JBCWK vs. Venser!!! Reffed by: elDino

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elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Da Battle of Doom (on an Island).
Hello and welcome to this epic battle between our professional Pokemon trainer: Venser and a newcomer to this game: JBCWK. I'm not sure what that stands for but I am here to wish both contestants good luck, and have a prosperous battle!

Rules:
Pokemon: 2v2
Format: Singles
DQ: 2 days
Items: None
Abilities: 2
Switch: KO
Move restrictions: 2 Recovers / 5 Chills

Now that thats over, lets check out the arena for today's match!

The Arena!!!



A small island with a large wall around the centre of it, surrounded by deep water. Battles can be held within the island or in the water, but if a Pokemon drifts too far away from the main island (up to the ref's discretion) it will get lost and take one action to swim back to the battle area.

In short: Small island, wall in the centre, battles on island or in water, if Pokemon drifts too far from island, must take one action to swim back.

The Teams!!!


JBCWK:

Growlithe (*) (Male)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).

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 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.
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).
Justified (Innate) (DW): 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 will be maintained at the end of each round.

Stats:

HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 * 1.15)

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

Attacks:

Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Flame Wheel (*)
Reversal (*)

Crunch (*)
Flare Blitz (*)
Iron Tail (*)

Overheat (*)
Protect (*)
Wild Charge (*)


Dratini (*) (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Abilities:
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.
Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two (2).

Stats:

HP: 90
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 50

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

Attacks:

Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)

Dragon Dance (*)
ExtremeSpeed (*)
Outrage (*)

Protect (*)
Aqua Jet (*)
Attract (*)



Solosis (*) (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Regenerator (DW): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Stats:

HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 20

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

Attacks:

Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)

Confuse Ray (*)
Secret Power (*)
Night Shade (*)

Calm Mind (*)
Shadow Ball (*)
Energy Ball (*)


Venser:


Shroomish [Turtle] (♂)
Nature: Adamant (+ * to Attack, -* from Special Attack)

Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35


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: (Can be disabled) 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.
Technician (DW): (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 multi-hit attacks is increased by two (2).

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore

Bullet Seed
Drain Punch
Focus Punch

Bullet Seed
Substitute
Swords Dance


Nohface [Jyuu] (♂)

Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)

Type: Steel / Ghost

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Levitate (DW) (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Stats:
HP: 100
Atk: **
Def: ***
SpA: * (-1)
SpD: ***
Spe: 11.5 (11 * 1.15)

EC: 1/6
MC: 0
DC: 1/5

Attacks
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
ShadowStrike

Psycho Shift
Meteor Mash
Yawn

Will-o-Wisp
Dig
Taunt


Golett [Troll] (♂)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type: Ground / Ghost
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:

HP: 100
Atk: **** (+)
Def: **
SpA: **
SpD: **
Spe: 29 (35 - (35 * .15))


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

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.)
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.

Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*

Earthquake*
DynamicPunch*
Focus Punch*

Substitute*
Safeguard*
Gyro Ball*


How the match will be played:

JBCWK sends out his first Pokemon.
Venser sends out his first Pokemon and chooses its moves.
JBCWK chooses his Pokemon's moves.

I ref.

Lets do this.
 
I'll see your Dratini and raise you a Breloom! Let's go!

Turtle, I want you to Spore until it hits! Follow that up with a Leech Seed, and finish with a Focus Punch if he's still asleep, or a PoisonPowder on yourself if he's awake already.


Spore ~ Spore / Leech Seed ~ Focus Punch / Poison Powder
 
Protect against the first Spore, then Extremespeed for some decent damage! If you're not sleeping after that, then Thunder Wave him!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn One

JBCWK's Dratini



Name: Dratini
HP: 90
Energy: 100
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: None

Vs.

Venser's Turtle



Name: Turtle (Shroomish)
HP: 90
Energy: 100
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: None​


Action 1:

And here we are, as we gather today on this small but quite dangerous island for a hopefully fun but dangerous battle! We now begin, and Venser sends out his first Pokemon. "Turtle GO!!!" he shouts, and that is exactly what this Shroomish does. He flies out of his Pokeball, straight into the arena. Our next trainer then stands strong and tall, as he throws out his first Pokemon. JBCWK shouts with might "Go Dratini! Do your thing." He adds this with a touch of coolness and the battle begins. After issuing out commands, Venser's Turtle musters up some nasty Spores, coming out from under his skin. They are then flung towards Dratini, but he is aware of this, and as such he Protects, making the Spores do nothing at all!

Protect: 7 energy
Spore: 8 energy

Action 2:

At this time, Turtle is getting pissed off, and he decides again to throw some nasty Spores at his opponent. Before they even reach Dratini, he hits the Shroomish hard and fast with an Extremespeed. This deals some good damage, before Dratini breathes in the Spores, and falls into only a Light Sleep.

Extremespeed: 12.5 rounded up to 13 damage, 6 energy
Spore: 8 energy

Action 3:

With Dratini now fast asleep, Turtle decides it is time to lay on some hurt. While Dratini is still locked into a deep slumber, Turtle starts to calm down, and slow down his heart rate. As he begins to maintain absolute focus, Dratini stirs, but remains asleep. Turtle, still in a state of complete concentration, slowly begins to build up his strength, and he unleashes a vicious Focus Punch, which deals huge damage to Dratini. Had it been a little harder, the Dratini would have been launched all the way into the sea! This huge punch wakes up Dratini, but he is too dazed to make another move.

Focus Punch: 18 damage, 9 energy


End of Turn 1


JBCWK's Dratini



Name: Dratini
HP: 72
Energy: 87
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: Just got out of bed :)

Vs.

Venser's Turtle



Name: Turtle (Shroomish)
HP: 77
Energy: 75
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: Been practicing his boxing :)​

Move Order

JBCWK issues actions.
Venser issues actions.

I ref.

Lets do this.
 
Alright then, Thunder Wave him first to hopefully stop him from moving, then Extremespeed once more, or Thunder Wave if you're asleep or your first one missed. Then, Dragon Rage!

TWave > ESpeed/TWave if first one missed > Dragon Rage
 
Okay let's see what we can do here. Put him back to sleep after he Thunder Waves you, then follow up with a Leech Seed. Then, PoisonPowder yourself to activate Poison Heal.

Spore ~ Leech Seed ~ Poison Powder (on self)
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn Two

JBCWK's Dratini



Name: Dratini
HP: 72
Energy: 87
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: Lets see if he got out of the right side of bed...

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 77
Energy: 75
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: Ready to throw some more punches​



Action 1:

So, the trainers have issued their actions and the second turn begins! After a very sleepy first round for Dratini, it seems as though he's woken up now. He is ready for this turn, I can tell you that for nothing. With a burst of fury, he conjures up a Thunder Wave, and shoots it at Turtle. It hits dead on, and it has severely hampered Turtle's ability to move. However, Turtle is now looking for some revenge on that stupid Dratini, so he inhales, taking in all the fungi in the air. He then holds still, just for a moment, and he unleashes the fungi (now as Spores) onto Dratini, who instantly falls into an Intense Sleep! Boy oh boy; that Turtle sure does look very happy!

Thunder Wave: 7 energy
Spore: 8 energy

Action 2:

Now, with Dratini asleep for three more actions (including this one), Turtle looks to be just relaxing. In fact, it's almost as through he's tending his garden! He walks over to Dratini's sleeping body, and plants some seeds around it. These Leech Seeds seem to be sucking the life away from Dratini! This is indeed a very relaxed tactic that I see being used here. If it were me, I'd be pummeling that Dratini as hard as I could.

Leech Seed: 10 energy from Turtle. Turtle gains 3 health from Dratini.

Action 3:

So now that Dratini is still sleeping for two more actions (including this one), Turtle can do as he will. And this time, he is emitting some powder from his body. This PoisonPowder is flung up in the air, towards Dratini. But then, it flies back to hit Turtle himself. And then it flies away from Turtle again! The wind has really picked up, and the poisonous powder has been scattered away into the sea that surrounds the Island. The water is now poisonous!!!

PoisonPowder: 7 energy
Leech Seed: 3 HP taken from Dratini and given to Turtle

End of Turn 2


JBCWK's Dratini



Name: Dratini
HP: 66
Energy: 80
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: Asleep for one more action. Leech Seeded for 4 more actions.

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 83
Energy: 50
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: 25%=>20% paralysis​

Move Order

Venser issues actions.
JBCWK issues actions.

I ref.

Lets do this.
 
Focus Punch (remember that it's - priority, so it won't wake him up), then Drain Punch him into the water if you can. Follow up with a Spore.

Focus Punch ~ Drain Punch / 15 HP Substitute ~ Spore
 
Shiiiit...

Extremespeed even though you're still sleeping, then Slam him nice and hard! Finally, as he uses Spore, get away with Agility!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn Three

JBCWK's Dratini



Name: Dratini
HP: 66
Energy: 80
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: Asleep for one more action. Leech Seeded for 4 more actions.

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 83
Energy: 50
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: 25%=>20% paralysis​


Action 1:

And Turn Three begins. Lets hope for a fun turn. Maybe this is where Dratini's luck will change! All will be revealed in the net few moments. So as this turn begins, Dratini still seems to be asleep. Wait! What's this? The skin is slowly falling off Dratini, as it Shed's its Skin and loses all sense of dreariness. Turtle looks amazed but he continues to get on with his job of knocking out that Dratini as fast as possible! He once more goes into a state of concentration, powering up for a punch by the looks of it. However, just before he unleashes an extremely powerful punch, Dratini hits him quick and fast with an Extremespeed! Turtle loses his concentration, and fails to punch the smirking Dratini.

Focus Punch charge: 4 energy
Extremespeed: 9.5 -> 10 damage 6 energy
Leech Seed: 3 HP from Dratini to Turtle

Action 2:

Now it seems that Turtle is the one in a bad position, but he still has that old Leech Seed going, so he still has a slight advantage. Anyway, back to the actual match, and it seems as though Dratini is powering up for a big Slam! Unfortunately, the attack that Dratini was trying to accomplish missed Turtle, and by a long way too! As Dratini is still flying through the air thanks to the power behind that attack, he might even fly into the poisonous water. It's 50/50 on the chance that he'll not fly into the water, but he just manages to stay on land. He is exceptionally close to the water now. Meanwhile, it seems that Turtle has caught up with Dratini, and he has hit him straight in the face with a Drain Punch. Dratini again almost flies into the water, but he manages to compose himself and land gracefully on the ground.

Slam: 5 energy
Drain Punch: 8 energy, 9.5 ->10 damage. 5 HP restored to Turtle
Leech Seed: Same as usual, 3 more actions.

Action 3:

And now Dratini is really mad, and its now Turtle with the grim on his face. Dratini begins to snake around, faster and faster, and he uses Agility! He is now so fast, and he darts from place to place like lightning! Turtle however, keeps his cool and once more gathers the fungi from the air. He uses Spore once more (hey that rhymes!) but unfortunately for Turtle, this time it didn't go so well, and Dratini just sped away from the incoming spores like lightning.

Agility: 7 energy
Spore: 8 energy
Leech Seed: 3 HP, the usual. 2 more actions... :S

End of Turn 3


JBCWK's Dratini



Name: Dratini
HP: 47
Energy: 62
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: Leech Seeded for 2 more actions. +2 Speed

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 87
Energy: 30
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: 5% paralysis (you didn't get paralyzed once!!!)​

Move Order

JBCWK issues actions.
Venser issues actions.

I ref.

Lets do this.
 
Focus Punch while he Dragon Dances, and take the Extremespeed and retaliate with, that's right, Spore. Finish with another Focus Punch.


Focus Punch ~ Spore ~ Focus Punch
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn Four

JBCWK's Dratini



Name: Dratini
HP: 47
Energy: 62
Speed: 50
Nature: Adamant
Stat Boosts: None
Other: Leech Seeded for 2 more actions. +2 Speed

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 87
Energy: 30
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: 5% paralysis (you didn't get paralyzed once!!!)​


Action 1:

Well the fourth round begins, and I'm pretty sure that this round is going to be quite a big part in today's match. So to start off, Dratini Dragon Dance's up, and this begins to scare Turtle. But Turtle, being the badass that he is, doesn't really care, and as such he charges up a huge Focus Punch. He unleashes his power once again upon Dratini, and boy does that hurt!

Focus Punch: 18 damage 9 energy
Dragon Dance: 7 energy
Leech Seed: 3HP from Dratini to Turtle

Action 2:

Dratini seems slightly shaken from that incredible punch, but he manages to bounce back as he immediately hits back with an incredible Extremespeed. With all the speed boosts that Dratini has attained, this move is indeed very strong. It even knocks Turtle into the water! As Turtle struggles to keep afloat, he tries desperately to send some Spores towards Dratini, but the sea air blows all the Spores away! Turtle is very annoyed, but he manages to get himself back onto land, as he was only just at the edge of the water.

Extremespeed: 11 damage (I felt it needed to be boosted since Dratini had +3 Speed and it is extreme"speed") 6 energy
Spore: 8 energy
Leech Seed: You know the drill... its over now :)

Action 3:

So now Dratini feels pretty happy, but Turtle begins to build up his Focus once again. In the meantime, Dratini launches a Thunder Wave at Turtle, which hits, dead on but Turtle manages to maintain his focus without issue. Turtle then inevitably releases his Focus Punch even though he is paralyzed, and he hits Dratini once more for huge damage.

Focus Punch: 18 damage, 9 energy
Thunder Wave: 7 energy

End of Turn 4


JBCWK's Dratini



Name: Dratini
HP: 5
Energy: 42
Speed: 50
Nature: Adamant
Stat Boosts: + 1 Attack, + 2 Speed
Other: Almost dead...

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 83
Energy: 4
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: 20% paralysis...​

Move Order

Venser issues actions.
JBCWK issues actions.


I ref.

Lets do this.
 
God, stop fucking up my Spores :P Okay Turtle, we've got to be careful here. This is going to require super precision to not screw up.

Drain Punch three times.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
God, stop fucking up my Spores :P Okay Turtle, we've got to be careful here. This is going to require super precision to not screw up.

Drain Punch three times.
Lol, sorry about that. The RNG hates you for those last turns. You're still dominating though...
 
You've done well, Drat. If you've got life in you, Agility away from the first Drain Punch, which should take care of him. If he's still alive Outrage twice.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn Five

JBCWK's Dratini



Name: Dratini
HP: 5
Energy: 42
Speed: 50
Nature: Adamant
Stat Boosts: +1 Attack +1 Speed
Other: Going out with a bang...

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 83
Energy: 4
Speed: 35
Nature: Adamant
Stat Boosts: None
Other: 20% paralysis...​


Action 1:

So the round starts off, and Dratini attempts to Agility away from the incoming Drain Punch from Turtle. Unfortunately, even then it still hits, mostly due to the fact that the RNG hates JBCWK... It even got a critical hit! No chance of him surviving that one...

Drain Punch: 8 energy, 13 damage

End of Turn 5


JBCWK's Dratini



KOOOOOO!!!!

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 83
Energy: 4
Speed: 27
Nature: Adamant
Stat Boosts: None
Other: 15% paralysis...​

Move Order

JBCWK sends out a Pokemon
Venser issues actions
JBCWK issues actions.


I ref.

Lets do this.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn Six

JBCWK's Growlithe


Name: Growlithe
HP: 90
Energy: 100
Speed: 69
Nature: Hasty
Stat Boosts: None
Other: None

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 83
Energy: 4
Speed: 27
Nature: Adamant
Stat Boosts: None
Other: 15% paralysis...​


Action 1:

Well now it seems that JBCWK will actually get a favorable match up, as he proceeds to send out Growlithe (and its Intimidate) to take on the might Turtle. Growlithe starts off this round by using Flare Blitz! Holy shit that's strong. Turtle doesn't even think about hitting back, and he just Chills out...

Growlithe: 8 energy from Flare Blitz, 7 recoil damage.
Turtle: 23 damage from Flare Blitz, 12 energy regained from chillin' out :P

Action 2:

Growlithe kicks off the next round by Protecting itself from the incoming Spores that are sent away by Turtle. Wow, that was a quick one!

Growlithe: 7 energy from Protect
Turtle: 8 energy from Spore

Action 3:

Growlithe now decides to end this turn, and he does this by firing off a Flame Wheel to take advantage of Turtle just deciding to Chill once again. Turtle seems to be quite withdrawn at the moment, and I'm confused by what he's doing right now...

Growlithe: 4 energy from Flame Wheel
Turtle: 14 damage from Flame Wheel, 12 energy regained from Chill

End of Turn 6


JBCWK's Growlithe


Name: Growlithe
HP: 83
Energy: 81
Speed: 69
Nature: Hasty
Stat Boosts: None
Other: None

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 46
Energy: 20
Speed: 35
Nature: Adamant
Stat Boosts: -1 Def --> back to normal now...
Other: 5% paralysis...​

Move Order

JBCWK issues actions.
Venser issues actions.

I ref.

Lets do this.
 
Hell, I can't protect against ANY of them x.x

All right Shroomish, let's show him who's boss! Start out with a Spore to prolong his agony! As he sleeps, give him a massive Focus Punch unless he wakes up, in which case Stun Spore. Finish with a Focus Punch if he's asleep, but if he's awake, use Poison Powder.

Spore ~ Focus Punch / Stun Spore ~ Focus Punch / Poison Powder
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Turn Seven

JBCWK's Growlithe


Name: Growlithe
HP: 83
Energy: 81
Speed: 69
Nature: Hasty
Stat Boosts: None
Other: None

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
HP: 46
Energy: 20
Speed: 35
Nature: Adamant
Stat Boosts: -1 Def --> back to normal now...
Other: 5% paralysis...​


Action 1:

So, this battle seems to be getting longer, and that Turtle has lasted for a very long time... It seems that the tables are turning though, and Growlithe immediately starts this action off by hitting Turtle with a strong Flare Blitz. It frazzles up our little mushroom friend, but he still lives on. He still has just enough energy to fire of another Spore, and it hits Growlithe dead on, sending him to sleep for two more actions! Wow, Turtle seems to have got his revenge, and is now in a very good position.

Growlithe: Asleep for two more actions, 8 energy from Flare Blitz, 8 recoil damage.
Turtle: 24 damage from Flare Blitz, 8 energy from Spore

Action 2:

So Turtle starts off this next round, by hitting a sleeping Growlithe hard with Focus Punch, and that definitely inflicts some damage. Turtle begins to get low on energy though!

Growlithe: Asleep for one more actions, 18 damage from Focus Punch
Turtle: 9 energy from Focus Punch


Action 3:

So with Growlithe still sleeping, Turtle uses one colossal effort to launch one last Focus Punch on the fire fox, but it is not enough to prevent Turtle from dying before Growlithe, and that is exactly what happens.

Growlithe: Will wake up next action, 8 damage from weakened Focus Punch
Turtle: Dead...

End of Turn 7


JBCWK's Growlithe


Name: Growlithe
HP: 49
Energy: 73
Speed: 69
Nature: Hasty
Stat Boosts: None
Other: Will wake up next action

Vs.

Venser's Turtle


Name: Turtle (Shroomish)
KOed

Move Order

Venser sends out Pokemon
JBCWK issues actions.
Venser issuse actions

I ref.

Lets do this.

(Almost done!!!)
 
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