Lord Jesseus vs Destiny Warrior - Witches' Brew anyone?

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Challenging the DESTINY WARRIOR
4v4 NFE Doubles
2 Day DQ
2 recovers/5 Chills
2 Subs per mons
Arena: DW's/ref's choice
The Warrior of Destiny accepts.

Training Items
All Abilities
Switch=Magic Bananas
Arena: Witches' Brew

The trainers battle on a huge platform suspended over a relatively small cauldron. The base of the platform is an iron circle with a tall indestructible glass barrier around the edge. On top of this circle is some earth that, at the top, has been made into a dirt circle with small boulders and patches of grass dotted around and a small water hole in the center. Basically, all moves can be used as normal in this arena.

During battle, some of the elemental energy from the pokemon's attacks will be absorbed by a strange liquid that is brewing inside the cauldron. This liquid is known as the Witches' Brew and the elemental properties it has absorbed are denoted by the Witches' Brew's seventeen elemental strengths (one for each attacking type except typeless). Any time a direct damaging attack is used, the Brew's matching elemental strength is increased by the BAP* of the move (for example, Fire Blast increases the Brew's fire elemental strength by 12). If, however, the move has fixed damage instead of BAP, such as Super Fang or Dragon Rage, the elemental strength is increased by the move's energy cost (ignoring STAB) instead. The increase happens if the move is successfully performed, regardless of whether or not the move hits.

Should the total of the Witches' Brew's elemental strengths ever equal or exceed 50, the cauldron will erupt at the end of the round and the Brew will splash over the base of the platform, causing the arena to transform in some way for the duration of the following round. If there is one highest elemental strength for the Brew, the arena transforms into one of these depending on which elemental strength is the highest:

The platform turns from an earth-covered iron circle into grey plastic, as do the rocks and grass, though they can still be used as normal. The blandness of the platform rubs off on the pokemon. All items and abilities (including traits) are disabled and all pokemon become typeless, meaning they do not get STAB, weaknesses, resistances or immunities (for example, a Steel-type is now vulnerable to Poison-type moves and can be poisoned). The attacks, however, retain their typing. If, at the end of the round, a pokemon is suffering from a status that it is normally immune to, the status is removed unless this arena effect is refreshed.
The ground turns into ash and volcanic rock with several fissures appearing in the rocky parts of the arena. Flames shoot out of these fissures at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get burned by the flames. This chance is equal to (size class) * 10%. In addition, the water in the water hole becomes much hotter, so Surf and Soak have a 10% burn chance in addition to their normal effects. Dive has a 10% chance of burning the user on the turn they go underwater and on every action they remain underwater.
The ground becomes sandy and the water level rises until it reaches 1ft above ground level. The deep water slows down the smaller pokemon in the arena. Size class 1 pokemon have their current speed reduced to 33%, size class 2 pokemon have theirs reduced to 50%, size class 3 pokemon have theirs reduced to 67% and size class 4 pokemon have theirs reduced to 75%. Flying, levitating and Water-type pokemon are exempt from this. The ability Swift Swim is activated by this effect unless it is already active due to rain.
Writhing vines grow from the platform and cover the arena surface. These vines entangle all pokemon in the arena, keeping them in place. All speed boosts and drops are ignored for the round, moves that can't be used in Gravity will fail, and if a pokemon attempts to use a contact move, it pays the usual energy cost but the move fails as the vines prevent it from getting close enough to the opponent. Flying and levitating pokemon are vulnerable to all Ground-type moves while they are caught in the vines as though they were affected by Smack Down or Gravity.
The barrier around the platform and the ground near the edge are covered in electrically-charged iron mesh. If a pokemon is hit by an attack with 8 or more BAP*, there is a chance that the attack will knock the pokemon into the mesh. This chance is equal to (move BAP* - target weight class) * 5%. If the pokemon is knocked into the mesh, it is inflicted with 25% paralysis unless it is Ground-type or has the ability Limber. Lightningrod, Motor Drive and Volt Absorb do not provide immunity to this effect.
The ground becomes much more rocky and several huge stalagmites appear on the platform’s surface. These can be used to take cover behind as per the Take Cover command described in the DAT. The stalagmites are treated as having a size class of 6 for this purpose. If a seismic move is used and its BAP* is at least 3 more than the stalagmites’ size class, the stalagmites’ size class is lowered by 1 (to a minimum of 1) and any pokemon taking cover behind stalagmites take damage from a 6 BAP physical Rock-type attack from rank 5 attack.
The ground becomes much harder and very cracked and uneven. The platform vibrates violently, causing intense tremors that throw the pokemon off balance. By default, the pokemon will focus purely on the action they are taking; however, with each action, pokemon may choose to keep balance in addition to whatever they are doing. Keeping balance increases the energy cost of the action by 4, while if a pokemon does not keep balance, there is a 25% chance that the tremors throw it off and its action fails (though the energy cost is still paid). Flying and levitating pokemon are exempt from this. In addition, the move Dig causes 10 damage to the user plus 10 damage for every action they remain underground, and flying and levitating pokemon are not exempt from this.
A lot of fans appear in the barrier and blow strong gusts of wind in random directions. Every time a pokemon tries to act, there is a chance that the winds will blow it about so much that it cannot act. This chance is equal to (9 - weight class) * 5%, or * 10% if the pokemon is flying or levitating. If a pokemon cannot act for this reason, it does not use any energy.
The ground turns into ice, making the arena very slippery. Evading attacks by means of the Dodge command, evasive Agility and evasive Teleport is impossible as pokemon try to maintain their balance on the ice, while contact attacks have their base power reduced by 3 for the same reason. Flying, levitating and Ice-type pokemon as well as those with the ability Suction Cups are exempt from this.
Some white markings are made in the ground to make the arena resemble a stadium of some kind, and a crowd appears around the edge of the arena and starts to call for a real fight. This results in all pokemon being unable to use non-damaging moves and commands as though they had been taunted. Any pokemon that are encored into a non-damaging move are no longer encored.
Toxic sludge geysers appear in the ground and erupt at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get badly poisoned by the geysers. This chance is equal to (size class) * 10%. If the pokemon is already badly poisoned, the sludge increases the DPA by 1. If the pokemon already has regular poison, the sludge replaces this with bad poison with an initial DPA of 3. In addition, the water in the water hole turns to acid, so Surf has its base power increased by 2 and corrodes Steel-type targets, while Soak does 10 damage in addition to its normal effect. Dive does 10 damage to the user plus 10 damage for every action they remain underwater and, if they are a Steel-type, it corrodes them.
Moving multi-coloured patterns appear on the barrier and the ground, making all pokemon think they’re tripping. This is reinforced by waves of psychic energy that are generated by the barrier and interfere with the pokemon’s minds. Every time a pokemon tries to act, there is a chance that the psychic energy will prevent it from performing its action. This chance is equal to (10 - special defence rank - special defence boosts) * 5%. Special defence drops count as negative special defence boosts and are added to the chance of failure. If a pokemon cannot act for this reason, it does not use any energy.
The ground is covered in abnormally large plants and flowers that emit a scent that attracts a swarm of bees. Every time a pokemon uses a direct damaging move, there is a 20% chance that it will disturb the bees. If it does, that pokemon takes 10 damage at the end of each action until the end of the round. In addition, the scent is so calming that the ability Anger Point is suppressed, any Taunt and Torment effects are removed and the moves Taunt, Torment, Rage and Rage Powder will fail if they are used (though the energy cost is still paid for each one).
The arena takes on the appearance of a graveyard and frightening ghosts rise up from the graves, terrifying all pokemon. If a pokemon flinches, it must return to its pokeball at the end of the round and be replaced by another pokemon unless switching is not allowed or there are no available replacements. Ghost-type pokemon and pokemon with the ability Steadfast or Scrappy are exempt from this and pokemon with the ability Intimidate must flinch twice before being forced out. In addition, all actions have their energy cost increased by 2 and chilling restores no energy. Only Ghost-type pokemon and pokemon with the ability Scrappy are exempt from this.
The ground changes to bloodstained ash and scorched grass and a glowing crystal appears in the air above the water hole. The crystal gives off an aura that makes all pokemon feel more powerful, causing the base power of all direct damaging moves to be increased by 5 and their energy costs to be reduced by 2 (to a minimum of 1). In addition, if a pokemon uses a move with 14 or more BAP*, that pokemon’s relevant attacking stat is boosted to +6 regardless of whether or not the move hit.
While the texture of the ground remains unchanged, the colour changes to pitch black and shadow duplicates of all pokemon emerge from the water hole. Every time a pokemon uses a direct damaging move, its shadow duplicate does damage to the target(s) of that move immediately after, even if the move failed to damage them. This damage is equal to the BAP* of the move used. If the move has fixed damage instead of BAP, the shadow duplicate's damage is equal to the energy cost of the move instead.
The ground turns into iron with small amounts of rocks and grass being available in large glass containers. The iron arena is so hard that any attempt at digging through it will fail (though the energy cost is still paid). The water hole is removed, meaning all moves that require an external water source will fail, and a cannon takes its place. Pokemon of size class 4 or less can fire themselves out of the cannon for (8 + (weight class / 2)) energy. Firing oneself out of the cannon is a physical typeless attack with a BAP equal to (12 + weight class), 75% accuracy and a charge-up priority of +1 and a hit priority of -1, but multi-hit moves like Fury Swipes do not disrupt it. Only one pokemon may use the cannon at a time, so if a second pokemon tries to get into the cannon, it fails and does not pay the energy cost.


If, when the cauldron erupts, there is a tie for the highest elemental strength, then the arena will transform into this:

Due to the conflicting elemental properties of the brew, the arena tries to transform in two or more very different ways. After some shaking, the arena transforms into an elemental amalgamation, meaning it is part bloodstained ash, part volcanic rock, part giant grass, part ice, part upward-flowing water, part toxic sludge, part dark matter, part electrically-charged iron and part patterned plastic. As if that wasn’t screwed up enough, injury and healing are swapped around, so any time a pokemon would normally take damage, it heals that amount of HP instead. Likewise, whenever a pokemon would normally restore HP, it loses that amount of HP instead.


*here, BAP is used to refer to the base power of the move before all modifiers (including STAB and any arena modifiers) except the following: Technician, multi-target reduction and multi-hit hit roll.
Team Lord Jesseus


Lotad [Samba] (Male)
Nature: Quiet (+SpA, -Spe)

Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam

Giga Drain
Counter
Leech Seed

Ice Beam
Rain Dance
Surf


Bulbasaur [Triassic] (Male)
Nature: Brave (+Atk, -Spe)

Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

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)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Giga Drain
Power Whip
Nature Power

Sunny Day
Light Screen
Protect


Squirtle [Lambda] (Female)
Nature: Quiet (+SpA, -Spe)

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

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 3/9
MC: 1
DC: 3/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Attacks:
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse

Mirror Coat
Brine
Fake Out

Ice Beam
Scald
Toxic
Surf
Dig
Brick Break
Counter


Totodile [Eta] (Male)
Nature: Adamant (+Atk, -SpA)

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

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 3/9
MC: 0
DC: 3/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Sheer Force (DW): (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch

Ice Punch
Dragon Dance
Aqua Jet

Brick Break
Rock Slide
Dive
Waterfall
Dig
Protect


Team Destiny Warrior


Dratini(F)

Types:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 43(-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
-10% Evasion

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

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

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Thunderbolt
Flamethrower
Waterfall

Aqua Jet
Dragon Pulse
Dragon Rush


Horsea(F)

Type:

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

Rash Nature(+SpA, -SpD)
Stats
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 0(-)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Sniper(Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

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

Attacks:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility

Ice Beam
Return
Surf

Disable
Outrage
Signal Beam


Trapinch(M)

Types:

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.

Hasty Nature(+Spe, -Def)
Stats
HP: 90
Atk: Rank 4
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 12(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
+5% Accuracy

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

Abilities:

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

Arena Trap(Innate): This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.

Sheer Force(Can Be Enabled)(DW)(Locked): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Bite
Faint Attack
Sand-Attack
Sand Tomb

SolarBeam
Bulldoze
Rock Slide

Bug Bite
Endure
Signal Beam


Bagon(M)

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Hasty Nature(+Spe, -Def)
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58(+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
+12% Accuracy

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

Abilities:

Rock Head(Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Sheer Force(Can Be Enabled)(DW)(Locked): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Rage
Leer
Bite
Headbutt
Focus Energy
Ember

Brick Break
Fire Blast
Rock Slide

Dragon Rush
Endure
Hydro Pump


How it's gonna go down
  • Lord Jesseus sends out his first two pokemon
  • Destiny Warrior sends out his first two pokemon and gives orders
  • Lord Jesseus gives orders
  • Objection refs
 
Shit man you brought more type variety than I did and you're going soley for Dragons...
Let's go Lotad and Squirtle. They'll have an EXP Share and Amulet Coin respectively.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Go Dratini(Exp Share) and Bagon.

Dratini: Thunderbolt Squirtlex3
If Squirtle is the successful target of a self-protecting/evasive action(including by itself), replace that action with Dragon Pulse Lotad.

Bagon: Rock Slidex3
 
Squirtle: Mirror Coatx3
If Dratini faints, change actions to Ice Beam Bagon
Lotad: Ice Beam Dratini x3
If Dratini faints, change actions to Ice Beam Bagon
 
Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 90 | EN: 100 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: None


Lambda (F) @ Amulet Coin
HP: 90 | EN: 100 | Spe: 37 (-)
Ranks: 2/3/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: None

Team Destiny Warrior


Dratini (F) @ Exp. Share
HP: 90 | EN: 100 | Spe: 43 (-)
Ranks: 3/2/3/2 | Total: 13
Size: 2 | Weight: 1
Abilities: Shed Skin
Other: None


Bagon (M) @ Nothing
HP: 90 | EN: 100 | Spe: 58 (+) (Acc boost: 12%)
Ranks: 3/1/2/2 | Total: 13
Size: 1 | Weight: 3
Abilities: Rock Head
Other: None

Arena effects
  • Witches' Brew: 0
Flavour

When shall we three meet again
In thunder, lightning, or in rain?

Well I can do next Tuesday.

Anyway, we're here at the Witches' Brew to witness a pokemon battle between Lord Jesseus and Destiny Warrior. Lord Jesseus sends out his first two pokemon, Samba the Lotad and Lambda the Squirtle, while Destiny Warrior chooses his unnamed Dratini and Bagon to be his first pokemon.

Immediately the two dragons go on the offensive, with Bagon causing a massive Rock Slide and Dratini frazzling Lambda with a Thunderbolt, but the Squirtle reflects it right back at her with a Mirror Coat while Samba aids with a chilling Ice Beam. Dratini follows up with another Thunderbolt to Lambda's shell, but then Bagon's next Rock Slide completely buries both of Lord Jesseus' pokemon! It takes a while for them to climb out of the rubble, but then Bagon causes yet another Rock Slide, burying the Lotad once more. Dratini continues with more Thunderbolt action, but once again, the Squirtle does not take it sitting down and one Mirror Coat counterattack later, Dratini is looking quite roughed up.

*SPLOOOOOOOOSH*

That was the Witches' Brew erupting all over the platform. The walls are now covered in this electric fence-like thing. Let's hope that nobody gets hurt by it.

Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 67 | EN: 93 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: None


Lambda (F) @ Amulet Coin
HP: 27 | EN: 72 | Spe: 37 (-)
Ranks: 2/3/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Torrent active

Team Destiny Warrior


Dratini (F) @ Exp. Share
HP: 28 | EN: 67 | Spe: 43 (-)
Ranks: 3/2/3/2 | Total: 13
Size: 2 | Weight: 1
Abilities: Shed Skin
Other: None


Bagon (M) @ Nothing
HP: 90 | EN: 70 | Spe: 58 (+) (Acc boost: 12%)
Ranks: 3/1/2/2 | Total: 13
Size: 1 | Weight: 3
Abilities: Rock Head
Other: None

Arena effects
  • Witches' Brew: Electric arena effect (1 more round)
Raw data

Turn order: Bagon, Dratini, Samba, Lambda

Bagon uses Rock Slide for 6 energy
Accuracy against Lambda boosted to 100%
Accuracy against Samba boosted to 100%
Roll a D16 for crit against Lambda: 15 - no crit
Roll a D16 for crit against Samba: 10 - no crit
Roll a D100 for flinch against Lambda: 39 - no flinch
Roll a D100 for flinch against Samba: 91 - no flinch
Lambda takes (8*0.75+(3-3)*1.5)=6 damage
Samba takes (8*0.75+(3-2)*1.5)=7.5 damage
The Witches' Brew's rock elemental strength increases by 6

Dratini uses Thunderbolt on Lambda for 7 energy
Roll a D16 for crit: 8 - no crit
Roll a D100 for paralysis: 30 - no paralysis
Lambda takes (10+(3-3)*1.5)*1.5=15 damage
The Witches' Brew's electric elemental strength increases by 10

Samba uses Ice Beam on Dratini for 7 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for freeze: 31 - no freeze
Dratini takes (10+(3-2)*1.5)*1.5=17.25 damage
The Witches' Brew's ice elemental strength increases by 10

Lambda uses Mirror Coat for (6+(15/2))=13.5 energy (round to 14)
Dratini takes (15*1.5)=22.5 damage
The Witches' Brew's psychic elemental strength increases by 10


Turn order: Bagon, Dratini, Samba, Lambda

Bagon uses Rock Slide for 10 energy
Accuracy against Lambda boosted to 100%
Accuracy against Samba boosted to 100%
Roll a D16 for crit against Lambda: 6 - no crit
Roll a D16 for crit against Samba: 4 - no crit
Roll a D100 for flinch against Lambda: 14 - flinch
Roll a D100 for flinch against Samba: 2 - flinch
Lambda takes (8*0.75+(3-3)*1.5)=6 damage
Samba takes (8*0.75+(3-2)*1.5)=7.5 damage
The Witches' Brew's rock elemental strength increases by 6

Dratini uses Thunderbolt on Lambda for 11 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for paralysis: 38 - no paralysis
Lambda takes (10+(3-3)*1.5)*1.5=15 damage
The Witches' Brew's electric elemental strength increases by 10

Samba flinches

Lambda flinches


Turn order: Bagon, Dratini, Samba, Lambda

Bagon uses Rock Slide for 14 energy
Accuracy against Lambda boosted to 100%
Accuracy against Samba boosted to 100%
Roll a D16 for crit against Lambda: 5 - no crit
Roll a D16 for crit against Samba: 5 - no crit
Roll a D100 for flinch against Lambda: 58 - no flinch
Roll a D100 for flinch against Samba: 24 - flinch
Lambda takes (8*0.75+(3-3)*1.5)=6 damage
Samba takes (8*0.75+(3-2)*1.5)=7.5 damage
The Witches' Brew's rock elemental strength increases by 6

Dratini uses Thunderbolt on Lambda for 15 energy
Roll a D16 for crit: 13 - no crit
Roll a D100 for paralysis: 66 - no paralysis
Lambda takes (10+(3-3)*1.5)*1.5=15 damage
Lambda's Torrent kicks in
The Witches' Brew's electric elemental strength increases by 10

Samba flinches

Lambda uses Mirror Coat for (6+(15/2))=13.5 energy (round to 14)
Dratini takes (15*1.5)=22.5 damage
The Witches' Brew's psychic elemental strength increases by 10

The Witches' Brew erupts
The Witches' Brew's strongest component is electric


Lord Jesseus, you're up now.
 
Well, might as well flinch them some.
Squirtle: Fake Out Dratini~Fake Out Bagon~Ice Beam Dratini
If Dratini uses a combo involving Thunderbolt on Action 1, switch actions 1 and 2.
Lotad: Ice Beam Dratini x3
If Dratini successfully uses Evasive Agility, redirect your current action to Bagon

Both: If Dratini faints, redirect remaining actions to Bagon.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Dratini: Ultra Thunderbolt(Thunderbolt + Thunderbolt) Lotad~cooldown(chill)~Thunderbolt Lotad

Bagon: Chill~Dragon Rush Squirtle~Brick Break Squirtle
 
Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 67 | EN: 93 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: None


Lambda (F) @ Amulet Coin
HP: 27 | EN: 72 | Spe: 37 (-)
Ranks: 2/3/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Torrent active

Team Destiny Warrior


Dratini (F) @ Exp. Share
HP: 28 | EN: 67 | Spe: 43 (-)
Ranks: 3/2/3/2 | Total: 13
Size: 2 | Weight: 1
Abilities: Shed Skin
Other: None


Bagon (M) @ Nothing
HP: 90 | EN: 70 | Spe: 58 (+) (Acc boost: 12%)
Ranks: 3/1/2/2 | Total: 13
Size: 1 | Weight: 3
Abilities: Rock Head
Other: None

Arena effects
  • Witches' Brew: Electric arena effect (1 more round)
Flavour

Dratini starts building up an electric charge while she watches Lambda Fake Out her ally. With Bagon's concentration disrupted, it's up to her to deal some damage. Unfortunately, she gets frozen solid by Samba's Ice Beam and can't move a muscle! She even remains frozen solid when Lambda tries that Fake Out thing on her. This time, however, Bagon provides backup with a powerful Dragon Rush that nearly knocks Lambda into the electric fence. Samba fires another Ice Beam though that ensures that Dratini won't move for the rest of the battle. Bagon desperately tries to knock Lambda out with a Brick Breaking blow, but the Squirtle and the Lotad aim their Ice Beams at Bagon's face.

*SPLOOOOOOOOSH*

And the Witches' Brew just threw up all over the arena again. This time, the ground has turned all icy. Lambda, Samba and Bagon will find it hard to keep their balance now, as will whatever pokemon Destiny Warrior sends in to replace his fallen Dratini.

Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 67 | EN: 60 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: None


Lambda (F) @ Amulet Coin
HP: 6 | EN: 53 | Spe: 37 (-)
Ranks: 2/3/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Torrent active

Team Destiny Warrior


Dratini (F) @ Exp. Share
HP: KO | EN: 67


Bagon (M) @ Nothing
HP: 50 | EN: 58 | Spe: 58 (+) (Acc boost: 12%)
Ranks: 3/1/2/2 | Total: 13
Size: 1 | Weight: 3
Abilities: Rock Head
Other: None

Arena effects
  • Witches' Brew: Ice arena effect (1 more round)
Raw data

Turn order: Lambda, Bagon, Samba, Dratini

Lambda uses Fake Out on Bagon for 4 energy
Roll a D16 for crit: 5 - no crit
Bagon takes (4+(2-1)*1.5)=5.5 damage
The Witches' Brew's normal elemental strength increases by 4

Bagon flinches

Samba uses Ice Beam on Dratini for 7 energy
Roll a D16 for crit: 11 - no crit
Roll a D100 for freeze: 1 - freeze
Roll a D2 for freeze duration: 2 - 2 actions
Dratini takes (10+(3-2)*1.5)*1.5=17.25 damage
Roll a D100 for getting knocked into the mesh (10-1=9%): 81 - nope
The Witches' Brew's ice elemental strength increases by 10

Dratini is frozen solid
Dratini's freeze counter drops to 1


Turn order: Lambda, Bagon, Dratini, Samba

Lambda uses Fake Out on Dratini for 8 energy
Roll a D16 for crit: 5 - no crit
Dratini takes (4+(2-2)*1.5)=4 damage
The Witches' Brew's normal elemental strength increases by 4

Bagon uses Dragon Rush on Lambda for 6 energy
Roll a D100 for accuracy (boosted to 97%): 76 - hit
Roll a D16 for crit: 6 - no crit
No flinch roll because Lambda has already acted
Lambda takes (10+3+(3-3)*1.5)=13 damage
Roll a D100 for getting knocked into the mesh (10-1=9%): 83 - nope
The Witches' Brew's dragon elemental strength increases by 10

Dratini flinches and is also frozen solid
Dratini's freeze counter drops to 0

Samba uses Ice Beam on Dratini for 11 energy
Roll a D16 for crit: 15 - no crit
No freeze roll because Dratini is already frozen
Dratini takes (10+(3-2)*1.5)*1.5=17.25 damage
Dratini is KO'd by the attack
The Witches' Brew's ice elemental strength increases by 10


Turn order: Bagon, Lambda, Samba

Bagon uses Brick Break on Lambda for 6 energy
Roll a D16 for crit: 4 - no crit
Lambda takes (8+(3-3)*1.5)=8 damage
Roll a D100 for getting knocked into the mesh (8-1=7%): 37 - nope
The Witches' Brew's fighting elemental strength increases by 8

Lambda uses Ice Beam on Bagon for 7 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for freeze: 40 - no freeze
Bagon takes (10+(3-2)*1.5)*1.5=17.25 damage
Roll a D100 for getting knocked into the mesh (10-1=9%): 41 - nope
The Witches' Brew's ice elemental strength increases by 10

Samba uses Ice Beam on Bagon for 15 energy
Roll a D16 for crit: 12 - no crit
Roll a D100 for freeze: 18 - no freeze
Bagon takes (10+(3-2)*1.5)*1.5=17.25 damage
Roll a D100 for getting knocked into the mesh (10-1=9%): 71 - nope
The Witches' Brew's ice elemental strength increases by 10


Destiny Warrior, send out your next pokemon, equip it with the item of your choice (if any), and then give orders.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Trapinch shall be my choice.

Trapinch: Bug Bite Lotad~Signal Beam Lotad~Bug Bite Lotad

Bagon: Rock Slidex2~Brick Break Lotad
 
Squirtle: Protect~Fake Out Trapinch~Scald+Scald Trapinch
If Lotad flinches in both A1 and A2, redirect action 3 to Bagon
Lotad: Ice Beam Bagon~Chill~Ice Beam+Ice Beam Bagon
If you flinch A1, use Ice Beam A2
 
OK you've waited long enough for this.

Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 67 | EN: 60 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: None


Lambda (F) @ Amulet Coin
HP: 6 | EN: 53 | Spe: 37 (-)
Ranks: 2/3/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Torrent active

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 90 | EN: 100 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: None


Bagon (M) @ Nothing
HP: 50 | EN: 58 | Spe: 58 (+) (Acc boost: 12%)
Ranks: 3/1/2/2 | Total: 13
Size: 1 | Weight: 3
Abilities: Rock Head
Other: Faked out

Arena effects
  • Witches' Brew: Ice arena effect (1 more round)

As Trapinch enters play, he finds himself struggling to get a good grip on the arena floor. This results in his Bug Bite lacking the usual oomph ... except Trapinch appears to have bitten Samba in the weak spot! Bagon accompanies with a Rock Slide, but while Samba takes a heavy blow from the attack, Lambda Protects herself from the falling rocks. Samba returns fire with an Ice Beam aimed straight at Bagon.

Trapinch then tries something else, but before he can pull it off, he is struck by a Fake Out from Lambda, causing him to lose his balance. But then Bagon creates another Rock Slide and buries Lambda in the rubble. She won't be battling any longer. Samba, meanwhile, Chills out to restore some lost energy, but then takes a beating from the two dragons on the other side of the arena. Unfortunately, Bagon and Trapinch can't seem to get a grip on the icy floor so their Brick Break and Bug Bite attacks don't have the usual power behind them. Suddenly, Bagon is encased in a block of ice thanks to Samba's Super Ice Beam attack. He won't be battling any longer either.

*SPLOOOOOOOOSH*

And just as the ice started to melt, the Witches' Brew froze it over again.

Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 30 | EN: 29 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: Used 1/5 chills, cooling down (1 action)


Lambda (F) @ Amulet Coin
HP: KO | EN: 40

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 84 | EN: 92 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: Faked out


Bagon (M) @ Nothing
HP: KO | EN: 36

Arena effects
  • Witches' Brew: Ice arena effect (1 more round)
Raw data

Turn order: Lambda, Bagon, Samba, Trapinch

Bagon uses Rock Slide for 6 energy
Accuracy against Samba boosted to 100%
Roll a D16 for crit against Samba: 8 - no crit
Roll a D100 for flinch against Samba: 86 - no flinch
Lambda would take (8*0.75+(3-3)*1.5)=6 damage
Samba takes (8*0.75+(3-2)*1.5)=7.5 damage
The Witches' Brew's rock elemental strength increases by 6

Lambda uses Protect for (7+(6/2.5))=9.4 energy (round to 9)
Lambda is protected from all attacks

Lambda uses Ice Beam on Bagon for 11 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for freeze: 40 - no freeze
Bagon takes (10+(3-2)*1.5)*1.5=17.25 damage
The Witches' Brew's ice elemental strength increases by 10

Trapinch uses Bug Bite on Samba for 4 energy
Roll a D16 for crit: 1 - crit
Samba takes (6+3+(4-2)*1.5-3)*1.5=13.5 damage
The Witches' Brew's bug elemental strength increases by 6


Turn order: Turn order: Lambda, Bagon, Samba, Trapinch

Lambda uses Fake Out on Trapinch for 4 energy
Roll a D16 for crit: 14 - no crit
Trapinch takes (4+(2-1)*1.5)=5.5 damage
The Witches' Brew's normal elemental strength increases by 4

Bagon uses Rock Slide for 10 energy
Accuracy against Lambda boosted to 100%
Accuracy against Samba boosted to 100%
Roll a D16 for crit against Lambda: 1 - crit
Roll a D16 for crit against Samba: 7 - no crit
Roll a D100 for flinch against Lambda: 5 - flinch
Roll a D100 for flinch against Samba: 75 - flinch
Lambda takes (8*0.75+3+(3-3)*1.5)=9 damage
Lambda is KO'd by the attack
Samba takes (8*0.75+(3-2)*1.5)=7.5 damage
The Witches' Brew's rock elemental strength increases by 6

Samba chills and restores 12 energy

Trapinch flinches


Turn order: Bagon, Trapinch, Samba

Bagon uses Brick Break on Samba for 6 energy
Roll a D16 for crit: 9 - no crit
Samba takes (8+(3-2)*1.5-3)=6.5 damage
The Witches' Brew's fighting elemental strength increases by 8

Trapinch uses Bug Bite on Samba for 4 energy
Roll a D16 for crit: 8 - no crit
Samba takes (6+(4-2)*1.5-3)*1.5=9 damage
The Witches' Brew's bug elemental strength increases by 6

Samba uses a combo of Ice Beam and Ice Beam on Bagon for ((7+11)*1.75)=31.5 energy (round to 32)
Roll a D16 for crit: 10 - no crit
Roll a D100 for freeze (20%): 42 - no freeze
Bagon takes (10*2.25+(3-2)*1.5)*1.5=36 damage
Bagon is KO'd by the attack
The Witches' Brew's ice elemental strength increases by 22.5


Destiny Warrior is obviously going to send out Horsea now, so Lord Jesseus, pick your mon and order first.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Trapinch: Bug Bite Lotadx3
Horsea: Signal Beam Lotadx3

KO Sub: IF Lotad is KO'd, replace all remaining Trapinch actions with Rock Slide(A1)~Chill(A2)~Rock Slide(A3) and Horsea actions with Focus Energy(A1)~Outrage(A2)~Outrage(A3)
 
Team Lord Jesseus


Samba (M) @ Exp. Share
HP: 30 | EN: 29 | Spe: 26 (-)
Ranks: 2/2/3/2 | Total: 12
Size: 1 | Weight: 1
Abilities: Swift Swim, Rain Dish
Other: Used 1/5 chills, cooling down (1 action)


Eta (M) @ Nothing
HP: 90 | EN: 100 | Spe: 43
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: None

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 84 | EN: 92 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: Faked out


Horsea (F) @ Nothing
HP: 90 | EN: 100 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: None

Arena effects
  • Witches' Brew: Ice arena effect (1 more round)
Flavour

While Samba cools down from her combo, a shiny new Horsea zaps her with a Signal Beam. But she's not the only one to enter the arena. Lambda has been replaced by a Totodile named Eta, and Eta slips a little on the ice as he tries to strike Trapinch with a Waterfall attack, but the Trapinch flinches upon being hit! He clearly doesn't like water. It's up to Horsea to finish off Samba with a second Signal Beam. Eta then Dives into the pool of water and waits. Trapinch Chills and restores his energy to full before being struck by Eta. Horsea is now really, really angry, and she unleashes her Outrage on Eta while Trapinch backs her up with a Rock Slide just as he is struck by an Ice Punch from the Totodile.

*SPLOOOOOOOOSH*

And that was the Witches' Brew overflowing again. It looks like the field is turning into a giant garden ... but now there's also a load of water ... and parts of the ground are turning rocky ... and parts are turning to ash ... and there's even some ice in there! It looks like the brew couldn't make up its mind what to be so it tried to be everything! This is going to screw with the battle for sure!

Team Lord Jesseus


Samba (M) @ Exp. Share
HP: KO | EN: 29


Eta (M) @ Nothing
HP: 73 | EN: 80 | Spe: 43
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: None

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 32 | EN: 94 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: Faked out, used 1/5 chills


Horsea (F) @ Nothing
HP: 90 | EN: 76 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: Locked into Outrage (2 actions)

Arena effects
  • Witches' Brew: Elemental Amalgamation arena effect (1 more round)
Raw data

Turn order: Horsea, Eta, Samba, Trapinch

Horsea uses Signal Beam on Samba for 6 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for confusion: 97 - no confusion
Samba takes (8+(4-2)*1.5)*1.5=16.5 damage
The Witches' Brew's bug elemental strength increases by 8

Eta uses Waterfall on Trapinch for 5 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for flinch: 8 - flinch
Trapinch takes (8+3+(4-1)*1.5-3)*1.5=18.75 damage
The Witches' Brew's water elemental strength increases by 8

Samba cools down

Trapinch flinches


Turn order: Horsea, Eta (1), Samba, Trapinch, Eta (2)

Horsea uses Signal Beam on Samba for 10 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for confusion: 50 - no confusion
Samba takes (8+3+(4-2)*1.5)*1.5=21 damage
Samba is KO'd by the attack
The Witches' Brew's bug elemental strength increases by 8

Eta uses Dive for 9 energy
Eta dives underwater

Trapinch chills and restores 8 energy

Eta unleashes Dive on Trapinch
Roll a D16 for crit: 9 - no crit
Trapinch takes (8+3+(4-1)*1.5-3)*1.5=18.75 damage
The Witches' Brew's water elemental strength increases by 8


Turn order: Horsea, Eta, Trapinch

Horsea uses Outrage for 8 energy
The move targets Eta
Roll a D16 for crit: 2 - no crit
Eta takes (12+(2-3)*1.5-3)=7.5 damage
The Witches' Brew's dragon elemental strength increases by 12

Eta uses Ice Punch on Trapinch for 6 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for freeze: 89 - no freeze
Trapinch takes (8+(4-1)*1.5-3)*1.5=14.25 damage
The Witches' Brew's ice elemental strength increases by 8

Trapinch uses Rock Slide for 6 energy
Roll a D100 for accuracy against Eta (boosted to 95%): 35 - hit
Roll a D16 for crit against Eta: 6 - no crit
No flinch roll because Eta has already acted
Eta takes (8+(4-3)*1.5)=9.5 damage
The Witches' Brew's rock elemental strength increases by 8


Lord Jesseus automatically sends out Cretacious the Bulbasaur, so Destiny Warrior, it's your turn to order.
 
Team Lord Jesseus


Cretacious (M) @ Nothing
HP: 90 | EN: 100 | Spe: 39 (-)
Ranks: 3/2/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Overgrow
Other: None


Eta (M) @ Nothing
HP: 73 | EN: 80 | Spe: 43
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: None

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 32 | EN: 94 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: Faked out, used 1/5 chills


Horsea (F) @ Nothing
HP: 90 | EN: 76 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: Locked into Outrage (2 actions)

Arena effects
  • Witches' Brew: Elemental Amalgamation arena effect (1 more round)
Flavour

Just as Cretacious the Bulbasaur enters the battle and Eta performs a Dragon Dance to enhance his power and speed, Horsea slams into him again, showing her Outrage ... but what's this? The attack appears to have healed the Totodile's wounds instead of inflicting them! Cretacious doesn't notice though; he's too busy Protecting himself from Trapinch's Sand-Attack.

Trapinch's second Sand-Attack doesn't go any better as Eta Protects himself from that, though in doing so he also blocks Horsea's final Outrage blow, while Cretacious just Chills out for a moment and thinks about what to do. Suddenly, he gets the idea that pain is healing and strikes his teammate with a Power Whip! The Bulbasaur's hypothesis is right, as the last of Eta's wounds are healed. Horsea, however, is now exhausted. So much so, that she just hit herself on one of the floating rocks! Luckily for her, the injury leaves no wound. Eta and Trapinch both decide to Chill and watch as the arena slowly turns back to normal.

And this time, the Witches' Brew isn't throwing up all over the arena. I guess there wasn't enough raw power for it to absorb this time.

Team Lord Jesseus


Cretacious (M) @ Nothing
HP: 90 | EN: 93 | Spe: 39 (-)
Ranks: 3/2/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Overgrow
Other: Used 1/5 chills


Eta (M) @ Nothing
HP: 90 | EN: 82 | Spe: 43 75.25
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: +1 attack (1 more round), +1 speed (1 more round), used 1/5 chills

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 32 | EN: 96 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: Faked out, used 2/5 chills


Horsea (F) @ Nothing
HP: 90 | EN: 57 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: Confused (1 action)

Arena effects
  • Witches' Brew: 24 Dragon, 12 Grass
Raw data

Turn order: Cretacious, Horsea, Eta, Trapinch

Horsea uses Outrage for 8 energy
Roll a D2 for target (1 = Cretacious, 2 = Eta): 2 - Eta
Roll a D16 for crit: 6 - no crit
Eta restores (12+(2-3)*1.5-3)=7.5 HP
The Witches' Brew's dragon elemental strength increases by 12

Eta uses Dragon Dance for 7 energy
Eta's attack and speed are raised by 1 stage

Trapinch uses Sand-Attack on Cretacious for 3 energy
Cretacious uses Protect for 7 energy
Trapinch's Sand-Attack is cockblocked


Turn order: Eta, Horsea, Cretacious, Trapinch

Horsea uses Outrage for 8 energy
Roll a D2 for target (1 = Cretacious, 2 = Eta): 2 - Eta
Eta would restore (12+(2-3)*1.5-3)=7.5 HP
The Witches' Brew's dragon elemental strength increases by 12
Horsea is confused
Roll a D3 for confusion duration: 2 - 3 actions

Cretacious chills and restores 7 energy

Trapinch uses Sand-Attack on Eta for 7 energy

Eta uses Protect for (7+(7.5/2.5))=10 energy
Horsea's Outrage and Trapinch's Sand-Attack are cockblocked


Turn order: Eta, Horsea, Cretacious, Trapinch

Eta chills and restores 12 energy

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Horsea hits itself in confusion for 3 energy
Horsea restores 0 HP
Horsea's confusion counter drops to 1

Cretacious uses Power Whip on Eta for 7 energy
Roll a D100 for accuracy: 51 - hit
Roll a D16 for crit: 11 - no crit
Eta restores 9.5 HP
The Witches' Brew's grass elemental strength increases by 12

Trapinch chills and restores 12 energy


Lord Jesseus, your orders please.
 
Bulbasaur: Razor Leaf~Power Whip Trapinch~Razor Leaf
If Razor LEaf is disabled, change A3 to pwoer whip Trapinch.
If Power Whip is disabled, change A2 to Razor Leaf
If Trapinch faints, redirect Power Whips to Horsea
Totodile: Waterfall Trapinch~Ice Punch Trapinch~Waterfall Trapinch
If Waterfall is Disabled, replace remaining Waterfalls with Ice Punches
If Trapinch faints, replace remaining actions with Rock Slide
 
Team Lord Jesseus


Cretacious (M) @ Nothing
HP: 90 | EN: 93 | Spe: 39 (-)
Ranks: 3/2/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Overgrow
Other: Used 1/5 chills


Eta (M) @ Nothing
HP: 90 | EN: 82 | Spe: 43 75.25
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: +1 attack (1 more round), +1 speed (1 more round), used 1/5 chills

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: 32 | EN: 96 | Spe: 12 (+) (Acc boost: 5%)
Ranks: 4/1/2/2 | Total: 13
Size: 1 | Weight: 2
Abilities: Hyper Cutter, Arena Trap
Other: Faked out, used 2/5 chills


Horsea (F) @ Nothing
HP: 90 | EN: 57 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: Confused (1 action)

Arena effects
  • Witches' Brew: 24 Dragon, 12 Grass
Flavour

The nimble and quick Eta charges into Trapinch, hitting him with the force of a raging Waterfall, while Horsea struggles to get her bearings and hits herself once again. Cretacious summons a swarm of leaves for his special Razor Leaf technique, but how effective will they be?

Whoa! Those look like some pretty deep cuts! And right in the weak spots of both of Destiny Warrior's pokemon! That technique was incredibly effective! Now Trapinch, who was going to do something awesome, is unable to battle!

Things go from bad to worse for Destiny Warrior as his Horsea gets buried under two Rock Slides, ruining her attempts to retaliate twice, and the super strong Power Whip and a second dose of Razor Leaf have left Horsea barely able to hang in there. Maybe the Witches' Brew can help her?

*SPLOOOOOOOOSH*

If by 'help' I meant 'create some really tough undergrowth that completely entangles everyone in the arena' then yes, the Witches' Brew can help.

Team Lord Jesseus


Cretacious (M) @ Nothing
HP: 90 | EN: 80 | Spe: 39 (-)
Ranks: 3/2/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Overgrow
Other: Used 1/5 chills


Eta (M) @ Nothing
HP: 90 | EN: 61 | Spe: 43
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Used 1/5 chills

Team Destiny Warrior


Trapinch (M) @ Nothing
HP: KO | EN: 96


Horsea (F) @ Nothing
HP: 13 | EN: 54 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: Confused (0 actions)

Arena effects
  • Witches' Brew: Grass arena effect (1 more round)
Raw data

Turn order: Eta, Horsea, Cretacious, Trapinch

Eta uses Waterfall on Trapinch for 5 energy
Roll a D16 for crit: 6 - no crit
Roll a D100 for flinch: 53 - no flinch
Trapinch takes (8+3+(4-1)*1.5)*1.5+(1-0)*1.75=25 damage
The Witches' Brew's water elemental strength increases by 8

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Horsea hits itself for 3 energy
Horsea takes (4+(2-3)*1.5)=2.5 damage
Horsea's confusion counter drops to 0

Cretacious uses Razor Leaf for 3 energy
Roll a D100 for accuracy against Horsea: 32 - hit
Roll a D100 for accuracy against Trapinch: 58 - hit
Roll a D16 for crit against Horsea (boosted to 2/16): 2 - crit
Roll a D16 for crit against Trapinch (boosted to 2/16): 2 - crit
Horsea takes (6*0.75+3+3+(3-3)*1.5)*1.5=15.75 damage
Trapinch takes (6*0.75+3+3+(3-1)*1.5)*1.5=20.25 damage
Trapinch is KO'd by the attack
The Witches' Brew's grass elemental strength increases by 6


Turn order: Eta, Horsea, Cretacious

Eta uses Rock Slide for 6 energy
Roll a D100 for accuracy: 89 - hit
Roll a D16 for crit: 4 - no crit
Roll a D100 for flinch: 25 - flinch
Horsea takes (8+(4-3)*1.5)+(1-0)*1.75=11.25 damage
The Witches' Brew's rock elemental strength increases by 8

Horsea flinches

Cretacious uses Power Whip on Horsea for 7 energy
Roll a D100 for accuracy: 84 - hit
Roll a D16 for crit: 11 - no crit
Horsea takes (12+3+(3-3)*1.5)*1.5=22.5 damage
The Witches' Brew's grass elemental strength increases by 12


Turn order: Eta, Horsea, Cretacious

Eta uses Rock Slide for 10 energy
Roll a D100 for accuracy: 40 - hit
Roll a D16 for crit: 8 - no crit
Roll a D100 for flinch: 18 - flinch
Horsea takes (8+(4-3)*1.5)+(1-0)*1.75=11.25 damage
The Witches' Brew's rock elemental strength increases by 8

Horsea flinches (again >.<)

Cretacious uses Razor Leaf for 3 energy
Roll a D100 for accuracy: 32 - hit
Roll a D16 for crit (boosted to 2/16): 15 - no crit
Horsea takes (6+3+(3-3)*1.5)*1.5=13.5 damage
The Witches' Brew's grass elemental strength increases by 6


Destiny Warrior, you're up now.
 
Team Lord Jesseus


Cretacious (M) @ Nothing
HP: 90 | EN: 80 | Spe: 39 (-)
Ranks: 3/2/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Overgrow
Other: Used 1/5 chills


Eta (M) @ Nothing
HP: 90 | EN: 61 | Spe: 43
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Used 1/5 chills

Team Destiny Warrior


Horsea (F) @ Nothing
HP: 13 | EN: 54 | Spe: 60
Ranks: 2/3/4/0 | Total: 13
Size: 1 | Weight: 1
Abilities: Swift Swim, Sniper
Other: Confused (0 actions)

Arena effects
  • Witches' Brew: Grass arena effect (1 more round)
Flavour

Horsea fires an Ice Beam at Cretacious, who responds with a Razor Leaf that knocks her out while Eta's attempted Brick Break fails as the vines in the ground prevent him from getting close enough to Horsea to land the hit.

Now you must all click this link.

Team Lord Jesseus


Cretacious (M) @ Nothing
HP: 73 | EN: 73 | Spe: 39 (-)
Ranks: 3/2/3/3 | Total: 14
Size: 1 | Weight: 1
Abilities: Overgrow
Other: Used 1/5 chills


Eta (M) @ Nothing
HP: 90 | EN: 55 | Spe: 43
Ranks: 4/3/1/2 | Total: 14
Size: 1 | Weight: 1
Abilities: Torrent
Other: Used 1/5 chills

Team Destiny Warrior


Horsea (F) @ Nothing
HP: KO | EN: 47

Arena effects
  • Witches' Brew: Grass arena effect (1 more round)
Raw data

Turn order: Horsea, Eta, Cretacious

Horsea snaps out of confusion
Horsea uses Ice Beam on Cretacious for 7 energy
Roll a D16 for crit: 11 - no crit
Cretacious takes (10+(4-3)*1.5)*1.5=17.25 damage
The Witches' Brew's ice elemental strength increases by 10

Eta uses Brick Break for 6 energy
The vines in the ground prevent Eta from reaching Horsea
The Witches' Brew's fighting elemental strength increases by 8

Cretacious uses Razor Leaf for 7 energy
Roll a D100 for accuracy: 32 - hit
Roll a D16 for crit (boosted to 2/16): 15 - no crit
Horsea takes (6+3+(3-3)*1.5)*1.5=13.5 damage
Horsea is KO'd by the attack
The Witches' Brew's grass elemental strength increases by 6


Prizes

  • Lord Jesseus gets 4 CC (3 regular + 1 from Amulet Coin)
    • Samba the Lotad gets 1 EC, 3 MC (2 regular + 1 from Exp. Share), 1 DC and 2 KOC
    • Cretacious the Bulbasaur gets 1 EC, 2 MC, 1 DC and 2 KOC
    • Lambda the Squirtle gets 1 EC, 2 MC and 1 DC
    • Eta the Totodile gets 1 EC, 2 MC and 1 DC
  • Destiny Warrior gets 3 CC
    • Dratini the Dratini gets 1 EC, 3 MC (2 regular + 1 from Exp. Share) and 1 DC
    • Horsea the Horsea gets 1 EC, 2 MC, 1 DC and 1 KOC
    • Trapinch the Trapinch gets 1 EC, 2 MC and 1 DC
    • Bagon the Bagon gets 1 EC, 2 MC, 1 DC and 1 KOC
  • Objection gets 9 UC
 
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