4v4 Doubles at a Chess Board! Deck Knight vs Athenodoros!

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Flora

Yep, that tasted purple!
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I'm going to need a few more matches to build up my team. This field is good for 2 of my battle slots.

4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each

Arena: Pokemon Chess Board

Open Field: An opposing trainer may send any of their Pokemon onto an Open Field. The initial trainer's Pokemon are all selected beforehand.

The Pokemon Chess Board is an intricate arena, the effects of which change based on the Pokemon used. It is set on an artificial field consisting of alternating 8x8 black and white squares about 5 square feet each. All Attacks can be utilized, as the chess board will create any necessary element for the attack. Be warned that effects will disappear after each action and will have to generated from scratch, so the arena for example cannot be flooded out, even if Rain is summoned. Weathers still last their full duration and have all their other battle effects.

The Arena benefits or handicaps players based on the Pokemon they select in the following ways:

  • If one player has more fully evolved Pokemon than the other, each of that player's Pokemon will lose one Rank in each stat (including HP), as well as 20% of their speed.
  • If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
  • If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
  • If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.
This looks like a great arena. I'll take your challenge DK.

All Abilities
No items
Switch = KO.

EDIT: I'll basically be using fully evolved Pokemon if that's alright with you. I can tone it down though.

Hippopotas [Queen] (F)
Nature: Sassy (Adds One (1) Rank to Special 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) on an opponent’s attacks.

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 27 (32 / 1.15v) (-)

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

Attacks:
Tackle
Sand Attack
Bite
Yawn
Take Down
Dig
Sand Tomb

Body Slam
Revenge
Slack Off

Toxic
Earthquake
Rock Slide


Baltoy [Bishop] (U)
Nature: Relaxed (Adds One (1) Rank 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) on an opponent’s attacks.
Type: Ground/Psychic
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

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

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)

EC: 2/6
MC: 0
DC: N/A

Attacks:

Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Extrasensory
Earth Power

Ice Beam
Earthquake
Dig
Trick Room


Trapinch [King] (M)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
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: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 12 (10*1.15^) (+)

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

Attacks:

Bite
Sand Attack
Faint Attack
Sand Tomb

Bug Bite
Endure
Quick Attack

Sunny Day
Earthquake
Struggle Bug


Knight [Gligar] (M)
Nature: Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Special Attack)

Type: Ground/Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: 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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85

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

Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack

Counter
Power Trick
Sand Tomb

Hone Claws
Earthquake
Acrobatics



Lapras (M), "Typhon"

Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
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:
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.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

HP: 120 [110]
Atk: *** [**]
Def: *** [**]
SpA: **** (+) [***]
SpD: *** [**]
Spe: 51 (-) [41]

EC: Doesn't Evolve
MC: 0
DC: Unlocked

Attacks:
-Sing
-Growl
-Water Gun
-Mist
-Confuse Ray
-Ice Shard
-Water Pulse
-Rain Dance
-Body Slam
-Perish Song
-Foresight
-Fissure
-Dragon Pulse
-Toxic
-Thunder
-Ice Beam
-Psychic
-Sheer Cold
-Hydro Pump
-Solarbeam
-Signal Beam
-Hidden Power Fighting (7)
-Substitute
-Bide


Gyarados (M), "Jormungandr"

Nature:
Rash - Special Attack increased by *. Special Defense decreased by *

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).
Flying - 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:
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 thier 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
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.

HP: 100 [90]
Atk: ***** [****]
Def: *** [**]
SpA: *** (+) [**]
SpD: *** (-) [**]
Spe: 81 [65]

EC: Fully Evolved
MC: 1
DC: Unlocked

Attacks:
-Splash
-Tackle
-Flail
-Bounce
-Bubble
-Reversal
-Bite
-Dragon Rage
-Thrash
-Thunderbolt
-Ice Beam
-Flamethrower
-Stone Edge
-Earthquake
-Aqua Tail
-Hydro Pump
-Bide
-Protect
-Taunt
-Torment
-Avalanche
-Dragon Tail


Starmie, "Astraea"

Nature:
Modest - Attack decreased by *, Special Attack increased by *

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).
Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Illuminate - (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.

Natural Cure - (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.

Analytic - (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.

HP: 90 [80]
Atk: ** (-) [*]
Def: *** [**]
SpA: ***** (+) [****]
SpD: *** [**]
Spe: 115 [92]

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport


Hephaestus the Prinplup (M)

Nature:
Rash - Adds * to Special Attack, and take * from Special Defence.

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).[/I][/I]

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)
Defiant (DW) - (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

HP: 100 [90]
Atk: *** [**]
Def: *** [**]
SpA: **** (+) [***]
SpD: ** (-) [*]
Spe: 50 [40]

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

Attacks:
-Pound
-Growl
-Bubble
-Water Sport
-Peck
-Bubblebeam
-Bide
-Fury Attack
-Hydro Pump
-Yawn
-Flail
-Ice Beam
-Grass Knot
-Substitute
-Bide
-Dig
-Brick Break


Okay, Deck sends out first two Pokemon, then Athenodoros sends out first two Pokemon and their orders. After that, Deck's orders!
 

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
Heh, now this should be a good match.

I'll begin with Queen and Bishop.

|

Nature: Sassy | Nature: Relaxed
 

Athenodoros

Official Smogon Know-It-All
This could be a bit awkward. I'm afraid I only have reasonably powerful water types, so I might have an advantage for this one. Anyway, I'll start off with these two:


Astraea the Starmie
Modest


Hephaestus the Prinplup
Rash

----------------------------

Alright, we'll just come out all guns blazing you two!

Surf => Surf => Surf
Surf => Surf => Surf
 

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 strange opening gambit to say the least.

Queen and Bishop, stand at the ready near each other. Our opponents don't seem too worried about strategy, launching attacks that hot everything on the field... I hope they know this is a chess, not checkers.

Queen, we'll begin by waiting out our opponents. It's a lovely day with that Sand Steaming around, heh. Wait until the first attacks wash over, then launch an Earthquake to strike both your foes. Then we'll just let our opponents exhaust themselves. They might be able to generate some water from the field, but they can't hit what's beneath it. Dig underneath to avoid their attacks. It's going to take a bit for them to generate the waves anyway, tidal waves don't appear out of nowhere. Finish by coming up with another Bite on Starmie. Take a big chomp out of it and don't let go, so it'll carry you along. Baltoy will be busy manipulating Prinplup, so be ready to jump off before the big crash.

Bishop, you'll have to take an attack as well, but you'll be alright. Begin with Trick Room. Then you Dig underground as well. When you come up, use a Confusion to direct Prinplup and its wave generation towards Starmie, and send Prinplup and it's wave into Starmie (who is hopefully panicked having a Hippo biting down on it...) waves into each other to nullify them. Think of it like bashing heads, only with giant waves instead of heads...

Queen: Earthquake ~ Dig (Evade) ~ Bite (latch onto Starmie to cause it distress)

Bishop: Trick Room ~ Dig (Evade) ~ Confusion (direct Prinplup and its wave into Starmie, causing the two water-types and their waves to collide)
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Queen (F) | Bishop

HP: 100 | 90
Energy: 100 | 100
Boosts/Drops:
Others:
Sand Stream | Levitate

Astraea | Hephaestus (M)
HP: 80 | 90
Energy: 100 | 100
Boosts/Drops:
Others:
Illuminate | Torrent
Natural Cure
Analytic


Speed Order: Astraea - Bishop - Hephaestus - Queen

Arena
-
If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

---------------------------------------------------------

ROUND 1: CHECK!

And who's mating?

In this lifesized chessboard come two challengers who are ready to duke it out! One is full of juicy Water-types while the order is rough with his Ground-types. While he's at a severe disadvantage, let's see if that Ground-type trainer can make it out alive!

Ah, Queen blesses the arena with her Sand Stream ability by calling a sandstorm! It'll be getting rough here for sure! Astraea begins by attempting to Surf, but it seems like its trainer forgot to teach it Surf! Bishop doesn't really mind and skillfully sets up a tricky Trick Room that envelopes the entire space! That will surely put Queen on the edge of the Water-type's toes! With the help of the Trick Room, Queen pounds the chessboard with immerse power, causing a Earthquake that shakes both Astraea and Hephaestus all about! Gladly, Bishop's Levitate ability grants it full immunity to such a vicious attack! Apparently their - Astraea and Hephaestus - falling has caused them some incredible damage together! Hephaestus, like Astraea, tries to Surf, though without having the proper HM stuck onto his head, he just cannot summon the tidal wave!

Let's say that for the next two actions, Astraea and Hephaestus are crying to their trainers about their lack of Surfing skills. They're essentially begging him to buy it! For some odd reason, both Queen and Bishop dig into the chessboard in a evasion maneuver... though there is nothing to dodge! Since they were not commanded to attack with Dig, they instead pop out between Astraea and Hephaestus! From there, Queen latches her fangs onto Astraea for a yummy Bite attack while Bishop uses his Confusion to control Hephaestus's body and throw him right at the sitting duck Astraea, who has nowhere to hide with Queen's fangs locked on! Once Hephaestus's body slams onto Astraea, Queen releases her bite and crumbles onto the floor with them as well! Three bodies, one area. Not a pleasant sight to see... especially with a sandstorm going!

---------------------------------------------------------


Queen (F) | Bishop

HP: 98 | 90
Energy: 85 | 84
Boosts/Drops:
Others:
Sand Stream | Levitate

Astraea | Hephaestus (M)
HP: 46 | 57
Energy: 100 | 100
Boosts/Drops:
Others:
Illuminate | Torrent
Natural Cure
Analytic


Queen
A1: Earthquake > [6 Energy]
Vs Astraea: (8+1) + 4 + (1.5) = 14.5 ~ [15 Damage]
Vs Hephaestus: (8+1) + 4 + (1.5) = 14.5 ~ [15 Damage]
A2: Dig > [5 Energy]
A3: Bite (Astraea) > 6 + (1.5) x 1.5 = 11.25 ~ [11 Damage/4 Energy]

Bishop
A1: Trick Room > [9 Energy]
A2: Dig > [5 Energy]
A3: Confusion (Hephaestus) > 5 + 3 + (1.5) = 9.5 ~ [10 Damage/2 Energy]
Extra 2 damage to Hephaestus, Astraea, and Queen

Astraea
what

Hephaestus
huh

Astraea and Hephaestus took 6 damage from sandstorm!


Trick Room is up for 4 more rounds

Deck Knight's actions!
 

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
Alright Queen, I take it our opponent won't be so kind next round. But now you're the boss, and you can control the field. Begin this round with another Earthquake, then try and catch your opponents off guard with a Rock Slide, and Earthquake again.

If both of your opponents focus their attacks on you during any action and at least one of them is using Hydro Pump, Dig to evade the attacks and go after Astraea.

Bishop, we can't let you miss out on the fun. Dig after Queen's Earthquake and direct your attention at Astraea. Then aim an Earth Power to erupt under Hephaestus' feet. Finish up with another Dig at Astraea.

If Astraea is KO'd by Queen's Earthquake on the third action, redirect your Dig at Hephaestus.

If Astraea attempts a Confuse Ray at any point during the round, nullify the wave with Confusion. While it won't be able to redirect or do damage, Confusion's broader wavelength should similar enough to engulf and cancel out Confuse Ray's eerie effects.

Queen: Earthquake ~ Rock Slide ~ Earthquake

If both opponent's target you and at least one is using Hydro Pump, Dig to evade the attacks and target Astraea.

Bishop: Dig (Astraea) ~ Earth Power (Hephaestus) ~ Dig (Astraea)

Replace action at any time with Confusion to nullify Astraea's Confuse Ray, regardless of its targetting at Queen or Bishop.

If Astrea is KO'd, redirect Dig at Haphaestus.
 

Athenodoros

Official Smogon Know-It-All
Okay guys, that was a bit embarrassing, but we can come back from this. I've checked this time, and you both definitely know Hydro Pump, so I think we should try to knock out one of them before you two get in to trouble. Hephaestus can use it at Bishop until it drops, but Starmie should start off by casting Reflect to stop them hurting us too much more, and then using Pain Split against Queen to recover some health. Then, it can finish up with a Hydro Pump at Bishop. If Bishop faints, all Hydro Pumps should be directed to Queen instead.

Astraea: Reflect => Pain Split (Queen) => Hydro Pump (Bishop)
Hephaestus: Hydro Pump (Bishop) => Hydro Pump (Bishop) => Hydro Pump (Bishop)
Target Queen if Bishop passes out.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Queen (F) | Bishop

HP: 98 | 90
Energy: 85 | 84
Boosts/Drops:
Others:
Sand Stream | Levitate

Astraea | Hephaestus (M)
HP: 46 | 57
Energy: 100 | 100
Boosts/Drops:
Others:
Illuminate | Torrent
Natural Cure
Analytic


Speed Order: Queen - Hephaestus - Bishop - Astraea

Arena
-
If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

---------------------------------------------------------

ROUND 2: Water Overflowing!

This round begins with a grounded Queen rocking the world with a incredible Earthquake, smashing Astraea and Hephaestus to bits and pieces and causing them to eventually get off of her!. Startled and confused, Hephaestus immediately looks at the closest target, which happens to be Bishop, and fires a Hydro Pump to its face! This pounds its face with a extremely high amount of pressure, but it doesn't stop it from Digging into the ground! Astraea seems to be on the back watching the match after escaping the mess it was in and sets up a shiny Reflect that reaches both Hephaestus and it. This will surely weaken these Ground-type assaults... especially Bishop's Dig attack! There it finally unburrows and smashes its head onto Astraea, but the damage was crippled greatly.

Not wanting to spam Earthquake in fear of the energy penalty, Queen summons a Rock Slide from who knows where and buries Astraea and Hephaestus for a hefty amount of damage! Sadly, they seemed prepared for the attack and brave out of the pathetic rocks. With his eyes staring at Bishop, Hephaestus blows a sharp Hydro Pump straight at its face, dealing major damage! It might as well be called mud now! Seeing Hephaestus as a huge threat now, Bishop snaps a fast Earth Power under the penguin and blows his legs into pieces... I wish. This happily made Hephaestus a bit more vulnerable to future special attacks - a Special Defense drop! Seeing its HP disadvantage, Astraea links with Queen for a yummy Pain Split! Look at the oozes of health split to both of them! See, sharing is caring!

Queen ends her actions by conjuring another serious Earthquake, though this time, it wasn't as problematic as it was supposed to be thanks to the earlier Reflect! For Hephaestus, he's a machine who Hydro Pumps Bishop nonstop! Another blast is created and Bishop is just staggering in pain! Luckily, it's still alive and Digs into the ground... right when Astraea's Hydro Pump wheezes by! Afterward, Bishop unburrows right under Astraea for a even deeper hit! It's definitely not finished yet, however!

---------------------------------------------------------


Queen (F) | Bishop

HP: 59 | 9
Energy: 67 | 68
Boosts/Drops:
Others:
Sand Stream | Levitate

Astraea | Hephaestus (M)
HP: 39 | 14
Energy: 60 | 67
Boosts/Drops: -1 SpD (Hephaestus)
Others: Torrent activated (Hephaestus), Reflect (both, 4 more actions)
Illuminate | Torrent
Natural Cure
Analytic


Queen
A1: Earthquake > [6 Energy]
Vs Astraea: (8+1) + 4 + (1.5) = 14.5 ~ [15 Damage]
Vs Hephaestus: (8+1) + 4 + (1.5) = 14.5 ~ [15 Damage]
A2: Rock Slide > [6 Energy]
Vs Astraea: (6-5) + (1.5) = 2.5 ~ [3 Damage]
Vs Hephaestus: (6-5) + (1.5) = 2.5 ~ [3 Damage]
A3: Earthquake > [6 Energy]
Vs Astraea: (8+1-5) + 4 + (1.5) = 9.5 ~ [10 Damage]
Vs Hephaestus: (8+1-5) + 4 + (1.5) = 9.5 ~ [10 Damage]

Bishop
A1: Dig (Ast) > (8-5) + 3 + (0) = [6 Damage/5 Energy]
A2: Earth Power (Heph) > 9 + 3 + (1.5) = 13.5 ~ [14 Damage/6 Energy]
A3: Dig (Ast) > (8-5) + 3 + (0) = [6 Damage/5 Energy]

Astraea
A1: Reflect > [7 Energy]
A2: Pain Split (Queen) > [26 Energy]
Ast: 30 HP
Queen: 98 HP
(98+20)/2 = 59 HP each
A3: Hydro Pump (Bishop) > (12+1) + 4 + (1.5) x 1.5 = 27.75 ~ [28 Damage/7 Energy] (MISS)

Hephaestus
A1: Hydro Pump (Bishop) > (12+1) + 4 + (0) x 1.5 = 25.5 ~ [26 Damage/7 Energy]
A2: Hydro Pump (Bishop) > (12+1) + 4 + (0) x 1.5 = 25.5 ~ [26 Damage/11 Energy]
A3: Hydro Pump (Bishop) > (12+1) + 4 + 2 (TORRENT) + (0) x 1.5 = 28.5 ~ [29 Damage/15 Energy]

Astraea and Hephaestus took 6 damage from sandstorm!


Trick Room is up for 3 more rounds

Athenodoros's actions!
 

Athenodoros

Official Smogon Know-It-All
Well done everyone, it's amazing what you can do when you actually attack! Hephaestus, you can just keep on attacking Bishop and then Queen for as long as you're around with Hydro Pumps.
Hydro Pump => Hydro Pump => Hydro Pump (All at Bishop until it faints, then at Queen.

Starmie, you can be a bit more interesting. Swap your Illuminate for Baltoy's Levitate if you still can when you move. If not, just peg Queen with another Hydro Pump. After that, just keep nailing Bishop with Hydro Pumps until it faints, and then start using them against Queen.
Skill Swap (Illuminate for Levitate) => Hydro Pump (Bishop) => Hydro Pump (Bishop)
Just use Hydro Pump until the end of the round against Queen when Bishop faints.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Sacrifice time.

Okay Queen, we'll need a bit of an assist on this. Use your Trick Room Speed and slow Prinplup down with a Bite accross the neck. Brace yourself because Bishop is going to finish Prinplup off with Sefdestruct!

You'll take some damage from it, but in the end you'll be fine, Queen. Dig underneath Starmie's Hydro Pump. Tunnel underneath the ground and use Slack Off. It'll eat up a fair amount of energy, but you're used to living underground so it shouldn't be a big deal. Just pop up again at the end of the round, after Starmie's spent a goodly portion of its energy chucking water everywhere.

Queen: Bite (hold Prinplup back to give Bishop time) ~ Dig (Tunnel deep underground) ~ Slack Off (While underground)

Bishop: Selfdestruct
!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Fixed with all the +1 stuff.


Queen (F) | Bishop

HP: 59 | 9
Energy: 67 | 68
Boosts/Drops:
Others:
Sand Stream | Levitate

Astraea | Hephaestus (M)
HP: 39 | 14
Energy: 60 | 67
Boosts/Drops: -1 SpD (Hephaestus)
Others: Torrent activated (Hephaestus), Reflect (both, 4 more actions)
Illuminate | Torrent
Natural Cure
Analytic


Speed Order: Queen - Hephaestus - Bishop - Astraea

Arena
-
If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

---------------------------------------------------------

ROUND 3: Forced Quit

In a desperate attempt to stop Hephaestus's attacks, Queen uses the "swiftness" of the Trick Room and makes a HUGE BITE onto Hepaestus's head. This funnily is situated right onto his head... and though Queen's purpose of Biting was to redirect the Hydro Pump, it ultimately caused Hephaestus to flinch! This grants Bishop the opportunity to give the arena a huge farewell in the form of Selfdestruct! KABOOOOOOOOM! This knocks a chunk of HP off of Astraea's and Queen's portion while completely eliminating Hephaestus from the arena! (Astraea's Hydro Pump misses Queen.)

Now it's just Queen and Astraea. Queen's a bit more in shape and immediately starts Digging into the ground - a survival strategy! It seems quite deep and I'm sure that would be extra effort in terms of energy! A wooooshing sound of pounding water can be heard right over the hole, which must be Astraea's Hydro Pump missing! From under, Queen slacks off like the big bad hippo she is while Astraea attempts to nail the underground Queen with a poorly aimed Hydro Pump! This Hydro Pump was different in that some of it gushed through the hole created by Queen and eventually soaked her a bit! Well, good thing it wasn't a blast!

(Edit: oh wait, Hephaestus is still alive! Well, he spammed Hydro Pump to no avail. More dumber than Astraea's. :P ... oh wait, he just died from the second breeze of Sandstorm! :( )

---------------------------------------------------------


Queen (F) | Bishop

HP: 74 | turned into dust
Energy: 43 | 0
Boosts/Drops:
Others:
Sand Stream | Levitate

Astraea | Hephaestus (M)
HP: 23 | a breeze killed him
Energy: 27 | 0
Boosts/Drops:
Others: Reflect (both, 1 more action)
Illuminate | Torrent
Natural Cure
Analytic


Queen
A1: Bite (Hephaestus) > (6-5) + (1.5) = 2.5 ~ [3 Damage/4 Energy]
A2: Dig > [5 Energy]
A3: Slack Off > +20 HP [12 Energy] + [3 Energy]

Bishop
A1: Selfdestruct > [15 Energy]
Vs Queen: 15 - (1.5) = 13.5 ~ [14 Damage]
Vs Astraea: (15-5) + (0) = [10 Damage]
Vs Hephaestus: (15-5) + (0) = [10 Damage]

Astraea
A1: Hydro Pump (Queen) > 12 + 3 + (1.5) x 1.5 = 24.75 ~ [25 Damage/7 Energy] (MISS)
A2: Hydro Pump (Queen) > 12 + 3 + (1.5) x 1.5 = 24.75 ~ [25 Damage/11 Energy] (MISS)
A3: Hydro Pump (Queen) > 12 + 3 + (1.5) x 1.5 = 24.75 ~ [25 Damage/15 Energy] (MISS)
a droplet of 5 damage

Hephaestus
A1: ugh
A2: Hydro Pump (Queen) > (12+1) + 4 + 2 (TORRENT) + (0) x 1.5 = 28.5 ~ [29 Damage/7 Energy] (MISS)
A3: died

Astraea and Hephaestus took 6 damage from sandstorm!


Trick Room is up for 2 more rounds

Athenodoros sends in a new Pokemon but no orders. Deck Knight sends in a new Pokemon and does orders. Afterward, Athenodoros's orders!
 

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
Urrrm, Flora: Selfdestruct has 20 BAP and 15 Energy Cost, not 15 BAP. Bishop should get the KO for that, and everything else should be down a little more health.

Either way, it's time to send out the King for a checkmate...


Nature: Naive

Now the King and Queen are out for a royal smackdown.

King, take the field by giving Astraea something to chew on. Start with a vicious Bite, which should be aided by the fact your Queen is a known Biter as well. Then syncronise a double Earthquake with Queen, and balance it out so your two quakes smash Araestra and Typhon. Your Arena Trap should keep them in closer proximity. Finish with another syncronized Earthquake.

Queen, you and the King have to plan this out. Begin with a Rock Slide, which hopefully between the two of you will flinch that falling star. Then syncronize your Earthquakes for some major damage to your opponents.

King: Bite (Astraea) ~ Earthquake (Sync with Queen) ~ Earthquake (Sync with Queen)

Queen: Rock Slide ~ Earthquake (Sync with King) ~ Earthquake (Sync with King)
 

Athenodoros

Official Smogon Know-It-All
Okay, this should be alright. There doesn't look like much that we can do to stop those attacks, so we'll just have to hope that you can survive long enough to Pain Split King. Afterwards, just use Hydro Pump twice at Queen.

Pain Split => Hydro Pump => Hydro Pump

Typhon, you can only really let off attacks at the others. You also just launch Hydro Pumps at Queen.

Hydro Pump => Hydro Pump => Hydro Pump

Also, I think that there should have been an extra Hydro Pump last round: Starmie was told to target Queen with Hydro Pumps after Bishop was out, and it tried Skill Swap instead.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
@Deck, Selfdestruct has been reduced to 75% of its power due to being a doubles battle and Reflect was in effect for the opposing side. I don't see any corrections to make.

@Atheno, Well, you got 27 Energy now for a Hydro miss.

Queen (F) | King
(M)
HP: 74 | 90
Energy: 43 | 100
Boosts/Drops:
Others:
Sand Stream | Hyper Cutter
------------- | Arena Trap

Astraea | Typhon (M)
HP: 23 | 110
Energy: 27 | 100
Boosts/Drops:
Others: Reflect (both, 1 more action)
Illuminate | Water Absorb
Natural Cure | Shell Armor
Analytic | Hydration

Speed Order: King - Queen - Typhon - Astraea

Arena
-
If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

---------------------------------------------------------

ROUND 4: Mudfilled Board

With Bishop's extraordinary end, we have King and Typhon to join the battle! Good luck!

Due to his sluggishness, King moves into combat first and Bites down onto Astraea with his huge fangs, smashing its starpieces to bits. However, it doesn't seem to have the little tickling flinchy feeling in it! Queen unburrows from the watery ground and summons a Rock Slide to smash both Typhon and Astraea while causing King to move away from the disaster. Still, I don't think this was any trouble at all for both Typhon and Astraea! Typhon fills his mouth with water and shoots a Hydro Pump right at Queen for massive damage! Astraea tags along and uses its Pain Split to steal some life from the hurt Queen. Afterward, the Reflect that has been protecting the Water-type finally shatters! That's great news for Deck's side!

Taking advantage of Reflect's disappearance, King and Queen combine together to form an awesome Earthquake! This shakes the entire arena and creates traumatizes both Astraea and Typhon... so much that they could only fall down onto their bodies! Uh-oh... Astraea isn't looking good! It's not getting up! Looks like it has fainted! Typhon is still going strong, however, and fires a Hydro Pump at... you know it, Queen! Ahhh, just 3 more points of damage and she's gone!

Again, King and Queen create a vicious Earthquake that greatly damage Typhon... but since he's the only one alive at the moment, he took even more damage! However, Typhon is so cool that he absorbs ALL the quakes and fires a finishing Hydro Pump... toward the unaware Queen! SPLASH! And there she goes, pounded through the floor, fainted!

---------------------------------------------------------


Queen (F) | King
(M)
HP: 0 | 90
Energy: 0 | 80
Boosts/Drops:
Others:
Sand Stream | Hyper Cutter
------------- | Arena Trap

Astraea | Typhon (M)
HP: 0 | 34
Energy: 0 | 67
Boosts/Drops:
Others:
Illuminate | Water Absorb
Natural Cure | Shell Armor
Analytic | Hydration

Queen
A1: Rock Slide > [6 Energy]
Vs Astraea: (6-5) + (1.5) = 2.5 ~ [3 Damage]
Vs Typhon: (6-5) + (1.5) x 1.5 = 3.75 ~ [4 Damage]
A2: Earthquake > [6 Energy]
Vs Astraea: (8+1) + 4 + (1.5) = 14.5 ~ [15 Damage]
Vs Typhon: (8+1) + 4 + (1.5) = 14.5 ~ [15 Damage]
A3: Earthquake > [10 Energy]
Vs Typhon: (10+1) + 4 + (1.5) = 16.5 ~ [17 Damage]

King
A1: Bite (Astraea) > (6-5) + (3) x 1.5 = [6 Damage/4 Energy]
A2: Earthquake > [6 Energy]
Vs Astraea: (8+1) + 4 + (3) = [16 Damage]
Vs Typhon: (8+1) + 4 + (3) = [16 Damage]
A3: Earthquake > [10 Energy]
Vs Typhon: (10+1) + 4 + (3) = [18 Damage]

Astraea
A1: Pain Split (King) > 11.3 ~ [11 Energy]
14 HP Astraea
48 HP Queen
31 HP each
A2: died

Typhon
A1: Hydro Pump (Queen) > (12+1) + 4 + (0) x 1.5 = 25.5 ~ [26 Damage/7 Energy]
A2: Hydro Pump (Queen) > 12 + 3 + (0) x 1.5 = 22.5 ~ [23 Damage/11 Energy]
A3: Hydro Pump (Queen) > 12 + 3 + (0) x 1.5 = 22.5 ~ [23 Damage/15 Energy] (KILLS QUEEN)

Astraea and Typhon took 6 damage from sandstorm!


Trick Room is up for 1 more round!

Okay, go Knight and Jormungandr!


Athenodoros's actions!
 

Athenodoros

Official Smogon Know-It-All
Typhon, you can just fire off Ice Beams at Gliscor until it is out to try to knock it out quickly, and if it faints then start using Hydro Pump on Trapinch.

Jormungandr, you can join in with the Ice Beams unless Gligar attacks you first, in which case you should use Avalanche instead. After it faints, you should change to using Hydro Pump on Trpinch as well.
 

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
Well King and Knight, it looks like we have a few heavyweights to contend with. Fortunately, size is not always an advantage.

King, our opponents have made this too easy. Begin by digging under Jormungandr And Biting its tail fin near the base to hold it in place. The pain might even make it flinch! Keep it very low to the ground, submerge as much as you can while maintaining your grip, using the ground and Arena Trap as your anchors to hold it in place.

Keep your biting grip on for a second action, long enough for Lapras to try and aim an Ice Beam at your ally. If this works, you should be able to freeze Jormungandr to the ground between you, courtesy of our plesiosauran friend.

Finish the round by releasing Jormungandr and using Earthquake. If we've landlocked Jormungandr and Typhon, this should be quite effective.

Knight, begin with a quick thrust towards Jormungandr. Use Quick Attack and aim for its whiskers. I want you to grab them with your pincers and plow Jormungandr face-first into the ground at high speed. Use your second action to keep that grip. King should have grabbed its tail fin and between the two of you, largely immobilized Jormungandr and hidden under its body. Sand is still raging from Queen, so its doubtful she'll be able to aim accurately enough to strike you from under Jormungandr. Jormungandr should also have trouble aiming its Ice Beam while it's being held down, and writing around to Avalanche will also be difficult.

Finish the round with another Quick Attack, this time aiming at Typhon. Smash into it directly under the base of its neck, and grab hold around it with your pincers. That will make it difficult for it to direct Ice Beam at you.

King: Bite (Jormungandr's tail and submerge to hold it in place.) ~ Bite (Jormungandr) ~ Earthquake

Knight: Quick Attack (Grasp Jormungandr's whiskers and plow into the Ground, submerging as well) ~ Hold Jormundangr in place with your pincers to keep it low to the ground. ~ Quick Attack (Strike Typhon at the jugular and grasp on below its mouth.)
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Knight (M) | King
(M)
HP: 100 | 90
Energy: 100 | 80
Boosts/Drops:
Others:
Hyper Cutter | Hyper Cutter
Sand Veil | Arena Trap

Jormungandr (M) | Typhon (M)
HP: 90 | 34
Energy: 100 | 67
Boosts/Drops:
Others:
Intimidate | Water Absorb
Moxie | Shell Armor
------ | Hydration

Speed Order: King (12) - Typhon (41) - Jormungandr (65) - Knight (85)

Arena
-
If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

---------------------------------------------------------

ROUND 5: Icicle Tactics

The sandstorm blows through the arena a unnerving wind. Just what exactly is that weirdo of a trainer up to?

Despite being the "slowest" of the group, it seems Knight is quick enough to attack over to the huge Jormungandr and fly over to his face. By then, he's attempting to force his way downward, with Jormungandr's whiskers as the victim! Just how can a puny 142.9 pound Pokemon pull down something that weighs 518 POUNDS? Well, due to the extraordinary power of Quick Attack and the silly game that is ASB Pokemon, we find ourselves a Knight, combined with a King tugging on the huge water serpent's tail with his Bite attack while submerged on the ground, making him completely snagged onto the ground, immobilized! Due to the close proximity of the Pokemon, it seems that Jormungandr really can't focus his head with the annoying Knight on his face! He is still a powerful Pokemon, however, and noticing that Knight did in fact attack him, he calls upon the chessboard's powers for an Avalanche! But WAIT! Wait just a moment! His tail is in incredible pain! What's this, a flinch you say? Another one at the worst time!? Seriously? Yes! As for Typhon, he's luckily settling on the backseat, waiting for the perfect moment to fire a chaotic Ice Beam at Knight... who's now besides Jormungandr's head! He takes a deep breath and FIRES! The puny beam manages to only blast Jormungandr's head and a small bit of Knight's body! Parts of Jormungandr's head seems to be solidifying into ice while only a small piece of Knight's body seems to be ice. Hmm, maybe you should have moved up more my dear!

It seems like Knight is having a difficult time trying to settle this heavy beast onto the ground - it feels as if Jormungandr's whiskers will snap! Still, he continues his duty of laying low on the ground with pinsirs high and stable onto Jormungandr's whiskers. As for King, it looks like he's going to keep the Biting business going! He doesn't lose his bite at all! Jormungandr feels the need to attack after all the mess he's gotten into. Luckily, this time around, he does not feel a flinch running through his body despite his whiskers being plugged onto the ground and his tail bitten into the ground. He roars an angry Avalanche to come into place and smash the annoying Knight who's... under... him... ah he's hitting himself! Good thing that King is pretty much burrowed too - he and Knight got none of that while Jormungandr's huge body took the hit! Typhon? It's way too body it's an amphibian - there's absolutely no way he can maneuver on this chessboard! So he takes his best shot with his Ice Beam at the hiding Knight. He stretches his neck to a lower position and fires! Sadly, the purpose of lowering Jormungandr's head via whiskers has worked to perfection and Jormungandr has just ate a Ice Beam! That is really not good for your health! Just look at his mouth frozen with ice!

Seeing the success of this wild strategy, Knight feels like trying it with Typhon and uses his Quick Attack to reach the giant, but weakened and sedentary, beast. He's there already and he's right under his head, already having his pinsir clipped onto his neck as if it's execution time! Right as Knight released Jormungandr, he sorta tries to lift his head up, but the ice from Typhon's Ice Beam had made it quite sticky! He's stuck! Due to this, King unreleases the beast and stamps the ground for a epidemic Earthquake! This strikes the grounded Jormungandr with decent strength while also tickling Typhon's! Angry, Jormungandr attempts to look at Knight with failure, who's over at Typhon's neck, and toss an Avalanche his way. It's summoned from the space of this place and luckily is able to smash a good part of Knight's wings... but mostly Typhon's head! The wobbly motion of the earlier Earthquake makes it quite difficult for Knight to keep his grasp on, though it's just good enough to make Typhon's Ice Beam, which is still trying to hit Knight, hit the chessboard instead!

Now that was crazy!

As the sands keep traveling through the arena, it seems like one tricky room has ended. Knight is now the fastest of the bunch while King the slowest.

---------------------------------------------------------


Knight (M) | King
(M)
HP: 68 | 90
Energy: 66 | 42
Boosts/Drops:
Others:
Hyper Cutter | Hyper Cutter
Sand Veil | Arena Trap

Jormungandr (M) | Typhon (M)
HP: 7 | 6
Energy: 84 | 37
Boosts/Drops:
Others:
Intimidate | Water Absorb
Moxie | Shell Armor
------ | Hydration

Knight
A1: Quick Attack (Jormungandr) > (4+1) + (1.5) = 6.5 ~ [7 Damage/3 Energy] + [10 Energy of keeping Jorm in place]
A2: Holding Jormungandr on place > [10 Energy]
A3: Quick Attack (Typhon) > (4+1) + (1.5) = 6.5 ~ [7 Damage/3 Energy]

King
A1: Bite (Jorm) > 6 + (3) = [9 Damage/4 Energy] + [10 Energy of keeping Jorm in place]
A2: Bite (Jorm) > 6 + (3) = [9 Damage/8 Energy] + [10 Energy of keeping Jorm in place]
A3: Release and Earthquake > [6 Energy]
Vs Typhon: (10+1) + 4 + (3) = [18 Damage]
Vs Jormungandr: (10+1) + 4 + (3) = [18 Damage]

Jorm
A1: Avalanche > flinch
A2: Avalanche (Self) > 6 + (3) = [9 Damage/6 Energy]
A3: Avalanche (Knight) > 12 - (1.5) x 2 (ARENA EFFECT) = 21 Damage / 2 (clipped hit) = 10.5 ~ [11 Damage/10 Energy]
Partial hit on Typhon: 6 + (3) x .67 x .67 = [4 Damage]

Typhon
A1: Partial Ice Beam (Jorm's whisker/chin area) > (5+1) + 3 + (1.5) = 10.5 ~ [11 Damage/6 Energy]
Partial Ice Beam (Knight > (5+1) + 3 + (1.5) x 2 (ARENA EFFECT) = [21 Damage]
A2: Ice Beam (Jorm's face) > (10+1) + 3 + (1.5) = 15.6 ~ [16 Damage/10 Energy]
A3: Ice Beam > hit ground [14 Energy]

Jorm and Typhon took 6 damage from sandstorm!


Wow, if that's how Deck's way went, that's how it went. Sand Veil can also be amazing when everyone's targeting you.

I'm going to review what I've just typed, but I think I'm fine with it (I even made some Ice attacks that I previously made to not hit, hit).
- made Typhon's Ice Beam deal less damage to Jormungandr on the first action

That's all I can see. :/

Deck Knight's actions!
 

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
Just more proof that it's good to be the King, right?

Alright King, time to show you're capable of being a speedy beast as well. Use Quick Attack to finish off Typhon. For such a little bug you pack a pretty mighty punch! If Lapras somehow manages to avoid the attack, try your hand at another Quick Attack. Repeat until victory @_@!

Knight, your target will be Jormungandr. Launch some Acrobatics at it with your new high speed. If that fails, try finishing Jormungandr with a Faint Attack (another move you and King seem fond of, heh). If Jormundangr is still kicking, try Acrobatics again.

King: Quick Attack (Typhon) ~ Quick Attack (Typhon) ~ Quick Attack (Typhon)

Knight: Acrobatics (Jormungandr) ~ Faint Attack (Jormungandr) ~ Acrobatics (Jormungandr)
 

Athenodoros

Official Smogon Know-It-All
Well there's not much you can do against that. Typhon, you hit Knight with Ice Shard x3 until you go down. Jormungandr, you hit Knight with Hydro Pump x3 until you do. Bad luck guys.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Knight (M) | King
(M)
HP: 68 | 90
Energy: 66 | 42
Boosts/Drops:
Others:
Hyper Cutter | Hyper Cutter
Sand Veil | Arena Trap

Jormungandr (M) | Typhon (M)
HP: 7 | 6
Energy: 84 | 37
Boosts/Drops:
Others:
Intimidate | Water Absorb
Moxie | Shell Armor
------ | Hydration

Speed Order: Knight (85) - Jormungandr (65) - Typhon (41) - King (12)

Arena
-
If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

---------------------------------------------------------

ROUND 6: The End of Slaughter

The winds blow a sigh toward Athenodoros's area. What the heck just happened to his Pokemon?

(something about Typhon's Ice Shard against Knight for 4 + 3 + [(2-5) x 1.5] x 2 = 5 damage/2 energy that moves before King's Quick Attack)
As Jormungandr lays flat stuck onto the ground thanks to the ice and Typhon is pretty much stuck blubber, King and Knight think up a plan to finish this off. King goes quickly and attacks Typhon with all his might. Even with the weak sight of the attack, Typhon growls with death and has his head droop down into a faint. As for Knight, he goes after Jormungandr and repeatedly smacks him with his legs and pinsirs in a cycling Acrobatics attack! Jormungandr could only experience the pain without movement and then close his eyes as he falls into defeat...

---------------------------------------------------------


Knight (M) | King
(M)
HP: 63 | 90
Energy: 60 | 39
Boosts/Drops:
Others:
Hyper Cutter | Hyper Cutter
Sand Veil | Arena Trap

Jormungandr (M) | Typhon (M)
HP: 0 | 0
Energy: 0 | 0
Boosts/Drops:
Others:
Intimidate | Water Absorb
Moxie | Shell Armor
------ | Hydration

Knight
A1: Acrobatics (Jormungandr) > 11 + 3 + (1.5) = 15.5 ~ [16 Damage/6 Energy] (KILLS HIM)

King
A1: Quick Attack (Typhon) > (4+1) + (3) = [8 Damage/3 Energy] (KILLS HIM)

Jorm
dead

Typhon
dead

Jorm and Typhon took 6 damage from sandstorm to overkill them!


deck @_@ well gg!

Rewards!
Deck Knight > 3 Trainer Counters
- Queen > 1 KOC | 1 EC | 2 MCs | 1 DC
- Bishop > 1 EC | 2 MCs | 1 DC
- King > 2 KOC | 1 EC | 2 MCs | 1 DC
- Knight > 1 KOC | 1 EC | 2 MCs | 1 DC
Athenodoros > 3 Trainer Counters
- Typhon > 1 KOC | 1 EC | 2 MCs | 1 DC
- Jormungandr > 1 EC | 2 MCs | 1 DC
- Astraea > 1 KOC (This is because of Bishop's Selfdestruct, which I grant the foe the KO Counter) | 1 EC | 2 MCs | 1 DC
- Hephaestus > 1 KOC | 1 EC | 2 MCs | 1 DC
Flora > 8 Ref Tokens
 

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
Ice Shard has priority, so Gligar should have taken a hit, but it doesn't matter in the end since Gligar wasn't anywhere near KO range.

gg Athenodoros. Water SPAM @_@

Props:

King for facing 3 water types and coming out unscathed! Trapinch 4 Uber tier...

Queen for that yummy, lovely Sandstorm.

Bishop for being a kamikaze fighter pilot.

Knight for being awesome in general.

Slops:

Herpderp 1st round :(

Immortalizing "Stop hitting yourself!" in ASB form :(
 

Athenodoros

Official Smogon Know-It-All
gg Deck, and well done: you played damn well.

Looks like back to boot camp for these two, who can't tell their own team apart from the opponents. And I agree a lot with the slops :(
 
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