deadfox081 VS Flamestrike (reffed by Romeert, but no one cares about that...)

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Welcome one and all! Today, we have a match between deadfox081 and Flamestrike! (In case you missed the title) Here are the rules to this battle!

3 vs 3 Singles Battle
48 hr DQ time
2 recovery, 5 chills

Arena: Riverside

This battle is taking place alongside a river in the Hoen region. It's not a raging river but there is a noticeable flow to carry a pokemon at higher than normal speed along it. The east side of the river is a grassy area, about 2 inches high and with three medium sized rocks scattered around it. The rocks are big enough to hide behind but also small enough to be broken by a strong enough attack. The west side is the beginning of a dense, dark forest. Even the bravest of pokemon would be wary on entering it considering what could be lurking within.

Switch = KO
All abilities
No items

Okay then without any further ado, here are the Pokemon that will be competing tonight!

deadfox081



Magnemite* [Shocta]
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 80
Atk: * (-1)
Def: ***
SpA: **** (+1)
SpD: **
Spe: 45

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

Abilities:

Magnet Pull: (Can be activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Surdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Attacks:
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
SonicBoom (*)
Thunder Wave (*)
Spark (*)
Rain Dance (*)
Protect (*)
Explosion (*)
Magnet Bomb (*)
Discharge (*)
Magnet Rise (*)



Horsea* [Dreeko] (F)
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: Water
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).

Stats:
HP: 90
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)

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

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.

Attacks:
Bubble (*)
Smokescreen (*)
Leer (*)
Water Gun (*)
Focus Energy (*)
Bubblebeam (*)
Agility (*)
Scald (*)
Dive (*)
Rain Dance (*)
Aurora Beam (*)
Dragonbreath (*)
Signal Beam (*)



Litwick* [Flicka] (M)
Nature: Timid (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 Attack)

Type: Ghost/Fire
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.)
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).

Stats:

HP: 90
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)

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

Abilities:

Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Haze (*)
Acid Armor (*)
Heat Wave (*)
Energy Ball (*)
Attract (*)
Theif (*)


Flamestrike


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: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 (31 / 1.15v)

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

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

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

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


Monohm - Shockstrike (M)
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.

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

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

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

Heal Bell
Hydro Pump
Magnet Rise

Thunderbolt
Dragon Pulse
Volt Change


Magby - Flamestrike (M)
Nature: Quiet (Adds * to Special 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: Fire
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:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 72 (83/1.15)

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

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Confuse Ray

Cross Chop
Mach Punch
ThunderPunch

Psychic
Will-O-Wisp
Protect


1. Deadfox posts their first Pokemon.
2. Flamesike sends out their POkemon and their actions for the round.
3. Deadfox sends their actions for the round.
4. The Round is reffed and the order of 6 and 7 alternate each round until completion.

Now, let's get this battle started!
 
Brandon arrived at the riverside, seeing his opponent, deadfox, nearby. Flamestrike, following behind as usual, wanted to jump into the action, but stopped short, expecting Brandon to stop him like he had in the past. When Brandon didn't make a motion, he turned around inquisitively. "Yes Flamestrike, you get to fight today! Go in there and make me proud!" Cheering, the Magby ran in to face deadfox's Magnemite. "Alright Flamestrike, we have a type advantage but that's no reason to get cocky! Start us off by using a Mach Punch to get close, then burn it with a Will-O-Wisp! Finish off with a powerful Fire Punch!"

Summary:
Mach Punch -> Will-O-Wisp -> Fire Punch
 
Alright Shocta, I know you're not scared of that fire. But, uh, just in case start off with a Rain Dance to weaken those flaming attacks. Then Protect yourself from that attempted burn, and finish off but Discharging all your built up electric energy, hopefully paralyzing the fiery duck thing (?) while he is up nice and close to you.

Rain Dance > Protect > Discharge
 
It seems that both of the trainers and their Pokemon are pumped up for this match, so let's start!


Magnemite* [Shocta]
Nature: Modest
Health: 80
Energy: 100%
Boosts: None
Other: None


Magby - Flamestrike (M)
Nature: Quiet
Health: 90
Energy: 100%
Boosts: None
Other: None

Both Pokemon stare each other down on the east side of the river, even if Shocta does so with only one eye. Flamestrike makes the first move by throwing a quick punch at his opponent, starting things off.(5D/3E) Magnemite isn't too hurt, though and begins to do some sort Rain Dance.(10E) How he does this without legs or arms I don't know. The dance has made rain begin to fall from the sky, which really seems to annoy Flamestrike.

To show just how angry he is at Shocta, he lets loose a firey Will-O-Wisp(6E) to give Shocta a nasty burn. If it hit, that is, but Shocta saw this coming somehow and protects himself from the attack, without even having to use one of the nearby rocks.(7E)

This dosn't make Fireblast any less angry and he looses control, swing a flaming punch at Shocta, which would have been better if the pounding rain wasn't there.(9D/5E) Shocta chooses to go on the offensive, by discharging some of his electrical at Fireblast. That attack was so powerful that it crashed the Magby into one of the rocks on the field, braking it dealing an extraordinary amount of damage to Fireblast.(17D/5E,Crit) The blow must have really surprised Fireblast, because he seems to be paralyzed as well.

Things are looking pretty even. Shocta's lower on health, but Flamestrike is paralyzed and has a disadvantage in the rain. Only time will tell what happens next!

Field Effects:
Rain is pouring down on the field. This will last for 4 more rounds.


Magnemite* [Shocta]
Nature: Modest
Health: 66
Energy: 77%
Boosts: None
Other: None


Magby - Flamestrike (M)
Nature: Quiet
Health: 73
Energy: 84%
Boosts: None
Other: 20% Paralysis

Deadfox, your orders please!

P.S: D=Damage and E=Energy, just to let you know. Good luck to both of you! :)
 
Alright Shocta, well done. We used a bit of energy that round but it got the desired results. Lets use our new speed advantage to weaken him, then go for some heavy damage.

Metal Sound > Discharge > Discharge
 
Brandon cringed as he saw the damage that Discharge did, and the paralysis didn't help matters either. "OK Flamestrike, we're at a disadvantage but let's see how he likes dealing with status. Start with a Confuse Ray, then follow up with a Will-O-Wisp. Finish off with a Cross Chop! If you get fully paralyzed, then don't skip the action, repeat it the following turn then go with whatever came next if you need to!"

Summary:
Confuse Ray -> Will-O-Wisp -> Cross Chop
If parahaxed do not skip action, delay the queue instead
 
And we're back!


Magnemite* [Shocta]
Nature: Modest
Health: 66
Energy: 77%
Boosts: None
Other: None


Magby - Flamestrike (M)
Nature: Quiet
Health: 73
Energy: 84%
Boosts: None
Other: 20% Paralysis

Shocta, thanks to Flamestrike's paralysis, goes first and emits some sort of Metal Noise(6E), not only lowering Flamstrike's special defense two stages, but also breaking my eardrums in the process! Flamestrike dosn't like that at all, and goes on the defensive by making a confusing ray, headed straight for Shocta!(5E)

It hits, and Shocta is intensely confused, even ending up hitting itself!(1D) Fortunantly for Shocta, he does very little damage, probably because he has no limbs to hit himself with. Flamestrike takes advantage of this and tries to burn Shocta with a Will-o-Wisp(6E), which, even with the rain falling down on the arena, works! Shocta now has a 2nd degree burn, but that's not going to make it give up!

Shocta is now ready to do some actual damage, unleashing another devestating Discharge at Flamestrike(17D/5E), but Shocta's new burn is already beginning to hurt it. Flamestrike has finally had enough and Cross Chops Shocta, landing a hit right on the eye and knocking it even closer to the river, which is beginning to fill with rain. (15D/7E,Crit) Only time will tell what happens next, so stayed tuned to find out!

Field Effects:
Rain is pouring down on the field. This will last for 3 more rounds. The river is getting filled with rain.


Magnemite* [Shocta]
Nature: Modest
Health: 50
Energy: 66%
Boosts: None
Other: Confused(2 more actions), 2nd degree burn


Magby - Flamestrike (M)
Nature: Quiet
Health: 58
Energy: 68%
Boosts: -1 SpD
Other: 15% Paralysis

Flamestrike, you're up!
 
Don't forget that the level of paralysis decreases by 5% every round! Also a minor nitpick but when a move shares the same type as the user it uses 1 less energy, so in this case Will-O-Wisp and Discharge should be using less energy. Great reffing though!

"Ok Flamestrike, I know it's tough but keep at it! Lead off with a Cross Chop, then go for a Fire Punch! He won't be confused anymore by this point, so finish off with another Confuse Ray! If he tries to Protect against your Confuse Ray, use Cross Chop instead to make him waste extra energy!"

Summary:
Cross Chop -> Fire Punch -> Confuse Ray
Replace third action with Cross Chop if he uses Protect
 
Alrighty Shocta, this confusion could leave us in trouble, but we can fight through it. Start with a Discharge, then hit him with a Magnet Bomb and finally try for another Metal Sound. (Short and boring as I am on mobile)
 

Magnemite* [Shocta]
Nature: Modest
Health: 50
Energy: 66%
Boosts: None
Other: Confused(2 more actions), 2nd degree burn


Magby - Flamestrike (M)
Nature: Quiet
Health: 58
Energy: 68%
Boosts: -1 SpD
Other: 15% Paralysis

Welcome back! The round starts off with Shocta using, once again, Discharge! (13D/5E) It may be unoriginal but it is efficent, continuing to give out some decent damage to Flamestrike. This Magby isn't going to take this sitting down and attacks with another precisely hit Cross Chop, crashing Shocta into the ground.(18D/7E, Crit)

Shocta is so upset about getting hit by another critical that it dosn't attack, it just hits itself in its frustration.(1D) It might not do alot, but it's burn is still hurting it on top of that, so it can't be feeling to good. Flamestrike is looking quite pleased and aims a fire punch at his target, but he gets Paralyzed instead!

Shocta is finally back in the game, snapping out of its confusion and preparing some payback for those to crits. Unfortunantly for Shocta, the confusion hasn't completely gone away and it uses its Metal Sound attack, but at a rock! Thankfully, the rock isn't injured, but Flamestrike isn't effected, either.(5E) Flamestrike decides to keep the hax coming by severely confusing Shocta. Will this effect the outcome of the match? The only way to find out is to stay tuned!

Field Effects:
Rain is pouring down on the field. This will last for 2 more rounds. The river is getting filled with rain.


Magnemite* [Shocta]
Nature: Modest
Health: 25
Energy: 46%
Boosts: None
Other: Confused(3 more actions), 2nd degree burn


Magby - Flamestrike (M)
Nature: Quiet
Health: 45
Energy: 56%
Boosts: None
Other: 10% Paralysis
 
Ok Shocta, you're not done for yet. I want you to start with a Magnet Bomb, followed by another Discharge as they seem to be working so well, and finally another Magnet Bomb. We can win this, I believe in you! [/blind optimism]
 
A move doesn't use the extra energy for consecutive use if it's used action 3 of a round then action 1 of the following round (at least that's what I'm told on IRC) so Discharge should only have used up 5 energy and Cross Chop should only have used 7. Whee nitpicking!

"Alright Flamestrike, there isn't much left to do but finish him off! Go for a Cross Chop, then a Fire Punch, then finish off with another Cross Chop!"

Summary:
Cross Chop -> Fire Punch -> Cross Chop
 
We now return you to your battle, already in progress.



Magnemite* [Shocta]
Nature: Modest
Health: 25
Energy: 46%
Boosts: None
Other: Confused(3 more actions), 2nd degree burn

Magby - Flamestrike (M)
Nature: Quiet
Health: 45
Energy: 56%
Boosts: None
Other: 10% Paralysis

Shocta starts again by attacking with all it's might...attacking itself, that is. Yes, the once again confused Pokemon continues to hurt itself with its non-existent arms.(1D) Flamestrike takes the opportunity to Cross Chop its opponent, just about finishing Shocta.(14D/6E)

Shocta has nearly lost consiosness, but it dosn't give up, discharging all of its remaining power directly at Flamestrike, knocking down the Live Coal Pokemon(yes, that's its species name), but not defeating it. Flamestrike slowly gets back on its feet and charges at Shocta, with his flaming fist swing in the air. He runs up and fire punches shocta as hard as he can, and, even with the rain weakening his strength, KOs his opponent.


Field Effects:
Rain is pouring down on the field. This will last for 2 more rounds. The river is getting filled with rain.




Magby - Flamestrike (M)
Nature: Quiet
Health: 28
Energy: 42%
Boosts: None
Other: 5% Paralysis

Deadfox, please send out your next Pokemon!
 
Don't forget, -5% paralysis ;)

"Ok, status has worked out well for us so far, so let's keep at it! Lead off with a Confuse Ray, then try to burn it with a Will-O-Wisp! Finally hit it with a ThunderPunch! If either of your statuses fail, make sure to try them again until they work!"

Summary:
Confuse Ray -> Will-O-Wisp -> ThunderPunch
If either of the statuses fail delay the queue and try again
 
Ok Dreeko, your swift swim ability can more than make use of the rain and that swelling river. Start off with a stab, rain boosted, super effective Bubblebeam to hopefully knock him out. If he manages to survive then use your Agility to avoid that burn at all costs then finish off with another Bubblebeam. It's time to avenge our dear friend Shocta
 

Horsea* [Dreeko] (F)
Nature: Hasty
Health: 90
Energy: 100%
Boosts: None
Other:Swift Swim is in effect

VS


Magby - Flamestrike (M)
Nature: Quiet
Health: 28
Energy: 42%
Boosts: None
Other: 5% Paralysis

Dreeko the Horsea is the replacement for Shocta, and she is raring and ready to go! She strikes first using a beam of... bubbles.(23D/4E) You can't get much more macho than that! It does work though, gaining water with the rain and dishing out a lot of damage to Flamestrike, who struggles to stay in battle.

That really rains on his parade. You get it? Because it's in rain and... never mind. Flamestrike ignores my terrible joke and uses a confuse ray attack at Dreeko, confusing her, but only slightly.(5E) Dreeko is confused, but tries to dodge the upcoming attack by increasing her Agility and getting out of there,(7E) which does increase her speed, but when you don't have legs, it's still hard to gracefully dodge around attacks. Flamestrike Will-o-Wisps his target, even when she makes an attempt to flop away from the attack.(7E)

Dreeko is now both burned and confused, but she still manages deliver another Bubblebeam to her opponent,(23D,4E) finishing Flamestrike. The Magby falls to the ground. It looks like all of the water and rain was too much for him. He did burn Dreeko, however, which begins to hurt her. He also confused her, but I think that she's all good now.

In the terms of remaining Pokemon, its an even 50/50. Can either trainer take the lead?

Field Effects:
The river is flooded with rain.




Horsea* [Dreeko] (F)
Nature: Hasty
Health: 88
Energy: 85%
Boosts: +2 Speed
Other: 2nd degree burn

Flamestrike, please send out your next Pokemon!
 
Brandon withdrew Flamestrike. "Great job for your first battle, weather disadvantage and all!" Looking back to the field, he considered who to send out next. Shockstrike and Seedstrike both had a good matchup against Horsea, but his last was a Litwick, something he would need Shockstrike for. He made up his mind. "Go, Seedstrike!"
 
I kind of thought it was explicit that Dreeko would be in the river, hence using agility.. Maybe my fault for not saying it. Anyway I want him to be in the river now so if its necessary to use an action to do so then I will. Otherwise Dreeko should use his first action to Aurora Beam his burn in an attempt to heal it. Then I want him to fire off a signal beam then an Aurora been at seedstrike. Should seedstrike use leech seed at any stage then I want Dreeko to blow the seeds out of mid air with water gun.

Edit: haha, probably should have known my own poke was a girl...
 
Rain should be over, you posted "rain is on for 2 more rounds" twice.

"Alright Seedstrike, since he doesn't seem to plan on letting you play defensively let's go on all-out offense! Start off with a Seed Bomb, then use Swords Dance. Finish off with another Seed Bomb!"

Summary:
Seed Bomb -> Swords Dance -> Seed Bomb
 

Horsea* [Dreeko] (F)
Nature: Hasty
Health: 88
Energy: 85%
Boosts: +2 Speed
Other: 2nd degree burn

VS


Turtwig(*) - Seedstrike (M)
Nature: Brave
Health: 90
Energy: 100%
Boosts: None
Other: None

We're back, and Dreeko begins by hopping into the raging, flooding river. Even with the current, however, she manages to swim just fine and continues on to heal herself of her burn by icing it with an aurora beam.(4E) Seedstrike takes this as an opportunity to deal some more damage and throws a seed bomb at Dreeko.(21D/4E)

Dreeko takes quite the hit, but responds with another beam, but his one isn't made of ice, it's made of signals, if that makes any sense.(15D/6E) Seedstrike responds by doing a swords dance.(6E) A dance? in the middle of combat? Signal beam might have not confused him, but I'm beginning to become confused myself. The dance does boost his attack, but man does it look silly.

Dreeko dosn't like Seedstrike getting a boost and unleashes another aurora beam at it, which not only does damage, but also lowers it's attack one stage!(13D/4E) I don't exactly know how that works, but my guess is that Seedstrike got distracted by all of the pretty colours and his offense was lowered because of it. Seedstrike msy have only a slight boost, but he throws another seed bomb at Dreeko.(23D/4E) It hits, and Dreeko is really in trouble, with nearly half of her health remaining. Anything can happen, though, so let's see if she can manage to make a comeback!

Field Effects:
The river is flooded with rain.

Horsea* [Dreeko] (F)
Nature: Hasty
Health: 34
Energy: 71%
Boosts: +1 Speed
Other:none

VS


Turtwig(*) - Seedstrike (M)
Nature: Brave
Health: 62
Energy: 86%
Boosts: +1 Attack
Other: None
 

Seven Deadly Sins

~hallelujah~
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Just saying...

http://www.mayoclinic.com/health/first-aid-burns/FA00022

Caution: Don't use ice. Putting ice directly on a burn can cause a burn victim's body to become too cold and cause further damage to the wound.
If anything, the Aurora Beam should turn it into a third degree burn.

In addition to that, the Seed Bomb miss isn't exactly kosher. You can't just make a 100% accurate move miss because of a speed boost or swimming or something. It doesn't get an accuracy check without +evasion or -accuracy. That's not how it works. I highly suggest you change the results of the last round to reflect reality.
 
The burn being healed I can live with (though it still makes no sense, freezing something doesn't help a burn :/), but 100% accurate attacks normally don't miss unless the opponent makes an effort to dodge them, which he didn't. I know he has the speed boost and everything, but with the current mechanics that doesn't give passive evasion; unless a dodge is commanded a 100% move should hit. I'm really sorry that I keep on commenting on things like this, but it's a pretty big deal when I'm losing 20-some damage. You should probably check with other people (ask head ref Flora or come to #capasb on IRC and ask) before doing something like that to see if it makes sense/is ok. Really sorry for the trouble.

"Ok Seedstrike, let's keep up the assault! Lead off with another Seed Bomb, then go for another Swords Dance to prepare for next round before hopefully finishing this with a final Seed Bomb!"

Summary:
Seed Bomb -> Swords Dance -> Seed Bomb
 
My theory behind the burn was like applying a cold compress, but I am completely new at this and just trying out ideas. Would Water Gun work better in future? (As in running a burn under cold water?) Anyway back to the good stuff.

Dreeko, we're in trouble here, but at the very least we can use our speed advantage to do some damage on the way out. We should be able to take that first Seed Bomb, thanks to the last Aurora Beam lowering his attack. So start of with what can do the most damage to him in a Signal Beam! The follow up with an Aurora Beam while he dances and finally another Signal Beam on what is likely to be your last action. You've done well girl.

Summary
Signal Beam > Aurora Beam > Signal Beam
 
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