Its_A_Random vs. Dummy007 (AR: DFrog TR: danmantincan )

Status
Not open for further replies.
OPEN CHALLENGE

3v3 Singles
3 Day DQ Time
2 Chills & 5 Recoveries per Pokemon max.
Bring your strongest...

Arena: The Earth Cauldron
At the entrance, there is a staircase you must climb. The case spirals around a circular column, about 20 metres high & 30 metres in diameter. At the top, there is a circular arena. The entrance is shut & is replaced by guardrails 10 metres high, which encircle the arena. you see a rectangular field, 20x15 metres in dimension, the rectangle consisting of some sand & some painted lines. Outside the rectangle is hard rock-like material that cannot be dug into, but the sand is, but only to a certain depth. The arena is also rather sturdy, allowing seismic activity to occur...This arena got its name, due to the fact that it clearly suits Ground-Types & for it's Cauldron-like appearance.

Summary: Circular arena, 30 metres in diameter, surrounded by 10 metre high guardrails. The centre of the arena consists of a rectangle, 20 metres long, 15 metres wide, the rectangle consisting of diggable sand & painted lines, the outside of the rectangle consists of hard, undiggable rock. Sturdy enough for seismic activity to occur.
You mean stupid enough, right? Yep, that's me.

Switch=KO
No items
All abilities
Perched upon a the massive earth cauldron are three people, two of them itching for a battle and the third one, not so much. The the blue corner stands a dapper young gentleman called Random and in the red corner is another gentleman who isn't dressed such as slick, Dummy. In the middle of this is your humble referee, DFrog.

Random's team:

Hippowdon(*) Stortamus (M)
Nature: Impish

Type:
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.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 47

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

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. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.

Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Crunch
Thunder Fang
Fire Fang

Slack Off*
Curse*
Body Slam*

Roar*
Earthquake*
Rock Slide*

Stealth Rock
---

Gliscor(*) Capers (M)
Nature: Impish

Type:
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.

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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

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

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Sand Veil: (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.

Poison Heal (DW Unlocked): (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.

Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab

Night Slash*
Agility*
Baton Pass*

Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt

Aqua Tail
---

Gastrodon Sleast (M)
Nature: Quiet (NC)

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

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.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)

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

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Body Slam

Yawn
Stockpile
Sludge

Surf
Ice Beam
Toxic
Scald

Earth Power


Dummy's Team:

Salamence(*) [Malfoy] (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: 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.
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:
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 thier 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.
Moxie (DW): (Innate) (UNLOCKED) 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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 2(-)
Spe: 100

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

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Rock Slide
Hone Claws


Colossoil(*) [Neville] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Dark/Ground
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.
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:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
Pressure (DW): (Innate) (UNLOCKED) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 95

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

Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)
Dark Pulse
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn

Sucker Punch(*)
Earth Power(*)
Water Spout(*)

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt
Knock Down


Volcarona(*) [Harry] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
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): (Innate) (UNLOCKED) 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)

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 6(+)
SpD: Rank 4
Spe: 100

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

Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz
Flare Blitz
Flame Charge
Gust(*)
Quiver Dance
Hurricane
Fiery Dance

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)

Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
Psychic
Double Team



Actions are as follows:
Random sends out
Dummy sends out and gives actions
Random gives actions
REF
Random gives actions
Dummy gives actions
REF
etc.

Also if you don't mind at the end of our actions could you leave them in a format like this: Action 1 > Action 2 > Action 3.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Welcome to the cauldron. Hope you decided to bring your strongest, because you're going to need it! Go, Stortamus! It's been a while, but you're in, cover the field in your endless Sandstorm!
 
I did bring my strongest. Are you dissing me, Random? :P Anyway, I'll lead off with Harry.

You've come a long way since I captured you as a Larvesta, and now it's time to put your training to good use. Start off with a Sunny Day to prevent Sandstorm from doing anything. Next, use a Quiver Dance to get your SpA up. Finish with a powerful Fiery Dance. (It just occurred to me that I've never used two of those moves before in ASB. Newness ftw!)

Summary:
Sunny Day > Quiver Dance > Fiery Dance
 

Its_A_Random

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

"Ahh, looks like it will be a battle for Move Counters, my oh my this shall be interesting...Too bad there are no loose rocks around here or this moth would be creamed...So we shall have to be creative here. Stortamus, begin this battle with an Earthquake, which should not only do damage, but it should potentially lower this bug's accuracy due to the sand flinging up onto the moth. Next we shall neutralise that moth's Quiver Dance by letting out a powerful Roar, & send it running! Lastly, while it's cornered we shall also attempt to neutralise the Fiery Dance by using another Earthquake, sending more sand flinging into the air, & more importantly, speaking from past experience, when sand meets fire, Glassing occurs, & that should cripple the moth with all the shards piercing his skin, also doing some extra damage in the process..."

Summary of Actions:
Earthquake > Roar > Earthquake

Hopefully the ref takes all these notes into account...Anyways, let's do this Stortamus!
 
Round 1 Begin:

In the Blue...


Hippowdon(*) Stortamus (M)
Nature: Impish
110 HP
100% Energy
Boosts: None
Status: None

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. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.

Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

And in the Red

Volcarona(*) [Harry] (M)
Nature: Mild
100 HP
100% Energy
Boost: None
Status: None

Abilities:
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): (Innate) (UNLOCKED) 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)​

Action 1
The action begins with Stortamus whipping up a sandstorm, Harry doesn't take to kindly to this and clears the sky with Sunny Day. Stortamus is throws a tantrum over the loss of his sandstorm! His anger incurs a savage Earthquake directed at Harry. I can feel the seismic activity from the safety of the referee box. Powerful stuff!

Action 2
Harry begins to Quiver after that powerful earthquake. It seems to me that he is Dancing! Harry looks more confident after that dance. Stortamus' ego was fed when he saw how Harry quivered after his last attack. He let loose a window shattering Roar! This seems to have scared Harry even more! It looks like he's lost his confidence from his dance before.

Action 3

Harry on the offensive still feel like dancing and his passion has turned that dance into a Fiery Dance! Harry looks more powerful after this second dance! However dance didn't look like it affected the beast of the blue corner! He let loose another powerful Earthquake! If these earthquakes keep up I'm afraid my referee box may collapse!

Calcs:
Action 1:
Harry -9 energy [sunny day]
Stortamus -6 energy, 16 damage [earth quake]

Action 2:
Harry -6 energy [quiver dance]
Stortamus -7 energy [roar]

Action 3:
Harry -5 energy, +1 SpAtk, 18 damage [fiery dance]
Stortamus, -6 energy, 16 damage [earthquake]

Aftermath:


92 HP
81 Energy
Boosts: None
Status: None


68 HP
80 Energy
Boost: +1 SpAtk (3 more Actions)
Status: None​

4 more rounds of sun
Random your Up
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
A couple of pointers...Roar wipes away all boosts the opponent has, and also, ASB doesn't completely follow in-game mechanics...And it seems that my creativity has gone unheeded... :(

"Well, this doesn't appear to be a good situation, Stortamus! There will almost certainly be a Solarbeam at some point, even though it is an indoor arena, so I don't reckon it will work...Anyways, when in doubt, hide! I want you to Dig into the sand & stay down there until Action 3 where you will come out, not hitting Harry, & either use Earthquake or Roar, depending on whether Harry has boosted himself with Quiver Dance or not..."

Summary of Actions:
Dig & Stay Underground > Stay Underground > Come out behind Harry & Earthquake
Substitute
Come out behind Harry & Earthquake for Come out behind Harry & Roar if Harry has used Quiver Dance at any point during the round.

Let's do this!
 
@ above the +1 spAtk is from the fiery dance and you roared on the quiver dance so the stat changes are reset from that action. The +1 spAtk happened after the roar so it still stands
 
Nice opening, Harry. Let's mix things up a bit, shall we? First, roast Stortamus with a Flamethrower. Next, fly to the hole and use Bug Buzz down it. That should annoy Stortamus a lot. Finish this round with a Magnet Rise.

Summary:
Flamethrower > Bug Buzz down hole > Magnet Rise
 
Cutting it close here but anyway back to the action. This is what happened last round:

92 HP
81 Energy
Boosts: None
Status: None


68 HP
80 Energy
Boost: +1 SpAtk (3 more Actions)
Status: None​

Round 2 begin

Action 1

Stortamus begins to dig underground but Harry is having none of this a shoots of a angry flamethrower at the burying hippo. However, Stortamus is covered in sand and the flamethrower does less damage. Where Stortamus once is know a giant hole that is slowly being filled in by sand. (Flamethrower will be calculated against a rock type hippowdon)

Action 2
Harry races over to where Stortamus was and begins to vibrate his wings resulting in a high pitched bug buzz. I think it burst one of my ear drums. Meanwhile Stortamus is still underground and his ears are covered in sand but the noise from above is angering the beast. (Bug buzz hit)

Action 3
Harry must be tight with some magnetons or some thing because his is rising like one of them. Stortamus erupts from his sand home with a roar! He causes an earthquake with his arrival. But it does not effect Harry because he's floating like a magneton.

Calcs and stuff
Action 1:
Harry -3 energy, 13 damage [flamethrower]
Stortamus -4 energy [evasive dig]

Action 2:
Harry -5 energy, 6 damage [bug buzz]
Stortamus, -7 underground [evasive dig]

Action 3:
Harry -5 energy [magnet rise]
Stortamus -6 energy [earthquake miss]


Aftermath


73 HP
64 Energy
Boosts: None
Status: None


68 HP
68 Energy
Boost: None
Status: Magnet rise (6 actions)​

3 more rounds of sun

Dummy your Up
 
All right, here's the plan. Start off with SolarBeam, since I know Random's been waiting for that. Smash it with Fiery Dance and end the turn with a second SolarBeam.

Summary:
SolarBeam > Fiery Dance > SolarBeam
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Sun lasts for 5 Rounds, not actions...


"Heh, heh, heh...Time to say goodbye to the sun & hello to the sand! Also, just our luck that Stortamus managed to dig up some loose rock as well!!!"

Ability: Sand Stream > Rock Slide > Rock Slide

If anyone asks about the first action, Data Audit Thread, under Sand Stream.
 

73 HP
64 Energy
Boosts: None
Status: None


68 HP
68 Energy
Boost: None
Status: Magnet rise (6 actions)​

Round 3 Begin:

Action 1:
Harry begins to take in Solar energy then fires it at Stortamus in a brilliant Beam. Shaken but not stirred Stortamus calls his sandstorm back. He looks really satisfied.

Action 2:
Harry once again full of passion unleashes his fiery dance but he doesn't look stronger than he did before. Meanwhile some sand in the sandstorm has clumped together to form rocks and they have begun to slide down the curved surface of the Earth Cauldron straight into Harry. Ouch! It looked like it hurt. Harrys wings are cut by the sandstorm

Action 3:
Harry begins to take in light (from god knows where) and again rocks are sliding down at harry. It look like that really hurt. Harry discharges the beam of solar energy. It seems the end is near for both of the combatants. Harry no looking so hot after getting sand blasted in his eyes

Calcs:
Action 1
Harry -8 energy, 23 damage [solar beam]
Stortamus -9 energy [sand stream]

Action 2
Harry -5 energy, 14 damage [fiery dance]
Stortamus, -6 energy, 24 damage [rock slide]
Harry receives 2 damage from sandstorm

Action 2
Harry -8 energy, 12 damage (damage reduction due to sandstorm) [solar beam]
Stortamus -14 energy, 24 damage [rock slide]
Harry receives 2 damage from sandstorm


Aftermath


24 HP
30 Energy
Boosts: None
Status: None


16 HP
47 Energy
Boost: None
Status: Magnet rise (3 actions)​

Random your up
 

Its_A_Random

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

"Its_A_Random has got a 3-2 lead in the bag. There's no point denying it."

Rock Slide > Slack Off > Chill
Substitute any action for Ability: Sand Stream if Harry uses Sunny Day AND Push all actions to the right (i.e. What Stortamus was going to do but was substituted, becomes the next action & so on).

Don't forget, since activating an ability doesn't count as a move, it doesn't suffer from the movespam rule, which puts us in a win-win situation!
 
Grr. Well, there's only one thing to do! Use your Swarm-boosted Bug Buzz to leave it at 7 health (if I calced correctly). Hope Rock Slide misses and use Fiery Dance, closing with a chill. Go out with a bang!

Summary:
Bug Buzz (Swarm) -> Fiery Dance -> Chill
 

24 HP
30 Energy
Boosts: None
Status: None


16 HP
47 Energy
Boost: None
Status: Magnet rise (3 actions)​

Round 4 Begin

Action 1:
In a desperate plea to hold on to life just a little longer or bring his opponent closer to join him in his fate, begun to vibrate his wings violently. Imbued with the knowledge and power of the many bug pokemon before him Harry unleashes a powerful Bug Buzz. Stortamus also on his last legs is beginning to crumple under the powerful sound however not before he can finally crush his opponent under a volley of sliding rocks.

Calcs:
Harry -5 energy, 18 damage (Swarm Boosted)[Bug Buzz]
Stortamus, -18 energy, 24 damage [rock slide]


Aftermath:


6 HP
12 Energy
Boosts: None
Status: None


0 HP
0 Energy
Boost: None
Status: CRUSHED​

Dummy your up, send out and orders

1 KOC for Stortamus
 
I think I'll send out Neville next. (Did you reduce the damage from Bug Buzz for any reason? I think the calc seems a little low. Base Power 11 + STAB 3 + Rank Difference 3.5*1.5=19.25 damage.)

Anyway, let's blow him away, Neville! Open with a Water Spout to prey on his lower Special Defense. If he's still alive after that, Earthquake and close with Stockpile.

Summary:
Water Spout -> Earthquake -> Stockpile
 
Remember that calcs are subjects to change once they have been checked by my tutor danmantincan, which they have. Besides with your move choice it probably doesn't matter.
Edit @below: your right i did make a mistake on the energy due to rock slide being used 3 consecutively and it is a 6 energy move i will fix these now, the energy loss should be 6 > 14 >18
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Stortamus should have 20 Energy; you made incorrect energy calculations from Round 3 & 4. R3 A3, Rock Slide should cost 10 Energy, not 14, & R4 A1, Rock Slide should cost 14 Energy, not 6. Anyways...

"Take it easy Stortamus, you've done your job, now leave it to the others..."
Slack Off > Chill > Earthquake
 

24 HP
30 Energy
Boosts: None
Status: None


16 HP
30 Energy
Boost: None
Status: Magnet rise (3 actions)​

Round 5 Begin

Action 1:
In a desperate plea to hold on to life just a little longer or bring his opponent closer to join him in his fate, begun to vibrate his wings violently. Imbued with the knowledge and power of the many bug pokemon before him Harry unleashes a powerful Bug Buzz. Stortamus also on his last legs is beginning to crumple under the powerful sound however not before he can finally crush his opponent under a volley of sliding rocks.

Calcs:
Harry -6 energy, 18 damage (Swarm Boosted)[Bug Buzz]
Stortamus, -18 energy, 24 damage [rock slide]


Aftermath:


6 HP
12 Energy
Boosts: None
Status: None


0 HP
0 Energy
Boost: None
Status: CRUSHED​
Round 4 Begin:
Discouraged but not defeated Dummy sends out his new pokemon:

Colossoil(*) [Neville] (M)
Nature: Mild
120 HP
100% Energy
Boosts: None
Status: None
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
Pressure (DW): (Innate) (UNLOCKED) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Action 1:
It memory of his fallen comrade Neville begins to wad up saliva in an effort drench his oppontent. Stortamus begins to slack off, unimpressed. Then Neville releases a mighty Water Spout KOing Stortamus, the beast of the sand.

Neville -8 energy, 24 damage [Water Spout]
*NOTE: Stortamus did not use slack off that was pure flavour*


Aftermath:

0 HP
0 Energy
Boosts: None
Status: Drenched


Colossoil(*) [Neville] (M)
Nature: Mild
120 HP
92 Energy
Boosts: None
Status: None​

1 KOC for Neville


permanent sandstorm
Random Send out and orders
 

Its_A_Random

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

"Alrightio, Obvious choice is obvious now, let's go Sleast!"

"You've been through trial by Earth, now let's see how you handle trial by Water!"
Scald (Down the hole if Neville uses Dig) > Ice Beam
(Down the hole if Neville uses Dig) > Scald (Down the hole if Neville uses Dig)
 
(You forgot to reduce Neville's energy for using Water Spout.)

Let's mess with Sleast a bit, shall we? Start with Bounce to dodge Scald and inflict a little damage. Use Earthquake to inflict some more damage to Sleast and finish with another Bounce.

Summary:
Bounce -> Earthquake -> Bounce
 

0 HP
0 Energy
Boosts: None
Status: Drenched


Colossoil(*) [Neville] (M)
Nature: Mild
120 HP
92 Energy
Boosts: None
Status: None​

Round 6 Begin:
Random, also experiencing a loss of a valued friend like Dummy did last round, he sends out his new pokemon to avenge Stortamus.


Gastrodon Sleast (M)
Nature: Quiet

110 HP
100 Energy
Boosts: None
Status: None

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Action 1:
Neville wasting no time uses his over developed forearms to spring into the air. While Sleast's stream of Scalding waters harmlessly splashes on the ground where the behemoth was. Neville then comes crashing down on Sleast and Bounces back into the ground.

Action 2:
Neville pleased with last actions performance slaps the ground, resulting in a Earthquake. Sleast, shaken not stirred freezes the water vapour in the air and firing a concentrated Ice Beam at his opponent.

Action 3:
Like before Neville uses his forearms to spring himself in the air and Sleast once again misses his target wetting the ground where Neville once was. Neville lands on Sleast again and Bounces back into the ground.

Neville, -7 energy, 12 damage [Bounce]
Sleast, -5 energy, missed [Scald]

Neville, -6 energy, 16 damage [Eathquake]
Sleast -7 energy, 15 damagen [Ice Beam]

Neville, -7 energy, 12 damage [Bounce]
Sleast, -5 energy, missed [Scald]




Gastrodon Sleast (M)
70 HP
83 Energy
Boosts: None
Status: None



Colossoil(*) [Neville] (M)
Nature: Mild
105 HP
72 Energy
Boosts: None
Status: None​

permanent sandstorm
Dummy your up
 
Great round, Neville! We'll keep our momentum going by alternating Earthquake and Bounce.

Summary:
Earthquake -> Bounce -> Earthquake
 

Gastrodon Sleast (M)
70 HP
83 Energy
Boosts: None
Status: None



Colossoil(*) [Neville] (M)
Nature: Mild
105 HP
72 Energy
Boosts: None
Status: None​

Round 7:
Action 1:
Neville starts of with a bang, letting loose a earth shaking quake. Sleast however looks unimpressed and fires off a azure blue Water Pulse severely drenching his opponent.

Action 2:
Neville not too keen on getting wet Bounces up into the air. Sleast having gotten wise the Neville's tricks just chows down on some sand Stockpiling the nutrients for later. Neville comes crashing down, its appears he's put some top spin on his descent dealing critical damage before he burrows back into the ground.

Action 3:
Neville likes repetition, or is it his trainer? Regardless another earthquake ravages the arena. Sleast even less impresses unleashes another Water Pulse, the water must have been spiked or something because Neville is Severely confused.

Action 1
Neville, -6 energy, 16 damage [Eathquake]
Sleast, -3 energy, 15 damage [water pulse]

Action 2
Neville, -7 energy, 15 damage [bounce crit]
Stockpile, -8 energy

Action 3
Neville, -6 energy, 14 damage [Eathquake]
Sleast, -3 energy, 15 damage [water pulse]


Post round

Gastrodon Sleast (M)
25 HP
69 Energy
Boosts: Stockpile, 2 more actions
Status: None



Colossoil(*) [Neville] (M)
Nature: Mild
75 HP
53 Energy
Boosts: None
Status: Confused 3 actions​

permanent sandstorm
Random your first
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top