Leethoof vs. Flamestrike in the Middle of Nowhere (I'm reffing)

Status
Not open for further replies.
I challenge anybody for my first CAP ASB battle!

2 pokemon per side
Singles
DQ time 2 days
Arena: An large open field (100x100 approximately), with deep impenetrable woods surrounding it. It is sunny outside, but not Sunny Day.
I'll take this.

Switch = KO
One ability
No items
Shieldon (Vanguard) (M)
Nature: Relaxed (Adds * to Defense; 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:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Soundproof (DW): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: **
Def: *****
SpA: **
SpD: ***
Spe: 25

EC:0/6
MC:0
DC:0

Attacks:
Tackle*
Protect*
Taunt*
Metal Sound*
Take Down*
Iron Defense*
Swagger*
Stealth Rock*
Wide Guard*
Screech*
Earthquake*
Smack Down*
Sandstorm*

Croagunk (Boggle) (M)
Nature:
Hardy

Type:
<Poison> Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Wrap, Haze, and Glare have Energy Cost reduced by one (1).
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities
Anticipation This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Dry Skin This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Poison Touch (DW) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats

HP: 90
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 50

EC: 0/6
MC: 0
DC: 0

Attacks

Astonish*
Mud Slap*
Poison Sting*
Taunt*
Pursuit*
Faint Attack*
Revenge*
Swagger*
Drain Punch*
Vacuum Wave*
Bullet Punch*
Poison Jab*
Toxic*
Work Up*



Golett(*) Shadowstrike(U)
Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack)
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.)

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.

Stats:

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

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)

Rock Slide(*)
Return(*)
Rock Polish(*)


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

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 90
Atk: **** (+)
Def: ***
SpA: **
SpD: **
Spe: 26 (31 / 1.15v)

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

Attacks:
Tackle(*)
Withdraw(*)
Absorb(*)
Razor Leaf(*)
Curse(*)
Bite(*)
Mega Drain(*)
Leech Seed

Growth(*)
Seed Bomb(*)
Superpower(*)

Protect(*)
Swords Dance(*)
Substitute(*)


Leethoof sends out his Pokemon and chooses its ability
Flamestrike sends out his Pokemon and chooses its ability, then orders
Leethoof orders
I ref
Leethoof orders
Flame orders
I ref
Flame orders
Leethoof orders
I ref

....etc., etc. Keep it clean, and let's do this!
 
Brandon entered the field, ready for a new battle, with his Golett, Shadowstrike, following. He greeted his opponent, who already had a Croagunk out on the field, waiting for an opponent. Brandon obliged, send Shadowstrike in to fight. With his Iron Fist ability and super-effective Ground attacks, he would have a good matchup.

"Alright Shadowstrike, let's start this off right! Hit it with a massive Earthquake, then strike it hard with a Shadow Punch. Finish off the round with another Earthquake."

Summary:
Earthquake -> Shadow Punch -> Earthquake
 
Boggle, this is gonna be a tough matchup. Avoid that first earthquake by Astonishing the Golett. Then, put some damage out with a Poison Jab. Finally, ensure that he is poisoned with Toxic. However, if your punches already poison him, replace toxic with Faint Attack.

Summary: Astonish->Poison Jab->Toxic/Faint Attack if Poison Jab poisons him
 

Boggle
HP: 90
Energy: 100
Ability: Anticipation


Shadowstrike
HP: 90
Energy: 100
Ability: Iron Fist

So another ASB battle is now underway! Boggle the Croagunk moves first, attempting to Astonish his opponent Golett into flinching! And it's worked! Shadowstrike can't get his wits straight, and does not attack! Tough break for Flamestrike!

Seizing the opportunity, Leethoof orders Boggle to attack with a Poison Jab! It's a good hit, but it doesn't do too much to the Ground-type! Seeking revenge, Shadowstrike responds with a powerful Shadow Punch! His Iron Fist ability makes the blow that much more powerful!

Furious, the Croagunk blasts an orb of Toxic waste at the little robot! It hits, and the Golett is now badly poisoned! Not one for giving up, the Golett fires off a powerful Earthquake! It hits the Poison-type for massive damage! I don't know how Boggle managed to stay on its feet!

Both sides have come out firing on all cylinders! What will develop next? Stay tuned, and we'll be back after this commercial break!


Boggle
HP: 60
Energy: 84
Status: Reeling.


Shadowstrike
HP: 76
Energy: 87
Other: Badly Poisoned
Status: Wishing it was a Steel-type...

Boggle's Astonish: Deals 6 Damage to Shadowstrike. RNG rolls 292; Shadowstrike flinches. Boggle expends 3 Energy.

Shadowstrike's Earthquake: Fails because of the flinch from Boggle's Astonish.

Boggle's Poison Jab: Deals 7 Damage to Shadowstrike. Boggle expends 6 Energy.

Shadowstrike's Shadow Punch: Deals 11 Damage to Boggle. Shadowstrike expends 6 Energy.

Boggle's Toxic: RNG rolls 99; Toxic hits. Shadowstrike is now Badly Poisoned. Boggle expends 7 Energy.

Shadowstrike's Earthquake: Deals 19 damage to Boggle. Shadowstrike expends 7 Energy, and takes 1 Poison damage.
 
Ouch! Don't worry Boggle, that toxic should start to stack up some damage. Lets keep it sneaky and go for a Faint Attack. Another Astonish should hopefully give us another advantage, and a Faint Attack after that should keep the robot-ghost reeling!

Summary: Faint Attack->Astonish->Faint Attack
 
Brandon grimaces as he watches his Golett flinch from the Astonish, and can only watch as he then gets poisoned badly by Toxic. "Alright Shadowstrike, I know you're hurting from that Toxic but we need to keep up the attack. But first, let's make sure we avoid another flinch by using Rock Polish so that we outspeed Croagunk. Next, hit it with a Shadow Punch, then finish off with a powerful Earthquake."

Summary:
Rock Polish -> Shadow Punch -> Earthquake
 

Boggle
HP: 60
Energy: 84


Shadowstrike
HP: 76
Energy: 87
Other: Badly Poisoned

Boggle seems to have recovered from the last round! He's disappeared into shadow...and shows up behind Shadowstrike and pushing it to the ground! That's a textbook Faint Attack! Shadowstrike seems to realize it needs to be faster to stand a chance, so it's used Rock Polish to redice its body's drag and increase its Speed two stages!

Suddenly much faster, the Golett charges Boggle and slams it with a Shadow Punch! The blow is so hard, Boggle is sent flying! He manages to collect himself, though, and attempts to Astonish Shadowstrike into not attacking next turn! But it's too feeble to cause a flinch, and the Golett prepared itself for this one anyway!

Golett finishes the round with a devastating Earthquake! What a hit--can Boggle stand up? Yes! He's just able to come back to his senses and hit with another Faint Attack, although one more good Earthquake like that could seal the deal!

Both Pokemon are showing signs of strain, one health-wise, the other stamina-wise. Who can dig deeper and finish the fight? We'll find out after this short commercial break!


Boggle
HP: 30
Energy: 73
Status: Can't find his footing.


Shadowstrike
HP: 46
Energy: 67
Other: Badly Poisoned; Speed +1
Status: Toughing it out.

Boggle's Faint Attack: Deals 9 damage to Shadowstrike. Boggle expends 4 Energy.

Shadowstrike's Rock Polish: Shadowstrike's Speed is raised two stages. Shadowstrike expends 7 Energy, and takes 2 Poison damage.

Shadowstrike's Shadow Punch: Deals 11 damage to Boggle. Shadowstrike expends 6 Energy, and takes 2 Poison damage.

Boggle's Astonish: Deals 6 Damage to Shadowstrike. Boggle expends 3 Energy.

Shadowstrike's Earthquake: Deals 19 damage to Boggle. Shadowstrike expends 7 Energy, and takes 2 Poison damage.

Boggle's Faint Attack: Deals 9 damage to Shadowstrike. Boggle expends 4 Energy.


Flamestrike, you're up. Like the third-person roleplaying, by the way.
 
Brandon wasted no time in calling his next orders. "Ok Shadowstrike, he's almost down! Start with a Shadow Punch, then take some time to chill and regain some energy before you finish it off with a Earthquake."

Summary:
Shadow Punch -> chill -> Earthquake
 
Lets fight like you were made to Boggle! No holding back now, all tricks activate!

Start off with a sneaky Faint Attack when it punches you. As it daringly chills, Astonish him, so hopefully the ghostly robot can't muster an earthquake. If it does manage to not be flinched by a creepy frog-thing surprising it, quickly Bullet Punch it before you fall. If it does get surprised into whimpering inaction, go for another Faint Attack. Okay maybe that wasn't that tricky, but still do it!

Summary: Faint Attack->Astonish->Bullet Punch if it doesn't flinch/Faint Attack if it does
 

Boggle
HP: 30
Energy: 73


Shadowstrike
HP: 46
Energy: 67
Other: Badly Poisoned; Speed +1

Still with the speed advantage from last round, Shadowstrike launches forward with another Shadow Punch! Yet another blow dealt to the slowly tiring little poison frog, but what's this? Oh, my! Boggle just retaliated with a fierce Faint Attack! Despite being weak, Boggle's still putting up a fight!

Now what's Shadowstrike doing? It's just chilling inn the middle of the field! Maybe it's taunting Boggle before it finishes him off, but it's also restored some Energy! Not impressed, Boggle tries to break Shadowstrike out of its reverie with an Astonish, but it barely fazes the robot!

Desperately, Boggle attempts a Bullet Punch, but it looks like it's too little, too late. Shadowstrike rises, and unleashes his most powerful Earthquake yet! Boggle never stood a chance, and now he's out of the battle!

Flamestrike's team has gained the upper hand for now! But this battle isn't over yet, and Shadowstrike doesn't have much left in the tank! Will Flamestrike hold on, or will Leethoof draw on beginner's luck and come back? Find out after these messages from our sponsors!


Boggle
HP: 0
Energy: 0
Status: Just croaked. YEEEEEAAAAAAAHHHHHHHHH


Shadowstrike
HP: 18
Energy: 69
Other: Badly Poisoned
Status: "Now I can die with honor."

Shadowstrike's Shadow Punch: Deals 11 damage to Boggle. Shadowstrike expends 4 Energy, and takes 3 Poison damage.

Boggle's Faint Attack: Deals 9 damage to Shadowstrike. Boggle expends 4 Energy.

Shadowstrike's Chill: Shadowstrike recovers 13 Energy, and takes 3 Poison damage.

Boggle's Astonish: Deals 6 damage to Shadowstrike. Boggle expends 3 Energy.

Boggle's Bullet Punch: Deals 4 damage to Shadowstrike. Boggle expends 3 Energy.

Shadowstrike's Earthquake: Deals 22 damage to Boggle (RNG rolls critical hit o_0). Boggle faints. Shadowstrike expends 7 Energy, and takes 3 Poison damage.


Leethoof, release your next Pokemon and issue orders.
 
Good job, Boggle. That was a completely one-sided matchup and you did very well! Now, go Vanguard! Your Sturdy body will hopefully protect you from those nasty earthquakes.

Increase your defense to massive levels with Iron Defense, then hit the robot with two Earthquakes. If he ever starts an earthquake Protect yourself once, just delaying the queue.

Summary: Iron Defense->Earthquake->Earthquake. Substitute any action withProtect once if it earthquakes, delaying the queue.



EDIT: CURSE YOU FIGHTING AND GROUND 4X WEAKNESS!!!
 
"Excellent job taking down that annoying Croagunk Shadowstrike, now let's try to deal some good damage to that Shieldon before going down. Punish his choice to not attack turn one with a massive Iron Fist-boosted Focus Punch! Then follow up with two Earthquakes, it'll cost him a bunch of energy to block the first one, and the second one will do some good damage before you finally go down. You did amazing my friend, thanks for your hard work."

Summary:
Focus Punch -> Earthquake -> Earthquake
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Taking over this match.


HP: 18
Energy: 69
Other: Badly Poisoned


90 HP
ENergy: 100

Vanguard is the first Pokemon to move in the round, with Iron Defense. Shadowstrike isn't having much of it though, and uses a strong Focus Punch in return! The next turn, Vanguard uses Protect to defend itself against the Earthquake from Shadowstrike. Finally, Vanguard uses Earthquake to get the KO while Shadowstrike shakes the earth as a final hurrah!


HP: KO


39 HP
Energy: 74
+1 Def

Flamestrike orders next.
 
Brandon recalled Shadowstrike. "Good job, you did what you needed to do." Next, he sent out Seedstrike. It was time to end this. "Ok Seedstrike, you might be slow but he's slower, so go for a Swords Dance before he can Taunt you. Next, just go for two Superpowers. If you're not taunted and he uses Protect or Iron Defense, go for an extra Swords Dance instead."

Summary:
Swords Dance -> Superpower -> Superpower
Replace any of the Superpowers with Swords Dance if not taunted and he uses Protect or Iron Defense
 
Crap, more fighting attacks. Be brave Vanguard! Take advantage of his orders with a Iron Defense, then another Iron Defense, and then another Iron Defense! ACTIVATE OPERATION CAN TOUCH THIS BUT YOUR TOUCHING IS USELESS ANYWAYS!
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

HP: 90
Energy: 100


39 HP
Energy: 74
+1 Def

Newcomer Seedstrike joins the match. It uses a Swords Dance while Vanguard uses Iron Defense. In a tactical move, Seedstrike uses Swords Dance again, while Vanguard uses Iron Defense once more. FInally, to round out this display of tactics, Seedstrike uses Swords Dance, and Vanguard uses Iron Defense.


HP: 90
Energy: 67
Other: +5 Atk


39 HP
Energy: 41
+5 Def
 
Well that was entertaining. Shieldon, I want you to Screech at that turtle, then Take it Down. Follow up with a Smack Down.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

HP: 90
Energy: 67
Other: +5 Atk


39 HP
Energy: 41
+5 Def

Vanguard lets out a horrifying Screech to begin the turn, while Seedstrike uses Superpower. The next turn, Seedstrike narrowly connects first, using Superpower to win the game!.

Both trainers get 2 TC.

I get 1 RC, and so does Galladiator.

Each Pokemon gets usual MC, EC, DC, and Shadowstrike, Vanguard and Seedstrike each get a KO Counter.
 
Status
Not open for further replies.

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

Top