Deck Knight Vs Galladiator!

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#1
NUMBER OF POKEMON: 2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities

The ASB Tournament Arena

Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

Deck Knight's Team:

Steelix [Will Powers] (M)
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: Steel/Ground
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.
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.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (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.
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 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Knock Down
Sandstorm
Slam
Dragonbreath
Crunch
Sand Tomb
Iron Tail
Stone Edge

Rock Blast
Flail
Stealth Rock

Taunt
Earthquake
Dragon Tail
Explosion

Tournament additions:
Dig
Bide

Grotle [Rook] (M)

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: Grass
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:
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): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 31 (36 / 1.15v) (-)

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Sand Tomb
Superpower
Worry Seed

Toxic
Light Screen
Facade
Swords Dance

Tournament Additions:
Reflect


Galladiator's Team:


Gallade (*) [Roman] (M)

Nature: Adamant (increases Attack by *, decreases Sp. Attack by *)
Type:
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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. This speed boost is maintained at the end of each round.
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 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

EC: 9/9
MC: 4
DC: 5/5 (Unlocked)

Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Psycho Cut
Close Combat

Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)

Return (*)
Psychic (*)
Shadow Ball (*)


Croconaw (*) [Irwin] (M)

Nature: Jolly (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 Special Attack)
Type:
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).

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW) (Unlocked): (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 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 67 (58*1.15) (+)

EC: 6/9
MC: 3
DC: 5/5 (Unlocked)

Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch
Superpower

Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)

Waterfall (*)
Shadow Claw (*)
Return (*)


The RNG has decided that Deck will order first.

Good Luck Trainers!
 

Deck Knight

Tornadic Cyclohm
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#2
Alright Will Powers, this enemy isn't particularly prone to any of your effect attacks, so Sheer Force will be Deactivated.

You're far slower than Gallade so even if he tries to move about you'll act long after him, so begin with Taunt, then hit the field with Earthquake, and finish up with a second Earthquake.

If you are confused and hit yourself in confusion action, move your attacks down the queue.

Taunt ~ Earthquake ~ Earthquake.
IF confused + hit self in confusion, move actions down queue.
 
#3
Heh, good thing I won't be using Confuse Ray...

We'll have to focus if we want to stand a chance, Roman, so listen carefully! Start by using Will-o-Wisp to soften those Earthquakes, then hit it with two Close Combats!
 
#4

Will Powers (Steelix) (M)
HP: 100
Atk: 4
Def: 8
SpA: 2
SpD: 3
Spe: 26
Actions: Taunt~Earthquake~Earthquake

Roman (Gallade) (M)
HP: 100
Atk: 6
Def: 3
SpA: 2
SpD: 4
Spe: 80
Actions: Will-o-Wisp~Close Combat~Close Combat


And we are back for the third round of the First CAPASB Tournament! Only the elite are left...and then there's Galladiator, who hasn't had to complete a battle yet. He has finally got his wish to fight an opponent that will finish the fight, and it's none other than Deck Knight! Both battlers are fighting to win, but only one can walk out of here the victor. Galladiator kicks things off by sending out Roman the Gallade. Deck Knight counters by sending out Will Powers the Steelix.

Galladiator starts by ordering Roman to burn Will Powers with a Will-o-Wisp. Roman releases the ghostly-blue flames, and they drift towards Will, burning him. Will doesn't seem to bothered by the burn, and he begins to Taunt Roman. Roman becomes enraged by Will's tactics and is only focused on hurting Will.

Being an expert in hand-to-hand Combat. Roman rushes in Close and begins throwing punches and kicks with incredible ferocity. Will Powers is finally able to create some distance and creates a powerful Earthquake, rocking the field and throwing Roman off of his feet. As the first subsides, Will creates another Earthquake, further punishing Roman. Roman get's back up on his feet and continues to assault Will with another Close Combat.

Will-o-Wisp = [7 Energy]
Taunt = [10 Energy]

Close Combat - [12+3+(6-8)x1]x1.5 = [20 Damage] [7 Energy]
Earthquake - 10+3-3+(4-3)x1.5+1x1.5 = [13 Damage] [6 Energy]

Close Combat - [12+3+(6-8)x1]x1.5 = [20 Damage] [11 Energy]
Earthquake - 10+3-3+(4-3)x1.5+2x1.5 = [15 Damage] [10 Energy]



Will Powers (Steelix) (M)
HP: 54
Energy: 74
Stats: N/A
Status: Burned

Roman (Gallade) (M)
HP: 72
Energy: 75
Stats: -2 Def, -2 SpDef
Status: Taunted (4 Actions)

Galladiator, you're up.
 

Deck Knight

Tornadic Cyclohm
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#7
Taunt is six actions, so it's still in effect until the first action of the next round.

Well, we'll need to improvise a bit here. Dig to the water and get under it to avoid Gallade's physical attacks. Use Harden while underwater just where the ground and water meet at the bottom to flush your skin with water and heal off the burn. Finish up by slowly ascending out of the water and striking with Earthquake.

Will Powers: Dig to water ~ Harden underwater just above where the ground meets the water to heal burn and avoid Close Combat ~ Earthquake
 
#8

Will Powers (Steelix) (M)
HP: 54
Energy: 74
Stats: N/A
Status: Burned
Actions: Dig to water~Harden~Earthquake

Roman (Gallade) (M)
HP: 72
Energy: 75
Stats: -2 Def, -2 SpDef
Status: Taunted (4 Actions)
Actions: Leaf Blade~Close Combat~Leaf Blade

Roman's arm begins to glow Leaf-green, as he runs in and slashes at Will, using his arm like a Blade. Will Powers takes the hit with ease, then begins to Dig underground. Will finally rises out of the ground in the moat. Roman tries to reach Will, but is unable to get there in time. Will Powers then begins to re-Harden his skin, eliminating his burn. Will then climbs out of the moat and makes the ground shake with another Earthquake. Roman doesn't let up though, as he rushes in once again and slashes at Will with another Leaf Blade.

Leaf Blade - 9+3+(6-8)x1 = [10 Damage] [7 Energy]
Dig = [5 Energy]

Close Combat - Miss = [7 Energy]
Harden = [5 Energy]

Leaf Blade - 9+(6-8)x1-1x1.5 = [7 Damage] [7 Energy]
Earthquake - 10+3+(4-3)x1.5+2x1.5 = [18 Damage] [6 Energy]



Will Powers (Steelix) (M)
HP: 37
Energy: 58
Stats: +1 Def
Status: N/A

Roman (Gallade) (M)
HP: 54
Energy: 54
Stats: -1 Def, -1 SpDef
Status: Taunted (1 Actions)

Deck, you're up.
 

Deck Knight

Tornadic Cyclohm
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#9
How did Steelix act before Gallade on that last action? If it doesn't affect Leaf Blade hitting I suppose it doesn't matter, but it's rather important if it does lol.

In any case, Activate Sheer Force. TIME TO NUKE THE FIELD!

If Leaf Blade is still going to hit:

Shake up the arena with a powerful boosted Earthquake (Earthquake + Earthquake combination), then after cool down, end with Explosion.

If Gallade orders consecutive Close Combats starting from the first action, use Curse, then hold Gallade down with Crunch and crush him with Explosion.

Earthquake + Earthquake ~ cool down ~ Explosion
If Gallade orders Close Combat ~ Close Combat as first and second action, use Curse ~ Crunch + Explosion ~ cool down



If Leaf Blade doesn't hit:

Shake up the arena with a powerful boosted Earthquake (Earthquake + Earthquake combination), then after cool down, end with Explosion.

If Gallade orders consecutive Close Combats starting from the first action, use Bide.

Earthquake + Earthquake ~ cool down ~ Explosion
If Gallade orders Close Combat ~ Close Combat as first and second action, use Bide as your first action.
 
#10
I didn't know you could combo the same move twice...

This will be a bit tricky, Roman! Listen carefully, and we may be able to pull this out!

Let's start with a Close Combat, then Teleport directly over Steelix's head before landing a final Close Combat as you drop on top of it!

It's a bit risky, but if it works, we may have a shot at winning this one!
 
#11
Putting the Earthquake before the Leaf Blade was just for flavour purposes. In the Calcs, Leaf Blade was done before the final Earthquake. Also, I forgot that Stat boosts multipliers had changed to 1.75. It doesn't affect any of the previous Calcs, although I apparently ignored Harden with the final Leaf Blade Calc, so Will Powers will start with 2 more HP.


Will Powers (Steelix) (M)
HP: 39
Energy: 58
Stats: +1 Def
Status: N/A
Actions: Earthquake+Earthquake~Explosion

Roman (Gallade) (M)
HP: 54
Energy: 54
Stats: -1 Def, -1 SpDef
Status: Taunted (1 Actions)
Actions: Close Combat~Teleport~Close Combat


Roman keeps the pressure on Will Powers, rushing in once more for another Close Combat. He manages to hit, even doing critical damage. Will Powers seems unfazed by the assault and he begins to create two massive Earthquakes. The quakes finally subside and Roman crawls back to his feet. Roman then vanishes in the blink of an eye and Teleports on top of Will's head. Will is unable to shake him off, as Roman delivers countless shots to Will's head, knocking the Steelix out with a devastating Close Combat.

Close Combat - [12+3+3+(6-8)x1]x1.5-1x1.75 = [22 Damage] [7 Energy]
Earthquake+Earthquake - 10x2.25+3+(4-3)x1.5+2x1.75 = [31 Damage] [48 Energy]

Teleport = [13 Energy]

Close Combat - [12+3+(6-8)x1]x1.5-1x1.75 = [18 Damage] [7 Energy]



Will Powers (Steelix) (M)
HP: 0
Energy: 10
Stats: N/A
Status: KOed

Roman (Gallade) (M)
HP: 23
Energy: 27
Stats: -2 Def, -2 SpDef
Status: Incredibly Lucky

Deck sends out Rook, then Galladiator's actions.
 

Deck Knight

Tornadic Cyclohm
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#12
I send Rook, and I'll have him evolve into Torterra!



Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Sand Tomb
Superpower
Worry Seed

Toxic
Light Screen
Facade
Swords Dance

Tournament Additions:
Reflect
 
#13


I thought you couldn't evolve Pokemon during the tournament?

EDIT: Son of a Bisharp, the rules changed? Whatever.

Will-o-Wisp, then Confuse Ray, and finish with a Close Combat.

EDIT 2: Come to think of it, this may actually be a good thing...
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#14
Alright Rook, this was anticipated.

We'll finish up here with another combination. It's a little risky, but it will clean up Gallade. Use Razor Leaf + Leaf Storm and unleash a mighty blast of leaves that will strike both of Gallade's defenses. If Gallade mananes to evade it, use Reflect after the cooldown.

Razor Leaf + Leaf Storm ~ cool down ~ Reflect

EDIT: Consistency in rules would be nice. Actions changed.
 
#16

Rook (Grotle) (M)
HP: 100
Energy: 100
Atk: 4
Def: 3
SpA: 2
SpD: 3
Spe: 31
Actions: Razor Leaf+Leaf Storm~Reflect


Roman (Gallade) (M)
HP: 23
Energy: 27
Stats: -2 Def, -2 SpDef
Status: Incredibly Lucky
Actions: Will-o-Wisp~Confuse Ray~Close Combat

Rook appears in a flash of light, ready to avenge Will Powers. Before he gets a chance to act, Rook gets burned by a Will-o-Wisp from Roman. Rook doesn't let the burn bother him, and he creates a Storm of Leafs. Rook then launches the Leafs at Roman, cutting him like a bunch of Razors and knocking him out. The score is now 1-1 and Galladiator sends out Irwin the Croconaw to hopefully give him the win.

Will-o-Wisp = [7 Energy]
Razor Leaf - (14+6+3)/2-3+(4-3)x1.5+2x1.75 = [14 Damage] [18 Energy]
Leaf Storm - (14+6+3)/2+(2-4)x1.5+2x1.75 = [12 Damage]



Rook (Grotle) (M)
HP: 98
Energy: 82
Stats: -2 SpAtt
Status: Burned

Roman (Gallade) (M)
HP: 0
Energy: 20
Stats: N/A
Status: KOed

Deck, you're up.
 

Deck Knight

Tornadic Cyclohm
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#17
Alright Grotle, this puts us in a good position.

Begin with Reflect, then Worry Seed, then Leech Seed.

IF Irwin uses Ice Fang and getting struck with it would sooth your burn, take the brunt of the attack as a small measure and move your actions back.

Reflect ~ Worry Seed ~ Leech Seed
IF Irwin's Ice Fang can be harnessed to heal the burn, direct your body towards it to sooth the burn and move your actions back.
 
#18
Listen closely, Irwin! Start with an Ice Punch, keeping away from Grotle's burn, followed by a Sheer Force Waterfall, and finish with Flail to deflect the seeds!

Ice Punch (away from Grotle's burn)...Sheer Force Waterfall...Flail (deflect Leech Seed)
 
#19

Rook (Grotle) (M)
HP: 98
Energy: 82
Stats: -2 SpAtt
Status: Burned
Actions: Reflect~Worry Seed~Leech Seed

Irwin (Croconaw) (M)
HP: 100
Energy: 100
Atk: 3
Def: 3
SpA: 1
SpD: 3
Spe: 67
Actions: Ice Punch~Waterfall~Flail

Irwin appears in a flash of light to avenge his fallen comrade. Not wasting any time, Irwin's fist becomes coated in Ice as he Punches Rook. Rook doesn't want to be taking any more hits like that, so he sets up a Reflective barrier to shield him from physical attacks. Irwin tries to use force to break through the Reflect, as he charges in with a Waterfall, but only does minor damage. Rook then shoots Seeds at Irwin that make him Worry so much that he can no longer sleep. Rook continues to fire seeds at Irwin. Irwin begins to Flail around, trying to knock the seeds away, but fails horribly as the seeds latch on to him upon impact. These Seeds then begin to Leech his life and transfer the health to Rook.

Ice Punch - [8+2+(3-3)x1.5]x1.5 = [15 Damage] [6 Energy]
Reflect = [8 Energy]

Waterfall - [8+3+2+(3-3)x1.5-5]x0.67 = [5 Damage] [5 Energy]
Worry Seed = [7 Energy]

Flail - 4+(3-3)x1.5-5 = [0 Damage] [3 Energy]
Leech Seed = [9 Energy]



Rook (Grotle) (M)
HP: 75
Energy: 58
Stats: -1 SpAtt
Status: Burned, Reflect (3 Actions)

Irwin (Croconaw) (M)
HP: 97
Energy: 86
Stats: N/A
Status: Worry Seed (4 Actions), Leech Seed (5 Actions)

Galladiator, you're up.
 

Deck Knight

Tornadic Cyclohm
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CAP Head Mod
#21
Alright Rook, good work.

Time to wear our opponent down, now that they've been seeded.

Toxic ~ Redirect Body to heal burn with Ice ~ Chill
 
#22
Note: Ice Fang/Punch will not be able to heal the burn.

Rook (Grotle) (M)
HP: 75
Energy: 58
Stats: -1 SpAtt
Status: Burned, Reflect (3 Actions)
Actions: Toxic~Shift Body~Chill

Irwin (Croconaw) (M)
HP: 97
Energy: 86
Stats: N/A
Status: Worry Seed (4 Actions), Leech Seed (5 Actions)
Actions: Ice Fang~Superpower~Ice Fang

Irwin's Fangs become covered in Ice as he rushes in and bites down on Rook. Rook uses this opportunity to release a cloud of Toxic gas, right into Irwin's open mouth. Irwin then charges his energy to attack Rook with all of his (Super) Power. Rook shifts his body to try and ease the blow, but to no avail. Not letting up, Irwin bites down with another Ice Fang, while Rook Chills to regain some of his lost energy.

Ice Fang - [7+(3-3)x1.5-5]x1.5 = [3 Damage] [5 Energy]
Toxic = [7 Energy]

Superpower - 12+(3-3)x1.5-5 = [7 Damage] [8 Energy]
Shift Body = [1 Energy]?

Ice Fang - [7+(3-3)x1.5-5]x1.5-1x1.75 = [1 Damage] [5 Energy]
Chill = [+12 Energy]



Rook (Grotle) (M)
HP: 67
Energy: 62
Stats: N/A
Status: Burned

Irwin (Croconaw) (M)
HP: 85
Energy: 68
Stats: -1 Att, -1 Def
Status: Worry Seed (1 Actions), Leech Seed (2 Actions), Toxic (2)

Deck, you're up.
 

Deck Knight

Tornadic Cyclohm
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CAP Head Mod
#23
(It would be helpful if you also marked down damage/healing from Leech Seed/Toxic etc. Also Croconaw should have -1 Atk/Def from Superpower)

Good work Rook, time to get this party started.

Reflect ~ Giga Drain ~ Facade
 
#24
Okay, Irwin, listen closely! Start with a Crunch on Grotle's burn, hopefully increasing the damage! Then, use Waterfall, but instead of charging Grotle, remain stationary to create a sort of water shield to protect you from Giga Drain! Finish with another Crunch on the burn!
 
#25

Rook (Grotle) (M)
HP: 67
Energy: 62
Stats: N/A
Status: Burned
Actions: Reflect~Giga Drain~Facade

Irwin (Croconaw) (M)
HP: 85
Energy: 68
Stats: -1 Att, -1 Def
Status: Worry Seed (1 Actions), Leech Seed (2 Actions), Toxic (2)
Actions: Crunch~Waterfall~Crunch

With Rook's Reflect finally down, Irwin uses this opportunity to rush in and Crunches down on Rook. Knowing that Reflect will be crucial to his possible victory, Deck Knight orders Rook to set it up again. Rook doesn't hesitate, as he is glad to hide behind the barrier while Toxic and Leech Seed continue to chip away at Irwin's health. Rook then goes on the offensive with a Giga Drain. Irwin tries to get around the attack with a Waterfall, but is unsuccessful, so he slams into Rook, trying do as much damage as possible. Irwin keeps the pressure on Rook by Crunching down on him once again. Rook now uses his burn to his advantage, as he attacks Irwin with a powerful Facade.

Crunch - 8+(3-3)x1.5-1x1.75 = [6 Damage] [6 Energy]
Reflect = [8 Energy]
[Irwin: -5 HP, Worry Seed vanishes. Rook: +1 HP]

Waterfall - [8+3+(3-3)x1.5-5]x0.67-1x1.75 = [2 Damage] [5 Energy]
Giga Drain - [8+3+(2-3)x1.5]x1.5 = [14 Damage] [11 Energy] [7 HP Drained]
[Irwin: -5 HP, Leech Seed vanishes. Rook: +1 HP]

Crunch - 8+(3-3)x1.5-5-1x1.75 = [1 Damage] [6 Energy]
Facade - 14-3+(4-3)x1.5+1x1.75 = [14 Damage] [8 Energy]
[Irwin: -2 HP. Rook: -2 HP]



Rook (Grotle) (M)
HP: 65
Energy: 35
Stats: Reflect (3 Actions)
Status: Burned

Irwin (Croconaw) (M)
HP: 45
Energy: 51
Stats: N/A
Status: Toxic (3)

Galladiator, you're up.
 
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