, but her body locks up at the last second, preventing the attack. On the plus side, her serpentine form looks a little more limber now.

Serenity then toys with Dovahkiin some more, shooting a ball of Toxic sludge at the poor Dratini. Dovahkiin looks to be in great pain, but she still manages to nail Serenity with a Thunderbolt. Unfortunately, Serenity's Light Screen keeps the electricity from leaving any lasting dent in Serenity's health.

Dovahkiin doesn't quite manage to shed her skin this round, but at least the paralysis is degrading a bit; maybe things will look up in Round 6...

End Round 5


Serenity - Togetic (F)
Nature: Bold

Stats:
HP: 85
Energy: 78
Atk: Rank 1
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Boosts: none
Other: Light Screen (4 actions)


Dratini (F) Dovahkiin
Nature: Rash

Stats:
HP: 89
Energy: 86
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 3 (+)
SpDef: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13
Boosts: none
Other: Paralyzed (15%), Toxic (2)


Thunder Wave (Dratini) [Success]
Energy Cost: 7
Togetic was paralyzed! (25%)

Psycho Shift (Togetic) [Para Roll: 4012; success]
Energy Cost: 7
Dratini was paralyzed (25%) and Togetic was cured of paralysis!


Light Screen (Togetic) [Success]
Energy Cost: 8

Ice Beam (Dratini) [Para Roll: 468; fully paralyzed]
Energy Cost: 0

Post-Action:
Dratini’s paralysis stage fell! (20%)


Toxic (Togetic) [Hit Roll: 8862; hit]
Energy Cost: 7
Dratini was badly poisoned!

Thunderbolt (Dratini) [Para Roll: 2336, Crit Roll: 3863, Para Roll: 7639; success, no crit, no para]
(10 - 5 + 3*1.5 – 4*1.5) * 1.5 = 5.25 ~ 5 damage
Energy Cost: 7

Post-Action:
-1 HP (Dratini)

Post-Round:
Shed Skin Roll (Dratini): 7159 [Failed]


TheWolfe orders first this round. Let's see some action!
 


"Great! Now let's put on the pressure!"

Tri Attack ~ Ancientpower ~ Tri Attack
Sub: IF Dratini uses Thunder Wave, THEN use Psycho Shift.
 
I've almost finished the reffing, but I realized that I forgot to include Light Screen in Togetic's end-of-round summary. Does this affect either of your actions? (I'll ref this at 6 PM EST tomorrow regardless.)
 
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