AlphaJolt vs. Gerard at the Tournament Arena! (iss refs)

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iss

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OPEN CHALLENGE
3v3 Singles
48 Hour DQ
2 Recoveries / 5 Chills
Standard ASB Tournament Arena (I'm lazy)
I'm in
One Ability
No Items
Switch = KO
AlphaJolt's Team


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: 7/9
MC: 1
DC: 5/5

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

ExtreemeSpeed
Dragon Pulse
Dragon Dance

Waterfall
Fire Blast
Thunderbolt
Ice Beam
Rain Dance
Thunder

Draco Meteor


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

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

Counter
Ice Punch
Thunderpunch
Fire Punch
Bullet Punch

Bulk Up
Toxic
Rock Slide
Payback
Earthquake


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: 2
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

Gerard's Team

Shelgon (Karma) {F}

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Abilities:

Rock Head: (Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.


Stats:

HP: 100
Atk:
3
Def:
3 (-)
SpA: 3
(+)
SpD:
2
Spe: 50


EC: 6/9
MC: 11
DC: 5/5

Attacks:

Rage
Bite
Leer
Headbutt
Focus Energy
Ember

Flamethrower
Brick Break
Dragon Claw


Hydro Pump
Dragon Dance
Dragon Pulse

Dratini (Christine) {F}

Nature: Quiet (Adds One (1) Rank to Special Attack; 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: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

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:
3
Def:
2
SpA: 3
(+)
SpD:
2
Spe: 43
(-)

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

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility


Light Screen
ExtremeSpeed
Dragon Pulse

Flamethrower
Surf
Reflect

Togetic (Éponine) {F}


Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:

Hustle: (Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck(DW): (Innate)
This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.


Stats:

HP: 90
Atk:
1 (-)
Def:
3
SpA:
4 (+)
SpD: 4

Spe:
40

EC: 4/9
MC: 3
DC: 3/5

Attacks:

Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow


Psychic
Flamethrower
Grass Knot

Shadow Ball

Psych Up
Nasty Plot
Morning Sun
Magic Coat


As the sun rose over the ASB Tournament Arena, iss and his trusty Chinchou, Lamps, walked in. Ignoring the fact that the exact same Chinchou was also fighting in three battles at the same time (including one in this very arena), they looked around. There was a small moat around the edge, allowing the use of Surf and Dive (Lamps then used Dive to showcase this fact.) The ground was solid but easily diggable. While they were walking around, AlphaJolt and Gerard walked in, chatting about how Garchomp was now unable to feed his family. They took their positions at opposite ends of the arena. iss then said,

"I think you guys know how this works, but I'll just repeat it for clarity's sake. AlphaJolt will send out a Pokemon and declare its ability. Gerard will then do the same and also declare actions for this round. AlphaJolt then declares his actions. I will ref, and then the order is reversed. Got that?"

Both trainers nodded.

AlphaJolt sends out Pokemon + ability
Gerard sends out Pokemon + ability and declares actions
AlphaJolt declares actions
I ref
AlphaJolt declares actions
Gerard declares actions
I ref
etc.
 
G throws the pokeball...
.And a big, sturdy, dragon comes into the field, Karma shakes it the moment he steps in, looking to Hermes with decided fury, and knowing how much of a challenge it will be
...


First, start using your mighty claws to deal some damage, then shot him with your Mystical draconian powers, use your nails again to rip his skin appart

Karma: Dragon Claw - Dragon Pulse - Dragon Claw
 

Dogfish44

You can call me Jiggly
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Hello, this is iss's tutor ref speaking. I am tutoring iss in this battle (Just so you guys know), and as such errors and queries can be addressed to the both of us. Thanks ^_^

~DF44
 
Start this Epic Dragon Duel off with a Thunder Wave to cripple him. Then dodge his Dragon Pulse using Dragon Dance, and finish the round with Draco Meteor for some big damage.

Thanks dogfish, and goodluck to iss!
EDIT #2: Good luck at VGC! Kill everyone (except show some mercy to fellow smogonites but still beat them).
 

iss

let's play bw lc!
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Due to the VGC tomorrow, I will not be able to ref.

I've got the calculations done and will post the results tomorrow night (pending dogfish's approval).
 

iss

let's play bw lc!
is a Tiering Contributoris a Top Contributoris a Forum Moderator Alumnus

Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon

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

Shelgon (Karma) {F}

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon

Stats:

HP: 100
Atk:
3
Def:
3 (-)
SpA: 3
(+)
SpD:
2
Spe: 50

Energy: 100


Round 1: 2dragnomag

In the ASB Tournament Arena, two middle-class dragons are facing each other. Hermes the Dragonair takes advantage of Karma the Shelgon being stuck in a tight little shell to send a soft wave of thundery sparks across the field. Karma's now even more unable to move with her stubby little legs, and is fully paralyzed!

Hearing Gerard's command to Karma to Dragon Pulse the blue snake, Hermes tries to get some winged sandals by Dragon Dancing to try to avoid the Dragon Pulse. However, the gigantic shock wave fired from the other dragon's mouth is too large to be avoided. This pulse sends the Dragonair flying back, but it quickly recovers.

Calling on some heavenly power, Hermes sends some draconic meteors down from the sky to land squarely on the Shelgon. Poor Karma is absolutely crushed, but somehow manages to overcome the force of this attack and the paralysis to pull out some gigantic claws from nowhere and rip Hermes apart with her dragonly powers. It must have struck a weak spot, as it was a critical hit! Both Pokemon have taken huge hits; which dragon will pull through?

Gerard, I need your Shelgon's ability.

Also I lost round 3 at Newark (I lost round 3 at D.C. too :()

Dragonair used Thunder Wave! (7 energy)
Shelgon is paralyzed!
Roll a D4 for paralysis: 1 (fully para'd)
Shelgon is fully paralyzed!
Dragon Claw failed (0 energy)
---
Dragonair used Dragon Dance (evasive)! (6 energy)
Shelgon is paralyzed!
Roll a D4 for paralysis: 3 (not fully para'd)
Shelgon used Dragon Pulse! (6 energy)
Roll a D16 for crit: 9 (no crit)
20.25 damage = 20 damage
---
Dragonair used Draco Meteor! (9 energy)
Roll a D10 for miss: 3 (hit)
Roll a D16 for crit: 15 (no crit)
27.75 damage = 28 damage
Shelgon is paralyzed!
Roll a D4 for paralysis: 2 (not fully para'd)
Shelgon used Dragon Claw! (5 energy)
Roll a D16 for crit: 1 (crit)
21 damage = 21 damage

---

Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon

Stats:
HP: 59
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
Energy: 78
Status: -2 Special Attack

Shelgon (Karma) {F}

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon

Stats:

HP: 72
Atk:
3
Def:
3 (-)
SpA: 3
(+)
SpD:
2
Spe: 50

Energy: 89
Status: Paralyzed (20%)
 
Don't forget that I have the boosts from Dragon Dance at the end of the round :) Heavy damage time. Hit with Outrage! (which lasts 3 actions). Hope that he gets paralyzed at some point so that he can't attack you.
EDIT: ok, doesn't make a difference on my moves for this round though.
 

iss

let's play bw lc!
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AlphaJolt, the Dragon Dance was evasive, so you don't get the boosts from it.
 
That is going to hurt sweety, but i'm sure you can deal with it, so you'll try to remove as much health as you can

Karma: Dragon Pulse - Dragon Claw - Dragon Pulse
 

iss

let's play bw lc!
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Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon

Stats:
HP: 59
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
Energy: 78
Status: -2 Special Attack

Shelgon (Karma) {F}

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon

Stats:

HP: 72
Atk:
3
Def:
3 (-)
SpA: 3
(+)
SpD:
2
Spe: 50

Energy: 89
Status: Paralyzed (20%)

---
Round 2: Spamming Quotes and Outrage

Anyways, Hermes seems to be outraged from somehow taking MORE damage than Karma last round, so he goes on a mad rampage. The Shelgon isn't a huge fan and remembering what worked from last round, Dragon Pulses Hermes. This does a respectable amount of damage, but isn't quit enough to knock the Dragonair out of its unstoppable rampage.

Abusing his outrage, Hermes attacks again!
Dogfish44 said:
Poor shelgon ;-;
Karma takes another huge hit like a champ, but looks on the verge of falling down. She does manage to weakly claw at Hermes, again using dragonly powers (man i need a new thing for this). The snake manages to avoid a critical hit this time and bounces right back.

Hermes is looking pretty weak too, but:
Monty Hermes is just a spammer. He spams another Dual Chop Outrage knocking Fred Karma out with one final blow.
Oh well. Poor Shelgon ;-;

Hermes seems to feel very sorrowful for killing a fellow Dragon. He's now in Intense Confusion.

Dragonair used Outrage! (7 energy)
Roll a D16 for crit: 4 (no crit)
24.75 damage = 25 damage
Shelgon is paralyzed!
Roll a D5 for paralysis: 3 (not fully para'd)
Shelgon used Dragon Pulse! (6 energy)
Roll a D16 for crit: 15 (no crit)
20.25 damage = 20 damage
---
Dragonair used Outrage! (7 energy)
Roll a D16 for crit: 13 (no crit)
24.75 damage = 25 damage
Shelgon is paralyzed!
Roll a D5 for paralysis: 2 (not fully para'd)
Shelgon used Dragon Claw! (5 energy)
Roll a D16 for crit: 10 (no crit)
16.5 damage = 17 damage
---
Dragonair used Outrage! (7 energy)
Roll a D16 for crit: 5 (no crit)
24.75 damage = 25 damage
Shelgon was knocked out!
Roll a D3 for confusion: 3 (intense confusion)

---

Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon

Stats:
HP: 22
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
Energy: 57
Status: -1 Special Attack, Intensely Confused (4 actions left)

Shelgon (Karma) {F}

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon

Stats:

HP: KO
Atk:
3
Def:
3 (-)
SpA: 3
(+)
SpD:
2
Spe: 50

Energy: KO
Status: Spammed Out


"Karma might be down and out, but it certainly will make the next Pokemon's revenge kill much easier!"

Gerard sends out a Pokemon, ability, and actions.
 
A little angel appears in a cloud of glitter

Ok, so you'll have to finish that thing, he has some really powerful beams so you'll have to be carefull, hopefully his confusion will help us here, but you'll have to finish him before he can do a lot of damage to you, use your mental powers to try to defeat him, then use some shadow attacks to do some damage to him, use your mental powers again after that

Éponine (Serene Grace): Psyquic - Shadow Ball - Psyquic
 

iss

let's play bw lc!
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Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon

Stats:
HP: 22
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
Energy: 57
Status: -1 Special Attack, Intensely Confused (4 actions left)

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying


Stats:

HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40
Energy: 100

---
Round 3: More Spam

Looks like Hermes seems to be impaired from last round. It smacks itself in the face with its... err, tail, and does a bit of damage to itself. That looked like it hurt a bit. Éponine doesn't care about the Dragonair's mental pain and causes it more with a strong Psychic. It was a critical hit too!

Somewhat outraged by its mental agony, Hermes manages to get off one final Outrage before falling to a Shadow Ball.

Dragonair is confused!
Roll a D2 for confusion: 1 (hit self)
Dragonair hit itself in confusion! (3 energy)
5.5 damage = 6 damage
Togetic used Psychic! (7 energy)
Roll a D16 for crit: 1 (crit)
Roll a D5 for Special Defense drop: 2 (no drop)
15 damage = 15 damage
---
Dragonair is confused!
Roll a D2 for confusion: 2 (normal)
Dragonair used Outrage! (7 energy)
Roll a D16 for crit: 13 (no crit)
16.5 damage = 17 damage
Togetic used Shadow Ball! (6 energy)
Roll a D16 for crit: 10 (no crit)
Roll a D5 (<=2) for Special Defense drop: 2 (drop)
11 damage = 1 damage
Dragonair was knocked out!
---
Togetic used Psychic! (0 energy)
But it failed!

---
Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon

Stats:
HP: KO
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
Energy: KO
Status: KOed

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying


Stats:

HP: 77
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40
Energy: 87


AlphaJolt sends out Pokemon, ability, and actions.
 
You forgot to subtract the damage that Outrage did in the battle end. Heracles, show your power with No Guard. Start off with Dynamicpunch to confuse her. Then follow up with Ice Punch and ThunderPunch.
 
So sweety, you'll have to put op some big damage this round, but that's not impotant if you can handle it with more, but you'll yawn at him to protect you from his next attacks, then finish with some mental powers to try to eliminate that stupid confusion, then try to make more damage

Éponine: Yawn - Psyquic - Psyquic
*use Yawn in last action if you couldn't
 

iss

let's play bw lc!
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Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting

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

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying

Stats:
HP: 77
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40
Energy: 87


Round 4: Hax at Last!

Sorry for the delay.

Machoke starts off with a gigantic DynamicPunch, bolstered by No Guard. This does massive damage, and also slightly confuses the Togetic! However, Éponine takes a note from its older sibiling, the hax king Togekiss, and avoids the confusion to... yawn at Machoke. Quite an Air Slash.

Heracles wants some hax of its own, so it smacks the Togetic with an Ice Punch. It does a critical hit! Éponine bounces right back to fire some psychic waves at the Machoke, avoiding the confusion yet again.

Heracles is annoyed at not getting confusion-hax, so it tries a ThunderPunch. It paralyzes the Togetic! Amazingly though, the Togetic avoids paralyze-hax and slams the Machoke hard with more psychic waves. Éponine looks close to falling though!

...Then, Heracles falls asleep. It's a deep sleep too. Looks like it'll take more damage from this Togetic!

Machoke used DynamicPunch! (7 energy)
Roll a D16 for crit: 3 (no crit)
Roll a D3 for confusion: 1 (slight confusion)
19 damage = 19 damage
Togetic is confused!
Roll a D2 for confusion: 2 (normal)
Togetic used Yawn! (6 energy)
Machoke became drowsy!
---
Machoke used Ice Punch! (6 energy)
Roll a D16 for crit: 1 (crit)
Roll a D10 for freeze: 4 (no freeze)
21 damage = 21 damage
Togetic is confused!
Roll a D2 for confusion: 2 (normal)
Togetic used Psychic! (7 energy)
Roll a D16 for crit: 13 (no crit)
Roll a D10 for Sp.Def. drop: 4 (no drop)
18 damage = 18 damage
---
Machoke used ThunderPunch! (6 energy)
Roll a D16 for crit: 16 (no crit)
Roll a D10 for paralysis: 1 (paralysis)
16.5 damage = 17 damage
Togetic is paralyzed! It may be unable to move!
Togetic is paralyzed!
Roll a D4 for paralysis: 4 (not fully para'd)
Togetic snapped out of confusion!
Togetic used Psychic! (11 energy)
Roll a D16 for crit: 5 (no crit)
Roll a D10 for Sp.Def. drop: 6 (no drop)
18 damage = 18 damage
Roll a D3 for sleep: 2 (deep sleep)
Machoke fell asleep!

---

Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting

Stats:
HP: 64
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Energy: 81
Status: Asleep for 2 actions

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying

Stats:
HP: 20
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40 (10 after paralysis)
Energy: 63
Status: Paralyzed (20%)


Gerard, you're up!
 
You have to try to deal as much damage as possible while he's snoring, but first try to recover a little bit, then use your mind to do as much damage as you can since that thing is stupidly annoying

Éponine: Morning Sun - Psyquic - Psyquic
*use Morning Sun on second action if you got paralysed
 

iss

let's play bw lc!
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Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting

Stats:
HP: 64
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Energy: 81
Status: Asleep for 2 actions

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying

Stats:
HP: 20
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40 (10 after paralysis)
Energy: 63
Status: Paralyzed (20%)


Round 5: The Do-Nothing Round

So Éponine decides that she needs more HP. She draws energy from the morning sun, and somehow gets HP from that. Heracles is content to snooze away in the sun.

Poor Éponine is fully paralyzed from that ThunderPunch last round. She can't even use her brain to hurt the Machoke! Heracles continues to sleep.

The Machoke FINALLY wakes up, and smacks Éponine hard with a DynamicPunch! This causes massive damage and severe confusion. The Togetic bounces right back to use Psychic for massive damage!

Éponine has somehow managed to gain HP during this round. She's still dangerously close to falling down though.

Machoke is fast asleep!
Togetic is paralyzed!
Roll a D5 for paralysis: 3 (not fully para'd)
Togetic used Morning Sun! (15 energy)
+25 HP to Togetic
---
Machoke is fast asleep!
Togetic is paralyzed!
Roll a D5 for paralysis: 1 (fully para'd)
Togetic is fully paralyzed!
---
Machoke woke up!
Machoke used DynamicPunch! (7 energy)
Roll a D16 for crit: 2 (no crit)
Roll a D3 for confusion: 2 (severe confusion)
19 damage = 19 damage
Togetic became confused!
Togetic is confused!
Roll a D2 for confusion: 2 (normal)
Roll a D5 for paralysis: 2 (not fully para'd)
Togetic used Psychic! (7 energy)
Roll a D16 for crit: 5 (no crit)
Roll a D5 for drop: 3 (no drop)
18 damage = 18 damage

---

Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting

Stats:
HP: 46
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Energy: 74

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying

Stats:
HP: 26
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40 (10 after paralysis)
Energy: 41
Status: Paralyzed (15%), Confused for three more actions
 
Good job so far Heracles, let's finish this off now. Ice Punch followed by Dynamicpunch. If for some reason she's not gone yet, use ThunderPunch.
 
You've done a great job sweety, if you go down you'll take a much o his health and energy as you can, recover to withstand those punches (and hopefully survive another round, then just use Psyquic until you can't do more

Éponine:
Morning Sun - Psyquic - Psyquic
 

iss

let's play bw lc!
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Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting

Stats:
HP: 46
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Energy: 74

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying

Stats:
HP: 26
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40 (10 after paralysis)
Energy: 41
Status: Paralyzed (15%), Confused for three more actions


Round 6: i can't think of a title

Heracles, seeing that Éponine is still confused from last round, goes for an Ice Punch. This lucky Togetic manages to avoid a freeze, a crit, full paralysis, or confusion, and uses Morning Sun to get some much-needed health back.

Heracles, wanting something stronger than a weak Ice Punch, smacks Togetic with a DynamicPunch to do slightly more damage. This time, Éponine falls victim to the confusion, and weakly slaps herself.

The Machoke FINALLY finishes off Éponine with a final ThunderPunch.

Machoke used Ice Punch! (6 energy)
Roll a D16 for crit: 4 (no crit)
Roll a D10 for freeze: 2 (no freeze)
16.5 damage = 17 damage
Togetic is confused!
Roll a D2 for confusion: 2 (normal)
Togetic is paralyzed!
Roll a D20 (<=3) for paralysis: 11 (not fully para'd)
Togetic used Morning Sun! (15 energy)
+25 HP to Togetic
---
Machoke used DynamicPunch! (7 energy)
Roll a D16 for crit: 11 (no crit)
19 damage = 19 damage
Togetic is confused!
Roll a D2 for confusion: 1 (hit self)
Togetic hit itself in confusion! (3 energy)
1 damage = 1 damage
---
Machoke used ThunderPunch! (6 energy)
Roll a D16 for crit: 10 (no crit)
Roll a D10 for paralysis: 7 (no paralysis)
16.5 damage = 14 damage
Togetic was knocked out!

---

Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting

Stats:
HP: 46
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Energy: 55

Togetic (Éponine) [F]

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal / Flying

Stats:
HP: KO
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40 (10 after paralysis)
Energy: 24


Gerard sends out Christine the Dratini!

Dratini [Christine] (F)

Nature: Quiet (Adds One (1) Rank to Special Attack; 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: Dragon

Stats:

HP: 90
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)


side note: Gerard, your Dratini is 90 HP, not 100 as listed

Gerard chooses ability and orders.
 
Go Christine, you are now gonna be taking that thing down, it's gonna be hard, but you can do it, first erect a barrier to make sure you take as little damage as possible, then just try to attack him with as much power as possible, that thing is stupid so you'll have to make yourself a little bit smarter

Christine (Shed Skin): Reflect - Dragon Pulse - Surf
 
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