Completed Gang War!! FlamingFighter VS Master Bane

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#1
Welcome to this very Special battle between two fabulous competitors. Master Bane has brought his Crew along to fight with FlamingFighter’s Posse. This, my friend is the gang war to end all wars.
However this war has rules and those are…

Looking for beginner battle.
3v3 Singles
1 Day DQ (I'd like a fast battle. If I can't have a 1hr DQ, then make it whatever the minimum is.)
2 recoveries, 3 chills per pokemon.
Arena: Pond in Forest Clearing
>Has a pond and a stream flowing out of pond
>Woods borders clearing
>All moves usable
>All pokemon usable

DQ=1 day
Abilities: All
Items: None
Switch: KO


Machop(*) Machop (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (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.
Steadfast (DW): (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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

EC: 3/9
MC: 1
DC: 2/5

Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)

Bullet Punch(*)
Close Combat(*)
Rock Slide(*)
Counter

Earthquake(*)
Bulk Up(*)
Payback(*)


Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
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.
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. Superior senses in volcanic or brushfire areas.

Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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).
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: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)

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

Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)

Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)

Fire Blast(*)
Solarbeam(*)
Sunny Day(*)


Larvitar [Mount Doom] (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: Rock/Ground
Rock: Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Summary: 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:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Viel (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)

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

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash

Curse
Outrage
Iron Head

Earthquake
Stone Edge
Taunt

Shroomish [FireShroom] (M)
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
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.
Stats:
HP: 90
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Counters:
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Quick Feet (DW Locked): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Attacks:
Absorb*
Tackle*
Stun Spore*
Leech Seed*
Mega Drain*
Headbutt*
PoisonPowder*
Focus Punch*
Drain Punch*
Seed Bomb*
Toxic*
Substitute*
Swords Dance*

Larvesta (FlickerFlame) (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Bug / Fire
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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. Superior senses in volcanic or brushfire areas.
Stats: 55 / 85 / 55 / 50 / 55 / 60
HP: 90
Atk-: Rank 2
Def: Rank 2
SpA+: Rank 3
SpD: Rank 2
Spe: 60
Evolution Counter: 0 / 6
Move Counter: 0
Dream Counter: 0 / 5
Ability:
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.
Swarm (DW Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Attacks:
Ember*
String Shot*
Leech Life*
Take Down*
Morning Sun*
Endure*
Zen Headbutt*
Sunny Day*
SolarBeam*
Will-o-Wisp*

Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Ghost/Ground
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.
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:
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) (Unlocked)
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: 90
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Earthquake*
DynamicPunch*
Focus Punch*
Substitute*
Gyro Ball*
Rock Slide*


Now without further ado let the battle begin

OOO
FlamingFighter sends out Poke
Master Bane Sends out and orders
FlamingFighter Orders
I Ref

P.S sorry 'bout the sprites guys, my computer doesn't like them
 
#5
Both trainers stand opposite one another for the ultimate gang war. FlamingFighter tosses a ball which contains a Golett! Master Bane replies by sending out a Larvitar.

Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 90
EN:100
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:


Larvitar [Mount Doom]
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.
HP: 90
EN:100
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:

Starscream won the speed tie and was allowed to move first. He started off by making a Substitute worth 20 of his health points. Doom then retaliated by Biting down hard on this phony, not breaking the sub. This gives Starscream the window he needs, firing off a Focus Punch while the Screech fails to work. Starscream then transforms it's body from clay to Iron to try to save it's Sub, however it is to no avail as the second Bite from Doom brings the real Starscream forward once more


Starscream
Substitute: (-20 HP) (-17 EN)
Focus Punch: (-27 HP) (-9 EN)
Iron Defense: (-7 EN)

Doom
Bite : (-14 HP) (-4 EN)
Screech: Failed (-6 EN)
Bite : (-11 HP) (-4 EN) (-3 HP Recoil)



Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 70
EN: 67
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts: +2 Defense


Larvitar [Mount Doom]
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.
HP: 60
EN: 86
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:

FlamingFighter you're up!!
 
#8

Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 70
EN: 67
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts: +2 Defense


Larvitar [Mount Doom]
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.
HP: 60
EN: 86
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:

And the trainers are up again. This time Doom wins the speed tie and gets to move first chomping down hard on Starscream with a Bite. This does a moderate amount of damage however Starscream, obviously a little scared Flinches at this display of power. He then tries to focus his power but then suddenly Larvitar Bites down again disrupting this focus. Larvitar then adds insult to injury by Taunting Starscream into attacking. SS tries to Chill but is to enraged at Doom to be able to relax

Starscream
FLINCH
Focus Punch: FAIL
Chill: FAIL

Doom
Bite: (-11 HP) (-4 EN)
Bite: (-11 HP) (-8 EN)
Taunt: (-10 EN)


Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 48
EN: 67
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts: +1 Defence


Larvitar [Mount Doom]
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.
HP: 60
EN: 64
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:
Master Bane it’s your move
 
#10
WARNING!!!

WAIT JUST ONE SECOND!!!

Shouldn't Starscream's defense boost be +2 at the beginning of the round, and be +1 at the end?

According to the data audit:
Data Audit said:
+2 and +3 Stat Boosters/Drops received on the third action are applied at the beginning of the next round and drop/restore toward 0 at the end of the third action of the next round.
Correct me if I'm wrong, but I believe that means Starscream should have +2 at the beginning of the round and +1 at the end, since the key word is toward, not to.
 
#12
OK, then... SHIT SHIT SHIT SHIT SHIT SHIT SHIT SHIT

Starscream, first go near the water and Earthquake, which will trigger a wave of water to fly out at Mount Doom.
or, it should, hopefully.
Then, while he bulks up, Focus Punch him into OBLIVION!!!
or a tree, whichever is more convenient.
As a grand finale, use your Shadow Punch once more to deal miniscule damage!

In summary:
Earthquake/wave of water at Mount Doom ~ Focus Punch ~ Shadow Punch

(IMO, EQ & water should both damage equally, but that's up to you.)
 
#13

Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 48
EN: 67
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts: +1 Defence


Larvitar [Mount Doom]
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.
HP: 60
EN: 64
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:

Doom again wins the speed tie and rushes head-first into SS and Bites down hard again!! This leaves SS in a state of shock(what a pussy transformer lol) and he Flinches. Doom makes the most of this and decides to Bulk Up, but what he thought was hesitation was actually SS channelling his Focus into a single Punch. Doom then launches another Bite attack while SS just sends it reeling with a Shadow Punch

Starscream
FLINCH
Focus Punch: (-29 HP) (-9 EN)
Shadow Punch: (-13 HP) (-4 EN)

Doom
Bite: (-12 HP) (-8 EN)
Bulk Up: (+1 ATK/DEF) (-7 EN)
Bite: (-14 HP) (-4 EN)



Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 22
EN: 54
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:


Larvitar [Mount Doom]
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.
HP: 18
EN: 45
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts: +1 ATK/DEF

FlamingFighter's Turn
 
#14
Sorry I'm late.

must...win...speed...tie...
(I am SOOOO f*cked)
Starscream, you MUST be faster than that little...thing. Otherwise, I will be disappointed. And you will NOT like me when I'm disappointed!

Anyway, Starscream, first go near the water and Earthquake, which will trigger a wave of water to fly out at Mount Doom.
or, it should, hopefully.
Then, Shadow Punch his sorry little body into the water, and Earthquake again for another wave of water.

BUT, if he does not attack you, use Focus Punch immediately and try to get him into the water.

ALSO, if you ever get over those taunts Mount Doom gave you, use Iron Defense instead of your current action and continue.

In summary:
Earthquake/wave of water ~ Shadow Punch into the water ~ Earthquake/wave of water again

If not attacking, use Focus Punch instead.
If Taunt wore off, use Iron Defense instead.
(If both happen at the same time, Focus Punch has priority)

EDIT: Seeing as all three of us have DQ'ed at least once, can we move the DQ time back to 2 Days?
 
#15
Sorry I took so long, I was unexpectedly without internet for the past few days.

If I can still continue this battle, Mount Doom use Bite three times and hope for a little bit of luck.
 
#16

Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 22
EN: 54
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:


Larvitar [Mount Doom]
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.
HP: 18
EN: 45
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts: +1 ATK/DEF

SS wins the speed tie so is safe from FF’s wrath, but as he starts to launch an Earthquake he finds that he is no longer enraged and decides to become Iron for Defense again. Doom thinks nothing of it and just latches on to SS with another Bite.
After being bitten by Doom, SS is pretty angry again, so lets fly with a powerful Shadow Punch. Doom is unperturbed by this and just Bites down hard again!!
All of this Battling proves too much for SS as he faints and a red glow appears as FF returns him to his ball.

Starscream
Iron Defense: (-7 EN)
Shadow Punch: (-13 HP) (-4 EN)

Doom
Bite: (-12 HP) (-8 EN)
Bite: (-12 HP) (-12 EN)


Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 0
EN: 0
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:


Larvitar [Mount Doom]
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.
HP: 5
EN: 25
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:
Flaming Fighter sends out Pokemon
Master Bane Orders
Flaming Fighter Orders
 
#20


Shroomish [Fireshroom]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 90
EN: 100
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:


Larvitar [Mount Doom]
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.
HP: 5
EN: 25
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:

As Starscream returns to it’s ball another glow of light appears, this time revealing itself to be a Shroomish. Doom decides he can’t wait any longer and as soon as the glowing stops it becomes furious and starts Outraging throughout the arena. Shroom just takes the hit like a boss and finishes Doom with a Mega Drain.

Fireshroom
Mega Drain: (-5 HP) (-9 EN) (+3 HP)

Doom
Outrage: (-15 HP) (-8 EN)


Shroomish [Fireshroom]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
HP: 78
EN: 91
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:


Larvitar [Mount Doom]
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.
HP: 0
EN: 0
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
Boosts:

And now Doom collapses after a well fought battle. Everyone is eager to see who Master Bane will bring out next.

Master Bane Pokemon
Flaming Fighter Orders
Master Bane Orders
 
#22
I saw that coming a mile away...

OK, FireShroom, first run into the forest and create a Substitute of 25 HP hidden in the trees! Then, when Hell Hound is in sight, Leech Seed him, then do a Swords Dance! (if the Sub is destroyed, make a Sub of 20 HP instead.)

In summary:

Sub 25 HP ~ Leech Seed ~ Swords Dance/Sub 20 HP if no sub
 
#24


FireShroom [Shroomish]
HP: 78
EN: 91
EN: 91
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts:
Status:
Other:

Houndour [Hell Hound]
HP: 90
EN: 100
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15) (11 acc Boost)
Boosts:
Status:
Other:
ANOTHER glow of light appears, this time a Houndour. Taking full advantage of the speed difference Hound launches a Blast of Fire. Which hits Shroom before it could take cover in the trees. Shroom responds by Substituting itself out of the battle. Hound then looks toward the sky and the weather becomes a nice Sunny Day. Still in the shade of the trees Shroom just launches a cluster of Leeching Seeds that will sap health every action. After pinpointing where his target is, Hound then issues another Fire Blast directly at the substitute. Again Shroom does not attack but decides to Substitute a stunt double.
Shroom
Substitute: (-25 HP) (-22 EN)
Leech Seed: (-7 EN) (+3 HP)
Substitute: (-20 HP) (-17 EN) (+3 HP)

Hound
Fire Blast: (-25 HP) (-8 EN)
Sunny Day: (-10 EN) (-3 HP)
Fire Blast: (-25 HP SUB HIT) (-8 EN) (-3 HP)


FireShroom [Shroomish]
HP: 14
EN: 45
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Boosts: +2 ATK
Status:
Other:

Houndour [Hell Hound]
HP: 84
EN: 74
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15) (11 acc Boost)
Boosts:
Status: Leech Seed 4 more Actions
Other: Sun 5 Rounds Left
Will the real Master Bane please give his actions… please give his actions… please give his actions
 
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