1. Welcome to Smogon Forums! Please take a minute to read the rules.
  2. New to the forums? Check out our Mentorship Program!
    Our mentors will answer your questions and help you become a part of the community!

Completed AlphaJolt vs. Albinoloon (Korski refs)

Discussion in 'ASB' started by Korski, Jul 1, 2011.

Thread Status:
Not open for further replies.
  1. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    BATTLE ON!

    Arena:

    ASB Arena

    Rules:
    3 vs. 3 Singles
    3-day DQ
    2 Recovers / 5 Chills
    All Abilities
    No Items
    Switch=KO

    Teams:

    AlphaJolt:
    Hermes the DRAGONAIR (open)

    [​IMG]
    Dragonair [Hermes] (M)
    Nature: Naughty (+Atk, -SpD)
    Type: Dragon
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line can breathe underwater.)

    Abilities:
    Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

    Stats:
    HP: 100
    Atk: Rank 4 (+1)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-1)
    Spe: 70

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

    Attacks:
    Wrap
    Leer
    Thunder Wave
    Twister
    Dragon Rage
    Slam
    Agility
    Dragon Rush
    Safeguard
    Outrage
    Hyper Beam

    ExtreemeSpeed
    Dragon Pulse
    Dragon Dance

    Toxic
    Light Screen
    Waterfall
    Fire Blast
    Thunderbolt
    Ice Beam
    Rain Dance
    Thunder
    Substitute

    Draco Meteor
    Heracles the MACHOKE (open)

    [​IMG]
    Machoke [Heracles] (M)
    Nature: Adamant (+Atk, -SpA)
    Type: Fighting
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    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.
    No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly 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 benefitted by No Guard, they will have their normal accuracy.
    Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

    Stats:
    HP: 100
    Atk: Rank 5 (+1)
    Def: Rank 3
    SpA: Rank 1 (-1)
    SpD: Rank 2
    Spe: 45

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

    Moves:
    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Low Sweep
    Foresight
    Seismic Toss
    Revenge
    Scary Face
    Dynamicpunch

    Encore
    Counter
    Ice Punch
    Thunderpunch
    Fire Punch
    Bullet Punch

    Toxic
    Bulk Up
    Light Screen
    Protect
    Earthquake
    Payback
    Bulldoze
    Rock Slide
    Substitute
    Ares the SCYTHER (open)

    [​IMG]
    Scyther [Ares] (M)
    Nature: Adamant (+Atk, -SpA)
    Type: Bug/Flying
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
    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:
    Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
    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).
    Steadfast (DW): (Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

    Stats:
    HP:100
    Atk: Rank 5 (+1)
    Def: Rank 3
    SpA: Rank 1 (-1)
    SpD: Rank 3
    Spe: 105

    EC: 5/6
    MC: 1
    DC: 4/5

    Attacks:
    Vacuum Wave
    Quick Attack
    Leer
    Focus Energy
    Pursuit
    False Swipe
    Agility
    Wing Attack
    Fury Cutter
    Double Team
    X-Scissor
    Night Slash
    Swords Dance

    Counter
    Reversal
    Steel Wing

    Toxic
    Light Screen
    Protect
    Brick Break
    Giga Impact

    Roost

    Albinoloon:
    Sone the DUSKNOIR (open)

    [​IMG]
    Dusknoir * (Sone) M
    Nature: Adamant (Attack raised by *; Special Attack reduced by *)
    Personality:
    Personality: At full potential as a Dusknoir, Sone's personalilty drastically changed. No longer quiet and unassuming, Sone appointeed himself the leader of the team, putting himself in the spotlight, than rather lurking in the shadows. No one knows why his appearence is different from other dusknoir, although his childhoood in Mt. Pyre could be a clue. He has left his birthplace, becoming a rouge. He seems to chuckle on stormy nights. His tactics and mindset are of a king, strong and unrelenting. However, he also retains his battle style as a dusclops, stalling his opponent out until it drops dead in fromt of him. Sone acts as the trainer's right hand-man, attending to the other members. Only he understands Sone.
    Type: Ghost
    Ghost: 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).

    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.

    Stats:

    Dusknoir
    HP: 90
    Atk: Rank 5 (+)
    Def: Rank 5
    SpA: Rank 2 (-)
    SpD: Rank 5
    Spe: 45

    EC: 6/9
    MC: 1
    DC: X

    Attacks:
    Leer (*)
    Night Shade (*)
    Disable (*)
    Forsight (*)
    Astonish (*)
    Confuse Ray (*)
    Shadow Sneak (*)
    Pursuit (*)
    Toxic (*)
    Rest (*)
    Double Team (*)
    Pain Split (*)
    Skill Swap (*)
    Faint Attack (*)
    Gravity
    Fire Punch
    Ice Punch
    Thunderpunch
    Taunt
    Will 'o' Wisp
    Shadow Punch
    Yuki the FROSLASS (open)

    [​IMG]
    Frosslass [Yuki] F
    Nature: Rash (SATK increased by *; SDEF reduced by *)
    Personality:Since her evolution, she underwent a significant personality change. Her shyness has dissapated, only leaving the cold passion for the kills she has always recieved. She has little to almost no interaction with any other team member apart from Vayn, who understands and supports her. She is known to display to Vayn, who then shares sucking the life out of it with her. The two are best friends, so Yuki will not let her fall.
    Type: Ice/Ghost
    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. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
    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:
    Snow Cloak:(Innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
    Cursed Body:(Innate)When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 2 (-)
    Spe: 110

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

    Moves:
    Powder Snow
    Double Team
    Bite
    Icy Wind
    Headbutt
    Protect
    Hail
    Blizzard
    Shadow Ball
    Thunderbolt
    Disable
    Avalance
    Fake Tears
    Taunt
    Ominous Wind
    Confuse Ray
    Ice Shard
    Vayn the LAMPENT (open)

    [​IMG]
    Lampent (Vayn) F
    Nature: Modest (ATK reducad by *; SATK increased by *)
    Personality: Since her evolution, she has recognized how to recognize patterns. However, she still seeks to change the environment to her advantage. She has learned the power of force, and recognizes it. She is starting to grow an understanding of pokemon as well as people's thoughts. Her tactics are never thought down upon. Her appearance in a match is enigmatic, as she has an array of different strategies she can use. Now, her fighting style differs from her previous one, as now, she has acess to much more mobility, being able to spread a trail of fire as she floats, or fortifying herself with an army of will 'o' wisps. Her friendship with Yuki is a close one, in fact, they only communicate with each other. When Yuki is by her side, she won't lose. She was born of the negative litwicks, emmiting negative light, which can offset normal light, which makes her surroundings dim.
    Type: Fire/Ghost
    Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
    Ghost: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).

    Abilities:
    Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
    Flame Body: (Innate)This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

    Stats:

    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 4 (+)
    SpD: Rank 2
    Spe: 55

    EC: 8/9
    DC: 4/5
    MC: 0

    Attacks:

    Ember
    Astonish
    Minimize
    Smog
    Fire Spin
    Confuse Ray
    Fire Spin
    Night Shade
    Will 'o' Wisp
    Flame Burst
    Imprison
    Flamethrower
    Shadow Ball
    Psychic
    Acid Armor
    Heat Wave
    Haze
    Hex
    Taunt
    Will 'o' Wisp
    Protect
    Ivaldii the BREEZI (open)

    [​IMG]
    Breezi [Ivaldii(F)]
    Nature: Modest( +Rank in SAtk; -Rank in Atk )
    Personality:
    Retaining a close relationship with her trainer, Ivaldii is an arrogant individual who can't stand to lose. She is very bratty and taunts the rest of the team by sitting on her trainer's shoulder. Her fighting style is usually airborne, but uses her amazing craftsmanship skills to create sculptures of herself as substitutes. Also, she abuses encore and taunt (these moves reflect her personality) constantly, destroying walls and set-up sweepers. Ivaldii and Frigga have the most tension, as they frequently dispute over her trainer's attention. She will only eat sweets.
    Type: Poison/Flying
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
    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.

    Ablilities:
    Persistant: (Innate)This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
    Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.
    Unburden(DW LOCKED): (Innate)This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

    Stats:

    HP:90
    Atk: Rank 1(-)
    Def: Rank 2
    SAtk: Rand 4(+)
    SDef: Rank 2
    Spd: 85

    EC: 3/6
    DC: 2/5
    MC: 4

    Moves:
    Heal Pulse
    Entertainment
    Razor Wind
    Gust
    Tailwind
    Encore
    Rapid Spin
    Knock Off
    Copycat
    Whirlwind
    Taunt
    Toxic
    Substitute
    Disable
    Earth Power
    Wish

    AlphaJolt releases Poke --> Albinoloon releases Poke + Actions --> AlphaJolt issues Actions --> Korski refs
  2. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    Heracles show your power! Heracles evolves upon coming out.
    [​IMG]
    Heracles the Machamp (open)

    Machamp[Heracles] (M)
    Nature: Adamant (+Atk, -SpA)
    Type: Fighting
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    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.
    No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly 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 benefitted by No Guard, they will have their normal accuracy.
    Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

    Stats:
    HP: 100
    Atk: Rank 6 (+1)
    Def: Rank 3
    SpA: Rank 2 (-1)
    SpD: Rank 23
    Spe: 55

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

    Moves:
    Wide Guard
    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Low Sweep
    Foresight
    Seismic Toss
    Revenge
    Vital Throw
    Scary Face
    Dynamicpunch

    Encore
    Counter
    Ice Punch
    Thunderpunch
    Fire Punch
    Bullet Punch

    Toxic
    Bulk Up
    Light Screen
    Protect
    Earthquake
    Payback
    Bulldoze
    Rock Slide
    Substitute

    Heracles learned Vital Throw and Wide Guard!
    EDIT: still starting off with Heracles cause he's awesome!
  3. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    Okay thanks, AlphaJolt! We can now continue as usual.
  4. Albinoloon

    Albinoloon

    Joined:
    Apr 27, 2010
    Messages:
    1,408
    Alrighty then, Sone, you're still up!
    [​IMG]
    Well, well, well... What exactly ARE we facing? Something from a freak show, I presume.
    Master, what is required this round?

    This is going to be a good match, so let's snatch the advantage early! First, call upon the mysterious blue flames of the will 'o-the' wisp to singe our mythological hero. Next action, summon the shadows to our aid and pummel him with you fist. To finish off, fire a ray of confusion at him!

    Will 'o' wisp ~ Shadow Punch ~ Confuse Ray
    If will 'o' wisp should fail, replace your actions with
    Shadow Punch ~ Shadow Punch ~ Will 'o' Wisp
  5. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    Is it an allowed substitution to say "if x misses use y"?
    Use Foresight so that he's no longer immune to your Fighting attacks. After that Encore his Will-o-Wisp. If it isn't his first action then use Counter on his Shadow Punch. Then, confuse him with a Dynamicpunch.

    Summary: Foresight, Encore WoW/Counter ShadowPunch, Dynamicpunch
  6. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    Yeah for the record, “if x misses, use y” is not an allowed Substitution, although I’m pretty sure that Albinoloon meant “fail” to mean if the move was in any way blocked or manipulated, not if the move missed.

    ~ROUND 1 BEGINS~
    [​IMG]
    HP: 100
    Energy: 80
    Boosts: None
    Other: None

    VS.
    [​IMG]
    HP: 90
    Energy: 100
    Boosts: None
    Other: None

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

    Alright time for another no-frills match in the ASB Arena! On one side is the challenger, Albinoloon AlphaJolt, who sends out his Machoke Heracles, and on the other stands AlphaJolt Albinoloon, accepting the challenge with his unusual-looking Dusknoir, Sone!

    As the battle begins, Heracles takes in the applause and camera flashes of the adoring fans, growing confident enough to evolve into a Machamp! Finally on even terms with its opponent, Heracles pinpoints the shifty Sone with Foresight for the next few attacks! Sone, meanwhile, floats a nasty Will-o-Wisp at the four-armed bruiser, administering 2nd-degree Burns! Heracles is impressed but becomes even more resolved to win due to the setback! Wow, what Guts! In fact, Heracles is so impressed with the tactic that he calls for an Encore, one that Sone is more than happy to oblige! Finally, Heracles gets on the offensive with a huge DynamicPunch that Sone was unable to avoid, despite its ectoplasmic body! How does that work? As confusing as it is to me, it’s even more confusing to Sone, who gets severely confused from the blow, but not too confused to fire off one final Will-o-Wisp!

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

    Action 1:

    Machamp: Foresight (-6 energy, Dusknoir locked onto for 6 Actions)
    Dusknoir: Will-o-Wisp (-7 energy, Machamp 2nd-degree Burned (activates Guts, 2 DPA))

    End of Action: Burn (Machamp -2 HP)

    Action 2:

    Machamp: Encore (-10 energy, Dusknoir’s Will-o-Wisp Encored for 2 Actions)
    Dusknoir: Will-o-Wisp (fails, -7 energy)

    End of Action: Burn (Machamp -2 HP)

    Action 3:

    Machamp: DynamicPunch (17 damage, -7 energy, crit fails, Dusknoir Severely Confused for 3 Actions)
    Dusknoir: Will-o-Wisp (fails, -7 energy, Encore done, Dusknoir cannot be Encored for 1 Action)

    End of Action: Burn (Machamp -2 HP)

    ~ROUND 1 ENDS~
    [​IMG]
    HP: 94
    Energy: 57
    Boosts: None
    Other: Locked onto Dusknoir for 4 Actions, 2nd-degree Burn (activates Guts, 2 DPA)

    VS.
    [​IMG]
    HP: 73
    Energy: 79
    Boosts: None
    Other: Confused (2 Actions)

    AlphaJolt --> Albinoloon --> Korski
  7. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    I should be at 77 Energy, but I assume that's just a typo. Also, he should be getting penalized with 4 extra energy for using WoW consecutively even if it fails (7, 11, 15) making his energy now 67. EDIT: my bad sorry.

    Good job Heracles! Now use Bulk Up, Dynamicpunch, Payback.
  8. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    When a Poke evolves at the start of the match, it does so at the expense of 20% energy. Check out the Battle Tower OP for info on that. Machamp is right where it should be at 100 EN - 20 [evo] - 23 [moves] = 57 EN.

    Secondly:
    I hope this alleviates your concerns.
  9. Albinoloon

    Albinoloon

    Joined:
    Apr 27, 2010
    Messages:
    1,408
    [​IMG]
    Grr... he's playing with me. And that punch.. was so...DYNAMIC... oww... By our own folly, too!
    I'm sure you'll know what to do.


    Right. Start off by forcing Heracles' memory of dynamicpunch out of his mind, so you won't be afflicted with it any longer. Then, get the ball rolling with a conduse ray- I see. Then, finish off by- punching it until it cringes.


    Disable(Dynamicpunch) - Toxic - Shadow Punch
    If the first move is not by the end of the first action, push your actions back.


    1,000 post (open)

    1,000 post WOOOOOOO
  10. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    ~ROUND 2 BEGINS~
    [​IMG]
    HP: 94
    Energy: 57
    Boosts: None
    Other: Locked onto Dusknoir for 4 Actions, 2nd-degree Burn (activates Guts, 2 DPA)

    VS.
    [​IMG]
    HP: 73
    Energy: 79
    Boosts: None
    Other: Confused (2 Actions)

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

    The battle rolls on as Heracles Bulks Up his muscles to appear stronger to its opponent! Sone, dizzy from that massive DynamicPunch, Disables Heracles so that he can't use that attack anymore! What do you know? Machamp struggles to remember how to pull its elbow back and thrust one of its four arms forward with a fist on the end to create a DynamicPunch, so as it goes to repeat the attack, the move fails! If you thought that was dumb, look at Sone, who just hit itself in confusion! Way to take advantage of an opening, Sone! Anyway, the battlers get back on track, trading off a devastating Payback for a not-as-devastating Shadow Punch to end the Round!

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

    Action 1:

    Machamp: Bulk Up (-6 energy, +1 Atk/Def for 4 Actions)
    Dusknoir: Disable [DynamicPunch] (-6 energy, Machamp's DynamicPunch Disabled for 6 Actions)

    End of Action: Burn (Machamp -2 HP)

    Action 2:

    Machamp: DynamicPunch (fails, -7 energy)
    Dusknoir: Hurts self in confusion (-4 HP, -3 energy, Confusion cleared)

    End of Action: Burn (Machamp -2 HP)

    Action 3:

    Machamp: Payback (15 damage, -7 energy, crit fails)
    Dusknoir: Shadow Punch (11 damage, -3 energy, crit fails)

    End of Action: Burn (Machamp -2 HP)

    ~ROUND 2 ENDS~
    [​IMG]
    HP: 77
    Energy: 44
    Boosts: +1 Atk/Def (2 Actions)
    Other: Locked onto Dusknoir for 1 Action, 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (4 Actions)

    VS.
    [​IMG]
    HP: 54
    Energy: 67
    Boosts: None
    Other: None

    Albinoloon --> AlphaJolt --> Korski
  11. Albinoloon

    Albinoloon

    Joined:
    Apr 27, 2010
    Messages:
    1,408
    [​IMG]Things went alright, if I do say so myself. Although activating Guts was a bad idea from the start.
    I await your command.

    Alright, time to kick things up a notch! Start this with by sharing your pain with that sumo-wrestler to make things more even. Next, take a rest for 2 actions!

    Pain Split ~ Rest ~ Rest
    if encore is used on the first action, replace your actions with
    Shadow Punch ~ Pain Split ~ Shadow Punch
  12. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    You don't want to run out of energy. Chill, then Encore his Pain Split so he can't rest. Finish with another Bulk Up.
  13. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    ~ROUND 3 BEGINS~
    [​IMG]
    HP: 77
    Energy: 44
    Boosts: +1 Atk/Def (2 Actions)
    Other: Locked onto Dusknoir for 1 Action, 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (4 Actions)

    VS.
    [​IMG]
    HP: 54
    Energy: 67
    Boosts: None
    Other: None

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

    Heracles thinks its time to chill out and check its opponent's strategy. Sone shows just what that strategy will be with a Pain Split that Heracles quickly Encores, seeing a chance to maintain even ground while setting up! But hey, watch out for that burn, Heracles! As Sone recklessly continues Pain Splitting and even healing Heracles, Heracles once again Bulks Up all those giant muscles because, guess what, it gets DynamicPunch back pretty soon! Overall a pretty boring round!

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

    Action 1:

    Machamp: Chill (+12 energy, 1/5 Chills)
    Dusknoir: Pain Split (11 damage, +12 HP, -14 energy)

    End of Action: Burn (Machamp -2 HP)

    Action 2:

    Machamp: Encore (-10 energy, Dusknoir's Pain Split Encored for 2 Actions)
    Dusknoir: Pain Split (-1 damage, -1 HP, -5 energy)

    End of Action: Burn (Machamp -2 HP)

    Action 3:

    Machamp: Bulk Up (-6 energy, +1 Atk/Def for 4 Actions)
    Dusknoir: Pain Split (-1 damage, -1 HP, -5 energy, Encore ends)

    End of Action: Burn (Machamp -2 HP)

    ~ROUND 3 ENDS~
    [​IMG]
    HP: 62
    Energy: 40
    Boosts: +1 Atk/Def (4 Actions)
    Other: 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (1 Action)

    VS.
    [​IMG]
    HP: 64
    Energy: 43
    Boosts: None
    Other: Cannot be Encored (1 Action)

    AlphaJolt --> Albinoloon --> Korski
  14. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    Start by making a 25 HP Substitute so that he can't Pain Split you again. Then use Foresight followed by more destruction from Dynamicpunch.
  15. Albinoloon

    Albinoloon

    Joined:
    Apr 27, 2010
    Messages:
    1,408
    iPad =\= flavor

    Shadow Punch - chill - Shadow Punch
  16. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    ~ROUND 4 BEGINS~
    [​IMG]
    HP: 62
    Energy: 40
    Boosts: +1 Atk/Def (4 Actions)
    Other: 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (1 Action)

    VS.
    [​IMG]
    HP: 64
    Energy: 43
    Boosts: None
    Other: Cannot be Encored (1 Action)

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

    As we get back into the action, Heracles makes a 25 HP Substitute that takes a Shadow Punch from Done in stride! Heracles then re-locks onto Sone with Foresight, which doesn't bother Sone at all, so it just chills out! And here it comes, the inevitable DynamicPunch that slightly confuses Sone, causing it to hurt itself in confusion! Ouch!

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

    Action 1:

    Machamp: 25 HP Substitute (-25 HP, -24 energy)
    Dusknoir: Shadow Punch (10 damage [Substitute], -3 energy, crit fails)

    End of Action: Burn (Machamp -2 HP)

    Action 2:

    Machamp: Foresight (-6 energy, Dusknoir locked onto for 6 Actions)
    Dusknoir: Chill (+12 energy, 1/5 Chills)

    End of Action: Burn (Machamp -2 HP)

    Action 3:

    Machamp: DynamicPunch (18 damage, -7 energy, crit fails, Dusknoir slightly confused for 2 Actions)
    Dusknoir: Hurts self in confusion (4 damage, -3 energy, Dusknoir snapped out of confusion)

    End of Action: Burn (Machamp -2 HP)

    ~ROUND 4 ENDS~
    [​IMG]
    HP: 31
    Energy: 3
    Boosts: +1 Atk/Def (1 Action)
    Other: 2nd-degree Burn (activates Guts, 2 DPA), Substitute (15 HP), Locked onto Dusknoir (5 Actions)

    VS.
    [​IMG]
    HP: 42
    Energy: 49
    Boosts: None
    Other: None

    Albinoloon --> AlphaJolt --> Korski
  17. Albinoloon

    Albinoloon

    Joined:
    Apr 27, 2010
    Messages:
    1,408
    Still on iPad

    Shadow Punch - Fire Punch - Shadow Punch
    if Heracles chills on the second action, also chill on that action
  18. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    Wow you're low on energy. Chill, Chill, Dynamicpunch.
  19. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    ~ROUND 5 BEGINS~
    [​IMG]
    HP: 31
    Energy: 3
    Boosts: +1 Atk/Def (1 Action)
    Other: 2nd-degree Burn (activates Guts, 2 DPA), Substitute (15 HP), Locked onto Dusknoir (5 Actions)

    VS.
    [​IMG]
    HP: 42
    Energy: 49
    Boosts: None
    Other: None

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

    Heracles looks like its about to pass out from exhaustion, which is why it's a good idea for it to chill out while Sone tries in vain to break its Substitute. The two then both chill out because they are forgetting that they are in combat with each other, after which they get back into it with a DynamicPunch from Heracles that once again confuses Sone, and a Shadow Punch that finally destroys Heracles's Substitute! Finally, some action! Anyway, it's still pretty close, so let's find out who comes out ahead (preferably in the next Round)!

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

    Action 1:

    Machamp: Chill (+12 energy, 2/5 Chills)
    Dusknoir: Shadow Punch (10 damage [Substitute], -3 energy, crit fails)

    End of Action: Burn (Machamp -2 HP)

    Action 2:

    Machamp: Chill (+12 energy, 3/5 Chills)
    Dusknoir: Chill (+12 energy, 2/5 Chills)

    End of Action: Burn (Machamp -2 HP)

    Action 3:

    Machamp: DynamicPunch (17 damage, -7 energy, crit fails, Dusknoir slightly confused for 2 Actions)
    Dusknoir: Shadow Punch (5 damage [Substitute], Sub breaks, -3 energy)

    End of Action: Burn (Machamp -2 HP)

    ~ROUND 5 ENDS~
    [​IMG]
    HP: 25
    Energy: 20
    Boosts: None
    Other: 2nd-degree Burn (activates Guts, 2 DPA), Locked onto Dusknoir (2 Actions)

    VS.
    [​IMG]
    HP: 25
    Energy: 55
    Boosts: None
    Other: Confused (1 Action)

    Oh my god somebody get KO'd please it's been 5 Rounds now.

    AlphaJolt --> Albinoloon --> Korski
  20. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    Let's try to finish this if we can. Payback, Dynamicpunch, chill.
  21. Albinoloon

    Albinoloon

    Joined:
    Apr 27, 2010
    Messages:
    1,408
    give it your all!!

    Double Shadow Punch Combo - xxx - Shadow Punch
    if the combo fails, push your actions back
  22. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    ~ROUND 6 BEGINS~
    [​IMG]
    HP: 25
    Energy: 20
    Boosts: None
    Other: 2nd-degree Burn (activates Guts, 2 DPA), Locked onto Dusknoir (2 Actions)

    VS.
    [​IMG]
    HP: 25
    Energy: 55
    Boosts: None
    Other: Confused (1 Action)

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

    Things are finally getting interesting as Heracles nails Sone with a big Payback for stalling so much and wasting everyone's time! Sone gets embarrassed for being called out like that which, combined with its confusion, causes it to hurt itself and not do the crazy combo that could've been awesome (sorry, but hax)! Then Heracles finishes the weird-looking Ghost off with a final DynamicPunch to draw first blood in today's match!

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

    Action 1:

    Machamp: Payback (13 damage, -7 energy, crit fails)
    Dusknoir: Hurts self in confusion (4 damage, -3 energy, Dusknoir snaps out of confusion)

    End of Action: Burn (Machamp -2 HP)

    Action 2:

    Machamp: DynamicPunch (8 damage, -7 energy, KO)
    Dusknoir: KO'd

    End of Action: Burn (Machamp -2 HP)

    ~ROUND 6 ENDS~
    [​IMG]
    HP: 21
    Energy: 6
    Boosts: None
    Other: 2nd-degree Burn (activates Guts, 2 DPA)

    VS.
    [​IMG]
    HP: 0
    Energy: 52
    Boosts: Done
    Other: Gone

    Albinoloon releases Pokemon + Actions --> AlphaJolt issues Actions --> Korski refs
  23. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    Albinoloon has 24 hours to post or he/she will be DQ'd from the match (1-time extension and warning).
  24. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a Community Contributoris a CAP Contributor
    Moderator

    Joined:
    Mar 29, 2009
    Messages:
    2,130
    Albinoloon has passed the 3-day Player DQ and a 24-hour extension at this point, so I'm going to call the match in favor of AlphaJolt via DQ, unfortunately. GG to the both of you; it's a shame we couldn't keep going. Rules are rules, though.

    AlphaJolt: 2 TC
    Heracles the MACHAMP: 1 EC (spent), 2 MC, 1 KOC

    Albinoloon: 0

    Korski: 2 RC
  25. AlphaJolt

    AlphaJolt

    Joined:
    Jan 14, 2010
    Messages:
    1,674
    GG, now i need to do another match to evolve my mons lol.
Thread Status:
Not open for further replies.

Users Viewing Thread (Users: 0, Guests: 0)