LouisCyphre and EndQuote in a crypt!

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Issuing an open challenge.

3v3 Singles (Bring four mons, leave one unused)
Middlemons, please. I'm bringing a single-stage, a mid-stage, and two unevolved, so take that how you will.

3 Day DQ.
2 Recoveries, 5 Chills.
Arena: Abandoned Mausoleum

In this utterly dark underground stone hall, nothing is lit. Without proper, steady illumination - nothing sudden - it will be nearly impossible for most Pokémon to see their opponent. What this means is up to the ref, and should be defined by the Referee in the first post.
I'll take the above! I'm waiting on approval over in the prize-claiming thread, then I'll PM teams.

Switch=KO
Items=Just for counter-boosting ones.
Abilities=One
Team LouisCyphre


Absol ♀
Nature: Mild (SpA: +1, Def: -1)
Type: Dark
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


Abilities:
Pressure - (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck - (Innate) This Pokemon’s natural skill doubles (x2) its*critical hit levels*above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
(DW) Justified - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75

Height Class: 3
Weight Class: 3
BRT: 18

MC: 0
DC: 5 / 5

22 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Bite, Bounce, Feint, Megahorn, Night Slash, Psycho Cut, Pursuit, Quick Attack, Scratch, Stone Edge
Special Moves - Razor Wind
Status Moves - Flash, Leer, Magic Coat, Mean Look, Perish Song, Protect, Snatch, Substitute, Swords Dance, Taunt, Thunder Wave

Absol stands apart from other individuals - even teammates - as a matter of choice. She approaches conflict slowly, and after much thought. Bringing a cold stare and colder temper to bear, Absol favors a prudent offense to more zealously aggressive strategies, and always prepares a backup plan.

Seadra ♂
Nature: Lonely (Atk: +1, Def: -1)
Type: Water
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Poison Point - (Innate) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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.
(DW) Damp - (Dormant) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 85

Height Class: 2
Weight Class: 2
BRT: 16

EC: 4 / 6
MC: 0
DC: 4 / 5

20 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Bide, Bounce, Dive, Outrage
Special Moves - Bubble, BubbleBeam, Dragon Pulse, Hydro Pump, Ice Beam, Scald, Signal Beam, Water Gun
Status Moves - Agility, Disable, Dragon Dance, Focus Energy, Leer, Rain Dance, Smokescreen, Substitute

This Seadra set out to prove his worth to the world, and he's learned a thing or two along the way. He prefers to rely on power whenever he can, but he now recognizes the value of competant allies in a pinch. He's not the friendliest critter in the world, but he's a smart enough to understand the worth of give-and-take.

Houndour ♂ - Ambrocious
Nature: Hasty (Spe +10, Accuracy +13%, Def: -1)
Type: Dark / Fire
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire Type - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Early Bird - (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Flash Fire - (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
(DW) Unnerve - (Dormant) - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)

Height Class: 1
Weight Class: 2
BRT: 14

EC: 5 / 6
MC: 0
DC: 3 / 5

17 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Beat Up, Bite, Counter, Thief, Reversal, Sucker Punch
Special Moves - Ember, Fire Blast, Flamethrower, Smog
Status Moves - Howl, Leer, Magic Coat, Odor Sleuth, Roar, Swagger, Will-O-Wisp

Impetuous and inconsiderate, Ambrocious as mindlessly playful and cheery when left idle; begging for attention and play. Only when his playmates are threatened is Ambrocious roused, and when this occurs his demeanour shifts radically; leaving him ruthless and impulsive, acting on emotion alone and without forethought.

Teddiursa ♂ - Roosevelt
Nature: Impish (Def: +1, SpA: -1)
Type: Normal
Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Abilities:
Pickup - (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Quick Feet - (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
(DW) Honey Gather - (Dormant) - (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Height Class: 1
Weight Class: 1
BRT: 13

EC: 1 / 6
MC: 2
DC: 1 / 5

14 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Close Combat, Dig, Faint Attack, Frustration, Fury Swipes, Lick, Stratch
Special Moves -
Status Moves - Belly Drum, Covet, Fake Tears, Leer, Protect, Sweet Scent, Yawn

A bit ill-behaved and mischievious, Roosevelt takes much after his namesake in terms of jokes and pranks. Jovial and easy to please, Roosevelt is generally content. He is slow to anger; but can be dangerous when roused by an adversary.


VS

Team EndQuote


Nidorino: Odin (M)
Nature: Quiet: Adds * to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

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: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 57 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 15

EC: 4/9
MC: 0
DC: 4/5

Abilities:

Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group
Hustle: (DW): (Can be Enabled, Locked) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Attacks: (26)

Leer
Peck
Focus Energy
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Flatter
Toxic Spikes

Counter
Disable
Endure

Ice Beam
Thunderbolt
Sludge Bomb
Dig
Venoshock
Thief
Toxic
Rest
Sleep Talk
Bide
Protect
Substitute
Hidden Power: Grass (7)


Luxio: Cleo (F)
Nature: Brave: Adds * to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 6/9
MC: 0
DC: 5/5

Abilities:

Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Guts: (DW): (Innate, Locked) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Attacks: (20)

Tackle
Leer
Charge
Spark
Bite
Roar
Swagger
Crunch
Wild Charge
Discharge

Magnet Rise

Fire Fang
Ice Fang
Helping Hand
Quick Attack

Toxic
Thunder Wave
Return
Light Screen
Facade


Lairon: Galahad (M)
Nature: Brave: Adds (*) to attack, divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

Type:

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 35 (-)
Size Class: 2
Weight Class: 5 (120 kg)
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 5/5

Abilities:

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Heavy Metal (DW): (Innate, Locked) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Attacks: (23)

Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Protect
Heavy Slam
Metal Burst
Autotomize

Magnet Rise
Mimic
Endure

Endeavor
Head Smash
Superpower
Stealth Rock

Hone Claws
Shadow Claw
Earthquake
Dig


Lampent: Spook (F)
Nature: Modest: Adds * to Special Attack, subtracts * from Attack

Type:

Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 7/9
MC: 0
DC: 5/5

Abilities:

Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Attacks: (26)

Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Curse
Pain Split
Memento
Inferno
Hex

Clear Smog
Captivate
Endure

Taunt
Shadow Ball
Flamethrower
Double Team
Solarbeam
Sunny Day
Telekinesis
Psychic


You know the drill. Basically, anything short of Flash should work, such as Illuminate, that glow Fire-types give off, etc.

Let's get to work. Louis, choose your first Pokemon.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator


"We'll start with my most reliable lead - that's you, Ambrocious! In order to attack you, he has to come within your light, so expand it as far as you can!"

Ambrocious [Flash Fire]
 
Alright, then, I guess I'll take a bit of a chance and send out Galahad.
Ability: Rock Head.

Galahad, I know you're flying blind here, but I want you to focus.
As a fire-type, Houndour should be emitting a low glow which you can use to target our foe!
In addition, the Aron family line primarily live in caves, so use your instincts to guide you!

Start off with the fearsome Head Smash, then Earthquake, then Head Smash again!
IF Counter is used, use Stealth Rock the first time and Hone Claws all remaining times!
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator


"Set to tracking. This is an opponent we can't afford to lose track of. Pay attention to what your Fire Blasts illuminate; you've got the memory to handle this!"

Ambrocious - Odor Sleuth | Fire Blast | Fire Blast
In addition, go completely lights-out and rely on scent to track Aron.
 
Round 1 Begin!

Oh, I forgot to mention, the "can't really see the opponent" thing will in this case amount to a 10% accuracy drop on all attacks from non- Dark-type or cave-dwelling Pokemon without a light source. Not that it matters right now, as Houndour is Dark (which have increased visibility in dark surroundings) and the Aggron family do in fact live in caves, so I'll count that as having visibility.


Ambrocious
HP: 90
Energy: 100

VS


Galahad
HP: 90
Energy: 100

Welcome to another exciting ASB battle! I'm Roman the Gallade, and I can't see Irwin anywh--Oof!

Watch it! You scared the crap out of me!

Sorry. I can't see anything in here. Just a second...

Roman used Will-o-Wisp!

There, that's more like it. Anyway, today we have two veteran battlers squaring off in this creepy crypt. LouisCyphre's sent out his Houndour Ambrocious, who's standing tall against EndQuote's Lairon Galahad.

Both of them should feel right at home, as dark as it is in here.

Ambrocious starts off by trying to Sleuth out Galahad's Odor, perhaps to get his bearings.

There shouldn't be much "sleuthing" involved. I can smell Galahad's BO from up here!

I don't think Galahad appreciated that too much, Irwin--he's taken his frustration out on Houndour with a massive Head Smash that sent the little dog flying! Ambrocious is back on his feet, though, and takes a shot with Fire Blast! It's a direct hit!

Didn't seem to have much effect, though. All it's done is make Galahad angry--he's sending out an Earthquake to take out Ambrocious! What a hit--the fiery little pup can barely stand!

Ambrocious still isn't giving up, though--another Fire Blast attack! That has no more effect than the first blast did, though, and Galahad is moving in for the kill!

Here it comes--we may have our first KO coming up!

Galahad charges in with another Head Sma--wait! Galahad's attack missed! Ambrocious leapt out of the way just in time, and the momentum from the attack carried Galahad into the wall behind him! What a stroke of luck for the Houndour--that one surely would've knocked him out if it had landed!

You're tellin' me. That dodge looked like somethin' straight outta the Matrix.

With that unexpected turn of events, we've reached the end of Round 1! EndQuote holds a slight lead, but we've only just begun!

Nice rhyme. You should write poetry.

Stay tuned for our coverage of Round 2, coming up after this!


Ambrocious
HP: 31
Energy: 76
Status: I always did like the Matrix movies...

VS


Galahad
HP: 56
Energy: 73
Status: Oww...

Ambrocious' Odor Sleuth: Ambrocious identified Galahad. Ambrocious expends 6 Energy.

Galahad's Head Smash: RNG rolls 456; attack hits. Deals 37 damage to Ambrocious. Galahad expends 10 Energy.

Ambrocious' Fire Blast: RNG rolls 205; attack hits. Deals 17 damage to Galahad. Ambrocious expends 7 Energy.

Galahad's Earthquake: Deals 22 damage to Ambrocious. Galahad expends 7 Energy.

Ambrocious' Fire Blast: RNG rolls 146; attack hits. Deals 17 damage to Galahad. Ambrocious expends 11 Energy.

Galahad's Head Smash: RNG rolls 933; attack misses. Galahad expends 10 Energy.


Note: the second Head Smash miss was just that--a miss. I didn't add a "dodge" order or anything; that part was just flavor. Just thought I'd clear that up.

Lou, you're up.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator


"Well, if he can see clearly, then he can see your jeering clearly as well."

Ambrocious - Swagger | Fire Blast | Fire Blast
If Galahad uses Earthquake, respond with Counter.
If Swagger does not connect, repeat action only once.
 
Galahad, we really can't afford to be confused, so let's dance around those substitutions!
We'll use a super-Earthquake to knock this hot dog out!

Earthquake + Earthquake combo ~ Cooldown ~ Chill

IF the substitution wouldn't activate for a combo (though I think it would...) spam Head Smash three times.
 
Round 2 Begin!


Ambrocious
HP: 31
Energy: 76

VS


Galahad
HP: 56
Energy: 73

So to start Round 2, Galahad unleashes a double Earthquake combo that KOs Ambrocious instantly!

That certainly didn't take long.

So let's go back to commercial while we wait for Louis to release his next Pokemon.

But we just got back!

Gotta keep the sponsors happy, Irwin. We'll be back after this!


Ambrocious
HP: 0
Energy: 0
Status: ...

VS


Galahad
HP: 56
Energy: 37
Status: That was easy.

Galahad's Earthquake + Earthquake combo: Deals 41 damage to Ambrocious. Galahad expends 36 Energy. Ambrocious faints. Galahad gains 1 KOC (1 total).


Lou sends out, then Quote orders.
 
Here we go, Galahad! That Seadra should be a bit out of it's element in this bloody cave, so we might have a slight advantage!

Head Smash ~ Chill ~ Head Smash
IF Head Smash is Disabled, replace it with Earthquake.
 

LouisCyphre

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is a Forum Moderatoris a Community Contributor
Moderator


"The deep sea is darker than this. You shouldn't have any issues functioning here!"

Seadra - Dive | Scald | Dive
If it is ruled that there is no water source (e.g. water troughs or sacred burial waters) nearby, then replace Bounce action 1 and flood the Mausoleum with Hydro Pump (e.g. no damage dealt) on action 2! Not too deep, though - I don't feel like treading water.
 
Round 3 Begin!


Seadra
HP: 90
Energy: 100

VS


Galahad
HP: 56
Energy: 37

LouisCyphre has chosen his next Pokemon--he sends out his Seadra to try and finish the job!

Looks like there's a problem, though--there's no water source, and we're still in a crypt, so Seadra won't be able to see well!

Nevertheless, he's got to do what he can, and Seadra Bounces into the air!

Just in time, too--Galahad was charging forward with another Head Smash! We've seen what it can do, and if that had hit, it might have been devastating!

Thankfully Seadra's maneuver caused the attack to miss. But what goes up...

...must come down!

Seadra plummets to the ground--and lands five feet to Galahad's left! He's missed as well!

The lack of light in here is starting to take its toll!

Undeterred, Seadra sprays a Hydro Pump into the air--oh, I get it! Seadra is flooding the arena to assist his Water-type attacks! The water's about waist-high when he finally stops.

That looks like fun!

Patience, Irwin. Galahad can't swim, but fortunately finds high ground on a floating vault! There he chills to regain some energy.

Can I go? Please? Seadra's having fun, look! It's Diving into the water!

Actually, I think that was an evasive maneuver--Galahad tried another, diving Head Smash from his dry perch, but he missed again! And he's struck from underneath by Seadra as he tries to regain solid ground!

Now can I go swim? Pretty please?

<sigh> fine. Just make sure you're back before--

Yay! ^_^ <dash>

Oy...Water-types...

Cannonball!!! <splash>

...We'll be right back.


Seadra
HP: 90
Energy: 73
Status: Splish-splash, I was takin' a bath!

VS


Galahad
HP: 41
Energy: 29
Status: B-but I can't swim!

Other: Arena flooded, waist-high (drains steadily over next 3 rounds)

Seadra's Bounce: Seadra Bounced into the air. Seadra expends 9 Energy.

Galahad's Head Smash: Misses due to Bounce. Galahad expends 10 Energy.

Seadra came down from the Bounce. RNG rolls 827; attack misses.

Seadra's Hydro Pump flood: Crypt is now filled with waist-deep water. Seadra expends 9 Energy (2 En added due to size of arena).

Galahad's Chill: Galahad regains 12 Energy. EndQuote's team has 4 Chills remaining.

Seadra's Dive: Seadra Dives underwater. Seadra expends 9 Energy.

Galahad's Head Smash: Misses due to Dive. Galahad expends 10 Energy.

Seadra came up from the Dive. RNG rolls 251: attack hits. Deals 15 damage to Galahad.
 

LouisCyphre

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"Okay, Seadra, this foe is dangerous. We need to cheat as hard as possible if we want you to come out on top. He's in your element now - use that to your advantage!"

Seadra - Brine | Scald | Brine
If Galahad uses Head Smash on action 1, replace action with Dive
 
Alrighty then, Galahad, I know you don't like water, but it's only waist-height and falling!
Let's try...this...

Endure ~ Endeavor ~ Head Smash
 
Round 4 Begin!


Seadra
HP: 90
Energy: 73

VS


Galahad
HP: 41
Energy: 29

Other: Arena flooded, waist-high (drains steadily over next 3 rounds)

We're back again for Round 4 of this exciting battle! Er...that is to say, I'm back, as Irwin hasn't returned yet...

<door slam> I'm here! What'd I miss?

Ah, good. Perfect timing as usual. We're just about to start a new round.

What's an ASB battle without color commentary?

True that, my friend. Galahad starts us off by bracing himself for the oncoming attack! He's poised to Endure whatever Seadra throws at him!

Speaking of which, Seadra's charging up an attack...ouch! Endure or not, that Brine did quite a bit of damage, especially because Galahad's below half HP!

Seadra continues to pour it on with a Scalding jet of boiling water! Had it not been for Galahad's Endure a bit ago, that certainly would have been a KO!

Wait a minute--Galahad is glowing! He charges at Seadra at high speed--Boom-shakalaka! What an Endeavor by Galahad! All of a sudden Seadra looks vulnerable!

But it looks like Galahad is done! He's out of energy, yet he's still standing from the effects of Endure! Seadra shakes off the thunderous attack from a second ago and fires another shot of Brine at Galahad, but Endure prevented damage because the steel stegosaurus is at 1 HP already!

And you can see the look in Galahad's eyes--you know he wants to fire back with a Head Smash, but he just doesn't have the energy! And Endure just wore off! He's staggering--watch out! TIM-BERRRRRRRRR!

<splash>

Oof...belly flop! That's not going to feel good in the morning. While the grounds crew--

We have a grounds crew? Here, in an abandoned crypt?

--Er, while the local ghostly grounds crew repairs the floor under the water, we'll take a break. When we get back, EndQuote will send in his next Pokemon!


Seadra
HP: 39
Energy: 54
Status: Internal...bleeding...

VS


Galahad
HP: 1
Energy: 0
Status: Blearghhh...

Other: Arena flooded, knee-high (drains steadily over next 2 rounds)

Galahad's Endure: Galahad braces itself against the oncoming attack. Galahad expends 15 Energy.

Seadra's Brine: RNG rolls 194; attack hits. Deals 27 damage to Galahad. Seadra expends 7 Energy.

Seadra's Scald: RNG rolls 274; attack hits. Deals 20 Damage to Galahad. Damage limited to 13 due to Endure. Seadra expends 5 Energy.

Galahad's Endeavor: Deals 51 damage to Seadra. Galahad expends 35 Energy (will faint at end of round).

Seadra's Brine: Fails due to Galahad's Endure. Seadra expends 7 Energy.

Galahad's Head Smash: Fails due to lack of Energy.

After round: Galahad faints. Seadra gains 1 KOC (1 total).


EQ, send out your new mon and orders.
 
Sorry, Galladiator, but shouldn't Galahad have endured at 1 energy?
Data Audit Thread said:
The adrenaline generated by this attack means that the Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in.
 
I'm not entirely sure; I took "during the round" to mean "three actions." I'm not in the best spot right now, but I'll check with the guys on IRC when I get home later, and I'll edit the reffing if necessary.
 

LouisCyphre

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It won't faint from hitting 0 or less energy, but it will faint immediately after Endure wears off. It's quite literally a last-stand move.
 
At the end of the round, yes.
My question is, shouldn't Head Smash have worked?

EDIT: Reread that, I sound kinda nitpicky. Sorry.
I'm sending out Cleo next, I'll order when Galladiator makes the final call on Endure.

EDIT2: I'm just going to order. Galahad did well, why be argumentative?

Cleo, you're probably going to be okay in the dark.
You evolve from Shinx, a Pokémon capable of dazzling foes with a blinding flash of light.
You evolve into Luxray, a Pokémon with gleaming X-Ray eyes.
Let's do this!

Start out with a Wild Charge+Wild Charge combo! I doubt very much that Seadra could Dive beneath us in knee-deep water.
Then you need to cool down, then finish up with a Discharge that fills the entire arena with electricity!

IF Evasive Agility is used a1, use Discharge on that action and fill the arena with electricity, then and push actions back (ONLY ONCE)
 

LouisCyphre

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oh god an edit I didn't even see it don't trip me out like that :evan:



"Alright, Seadra, you're better prepared for a foe like this, this time around! Pick apart the foes' plan!"

Seadra - Substitute (15 HP) | Hydro Pump | Substitute (20 HP)
 
Round 5 Begin!

EndQuote, you never specified an ability for Cleo. I'll assume you wanted Intimidate, as it would make the most sense here, but be careful next time.


Seadra
HP: 39
Energy: 54

VS


Cleo
HP: 100
Energy: 100

Other: Arena flooded, knee-high (drains steadily during next two rounds)

EndQuote has sent in his new Pokemon: it's Cleo, his Luxio! She looks pumped and ready to get started! She roars in fury as she prepares to avenge her fallen teammate!

All this show seems to be Intimidating Seadra! Look, he's practically paralyzed with fear...but why is he staring like that?

Cleo readies herself, then lunges forward with a devastating Super Wild Charge! Holy--! What an impact! Seadra literally flew into pieces as he was hit...Wait! That wasn't the real Seadra! The seahorse created a Substitute to shield himself while we were distracted by Cleo!

Pretty crafty for a seahorse.

As Cleo recharges from that massive attack, Seadra blasts a Hydro Pump attack at her, which hits for solid damage! But he needs to be more assertive; he can't keep hiding behind Substitutes all day!

Yet he does in fact make another Substitute. Hopefully this one's stronger than the last one was!

Cleo doesn't look impressed. She Discharges some of her latent static electricity into the water around Seadra! ZAP! That seems to have startled the Trainers, but Cleo is unharmed!

And the Substitute's still holding up. But I think some of the electricity got around it and hit Seadra! His own strategy backfired on him in the end! Excellent thinking by EndQuote and Cleo!

LouisCyphre seems disappointed as he returns Seadra to his ball. He's now down, 2-1. Which of the two Pokemon he has on hand will finish the battle off? Stick around, and we'll find out after this message!


Seadra
HP: 0
Energy: 17
Status: BZZZRT!

VS


Cleo
HP: 84
Energy: 60
Status: That's why you never swim in a thunderstorm.

Other: Arena flooded, ankle-high (will be drained completely after next round)

Ability: Cleo's Intimidate: Seadra's Attack is permanently lowered 1 stage.

Seadra's Substitute: Seadra loses 15 HP. Seadra creates a 15 HP Substitute. Seadra expends 12 Energy.

Cleo's Super Wild Charge: Deals 15 damage to Seadra's Substitute (normal damage: 50). Seadra's Substitute fades. Cleo expends 35 Energy.

Seadra's Hydro Pump: RNG rolls 412; Hydro Pump hits. Deals 16 damage to Cleo. Seadra expends 7 Energy.

Cleo must rest following the combo.

Seadra's Substitute: Seadra loses 20 HP. Seadra creates a 20 HP substitute. Seadra expends 18 Energy.

Cleo's Discharge: Deals 17 damage to Seadra's Substitute (3 HP remaining). Seadra takes 4 damage (arena conditions allow spread of electricity). Cleo expends 5 Energy. Seadra faints. Seadra's Substitute fades. Cleo gains 1 KOC (1 total).


I decided that the Discharge, due to targeting the entire area (which is still covered in water), does minor (like, 1/4 of usual) damage through the Substitute. Of course, that was apparently enough to end Seadra's day. Sorry Lou. Send in your last Pokemon.
 

LouisCyphre

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"There is only one Pokémon I own capable of a comeback like this--I will call upon Absol. Be wary, girl; it can discharge enough energy to flood a room, it seems."

Absol - Night Slash | Megahorn | Night Slash
If Cleo tries to Thunder Wave you, create a Substitute [15 HP] if you do not already have one.
 
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