Arcanite vs Kaxtar ~ Cancelled

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Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
I'm Lazy. I quote.

Open Challenge
6Vs6 Doubles
2 Day DQ (unless imposssible, IE, Away for VGC, TCG, other... just lmk)
Tournament Arena

1 Fully evolved max. 3 semi evolved max.
I'll take you on.

One Ability, No Items, Switch=KO
Kaxtar

Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Regenerator (DW) : (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.


HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15

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

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Safeguard
Future Sight
Mud Sport

Flamethrower
Scald
Ice Beam


Duskull [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)

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.

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.

HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 21 (-)

EC: 0/9
MC: 0
DC: N/A

Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Pain Split
Skill Swap
Destiny Bond

Ice Beam
Shadow Ball
Taunt


Beldum [Nickname]
Nature: Careful (+1 SpD, -1 SpA)

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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.

Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30

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

Take Down

Zen Headbutt
Iron Head
Iron Defense


Piloswine (F)
Nature: Jolly (+15% Speed, -1 Special Attack Rank, +10% Accuracy)

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

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.

Oblivious:(Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

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.

Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (+)

EC: 7/9
MC: 0
DC: 2/5

Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Earthquake
Ancient Power
Peck

Icicle Crash
Body Slam
Rock Slide

Protect
Reflect
Light Screen
Bulldoze
Substitute

[PIMG]281[/PIMG]
Kirlia [Demi Gravidon] (Male)

Nature: Brave (+1 to Attack, -15% Speed, -10% Evasion flat)

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-15%)

EC: 8/9
MC: 7
DC: 4/5

Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Encore
Confuse Ray

Thunderbolt
Will-o-Wisp
Reflect


Heracross (M)
Nature: Adamant (+1 to Attack, -1 to Special Attack)

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Heracross
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85

EC: N/A
MC: 4
DC: 1/5

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, X-Scissor from 8 to 10)

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.

Moxie (DW): (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.

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter

Flail
Megahorn
Pursuit

Toxic
Facade
Stone Edge


Arcanite

Arcanine (*) Firion (Male)

Nature:
Hasty
(A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)

Type:
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).

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.
  • 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).
  • Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (95*1.15, rounded up)

EC: 6/6
MC: 1
DC: 5/5
KO: 0

Attacks:
Fire Fang
Thunder Fang
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odour Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Heat Wave
Crunch
Extremespeed

Close Combat (*)
Morning Sun (*)
Howl (*)

Flame Charge (Nitro Boost) (*)
Aerial Ace (*)
Wild Charge (*)
Will-O-Wisp
Toxic
Protect



Vanillish (*) Shiva (Female)

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:
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.))

Abilities:

  • Ice Body: (Innate) his Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
  • Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.(Not yet active)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 51 (59/1.15)

EC: 4/9
MC: 0
DC: 3/5
KO: 0

Attacks:
Icicle Spear (*)
Harden (*)
Astonish (*)
Uproar (*)
Icy Wind (*)
Mist (*)
Avalanche (*)
Taunt (*)
Ice Beam

Automotize (*)
Water Pulse (*)
Ice Shard (*)

Explosion (*)
Hail (*)
Blizzard (*)
Hidden Power (Ground 7)
Toxic
Light Screen



Riolu (*) Sir. Auron (Male)

Nature:
Lonely:
(Adds * to Attack; Subtracts * From Defense)

Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:

  • Steadfast: (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.
  • Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
  • Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (Not yet active)

Stats:

HP: 90
Atk: Rank 4(+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 60

EC: 5/6
MC: 2
DC: 4/5
KO: 0

Attacks:

Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)

Blaze Kick (*)
Hi Jump Kick (*)
Crunch (*)

Drain Punch (*)
Work Up (*)
Rock Slide (*)
Swords Dance
Protect




Dratini: Bahamut (Male)

Nature:
Rash: (Adds * to Special Attack; Subtracts * From Special Defense)

Type:
Dragon
: Dragon STAB; Roar has have Energy Cost reduced by one (1). (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: (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 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 70

EC: 5/9
MC: 1
DC: 5/5
KO: 0

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Dance
Aqua Tail
Outrage

Extremespeed
Dragon Pulse
Light Screen

Thunder
Fire Blast
Ice Beam
Thunderbolt
Reflect
Protect

Draco Meteor



Staryu (*) Fuma Shuriken

Nature:
Modest
: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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 (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. (Not yet active)

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85

EC: 3/6
MC: 0
DC: 2/5
KO: 0

Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Power Gem
Cosmic Power
Hydro Pump
Light Screen

Thunder
Thunderbolt
Psychic
Ice Beam
Reflect



Monohm (M) Cloud Strife

Nature:
Modest: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfact accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

  • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • 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. (Not yet active)
Stats:

HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 60

EC: 6/6
MC: 1
DC: 5/5
KO: 0

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

DragonBreath
Hydro Pump
Power Gem

Flamethrower
Taunt
Ice Beam


Arcanite Release ~ Kaxtar Release & Attack ~ Arcanite Attack
 
Go Piloswine and Duskull!

Piloswine: Light Screen~Icicle Crash (Monohm)~Earthquake

Duskull: Taunt (Monohm)~Ice Beam (Monohm)~Ice Beam (Monohm)
 
OK then, Monohm, you can Rain Dance before he taunts you, and then hit Piloswine with a Hydro Pump, and then a power gem!

Fuma, Set up a light screen, then A Reflect, and then Hit piloswine with a Hydro Pump!
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Kaxtar OOOOOO
Piloswine (F)

110 HP / 100 EN
Light Screen ~ Icicle Crash ~ Earthquake​

Arcanite OOOOOO
Cloud Strife (M)

90 HP / 100 EN
Rain Dance ~ Hyrdo Pump ~ Power Gem​

VS

Requiem (M)

80 HP / 100 EN
Taunt ~ Ice Beam ~ Ice Beam​

Fuma Shruiken (N/A)

90 HP / 100 EN
Light Screen ~ Reflect ~ Hydro Pump​

Battle BGM
Speed = Fuma Shruiken ~ Cloud Strike ~ Piloswine ~ Requiem​

Welcome ladies and gentlemen, to the TOURNAMENT ARENA! As the orchestra plays in the background (It's actually P.Damned creepy), Kaxtar and Arcanite shake hands and release the starting mons for this epic match. Arcanite begins with Cloud Strife, holding Fuma Shuiken in its mouth. Kaxtar replies with Requiem, and a Piloswine, who lacks the dignity of a nickname. Schwein..

And it's Arcanite's Fuma who begins the match, by setting up a Light screen (7 EN). From behind the shield, Cloud Strife does a little side step and spins into a Rain Dance (10 EN). Piloswine counters the prior Light Screen with one of her own (8 EN). Requien mocks Cloud's little dance, and calls it a puffball with emphasis on the Puff. Oof, that Taunt was harsh (10 EN).

: 110/92
Jr.: 90/90​
: 80/90
: 90/93​

Fumadoubles up the defenses on his side of the team with a Reflect (7 EN). Cloud launches off a Hydro Pump, the force of the water pushing him back slightly, but blasting Piloswine directly (20 Damage / 8 EN). Piloswine then rushes at Cloud, and freezes the air above him, before it rains down as an Icicle Crash (11 Damage / 5 EN). Adding to Clouds pain is Requiem, who launches an Ice Beam at Cloud, somewhat barricaded by the Light Screen (10 Damage / 7 EN).

: 90/87
Jr.: 69/82​
: 80/83
: 90/86​

Fuma finally moves onto the offense, and begins with a bang, a Hydro Pump ripping through Piloswine (24 Damage / 7 EN). Cloud switches tactics, and goes with a Power Gem (5 Damage / 5 EN), also at Piloswine. Piloswine, sick of being beaten around, launches an Earthquake into the arena. The reflect disturbs some of the shock waves as the move speads out, and the overall result hits Arcanite's team whilst missing the leviatating Duskull. Cheeky (9 Damage Fuma / 11 Damage Cloud / 6 EN). Requiem finishes up with a second, more energy draining, Ice Beam aimed at Cloud (10 Damage / 11 EN).

: 61/81
Jr.: 48/77​
: 80/72
: 81/79​

Rain Dance
{IIIIIIIIIIIIIII}
13 Actions Remain​

Kaxtar OOOOOO
Piloswine (F)

61 HP / 81 EN
Light screen 3 more actions
AHHH! WATER! PUT IT OUT WITH FIRE!​

Arcanite OOOOOO
Cloud Strife (M)

48 HP / 77 EN
So Cold, gonna freeze up...​

VS

Requiem (M)

80 HP / 72 EN
Not a scratch!​

Fuma Shruiken (N/A)

81 HP / 79 EN
Reflect 4 more actions
Light screen 3 more actions

Slow and Steady...​

Arcanite, you're up!
 
Ok Let's finish Piloswine off! Fuma, go for a Hydro Pump! Then Hit Duskull with a Thunder, then Try another Hydro Pump on Piloswine!

Cloud (Strife), go for a Hydro Pump too (on Piloswine)! Then, Taunt Duskull, and then Hydro Pump again (Also on Piloswine)!

If Someone uses protect, target the other Pokemon instead!


(Just to lyk, i have TCG Nats tomorrow, and I leave today, i will not be able to post until monday morning GMT)
 
Duskull: Disable Styaryu's Hydro Pump, then use Ice Beam twice on Monohm.

Piloswine: Earthquake, Icicle Crash (Monohm), Earthquake.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Aye aye aye, I'm cutting it too close here. Also I decided to roll a hit for Thunder in the Rain. Bah.

Kaxtar OOOOOO
Piloswine (F)

61 HP / 81 EN
Light screen 3 more actions
Earthquake ~ Icicle Crash ~ Earthquake​

Arcanite OOOOOO
Cloud Strife (M)

48 HP / 77 EN
Hydro Pump ~ Taunt ~ Hydro Pump​

VS

Requiem (M)

80 HP / 72 EN
Disable ~ Ice Beam ~ Ice Beam​

Fuma Shruiken (N/A)

81 HP / 79 EN
Reflect 4 more actions
Light screen 3 more actions

Hydro Pump ~ Thunder ~ Hydro Pump​
Battle BGM
Speed = Fuma Shruiken ~ Cloud Strike ~ Piloswine ~ Requiem​

With a lot of damage reduction active, this promises to be an entertaining battle. Arcanites double act, Fuma and Cloud, both blast Piloswine with 2 Hydro Pumps, causing the icy mon to recoil (44 Damage / 7 EN Fuma / 8 EN Cloud). As she gets knocked back, Piloswine digs in. Harder than Cloud and Fuma thought it seems, as that Earthquake tests reflect once again (9 Damage Fuma / 11 Damage Cloud / 6 EN). Requiem decides to go for originality, and Disables Fuma's Hydro Pump (6 EN). Hooray for enforced creativity.

: 17/75
Jr.: 37/69​
: 80/66
: 72/72​

Fuma bounces right back into the fray, and gives Requiem a complementary rain of Thunder, which reaps its way through Requiem's body for major damage (14 Damage / 8 EN). Cloud goes slightly less direct in his approach, calling Requiem the cross breed of a Marowak and a Haunter. Ouch, Taunt stings (10 EN). It's Requiem and Piloswine's turn to act as one, as both try to freeze Cloud. Unfortunately, no snow will fall from this cloud yet (21 Damage Cloud / 7 EN Requiem / 5 EN Piloswine).

: 17/70
Jr.: 16/59​
: 66/59
: 72/64​

Fuma tries for another Hydro Pump, but the move is disabled, and Fuma is only able to launch a blast of air. Cloud takes over the job, and it takes just a final Hydro Pump to fell Piloswine (Plenty of Damage / 8 EN). Requiem can do nothing more than an Ice Beam at cloud (10 Damage / 11 EN). The 2 Light Screens fade away...

: Dead
Jr.: 6/51​
: 66/48
: 72/53​

Kaxtar OOOOOO
Piloswine (F)

0 HP / 0 EN
x_x​

Arcanite OOOOOO
Cloud Strife (M)

6 HP / 51 EN
Cumulus Kamikaze!​

VS

Requiem (M)

66 HP / 48 EN
Taunted 5 More Actions
Mummy... is that true?​

Fuma Shruiken (N/A)

72 HP / 53 EN
Reflect 1 more action
Hydro Pump disabled 4 more actions
1 down, 5 to go!​

Kaxtar, you're up! Mon & Actions please.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
I regret to inform spetators and participants that Kaxtar has resigned from this battle by PM due to things which pertain to his health, and are infinitely more important than anything else.

Hence, rewards are going to be distributed evenly.

Since there was 1 KO and at least 2 rounds have passed, I claim 2 RC.

Kaxtar and Arcanite both recieve the full 4 TC, and Fuma, Cloud, Requiem and Piloswine all get 1 DC, 1 EC and 2 MC. Cloud gets his own KOC as well.

Arcanite - You can make a decision for your Win/Loss record as to whether you note this as a win, a draw or a loss.

Kaxtar - Get well soon.

That's all folks.
 
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