Titans Clash! Deck Knight vs. LouisCyphre!

Welcome one and all to the ASB Arena, in what is going to be a very exciting match! Each player is restricted to their signature type in this fight, and it should be a good one!
In one corner, we have the Master of the dark, LouisCyphre!
In the other, we have none other than Deck Knight, bringing some of his favorite ground types!
Let's review the rules before we introduce the teams.

The Rules said:
4v4 FE Monotype Singles
Deck_Knight's type will be Ground
LouisCyphre's type will be Dark
All Items
All Abilities
ASB Arena
2 Recoveries, 5 Chills
2 Substitutions
Switch OK
Now let us meet the teams:
Team LouisCyphre:
[a]Colossoil[/a]

Colossoil ♂ - Duskdale
Nature: Naïve (Spe +15, Accuracy +14%, SpD: -1)
Type: Dark / Ground
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground Type - 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.

Abilities:
Rebound - (Innate) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
(DW) Pressure - (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+)

Height Class: 5
Weight Class: 10
BRT: 22

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

42 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aqua Tail, Bite, Body Slam, Bounce, Brick Break, Bulldoze, Crunch, Dig, Dive, Dragon Tail, Drill Run, Earthquake, Fake Out, Fire Fang, Megahorn, Pursuit, Rapid Spin, Rock Slide, Smack Down, Stone Edge, Sucker Punch, Superpower, Tackle, Thunder Fang, U-turn
Special Moves - BubbleBeam, Dark Pulse, Sand Tomb, Water Spout
Status Moves - Double Team, Encore, Endure, Leer, Protect, Quash, Rest, Roar, Sleep Talk, Snatch, Substitute, Taunt, Torment
[a]Tyranitar[/a]

Tyranitar ♀ - Princess
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Rock / Dark
Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Sand Stream - (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
(DW) Unnerve - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (-)

Height Class: 4
Weight Class: 6
BRT: 23

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

48 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aqua Tail, Bite, Brick Break, Bulldoze, Counter, Chip Away, Crunch, Dragon Tail, Earthquake, Fire Fang, Ice Fang Iron Head, Low Kick, Payback, Pursuit, Rock Slide, Thrash, Thunder Fang, Stone Edge
Special Moves - Blizzard, Earth Power, Fire Blast, Flamethrower, Hidden Power [Flying, 7] Ice Beam, Surf, Thunder, Thunderbolt, Whirlpool
Status Moves - Block, Detect, Endure, Hail, Leer, Protect, Rain Dance, Roar, Rock Polish, Sandstorm, Scary Face, Screech, Stealth Rock, Substitute, Sunny Day, Taunt, Thunder Wave, Torment, Toxic

Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Now, though, she's finally learning how to bully things back.
[a]Cacturne[/a]

Cacturne ♀ - Rosey
Nature: Mild (SpA: +1, Def: -1)
Type: Grass / Dark
Grass Type - 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.
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
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.
(DW) 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.


Stats:

HP: 100
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 55

Height Class: 3
Weight Class: 4
BRT: 17

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

42 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Counter, Drain Punch, Focus Punch, Low Kick, Needle Arm, Payback, Pin Missle, Poison Sting, Revenge, Seed Bomb, Sucker Punch, ThunderPunch
Special Moves - Absorb, Acid, Dark Pulse, Energy Ball, Focus Blast, Giga Drain, SolarBeam, Venoshock
Status Moves - Block, Cotton Spore, Destiny Bond, Disable, Endure, GrassWhistle, Growth, Ingrain, Leech Seed, Leer, Nasty Plot, Protect, Sand Attack, Sandstorm, Spikes, Substitute, Switcheroo, Swords Dance, Synthesis, Teeter Dance, Toxic, Worry Seed
[a]Honchkrow[/a]

Honchkrow ♂ - Oddjob
Nature: Quiet (SpA: +1, Spe -10, Evasion -10%))
Type: Dark / Flying
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying Type - 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.

Abilities:
Insomnia - (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Moxie - (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.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 61 (-)

Height Class: 2
Weight Class: 3 37.25
BRT: 20

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

30 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Assurance, Astonish, Fly, Peck, Pursuit, Sky Attack, Sucker Punch, Superpower, Wing Attack
Special Moves - Dark Pulse, Heat Wave, Icy Wind, Psychic, Night Shade
Status Moves - Endure, Haze, Mean Look, Perish Song, Protect, Psycho Shift, Rest, Roost, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Thunder Wave, Torment, Toxic

Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive.

All well trained and ready for a good fight, no one would expect any less.

Team Deck Knight:

Golurk [VoltronForce] (U)
Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.)

Type: Ground/Ghost
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.
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.

Abilities:
Iron Fist: (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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore 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 benefited by No Guard, they will have their normal accuracy.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Astonish
Curse
Defense Curl
Dynamicpunch
Earthquake
Focus Punch
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Rollout
Shadow Punch

Drain Punch
Fire Punch
Magic Coat
Signal Beam
Stealth Rock
ThunderPunch

Giga Impact
Grass Knot
Hyper Beam
Ice Beam
Rock Slide
Shadow Ball
Substitute
Telekinesis

Steelix [Will Powers] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10)

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.

Abilities:
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Bind
Crunch
Curse
Double-Edge
Dragonbreath
Fire Fang
Harden
Ice Fang
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Throw
Rock Tomb
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stone Edge
Tackle
Thunder Fang


Flail
Heavy Slam
Rock Blast
Stealth Rock

Aqua Tail
Earth Power
Magnet Rise
Twister

Sleep Talk

Bide

Dig
Dragon Tail
Earthquake
Endure
Explosion
Flash Cannon
Gyro Ball
Protect
Psych Up
Rest
Roar
Substitute
Sunny Day
Taunt
Torment
Toxic

Torterra [Rook] (M)

Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)

Type: Grass/Ground
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.
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.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5 (Unlocked)

Attacks:
Absorb
Bite
Crunch
Curse
Earthquake
Giga Drain
Leaf Storm
Leech Seed
Mega Drain
Razor Leaf
Synthesis
Tackle
Withdraw
Wood Hammer

Body Slam
Sand Tomb
Stealth Rock
Superpower
Worry Seed
Wide Guard

Bulldoze
Facade
Light Screen
Protect
Reflect
Rock Polish
Rock Slide
SolarBeam
Substitute
Sunny Day
Swords Dance
Toxic

Donphan [Wheel of Fortune] (F)

Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)

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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50 * 1.15^) (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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:
Bulldoze
Defense Curl
Double-Edge
Earthquake
Endure
Fire Fang
Flail
Fury Attack
Growl
Horn Attack
Knock Off
Magnitude
Natural Gift
Odor Sleuth
Rapid Spin
Rollout
Slam
Tackle
Take Down
Thunder Fang

Body Slam
Counter
Focus Energy
Head Smash
Ice Shard

Bounce
Earth Power

Double Team
Protect
Roar
Rock Slide
Toxic

Some very powerful pokemon as well, this will be an intense match!

And without further ado, the order of operations!
LouisCyphre sends out one mon and attaches an item.
Deck Knight does the same and orders.
LouisCyphre then orders.
And lastly, I will ref.
Good luck to you both!
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator

I've been itching for a real, competitive match for some time now! I'll be genuinely disappointed in myself if you see anything less than my best this day.


Rosey! I want you to show him the versatility the Dark-type espouses!

Rosey @ Big Root
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus

A Brute with a Root, eh?

Sounds like we should answer in kind.


Will Powers@ Exp. Share, You're up! Sheer Force Toggled ON.

Let's get down to business.

Begin with Ice Fang, followed by Fire Fang, and finish with Ice Fang

If Cacturne uses Counter, use Flash Cannon, then Rage, then Flash Cannon as substitutions on each use instead.
If Cacturne uses Spikes and you are not Taunted, use Stealth Rock once, and return to your attack pattern for any subsequent uses.

Ice Fang ~ Fire Fang ~ Ice Fang

IF Counter, Flash Cannon, Rage, Flash Cannon as Subs
IF Spikes and Steelix not Taunted, Stealth Rock once, then return to attack pattern.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator

Alright, Rosey, we need to scratch out a lead while we can! Don't let him pull ahead!


If you can make him feel unwelcome enough, he'll leave on his own!

Rosey - Worry Seed | Giga Drain | SolarBeam
If Will Powers misses action 1, switch actions 2 and 3.
 
Pre Round 1

Team LouisCyphre:

@Big Root
HP: 100
EN: 100
Status: None
Other: None

Team Deck Knight:
@EXP. Share
HP: 100
EN: 100
Status: None
Other: None

Action 1
Rosey used Worry Seed!
Will Powers develops Insomnia! -5ENG
Will Powers used Ice Fang!
1510 hit, 9699 no crit
(7+(4-1)*1.5)*1.5=17.25 17.25DMG -5ENG
4485 no freeze
Action 2
Rosey used Giga Drain!
8711 no crit
8+3+(5-3)*1.5=14 14DMG +14HP -17ENG
Will Powers used Fire Fang!
1787 hit, 8580 no crit
(7+(4-1)*1.5)*1.5=17.25 17.25DMG -5ENG
2883 no burn
Action 3
Rosey took in sunlight!
Will Powers used Ice Fang!
2911 hit, 4147 no crit
(7+(4-1)*1.5)*1.5=17.25 17.25DMG -5ENG
4043 no freeze, 1784 no flinch
Rosey used Solarbeam!
9900 no crit
12+3+(5-3)*1.5=18 18DMG -7ENG
END!


Welcome to the first round! Both trainers square off as they decide which pokemon to send out first. LouisCyphre decides to go with Rosey the Cacturne! A good choice as the dual grass typing might provide an edge over Deck Knight's ground types. Lou gives Rosey a Big Root to hold, making its' draining moves restore more HP than usual.
Deck Knight, not daunted by the cactus, sends out his Steelix, Will Powers. The steel typing on this behemoth makes grass type attacks neutral. Its' abilities give the Steelix a nice boost as well. Deck Knight gives his giant snake an EXP. Share to hold.

Rosey, being the faster of the two, decides to take Steelix's abilities out of play for a while, and launches a seed at the snake, causing Will Powers to develop insomnia. Will, not fazed, Chomps at the cactus with fangs of ice for super effective damage!

Rosey, deciding she needs some healing after that bite, uses Giga Drain on Will, and recovers nearly as much damage as she took, while hurting the Steelix some. Will decides that brute force is a better strategy than tricks, and fill its' mouth with fire, and bites Cacturne again.

The Cacturne then begins to absorb sunlight, readying a massive blast. Steelix, still not fazed, uses Ice Fang again on poor Rosey. Rosey then unleashes a giant blast of sunlight on the iron snake, dealing good damage.

Round one ends with neither trainer having a distinct advantage. What will happen in the next round? Stay tuned!

Post Round 1

Team LouisCyphre:

@Big Root
HP: 62
EN: 71
Status: None
Other: None

Team Deck Knight:
@EXP. Share
HP: 68
EN: 85
Status: Insomnia (3 more actions)
Other: None

Lou Orders/Switches
Deck Knight Orders/Counter Switches
(If counter switch, then Lou Orders)
Then I Ref.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator

I put you in a tighter spot than I ought have, Rosey. Let's get you out of there!


Take what you can and hoard it voraciously! Will has a lot of options, but he can't use them if we don't leave ourselves open to them!

Leech Seed | Focus Blast | SolarBeam
First, if Will Powers is ordered to use Bide on any action, Substitute (15) action 1 instead of Leech Seed.
Second, if Will Powers is ordered to use Explosion in any form and you are not Taunted and Will Powers is still slower than you and you do not have a decoy doll, Substitute (15) that action and push actions down. (Whew!)
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Hmmm... wish Cacturne had gone -Spe so I'd have a better hit on Dragon Tail... but I'm a gambler, so...

Start with Dragon Tail, then Sandstorm, and finish with Stealth Rock. That'll cut Solarbeam down to size and start racking up hazard damage, and we'll get a chance to switch to a favorable match-up next round. Of course if Dragon Tail misses I'm in deep trouble.
 
Here to finish reffing this battle.
Pre Round 2

Team LouisCyphre:

@Big Root
HP: 62
EN: 71
Status: None
Other: None

Team Deck Knight:
@EXP. Share
HP: 68
EN: 85
Status: Insomnia (3 more actions)
Other: None

Action 1
Rosey used Leech Seed!
Will Powers has been seeded! -20ENG
Will Powers used Dragon Tail!
9308 Miss! -5ENG
Will Powers health is being sapped! -6HP
Rosey absorbs health! +6HP
Action 2
Rosey used Focus Blast!
1482 hit!
(12+(5-3)*1.5)*1.5=22.5 22.5DMG -8ENG
346. Will Powers SpD fell one stage!
Will Powers used Sandstorm!
A sandstorm rages! -10ENG
Will Powers health is being sapped! -6HP
Rosey absorbs health! +6HP
Rosey is buffeted by the sandstorm! -2HP
Action 3
Rosey is absorbing sunlight!
Will Powers used Stealth Rock!
Pointed stones surround Lou's team! -12ENG
Rosey unleashes Sunlight!
6+3+(5-3)*1.5+(1*2)=14 14DMG -7ENG
Will Powers health is being sapped! -6HP
Rosey absorbs health! +6HP
Rosey is buffeted by the sandstorm! -2HP
END


Welcome here to the second round! When we left off, both trainers were almost equally matched, will that continue however?

Rosey starts off the round by firing a parasitic seed at Will, which will drain his health over the course of the next actions. Will Powers decides it has had enough of the walking cactus, and attempts a Dragon Tail to force a switch, but misses completely! Bad luck Deck

The cacturne then unleashes a Focus Blast unto the unlucky snake, hitting it for super effective damage, and dropping its' special defense in the process. The Steelix then creates a sandstorm, which cuts out the clear sunlight, and damages Rosey as well.

Rosey begins to absorb sunlight, but is hindered by the raging sandstorm. Will Powers then launches a bunch of sharpened rocks to hurt any more pokemon that Lou will send out. Rosey then launches her weakened Solarbeam at Will, still doing moderate damage.

Lou seems to have come out on top this round. What will happen next? Stay tuned.

Post Round 2

Team LouisCyphre:

@Big Root
HP: 76
EN: 36
Status: None
Other: Sandstorm (3 more rounds)

Team Deck Knight:
@EXP. Share
HP: 13
EN: 85
Status: Leech Seed (3 more actions), -1 SpD
Other: Sandstorm (3 more rounds)

Deck Knight Orders
Louiscyphre Orders
I ref.
 

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