Battle! Flamestrike vs Darkslay (ref: Zarator)

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2v2 Doubles
DQ time: 3 days (5 days for the ref)
Restricted moves: 2 recovery moves/5 chills
Arena: Glass Palace

You are cordially invited to one of the most prestigious palaces in the entire world for a Pokemon battle! This rather large glass palace is constructed of - you guessed it - 100% glass! The palace features a grand battle arena comprised of hard, but malleable dirt. The owners of the palace, your hosts, politely warn the battlers to not to use seismic Ground moves or any move involving throwing Rocks, lest the very expensive palace were to break and fall onto everyone! Also, they suggest that there be no Hail or Sandstorms within the building. There are small fountains surrounding the arena, providing a water source for Water Pokemon and water-based attacks, but not enough for a Surf.

SUMMARY: Dig and other Ground moves allowed, EQ / Magnitude / Earth Power is not allowed. No Rock Throw, Rock Slide, or Stone Edge. No Hail or Sandstorm. Constant water source, but no Surf.

Two Abilities
No Items

Darkslay sends out Lumber the Gurdurr and Jacksaw the Scyther!




Gurdurr
[Lumber] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)

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

Stats:

HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40

EC: 6 / 9
MC: 0
DC: 2 / 5

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.
Sheer Force: (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.
Iron Fist (DW): (Innate) This 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)

Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Focus Punch
Hammer Arm

Drain Punch (*)
Mach Punch (*)
Detect (*)

Bulk Up (*)
Rock Slide (*)
Payback (*)



Scyther
[Jacksaw] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)

Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105

EC: 3 / 6
MC: 1
DC: 2 / 5

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).
Inner Focus (DW): (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.

Attacks:
Vacuum Wave (*)
Quick Attack (*)
Leer (*)
Focus Energy (*)
Double Team (*)
Pursuit (*)
False Swipe (*)
Agility (*)
Wing Attack (*)
Fury Cutter (*)
Swords Dance

Baton Pass (*)
Reversal (*)
Night Slash(*)

Acrobatics (*)
X-Scissor (*)
Brick Break (*)


Flamestrike answers with Seedstrike the Turtwig and Shadowstrike the Golett!


Turtwig(*) Seedstrike (M)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 90
Atk: **** (+)
Def: ***
SpA: **
SpD: **
Spe: 26 (31 / 1.15v)

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

Attacks:
Tackle(*)
Withdraw(*)
Absorb(*)
Razor Leaf(*)
Curse(*)
Bite(*)
Mega Drain(*)

Growth(*)
Seed Bomb(*)
Superpower(*)

Protect(*)
Swords Dance(*)
Substitute(*)



Golett(*) Shadowstrike(U)
Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have 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). (Gengar line and pure Ghosts only: moving through walls.)

Abilities:
Iron Fist: (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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (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.

Stats:

HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)

Rock Slide(*)
Return(*)
Rock Polish(*)


Flamestrike goes first now.

Battle on, heroes!
 
Brandon approached the Glass Palace, wondering who would be insane enough to allow Pokemon battles in there. Sure, they banned (most) moves that could break the glass, but still. As he walked in, he greeted his opponent. He knew he was outmatched; his opponent was preparing for a prestigious tournament, while he had only just gotten his first Pokemon. Thankfully, he no longer had to deal with the rules of the Nuzlocke Challenge, so at least if his Pokemon fainted he wouldn't lose them permanently.

He selected Seedstrike first, knowing it was the only Pokemon unaffected by the rules of this arena. For his second Pokemon, he deliberated. Both of his remaining Pokemon would be unable to use some of their strongest attacks. He eventually decided on Shadowstrike; with its Iron Fist its punching attacks would be much more effective. As he sent his Pokemon out DarkSlay did the same; a Scyther and a Gurdurr.

"Shit, that Scyther is going to be tough to beat without Rock-type attacks. Seedstrike, you can't really hurt it so try to survive as long as you can. Start with a Protect, then make a Substitute with 20 HP. Finally, Curse to boost your defense for next turn and maybe be able to do some damage. Shadowstrike, hit Scyther with a Shadow Punch, then a Mega Punch, then finally Rock Polish in preparation for next turn (it's technically a Rock-type move but since it doesn't involve tossing rocks around I'm hoping it's legal, if not then Shadow Punch Scyther again)

Summary:
Seedstrike: Protect -> Substitute (20HP) -> Curse
Shadowstrike: Shadow Punch (Scyther) -> Mega Punch (Scyther) -> Rock Polish if legal otherwise Shadow Punch (Scyther)
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
All right, boys, let's start this one off right. Looks like we don't have a slouch for an opponent, so we need to work around his games a bit.

Ripjack, I want you to start off the match with a Swords Dance! Sharpen your scythes with that and anticipate the Protect. After that, fire off a strong Acrobatics attack right at Seedstrike! Finish off the round with an X-Scissor to smack Seedstrike with!

Lumber, you're the muscle of the group, so I want you to take a turn to set up some huge damage! Bulk Up on the first turn. Then fire off a boosted Focus Punch at Seedstrike to break that Substitute! Finish it off with a boosted Hammer Arm at Seedstrike! That should KO it!

So:
Ripjack: Swords Dance -> Acrobatics (Seedstrike) -> X-Scissor (Seedstrike)
Lumber: Bulk Up -> Focus Punch (Seedstrike) -> Hammer Arm (Seedstrike)
 
Round 1


HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40

Energy: 100
Status: None


HP: 90
Atk: **** (+)
Def: ***
SpA: **
SpD: **
Spe: 26 (31 / 1.15v)

Energy: 100
Status: None

HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105

Energy: 100
Status: None

HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

Energy: 100
Status: None
Round 1 begins!

Welcome to the Glass Palace, ladies and gentlemen! A blinding light shines upon the infinite crystal surfaces - an amazing show, to say the least! But let's come to our contenders. Flamestrike is a new sight of the ASB, and is eager to collect an early victory against the well-known Darkslay. The former decides to trust his cheerful Seedstrike and his enigmatic Shadowstrike, whereas the latter put his hopes into the mighty Lumber and the nimble Jacksaw. This will surely be an interesting battle to watch...

Ready, fight!

Darkslay's squad doesn't go on all-out offense yet, apparently. Jacksaw takes time to sharpen his claws, while Lumber stiffens up - ready to muscle through the opposition! Seedstrike readily hides in his shell, in the hopes of avoiding the Scyther's lethal slashes. Shadowstrike picks up the slack, and mashes into Jacksaw with a mighty punch - imbued into shadowy energies!

Oh boy, the battle is heating up! Jacksaw dashes towards Seedstrike with nimble reflexes and plows through him with painful efficiency. Lumber instead opts for a different approach, and concentrates his energies in a red glowing aura, ready to strike his opponent! Frightened by the ferocity of his enemies, Seedstrike quickly conjures a doll with his shape (tapping into his life energies to give it semblance of life) to hide behind it. Shadowstrike, who doesn't share the cowardy of his mate, smashes the Scyther again with his mighty fist. Speaking of mighty fists, however, the Golett's power pales in comparison to the devastating blow Lumber finally lays down on Seedstrike, destroying his substitute like it was made of sand!

Jacksaw thanks his pal and exploits the opening, piercing into the poor turtle with his claws. Lumber seconds his mate and mauls Seedstrike with violence, making the Glass Palace almost tremble! The offense proves to be too much for the Turtwig, who faints on the hit almost instantly. Shadowstrike, unphazed by the immediate disadvantage, takes time to sharpen his armor, making himself more agile.


HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40

Energy: 79
Status: None


HP: 0
Atk: **** (+)
Def: ***
SpA: **
SpD: **
Spe: 26 (31 / 1.15v)

Energy: N/A
Status: Knocked Out

HP: 75
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105

Energy: 82
Status: +1 Attack

HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

Energy: 84
Status: +2 Speed​
Swords Dance: +2 Attack, 7 energy
Bulk Up: +1 Attack, +1 Defense, 6 energy
Protect: 7 energy
Shadow Punch: 6 [AP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Iron Fist] = 13 damage, 3 energy
---------------------------------------------------
Acrobatics: (11 [AP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 + 3 [Stage Dif] = 29 damage, 6 energy
Substitute: 20 HP, 17 energy
Mega Punch: 8 [AP] + 1.5 [Stat Dif] + 2 [Iron Fist] = 12 damage, 6 energy
Focus Punch: 15 [AP] + 3 [STAB] + 3 [Stat Dif] + 1.5 [Stage Dif] = 23 damage, 8 energy
---------------------------------------------------
X-Scissor: (8 [AP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 + 3 [Stage Dif] = 24 damage, 5 energy
Hammer Arm: 10 [AP] + 3 [STAB] + 3 [Stat Dif] + 1.5 [Stage Dif] = 18 damage, 6 energy
Rock Polish: +2 Speed, 7 energy

Darkslay goes first now.​
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Good work team! That's what I like to call dedication. Jacksaw and Lumber, it's not over yet: Shadowstrike still remains! We need to KO this ghostie before he stirs up too much trouble.

Jacksaw, we need to remain on the offensive here! Use a boosted Night Slash to hit Shadowstrike for good damage! Then nail it with some more flashy Acrobatics! Finally, finish up the round with Night Slash again! IF HE TRIES TO ESCAPE FOR AN ACTION: Replace the action (in the same turn as the escape) with Pursuit! That should cause some nasty damage while also keeping it close for Lumber and yourself as you catch it before it runs!

Lumber, Shadowstrike is now faster than you, so start off the round with a mighty Payback! Then, take a nasty look at Shadowstrike with a Leer: that will definitely come in handy for both of you two. Finally, smash it again with Payback!

So:
Jacksaw: Night Slash -> Acrobatics -> Night Slash
IF ESCAPE
Replace action with Pursuit

Lumber: Payback -> Leer -> Payback
 
Brandon withdrew Seedstrike, annoyed at his mistakes. "Sorry Seedstrike, you did great," he said quietly to his Turtwig's Pokeball. Turning back to the field, he knew that the match was already almost over. But he wouldn't go down without a fight. "Alright Shadowstrike, you're on your own. That Rock Polish boost wasn't the best idea, but let's make the most of it by using Iron Defense before Gurdurr can Payback you. Next, Shadow Punch Scyther, then follow it up with a Mega Punch, also on Scyther. We may not win this, but maybe we can at least get a KO."

Summary:
Iron Defense -> Shadow Punch(Scyther) -> Mega Punch(Scyther)
 
Round 2


HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40

Energy: 79
Status: -1 Speed


HP: 75
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105

Energy: 82
Status: +1 Attack

HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

Energy: 84
Status: +2 Speed
Round 2 begins!

The situation looks dire for Shadowstrike, now. His trainer gives him words of encouragement, but will them be enough to spur him to beat his two fierce opponents alone?

Jacksaw doesn't lose time and dashes forward at blinding speed, slashing him with his claws veiled into a sinister aura. Shadowstrike opts for polishing even more his gear, turning his armor into an impregnable fortress. However, Lumber makes him pay for his careful attitude, and after charging himself with dark energy, slams into him with violence. Despite the resistance of the Golett's battlegear, the hit is still painful for him to endure.

The Scyther sure doesn't look to slow down at all. Another swift ace and he plows into Golett's defenses like a cutter through parchment. This time Shadowstrike decides to punish Jacksaw's assault with his mighty fist. The mantis backs off a little, but only to leave room for his fighting mate. Lumber however doesn't attack immediately, and tries to bring the war on more psychological grounds. With a threatening gaze, he manages to lower Shadowstrike's resolve.

Jacksaw promptly greets the Gurdurr's help and turns back to offense with another nimble charge, which allow his claws to plow once more into the Golett's armor. Shadowstrike desperately attempts to react with another brutal punch right to the Scyther's face, but Lumber leaves him no rest, and takes again revenge upon him for his attacks, bashing him with black powers. Shadowstrike surely can't stand up to this onslaught for much more time...

HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40

Energy: 59
Status: None


HP: 50
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105

Energy: 62
Status: None​

HP: 8
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

Energy: 68
Status: +1 Speed​


Calculations:
About how to interpret speed boosts - the CAP Audit Thread says: "When a Pokemon's speed is boosted, they will do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed". Now, since I don't have any quantification on how to interpret this, I'm going with the in-game usual effect. I don't want to influence the battle too much with personal calls of mine. Anyway, I posted the issue in the Ref thread to see if something can be done about it.
-------------------------------------------------------------
Night Slash: (7 [AP] + 4.5 [Stat Dif]) * 1.5 + 1.5 [Stage Dif] = 19 damage, 5 energy
Iron Defense: +2 Defense, 7 energy
Payback: (10 [AP] + 4.5 [Stat Dif]) * 1.5 - 3 [Stage Dif] = 19 damage, 6 energy
-------------------------------------------------------------
Acrobatics: 11 [AP] + 3 [STAB] + 4.5 [Stat Dif] - 1.5 [Stage Dif] = 17 damage, 6 energy
Shadow Punch: 6 [AP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Iron Fist] = 13 damage, 3 energy
Leer: -1 Defense, 4 energy
-------------------------------------------------------------
Night Slash: (7 [AP] + 4.5 [Stat Dif]) * 1.5 = 17 damage, 5+4 energy
Mega Punch: 8 [AP] + 1.5 [Stat Dif] + 2 [Iron Fist] = 12 damage, 6 energy
Payback: (10 [AP] + 4.5 [Stat Dif]) * 1.5 - 1.5 [Stage Dif] = 20 damage, 6+4 energy

Flamestrike goes first now.​
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Amazing job, you too! You both worked excellently!

Ripjack, use Acrobat to finish the job!

Lumber, chill like the cool bro you are.

So:

Ripjack: Acrobat -> Acrobat -> Acrobat

Lumber: Chill -> Chill -> Chill
 
Round 3


HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40

Energy: 59
Status: None


HP: 50
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105

Energy: 62
Status: None​

HP: 8
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

Energy: 68
Status: +1 Speed
Round 3 begins!

The light before sunset, I guess. Jacksaw leaps on Shadowstrike swiftly like a comet, dealing a fatal blow with his sharpened claws. The Golett attempts to react, but his core stops functioning, and the light into his eyes turns off. His trainer sadly calls him back off and gives up.

Congratulations, Darkslay, on your success!
(please save me last recap with calculations I don't think anyone needs them right?)

Rewards:

Trainer Counters

Darkslay: 2
Flamestrike: 2

Pokémon Counters

Scyther: 1 MC, 1 EC, 1 DC, 1 KO
Gurdurr: 1 MC, 1 EC, 1 DC, 1 KO
Golett: 1 MC, 1 EC, 1 DC
Turtwig: 1 MC, 1 EC, 1 DC

Ref Counters

Zarator: 2


Epilogue
As Darkslay calls back his two Pokémon, a portal appears for the two contenders to leave the palace. Flamestrike goes first, a bit saddened by the defeat but confident that he still learnt many things from the battle. Darkslay is following him, but at a last time he turns back to thank the judge. The latter reply with an ominous smile.

"Don't worry, we shall meet again, Darkslay..."​
 
Ooh, ominous ending. GG DarkSlay, learned a few things that'll be good to know (*cough* substitute commands *cough*) so thanks. I will be back for a rematch though, and I'll be ready to win next time :P
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Great game Flamestrike. I have no doubt that you'll do great as you continue playing ASB: there's a lot of good moves that you made here, regardless of the outcome.

Thanks for reffing Zarator! Prompt as well, so props for that.
 
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