Completed In a time where Americans still drank Tea. Darkaxis vs The Wanderer (2v2 singles)

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#1
okie dokie then

2v2
Little Cup
whatever arena
3day DQ
Infinte Chills and Recoveries.
I'll take this.

Switch=MAH BOIIIIIIIIIIIIIII
Items=Training if you got 'em
Abilities=One
And the arena is...
Field Type- Bug/water
Complexity- Moderate
Format- All
Restrictions- No earthquakes, No weather

Jamestown, 1607: The first permanent English settlement in america, and whose colonization eventually led to the birth of america, you will be fighting back when the fort was still young, in 1607! You will be fighting out side the great fort, which at the time stood 18 feet all around. the southern wall that bordered the river was 420 feet long, while the other two sides were 300 feet long. surrounding the fort for about 20 feet all around there is tall, wild grass (no lawnmowers in the 17th century). the southern area of the arena is beach, with fine sand and the shoreline coated in cattails and other plants. the water is very warm, and brackish, so its not super fresh. to the north, east, and west of the fort lies the dense woods of virginia, which are inhabited with Powhatan Indians and other dangers. the forest is very thick due to no tampering with the vegetation (yay for no pollution and negative human interaction!), and the grass is still thick. the setting is in the beginning of fall, but it was still very hot, and if you dont know anything about virginia weather, its that if you are near water and its hot, it will be very very humid. the humidity leaves the air everywhere thick and steamy, which makes battling very uncomfortable. however bug pokemon will have no problem with this. the conditions that jamestown provide are perfect for them to thrive and battle, as the settlers experience that all too well (k.o by malaria!). Bug pokemon gain 30 base speed (e.g bug mon with 70 base speed now has 100) and 2BP to bug moves. ice pokemon will abhor the climate here, so their speed loses a flat 20 and their ice attacks lose 2BP. the weather cannot be changed, for that would surely affect the settlers (which in turn would cause an alternate dimension, yadda yadda yadda), and earthquakes cannot be generated. Also during every even round indians will dart of the woods and try to attack jamestown, but the settlers are prepared! at the points of the triangular fort lie a single but powerful cannon, that will blast the pesky native americans! sadly the settlers arent bright, so they might hit your pokemon! watch out! if your pokemon gets hit they lose 20 damage. (rng for getting hit by cannon is 20% out of 100%)
Team Darkaxis


Dratini The Lake Monster (M)

Nature: Jolly(Speed increased by 15%, Accuracy +12%; -1 from Special Attack)

Type: Dragon

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Shed Skin:

Type: Innate

This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale: (DW)

Type: Innate

This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).



Dratini
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50*1.15^)
Size Class: 2
Weight Class: 1
Base Rank Total: 13

EC: 0/4/9
MC: 0
DC: 0/5

No. of moves: 13

Attacks:
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Dragon Dance(*)
Extremespeed(*)
Dragon Pulse(*)
Thunderbolt(*)
Flamethrower(*)
Surf(*)



...


Scraggy The (BAN ME PLEASE) (F)
Nature: Adamant (+1 Rank to Attack, -1 Rank from Special Attack)

Type: Fighting / Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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: Shed Skin, Moxie
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (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.
Intimidate (DW LOCKED): (Can be Activated)When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. (Not yet Active)

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks (14)
Leer (*)
Low Kick(*)
Sand Attack(*)
Faint Attack (*)
Headbutt(*)
Swagger(*)
Brick Break (*)
Payback (*)

Dragon Claw(*)
Rock Slide(*)
Double Team(*)

Fire Punch(*)
Ice Punch(*)
Thunderpunch(*)





...


Mudkip the Hunky (M)

Nature: Adamant(One more for Attack; one less for Special Attack)

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:

Type: Innate

When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Damp:

Type: (DW locked)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Mudkip
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/4/9
MC: 0
DC: 0/5

No. of moves: 13

Moves:
Tackle (*)
Growl (*)
Mud-Slap (*)
Water Gun (*)
Bide (*)
Foresight (*)
Mud Sport (*)

Counter(*)
Mirror Coat(*)
Avalanche(*)

Toxic(*)
Dig(*)
Rock Slide(*)

Team the Wanderer

Shinx(*) [Alexander] (Male)
"<BLOOD FOR THE BLOOD GOD!>"
A shinx the wanderer had recently caught. While all of the wanderer's pokemon are blood knights to some degree, Alex is especially bloodthirsty.

Nature: Jolly (+15% speed, +9% accuracy, -1 SpA)
Type: Electric
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.

Abilities: Rivalry, Intimidate
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Guts (DW): (Innate, Locked) 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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 52 (45*1.15^)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks (15 total):
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Thunder Fang
Crunch

Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)

TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)

Ralts [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A ralts the wanderer had caught en route to the Tower of Heaven.

Nature: Hardy (no effect on stats)
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, Trace
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) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (Innate, Locked) 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 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Attacks (14 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Egg:
Confuse Ray
Shadow Sneak
Encore

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp


Darkaxis sends out, chooses items and ability
The Wanderer does the same + actions.
Darkaxis issues actions.
 
#5
Round 1

Pre-Round
The Wanderer

Shinx - Alexander (M)
HP: 90
Energy: 100
Stat Changes:
Other:

VS

Darkaxis

Scraggy
HP: 90
Energy: 100
Stat Changes:
Other:

We are back in time in 1607, Jamestown. This is where the first brits in the USA came to stay, and also where we’re going to have today’s pokemon battle. Both trainer trainers have already sent out there pokemon, on the left with The Wanderer is Alexander the Shinx and on the right is with Darkaxis a Scraggy with a nick name that I don’t dare type. Anyway, with introductions done we can get on with the pokemon battle!

Alexander is faster and lets loose a small concentrated bolt of electricity at Scaggy. That Thunder Wave must have paralyzed Scraggy! Scraggy is able to fight back though and uses Payback for increased damage since he’s attacking second!

The status’ keep coming from Alexander as he lets lose a toxic blob from is mouth at Scraggy, poisoning him instantly. Scraggy isn’t quite done though and the vapor in the air freezes over the pants Pokémon’s fist and then he proceeds to take a leaping jump at Alexander and as the ice punch comes in contact Alexander is brought to his knees.

Alexander takes the opportunity to thunder fang Scraggy’s leg which only makes him angry and pours all his power into a Dragon Claw so powerful that if Pokémon isn’t rated PG the gore would be flowing from from Shinx right now. And on that happy note, the round ends.

Post-Round
The Wanderer

Shinx - Alexander (M)
HP: 58
Energy: 83
Stat Changes:
Other:

VS

Darkaxis

Scraggy
HP: 76
Energy: 82
Stat Changes:
Other: paralyzed 25%, toxic poisoned (2 DPA next round)

Shinx
Thunder Wave 6 energy Scraggy is now paralyzed, 25%
Toxic 7 energy Scraggy is now badly poisoned
Thunder Fang 4 energy 12 damage
Scraggy
Payback 6 energy 12 damage
Ice Punch 6 energy 10 damage
-1 HP poison
Dragon Claw 6 energy 10 damage
-1 HP poison


Darkaxis is first this round.
 
#9
Round 2

Pre-Round
The Wanderer

Shinx - Alexander (M)
HP: 58
Energy: 83
Stat Changes:
Other:

VS

Darkaxis

Scraggy
HP: 76
Energy: 82
Stat Changes:
Other: paralyzed 25%, toxic poisoned (2 DPA this round)

I didn’t know that troll-faces existed in 1607, but The Wanderer just proved me wrong.

Alexander’s fur has sparks running up and down it forming a solid mass of electricity around Alexander. He then slams into Scraggy who takes the hit as decently as could be expected but then he comes back with a freezing ice punch that crashes into Alexander.

The two pokemon just keep attacking each other recklessly. A fire fang from Alexander crashed down on Scraggy’s head (lucky he isn’t a psyduck) followed by Scraggy’s hands developing a blue dragon-like aura. That aura takes the shape of claws and then Scraggy charges and strikes Alexander with his attack.

Going back to the basics, so to speak, Alexander lets lose more sparks before charging at Scraggy and ramming right into him. The pants pokemon is not aused though, she gathers up some surrounding rocks with seemingly mystical power and throws them with a rockslide attack at Alexander for decent damage.

The settler RNG overlord still hasn’t told them to fire at us but could change at any moment…

Post-Round
The Wanderer

Shinx - Alexander (M)
HP: 27
Energy: 75
Stat Changes:
Other:

VS

Darkaxis

Scraggy
HP: 43
Energy:64
Stat Changes:
Other: paralyzed 25%, toxic poisoned (3 DPA next round)

Shinx
Spark 4 energy 10 damage
Fire Fang 5 energy 7 damage
Spark 4 energy 10 damage
Scraggy
Ice Punch 6 energy 10 damage
-2 HP poison
Dragon Claw 6 energy 10 damage
-2 HP poison
Rock Slide 6 energy 11 damage
-2 HP poison


The Wanderer is first.
 
#13
Round 3

Pre-Round
The Wanderer

Shinx - Alexander (M)
HP: 27
Energy: 75
Stat Changes:
Other:

VS

Darkaxis

Scraggy (F)
HP: 43
Energy: 64
Stat Changes:
Other: paralyzed 25%, toxic poisoned (3 DPA this round)

The fangs of Alexander start sparkling with thunder as he runs up to Scraggy and chomps down on his tail. The Scraggy cringes with pain and then as he attempts to stand up and execute his attack, she doubles over and then stays on the ground; paralyzed.

Alexander is still standing over the Scraggy, and he takes his time gathering the fire in his gaping maw before chomping down on his victim with his razor sharp fangs. The Scraggy however makes no move to avoid the attack, as she is still paralyzed in place.

Trying to deal the fatal blow Alexander leaps up into the air and his (thunder) fangsstart to crackle with the electrical power in them before Alexander dives down and sends Scraggy into a spasm. After Scraggy composes himself (and believe me that took awhile), he lets lose what he was trying to do all round, a rock slide. Chunks of ground are ripped up and hurled at Alexander by an invisible force. The Flash pokemon is knocked back close to the moat surrounding the arena, but doesn’t quite fall in. And with that dramatic turn of events, this round comes to a close.

Post-Round
The Wanderer

Shinx - Alexander (M)
HP: 16
Energy: 62
Stat Changes:
Other:

VS

Darkaxis

Scraggy (F)
HP: 3
Energy: 58
Stat Changes:
Other: paralyzed 15%, toxic poisoned (4 DPA next round)
Shinx
Thunder Fang 4 energy 12 damage
Fire Fang 5 energy 7 damage
Thunder Fang 4 energy 12 damage
Scraggy
RNG rolled 21/100 for parahax, percentage went down to 20%
-3 HP poison
RNG rolled 9/100 for parahax percentage went down to 15 %
-3 HP poison
Rock Slide 6 energy 11 damage
-3 HP poison


Darkaxis
 
#16
Pre-Round
The Wanderer

Shinx - Alexander (M)
HP: 16
Energy: 62
Stat Changes:
Other:

VS

Darkaxis

Scraggy (F)
HP: 3
Energy: 58
Stat Changes:
Other: paralyzed 15%, toxic poisoned (4 DPA next round)


This rounds flavour is brought to you by...THE WANDERER!!!
Quick attack -> Next round
Post-Round
The Wanderer

Shinx - Alexander (M)
HP: 16
Energy: 62
Stat Changes:
Other:

VS

Darkaxis

Scraggy (F)
HP: K
Energy: O
Stat Changes:
Other:

Shinx
Quick Attack 3 energy 4 damage
Scraggy
KOed


Darkaxis sends out Dratini automatically (no post required).
The Wanderer Orders
Darkaxis Orders
 
#17
Well, lessee...my shinx can go down either incapacitating dratini or softening him up a little...I think I'mma go with softening him up a little.

Ice Fang -> Thunder Wave -> Ice Fang
 
#19
Round 5

Pre-Round
The Wanderer

Shinx - Alexander (M)
HP: 16
Energy: 62
Stat Changes:
Other:

VS
Darkaxis

Dratini - TLM (M)
HP: 90
Energy: 100
Stat Changes:
Other:

Both of these pokemon have +speed natures so they moved too fast for me to commentate. The result of this round though is that Darkaxis’ Dratini KOed the already Alexander the Shinx. The Wanderer now sends his Ralts out automatically.

Post-Round
The Wanderer

Shinx - Alexander (M)
HP: K
Energy: O
Stat Changes:
Other:

VS
Darkaxis

Dratini - TLM (M)
HP: 77
Energy: 89
Stat Changes:
Other:

Shinx
Ice Fang 5 energy 13 damage
KOed
Dratini
Extreme Speed 6 energy 11 damage
Slam 5 energy 10 damage


Darkaxis orders
The Wanderer orders
I ref quicker then I reffed this round.
 
#23
Round 6

Pre-Round
The Wanderer

Shinx - Alexander (M)
HP: 90
Energy: 100
Stat Changes:
Other:

VS

Darkaxis

Dratini - TLM (M)
HP: 77
Energy: 89
Stat Changes:
Other:

No time for flavour, too committed to stuff irl.

Post-Round
The Wanderer

Shinx - Alexander (M)
HP: 70
Energy: 77
Stat Changes:
Other:

VS
Darkaxis

Dratini - TLM (M)
HP: 77
Energy: 65
Stat Changes:
Other: Paralyzed 25%, locked into Dragon Rage (one (1) more action)
Ralts
Thunder Wave 7 energy 25% paralyzed
Encore 10 energy Dragon Rage is encored for two (2) more actions.
Evasive Teleport 6 energy Ralts will evade any attack with a priority lower then +1.
Dratini
Dragon Rage 4 energy 10 damage
Dragon Rage 8 energy 10 damage
Dragon Rage 112 energy missed


The Wanderer must go.
 
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