EndQuote vs. VFXCross in the same sucky arena with the same sucky ref.

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EndQuote;4027131Also issuing an [B said:
Open Challenge![/B]
3v3 NFE Singles
2 day DQ
1 Recovery, 5 Chills
Arena: ASB Arena

Let's do it!
Challenge Taken.

Abilities: All
Switch: KO
Items: None
Team EndQuote:


Wartortle: Koops (M)
Nature: Relaxed: Adds * to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

Type:

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 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 50 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish (DW): (Innate, Locked) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Attacks: (27)

Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance

Counter

Mirror Coat
Yawn
Mud Sport
Fake Out
Flail
Water Spout
Aqua Jet

Scald
Toxic
Double Team
Ice Beam
Dig
Brick Break
Focus Punch
Bide
Gyro Ball


Lairon: Galahad (M)
Nature: Brave: Adds (*) to attack, divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

Type:

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 5
SpA: Rank 2
SpD: Rank 2
Spe: 35 (-)
Size Class: 2
Weight Class: 5 (120 kg)
Base Rank Total: 16

EC: 8/9
MC: 0
DC: 5/5

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): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Attacks: (24)

Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Protect
Heavy Slam
Metal Burst
Autotomize

Magnet Rise
Mimic
Endure

Endeavor
Head Smash
Superpower
Stealth Rock

Hone Claws
Shadow Claw
Earthquake
Dig
Sandstorm


Luxio: Cleo (F)
Nature: Brave: Adds * to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 8/9
MC: 0
DC: 5/5

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
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.
Guts: (DW): (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.

Attacks: (21)

Tackle
Leer
Charge
Spark
Bite
Roar
Swagger
Crunch
Wild Charge
Discharge

Magnet Rise

Fire Fang
Ice Fang
Helping Hand
Quick Attack

Toxic
Thunder Wave
Return
Light Screen
Facade
Volt Switch


VS

Team Cross:


Deerling* [Daphne] (F)
Nature: Jolly (+15% Speed, +18% Accuracy, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Chlorophyl (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW) (Innate) [LOCKED]: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Level Up:
Tackle*
Camouflage*
Growl*
Sand-Attack*
Double Kick*
Leech Seed*
Faint Attack*
Take Down*
Jump Kick*

Egg Moves:
Agility*
Baton Pass*
Synthesis*

BW TMs:
Thunder Wave*
Wild Charge*
Work Up*
Return

Number of Moves: 16


Omanyte* [Neptune] (M)
Nature: Docile (No effect on stats)
Type:
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor (DW) (Can be Enabled) [LOCKED]:
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Attacks:
Level Up:
Constrict*
Water Gun*
Withdraw*
Horn Attack*
Bite*
Rollout*
Leer*
Mud Shot*
AncientPower
Shell Smash
Hydro Pump

Egg Moves:
Aurora Beam*
Spikes*
Water Pulse*

BW TMs:
Protect*
Rock Tomb*
Scald*
Surf

Total Moves: 18


Venonat [Atlas] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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

Abilities:
Compoundeyes (Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens (Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (DW) (Innate) [LOCKED]: 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12

EC: 4/6
MC: 0
DC: 2/5

Attacks:
Level Up:
Tackle*
Disable*
Foresight*
Supersonic*
Confusion*
Poisonpowder*
Leech Life*
Stun Spore*
Psybeam*
Psychic
Sleep Powder
Poison Fang

Egg Moves:
Signal Beam*
Toxic Spikes*
Bug Bite*

BW TMs:
Toxic*
Venoshock*
Sludge Bomb*
Struggle Bug

Total Moves: 19


So, EndQuote...who's it going to be?
 
Awesome, let's do this.
I'll send out Galahad first.

EDIT: Oops, Heavy Metal shouldn't be locked anymore.
My bad.

EDIT2: Neither should Guts.
Again...my bad...
 
Here we go, Galahad!

Lead with an Earthquake, then set up Stealth Rock, then Earthquake again!

However, on any action you lose the speed tie, use Metal Burst and push actions back.
 
Round 1-The One with the Speed Ties


Galahad
HP: 90
Energy: 100

VS


Neptune
HP: 90
Energy: 100

Happy New Year everyone, and welcome to today's battle in the ASB Arena! Filling in for Roman and Irwin, I'm Sarah the Gardevoir...

...And I'm Jack the Charizard! Today's battle is between the veteran EndQuote and the rookie VFXCross. EndQuote has sent out his trusty Lairon, the incomparable Galahad!

And on the other end of the field, Cross releases his Omanyte, Neptune! The battle is about to begin!

Galahad decides to kick the new year off in style--with a massive Earthquake! Auld lang syne indeed!

As impressive as that was, I don't think it fazed Neptune at all! He's even taunting Galahad! Talk about cockiness!

Rookies tend to be that way, Sarah. But it seems Neptune has the talent to back it up--that Surf attack looks menacing! That should do a ton of damage to GalaOH ARCEUS IT'S COMING STRAIGHT FOR US!!!!!

<splash>

<cough> You all right Jack?

Oof...I think so. At least I managed to protect my tail from getting wet.

Phew. That's a relief. Anyway, back to the battle. That Surf was an excellent attack, and Galahad struggles to get back to his feet! Now he's flinging rocks at Neptune? That's low-class!

Actually, that's his Stealth Rock attack. See how those stones are levitating? They'll damage any Pokemon of Cross's that come in after Neptune!

I still think it's low, but as long as there's strategy involved. Here's Neptune's attack: a Hydro Pump! That looked painful for Galahad, he can't seem to find his footing!

I think Neptune sees that too! Not backing down, he fires off another Surf! Oh dear, not another one...

Here, let me help with that.

Sarah used Light Screen!

Thanks. We really need to get a more detached broadcast booth instead of standing on the sideline like this.

I know! At least then you wouldn't lose my umbrella in a Sandstorm again.

...You're still sore about that, eh?

Very. Do you know how much that cost?

You can tell me during the commercial. Right now, Galahad seems to be...glowing?

He shoots a burst of metal energy at Neptune, which connects for excellent damage! It's almost as if Galahad concentrated the pain he felt from that last Surf into a beam of energy!

I think it's time we took a break. We'll be right back after a word from our sponsors!


Galahad
HP: 18
Energy: 67
Status: Can't...swim!

VS


Neptune
HP: 46
Energy: 81
Other: Stealth Rock
Status: You shoulda stayed home, son!

RNG rolls 334; Galahad wins speed tie.

Galahad's Earthquake: Deals 15 damage to Neptune. Galahad expends 7 energy.

Neptune's Surf: Deals 23 damage to Galahad. Neptune expends 6 Energy.

RNG rolls 9; Galahad wins speed tie.

Galahad's Stealth Rock: Pointed stones surround VFXCross's team. Galahad expends 11 Energy.

Neptune's Hydro Pump: RNG rolls 669; attack hits. Deals 26 damage to Galahad. Neptune expends 7 Energy.

RNG rolls 992; Neptune wins speed tie.

Neptune's Surf: Deals 23 damage to Galahad. Neptune expends 6 Energy.

Galahad's Metal Burst: Deals 29 damage to Neptune. Galahad expends 15 Energy.


EndQuote, your orders, s'il vous plaît.
 
Ooh, french. Classy.

Hang in there, Galahad!

Endure ~ Superpower ~ Superpower

IF you win the speed tie a2 or a3, use Dig
 
Round 2-The One with the Late Reffing

Ooh, late reffing. Classless.


Galahad
HP: 18
Energy: 67

VS


Neptune
HP: 46
Energy: 81

...And furthermore, I won't let you borrow anything of mine ever again as long as both of us are alive!

Please...for the last time, I didn't mean to--

I DON'T CARE WHAT YOU "MEANT" TO DO! The fact is, you lost me my prized,
60000, Hoenn-imported umbrella! I cherish that thing more than anything I own!


Who spends that much on an umbrella, anyway?


It doesn't matter! You owe me a new one! In fact--oh, we're back?

...

...Um...heh heh, let's get back to the battle, shall we...?

Please.

Neptune wins initiative, and sets up a layer of Spikes on EndQuote's side of the field! He seems to have taken a cue from Galahad's use of Stealth Rock earlier!

Meanwhile, it looks like Galahad's bracing himself. His Endure technique will prevent him from being KOd by Neptune this round!

He should still be careful to keep his Energy up, though--if he runs out, he'll still faint at the end of the round!

Now he's Digging under the arena! Smart move, since that Surf was coming straight for it!

And what's even better, you aren't affected, either!

I know! For those of you listening on the radio, during the break I took the liberty of constructing a waterproof wooden platform for us to stand on. Nothing short of an Aggron's Earthquake could topple this thing!

Don't tempt fate. What if Galahad evolves during this battle? Then you'll be eating those words.

...Don't interrupt me. I'm living in a fantasy world right now.

...Right. Anyway, Galahad just came up from the Dig, which did respectable damage to Neptune. Now he's Digging again? Odd.

Yeah, but it did help Galahad avoid the oncoming Water Pulse. That's strategy for you. And that hit also did some decent damage, but Galahad's almost out of Energy--and HP! How long will he be able to hold out?

No trainer has made a decisive blow yet, but the next round might decide the outcome! Who will strike first? Stick around!


Galahad
HP: 18
Energy: 28
Other: Spikes (1 layer)
Status: Huff...puff...This rookie's...so...fast...

VS


Neptune
HP: 22
Energy: 64
Other: Stealth Rock
Status: I hate digging noobs, son!

RNG rolls 577; Neptune wins speed tie.

Neptune's Spikes: Spikes are scattered around the feet of EndQuote's team. Neptune expends 8 Energy.

Galahad's Endure: Galahad braces itself for the oncoming attack. Galahad cannot be KOd this round. Galahad expends 15 Energy.

RNG rolls 50; Galahad wins Speed tie.

Galahad's Dig: Galahad digs underground. Galahad expends 10 Energy.

Neptune's Surf: Attack misses due to Dig. Neptune expends 6 Energy.

Galahad's Dig: Galahad comes up from Dig. Deals 12 damage to Neptune.

RNG rolls 76; Galahad wins Speed tie.

Galahad's Dig: Galahad digs underground. Galahad expends 14 Energy.

Neptune's Water Pulse: Attack misses due to Dig. Neptune expends 3 Energy.

Galahad's Dig: Galahad comes up from Dig. Deals 12 damage to Neptune.

Galahad's Endure wears off.
 
Round 3-The One with the [insert unique quality of round here]


Galahad
HP: 18
Energy: 28
Other: Spikes (1 layer)

VS


Neptune
HP: 22
Energy: 64
Other: Stealth Rock

This figures to be a short round--both Pokemon are looking tired!

It all comes down to this speed tie! Let's see who wins it, using my lucky d1000!

Your what?

My lucky thousand-side die! It's standard issue for any hardcore tabletop gamer!

Hardcore what?

You know, like Dungeons & Dragons?

Oh, right. So that's what you and the others do every Friday.

Yeah, but we'll discuss that later. There's a bout at stake here!

<roll>

...It's a 657! Um...what exactly does that mean?

It means that Neptune won the speed tie, and gets to move first!

Here's the attack...it's another Surf! And that one looks like it put Galahad out of commission for good!

That's right, Sarah! Galahad has been defeated!

So, which Pokemon will EndQuote send in next? Find out when we get back!


Galahad
HP: 0
Energy: 28
Other: Spikes (1 layer)
Status: GLUB...Glub...glub...

VS


Neptune
HP: 22
Energy: 58
Other: Stealth Rock
Status: That's how it's done, son!

RNG rolls 657; Neptune wins speed tie.

Neptune's Surf: Deals 18 damage to Galahad. Neptune expends 6 Energy. Galahad faints. Neptune gains 1 KOC.
 
I'll send out Koops next.

Alright, Koops, let's do this!

Brick Break ~ Brick Break ~ Brick Break

IF Protect THEN Chill
 
Round 4: The One with the Cameos

How'd I let this drop to page four?


Koops
HP: 90
Energy: 100
Other: Spikes (1 layer)

VS


Neptune
HP: 22
Energy: 58
Other: Stealth Rock

Welcome back to our battle! It appears that EndQuote has chosen his next Pokemon: Koops the Wartortle!

Did--did you say Wartortle?

...Yes?

Aiieee! <flees>

What the--what's gotten into you? Get back here!

Get that thing out of here! I'm--I'm terrified of Wartortle!

But why? This should be interesting...

I'll explain the whole thing later, but the short version is, I had a bad experience with a Wartortle when I was a hatchling. Anyway, do you mind if I call the next few rounds from over here? Like, waaay over here?

...Fine, sure. Whatever. (You big baby.)

I heard that!

Anyway, Koops seems to have taken some damage from the Spikes on his side of the field! Unfazed, he charges forward, and nails Neptune with a Brick Break!

Meanwhile, it looks like Neptune realizes he's out classed! Rather than attacking, he's setting up more Spikes to damage the next Pokemon when it comes in.

That should make things interesting--many a time has the use of Spikes decided the match. Koops runs ahead, unaffected by the fresh Spikes, and lands another crippling Brick Break on Neptune!

And again, rather than defending itself, Neptune lays one final layer of Spikes to cripple the next switch-in further!

This Omanyte seems fairly streetwise for a rookie. Maybe he'll be his team's MVP in the future. I'm predicting a bright future for this young Pokemon, but for now, a third Brick Break puts the lights out! Neptune has fainted! So, who will Cross send out for the next round? Find out when we--

<knock knock>

Who is it?

It's me and Irwin. We're back!

Oh, hey Roman! How'd the raid go?

...I don't want to talk about it. Suffice it to say that I have a newfound respect for Delibird.

Irwin? You, uh...all right?

...No, Mommy...I don't want to go to school today...It's too early...and I have the Pokerus...

...

Yeah, he's pretty much lights out for now. He'll figure out where is in a bit. Where's Jack?

Hiding from the Wartortle.

I'm a Charizard statue...I'm not alive...you don't notice me...

...He needs therapy. Badly.

...We'll be right back, folks.


Koops
HP: 78
Energy: 70
Other: Spikes (3 layers)
Status: Um...Jack? Are you all right? I mean, do you need to see someone?

VS


Neptune
HP: 0
Energy: 38
Other: Stealth Rock
Status: I just got owned, son!

Koops takes damage from Spikes. Koops loses 12 HP.

Koops's Brick Break: Deals 9 damage to Neptune. Koops expends 6 Energy.

Neptune's Spikes: Spikes are scattered around the feet of EndQuote's team. Neptune expends 8 Energy.

Koops's Brick Break: Deals 9 damage to Neptune. Koops expends 10 Energy.

Neptune's Spikes: Spikes are scattered around the feet of EndQuote's team. Neptune expends 12 Energy.

Koops's Brick Break: Deals 4 damage to Neptune. Koops expends 14 Energy. Neptune faints. Koops gains 1 KOC.
 
Round 5: The One with the Low Damage Output

I'm not feeling too creative at the moment, so there's no flavor for this update right now. If I feel inspired, I'll come back and edit it in. Sorry!


Koops
HP: 78
Energy: 70
Other: Spikes (3 layers)

VS


Daphne
HP: 90
Energy: 100
Other: Stealth Rock

Cross has sent out his next Pokemon! It's Daphne the deerling!

All right, a Grass-type! Hopefully Daphne can put down that Wartortle once and for all!

<with sarcasm> Wow, a talking Charizard statue. How intriguing.

Laugh it up, Finhead.

Wait a minute--those stones Neptune set up earlier...they're glowing! And now they're charging at Daphne! Ouch...that had to hurt!

It looks like Daphne just took damage from Stealth Rock upon switching in! Nice strategy by EndQuote earlier!

And now Koops looks to pile on the damage! He runs over and Fakes Daphne Out! That attack moved so fast, it made Daphne flinch!

But now she's recovered, and hits Koops with a Return! But it doesn't appear to have done much damage...

That's probably because of Koops's high Defense, Jack. It was able to weather the blow rather well.

It must have made Koops furious nonetheless. He shoots a blob of Toxic waste at Daphne! But he appears to have missed wide left!

Just like the kicker for LSU, eh?

<crickets chirping>

...What the hell are you talking about?

...Never mind. Just Google it later.

Right...anyway, here comes Daphne with a Wild Charge that...still doesn't do much damage! In fact, it did only 1 more damage than her Return did, but it cost her some HP as well!

But look! Koops is glowing blue! And--pow! He retaliates with a Counter for some respectable damage! That was the most powerful attack of the round, as the momentum has slowed considerably!

That's true, Sarah. Earlier we were watching fast-paced brawl, but now it's become a slower, more technical battle. This is getting exciting!

So, what happens next? When will this stalemate be broken? Find out when we get back!


Koops
HP: 61
Energy: 44
Other: Spikes (3 layers)
Status: I'm a nice guy...really!

VS


Daphne
HP: 56
Energy: 87
Other: Stealth Rock
Status: What? It's not springtime? Aww... ;_;

Daphne takes damage from Stealth Rock. Daphne loses 12 HP.

Koops's Fake Out: Deals 6 damage to Daphne. Koops expends 4 Energy.

Daphne's Thunder Wave: Daphne flinches from the Fake Out.

Daphne's Return: Deals 8 damage to Koops. Daphne expends 6 Energy.

Koops's Toxic: RNG rolls 929; attack misses. Koops expends 7 Energy.

Daphne's Wild Charge: Deals 9 damage to Koops. Daphne loses 2 HP from recoil. Daphne expends 7 Energy.

Koops's Counter: Deals 14 damage to Daphne. Koops expends 15 Energy.
 
Koops, your tough defense will surely see us through!

Toxic ~ Ice Beam ~ Brick Break

IF Thunder Wave (not in a combo) THEN Focus Punch and push actions back.
 
Round 6--The One with the Poison

Sorry about being late with the update. Also, I flavorized the previous round, in case you're curious.


Koops
HP: 61
Energy: 44
Other: Spikes (3 layers)

VS


Daphne
HP: 56
Energy: 87
Other: Stealth Rock

Daphne makes the first move here in Round 6, and nails Koops with another Return! Small damage or not, she continues to chip away at Koops! She won't give up!

Speaking of Koops, he launches more Toxic waste at the Deerling, and this time he hits his mark! Daphne is now badly poisoned!

That poison will continue to grow over the next few rounds. She'd better work quickly if she wants to KO Koops before she succumbs to the poison!

Undaunted, Daphne dashes forward with another Wild Charge! She's evened the playing field now, as both Pokemon are starting to appear winded!

But here's Koops's attack--an Ice Beam! It plays havoc with the Grass-type's homeostasis and does massive damage!

And all the while, that poison damage continues to stack up!

I think Daphne just realized that, Sarah. Look! She performed Synthesis to restore 20 HP! It might have been more had it been sunnier out, but she'll take what she can get!

At the very least, it provided a nice buffer for Koops's Brick Break--instead of being on the verge of fainting, Daphne still has plenty of energy left to fight!

This bout could go on for ages! What will happen next? Stay tuned, Unova--this battle continues after these messages from our sponsors!


Koops
HP: 44
Energy: 24
Other: Spikes (3 layers)
Status: Must...keep...fighting...

VS


Daphne
HP: 40
Energy: 60
Other: Stealth Rock; Badly Poisoned (2 DPA next round)
Status: This isn't pretty at all...

Daphne's Return: Deals 8 damage to Koops. Daphne expends 6 Energy.

Koops's Toxic: RNG rolls 345; attack hits. Daphne is now Badly Poisoned. Koops expends 7 Energy.

Daphne loses 1 HP due to Toxic.

Daphne's Wild Charge: Deals 9 damage to Koops. Daphne loses 2 HP from recoil. Daphne expends 7 Energy.

Koops's Ice Beam: Deals 18 damage to Daphne. Koops expends 7 Energy.

Daphne loses 1 HP due to Toxic.

Daphne's Synthesis: Daphne regains 20 HP. Daphne expends 14 Energy.

Koops's Brick Break: Deals 15 damage to Daphne. Koops expends 6 Energy.

Daphne loses 1 HP due to Toxic.
 
Crap, how did I forget about this?

I can't ref right now, but the results will come soon, I promise. If you guys want to find a subref, I understand completely. If not, it shouldn't be too much longer (school and what not have been sapping away a lot of my time recently).
 
Round 7--The One with the Surprisingly Inefficient Ref

I finally got this round done. I don't have time to add flavor right now, but the calculations should be correct.


Koops
HP: 44
Energy: 24
Other: Spikes (3 layers)

VS


Daphne
HP: 40
Energy: 60
Other: Stealth Rock; Badly Poisoned (2 DPA next round)

Koops's Focus Punch: Koops is tightening his focus. Koops expends 10 Energy.

Daphne's Leech Seed: RNG rolls 343; attack hits. Koops was seeded. Daphne expends 9 Energy.

Koops's Focus Punch: Deals 26 damage to Daphne.

Koops had his HP drained by Leech Seed. Daphne leeches 3 HP from Koops.

Daphne is hurt by poison. Daphne loses 2 HP.

Daphne's Return: Deals 8 damage to Koops. Daphne expends 6 Energy.

Koops's Ice Beam: Deals 15 damage to Daphne. Koops expends 7 Energy. Daphne faints. Koops gains 1 KOC.



Koops
HP: 33
Energy: 7
Other: Spikes (3 layers)
Status: So...tired...

VS


Daphne
HP: 0
Energy: 45
Other: Stealth Rock
Status: That's just plain ugly!

Cross automatically sends out Atlas, so it's EndQuote's turn.
 
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