Factory Tournament Round 1: Deck Knight vs zarator

Someoneelse

Why am I here?
Why do I have to ref these two for my first non-tower reffing?

So, very shortly after one tournament ends, another begins. This time, however, it is not their training that matters (not that it did sometimes), but their luck and the amount of goats they sacrificed to Athenodoros. Anyway, this is a battle between two veterans of the game, Deck Knight and Zarator. Deck Knight is the creator of the game on Smogon's forums, so will obviously have experience. Zarator is the Gym Leader of the Ghost Gym, Master of Raids, and some other stuff, meaning he has as much, if not more, experience than Deck Knight. The people seem to think Zarator will win, but will Deck Knight prove him wrong? Now, onto the teams.

RULES & REGULATIONS
3v3 Singles
Player DQ Time: 48 Hours [Strict]
Referee DQ Time: 72 Hours [Strict]
Max Recoveries per Pokémon:
Max Chills per Pokémon:
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: OK
# Abilities: ONE
Items: ON

Arena: ASB Tournament Arena
Field Type: Neutral
Complexity: Simple
Format: All

Restrictions: No Restrictions

Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle.

Deck Knight
139.png

Omastar (F)

Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion

Type: Rock/Water
Rock: Rock STAB; reduced 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.

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

Stats:
HP: 100
Atk: Rank 2
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 36 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:
#Level Up#
Constrict
Water Gun
Withdraw
Bite
Rollout
Leer
Mud Shot
Horn Attack
Ancientpower
Brine
Hydro Pump
Rock Blast
Shell Smash
Spike Cannon

#Egg#
Bide
Haze
Spikes
Toxic Spikes
Whirlpool

#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Rock Slide
Sandstorm
Scald
Toxic

#Event/Tutor#
Earth Power
Knock Off
Sleep Talk
Stealth Rock
232.png

Donphan (M)

Nature: Careful
+1 Special Defense, -1 Special Attack

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Ability: Sturdy
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.

Stats:
HP: 100
Atk: 5
Def: 5
SpA: 1 (-)
SpD: 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

Attacks:
#Level Up#
Fire Fang
Thunder Fang
Odor Sleuth
Horn Attack
Growl
Defense Curl
Flail
Bulldoze
Rapid Spin
Knock Off
Rollout
Magnitude
Slam
Fury Attack
Assurance
Double-Edge
Earthquake
Endure
Giga Impact
Natural Gift

#Egg#
Counter
Focus Energy
Head Smash
Ice Shard

#TM/HM#
Protect
Substitute
Curse
Rest
Roar
Rock Polish
Rock Slide
Sandstorm
Sunny Day
Toxic

#Event/Tutor#
Bounce
Endeavor
Hyper Voice
Seed Bomb
Sleep Talk
Stealth Rock
Superpower
171.png

Lanturn (F)

Nature: Modest
+1 Special Attack, -1 Attack

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

Ability: Volt Absorb
Volt Absorb (Innate):
This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

Stats:
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18

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

Attacks:
#Level Up#
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Aqua Ring
Discharge
Charge
Hydro Pump
Signal Beam
Spit Up
Stockpile
Swallow

#Egg#
Agility
Brine
Psybeam

#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Scald
Thunder
Thunderbolt
Toxic
Volt Switch
Waterfall

#Event/Tutor#
Bounce
Heal Bell
Icy Wind
Sleep Talk

Ganlon Berry
Oran Berry
Petaya Berry
Nanab Berry
Enigma Berry
Toxic Orb
Custap Berry
Mago Berry
Pinap Berry
Charcoal

Deck Knight's team is largely based upon hazards, as he described it. He has three very strong Pokemon, Omastar, Donphan, and Lanturn. Zarator needs to watch out for Donphan. Deck Knight has one, so knows how to use it. It could be a real threat, but will the hazards work?

Zarator
106.png

Hitmonlee (M)

Nature: Jolly
-1 Special Attack, +15% Speed, +12% Accuracy

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.

Ability: Reckless
Reckless (Innate):
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:
HP: 90
Atk: 5
Def: 2
SpA: 1 (-)
SpD: 4
Spe: 101 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

Attacks (36 moves):

Blaze Kick
Bide
Bounce
Brick Break
Bulldoze
Counter
Double Kick
Double Team
Earthquake
Endure
Fake Out
Feint
Focus Energy
Focus Punch
Foresight
Helping Hand
Hi Jump Kick
Jump Kick
Low Sweep
Mach Punch
Meditate
Mimic
Poison Jab
Protect
Rapid Spin
Refresh
Revenge
Reversal
Role Play
Rolling Kick
Sleep Talk
Stone Edge
Substitute
Sucker Punch
Tackle
Toxic
508.png

Stoutland (M)

Nature: Jolly
+15% Speed, +10% Accuracy, -1 Special Attack

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

Ability: Scrappy
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Attacks (38 moves):

Aerial Ace
Bite
Crunch
Dig
Double Team
Endure
Facade
Fire Fang
Giga Impact
Helping Hand
Hyper Beam
Ice Fang
Iron Head
Last Resort
Leer
Lick
Odor Sleuth
Payback
Protect
Pursuit
Rain Dance
Retaliate
Reversal
Roar
Rock Tomb
Sleep Talk
Strength
Substitute
Sunny Day
Superpower
Tackle
Take Down
Thunder Fang
Thunder Wave
Toxic
Wild Charge
Work Up
Yawn
530.png

Excadrill (M)

Nature: Jolly
+15% Speed, +12% Accuracy, -1 SpA

Type: Steel / Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Ability: Mold Breaker
Mold Breaker (Innate):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 101
Size Class: 1
Weight Class: 3
Base Rank Total: 19

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

Attacks (35 moves):

Aerial Ace
Brick Break
Bulldoze
Cut
Dig
Double Team
Drill Run
Earth Power
Earthquake
Facade
Fury Swipes
Giga Impact
Hone Claws
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Mud Sport
Mud-slap
Poison Jab
Protect
Rapid Spin
Rock Climb
Rock Slide
Rock Tomb
Sandstorm
Scratch
Shadow Claw
Sleep Talk
Stealth Rock
Submission
Substitute
Swagger
Toxic
X-Scissor

120 - Soft Sand
116 - Silk Scarf
5 - Aspear Berry
128 - Toxic Orb
110 - Salac Berry
45 - Ground Gem
121 - Spell Tag
4 - Apicot Berry
49 - Hondew Berry
134 - White Herb

Zarator has a more balanced team of Hitmonlee, Stoutland, and Excadrill. Deck Knight's hazards aren't very effective against these three, especially with Excadrill and Hitmonlee spinning. Hitmonlee seems to be the biggest threat, with no-miss STAB Hi Jump Kick, high Speed and Attack stats, and type advantages to boot. Will Zarator's balance top Deck Knight's Water-based Hazards?

Coin Flip for turn order: Heads is Deck Knight, Tails is Zarator
Let me flip this Australian 10 cent coin that I have on me right now, and the coin is…
*drops the coin*
Let me try that again. It is…
Australian_10c_Coin.png

Tails!

OoO
Zarator sends out
Deck Knight sends out and orders
Zarator orders
I ref
 
Hitmonlee may be the most threatening, but we'll see just what it's made of.

I send #78 Donphan
232.png
@ Nanab Berry
nanabberry.png


Lets match our highly offensive foe with a highly defensive threat to match.

Begin with Earthquake, then Substitute (20 HP), and end with Earthquake.

If Hitmonlee uses Counter and you don't have a Substitute, use Substitute (20 HP) and follow up with Earthquake, then Stealth Rock for as many actions as this is applicable.
If Hitmonlee uses Hi Jump Kick, substitute your action in each instance in the following order: Protect (1st HJK) ~ Substitute (20 HP) (2nd HJK) ~ Protect (3rd HJK)

Earthquake ~ Substitute (20 HP) ~ Earthquake
If Hitmonlee Counter and Donphan has no Sub, THEN change actions to Substitute (20 HP) ~ Earthquake ~ Stealth Rock until round ends.
IF Hitmonlee HJK, Protect (1st instance) ~ Substitute (20 HP) (2nd instance) ~ Protect (3rd instance)
 
VSShauntal.png
"Stars, let me fly with you, let me fly free in the dark night... ", oh sorry, I was lost in reading... Oh, it's about to begin. Let's start this!

Bounce - Fake Out - Bounce
 
Pre-Round

Field: Nothing

Deck Knight
Donphan @ Nanab Berry
232.png

HP: 100
EN: 100
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Hitmonlee @ Salac Berry
106.png

HP: 90
EN: 100
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Round One
zarator sends out possibly his strongest Pokemon first, to be met by… Is that Deck Knight's Wheel of Fortune? We'll wait for an official to tell us what is happening.

So, apparently it was not Wheel of Fortune, but just a rental Donphan. Deck Knight's luck, getting Pokemon that he knows how to use. Anyway, can we start this battle now?

Finally! Hitmonlee uses its very strong legs to Jump Up, and somehow managed to stay there. Donphan used it knowledge and weight to Shake the Ground, making about a quarter of the crowd leave, thinking it was a natural disaster. Shame it didn't do anything to Hitmonlee, who came hurtling down and Hit Donphan, not doing much damage.

Hitmonlee recovered quickly and Swiftly Struck Donphan, not seeming to hurt it. But what's this? Donphan rolled away, Scared of Hitmonlee.

Hitmonlee Jumped Up again, similar to the first time. Donphan made another Ground-Shattering Pulse, again, like the first time. Hitmonlee came down, almost missing but using its superior Speed to make sure it Hit, dealing about as much damage as the first time. Is anyone else feeling déjà vu here?

So, after the first round, zarator has taken the advantage with his strategy of avoiding attacks. Will this work when it can be easily countered? And will it have enough energy?

Action One

Hitmonlee: Bounce (-5EN)
Hitmonlee bounced up.

Donphan: Earthquake (-6EN)
Hitmonlee was bouncing.

Hitmonlee: Bounce (-5EN)
Hit: <=9700
=1954 (Y)
Crit: <=625
=6635 (N)
Donphan: [7+2-1+7.5-7.5]
=8HP
Paralyse: <=3000
=6277 (N)

Action Two

Hitmonlee: Fake Out (-4EN)
Crit: <=625
=4822 (N)
Donphan: [4-1+7.5-7.5]
=3HP

Donphan flinched.

Action Three

Hitmonlee: Bounce (-5EN)
Hitmonlee bounced up.

Donphan: Earthquake (-6EN)
Hitmonlee was bouncing.

Hitmonlee: Bounce (-5EN)
Hit: <=9700
=8911 (Y)
Crit: <=625
=4637 (N)
Donphan: [7+2-1+7.5-7.5]
=8HP
Paralyse: <=3000
=4554 (N)

Summary:
Donphan: -19HP, -12EN
Hitmonlee: -0HP, -24EN

Post-Round

Field: Nothing

Deck Knight
Donphan @ Nanab Berry (5/5)
232.png

HP: 81
EN: 88
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy
 
VSShauntal.png
This was not totally unexpected, but the events still have to develop...

106.png
Spr_BW_Shauntal.png

Gym Leader Shauntal withdraws Hitmonlee!

508.png
Spr_BW_Shauntal.png

Gym Leader Shauntal sends out Stoutland!
Stoutland holds Silk Scarf!
 
VSShauntal.png
"There we stand, my friend, together!". Don't you find it's a beautiful line, after all?

Facade - Take Down - Strength
If Donphan orders Counter, replace your respective action with Toxic (the first time this substitution occurs), Hyper Beam (the second time this substitution occurs), or Tackle (the third time this substitution occurs)
If Donphan orders Bounce, replace your respective action with Pursuit.
 
Alright Donphan, time to start setting up.

Begin with Knock Off, then Substitute (20 HP), finish with Rock Polish.

Knock Off ~ Substitute (20 HP) ~ Rock Polish
 
Pre-Round

Field: Nothing

Deck Knight
Donphan @ Nanab Berry (5/5)
232.png

HP: 81
EN: 88
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

None yet

zarator
Stoutland @ Silk Scarf
508.png

HP: 100
EN: 100
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Round Two
zarator, seeing that Hitmonlee could be put to better use later, switched it for Stoutland. Stoutland quickly Engulfed itself in Aura and Struck Donphan, but it didn't budge, as it is very Sturdy. It Knocked Off Stoutland's Scarf, somehow. Stoutland Charged Fiercely at Donphan, only to miss, letting it siphon some energy into making a Doll of Itself. Stoutland used its Strength to damage the doll, but not destroy it, letting Donphan Polish its Skin making it faster.

After Round Two, zarator has the lead in HP, but Donphan is set up and ready to do some damage. Can Deck Knight sweep with Donphan, or will zarator put it out of commission first?


Action One

Stoutland: Facade (-4EN)
Crit: <=625
=1374 (N)
Donphan: [7-1+3+4+6-7.5]
=11.5HP

Donphan: Knock Off (-3EN)
Crit: <=625
=6253 (N)
Stoutland: [4+7.5-4.5]
=7HP
Stoutland's Silk Scarf was knocked off.

Action Two

Stoutland: Take Down (-6.6EN)
Hit: <=9500
=9895 (N)

Donphan: Substitute (-18EN)
Donphan: -20HP
Donphan has a 20HP substitute.

Action Three

Stoutland: Strength (-5EN)
Crit: <=625
=7982 (N)
Donphan's Doll: [8-1+3+6-7.5]
=8.5HP

Donphan: Rock Polish (-7EN)
Donphan: +2 Speed
Donphan: 175 Speed

Summary:
Donphan: -31HP, -28EN
Stoutland: -7HP, 16EN

Post-Round

Field: Nothing

Deck Knight
Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 60
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: +2 Speed (175), 12HP Substitute

None yet

zarator
Stoutland @ Silk Scarf
508.png

HP: 93
EN: 84
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy
 
Alright Donphan, time to take advantage of our set-up. Our foe has been weakened for the rest of the match, and now we have a chance to do some damage.

Begin with Toxic, followed by Earthquake, and finish with another Earthquake.

If Stoutland orders Facade the same action as you would Toxic, replace your action with Bounce the first time, Earthquake the second, and a Chill the third, moving actions back.
If Stoutland orders Protect, use Stealth Rock in the first instance, and Rock Polish in the second, then move attacks back.

Toxic ~ Earthquake ~ Earthquake
IF Facade same action as Toxic, replace action with Bounce, then Earthquake, then Chill for each substitution, moving actions back.
IF Protect, use Stealth Rock in the first instance, and Rock Polish in the second, moving actions back.
 
VSShauntal.png
I don't like to indulge in sophistry, but even the best novelist has her weaknesses...

Protect - Protect - Roar
(After all, he never specified Protect has to be ordered successfully, right?^^)
 
Pre-Round

Field: Nothing

Deck Knight
Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 60
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: +2 Speed (175), 12HP Substitute

None yet

zarator
Stoutland @ Silk Scarf
508.png

HP: 93
EN: 84
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Round Three
Generic "zarator abuses bad subs and phazes Donphan out, but Stoutland gets Badly Poisoned in the process" flavour here.

Action One

Stoutland: Protect (-7EN)
Stoutland protected itself.

Donphan: Stealth Rock (-12EN)
There are Rocks around zarator's team.

Action Two

Stoutland: Protect (-11EN)
But it failed.

Donphan: Rock Polish (-7EN)
Donphan speed: +4 (Meh)

Action Three

Donphan: Toxic (-7EN)
Hit: <=9000
=3375 (Y)
Stoutland was Badly Poisoned.

Stoutland: Roar (-6EN)
Pokemon phazed out: 1-5000 Omastar, 5001-10000 Lanturn
=9557 (Lanturn)

Stoutland: -1HP

Summary:
Donphan: -26EN
Stoutland: -1HP, -24EN

Post-Round

Field: Stealth Rocks (zarator)

Deck Knight
Lanturn @ ???
171.png

HP: 120
EN: 100
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 92
EN: 60
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (2DPA)

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Deck attaches an item
zarator orders
Deck orders
I ref

@below: Fixed
 
Toxic - Crunch - Facade
If Lanturn uses a Protective or Evasive move on A1, replace your action with Chill and push your actions back.
If Lanturn uses a Damaging Evasive move on A3, replace your respective action with Chill.
 
Lanturn, lets get going.

Begin with Thunder Wave, followed by Volt Switch (switch to Omastar end of round), then Dive.
 
Pre-Round

Field: Stealth Rocks (zarator)

Deck Knight
Lanturn @ Enigma Berry
171.png

HP: 120
EN: 100
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 92
EN: 60
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (2DPA)

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Round Four
<Alakazam> Wow, my RNG hates zarator and his Stoutland
<Alakazam> A Toxic miss and two full paralysis in one round
Sums it up alright. Anyway, while Stoutland was dying, Lanturn Shot a Wave of Thunder, Struck it with Electricity and Ran Away, and Hit it from Underwater. Can zarator stay in this after losing a whole round?

Action One

Stoutland: Toxic (-7EN)
Hit: <=8500
=9385 (N)
Stoutland's attack missed.

Lanturn: Thunder Wave (-6EN)
Stoutland was Paralysed (25%)

Stoutland: -2HP

Action Two

Lanturn: Volt Switch (-4EN)
Crit: <=625
=1400 (N)
Stoutland: [7+3+6-4.5]
=11.5HP

Stoutland: Crunch
Paralyse: <=2500
=268 (Y)
Stoutland was fully paralysed.

Stoutland: -2HP

Action Three

Lanturn: Dive (-4.5EN)
Lanturn dove underwater.

Stoutland: Chill
Paralysed: <=2000
=647 (Y)
Stoutland was fully paralysed.

Lanturn: Dive (-4.5EN)
Crit: <=625
=3867 (N)
Stoutland: [8+3+1.5-4.5]
=8HP

Stoutland: -2HP


Summary:
Lanturn: -19EN
Stoutland: -25HP, -7EN

Post-Round

Field: Stealth Rocks (zarator)

Deck Knight
Omastar @ ???
139.png

HP: 100
EN: 100
Ranks: 2/5/5/3/36
Ability: Shell Armor
Other: -10% Evasion

Lanturn @ Enigma Berry
171.png

HP: 120
EN: 81
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 67
EN: 53
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (3DPA), Paralysed (10%)

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy
 
Omastar
139.png
will have @ Oran Berry
oranberry.png
.

It's also my move first I guess, heh.

In that case: Omastar, begin with Scald, followed by Spikes, and then Whirlpool.
If Stoutland successfully uses Protect A1, Use Spikes, then Scald.
If Stoutland successfully uses Roar this round, use Brine A3 instead - Scald and Toxic damage will assure <50% HP.

Scald ~ Spikes ~ Whirlpool
IF Protect A1, Spikes A1 ~ Scald A2
IF Roar is successful this round, Brine A3.
 
VSShauntal.png
I remember I once met a guy named Koga. He told me that, in these cases, I should do this...

Toxic - Thunder Wave - Yawn
If you are fully paralyzed at any time, push your actions back accordingly.
 
Pre-Round

Field: Stealth Rocks (zarator)

Deck Knight
Omastar @ Oran Berry
139.png

HP: 100
EN: 100
Ranks: 2/5/5/3/36
Ability: Shell Armor
Other: -10% Evasion

Lanturn @ Enigma Berry
171.png

HP: 120
EN: 81
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 67
EN: 53
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (3DPA), Paralysed (10%)

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Round Five
Deck Knight handed the rental Omastar an Oran Berry, and said "You can do it". It sucked it, and spat a mass of Boiling Water at Stoutland. The not-as-huge-as-I-thought-it-was Dog (although not Dogfish, Canis, or any other dogs that respond to Dog) stood strong, but it must of made him ill and Vomited all over Omastar, breaking off tiny Spikes of its shell that Omastar planted on zarator's side. The Stoutland still stayed strong, despite the sickness, despite the inability to move, and summoned a Wave of Thunder to hit its opponent. The dog was getting tired and Yawned, making sure its opponent could see it. The Fossil summoned a huge Whirlpool, trapping Stoutland in. The field around zarator looks hazardous, and he is moving around cautiously, to avoid the Rocks and Spikes.



Action One

Omastar: Scald (-5EN)
Crit: <=625
=3768 (N)
Stoutland: [8+3+7.5-4.5]
=14HP
Burn: <=3000
=9887 (N)

Stoutland: Toxic (-7EN)
Paralyse: <=1000
=4602 (N)
Omastar was Badly Poisoned.

Omastar: -1HP
Stoutland: -3HP

Action Two

Omastar: Spikes (-8EN)
There are Spikes around zarator's team.

Stoutland: Thunder Wave (-7EN)
Paralysed: <=1000
=9383 (N)
Omastar was Paralysed (25%)

Omastar: -1HP
Stoutland: -3HP

Action Three

Stoutland: Yawn (-6EN)
Paralyse: <=1000
=6809 (N)
Omastar became Drowsy

Omastar: Whirlpool (-4EN)
Paralyse: <=2500
=9632 (N)
Hit: <=8500
=5105 (Y)
Crit: <=625
=452 (Y)
Stoutland: [4+3+7.5-4.5]
=10HP
Stoutland was trapped (4a)

Omastar: -1HP
Stoutland: -3HP, -2HP


Summary:
Omastar: -3HP, -17EN
Stoutland: -33HP, -20EN

Post-Round

Field: Stealth Rocks (zarator), Spikes*1 (zarator)

Deck Knight
Omastar @ Oran Berry
139.png

HP: 97
EN: 83
Ranks: 2/5/5/3/36
Ability: Shell Armor
Other: -10% Evasion, Badly Poisoned (2DPA), Paralysed (20%), Drowsy

Lanturn @ Enigma Berry
171.png

HP: 120
EN: 81
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 32
EN: 33
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (4DPA), Paralysed (5%), Whirlpool (3a)

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy
 
VSShauntal.png
The time is now!

Dig - Thunder Fang - Superpower
If Omastar uses Protect or Dive on A1, replace your respective action with Chill.
 
Alright Omastar time to keep the pressure up.

Lets try and make Stoutland's efforts futile.

Begin with Rest to heal your other statuses, then we begin the Sleep Talk offense. Start with Shell Smash/Brine/Toxic Spikes/Rain Dance and follow-up with Scald/Hydro Pump/Toxic Spikes/Spikes.

If you are fully paralyzed A1 and inflicted with 1 Action sleep, use Brine A3.

Rest ~ Sleep Talk (Shell Smash/Brine/Toxic Spikes/Rain Dance) ~ Sleep Talk (Scald/Hydro Pump/Toxic Spikes/Spikes)

If Fully paralyzed A1 and 1 action Sleep, use Brine A3.
 
Pre-Round

Field: Stealth Rocks (zarator), Spikes*1 (zarator)

Deck Knight
Omastar @ Oran Berry
139.png

HP: 97
EN: 83
Ranks: 2/5/5/3/36
Ability: Shell Armor
Other: -10% Evasion, Badly Poisoned (2DPA), Paralysed (20%), Drowsy

Lanturn @ Enigma Berry
171.png

HP: 120
EN: 81
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 32
EN: 33
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (4DPA), Paralysed (5%), Whirlpool (3a)

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy

Round Six
Omastar looked up into Stoutland's large, black eyes, although not for long before it Dug Down and waited. It waited for so long, in fact, that Omastar decided to take a little Nap. After a couple of minutes, the dog Came Up and Hit the ammonite, but it recovered its health almost immediately.

Omastar, now faster, despite being asleep, Began to Speak. It rolled around, seeming to have a bad dream, but actually Smashing its Shell to make it faster, stronger, lighter, but also more frail. Stoutland Bit the fossil with a Lightning Mouth, but Omastar slept on, recovering health.

The now shell-less snail-thing continued to Talk in its Sleep, and threw parts of its shell as Spikes on the opposite side of the field. Stoutland used a last bit of its strength to use its Extreme Power, this time damaging it more than it could heal. Omastar showed the first signs of waking up, while Stoutland continued to be battered by the Poison and the Whirlpool surrounding it.

At the close of the sixth round, Deck Knight has almost nabbed the first kill, in zarator's Stoutland. Despite this, and the hazards around zarator's team, he has two Pokemon getting very low on Energy, one on middling health, and zarator still has his two spinners left in Hitmonlee and Excadrill. We all knew this would be close, but who will gain the advantage?

Action One

Stoutland: Dig (-5EN)
Paralysed: <=500
=1030 (N)
Stoutland dug down.

Omastar: Rest (-15EN)
Paralysed: <=2000
=8182 (N)
Omastar started resting.
Omastar: -Bad Poison, -Paralysis

Stoutland: Dig (-5EN)
Crit: Shell Armour
Omastar: [8+6-7.5]*1.5
=9.75HP

Omastar: +12HP
Stoutland: -4HP, -2HP

Action Two

Omastar: Sleep Talk (-23EN)
Move: 1-2500 Shell Smash, 2501-5000 Brine, 5001-7500 Toxic Spikes, 7501-10000 Rain Dance
=1142 (Shell Smash)
Omastar stats: +2Atk, -1Def, +2SpA, -1SpD, +2Spe (126)

Stoutland: Thunder Fang (-5EN)
Paralysed: <=500
=8199 (N)
Crit: Shell Armour
Omastar: [7+6-7.5]*1.5+1.75
=10HP
Paralyse: <=1000
=7476 (N)

Omastar: +12HP
Stoutland: -4HP, -2HP

Action Three

Omastar: Sleep Talk (-11EN)
Move: 1-2500 Scald, 2501-5000 Hydro Pump, 5001-7500 Toxic Spikes, 7501-10000 Spikes
=7769 (Spikes)
Omastar put Spikes up around zarator's team.

Stoutland: Superpower (-8EN)
Paralysed: <=500
=6491 (N)
Crit: Shell Armour
Omastar: [12+6-7.5]*1.5+1.75
=17.5HP
Stoutland stats: -1Atk, -1Def

Omastar: +12HP
Stoutland: -4HP, -2HP


Summary:
Omastar: -2HP, -49EN
Stoutland: -18HP, -23EN

Post-Round

Field: Stealth Rocks (zarator), Spikes*2 (zarator)

Deck Knight
Omastar @ Oran Berry
139.png

HP: 95
EN: 34
Ranks: 2/5/5/3/36
Ability: Shell Armor
Other: -10% Evasion, Resting (0a), +2Atk, -1Def, +2SpA, -1SpD, +2Spe (all perm)

Lanturn @ Enigma Berry
171.png

HP: 120
EN: 81
Ranks: 1/2/4/3/67
Ability: Volt Absorb
Other: None

Donphan @ Nanab Berry (5/5)
232.png

HP: 50
EN: 34
Ranks: 5/5/1/3/50
Ability: Sturdy
Other: None

zarator
Stoutland @ Silk Scarf
508.png

HP: 14
EN: 10
Ranks: 4/3/1/3/92
Ability: Scrappy
Other: +10% Accuracy, Badly Poisoned (5DPA), -1Atk, -1Def

Hitmonlee @ Salac Berry (1/1)
106.png

HP: 90
EN: 76
Ranks: 5/2/1/4/101
Ability: Reckless
Other: +12% Accuracy
 
Omastar, finish this up with Water Gun, followed by Ancientpower, then another Water Gun. Good job in netting the first KO!

If Stoutland uses Protect, Chill instead.
If Stoutland uses Dodge, Chill instead.

Water Gun ~ Ancientpower ~ Water Gun

IF Stoutland Protect, Chill
IF Stouland Dodge, Chill
 
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