Flamestrike vs. Tortferngatr vs. Lyris1035: Strongmon MELEE (Korski refs)

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Korski

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Battle On!

Arena:

ASB Arena

Rules:

3 vs. 3 vs. 3 Melee
2 Recovers / 5 Chills
2-day Player DQ / 3-day Ref DQ
One Ability
No Items
Switch=OK
Special Rule: Each trainer may make 1 Substitution per opponent per Round

Teams:

Flamestrike:

Torterra(*) - Seedstrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Ground
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.
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:
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: 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

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

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

Protect(*)
Swords Dance(*)
Substitute(*)
Stone Edge
Rock Slide

Honchkrow - Nightstrike (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (71/1.15v)

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Taunt
Nasty Plot
Tailwind
Night Slash
Sucker Punch
Dark Pulse

Psycho Shift
Roost
Sky Attack

Heat Wave

Double Team
Payback
Snarl

Tyranitar - Boulderstrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (61/1.15v)

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

Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Payback
Crunch
Earthquake
Stone Edge

Curse
Iron Defense
Stealth Rock

Counter

Taunt
Protect
Smack Down
Dig

Tortferngatr:

Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats: 70/116/70/114+/64-/121

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121

EC: 6/6
MC: 13
DC: 5/5-DW unlocked!

Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Ability 3: 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 mutli-hit attacks is increased by two (2).


Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail

Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse

Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash

Natural Gift

Walrein Flotsam (M)
Nature: Sassy (A 15% decrease in Base Speed [Truncated] and a +10% flat increase in the accuracy (e.g. 85 Accuracy becomes 95) on the opponent Pokemon's attacks; +1 rank in special defense)

Type: Ice/Water
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 110/80/90/95/90+/65-

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 56 (-)

EC: 9/9
MC: 2
DC: 5/5-DW unlocked!

Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ability 3: Oblivious: (Innate, DW) This Pokemon is incapable of being effected by Attract or Cute Charm.

Attacks:
Crunch
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Rest

Signal Beam
Curse
Yawn
Sleep Talk

Earthquake
Rock Slide
Waterfall
Protect
Surf
Toxic
Whirlpool

Super Fang

Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats: 100/70/70/65/65/45

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45

MC: 0
DC: 4/5

Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 3: Rattled: (Innate, DW locked) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Attacks:

Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil

Headbutt
Secret Power
Bite
Magic Coat

Rock Slide
Rock Smash
Blizzard
Protect

Zen Headbutt

Lyris1035:

Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction

Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.

Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)

EC: 6/6
MC: 0

Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash

Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Counter

Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Flamethrower
Sunny Day

Samurott (*) Aquarai (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: 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)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
Nature: Naughty
HP: 100
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70

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

Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump

Hydro Cannon
Water Pledge

Air Slash (*)
Brine (*)
Night Slash (*)

Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Dragon Tail
Aerial Ace

Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
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:
Stradfast: (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.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90 * 1.15 = 103.5, which rounds up to 104) (+)

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

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

Agility (*)
Bullet Punch (*)
Vacuum Wave (*)

Magnet Rise
Magic Coat

Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic

Flamestrike releases Pokemon + Ability --> Tortferngatr releases Pokemon + Ability --> Lyris1035 releases Pokemon + Ability + Actions --> Tortferngatr issues Actions --> Flamestrike issues Actions --> Korski refs
 
Brandon walked into the ASB arena, ready for an interesting fight. His opponents stood in opposite corners. One was Victor, someone Brandon had already battled a few times. The other was Lyris, and while she was a newcomer to ASB she had already gotten some fairly strong Pokemon. Looking at the teams, he had to groan; Lyris's team was almost perfect to take on Boulderstrike, and Victor's Ice types would give Nightstrike and Seedstrike hell. "I clearly made the wrong choice for who to bring," Brandon muttered, grabbing a Pokeball, "but that doesn't mean we're going to give up! Let's go Nightstrike!" The Honchkrow appeared, landing on the ground with a serious look on its face. "Your Insomnia should keep you from falling prey to Dunsparce's Yawn!"
 
Victor also walked into the arena. He recognized Brandon from their recent encounter at the Restaurant at the End of the Universe.

Luckily Sealeo had evolved, so perhaps there was to be a rematch?

"Go, Flotsam!"


His Thick Fat should let him avoid becoming Heat Wave fodder...
 
Let's go, Kari with Inner Focus!
Time for some Disruption! Attract the Walrein, then Set up with Swords Dance, and then Copycat the third move used on action 2. If Honchkrow uses Taunt, Magic Coat it Back (move all actions later)!
Summary: Attract @Walrein ~ Swords Dance ~ Copycat
Sub: If Honchkrow uses Taunt, move all actions later and use Magic Coat.
 
Freaking one ability matches... >.< thought Victor. How one can think a text face was beyond Victor.

"Protect turn 1, Blizzard turn 2, Earthquake turn 3!

If Honchkrow Taunts Lucario turn 1, use Yawn against Honchkrow, then push all actions backwards."
 
Brandon listened as the other trainers gave their orders. "Alright Nightstrike, since they seem to be content to leave you alone action 1, start off with a massive Sky Attack on Lucario! Next, Sucker Punch Walrein, and finish off with another Sky Attack on Lucario!"

Summary:
Sky Attack (Lucario) -> Sucker Punch (Walrein) -> Sky Attack (Lucario)
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 1 BEGINS~

Poke: Honchkrow
HP: 110
Energy: 100
Boosts: None
Other: None

VS.

Poke: Walrein
HP: 110
Energy: 100
Boosts: None
Other: None

VS.

Poke: Lucario
HP: 100
Energy: 100
Boosts: None
Other: None

Field Effects: None

--------------------

Alright time for a strongmon Melee in the CAP ASB Arena! In the first corner is Flamestrike and Nightstrike the Honchkrow! In the second corner is Tortferngatr and Flotsam the Walrein! And in the third corner is Lyris1035 and Kari the Lucario! Looks like a pretty even matchup, so let’s get to the action!

Flotsam senses danger ahead already and throws up a Protective barrier to guard itself from harm! Nightstrike then starts charging up an attack while Kari tries and fails to Attract Flotsam! Nightstrike then comes shooting back down from the sky and nails Kari hard with a Sky Attack!

Nightstrike then catches a glimpse of Flotsam preparing an icy attack, so it lobs itself forward for a quick Sucker Punch while Kari does a Swords Dance in the middle of the arena for some reason! Flotsam then releases a mighty Blizzard attack that slams into its opponents, especially Nightstrike!

Nightstrike then charges skyward once again, but not far enough to escape another Blizzard attack, this time from Kari, who is a Copycat and just jumping along on the Blizzard Bandwagon with Flotsam! Flotsam feels cheated, so it opens the ground with an Earthquake that only hits Kari before Kari is struck yet again by Nightstrike’s Sky Attack! Those attacks are starting to hurt; Kari better come up with a strategy fast or it’ll be the first to go!

--------------------

Action 1:

Walrein: Protect (-7 energy)
Honchkrow: Sky Attack (charge)
Lucario: Attract [Walrein] (fails, -6 energy)
Honchkrow: Sky Attack [Lucario] (22 damage, -9 energy, crit fails)

Action 2:

(Sky Attack flinch fails)
Honchkrow: Sucker Punch [Walrein] (16 damage, -5 energy, crit fails)
Lucario: Swords Dance (-7 energy, +2 Atk)
Walrein: Blizzard (20 damage [Honchkrow], 9 damage [Lucario], -7 energy, crits fail, freezes fail)

Action 3:

Honchkrow: Sky Attack (charge)
Lucario: Copycat - Blizzard (18 damage [Honchkrow], 4 damage [Walrein], -10 energy, crits fail, freezes fail)
Walrein: Earthquake (11 damage [Lucario], 0 damage [Honchkrow], -7 energy, crit fails)
Honchkrow: Sky Attack [Lucario] (22 damage, -9 energy, crit fails)

~ROUND 1 ENDS~

Poke: Honchkrow
HP: 72
Energy: 77
Boosts: None
Other: None

VS.

Poke: Walrein
HP: 90
Energy: 79
Boosts: None
Other: None

VS.

Poke: Lucario
HP: 36
Energy: 77
Boosts: +2 Atk
Other: None

Field Effects: None

Tortferngatr --> Flamestrike --> Lyris1035 --> Korski
 
We'll be able to finish off Lucario.

"Surf, Blizzard, Surf!

If Lucario faints by the time you act, use Aurora Beam on Honchkrow!"
 
"Hmm, I think Walrein will need a bit of help taking down that Lucario, so start with a Heat Wave! Next, Roost to recover some health and weaken that Blizzard! Finish off with a Sky Attack on Walrein!"

Summary:
Heat Wave -> Roost -> Sky Attack (Walrein)
 
Kari, you must defend by now! Protect from those big attacks, I mean, they're big! Drain Punch Honchkrow next, and finally, Reversal on Walrein. If your target is Knocked Out by the time you act, redirect your attacks to the alive Pokemon (i.e.: Walrein is KO'd, redirect attacks to Honchkrow). If your HP is over 20 by A3, use Aura Sphere on Walrein A3
Summary: Protect ~ Drain Punch @Honchkrow ~ Reversal @Walrein
Subs: If current target is KO'd by A2 or A3, redirect attacks to the alive Pokemon
If HP is over 20 by A3, use Aura Sphere @Walrein
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 2 BEGINS~

Poke: Honchkrow
HP: 72
Energy: 77
Boosts: None
Other: None

VS.

Poke: Walrein
HP: 90
Energy: 79
Boosts: None
Other: None

VS.

Poke: Lucario
HP: 36
Energy: 77
Boosts: +2 Atk
Other: None

Field Effects: None

--------------------

Kari does not like being the target of all these attacks, so it tries to build up a Protective barrier to shield it from Nightstrike's Heat Wave and Flotsam's Surf, but it doesn't know how! Nightstrike even scored a 2nd-degree Burn on Flotsam, which is interesting!

Kari gets back in the game with a Drain Punch on Nightstrike, who Roosts in response due to fatigue! Flotsam stays on the offensive with a mighty Blizzard that only does small amounts of damage!

Nightstrike then starts charging up for a familiar attack while Kari nails an enormous Reversal on Flotsam, who lays down on another Surf, this time catching both opponents in its waves and Knocking Out Kari! Nightstrike, fully charged now, comes soaring down and strikes hard with a Sky Attack on Flotsam! We've got our first KO, but the other two competitors on the field look pretty tired!

--------------------

Action 1:

Lucario: Protect (fails, -7 energy)
Honchkrow: Heat Wave (16 damage [Lucario], 5 damage [Walrein], -7 energy, crits fail, burn fails [Lucario], burn successful [Walrein], Walrein 2nd-degree Burned)
Walrein: Surf (12 damage [Lucario], 12 damage [Honchkrow], -6 energy, crits fail)

End of Action: Burn (Walrein -2 HP)

Action 2:

Lucario: Drain Punch [Honchkrow] (18 damage, +9 HP, -11 energy, crit fails)
Honchkrow: Roost (+20 HP, -13 energy)
Walrein: Blizzard (11 damage [Honchkrow], 7 damage [Lucario], -7 energy, crits fail, freezes fail)

End of Action: Burn (Walrein -2 HP)

Action 3:

Honchkrow: Sky Attack (charge)
Lucario: Reversal [Walrein] (33 damage, -9 energy, crit fails)
Walrein: Surf (12 damage [Honchkrow], 10 damage [Lucario], -6 energy, crits fail, KO [Lucario])
Honchkrow: Sky Attack [Walrein] (22 damage, -9 energy, crit fails)

End of Action: Burn (Walrein -2 HP)

~ROUND 2 ENDS~

Poke: Honchkrow
HP: 39
Energy: 48
Boosts: None
Other: None

VS.

Poke: Walrein
HP: 24
Energy: 60
Boosts: None
Other: 2nd-degree Burns

VS.

Poke: Lucario
HP: 0
Energy: 50
Boosts: Done
Other: Gone

Field Effects: None

Lyris releases new Poke + Ability --> Flamestrike --> Lyris1035 --> Tortferngatr --> Korski
 
It's a really mean thing to point out, but since it makes a big difference in the match, Lucario knows Detect, not Protect, so technically her Protect should have failed and Lucario should have been KOed. If you're willing to give her a break and count it as Detect then that's fine Korski but I figured I'd bring it up anyway.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Alright guys, I've fixed the previous Round's reffing. Thanks, Flamestrike for pointing out the error; it was my mistake that I missed it. Anyway, Lyris, I couldn't give you the correction for simple RPish reasons that if you yell "Protect," at Lucario, regardless of what you meant to say, Lucario still heard "Protect" and sucked at accomplishing the move because it never learned it.

Anyhow, we've got a new order of operations now that I've edited into the previous reffing Round but I'll post it again here:

Lyris releases new Poke + Ability --> Flamestrike --> Lyris1035 --> Tortferngatr --> Korski
So thanks for being patient and understanding, guys, and I'll try not to make any more silly mistakes like this.
 
"Alright Nightstrike, one down, one to go! First, Roost up to get yourself healthy, then hit Walrein with a Night Slash! Finish off by slamming it with a massive Superpower! If you end up Taunted action 1, move everything up and finish the round with another Night Slash on Walrein, and if Walrein falls then hit Samurott instead!"

Summary:
Roost -> Night Slash (Walrein) -> Superpower (Walrein)
If Taunted action 1 actions become Night Slash (Walrein) -> Superpower (Walrein) -> Night Slash (Walrein)
If Walrein is KOed replace all remaining actions with Night Slash (Samurott)
 
Flamestrike, Wrong Pokemon :P (Honchkrow doesn't learn Superpower)
Call it Daikenki, please ;)
Taunt
@Honchkrow ~ Night Slash @Walrein ~ Aerial Ace @Honchkrow
If Walrein uses Protect A2, redirect that attack to Honchkrow (Taunt Honchkrow, Night Slash Honchkrow, Aerial Ace Honchkrow).
If Honchkrow is KO'd, redirect all attacks to Walrein.
 
Alright-let's hinder these guys.

Combine Blizzard and Whirlpool to make a devastating Arctic Whirlpool that will stop both of them from hitting you with those nasty Night Slashes, let the cooldown commence, then use Toxic on Samurott so as to not disrupt the Arctic Whirlpool!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 3 BEGINS~

Poke: Honchkrow
HP: 39
Energy: 48
Boosts: None
Other: None

VS.

Poke: Walrein
HP: 24
Energy: 60
Boosts: None
Other: 2nd-degree Burns

VS.

Poke: Samurott
HP: 100
Energy: 100
Boosts: None
Other: None

Field Effects: None

--------------------

Alright now Aquarai the Samurott hits the field for Lyris1035 and immediately Taunts Nightstrike, who pays little attention and instead goes for a hearty Night Slash on Flotsam! Flotsam then pulls in a ton of icy and watery energy into a big Arctic Whirlpool combination that traps both its opponents together in an ice storm and out of reach!

After Nightstrike and Aquari get bounced around a bit by the ice chunks, They both try to reach out of their prison and strike Flotsam, but the wind and ice are too powerful to break through!

Finally, Aquarai gets the right idea and attacks Nightstrike with an Aerial Ace inside the vortex! Nightstrike still wants to nab that Flotsam, but it just can't push past the icy barrier and gets KO'd in the process! Oh my! Oh, and Flotsam unfortunately missed a Toxic attack on Aquarai while all that drama was going down. Oh well.

But look! Aquarai looks damaged from that chilly combo earlier and is looking really weird! Wait, that's not Aquarai the SAMUROTT it's actually Zorroaaku the ZOROARK! Tricky, tricky!

--------------------

Action 1:

Samurott: Taunt [Honchkrow] (-9 energy, Honchkrow Taunted for 6 Actions)
Honchkrow: Night Slash [Walrein] (15 damage, -4 energy, crit fails)
Walrein: Blizzard/Whirlpool Combo (25 damage [Honchkrow], 18 damage [Samurott], -18 energy, crits fail, Samurott and Honchkrow trapped in Ice Whirlpool for 4 Actions)

End of Action: Burn (Walrein -2 HP), Combo (Honchkrow -2 HP, Samurott -2 HP)

Action 2:

Samurott: Night Slash [Walrein] (miss, -4 energy)
Honchkrow: Superpower [Walrein] (fails, -8 energy)
Walrein: Cooldown

End of Action: Burn (Walrein -2 HP), Combo (Honchkrow -2 HP, Samurott -2 HP)

Action 3:

Samurott: Aerial Ace [Honchkrow] (9 damage, -4 energy, crit fails)
Honchkrow: Night Slash [Walrein] (miss, -4 energy)
Walrein: Toxic [Samurott] (miss, -7 energy)

End of Action: Burn (Walrein -2 HP), Combo (Honchkrow -1 HP, Samurott -2 HP, KO [Honchkrow])

End of Round: Illusion (Samurott revealed to be Zoroark)

~ROUND 3 ENDS~

Poke: Honchkrow
HP: 0
Energy: 32
Boosts: None
Other: None

VS.

Poke: Walrein
HP: 3
Energy: 35
Boosts: None
Other: 2nd-degree Burns

VS.

Poke: Zoroark
HP: 66
Energy: 84
Boosts: None
Other: Trapped in Arctic Whirlpool (1 Action)

Field Effects: None

Flamestrike releases new Pokemon + Ability --> Lyris1035 --> Tortferngatr --> Flamestrike --> Korski
 
I find it retarded that trapping moves stop basically any physical attack and that he can keep the stupid thing going while recovering from the combo in the first place, but whatever. Tyranitar with Sand Stream is going next.
 
Since this is Switch=OK, May I switch? *bows*
Possible = Nice Work, Zoroark! Aquarai, Let's go! Anyone want to "counterswitch"?
Impossible = U-Turn @Walrein ~ Hone Claws ~ U-Turn @Tyranitar
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Okay yeah that's fine. Lyris1035 is switching to Aquarai the SAMUROTT. New order:

Tortferngater counter-switches or doesn't --> Flamestrike counter-switches or doesn't --> [(IF no counter-switches) Lyris1035's Actions --> Tortferngatr's Actions --> Flamestrike's Actions / (IF 1 counter-switch) Counter-switcher's Actions --> Lyris's Actions --> Non-counter-switcher's Actions / (IF 2 counter switches) Flamestrike's Actions --> Tortferngatr's Actions --> Lyris 1035's Actions] --> Korski refs

Does that work for everyone?
 
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