lord jesseus vs ragnarokalex (ar: tea_demon; tr: its_a_random)

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welcome to this revolting bog in which lord jesseus and ragnarokalex have decided to do battle for some reason. and let's have a peek at the battle rules.

Ok, Looking for some battles with my new Pokes.
2v2 Doubles
1 Day DQ
2 Recs/5 Chills
Arena: Mangrove
Thick swampy water is everywhere. The water is shallow enough for most Pokemon to stand, but mobility will be hampered for non-water Types travelling through it. There are also a great deal of Mangrove trees, providing cover as well as a thick canopy above which most Pokemon should be able to traverse, if with some difficulty; heavy Pokemon will probably break the branches however.
Hey Jessus ill accept the doubles u posted

One Ability
No Items
and now let's have a look at the poor teams that have to fight in this swamp. also, since it's 2v2 doubles, i'll send them out now.

Horsea [Kappa] (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 4 (+)
SpD: Rank 1
Spe: 52 (-15%)

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

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

Outrage
Signal Beam
Disable

Surf
Hidden Power (Electric 7)
Ice Beam

Poliwag [Nu] (Male)




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 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 78 (-15%)

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

Abilities:
Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam

Encore(*)
Endure(*)
Endeavour(*)

Surf
Psychic
Dig


Ralts (Ragnarok) Male
Nature: Adamant
Type:
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)


Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

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

Attacks:
Growl*
Confusion*
Teleport*
Double Team*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*

Will o Wisp*
Confuse Ray*
Shadow Sneak*

Thunder Wave*
Protect*
Safeguard*


Monohm (Daezara) Female
Nature: Modest
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force : (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. (Dreamworld)

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60


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

Attacks:
Tackle*
Growl*
Dragon Rage*
Charge*
Thundershock*
Rain Dance*
Sonicboom*
Leer*
Twister*
Spark*

Hydro Pump*
Dragonbreath*
Signal Beam*

Thunder*
Hidden Power Fighting(7)*
Protect*


now then, let's get the turn order. lord jesseus, you choose your ability for your team, then ragnarokalex choose his ability and posts actions, then lord jesseus posts actions and i ref. let's do this.
 
K ill have Static for Monohm, and trace targetting water absorb for Ralts.

Alright guys lets make this a quick fight! Ragnarok teleport urself onto the canopy to avoid whatever attack is thrown at you first then follow it up with a Confuse Ray to that Horsea, and a Thunder Wave to Horsea. Daezara go on the offensive and hit Horsea with Dragonbreath then use thunder on it, and finish up with another Dragonbreath!
 
You actually have to spend an action to activate trace.

Ok Poliwag, you're the fastest here, so try to sleep Monohm with Hypnosis before he does something annoying. Horsea, you target him too but with the offensive edge of an Ice Beam.
For the second action, I'd like Kappa to launche a Signal Beam at the Ralts in the canopy while Poliwag gives it (Ralts) a nice little Encore to reward it for its fantastic teleporting abilities.
Then, Horsea use Ice Beam on Monohm again while Poliwag strikes him with Dig. The ground's a little mucky and underwater, but as a water-type this shouldn't present a problem.
 

horsea (kappa) F
nature: quiet
hp: 90
energy: 100%
boosts: none
status: none


poliwag (nu) M
nature: quiet
hp: 90
energy: 100%
boosts: none
status: none


ralts (ragnarok) M
nature: adamant
hp: 90
energy: 100%
boosts: none
status: none


monohm (daezara) F
nature: modest
hp: 90
energy: 100%
boosts: none
status: none


now let's get things started so we can get out of this place asap. nu leads us off with a quick hypnosis on daezara, which sends her to dreamland via a deep sleep. kappa then capitalises on daezara's snoring by firing off an icy beam at the poor little dragon. meanwhile, ragnarok has teleported into the canopy above to avoid damage, even though it had none to take.

nu, impressed by this display of teleporting, wants an encore, and ragnarok is more than happy to comply. poor little daezara is still sleeping, but kappa instead turns her attention to shoot a signal beam at ragnarok, but her teleport's encore helps her avoid damage.

nu, tired of sitting back while damage is dealt, digs under the murky water to plot a nasty strike on the still quite happily sleeping daezara. kappa, realising that attacking the still encored ragnarok is fruitless, turns back to daezara to fire off another ice beam at the dragon, and it's frosty enough to freeze her body a little. ragnarok just teleports again, because when you have center stage, wynaut? suddenly, nu reappears right underneath daezara; the dig is complete, and the poor little cloud is smacked in the belly.


horsea (kappa) F
nature: quiet
hp: 90
energy: 80%
boosts: none
status: none


poliwag (nu) M
nature: quiet
hp: 90
energy: 77%
boosts: none
status: none


ralts (ragnarok) M
nature: adamant
hp: 90
energy: 85%
boosts: none
status: none


monohm (daezara) F
nature: modest
hp: 40
energy: 100%
boosts: none
status: sleeping (will wake up next action); frozen (body)

(poliwag) hypnosis: 661/1000 (hit); 821/1000 (deep sleep); -7 energy
(monohm) dragonbreath: (sleeping)
(horsea) ice beam: 511/1000 (no freeze); 337/1000 (no crit); 19.5 damage rounded to 20, -7 energy
(ralts) teleport: -5 energy

(poliwag) encore: -10 energy
(monohm) thunder: (sleeping)
(horsea) signal beam: (miss); -6 energy
(ralts) teleport: -5 energy

(poliwag) dig: 415/1000 (no crit); 396/1000 (no static); 9.75 damage rounded to 10, -6 energy
(monohm) dragonbreath: (sleeping)
(horsea) ice beam: 68/1000 (freeze); 831/1000 (crit); 19.5 damage rounded to 20, -7 energy
(ralts) teleport: -5 energy


lord jesseus, commands please.
 
That almost went a little bit too well.
Ok Poliwag, let's not stop a good thing, just keep digging around for now, showing Monohm not to sleep on the job. Horsea, might as well keep picking on the sleeper, just Ice Beam him.
After that, Horsea should be able to finish Monohm, so Poliwag let's turn our attention to Ralts. Digging up a tree is probably ill advised so we'll just jump up there and use Body Slam; if the branches break and bring both of you down, no worries. Horsea, go in for the kill against Monohm with Ice Beam.
After that, I want Poliwag to Doubleslap Ralts while Horsea Signal Beams it. If Monohm is still alive, switch Horsea's target to him.
 
To tired for rp:
Ragnarok - Thunderwave horsea - Thunderwave Poliwag - Confuse Ray Horsea
Daezara - Protect - Thunder Horsea - Thunder Horsea
 

horsea (kappa) F
nature: quiet
hp: 90
energy: 80%
boosts: none
status: none


poliwag (nu) M
nature: quiet
hp: 90
energy: 77%
boosts: none
status: none


ralts (ragnarok) M
nature: adamant
hp: 90
energy: 85%
boosts: none
status: none


monohm (daezara) F
nature: modest
hp: 40
energy: 100%
boosts: none
status: sleeping (will wake up next action); frozen (body)


ready for round 2? i am, and so are the pokemon. daezara snaps out of its sleep in a flash and tries to protect itself, but due to its frozen state it only has half the efficiency of a normal protect. nu and kappa keep on the offensive; the former digs under the gloggy soil once more, and the latter fires off another ice beam. while nu is hiding underground, ragnarok traps kappa in a wave of thunder, causing paralysis. nu promptly hurtles out of the ground into daezara's head, ending the dig attack.

nu now turns his attention to ragnarok and leaps into the air at the poor psychic in the trees, body slamming him. daezara also decides to get into the battle for the first time, and fires off a crackling thunder at kappa, dealing great damage. ragnarok doesn't appreciate the body slam from nu, and thus thunder waves him too. kappa, now quite slow, manages to break through paralysis to fire off another ice beam, and she's found the critical spot, dealing just enough damage to knock out daezara.

ragnarok, desperate from losing his teammate, tries to confuse kappa with some rays, and manages to cause intense confusion. nu then keeps on its assault on ragnarok despite his paralysis, doubleslapping the little girly thing five times. kappa tries to let loose another attack, but this time she can't overcome her paralysis.


horsea (kappa) F
nature: quiet
hp: 61
energy: 52%
boosts: none
status: paralysis (20%), confusion (4)


poliwag (nu) M
nature: quiet
hp: 90
energy: 60%
boosts: none
status: paralysis (20%)


ralts (ragnarok) M
nature: adamant
hp: 70
energy: 52%
boosts: none
status: none


monohm (daezara) F
nature: modest
hp: KO
energy: KO
boosts: none
status: none

monohm protect: -(7+(10/2)+(20/2)) = -22 energy
poliwag -> monohm dig: 739/1000 (no crit); ((8+(2-3)*1.5)*1.5) = 9.75 damage rounded to 10 = 5 due to protect, -6 energy
horsea -> monohm ice beam: 247/1000 (no freeze); 611/1000 (no crit); ((10+(4-2)*1.5)*1.5) = 19.5 damage rounded to 20 = 10 due to protect, -7 energy
ralts -> horsea thunder wave: -7 energy

poliwag -> ralts body slam: 628/1000 (no para); 537/1000 (no crit); ((9+(2-3)*1.5)) = 7.5 damage rounded to 8, -7 energy
monohm -> horsea thunder: 865/1000 (hit); 806/1000 (no para); 847/1000 (no crit); ((12+3+(4-1)*1.5)*1.5) = 29.25 damage rounded to 29, -7 energy
ralts -> poliwag thunder wave: -(7+4) = -11 energy
horsea -> monohm ice beam: 13/1000 (freeze); 6/1000 (crit); 777/1000 (no para); ((10+3+(4-2)*1.5)*1.5) = 24 damage, -(7+4) = -11 energy

ralts -> horsea confuse ray: 919/1000 (intense confusion); -5 energy
poliwag -> ralts doubleslap: 817/1000 (5 hits); 414/1000 (no crit); 991/1000 (no para); ((10+(2-1)*1.5)) = 11.5 damage rounded to 12, -4 energy
horsea -> ralts signal beam: 997/1000 (no confusion); 500/1000 (no crit); 114/1000 (para); 518/1000 (doesn't hurt self)


ragnarokalex's turn~
 
Alright Ragnarok, that round went well enough, now avenge Daezara with a torrent of magical leaves, all targetting Horsea so we can try to get at least a single KO. And if they try to use disable to stop it use protect that action!

Magical Leaf Horsea - Magical Leaf Horsea - Magical Leaf Horsea
Replace magical leaf with protect any action disable is used targetting magical leaf
 
Alright, the paralysis is not fun but we'll manage.
Horsea, use Signal Beam targetting Ralts. Poliwag, use Hypnosis to put Ralts out of it.
Then, if Ralts is asleep, use Signal Beam again. If not, try to Disable his Magical Leaf. He'll protect, but he won't hit you either. Poliwag, just use Rain Dance.
Then, Horsea Disable Magical leaf. Hopefully, either
a) he's asleep and it works or
b) he tries to protect again, but it fails allowing a successful Disable and a waste of an action from Horsea.
Poliwag, use Surf.
 

horsea (kappa) F
nature: quiet
hp: 61
energy: 52%
boosts: none
status: paralysis (20%), confusion (4)


poliwag (nu) M
nature: quiet
hp: 90
energy: 60%
boosts: none
status: paralysis (20%)


ralts (ragnarok) M
nature: adamant
hp: 70
energy: 52%
boosts: none
status: none


welcome back to this filthy bog for round 3 of this battle between lord jesseus and ragnarokalex. ragnarok is feeling bad without his partner in crime, and fires off magical leaves at kappa, but it doesn't do much damage. nu then shakes off his paralysis to try to hypnotise ragnarok, but ragnarok doesn't seem affected whatsoever. kappa then breaks through both paralysis and confusion to strike ragnarok with a signal beam, and she does it so well it hits a critical spot.

ragnarok senses that something's fishy, so he decides to protect himself. nu doesn't seem to mind, shrugging off paralysis once more to do a dance which sends rain cascading down on the murky arena. i sure hope it doesn't flood... kappa tries to be tricky and disable ragnarok's magical leaf attack, but can't penetrate his protection.

ragnarok seems set in his ways of protection, but this time it fails, and he's getting tired from so much protecting. nu gets on his surfboard and rides the waves, smashing both kappa and ragnarok for some nice damage. kappa seems determined to disable ragnarok, and this time she is successful.

the rain continues to pummel down, and shows no signs of stopping for four more actions.


horsea (kappa) F
nature: quiet
hp: 41
energy: 30%
boosts: none
status: paralysis (15%), confusion (1)


poliwag (nu) M
nature: quiet
hp: 90
energy: 37%
boosts: none
status: paralysis (15%)


ralts (ragnarok) M
nature: adamant
hp: 34
energy: 29%
boosts: none
status: magical leaf disabled (6)

ralts -> horsea magical leaf: 138/1000 (no crit); ((6+(1-1)*1.5)*1.5) = 9 damage, -5 energy
poliwag -> ralts hypnosis: 116/1000 (miss); 394/1000 (no para); -7 energy
horsea -> ralts signal beam: 718/1000 (no confusion); 29/1000 (crit); 855/1000 (no para); 942/1000 (no hurt); ((8+3+(4-2)*1.5)*1.5) = 21 damage, -6 energy

ralts protect: -7 energy
poliwag rain dance: 444/1000 (no para); -10 energy
horsea -> ralts disable: 631/1000 (no para); 595/1000 (no hurt); -6 energy (fails)

ralts protect: -(7+4) = -11 energy (fails)
poliwag -> ralts surf: 120/1000 (no crit); 715/1000 (no para); ((7.5+3+(3-2)*1.5+3)*1) = 15 damage, -6 energy
poliwag -> horsea surf: 680/1000 (no crit); ((7.5+3+(3-1)*1.5+3)*0.67) = 11.055 damage rounded to 11
horsea -> ralts disable: 556/1000 (no para); 713/1000 (no hurt); -(6+4) = -10 energy


lord jesseus, do your thing please. which seems to be getting major lack of hax?
 
Alright Ragnarok, just hang there a little bit longer, so use Trace to copy polywags water absorb. Then go on the offensive with confusion targetting horsea, then just chill a little bit so your ready for the next round

Trace Water Absorb - Confusion Kappa - Chill
 

horsea (kappa) F
nature: quiet
hp: 41
energy: 30%
boosts: none
status: paralysis (15%), confusion (1)


poliwag (nu) M
nature: quiet
hp: 90
energy: 37%
boosts: none
status: paralysis (15%)


ralts (ragnarok) M
nature: adamant
hp: 34
energy: 29%
boosts: none
status: magical leaf disabled (6)


this match is nearing a close, which i personally am glad about, because i want a shower after being in this place. anyway, the actions! ragnarok looks at nu in a calculating manner, then dives into the murky water. he seems to have traced water absorb, albeit in an odd fashion. nu tries to muster up another tidal wave, but the paralysis has finally taken its toll on the ball of an amphibian. kappa also tries to attack, but gets a tad confused as to who she's supposed to be attacking, and hurts herself instead. it's about time though! she also seems to have snapped out of confusion.

ragnarok senses an opening to attack, and enters kappa's brain with a confusion attack, but it doesn't do much, and kappa is in a weird mental state as it is anyway. nu has a change of plan and tries to lull ragnarok into dream land with hypnosis, but it misses. ragnarok is too excited about his sudden change in fortune to be asleep. kappa gets on her surfboard now, sending sludgy waves crashing down on both other pokemon, but they're loving the water and it heals them a tad.

ragnarok seems pleased by the change of fortunes, and takes a celebratory chill, restoring some energy. nu, getting angered by the rng's trolling, gets on his surfboard once again, but due to ragnarok's trace he loves the water now (which makes no sense, have you seen the water here?) and gets healed instead. kappa takes some damage too, so quite a fruitless action there. kappa then fires a signal beam at ragnarok, dealing hefty damage.

it's still raining, and it looks to have three rounds left before it stops.


horsea (kappa) F
nature: quiet
hp: 21
energy: 15%
boosts: none
status: paralysis (10%)


poliwag (nu) M
nature: quiet
hp: 90
energy: 24%
boosts: none
status: paralysis (10%)


ralts (ragnarok) M
nature: adamant
hp: 25
energy: 39%
boosts: none
status: magical leaf disabled (3), traced water absorb (3)

ralts trace
poliwag -> ralts surf: 830/1000 (no crit); 36/1000 (para)
poliwag -> horsea surf: 898/1000 (no crit)
horsea -> ralts signal beam: 661/1000 (no confusion); 147/1000 (no crit); 929/1000 (no para); 394/1000 (hurts)
horsea -> horsea confusion: (4+(2-3)*1.5) = 2.5 damage rounded to 3, -3 energy

ralts -> horsea confusion: 149/1000 (no crit); ((5+3+(1-1)*1.5)*1) = 8 damage, -2 energy
poliwag -> ralts hypnosis: 240/1000 (miss); 409/1000 (no para); -7 energy
horsea -> ralts surf: 281/1000 (no crit); 772/1000 (no para); ((7.5+3+(4-2)*1.5+3)*1) = 16.5 damage converted to 8 hp gain, -6 energy
horsea -> poliwag surf: 373/1000 (no crit); ((7.5+3+(4-2)*1.5+3)*0.67) = 11.055 damage converted to 6 hp gain

ralts chill: +12 energy
poliwag -> ralts surf: 935/1000 (no crit); 473/1000 (no para); ((7.5+3+(3-2)*1.5+3)*1) = 15 damage converted to 7.5 health gain rounded to 8, -6 energy
poliwag -> horsea surf: 621/1000 (no crit); ((7.5+3+(3-1)*1.5+3)*0.67) = 11.055 damage rounded to 11
horsea -> ralts signal beam: 938/1000 (no confusion); 800/1000 (no crit); 654/1000 (no para); ((8+(4-2)*1.5)*1.5) = 16.5 damage rounded to 17, -6 energy


ragnarokalex, commands please.
 
Oh my O.O lady luck has apparently decided to grant me a KO today. Ragnarok that was an awsome round, now let's go for a finisher! Begin the assault with will o wisp on kappa, then use confusion, then use a crafty shadow sneak, then finish up with confusion, and if poliwag tries to get in the way with hypnosis use teleport to dodge it.

willowisp kappa - shadow sneak kappa - confusion kappa
If hypnosis is used on ragnarok use teleport to dodge it
 
nah, confusion level only goes down either by hurting yourself or by getting hit by an attack with over 10 base power.

or at least it shouldn't, i didn't see that flora had edited my post...


oh no balls i am wrong let me edit it.

terribly sorry about that, all should be well now.
 

horsea (kappa) F
nature: quiet
hp: 21
energy: 15%
boosts: none
status: paralysis (10%)


poliwag (nu) M
nature: quiet
hp: 90
energy: 24%
boosts: none
status: paralysis (10%)


ralts (ragnarok) M
nature: adamant
hp: 25
energy: 39%
boosts: none
status: magical leaf disabled (3), traced water absorb (3)


and back we come to the bog where this match seems to be coming to a close. the combatants are looking worn out, and i really need a shower.

ragnarok starts us off this round yet again by letting loose a trickle of flame in the form of a spirit, a will-o-wisp, which rams into kappa, causing 2nd degree burns. poor seahorse. nu quite likes this though and gives ragnarok another encore, and ragnarok is in no state to ignore it. kappa fires another signal beam at ragnarok, but then cringes from the burn damage.

ragnarok, enjoying the attention, summons another will-o-wisp, but it does nothing to kappa's burn. nu then tries to lull ragnarok to sleep with hypnosis, which is successful, and ragnarok lets out a loud yawn before slumping to the ground into slumber. kappa takes this opportunity to chill out, but the burn damage still twangs her.

ragnarok snores on as nu also takes the time to chill, while kappa finishes the battle off with another signal beam, knocking out ragnarok.


horsea (kappa) F
nature: quiet
hp: 15
energy: 15%
boosts: none
status: paralysis (5%), 2nd degree burn


poliwag (nu) M
nature: quiet
hp: 90
energy: 19%
boosts: none
status: paralysis (5%)


ralts (ragnarok) M
nature: adamant
hp: KO
energy: KO
boosts: none
status: none

ralts -> horsea will-o-wisp: 557/1000 (hit); -7 energy
poliwag -> ralts encore: 634/1000 (no para); -10 energy
horsea -> ralts signal beam: 428/1000 (no confusion); 113/1000 (no crit); 354/1000 (no para); ((8+(4-2)*1.5)*1.5) = 16.5 damage rounded to 17, -6 energy, 2 damage from burn

ralts -> horsea will-o-wisp: fails, -7 energy
poliwag -> ralts hypnosis: 419/1000 (hit); -7 energy
horsea chill: +12 energy, 2 damage from burn

ralts -> horsea will-o-wisp: sleeping
poliwag chill: +12 energy
horsea -> ralts signal beam: 253/1000 (no confusion); 935/1000 (no crit); 674/1000 (no para); 17 damage, -6 energy, 2 damage from burn


congratulations lord jesseus for your victory!

prizes:

  • lord jesseus and ragnarokalex each gain 2 tc.
  • ragnarok, daezara, nu and kappa each gain 1 ec, 2 mc and 1 dc.
  • kappa gets 2 koc.
  • i get 4 rc.
  • its_a_random gets 2 rc.


thank you guys for the good match!
 
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