IAR vs. Classical, No catchy title...

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3v3 Singles
LC Mon
1 day DQ
3 Recovers/Chills
1 Sub
Arena: ASB
Switch: OK
Abilities: All
Items: Off

IAR's Team

Sneasel [Delg] (M)
NATURE: Jolly (+30% Accuracy)

TYPE
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.
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.

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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW Unlocked): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

STATS
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 3/6
MC: 0
DC: 5/5

ATTACKS (18)
PHYSICAL
Brick Break
Counter
Dig
Faint Attack
Fake Out
Fury Swipes
Ice Punch
Ice Shard
Quick Attack
Scratch
Shadow Claw
Slash

SPECIAL
None

OTHER

Agility
Leer
Protect
Screech
Taunt
Torment

Litwick [Glowfire] (M)
NATURE: Timid (+5% Accuracy)

TYPE

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.
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 bushfire areas.

ABILITIES
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 23 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

ATTACKS (18)
PHYSICAL
Astonish

SPECIAL
Clear Smog
Ember
Energy Ball
Fire Spin
Flame Burst
Heat Wave
Hidden Power (Ice 7)
Night Shade
Overheat
Shadow Ball
Smog

OTHER

Confuse Ray
Endure
Imprison
Minimise
Pain Split
Will-O-Wisp

Piplup [Napoleon] (M)
NATURE: Quiet (-10% Evasion)

TYPE

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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)
Defiant (DW): (Innate) The Pokemon has a deep sense of honour, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

STATS
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

ATTACKS (14)

PHYSICAL
Bide
Dive
Double-Hit
Fury Attack
Peck
Pound

SPECIAL
Bubble
Bubblebeam
Grass Knot
Ice Beam
Mud-Slap

OTHER

Agility
Growl
Water Sport


vs.

Classical's Team


Sneasel(*) Shenzi (F)

Nature: Adamant

Type: Dark/Ice

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.

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.

Stats
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

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

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.

Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy

[DW Locked] Pickpocket: (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.


Moves:
Scratch (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Screech (*)
Faint Attack (*)
Fury Swipes (*)
Agility (*)

Dig (*)
Torment (*)
Low Sweep (*)

Ice Shard (*)
Ice punch
Fake Out (*)
Counter (*)



Chimchar (*) Jack Kelly (M)

Nature: Hasty (+17% Accuracy)

Type: Fire

Fire: Fire STAB; immune to burn, 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
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 70 (61*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Abilities

Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

[DW Locked] 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)

Moves:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Slack off
Acrobatics
Fire spin


Dig (*)
Fire Blast (*)
Grass Knot (*)
Substitute
Brick Break

Fake Out (*)
Encore (*)
Counter (*)



Lotad "Twinkletoes" (M)

Nature: Naughty (+Atk -SpD)

Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam

Ice beam
Protect
Toxic

Leech Seed
Synthesis
Teeter Dance



Ralts "Galinda" (F)

Nature: Modest (+SpA -Atk)

Type: Psychic

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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

[DW] Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
DC: 0/5
MC

Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Will-O-Wisp
Shadow Sneak

Shadow Ball
Energy Ball
Thunder Wave
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"3v4c3 isn't fair, but Delg shall make quick work of Lotad!"

Ice Punch > Faint Attack > Ice Punch
(Once only) IF Toxic, THEN Taunt that action, pushing actions back IF Ice Punch was subbed
 

HP: 90
EN: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

vs.


HP: 90
EN: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17



Round 1
It's only round 1 and already Lotad is struggling to keep up with Sneasel, who is dealing damage faster than Lotad can heal it off.


Action 1

Sneasel used Ice Punch
8+3+1.5= 12.5 damage, 5 energy

Lotad used Leech Seed
-9 energy

-3hp(Sneasel)
+3hp(Lotad)

Action 2

Sneasel used Faint Attack
6+3+1.5= 10.5 damage, 3 energy

Lotad used Teeter dance
-5 energy, 2 turn confusion

-3hp(Sneasel)
+3hp(Lotad)

Action 3

Sneasel is confused
RNG roll: 2(Attack)
Sneasel used Ice Punch
12.5 damage, 5 energy

Lotad used Synthesis
+20 Health, -14 energy

-3hp(Sneasel)
+3hp(Lotad)



HP: 63
EN: 72
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

vs.


HP: 81
EN: 87
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
 
Toxic ~ Teeter Dance ~ Nature power

If taunt is ordered before A3 change orders to
Nature Power ~ Bubblebeam ~ Nature power
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Lotad should have 63 HP remaining, & Sneasel 81.

"Let's do this, Delg!"

Dig > Fake Out > Counter

Apparently, NP in the ASB Arena is Earthquake, so...
 
Alright, so subreffing this battle. Tasty UC.

Team Classical:

HP: 63
EN: 72
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Other: None

Team It's A Random:

HP: 81
EN: 87
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: None

Round 2: Just another ASB Arena Battle, move along

Oh, hello everybody. I, out of the goodness of my heart, decided to ref this match between IAR and Classical after their ref couldn't continue reffing.

Anyway, Sneasel starts this match off by Digging into the ground, and then laughing when Lotad's Toxic attack misses by a longshot. After waiting for a while, Sneasel then comes up and hits Lotad pretty badly.

Sneasel continues his antics by Faking Out the Lotad. Lotad just couldn't bear the attack, and he flinched. Well, what else am I supposed to say here?

Lotad is now really ticked off at Sneasel, so now he's chanting an incantation to invoke Nature's Power. It seems his pleas were answered, as the arena now shakes due to an Earthquake, which does decent damage to Sneasel. However, Sneasel was prepared for this, and now Counters the blow for massive damage.

Can Classical get out of the hole dug for him by It's a Random? Find out next round!
Action One
Sneasel used Dig
She went underground

Lotad used Toxic
It missed
[-7 Energy L]

Sneasel came up!
To Crit: [1=Yes]=7=No
Damage: [8+1.5]*.67=8.83
[8.83 Damage L] [-10 Energy S]

Action Two
Sneasel used Fake Out!
To Crit: [1=Yes]=2=No
Damage: [4+1.5]=5.5
[5.5 Damage L] [-4 Energy S]

Lotad flinched!

Action Three
Lotad used Nature Power
It turned into Earthquake!
To Crit: [1=Yes]=4=No
Damage: [10+1.5]=11.5
[11.5 Damage S] [-7 Energy L]

Sneasel used Counter!
Damage: 11.5*1.5=17.25
Energy: [6+(11.5/2)]=11.75
[17.25 Damage L] [-11.75 Energy S]

Totals:
Sneasel: 12 Damage, -26 Energy
Lotad: 32 Damage, -14 Energy


Team Classical:

HP: 31
EN: 58
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Other: None

Team It's A Random:

HP: 69
EN: 61
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: None

Turn order:
It's a Random orders
Classical orders
I ref
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Now Delg, press on from your advantage!"

Taunt > Ice Punch > Ice Punch
(Once Only) IF Twinkletoes uses Protect successfully without transfer, THEN Chill AND push actions back
 
Team Classical:

HP: 31
EN: 58
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Other: None

Team It's A Random:

HP: 69
EN: 61
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: None

Round 3: Taunts and Troubles

Welcome back everyone! Last we left these two battlers, IAR had maintained a massive advantage. Can he keep it?

Well, to prevent any shenanigans, Sneasel decides to Taunt that Lotad. ...Oh wow, did you really have to be that much of a jerk Sneasel?! In any case, it looks like Lotad's found a loophole in Sneasel's Taunt, and launches some Toxic Bubbles that badly poisons Sneasel and does decent damage to boot. Okay, it's not really that much but still.

While Lotad cools down from that combination, Sneasel takes advantage and socks him with an Ice Punch. Wait, I think he just filled a boxing glove with Dry ice and then smacked Lotad with it. How lazy can you get?

Well, apparently Sneasel finds it funny, so he hits Lotad with the icy boxing glove again, putting Lotad in dire straits. Lotad however is preparing for his allies' comeback, and hits Sneasel with another Earthquake, which seems to not only have hurt Sneasel, but also made him drop the boxing glove on his foot. It's a critical hit folks!

Unfortunately, next round will probably just see Sneasel finishing Lotad off, but we'll have to wait until the trainers finish their orders.
Action One
Sneasel used Taunt
Lotad was Taunted!
[-9 Energy S]

Lotad used Toxic Bubbles Combination
BAP: 7+0=7
Type: Elemental (Bubblebeam)-Elemental (Toxic)=Water
Energy: [5+7]*1.5=18-1=17
100% Chance of Bad Poison
10% Chance of Paralysis
Accuracy: ([1+.9]/2)=95%
To Hit: [5>= Miss]=80=Hit
To Paralyze: [10>= Yes]=12=No
To Crit: [1=Yes]=6=No
Damage: [7+3-1.5]=8.5
[8.5 Damage S] [-17 Energy L]
Sneasel was Badly Poisoned!

[-1 HP Sneasel]

Action Two
Sneasel used Ice Punch
To Crit: [1=Yes]=13=No
To Freeze: [10>= Yes]=38=No
Damage: [8+3+1.5]=12.5
[12.5 Damage L] [-5 Energy S] [-1 HP S]

Lotad had to cooldown

Action Three
Sneasel used Ice Punch
To Crit: [1=Yes]=11
To Freeze: [10>= Yes]=74=No
[12.5 Damage L] [-9 Energy S] [-1 HP S]

Lotad used Nature Power
It became Earthquake!
To Crit: [1=Yes]=1=YES
Damage: [10+3+1.5]=14.5
[14.5 Damage S] [-7 Energy L]

Totals:
Sneasel: 26 Damage, -23 Energy
Lotad: 25 Damage, -24 Energy


Team Classical:

HP: 6
EN: 34
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Other: None

Team It's A Random:

HP: 43
EN: 38
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: Toxic (2 DPA)

Turn order:
Classical orders
It's a Random orders
I ref
 
You did amazing.

Naptime :D

Protect ~ Nature power ~ nature power

If sneasel chills a1 replace actions with

Bubblebeam ~ protect ~ bubble beam
 
Team Classical:

HP: 6
EN: 34
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Other: None

Team It's A Random:

HP: 43
EN: 38
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: Toxic (2 DPA)

Round 4: Coup De Grace

Well, to be honest, there's not much to say here. Sneasel opens the round by abusing the Protect and speeding up with Agility. Lotad then put up a Protect, but it turned out to be a bit of a waste. Finally, Sneasel finishes off Lotad with a blindingly fast Ice Punch.

It's a Random has started off this match on the right foot, but his pokemon is poisoned, tired, and pretty close to fainting. Can Classical prevail? Stay tuned for more of this match.
Action One
Sneasel used Agility
+2 Speed
[-7 Energy S] [-2 HP]

Lotad used Protect
But nothing was protected against
[-7 Energy L]

Action Two
Sneasel used Ice Punch
Rolls are Irrelevant
[12.5 Damage L] [-5 Energy S] [-2 HP]
Lotad fainted!


Team Classical:

HP:KO
EN: 34
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Other: None

Team It's A Random:

HP: 39
EN: 26
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: Toxic (3 DPA), +2 Speed

Turn order:
Classical sends out his next Pokemon
It's a Random orders
Classical orders
I ref
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Deal as much damage as you can."

Dig > Faint Attack > Dig
IF Jack Kelly uses a non-combo Dig when you are scheduled to use Dig, THEN Faint Attack AND push actions back
 
Team Classical:

HP: 90
Energy: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 70 (61*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Other: None

Team It's A Random:

HP: 39
EN: 26
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: Toxic (3 DPA), +2 Speed

Round 5: Counterattack

Welcome back to this exciting match folks! Last round we saw the defeat of Classical's Lotad, can he come back?

Not if Sneasel has anything to say about it. He Digs into the ground expecting an attack from Chimchar, but it never comes. After some hesitation, he comes out of the ground and strikes Chimchar, but this was exactly what Chimchar wanted! In an instant Chimchar Counters the attack with immense strength! Sneasel is reeling from that attack, but is still going.

Sneasel wasn't too happy about that however, and decides to take Chimchar off guard with a Faint Attack that does decent damage. Instead of countering it though, Chimchar goes for the simple solution and hits Sneasel with a blow powerful enough to Break Bricks. This attack was too much for Sneasel, and he goes down.

Well, Classical has managed to tie the score now, but Sneasel's attacks did good damage to Chimchar, so he still has a ways to go. Can he pull off a comeback? Stay tuned to find out!

Action One
Sneasel used Dig
He went underground!

He came back up!
To Crit: [1=Yes]=7=No
Damage: [8+3]*1.5=16.5
[16.5 Damage C] [-10 Energy S] [-3 HP]

Chimchar used Counter
Damage: 16.5*1.5=24.75
Energy: 6+(16.5/2)=14.25
[24.75 Damage S] [-14.25 Energy C]

Action Two
Sneasel used Faint Attack
To Crit: [1=Yes]=7=No
Damage: [6+3+3]=12
[12 Damage C] [-3 Energy S] [-3 HP]

Chimchar used Brick Break
To Crit: [1=Yes]=4
Damage: [8]*2.25=18
[18 Damage S] [-6 Energy C]
Sneasel fainted!

Totals:
Sneasel: 49 Damage, FAINT
Chimchar: 29 Damage, -20 Energy


Team Classical:

HP: 61
Energy: 80
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 70 (61*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Other: None

Team It's A Random:

HP: KO
EN: 26
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Other: Toxic (3 DPA), +2 Speed

Turn order:
It's a Random sends out next pokemon
Classical orders
It's a Random orders
I ref
 
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