2v2 Doubles - IceBug vs. PinkCaptainFalcon [ref: XVIcaliber]

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What was once a mediocre day for the attendants at Professor Oak's lab in Pallet Town suddenly became much more chaotic when what seemed to be a film crew and a referee's stand were forcibly inserted into their routine. Frantically trying to move furniture and expensive equipment away, the Professor's aides make way for the two trainers and their referee, who takes a seat at the stand, and begins his broadcast.

"Ladies and gentlemen, there comes a day in every man's life when he just thirsts for a Pokemon battle. For our friend Bug, today was his day:

2v2 Doubles
3 Day DQ
2 Recover/5 Chill
Arena: Dealer's Choice


Desperate for a battle, he had no choice but to succumb to the whims of whoever picked up his match. In our case, our other combatant, PinkCaptainFalcon, responded:

I accept this.

Arena is Professor Oaks Lab
pic



there are no starter pokeballs, and you can knock over the book cases and break stuff to make hazards at the ref discretion. I will also take actions second for choosing arena

Switch KO
1 Ability
no items


From the looks of it, this historic site is going to be the place of a great two-on-two battle. Just...er...don't damage it too much, the station has to pay for property damage, you know. Anyway! Here are our contenders!


Sigilyph(*) Herald (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)

Type: Psychic/Flying
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)

MC: 1
DC: 1/5

Abilities:
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Tinted Lens: (DW) (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).


Attacks:

Gust(*)
Miracle Eye(*)
Hypnosis(*)
Psywave(*)
Tailwind(*)
Whirlwind(*)
Psybeam(*)
Air Cutter(*)
Light Screen(*)

Psycho Shift(*)
Ancientpower(*)
Roost(*)

Psycho Shock(*)
Toxic(*)
Thunder Wave(*)


Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)

Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90

EC: 2/9
MC: 1
DC: 1/5

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker: (DW)(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.)

Attacks:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Shadow Ball
Energy Ball
Stone Edge

Paleo Wave
Metal Sound
Earth Power



Haunter* SAM (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Abilities:
Levitate: Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95

EC: 8/9
MC: 2

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look *
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Shadow Punch
Destiny Bond

Disable*
Haze*
Will-o-wisp*

Telekinesis*
Toxic*
Venoshock*
Protect


Mime Jr. Kiko (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Filter: Type: Innate
This Pokemon has a special energy barrier that reduces the damage on any opponent’s super-effective by three (3) damage.

DW Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Stats:
HP: 80
Atk: (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 60

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

Attacks
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam

Future Sight
Icy Wind
Nasty Plot

Psyshock
Shadow Ball
Charge Beam


Staryu* Soryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])

Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

DW Analyze: Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85

EC: 1/6
MC: 0
DC: 1


Attacks:
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Power Gem
Hydro Pump

Aurora Beam*
Barrier*
Supersonic*

Rain Dance*
Scald*
Thunder Wave*


Now, without further ado, the turn order! Since PinkCaptainFalcon took the initiative to offer commands second, things get switched up a bit:


-PinkCaptainFalcon sends out his Pokemon.
-IceBug sends out his Pokemon and issues first commands.

-PinkCaptainFalcon issues second commands.
-Reffing begins.
-PinkCaptainFalcon goes first for round 2.
-IceBug goes after that.
-And so on, until a victor is declared!

Alright, the preparations are set! Here's looking forward to a great battle!"
 
Going to start with good ole Soryu
Ability: Natural Cure
and SAM


Also ref, would you kindly ignore the messages i sent you. i did not know you started the battle.
 
Alright, only brought two guys in, but they won''t go down easy (with any luck).

Herald the Sigilyph (Wonder Skin) and Tourmaline the Rebble (Technician for fun).

Herald, I want you to spend the first action nullifying their offense with Light Screen! Meanwhile, Tourmaline, I want you to drop that Haunter within a comfortable speed tier with Mud Shot. Next, Herald should use it's speed to fly in close and put Soryu to sleep with Hypnosis, while Tourmaline blows that poor spirit up with Earth Power. Finally, seal SAM's speed advantage permanently with Thunder Wave, and nail him again with Shadow Ball.

So:

Herald: Light Screen - Hypnosis (Soryu) - Thunder Wave (SAM)

Tourmaline: Mud Shot (SAM) - Earth Power (SAM) - Shadow Ball (SAM)
 
Alright SAM im going to need you to take your first action to levitate up away from the ground to try and avoid Earth Power.. your ability isnt as good here as it is in the game so this should remedy the situation. Then hit Tourmaline with a Confuse Ray and Use Protect to avoid those last two nasty things.

Soryu you need to Camouflage yourself so as to let everyone focus their power on SAM he is made to take hits like a boss ;3 Then lets bring the storm through the windows with a Rain Dance! Then hit Herald with a Scald because its burn chance isnt affected by wonder skin.

SAM: Float up - Confuse Ray (Tourmaline) - Protect

Soryu: Camouflage - Rain Dance - Scald (Herald)
 

Herald
HP: 100
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 100%
Status:
N/A

+


Tourmaline
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 100%
Status:
N/A

vs.

SAM
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95
Energy: 100%
Status:
N/A

+


Soryu
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 100%
Status:
N/A

-Begin round 1-

And we're off! Right out of the gate, we have some fierce action on the part of our competitors! Floating stoic, Herald harnesses the psychic power within her to raise up before her team a brilliant wall of light. Next, SAM, fearing the mud-slinging of Tourmaline, decides to float up to try and evade the barrage. It almost threw Tourmaline off guard, but not quite enough, as the tiny floating rock collage spits out a deadly stream of mud, right into the ghost's face! SAM looks around, trying to shake off the mud, visibly slowed by its force. Being relatively alone in the fight thus far, Soryu decides to hide itself within the natural camouflage of this famous laboratory! Surely that starfish is going to be tough to hit in upcoming rounds.

Not letting Soryu go unnoticed, Herald snaps back and attempts to hypnotize the wily starfish before it can do anything else, but she has an extremely hard time finding exactly where Soryu is, and the attack misses. Meanwhile, across the lab, Tourmaline decides to raise some havoc, and the ground along with it, with a devastating Earth Power attack, hitting SAM clean for some solid damage. The sheer force of the move rips open the ground and topples some bookcases. I don't think Oak's aides are going to have a fun time cleaning that up...but if that wasn't enough, it's now pouring rain through the roof, thanks to Soryu's clever ritual. I hope you all brought your umbrellas, ladies and gentlemen! Finally, SAM, having gotten over the aftereffects of the mud, launches a bewildering beam at Tourmaline, which seems to have some seriously adverse effects on the rock's psyche!

Not wanting to take any more punishment, SAM takes the initiative during the latter part of the round and creates an opaque, silvery barrier around herself, protecting it from harm. Herald, in response, fires a wave of electricity intended to slow SAM down even more, but the barrier put up just seconds before nullifies the entire attack. Tourmaline decides to join in on the assault with a blob of shadowy energy, but the confusion it suffered beforehand took a wrong turn, causing Tourmaline to butt against the wall harmlessly. Well, harmlessly to SAM, anyways. Sneaking up from behind using its handy camouflage, Soryu strikes Herald with a critical surge of scalding water, boosted by the torrential downpour, for a huge amount of damage. Luckily for Herald, no burn marks show up.

-End round 1-

Herald
HP: 85
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 77%
Status:
Light Screen (4 actions)

+


Tourmaline
HP: 86
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 83%
Status:
Light Screen (4 actions), Slight Confusion (1 action)

vs.


SAM
HP: 59
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95
Energy: 85%
Status:
N/A
Stat Boosts/Drops: -1 Speed (1 round)

+


Soryu
HP: 90

Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 80%
Status:
Camouflage (4 actions)

-Weather Effects: Rain (4 more rounds)-

Action 1~
Light Screen 7 energy up. (6 actions)
Dodge 5 energy successful. Mudshot accuracy reduced by ((95 - 90)/5) = 1.
Mud Shot 4 energy- hits, 9(BP) + 1.5(Ranks) * 1.5(2x advantage) = 14 damage to SAM, speed dropped 1 stage (new speed 63)
Camouflage 6 energy successful. Evasion boost by 1 (opp.accuracy .75x)

Action 2~
Hypnosis 9 energy miss (5 actions for screen)
Earth Power 7 energy hits, 9(BP) + 1.5(Ranks) * 1.5(2x advantage) = 16 damage to SAM
Rain Dance 9 energy successful. (5 actions left for camo)
Confuse Ray 4 energy successful. Slight confusion for 2 actions.

Action 3~
Protect 7 energy successful.
Thunder wave 7 energy protected. (4 actions for screen)
Shadow ball 6 energy CONFUSED, takes 4 damage.
Scald 5 energy hits, 12(BP*1.5 from rain) + 3(STAB) + 3(Crit) + 1.5(Ranks) - 5(Screen) = 15 damage to Herald, no burn (4 actions left for camo)


Okay, PinkCaptainFalcon is up first for round 2.
 
ok, thats alright. i can never stop feeling like every pokemon with Levitate got jipped out of an ability because it can no longer do the only thing it was created to do.

Alright Sam lets have Herald feel your revenge with three Night Shades because lets face it, there really isnt a hell of a lot you can do to these two with lowered speed and the move set youve got right now.

Then im going to have Soryu focus on Herald as well with Hydro Pump then another Scald and Hydro Pump! because we can focus on one pokemon too!

All to Herald
SAM: Night Shade all three actions

Soryu: Hydro Pump - Scald - Hyrdo Pump

Now witness the firepower of this fully ARMED and OPERATIONAL Death Staryu!
 
XVI, with the Technician boost Mud Shot has 9 BP.

Anywho...Herald should be ready to get SAM out of here, too, and hopefully waste the turns on Camoflauge out before we start mashing on Soryu. So, Psybeam on SAM while Tourmaline, hopefully, will be able to get another Technician boosted Mud Shot off into SAM to further hinder it.

With SAM's defenses opened up, Herald should be easily able to confuse his block with a Psycho Shock, while the now level-headed and ready Tourmaline should be able to turn off our muddy, slow, and ghostly friend's aggression off with a quick Disable on Night Shade.

Finally, since a hit on Soryu while it's cloaked is up in the air, might as well devastate what we can see I suppose, with Herald firing off another Psybeam while Tourmaline throws up some more Mud Shots on SAM.

After we hopefully take out the Haunter and the Staryu becomes visible again, we can begin having real fun!
 

Herald
HP: 85
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 77%
Status:
Light Screen (4 actions)

+


Tourmaline
HP: 86
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 83%
Status:
Light Screen (4 actions), Slight Confusion (1 action)

vs.


SAM
HP: 59
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95
Energy: 85%
Status: N/A
Stat Boosts/Drops: -1 Speed (1 round)

+


Soryu
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 80%
Status: Camouflage (4 actions)

-Begin round 2-

After the tussles that took place in the first round, quite a few objects have been strewn across the room. Certainly, this would have quite the effect on the battle, if everything weren't flying or being carried by waves. Regardless, the second round's actions have been issued, and the combatants look as charged as ever. Speeding across the lab and hovering over the ground is the ever-powerful Herald, who fires a terrible beam of psychic energy straight at SAM. The ghost, having taken way too much punishment before, recoils painfully under the hit. Next, the sturdy Tourmaline, who also has no problem navigating the obstacles, manages to overcome its confused state and fire a nasty Mud Shot at SAM, critically wounding it. This is too much punishment! SAM has no choice but to take the hit, as her speed is lowered even more! Soryu, using its clever cloaking and cover in the rainstorm (I guess we'll have to pay for the roof repairs...), focuses its energy to blast a massive stream of water out of the torrential waves. The blast hits Herald clean on, as the psychic bird is launched across the lab and into a wall. SAM, with its last breaths, fires off an ambiguous shadowy energy that does damage through the light screen! Herald shrugs it off, though, if she can take a tidal wave, she can surely take that!

Ensuring a quick retaliation, Herald contorts her psychic abilities into a rather shocking blast, and SAM finds herself crumbling to its power, as her structural integrity can't stand up to the blast! As of that hit, that ghost is down for the count!

(Okay, excuse my idiocy as a first time ref, but I have no idea what happens when one mon in a doubles battle dies. I'm going to assume that all actions targeting the KO'd pokemon are re-assigned to the one that isn't KO'd. Continuing round.)

Tourmaline comes in quickly for a Disable, but Soryu doesn't even know Night Shade! Looks like a wasted action for our floating collection of pebbles! Still reveling in its camouflage, Soryu flies in (almost literally, look at how flawlessly it moves with all that rain!) with another scalding blast of water, damaging her, but not for nearly as much as that Hydro Pump did.

To finish the round, Herald looks at her surroundings inquisitively, now having lost SAM as a target, and eventually pinpoints what seems to be Soryu's location from beneath the waves! She charges another Psybeam, which hits, much to her surprise! Soryu pops out of the water, fairly damaged. Tourmaline executes a mud bombing raid...except Mud Bomb isn't too good, so it uses Mud Shot instead! Unfortunately, the mud stream only serves to cloud the water, as Soryu's camouflage helps it evade its demise yet again! Committing another stealthy act of watery destruction, Soryu leaps out of its hiding place and fires another Hydro Pump at Herald, hitting her clean on for a second time! Herald sure is taking a lot of damage, but at least she's doing better than SAM is...

-End round 2-


Herald
HP: 38
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 60%
Status:
Light Screen (1 action)

+


Tourmaline
HP: 86
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 69%
Status:
Light Screen (1 action),

vs.


SAM
HP: Double-teamed.
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95
Energy: 0%
Status: N/A

+


Soryu
HP: 77
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 61%
Status: Camouflage (1 action)

-Weather Effects: Rain (3 more rounds)-

Action 1~
Psybeam 4 energy hits, no confusion, does 7(BP) + 3(STAB) + 3(Ranks) * 1.5(2x advantage) = 20 damage to SAM (3 actions for screen)
Mud Shot 4 energy hits, does 9(BP + Technician) + 3(crit) + 1.5(Ranks) * 1.5(2x advantage) = 20 damage to SAM, speed lowered by 1 stage (new speed 48)
Hydro Pump 7 energy hits, does 18(BP+Rain) + 3(STAB) + 1.5(Ranks) - 5 (Screen) = 18 damage to Herald (3 actions left for camo)
Night Shade 6 energy hits, does 10(Constant, even through Screen) damage to Herald

Action 2~
Psycho Shock 5 energy hits, does 8(BP) + 3(STAB) + 3(Ranks) * 1.5(2x advantage) = 21 damage to SAM (deadified) (2 actions left for screen)
Disable 6 energy no target
Scald 5 energy hits, no burn, does 12(BP+Rain) + 3(STAB) + 1.5(Ranks) - 5(Screen) = 11 damage to Herald (2 actions left for camo)
Night Shade too bad, bad case of the deads

Action 3~
Psybeam 4 energy hits, no confusion, does 7(BP) + 3(STAB) + 3(Ranks) = 13 damage to Soryu (1 action left for screen)
Mud Shot 4 energy misses
Hydro Pump 7 energy hits, does 18(BP+Rain) + 3(STAB) + 1.5(Ranks) - 5(Screen) = 18 damage to Herald (1 action left for camo)
Night Shade nope, still dead.


IceBug is up first for round 3!
 
Alright, so, Herald, you're still the fastest thing alive, but you're looking pretty smashed up and the silly starfish is still invisible, so now seems like as good a time as any to Roost and gain some health back. Light Screen will hold another round, but I'm REALLY not loving the titanic damage from those Hydro Pumps...Tourmaline, please Ctrl+Alt+Del that from Soryu's movepool with Disable. Somehow I think Scald just isn't quite going to do the damage it needs to win...

Next, it appears our Screen is down, so Herald, please mend that defense with another Light Screen. Meanwhile, Tour should start dishing out some damage, starting with a Paleo Wave.

Finally, to really lock this match down, I want Herald to Thunder Wave, while Tourmaline drives in the Technician boosted fury of a Rock Blast.

So:

Herald: Roost - Light Screen - Thunder Wave
Tourmaline: Disable (Hydro Pump) - Paleo Wave - Rock Blast


Sure, it's unlikely we'll inflict any really MASSIVE damage, but the status pressure we're packing should be more than enough to seal the deal.
 
Too bad Haunter was basically dead the second it entered the field and i did not handle his moves well. At least he gets to evolve now i guess :[

Scald Tourmaline 3 times because i want to at least kill 1 poke before we go down.

Edit: which is an accomplishment i hope to make happen this time
 

Herald
HP: 38
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 60%
Status:
Light Screen (1 action)

+


Tourmaline
HP: 86
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 69%
Status:
Light Screen (1 action)

vs.



Soryu
HP: 77
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 61%
Status: Camouflage (1 action)

-Begin round 3-

With SAM out of the way, IceBug's team certainly has the advantage; this two-on-one battle might not last very long! On the other hand, Soryu's been an incredibly wily combatant so far, so who knows what it will do next. After taking quite a beating during the last round, Herald decides to heal herself with Roost. Though it seems a bit difficult to land, the odd-looking bird pulls it off, though she's grounded for the rest of the round. With some sort of...compassion, I guess (it's hard to tell with floating rock things), Tourmaline bravely erases Hydro Pump from Soryu's memory, in the hopes that Herald can forget about her damage as well! What a teammate! In avenging the defeat of SAM, with a hatred-filled...drive, I guess (it's hard to tell with blank expressions on starfish), Soryu delivers a terrible, critical Scald from beneath the rainy waves. Tourmaline takes it with that same calm demeanor it's been carrying with it all match, but it's easy to tell that it really did a number on it, now that Light Screen is down.

Speaking of Light Screen being down, I spoke too soon! Herald casually sets up a new one during her rest. Filled with newly found...vigor, I guess (it's hard to tell with floating rock things), Tourmaline launches a wave of energy, carbon dated back to the Mesozoic era (fascinating stuff!), from its rocky core. The blast hits Soryu dead on; now that its camouflage is gone, Soryu's going to have a hard time dodging this onslaught! Regardless, Soryu comes back, with a hint of...rivalry, I guess (do I really need to say this again?), and deluges Tourmaline with another Scald, though the attack itself seems to be taking an extra toll on Soryu's energy.

With the round coming to a close, Soryu still seems to be carrying itself well. Herald, feeling a bit sadistic, decides to fire off a wave of electricity, which makes the poor starfish convulse uncontrollably. Could this be the end? I have no idea, but what I do know is that Tourmaline takes the initiative now, with Soryu paralyzed, to fire off a volley of rocks in its direction! Three of them hit clean across the Pokemon's body, bruising it quite a bit. But, Soryu's not done yet! Even through the paralysis, it manages to expend even more of its own energy to bring its watery....wrath, I guess (sigh...), upon Tourmaline, hitting it with another critical Scald, blasting the amalgam of rocks across the lab and into the ground, all the way back to the last limbs of its consciousness. The searing heat of the water soaked into Tourm so thoroughly that even burns start to appear! On rocks! This battle is defying everything I've ever learned about Pokemon battling. Even with all this punishment, this two-on-one still isn't over! I'm on the edge of my seat! Well, that's mostly because there's boiling water covering the floor, but it's still very exciting.

-End round 3-



Herald
HP: 58
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 35%
Status:
Light Screen (5 actions)

+


Tourmaline
HP: 5
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 50%
Status:
Light Screen (5 actions), 2nd degree burn

vs.



Soryu
HP: 43
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 34%
Status: Paralyzed (20%)

-Weather Effects: Rain (2 more rounds)-


Action 1~
Roost 11 energy successful, +20 HP (now at 58, grounded for remainder of round) (end screen)
Disable 6 energy hits, Hydro Pump disabled (6 actions)
Scald 5 energy hits, does 12 (BP+Rain) + 3(STAB) + 3(crit) + 3(Ranks) *1.5(2x advantage) = 32 damage to Tourm, no burn (end camo) (5 actions left for disable)

Action 2~
Light Screen 7 energy successful. (6 actions)
Paleo Wave 6 energy hits, does 9(BP) + 3(STAB) + 1.5(Ranks) = 14 damage to Soryu, no effect.
Scald 5(+4) energy hits, does 12(BP+Rain) + 3(STAB) + 3(Ranks) * 1.5(2x advantage) - 5(screen) = 22 damage to Tourm, no burn (4 actions left for disable)

Action 3~
Thunder Wave 7 energy hits, Soryu paralyzed (new speed 21, 25% paralysis) (5 actions left for screen)
Rock Blast 7 energy hits 3 times, does 9(BPx3) + 3(STAB) + 3(1 crit) + 1.5(Ranks) + 3(Technicianx3) = 20 damage to Soryu
Scald 5(+8) energy hits, does 12(BP+Rain) + 3(STAB) + 3(crit) + 3(Ranks) *1.5(2x advantage) - 5(screen) = 27 damage to Tourm, 2nd degree burn (3 actions left for disable)


PinkCaptainFalcon is up first for round 4!
 
If you are still alive Scald Tourm again
Then do a combo of Aurora Beam and Power Gem right at Heralds face, once again. only if you live.

Those two should be able to combo nicely because they are just Beams and both come out of the same spot.

Edit: just i quick note, i dont think you can Disable a different move until the first one is finished being disabled right?
 
Okay, let's finish this. Herald should use Hypnosis. If it hits, Tourm should use Metal Sound, but if not, Disable Scald. Then, alternate hits with Psybeam, Shadow Ball, Psyshock, and Paleo Wave, regardless of the outcome of the first action. Let's bag this up.

So:
Herald: Hypnosis - Psybeam - Psyshock
Tourmaline: Metal Sound - Shadow Ball - Paleo Wave, replacing Metal Sound with Disable (Scald) if Hypnosis fails.


EDIT: Actually have no idea how this works in ASB...if Disable would fail due to game mechanics just ignore it and go for Metal Sound regardless of hit or miss on Hypnosis.
 
This is DQ day for the ref and i must admit that i am sad that this battle is being dragged on for so long. we are pretty much done after this round or first action of the round after this one and its taking 3 long days for me to get this slot open for another battle :[
 
uggh, i understand that he has things to do. but i shouldnt have to wait for 5 days to have this match finished. thats why the DQ limit exists. so these things dont get postponed for a really long time like this.
 
Sorry, sorry! It's just that, y'know, graduation is kind of important.

But anyways! Let's get on with the thrilling conclusion to this battle!


Herald
HP: 58
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 35%
Status:
Light Screen (5 actions)

+


Tourmaline
HP: 5
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 50%
Status:
Light Screen (5 actions), 2nd degree burn

vs.



Soryu
HP: 43
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 34%
Status: Paralyzed (20%)

-Begin round 4-

Ladies and gentlemen, Soryu is on the end of its ropes here. There isn't much the poor little starfish can do now to do any sort of damage to the dynamic duo of rock and glyph bird--oh, wait, what's this?! Herald sent a Hypnosis attack straight at Soryu, and it made direct contact! Looks like Soryu will be taking a rather treacherous nap...meanwhile, Tourmaline decides the best thing to do after putting it to sleep is to bombard it with a screeching Metal Sound. Ow, my ears...I'll be hearing that in the morning! And Soryu, with bleeding ears (I think, it's hard to tell on starfish) and a stationary body, can do absolutely nothing. Tourmaline seems to be taking quite a toll from its burn, though...

Continuing the onslaught, Herald shoots one of her signature Psybeams at the helpless starfish, and watches as the prismatic energy has its way with her opponent. There isn't much of a reaction as far as I can tell, but there sure is a lot of pain...meanwhile, Tourm harnesses the powers of the Dusk Stone (eh? eh? Not funny? Kay...) and fires a Shadow Ball at Soryu with its last bit of energy, taking heavy burn damage. Unfortunately, Soryu won't be weak to it until it evolves, but as far as I'm concerned, it's weak to it now, because it can't do anything at all!

Nearing the end of the round, and Soryu is still hanging in there, but not for long, or, at least that's what Herald thinks. Distorting her own psychic field, she manages to use Psyshock and hit Soryu in different parts of its body, causing physical damage. Tourmaline swoops in, ready for the kill, with Soryu at its last limbs, and does so, firing off its distinct Paleo Wave in its direction. As the ancient energy collides with the starfish, it falls, but so does Tourmaline, who simply couldn't take all of the burn damage at its already low health. Looks like they both struggled to the bitter end, here.

And that just about wraps it up! Join us next time, and hopefully we can show you a battle that's less on hallowed scientific ground...maybe a grassy field or something. Those are always nice.

-End round 4-


Herald
HP: 58
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
Energy: 17%
Status:
Light Screen (2 actions)

+


Tourmaline
HP: Burned out.
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
Energy: 0%

vs.



Soryu
HP: Killed in its sleep.
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
Energy: 0%

Action 1~
Hypnosis 9 energy hits, Soryu inflicted with Deep Sleep (2 actions) (4 actions left for screen)
Metal Sound 6 energy hits, Soryu -2 Sp.Def for one round (2 damage)
Soryu asleep (1 action left for sleep)

Action 2~
Psybeam 4 energy hits, does 7(BP) + 3(STAB) + 3(Ranks) = 13 damage to Soryu (3 actions left for screen)
Shadow Ball 6 energy hits, does 5(BP) + 1.5(Ranks) + 3(Stage boosts) = 10 damage to Soryu, secondary effect activates, Soryu at -3 Sp.Def (2 damage)
Soryu asleep (end sleep)

Action 3~
Psyshock 5 energy hits, does 8(BP) + 3(STAB) + 3(Ranks) + 4.5(Stage boosts) = 19 damage to Soryu (2 actions left for screen)
Paleo Wave 6 energy hits, does 6(BP) + 3(STAB) + 1.5(Ranks) + 4.5(Stage boosts) = 15 damage to Soryu (deadified) (2 damage, burn kills Tourm)
Power Gem nope, too dead to use that, sorry


Rewards time!

Referee: 4 RC
Trainers: 2 TC each for IceBug and PinkCaptainFalcon
Pokemon:
Herald - 1 EC, 1 MC, 1 DC, 1 KOC
Tourmaline - 1 EC, 1 MC, 1 DC, 1 KOC
SAM - 1 EC, 1 MC, 1 DC
Soryu - 1 EC, 1 MC, 1 DC, 1 KOC (I've mandated due to the urgency of this post that the indirect KO by burn still counts as a KO, and therefore merits a counter.)


 
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