Flamestrike versus Danmantican! Round 3!

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Credit to Flamestrike for the general format. Tournament prize claim updates are present and accounted for.

Anyways-it's nice to be here, back to ref another tournament match. But even better are our two competitors-and they certainly seem like they'll provide an interesting match!

2v2 Singles
Switch=KO
2 Recovers/5 chills
All abilities
No items
2 day DQ

Arena: 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.

Note that as the ref, Tortferngatr has taken and will take creative license while preserving the spirit of the restrictions-I.e. making the audience participate in the Encore if a mon uses Encore against another, but not having the audience attack the mons directly.
"For they are none other than Flamestrike and Danmantican-two of the most prized competitors in all ASB!"

The crowd cheers at seeing their two champions arrive at the starting positions.

"Yes! But what are battlers without teams?"

The computer flashes the following on the screen:
Flamestrike

Shadowstrike | Shockstrike

VS.



Jill | Edward
Danmantican

"Specifics will be handed out in these brochures."

Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
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.
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.

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: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

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

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

Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Brick Break
Rain Dance
Fly

Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank 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. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

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

Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane
Discharge

Heal Bell
Hydro Pump
Magnet Rise

Draco Meteor

Sunny Day
Ice Beam
Thunderbolt
Thunder
Fire Blast
Volt Change
Hidden Power (Grass, 7)



Dragonite (F) - Jill
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line capable of breathing underwater)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

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

Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane
Safeguard

Draco Meteor

*Dragon Dance
*ExtremeSpeed
*Dragon Pulse

*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Protect
Substitute
Detect
Roost

*Lucario(M)-Edward
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack)

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

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW Unlocked): (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 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90


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

Attacks:
*Quick Attack
*Foresight
*Endure
*Counter
*Force Palm
*Feint
*Reversal
*Screech
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Me First
Aura Sphere
Close Combat
ExtremeSpeed

*Agility
*Crunch
*Blaze Kick
Circle Throw

Zen Headbutt
Magic Coat
Ice Punch
ThunderPunch

*Swords Dance
*Rock Slide
*Earthquake


"And now, let's kick this match off...with the coin toss. If it lands heads, Flamestrike will go first, if it's tails, danmantican will go first."

All is quiet. Suddenly, a Sigilyph flies in, carrying a large etched manhole with psychic power-one side with an image of Deck Knight, the other with an image of a Pokeball. Upon reaching the center of the arena, the Sigilyph flings the manhole into the air (in such a manner as to prevent anyone from getting hurt, of course), spinning it wildly...

And it lands, making a thud in the arena as it does. The ref comes over on the Sigilyph to the center of the arena, where he drops down.

The image of Deck Knight is facing upwards.

RNG Roll: Flamestrike goes first if a d10000 rolls 1-5000, otherwise danmantican goes first. The roll was 3084/1000-Flamestrike is up.
"Heads! Flamestrike and his Golurk Shadowstrike go first, while danmantican and his Dragonite Jill go second!

While I'm sure our battlers already know this, if you look in your battle booklets you'll see the turn order this match. Let's flash it up on the screen-"
1) Flamestrike gives orders
2) danmantican gives orders
3) I ref
4) Flamestrike gives orders
5) danmantican gives orders
6) I ref
7) 4-6 repeat with the order of 4 and 5 alternating each time

"-and now that you know that...

Let us BEGIN!"

And with that, Victor (Tortferngatr's RPing persona) recalls Sigilyph, allowing the battle to start...
 
Brandon walked into the ASB Arena, two Pokeballs on his belt. His opponent, Dan, stood opposite him. The two had battled before, with Brandon being declared the victor, but that was a training match. This was much bigger. A spot on the semifinals was on the line, and Brandon wanted it badly. He knew Dan did as well though, and he wasn't going to give it up without a fight. Brandon smiled. "It'll be a fun match at least," he thought to himself as he grabbed his first Pokeball. "Let's go Shadowstrike!" he shouted, releasing his Golurk onto the field. "Let's show him your raw power! We can't let him set up a Substitute, so we'll have to keep using Rock Slide until his Multiscale wears off! But if he ever tries to Roost, punish him with an Iron Fist Focus Punch!

Summary:
Rock Slide x3
Replace any action with Focus Punch if he uses Roost
 
Ok, let's do this Jill!

Flame knows that Multiscale will be his downfall. Let's use this to our advantage! Start off with an Ice Beam, then follow that up with a Surf. Finish the round by creating a 15 HP Substitute.
 
http://www.endlessvideo.com/watch?v=YuoDgJL-4dM

BTW, I noticed you posted an incorrect HP total for Golurk in the tournament thread, Flamestrike. It was good for you, since Golurk gets an extra ten HP out of the deal.


Golurk(*) - Shadowstrike(U)
Nature: Adamant
Type: Ground/Ghost
Abilities: Iron Fist | Klutz (disabled) | No Guard
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

Energy: 100
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

Energy: 100
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

"Shadowstrike flies from his Pokeball, landing with a thud next to the 'coin' at the center of the arena. Soon after, so does Jill, landing with a more graceful pat.

Jill starts the battle off by mildly firing an Ice Beam from her mouth at Shadowstrike, knocking the ancient golem backwards somewhat as it freezes and cracks his clay form. Shadowstrike responds, summoning boulders from the ground to hurl in a potent Rock Slide at Jill. Ouch-Jill certainly isn't liking it, but at least her Multi Scale armor is holding up well under the assault. It seems to be starting to gain chinks, however...

Either way, Jill continues her barrage by summoning some of the moat to blast Shadowstrike with, the Surf continuing to erode the Ground-typed Shadowstrike. Shadowstrike, nonetheless determined, reuses the boulders from earlier to pound again at Jill's Multi Scales-and with no desire to allow a miss to occur, he blasts Jill with another Rock Slide. Again, the Multi Scales are intact enough to take the attack...but slowly, chinks form in the armor.

Gathering many of her intact scales and some mud from the Surf-drenched arena, Jill rapidly forges a weak clay Substitute doll of 15 hitpoints-that easily absorbs the damage from yet another Rock Slide from the ever-adamant Shadowstrike. This comes at the cost of both herself and her Substitute's Multi Scales losing their power-it's no longer fun and games for Jill now."


Golurk(*) - Shadowstrike(U)
Nature: Adamant
Type: Ground/Ghost
Abilities:Iron Fist | Klutz (disabled) | No Guard
Stats:
HP: 60
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

Energy: 70
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 65 (5 HP Substitute)
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

Energy: 74
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

-Assume all numbers are out of 10000.
-Golurk's No Guard means I don't have to worry about hit rolls.

Turn 1:
Dragonite used Ice Beam!
Crit Roll: Needs 1-625 to crit. Rolls 6108. No crit. Deals 20 damage, costs 7 energy.
Freeze Roll: Needs 1-1000 to freeze. Rolls 5870. No freeze.

Golurk used Rock Slide!
Crit Roll: Needs 1-625 to crit. Rolls 8948. No crit. Deals 10 damage after Multiscale is factored in, costs 6 energy.

Turn 2:
Dragonite used Surf!
Crit Roll: Needs 1-625 to crit. Rolls 7554. No crit. Deals 20 damage, costs 7 energy.

Golurk used Rock Slide!
Crit Roll: Needs 1-625 to crit. Rolls 9937. No crit. Deals 10 damage after Multiscale is factored in, costs 10 energy.

Turn 3:
Dragonite made a 15 HP Substitute! Costs 12 energy, and obviously, 15 HP.

Golurk used Rock Slide!
Crit Roll: Needs 1-625 to crit. Rolls 2081. No crit. Deals 10 damage to the Substitute after Multiscale is factored in, costs 14 energy.


Danmantican is up!
 
Alright Jill!

Multiscale has given us the advantage, now it's time to make the most of it.

Start the round off with an Ice Beam. Follow up with a Surf and finish with another Ice Beam. If Shadowstrike uses Dynamic Punch when you don't have a Substitute created, make a 15 HP Substitute.
 
"Alright Shadowstrike, now that Multiscale is out of the way he's at the mercy of our full assault! Start with a Pound to finish off that Substitute without expending too much of your energy, then crush him under a Rock Slide! Finish off with a Protect to force him to use a bit more energy!"

Summary:
Pound -> Rock Slide -> Protect
 

Golurk(*) - Shadowstrike(U)
Nature: Adamant
Type: Ground/Ghost
Abilities: Iron Fist | Klutz (disabled) | No Guard
Stats:
HP: 60
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

Energy: 70
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 65 (5 HP Substitute)
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

Energy: 74
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

"Protected by her Substitute, Jill begins by launching yet another Ice Beam, continuing to erode and crack at Shadowstrike. Seeing Jill's Multi Scales have lost their power, the adamant Shadowstrike simply Pounds at the mild Jill's Substitute, shattering it instantly.

Summoning more water yet, Jill continues to pound and pepper Shadowstrike with Surf-the continuous erosion is leaving Shadowstrike dangerously close to fainting! Despite this, the ever-vigilant Golurk continues to batter Jill with Rock Slide-and without her Multi Scales guarding her, it proves very...painful...to the flying dragon. Even the audience winces.

Ready to finish off Golurk once and for all, Jill fires a final Ice Beam at Golurk, and...what's this? Golurk is Protecting himself! The Ice beam forms icy crystals against the energy barrier Golurk's produced, but when the attack finishes, they crash to the ground. For added effect, the clay titan steps on the icy crystals on the ground, crushing them under heel."


Golurk(*) - Shadowstrike(U)
Nature: Adamant
Type: Ground/Ghost
Abilities: Iron Fist | Klutz (disabled) | No Guard
Stats:
HP: 20
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

Energy: 42
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 45
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

Energy: 53
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

-Assume all numbers are out of 10000.
-Golurk's No Guard means I don't have to worry about hit rolls.

Turn 1:
Dragonite used Ice Beam!
Crit Roll: Needs 1-625 to crit. Rolls 656. No crit. Deals 20 damage, costs 7 energy.
Freeze Roll: Needs 1-1000 to freeze. Rolls 3635. No freeze.

Golurk used Pound!
Crit Roll: Needs 1-625 to crit. Rolls 7186. No crit. Deals 10 damage to the Substitute, breaking it, costs 2 energy.

Turn 2:
Dragonite used Surf!
Crit Roll: Needs 1-625 to crit. Rolls 1504. No crit. Deals 20 damage, costs 7 energy.

Golurk used Rock Slide!
Crit Roll: Needs 1-625 to crit. Rolls 1359. No crit. Deals 20 damage, costs 6 energy.

Turn 3:
Golurk used Protect!

Dragonite used Ice Beam! Golurk protected itself! Dragonite expends 7 energy, Golurk expends 14 energy protecting itself.


Flamestrike is up!
 
"You've done as well as I could expect without Stone Edge at your disposal. Just Rock Slide until you faint, and if he tries to Roost Focus Punch him instead!"

Summary:
Rock Slide x3
Replace any action with Focus Punch if Dragonite uses Roost
 
You've done a great job Jill! It's now time to finish him.

Start by creating a 25 HP Substitute. Then just switch between Ice Beam and Surf until Golurk dies.
 

Golurk(*) - Shadowstrike(U)
Nature: Adamant
Type: Ground/Ghost
Abilities: Iron Fist | Klutz (disabled) | No Guard
Stats:
HP: 20
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Energy: 42
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 45
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
Energy: 53
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

"Although she could easily finish Shadowstrike off already, Jill gathers more of her scales-bringing her dangerously close to fainting-and more mud-there's plenty after all those Surf attacks-and forms an incredibly durable Substitute! It's even got the manhole coin for a chestplate! It's so strong, it even withstood a super-effective Rock Slide from ShadowStrike! It pulverizes the manhole, but despite being incredibly battered, the Substitute is still standing! Danmantican's crowd, rightly impressed, cheers for Jill.

Though Shadowstrike tried his best, Jill is too strong and fast for him, and finishes him off with another Ice Beam, freezing and eroding his internal reactors out of commission. Well, at least until the in-stadium Pokemon Center treats him.

Despite the fact danmantican's got him one up, Flamestrike nevertheless sends out his powerful Cyclohm, Shockstrike!

Can Flamestrike recover? Let's find out..." Well, he can Slack Off...[/incrediblylamepun]


Golurk(*) - Shadowstrike(U)
Nature: Adamant
Type: Ground/Ghost
Abilities: Iron Fist | Klutz (disabled) | No Guard
Stats:
HP: 0
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Energy: 36
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left



Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (can be enabled)
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 100
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 20 (5 HP Substitute)
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
Energy: 22
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

-Assume all numbers are out of 10000.
-Golurk's No Guard means I don't have to worry about hit rolls.

Turn 1:
Dragonite made a 25 HP Substitute! Costs 24 energy.

Golurk used Rock Slide!
Crit Roll: Needs 1-625 to crit. Rolls 4690. No crit. Deals 20 damage to Substitute, costs 6 energy.

Turn 2:
Dragonite used Ice Beam!
Crit Roll: Needs 1-625 to crit. Rolls 8439. No crit, but this was done for posterity. Deals 20 damage, costs 7 energy.


Danmantican's turn to give actions!
 
Ok, let's try to make this as easy for Edward as possible.

Dragonite start with a Thunder Wave, then use Outrage to do as much damage as possible. If you are Taunted by the time of the Thunder Wave, just use Outrage for the entire round.

Thunder Wave/Outrage~Outrage~Outrage
 
"Thanks my friend, you've done great," Brandon said as he recalled his Golurk. "Let's just hope you've done enough. Now then, time for the star of our show to take the stage! Let's go Shockstrike!" The Cyclohm hit the field, all three heads roaring, ready to take on the Dragonite and anything else that stood between them and winning the Tournament. "Alright Shockstrike, you've got your work cut out for you but it's nothing you aren't used to! Enable your Sheer Force and let's take it home! Start with a Thundershock to take out that Substitute, then Heal Bell to get rid of that paralysis! We can't afford to go against Lucario with a disadvantage like that! Finish off with an Ice Beam to end that Dragonite! If you ever get paralyzed, pick up where you left off; we can always finish him off next round, but getting rid of that Substitute and that paralysis are priorities!"

Summary:
Thundershock -> Heal Bell -> Ice Beam
 

Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (can be enabled)
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 100
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 20 (5 HP Substitute)
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
Energy: 22
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

"The two most powerful dragons in all CAPASB face off-and Jill darts first. Launching a Thunder Wave, she readily cripples Shockstrike. Despite the fact his necks have grown fairly creaky, he nevertheless musters a potent shock, empowered by the sheer force that is a Cyclohm. Jill's Substitute easily shatters, readily giving way to Shockstrike.

Jill decides to put her last ounce of will into a final Outrage, forcing pure draconic adrenaline throughout her body and striking with amazing power at Shockstrike. To try and counter this, Shockstrike decides to chime like a Heal Bell, slowly purging the excess electricity of the Thunder Wave from his body.

Quickened by this, Shockstrike has enough vigor to readily outspeed Jill this time, defeating her and sending her to the ground with a taste of her own medicine-a potent Ice Beam.

Looking in the better position, danmantican sends out his own reinforcement, a Lucario by the name of Edward."


Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (enabled)
Stats:
HP: 85
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 82
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


Dragonite (F) - Jill
Nature: Mild
Type Dragon/Flying
Abilities: Inner Focus | Multiscale (not in effect)
Stats:
HP: 0
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
Energy: 8
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


*Lucario(M)-Edward
Nature: Adamant
Type: Fighting/Steel
Abilities: Steadfast | Inner Focus | Justified
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
Energy: 100
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

-Assume all numbers are out of 10000.
Before round:
Cyclohm activated Sheer Force!

Turn 1:
Speed Tie: If 1-5000 Dragonite goes first, if 5001-1000 Cyclohm goes first. Rolls a 4113. Dragonite goes first.

Draognite used Thunder Wave! Costs 7 energy.
Cyclohm is paralyzed!

Paralysis Roll: Needs 1-2500 for full paralysis. Rolls a 3772. Cyclohm can still move.
Cyclohm used Thundershock!
Crit Roll: Needs 1-625 to crit. Rolla a 715. No crit. Deals 11 damage, shatters Substitute, costs 2 energy.

Turn 2:
Dragonite used Outrage!
Crit Roll: Needs 1-625 to crit. Rolls 8947. No crit. Deals 25 damage, costs 7 energy.

Paralysis Roll: Needs 1-2500 for full paralysis. Rolls a 4201. Cyclohm can still move.
Cyclohm used Heal Bell! Costs 9 energy, restores Cyclohm to healthy status.

Turn 3:
Speed Tie: If 1-5000 Dragonite goes first, if 5001-1000 Cyclohm goes first. Rolls a 9246. Cyclohm goes first.
Cyclohm used Ice Beam!
Crit Roll: Needs 1-625 to crit. Rolls 7348. No crit. Deals 30 damage, costs 7 energy.

Dragonite fainted!


Flamestrike's actions, dan's, I ref.
 
As the Lucario hit the field, Brandon started to ponder. An all-out slugfest was risky, but at the same time he wasn't sure if he could stall the Lucario out either. At any rate, he knew he could win; he just needed to figure out how. "Alright Shockstrike, since we're ordering first start by disabling Sheer Force. The extra damage is nice but we could really use a burn, even if it is a long shot. Lead off with a Magnet Rise to reduce his options to hit you, then use Slack Off to restore some HP! Finish off with a Sunny Day!"

Summary:
Magnet Rise -> Slack Off -> Sunny Day
 
Come on out Edward! This is going to be one of our toughest battles yet, but I know we can pull through. We could have used another Outrage from Jill, but we will have to make do with what we've got. Let's start with an Earthquake while Shockstrike is still grounded. Follow up with an Ice Punch, then finish up with an Aura Sphere to keep your distance.
 

Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (can be enabled)
Stats:
HP: 85
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 82
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left


*Lucario(M)-Edward
Nature: Adamant
Type: Fighting/Steel
Abilities: Steadfast | Inner Focus | Justified
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
Energy: 100
Boosts: None
Status: Normal
Other: 2 recoveries/5 chills left

"Edward easily outspeeds Shockstrike, pounding his Aura through the soil to create a powerful Earthquake! Luckily the arena is fairly contained, but the moat churns with vibrations. It also deals a fairly devastating blow to him, sending his electrical body all out of whack. Shockstrike responds by adapting to the situation-he rises on magnetism, floating into the air above the influence of seismic phenomena.

Undeterred, Edward punches Shockstrike with a fist of ice, that this time targeting Shockstrike's draconic suspectibility to cold. However, it's not enough to stop some of Shockstrike's internal static-which unluckily enough, transfers to Edward! The crowd boos at the hax, as Shockstrike calmly slacks off and relaxes, restoring some health he'd lost to the strong assaults.

The speed tables turned, Cyclohm forms its heads into a circle before roaring into the sky. A red circle of light forms, irradiating the arena with heat and light-the Sunny Day has arrived! Luckily, Lucario manages to fight the paralysis and blast an Aura Sphere at Cyclohm-and the crowd thankfully dies down."


Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (can be enabled)
Stats:
HP: 62
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 55
Boosts: None
Status: Magnet Rise for 3 more actions
Other: 1 recoveries/5 chills left

The weather is sunny for 3 more rounds.


*Lucario(M)-Edward
Nature: Adamant
Type: Fighting/Steel
Abilities: Steadfast | Inner Focus | Justified
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
Energy: 81
Boosts: None
Status: 15% paralysis
Other: 2 recoveries/5 chills left

-Assume all numbers are out of 10000.
-Cyclohm's Shield Dust/Sheer Force mean no secondary effect rolls from either party.

Turn 1:
Lucario used Earthquake!
Crit Roll: Needs 1-625 to crit. Rolls a 4017. No crit, deals 17 damage, costs 7 energy.

Cyclohm uses Magnet Rise! Cyclohm is levitating in midair! Costs 5 energy.

Turn 2:
Lucario used Ice Punch!
Crit Roll: Needs 1-625 to crit. Rolls a 3865. No crit, deals 14 damage, costs 6 energy.
Static roll: Needs 1-3000 to induce 20% paralysis. Rolls a 1279. Lucario was paralyzed! He may be unable to move!

Cyclohm used Slack Off! Cyclohm restores 20 HP at the cost of 13 energy.

Turn 3:
Cyclohm used Sunny Day! The sun began to shine harshly, like the weather over here in summer! Costs 10 energy.

Paralysis roll: Needs 1-2000 to induce full paralysis. Rolls a 3686. Lucario can still move.
Lucario used Aura Sphere!
Crit Roll: Needs 1-625 to crit. Rolls a 3502. No crit, deals 12 damage, costs 6 energy.


Dan's actions.
 
BS HAX!!!!!!

I guess the best we can hope for is that it doesn't cost us too much.

Ice Punch~Bone Rush~Ice Punch
Use Detect if Shockstrike uses Fire Blast, but not in consecutive actions. Push actions back if Detect is used.
 
Cyclohm should only have 1 recovery left, not 2. Magnet Rise is also missing.

"Alright, if he's going to avoid Fire Blast then let's change it up a bit! Hammer him with a Weather Ball, then Slack Off one last time! Finish off with another Weather Ball! This is going to be tough, but we won't go down without a fight!"

Summary:
Weather Ball -> Slack Off -> Weather Ball
 

Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (can be enabled)
Stats:
HP: 62
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 55
Boosts: None
Status: Magnet Rise for 3 more actions
Other: 1 recoveries/5 chills left

The weather is sunny for 3 more rounds.


*Lucario(M)-Edward
Nature: Adamant
Type: Fighting/Steel
Abilities: Steadfast | Inner Focus | Justified
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
Energy: 81
Boosts: None
Status: 15% paralysis
Other: 2 recoveries/5 chills left

"Seeing as his opponent is still suffering from Static, Shockstrike easily outpaces and strikes him with a furious energy strike, fueled by the furious radiation of the energy disk he's created. A Weather Ball, if you will-and it hammers Edward with great force. For his part, Edward decides to launch another Ice Punch at his foe. It hits, sending ice crystals through Shockstrike's shielding dust.

Shockstrike decides to Slack Off again, basking in the sunlight to warm those ice-chilled cells and recover health. Edward's response is to create a femur from his Aura, and-no, folks. I am NOT saying this move name. Either way, the bone-like construct siphons away at Shockstrike's electrical reserves, battering his body thrice.

Shockstike, refreshed but remaining wounded, simply strikes Edward with another Weather Ball. His Static finally pays off, however, as Lucario spasms from the shocks, disrupting his planned Ice Punch."


Cyclohm - Shockstrike (M)
Nature: Modest
Type: Electric/Dragon
Abilities: Shield Dust | Static | Sheer Force (can be enabled)
Stats:
HP: 52
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Energy: 28
Boosts: None
Status: Normal
Other: No recoveries/5 chills left

The weather is sunny for 2 more rounds.


*Lucario(M)-Edward
Nature: Adamant
Type: Fighting/Steel
Abilities: Steadfast | Inner Focus | Justified
Stats:
HP: 52
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
Energy: 69
Boosts: None
Status: 5% paralysis
Other: 2 recoveries/5 chills left

-Assume all numbers are out of 10000.
-Cyclohm's Shield Dust/Sheer Force mean no secondary effect rolls from either party.

Turn 1:
Cyclohm used Weather Ball!
Crit Roll: Needs 1-625 to crit. Rolls a 2341. No crit, deals 24 damage, costs 7 energy.

Paralysis roll: Needs 1-1500 to induce full paralysis. Rolls a 9984. Lucario can still move.
Lucario used Ice Punch!
Crit Roll: Needs 1-625 to crit. Rolls a 5280. No crit, deals 14 damage, costs 6 energy.

Static roll: Needs 1-3000 to induce 20% paralysis. Rolls a 6837. Lucario escaped refreshing of paralysis.


Turn 2:
Cyclohm used Slack Off! Cyclohm restores 20 HP at the cost of 13 energy.
Cyclohm has used up his last legal recovery move!

Paralysis roll: Needs 1-1500 to induce full paralysis. Rolls a 6028. Lucario can still move.
Lucario used Bone Rush!
Hit Roll: Needs 1-9000 (according to Bulbapedia/Serebii 90 is the correct accuracy) to hit. Rolls a 2455-hits.
Hits Roll: 1-3750=2 hits, 2751-7500=3 hits, 7501-8750=4 hits, 8751-10000=5 hits. Rolls a 4947. Hits 3 times.
Crit Rolls: Needs 1-625 to crit on each hit.
1: 5798-no crit
2: 9741-no crit
3: 5832-no crit
Deals 16 damage, costs 6 energy.

Turn 3:
Cyclohm used Weather Ball!
Crit Roll: Needs 1-625 to crit. Rolls a 2642. No crit, deals 24 damage, costs 7 energy.

Paralysis roll: Needs 1-1500 to induce full paralysis. Rolls a 1061. Lucario is paralyzed! It can't move!
Lucario's paralysis stage was reduced by 5!


Flamestrike is up.
 
Brandon carefully considered the situation. This was going to be close, and no matter what he did Dan would still have a chance to win. He wasn't sure which one of them had the advantage, but it didn't matter; all Brandon knew was that Shockstrike would fight till the end, and that's all he needed right now. "Alright Shockstrike, let's take it home! Start off with a Fire Blast, then chill to get back some much needed energy! Finish off with another Fire Blast! If he uses Detect, replace your action with a chill!"

Summary:
Fire Blast -> chill -> Fire Blast
If he uses Detect replace action with chill
Also, a fairly important reminder for Tort: Sheer Force is DISABLED, so Fire Blast CAN burn.
 
Ok, let's go Edward!

Detect~Earthquake~Earthquake

If you are fully paralyzed during the first Detect, use Detect during the third action.
(Paralyzed~Earthquake~Detect)
 

Cyclohm - Shockstrike (M)
HP: 52
Energy: 28
Boosts: None
Status: Normal
Other: No recoveries/5 chills left


Lucario - Edward (M)
Nature: Adamant
HP: 52
Energy: 69
Boosts
: None
Status: 5% paralysis
Other: 2 recoveries/5 chills left

Lucario seemed to detect that Cyclohm was about to attack, and so he created a shiled around himself to protect him from any attacks. However, he was wrong, and Cyclohm simply chilled. Cyclohm continued to chill, while Lucario created an Earthquake to hit Cyclohm for much damage. Cyclohm fired a blast of fire at Lucario, and it did significant damage, leaving Lucario weakened. Lucario created another Earthquake, and Cyclohm barely survived with 13 HP.



Cyclohm - Shockstrike (M)
HP: 13
Energy: 44
Boosts: None
Status: None
Other: No recoveries/3 chills left


Lucario - Edward (M)
Nature: Adamant
HP: 25
Energy: 44
Boosts
: None
Status: None
Other: 2 recoveries/5 chills left

Arena: Sunny Day (1r)

Lucario used Detect! (-7 energy)
Cyclohm Chilled! (+12 energy)

Cyclohm Chilled! (+12 energy)
Lucario used Earthquake! (-17 HP, -7 energy)

Cyclohm used Fire Blast! (-27 HP, -8 energy)
Lucario used Earthquake! Critical Hit! (-22 HP, -11 energy)
 
Combine ExtremeSpeed and Close Combat to knock Shockstrike out before he gets a chance to move. Finish with an Ice Punch if necessary.

ExtremeSpeed+Close Combat~Bleh~Ice Punch

If the combo isn't allowed for some reason, Endure~Close Combat~Ice Punch
 
Brandon stood there, realizing that his run was all but over. There was nothing he could do but order one final desperate attack, even though he knew it would never work. "Shockstrike, try your hardest to use a Whirlwind to lessen the blow from that combo, then Fire Blast!" Even as he said it, he realized how ridiculous it sounded, but there was no point in not trying.

Summary:
Whirlwind to deflect/weaken blow -> Fire Blast -> Fire Blast
If dan's combo isn't allowed change actions to Fire Blast x3
 

Cyclohm - Shockstrike (M)
HP: 13
Energy: 44
Boosts: None
Status: None
Other: No recoveries/3 chills left


Lucario - Edward (M)
Nature: Adamant
HP: 25
Energy: 44
Boosts
: None
Status: None
Other: 2 recoveries/5 chills left

Arena: Sunny Day (1r)

Lucario ran up to Cyclohm at extremespeed, and started to kill him with his excellent Close Combat skills. Cyclohm fainted, and danmantincan was left as the winner in this very close battle!


Cyclohm - Shockstrike (M)
HP: 0
Energy: 44
Boosts: None
Status: None
Other: No recoveries/3 chills left


Lucario - Edward (M)
Nature: Adamant
HP: 25
Energy: 24
Boosts
: None
Status: None
Other: 2 recoveries/5 chills left

Arena: Sunny Day (1r)

Lucario fired a Close Combat at extreme speed! Cyclohm was KOed! (-enough HP, -20 energy


Rewards

Flamestrike

Golurk: 3 MC
Cyclohm: 3 MC, 1 KOc
Trainer: 2 TC

danmantincan

Dragonite: 3 MC, 1 KOc
Lucario: 3 MC, 1 KOc
Trainer: 2 TC, A free pass to Round 4

Tortferngatr

2 RC

Fire Blast

2 RC
 
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