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Completed Arcanite vs Son of Shadoo: Battle against the four deadly fiends

Discussion in 'ASB' started by rewindman, Jun 18, 2011.

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  1. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822

    A lone trainer wanders through some empty corridors. He knows not why he is her, nor how he got here, but is desperately trying to find a way to escape. He continues to wander through the mysterious hallways, fighting off random monsters that seem to pop out of nowhere. Eventually he reaches a large room, where a mysterious figure stands in the middle. The stranger has a dark aura around him, and begins to speak.

    "Welcome to within the Giant of Babil! If you wish to escape, you must defeat me and the four hellish archfiends I control"

    The man reaches for his pokeball and sends first monster, the dark and ghostly Scarmiglione! The creature emerges from the ground, wrapped in rotting bandages and ready to tear his new foe to shreds. The trainer understands he has no choice but to battle if he is ever to escape and return to his journey. He grabs a pokeball and prepares for battle. Another presence haunts the room, ready to aid the fiends in battle.

    "This is going to be harder than I though..." says the trainer as he sends out his first pokemon.

    Arcanite's team:

    Scarmiglione the Revenankh:
    Show Hide
    [​IMG]
    Revenankh (M) Scarmiglione

    Nature:
    Brave:
    Adds One (1) Rank to 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:
    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.
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    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.
    • Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
    • Mummy: (DW) (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. (Not yet active)
    Stats:
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 4
    Spe: 56 (65/1.15, Rounded down)

    MC: 0
    DC: 0/5
    KO: 0

    Attacks:
    Wrap
    Bide
    Sand Tomb
    Wring Out
    Rock Tomb
    Arm Thrust
    Mean Look
    Glare
    Shadow Punch

    Mach Punch
    Drain Punch
    Hex

    Bulk Up
    Taunt
    Toxic


    Cagnazzo the Tirtouga:
    Show Hide
    [​IMG]
    Tirtouga (M) Cagnazzo

    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:
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

    Abilities:

    • Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
    • Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
    • Swift Swim: (DW) (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. (Not yet Active)

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 4
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 19 (22/1.15, Rounded down)

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

    Attacks:
    Bide
    Withdraw
    Water Gun
    Rollout
    Bite
    Protect
    Aqua Jet
    Ancient Power
    Crunch
    Wide Guard

    Body Slam
    Iron Defence
    Whirlpool

    Substitute
    Earthquake
    Ice Beam



    Barbariccia the Cottonee:
    Show Hide

    [​IMG]
    Cottonee (F) Barbariccia

    Nature:
    Quirky:
    No Effect on Stats

    Type:
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:

    • Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
    • Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
    • Chlorophyll: (DW) (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Not yet Active)

    Stats:
    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 66
    EC: 0/6
    MC: 0
    DC: 0/5
    KO: 0

    Attacks:
    Absorb
    Growth
    Leech Seed
    Stun Spore
    Mega Drain
    Cotton Spore
    Razor Leaf
    Poison Powder

    Beat Up
    Encore
    Fake Tears

    Taunt
    Substitute
    Toxic


    Rubicante the Embirch:
    Show Hide
    [​IMG]
    Embirch (M) Rubicante

    Nature:
    Brave: Adds One (1) Rank to 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: Fire/Grass
    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. Superior senses in volcanic or brushfire areas.
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:

    • Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
    • Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    • Chlorophyll: (DW) (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Not yet Active)

    Stats:

    HP: 90
    Atk: Rank 3 (+)
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 2
    Spe: 43 (50/1.15, Rounded Down)

    Attacks:
    Pound
    Bullet Seed
    Sweet Scent
    Growth
    Ember
    Leech Seed
    Flame Wheel
    Giga Drain
    Fire Spin

    Blaze Kick
    Earth Power
    Seed Bomb

    Sunny Day
    Will o' Wisp
    Flamethrower


    Son of Shadoo's team:

    Show Hide

    [​IMG]
    Embirch "Phloem" (M)
    Nature: Bashful - no effect

    Type: Fire/Grass
    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).
    Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

    Stats:
    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 2
    Spe: 50

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

    Abilities:
    Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Attacks:
    Levelup:
    Pound
    Sweet Scent
    Growth
    Ember
    Leech Seed
    Bullet Seed
    Flame Wheel

    TM:
    Flamethrower
    Will-O-Wisp
    Protect

    Egg:
    Aromatherapy
    Seed Bomb
    Earth Power


    Show Hide
    [​IMG]
    Arghonaut (Eoleo)(M)
    Nature: Adamant - Adds * to Attack, subtracts * from Special Attack.
    Type: Water/Fighting
    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).

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

    HP: 110
    Atk: Rank 5(+)
    Def: Rank 3
    SpA: Rank 2(-)
    SpD: Rank 4
    Spe: 75

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

    Abilities:
    Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

    Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) (Unlocked)

    Attacks:

    Level Up:
    Bubble
    Smokescreen
    Yawn
    Wrap
    Arm Thrust
    Aqua Jet
    Mach Punch
    Focus Punch
    Cross Chop
    Punishment
    Taunt

    Egg Moves:
    Recover
    Bulk Up
    Ice Punch

    BW TM:
    Rock Slide
    Waterfall
    Brick Break
    Substitute
    Drain Punch
    Surf
    Toxic


    Show Hide
    [​IMG]
    Duclohm (Spiffy) (F)
    Nature: Modest - adds * to Special Attack, subtracts * from Attack.
    Type: Electric/Dragon
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
    Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

    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.

    Stats:
    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 4(+)
    SpD: Rank 2
    Spe: 60

    EC: 7/9
    MC: 0
    DC: 5/5 (UNLOCKED!)

    Attacks:
    Tackle
    Growl
    Leer
    Dragon Rage
    Charge
    Thundershock
    Rain Dance
    Twister
    Spark
    Sonicboom
    Slack Off
    Hurricane
    Double Hit

    Thunderbolt
    Dragon Pulse
    Flamethrower
    Volt Switch
    Protect
    Toxic

    Heal Bell
    Hydro Pump
    Signal Beam


    Show Hide
    [​IMG]
    Elekid "The Wizard" (M)
    Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.

    Type: Electric
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 4(+)
    SpD: Rank 1(-)
    Spe: 95

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

    Abilities:
    Static: 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. (Innate)
    Vital Spirit: 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. (Innate, DW)

    Attacks:
    Levelup:
    Quick Attack
    Leer
    ThunderPunch
    Thundershock
    Low Kick
    Swift
    Shock Wave
    Light Screen

    BW TM:
    Substitute
    Thunderbolt
    Thunder Wave

    Egg:
    Cross Chop
    Fire Punch
    Ice Punch


    Battle Order:

    Shadoo sends out his pokemon and orders
    Arcanite orders
    I ref
  2. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Ok, according to Arcanite's rules, he's sending out Revenankh first... His hardest hitter. Greeeeeeeeeeeeeeeeat.

    I choose Spiffy the Duclohm, get out there! Toxic him as quickly as you can, then blast him with a powerful Hurricane. Hopefully his -10 Evade can help you hit him. Then give him a Thunderbolt.

    Toxic >>> Hurricane >>> Thunderbolt.
  3. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    Scarmiglione, Let's begin with a Glare! then Try your own Toxic! Finish off with a Sand Tomb!

    Hopefully, you can shed your skin before toxic becomes a problem!

    EDIT: Damn, my edit to change Sand Tomb to Taunt was too slow. :-(
  4. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    Start of Round: (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 100
    Energy: 100
    Stats/Status:n/a
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/60
    Hp: 100
    Energy: 100
    Stats/Status: n/a
    Other: n/a


    With a crash of thunder, Spiffy the Duclohm emerges from her pokeball. Electric sparks charge from her body as she stares at her ghoulish foe. Scarmiglione responds by showing off his ghostly aura and gets into his fighting stance.

    Spiffy is the first to move by releasing a vat of Toxins right toward her opponent. Scarmiglione is too slow to react and is hit directly! His bandages start to slowly decay as he feels the effects of the poisons entering his bloodstream. He responds by glaring intensely at his opponent. The anger emitted by the single eye on his head strikes fear directly into Siffy's soul, causing her to be paralyzed with fear.

    Successfully slowing down his opponent, Scarmiglione releases his own Toxic into the air. Spiffy tries to escape, but finds herself too slowed down to escape the toxic cloud. Spiffy fights through her double status and retaliates by summoning a powerful Hurricane! The winds hammer the ghostly mummy, forcing him into a wall. Scarmiglione regains his composure, but when he looks back at his opponent, he finds the world around him distorted from the slight confusion he is now suffering from.

    Scarmiglione tries to summon a deadly sand trap in order to immobilize his opponent, but instead hits himself from confusion! He staggers back trying to keep on his feet, only to be hit by a wicked Thunderbolt from the two headed dragon.

    Damage and Energy (open)
    Scarmiglione:
    Glare: 6 Energy
    Toxic: 7 Energy
    hit self with confusion: 7 Damage, 3 Energy
    -3hp (toxic)

    Spiffy:
    Toxic: 7 Energy
    Hurricane: 17 Damage, 8 Energy
    Thunderbolt: 13 Damage, 6 Energy
    -2hp (toxic)


    End of Round: (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 60
    Energy: 84
    Stats/Status:Badly Poisoned (2), Slight Confusion (1a)
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: 98
    Energy: 79
    Stats/Status: Paralysis (20%), Badly Poisoned (2)
    Other: n/a


    The ominous presence still lurks around the arena, still deciding when it is the right time to intervene. Meanwhile, both battlers are suffering their respective statuses, but still remain determined to win for their respective masters.

    Battle order:
    Arcanite orders
    Son of Shadoo orders
    I ref
  5. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    OK, Taunt Duchlohm with your Powers of death, Then Use Sand Tomb! Finish off with a Drain Punch! If you hit yourself in confusion, use Taunt instead of Sand Tomb!

    PS: Duchlom should have been hit by Toxic Twice! (It hit him on action 2, therefore takes damage action 2 and 3.
  6. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    You douche! I was about to Heal Bell! Mmk.

    Hurricane >>> Thunderbolt >>> Hurricane
    Sub Heal Bell on Action 1, if Revenankh hurts himself in confusion.
  7. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    He did, I just totaled the number the amount of damage done in that round (1 per action, so 2 damage) to make calculations easier for me
  8. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    Start of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 60
    Energy: 84
    Stats/Status:Badly Poisoned (2), Slight Confusion (1a)
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: 98
    Energy: 79
    Stats/Status: Paralysis (20%), Badly Poisoned (2)
    Other: n/a



    Scarmiglione is trully angered now. "How could I, one of the four all powerful fiends, be losing to this lower lifeform?" he thinks to himself. His master looks displeased as well and realizes that they will have to go all out if they are to win this battle. Scarmiglione's determination overcomes his confusion, allowing him to pull off his taunt without a hitch. He begins to yell obscene words too vulgar to put into writing, angering spiffy to a point of rage. Despite her trainer's wish to heal off this pesky status, Spiffy wants nothing more than to erase her opponent from existence. The trainer understands that reason is not enough to calm down his pokemon, and thus orders another Hurricane in compliance with Spiffy's wishes. The harsh winds form and fly directly at Scarmiglione, but Spiffy's anger is affecting her control over her attack. As a result, Scarmiglione sidesteps out of the way in the nick of time, allowing the winds to go on crashing into a nearby wall, forcing heaps of rubble to fall to the floor.

    Scarmiglione, now completely free of his confusion, prepares to go for the offensive. He vanishes completely, surprising Spiffy as she looks around wondering where he vent. Before she can react, Scarmiglione reappears behind the dragon and strikes the ground beneath her feet. Spiffy finds herself engulfed in a tomb of sand that erupts from the ground, restricting her movements. She is quick to respond, however, and unleashes yet another thunderbolt, this time striking a direct hit. Scarmiglione staggers back, but keeps up his concentration on the sand tomb. Both pokemon feel the toxics breaking down their body, while the sand continues to hurt Spiffy.

    Finding himself tired out, Scarmiglione decides it is about time to steal some energy from his opponent. He strikes with a mighty Drain Punch, successfully healing off some damage while dealing some of his own. Spiffy flies backwards and hits the floor hard, but gets back on her feet with her anger peaked to a new level. She summons another Hurricane, this time making sure to control it. A tornado of wind and debris flies towards Scarmiglione, who is unable the outrun the onslaught. The winds clear, and both pokemon are left tired and injured, as residual damage begins to eat away their strength. Out of nowhere, a mysterious power emerges and a green light shines upon Scarmiglione, healing off a bit of its wounds. Scarmiglione smiles, and begins to shed its skin in order to remove the status Spiffy had casted on him. He casts off a layer of bandages and throws them aside, removing the toxic effects that plagued him. Spiffy responds with shock, but her trainer quickly snaps her out of it. He delivers some motivational speech, pumping Spiffy to continue fighting.
    Damage and Energy (open)

    Scarmiglione:
    Taunt:10 Energy
    -2 HP (toxic)
    Sand Tomb:11 Damage, 4 Energy
    -2 HP (toxic)
    Drain Punch: 14 Damage, 7 Healed, 11 Energy
    -2 HP (toxic)
    Curaga: +10 HP

    Spiffy:
    Hurricane: 0 Damage, 8 Energy
    -2 HP (toxic)
    Thunderbolt: 13 Damage, 6 Energy
    -2 HP (toxic)
    -2 HP (Sand Tomb)
    Hurricane: 17 Damage, 8 Energy
    -2 HP (toxic)
    -2 HP (Sand Tomb)


    End of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 41
    Energy: 59
    Stats/Status:n/a
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: 63
    Energy: 57
    Stats/Status: Paralysis (15%), Badly Poisoned (3)
    Other: Taunted (3a), Sand Tomb (2a)


    Battle Order:
    Son_of_Shadoo issues orders
    Arcanite issues orders
    I ref
  9. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    That went less well...

    Dragon Pulse >>> Sheer Force Hurricane >>> Sheer Force Thunderbolt
  10. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    I Know you were just about to use Heal bell Muahahahahha!

    Thanks Rewindman, just forgot it was 1 damage on the frst round
    _____

    Actions:

    Scarmiglione, use Drain Punch, then Hex, then another drain punch!
  11. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    Start of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 41
    Energy: 59
    Stats/Status:n/a
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: 63
    Energy: 57
    Stats/Status: Paralysis (15%), Badly Poisoned (3)
    Other: Taunted (3a), Sand Tomb (2a)


    Scarmiglione gives a deep, sinister chuckle as he looks at his renewed body. However, he realizes his wounds are still deep and his energy still depleted. With that, he disappears into shadows only to reappear next tho Spiffy to deliver a mighty Drain Punch. After stealing as much energy as he needs, he sends the dragon flying in the other direction. However, this time Spiffy is ready and retaliates with a Dragon pulse! The attack is not as strong as her previous attacks, but still sends the ghost a few meters back.

    Scarmiglione decides it is about tiime to try some new tricks. Using his dark arts, he calls upon a Hex to be placed on Spiffy. Because of her poison, Spiffy takes some extra damage from the attack. Despite attacking with is lower attack stat, the attack still does respectable damage. Spiffy fights through the ghostly images clouding through her head and decides to finally activate her hidden ability. With a burst of energy, she releases the chance of a secondary effect to go on all out offense. However, because of her paralysis, she is completely unable to summon those winds.

    Taking advantage of his situation, Scarmiglione decides to strike with another drain punch, stealing even more energy. However, when he retaliates his fist, he feels a shock of electricity enter his body, restricting his movements! Looks like Spiffy's ability finally activated, causing Scarmiglione to become paralyzed! Spiffy wants to take advantage of her new fortune to attack with a thunderbolt, but desppite being freed from teh sand tomb, she finds herself fully paralyzed once again! This is some horrible luck for the dragon...

    To make matters worse, at the end of the round, Scarmiglione sheds his skin once more ridding him of all previous status inflictions. He gives another ghostly laugh as the electricity leaves his body, eager to end this. Meanwhile Spiffy is barely standing, feeling the toxins truly starting to take effect. At least her mind is beginning to clear up and her anger beginning to subside, allowing her to use non damaging movies again.

    Damage and Energy (open)
    Scarmiglione:
    Drain Punch: 14 Damage, 7 Healed, 15 Energy
    Hex: 15 Damage, 6 Energy
    Drain Punch: 14 Damage, 7 Healed, 11 Energy

    Spiffy:
    Dragon Pulse: 12 Damage, 6 Energy
    -3 HP (toxic)
    -2 HP (sand tomb)
    Fully Paralyzed
    -3 HP (toxic)
    -2 HP (sand tomb)
    Fully Paralyzed
    -3 HP (toxic)


    End of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 43
    Energy: 27
    Stats/Status:n/a
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: 7
    Energy: 51
    Stats/Status: Paralysis (10%), Badly Poisoned (4)
    Other: n/a

    Too much hax...

    Battle Order:
    Arcanite orders
    Son of Shadoo orders
    I ref
  12. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    Really Sorry for the Hax,

    Mach bunch until he faints!
  13. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    ... Fuck my life and everything about -_-

    Keel over and die
  14. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    Start of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 43
    Energy: 27
    Stats/Status:n/a
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: 7
    Energy: 51
    Stats/Status: Paralysis (10%), Badly Poisoned (4)
    Other: n/a


    Scamiglione decides to end this as fast as possible and fires off a Mach Punch, depleting the last of Spiffy's energy. The electric sparks surrounding the dragon fade as the beast topples over in defeat.

    Damage and Energy (open)
    Scarmiglione:
    Mach Punch: 10 Damage, 2 Energy


    End of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 43
    Energy: 25
    Stats/Status:n/a
    Other:n/a

    vs.

    [​IMG]
    Duclohm (Spiffy) (F)
    1/3/4/2/15
    Hp: KO
    Energy: KO
    Stats/Status: Paralysis (10%), Badly Poisoned (4)
    Other: n/a


    The trainer calls back his fainted pokemon, cursing at the hax gods for his bad luck. Still, he reaches for his next pokeball to continue to fight.

    Battle Order:
    Son of Shadoo sends out next pokemon and orders
    Arcanite orders
    I ref
  15. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    No more Mr. Nice Guy. EOLEO! GET OUT THERE, AND RIP HIM IN HALF!

    Taunt >>> Bulk Up >>> Waterfall
  16. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    OK Revenankh, Drain punch, then Chill, Then Drain punch again!

    BTW: MUSIC!
  17. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    Out comes Eoleo, angry and ready to avenge his fallen comrade.
    Start of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 43
    Energy: 25
    Stats/Status:n/a
    Other:n/a

    vs

    [​IMG]
    Arghonaut (Eoleo)(M)
    5/3/2/4/75
    Hp: 110
    Energy: 100
    Stats/Status:n/a
    Other:n/a



    Eoleo starts this off by challenging Scarmiglione with a serious of Taunting words. The ghostly spirit is so angry that he finds himself unable to utilize his non attack moves. However, Scarmiglione was meaning to attack anyway and charges straight forwards with a Drain Punch. He manages to score some nice damage, but Eoleo braces the hit quite well and remains at respectable health.

    Deciding that his bulging muscles were not nearly large enough, Eoleo decides to Bulk up in order to beef up his attack and defense stats. Scarmiglione is only further angered, so angry in fact that he is unable to relax and chill. As a result, he spends the round cursing at his opponent instead of doing anything productive.

    Eoleo is tired of waiting around for the right opportunity and strikes with a mighty Waterfall. The raging waters take off a chunk of Scarmiglione's health, sending the fiend back into a wall. Scarmiglione responds by using the bit of energy he has left to Drain Punch, but because of Eoleo's new beefyness, he does less damage than he did previously. Eoleo gives a pirate's chuckle while Scarmiglione looks exhausted.

    Damage and Energy (open)
    Scarmiglione:
    Drain Punch: 14 Damage, 7 Healed, 11 Energy
    Drain Punch: 13 Damage, 7 Healed, 11 Energy

    Eoleo:
    Taunt: 10 Energy
    Bulk Up:6 Energy
    Waterfall: 16 Damage, 5 Energy


    End of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 41
    Energy: 3
    Stats/Status:n/a
    Other:Taunted (3a)

    vs

    [​IMG]
    Arghonaut (Eoleo)(M)
    5/3/2/4/75
    Hp: 83
    Energy: 79
    Stats/Status:+1 Attack, +1 Defense
    Other:n/a



    Scarmiglione may not have taken much damage, but that lack of energy is really hurting. The mysterious presence still lurks in the room, waiting for the opportune moment to interfere...

    Battle Order:
    Arcanite Orders
    Son of Shadoo orders
    I ref
  18. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    Ok Scarmiglione, Start off with a Chill, then go for a Sand Tomb. Then Try a Shadow Punch.
  19. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    PUNISH HIM!

    Smokescreen >>> Waterfall >>> Ice Punch
  20. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    Start of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: 41
    Energy: 3
    Stats/Status: -1 accuracy
    Other:Taunted (3a)

    vs

    [​IMG]
    Arghonaut (Eoleo)(M)
    5/3/2/4/75
    Hp: 83
    Energy: 79
    Stats/Status:+1 Attack, +1 Defense
    Other:n/a


    Eoleo is utterly amused at the hopeless situation of his opponent. To tired to even move, and to angry to relax, it appears Scarmiglione is stuck between a rock and a hard place. The Ghostly ghoul can only watch as Eoleo sets up a Smokescreen, as if to ridicule his opponent's situation. The cloud of smoke enter Scamiglione's lone eye and partially blind him. Not that it matter much though, since even with all his effort, he is unable to fire off a sand tomb at his opponent and nearly collapses when trying.

    Eoleo gives out another deep laugh, enjoying his opponents suffering. Perhaps this is revenge for fainting his friend, or perhaps Eoleo is merely a sadistic pokemon who loves the pain of others. Either way, Eoleo decides he has had enough entertainment and decides to finish it. He charges forward, drawing the water around him as he moves, and unleashes a mighty Waterfall. Scamiglione can barely stand from the impact, despite still having a decent chunk of health.

    All of a sudden, in idea enters Scamiglione's head. Instead of relying on deadly sands, he utilizes the element he most comfortable with: ghost. With the last of his energy, he attacks with a Shadow Punch, surprising his opponent. However, the attack eats up the last of the fiend's energy, forcing it to fall to the ground defeated.
    The mysterious presence still lurks, still deciding when to strike.
    Damage and Energy (open)

    Scarmiglione:
    Shadow Punch: 11 Damage, 3 Energy
    Eoleo:
    Smoke Screen: 4 Energy
    Waterfall: 16 Damage, 5 Energy

    Start of Round (open)
    [​IMG]
    Revenankh (M) Scarmiglione
    5/3/3/4/56
    Hp: KO
    Energy: KO
    Stats/Status:n/a
    Other:n/a

    vs

    [​IMG]
    Arghonaut (Eoleo)(M)
    5/3/2/4/75
    Hp: 72
    Energy: 70
    Stats/Status:n/a
    Other:n/a


    Eoleo's boosts wear off, but he still stands triumphant over his defeated foe.

    Battle Order:
    Arcanite sends out his next pokemon
    Son of Shadoo orders
    Arcanite orders
    I ref
  21. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Since he has no energy, shouldn't he just faint now? Arcanite, I think this makes up for earlier hax...

    Chill >>> Bulk Up >>> Waterfall if he isn't actually fainted.
  22. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    Why didn't I chill and then sand tomb? (Therefore I shouldn't be dead yet. However, if i do have 0 energy, I should faint)
  23. rewindman

    rewindman

    Joined:
    Apr 18, 2008
    Messages:
    822
    You didn't chill because you were taunted, which prevents any action that is not an attacking move. (It's a pretty interesting win condition, taunting a pokemon with low energy pretty much guarantees it is going to be knocked out)
    And yes, It should have fainted, fixing that now
  24. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    You're up Cagnazzo!
  25. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Eoleo, stay in. You got this.

    Taunt >>> 25% Sub >>> Cross Chop
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