LupusAter vs DFrog in hell!

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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Play test my new arena with me. A somewhat experienced ref would be appreciated
4v4 Doubles Underdeveloped Full Evolved (≤ 25 moves)
3 Day DQ
All Abilities
Switch = OK
Training Items On
2 Subs
5/2 Chills/Recoveries
If I missed anything it goes to the acceptor
First Circle of Hell ~ Limbo​
Field Type: Neutral
Complexity: High
Format: All
Field Description: Essentially the ASB arena, however the sky is blood red–preventing weather from being used. Minos/the Referee presiding over the battle ready to pass judgment on the pokemon/loosing trainer
Restrictions:
  • No Weather
  • If a pokemon is in the arena for 3 cumulative rounds, the pokemon will be judged at the end of the third round it's in. Then the pokemon is categorised into one of the lower circles of hell. This is decided by a RNG roll between 1 and 8 (the eight remaining circles of hell). A pokemon can only be judged once and the judging remains permanent.

The Circles of Hell:
  1. Lust - Contact moves heal 50% of damage dealt. When contacted by the opponent there is a 30% chance of infatuation regardless of the opponents gender, egg group or etc.
  2. Gluttony - 'Bite', 'Crunch' and any move with 'Fang' have base power increased by 2 to them before calculations. The user will be Sluggish the next action after use.
  3. Greed - The move 'Payday' is learnt by the pokemon for the battle (if Payday is already learnt the damage multiplied by 1.5). Payday will have -6 priority when used.
  4. Anger - The move Rage is learnt and both attacking stats are raised one rank. The accuracy of all attacking moves are lowered by 10%
  5. Heresy - The moves 'Taunt', 'Torment' and 'Nasty Plot' have their energy costs halved and are learned if not so already. The duration of these moves are doubled (Nasty Plot's boosts decay slower). Sound based moves will cause this pokemon to loose focus, making them confused for six actions.
  6. Violence - Close Combat, Beat Up (will always hit six times) and three random moves affected by Iron Fist (that it does not already know) are learnt. Moxie and Iron Fist become the pokemon's only abilities. The pokemon is slowed (-1 Speed) permanently.
  7. Fraud - All entry hazards (Spikes, Toxic Spikes & Stealth Rock), Mimic and Copy Cat are learnt by this pokemon. Due to its fraudulence the pokemon's highest attack rank is dropped by one rank.
  8. Treachery - The pokemon is covered in a veil of thick ice, reducing damage of incoming attacks by 3. However there is a 50% chance that the pokemon will be immobilised each action, this does not decay.
LupusAter said:
A battle in Dante's Inferno? Accepting this.
DFrog said:

Kitsunoh [Desmond] M

Nature: Adamant
Type: Ghost/Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Abilities:

Frisk (Can be Activated): The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber (Innate): This Pokemon’s body is well trained and immune to paralysis.

Cursed Body (Innate): When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

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


Moves:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Iron Head
Shadow Strike
Fake Out
Revenge
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide​


Colossoil [Diablo] M

Nature: Rash
Type: Dark/Ground
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.
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.

Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22


Abilities:

Rebound (Can Be Activated): When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

Guts (Innate): 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.

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.

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


Moves:
Leer
Tackle
Peck
Horn Attack
Drill Run
Mud Shot
Bubblebeam
Body Slam
Rapid Spin
Mud Bomb
Pursuit
Crunch
Muddy Water
Dig
Bounce
Water Spout
Earth Power
Thunder Fang
Earthquake
Hidden Power Ice (7)
Taunt
Aqua Tail
Mega Horn​

Tomohawk [Grace] F

Nature: Modest
Type: Flying/Fighting
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


Abilities:

Intimidate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier 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.

Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

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.

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


Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane
Yawn
Confuse Ray
Roost
Hidden Power Ice 7
Taunt
Toxic
Rain Dance
Air Slash
Safeguard​

Voodoom [Daddy] M

Nature: Naughty
Type: Fighting/Dark
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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.


Stats
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 110
Size Class: 4
Weight Class: 4
Base Rank Total: 20


Abilities

Volt Absorb (Innate): TThis Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.

Lightning Rod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round

Motor Drive (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.


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


Moves
Wrap
Revenge
Night Slash
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Mach Punch
Counter
Focus Punch
Shock Wave
Substitute
Taunt
Toxic
Torment
Aura Sphere
Close Combat​
LupusAter said:

Blaziken Fjalar (M)
Nature: Lonely
Type: Fire/Fighting
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Abilities:
Blaze:(Innate)When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (ulocked):Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 5 +
Def: Rank 2 -
SpA: Rank 4
SpD: Rank 3
Spe: 80



9/9 EC
0 MC
5/5 DC

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Flamethrower
Double Kick
Sky Uppercut
Flare Blitz
Fire Punch
Hi Jump Kick

Crush Claw
Counter
Reversal

Rock Slide
Swords Dance
Shadow Claw
Acrobatics



Absol (F) Hel
Nature:Brave
Type:
Dark: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.
Justified:(DW locked)
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.

Atk: Rank 6 +
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65 -

MC 2
DC 1/5

Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Bite
Pursuit
Swords Dance
Psycho Cut
Night Slash
Detect

Zen Headbutt
Hex
Sucker Punch

Toxic
Payback
Rock Slide



Electivire Thor (M)
Nature: Lonely

Type: Electric
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Abilities:
Motor Drive(Innate):This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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.
Vital Spirit:(Dw Locked)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.


HP: 100
Atk: Rank 6 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 95


9/9 EC
0 MC
4/5 DC

Attacks:
Quick Attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt

Fire Punch
Ice Punch
Cross Chop

Toxic
Wild Charge
Thunder Wave
Earthquake
Rock Slide
Psychic



Honchkrow Muninn (M)
Nature: Relaxed (+Def, -Spe)

Type:
Dark: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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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.
Moxie:(Locked)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
HP: 110
Atk: Rank 5
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 2
Spe: 61(-)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC 6/6
MC 0
DC 3/5

Peck
Astonish
Wing Attack
Night Shade
Assurance
Faint Attack
Sucker Punch
Taunt
Pursuit
Haze
Dark Pulse
Night Slash

Featherdance
Brave Bird
Roost

Psychic
Payback
Double Team
Fly
Order of Operations:
DFrog sends out pokemon with items
LupusAter sends out pokemon with items and orders
DFrog gives orders
I Ref.
 
Nel mezzo del cammin di nostra vita
mi ritrovai per una selva oscura,
ché la diritta via era smarrita.
Ahi quanto a dir qual era è cosa dura
esta selva selvaggia e aspra e forte
che nel pensier rinova la paura!
Tant' è amara che poco è più morte;
ma per trattar del ben ch'i' vi trovai,
dirò de l'altre cose ch'i' v'ho scorte.

Thor(no item) and Muninn(exp.share), get out!
Thor, Light Screen-Thunderpunch Tomohawk-Wild Charge Tomohawk.
If you are Taunted A1, Ice Punch Colossoil.
Muninn, Taunt Tomohawk- Brave Bird Tomohawk- Psychic Tomohawk.
If you are Taunted A1, Psychic Tomohawk.
 
Diablo: Dig ~ Drill Run ~ Dig (All Thor)
Grace: Taunt (Thor) ~ Earth Power (Thor) ~ Earth Power (Thor)
Both:If Thor faints change remaining actions to Thunder Fang (Honchkrow) & Aura Sphere (Honchkrow)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Patience is a virtue. DQ is 3 days and only 2 has passed.

DFrog's Team

Hp: 120
En: 100
5/3/4/2/95
Other:
Item: Lucky Egg


Hp: 110
En: 100
1/3/5/3/85
Other:
Item: Exp. Share


Hp: 100
En: 100
6/2/3/3/95
Other:
Item:


Hp: 110
En: 100
5/3/4/2/61
Other:
Item: Exp. Share​

Round 1​

Harken the angel's summons!
The true path shall guide you,
find peace in annihilation!


(Whoever gets the reference gets a cookie)

Anyway, we are in hell and dear lord it is burning in here!

...didn't like it? oh well.

LupusAter sends out Thor the Electivire and Munnin the Honchkrow, while DFrog sends out Diablo the Colossoil and Grace the Tomohawk.

And Thor is the first to act as it focus some freezing energy on its fist and attack Diablo with Ice Punch. The Colossoil then, a bit too late, maybe, digs a hole. After that, Grace, NOT honoring its name, Taunts Thor by cussing at it, and receives in return the same Taunt from Munnin. Finally, Diablo appears and attacks Thor.

On the second turn, Diablo is faster by the skin of its huge teeth and attacks Thor with Drill Run, getting a Critical Hit. The electivire, not the vindictive type, attacks not diablo, but Grace, with Thunderpunch. Speaking of Grace, it IS a vindictive type and counterattacks with Earth Power. Finally Munnin joins Thor and also attacks Grace with a destructive Brave Bird.

On the final turn, Thor manages to be faster once again and attacks Grace with Wild Charge, just before Diablo digs a hole yet again. Grace then attacks Electivire again with Earth Power which is enough for a KO! Thor fainted!. Finally, Diablo comes up and searches for his target. To no avail.

1 round has passed for Munnin, Diablo and Grace. 2 left for JUDGEMENT.

Speed Tie (1=colossoil): 2 (Electivire), 1 (Colossoil), 2 (Electivire).

Electivire: Ice Punch (Colossoil): (8 + 4)*1.5= 18 damage for 6 energy
Crit:
Freeze:

Colossoil: Dig

Tomohawk: Taunt (Electivire) for 10 energy

Honchkrow: Taunt (Tomohawk) for 9 energy

Colossoil: Dig (Electivire): (8 + 3 + 3)*1.5 = 21 damage for 9 energy
Crit: 8

Colossoil: Drill Run (Electivire): (8+3+3+3)*1.5= 25.5 damage for 5 energy
Hit: 22
Crit: 1 (yes)

Electivire: Thunderpunch (Tomohawk): (8+3+4)*1.5= 22.5 damage for 5 energy
Crit: 5
Paralysis: 4

Tomohawk: Earth Power (Electivire): (9+3)*1.5= 18 damage for 7 energy
Crit: 4
Effect: 2

Honchkrow: Brave Bird (Tomohawk): (13+3+3)*1.5= 28.5 damage for 7.5 energy
-9.5hp due to recoil
Crit: 11

Electivire: Wild Charge (Tomohawk): (11+3+4)*1.5= 27 damage for 7 energy
-6.75hp due to recoil
Crit: 8

Colossoil: Dig

Tomohawk: Earth Power (Electivire): (9+3)*1.5= 18 damage for 11 energy
Crit: 7
Effect: 4

Honchkrow: Psychic (Tomohawk): (9+1.5)*1.5= 15.75 damage for 6.5 energy
Crit: 13
Effect: 6

Colossoil: Dig (Electivire): kicking a corpse for 9 energy


DFrog's Team

Hp: 102
En: 77
5/3/4/2/95
Other:
Item: Lucky Egg


Hp: 16
En: 72
1/3/5/3/85
Other: Taunt for 4a
Item: Exp. Share


Hp: KO
En: KO
6/2/3/3/95
Other:
Item:


Hp: 100
En: 77
5/3/4/2/61
Other:
Item: Exp. Share​

LupusAter sends out pokemon
DFrog gives orders
LupusAter gives orders
I Ref
 
Virtue has no place in this Inferno!

Diablo: Dig ~ Bounce ~ Dig (All Fjalar)
Grace: Hurricane*3 (All Fjalar)
Both:If Fjalar is fainted when you would attack change actions to Aura Sphere (Munnin) & Thunder Fang (Munnin) respectively
 
'Per me si va ne la città dolente,
per me si va ne l'etterno dolore,
per me si va tra la perduta gente.
Giustizia mosse il mio alto fattore;
fecemi la divina podestate,
la somma sapïenza e 'l primo amore.
Dinanzi a me non fuor cose create
se non etterne, e io etterno duro.
Lasciate ogne speranza, voi ch'intrate'.


Muninn, Psychic Tomohawk- Pursuit Colossoil- Pursuit Colossoil.
Fjalar, Focus Energy- Sky Uppercut Colossoil- Ankle Killer (Low Kick+ Low Kick) Colossoil.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I STRONGLY suggest you update the profiles of your mons, Lupus Ater. Blaziken's normal atk is 5, so when boosted it reaches 6. Also it needs Weight and Height.

DFrog's Team

Hp: 102
En: 77
5/3/4/2/95
Other:
Item: Lucky Egg


Hp: 16
En: 72
1/3/5/3/85
Other: Taunt for 4a
Item: Exp. Share


Hp: 100
En: 100
6/2/4/3/80
Other:
Item:


Hp: 100
En: 77
5/3/4/2/61
Other:
Item: Exp. Share​

The sapphire light burns
deep into hell.
Witness their sins,
and call forth
the day of judgment!



After Lupus sends out Fjalar the Blaziken to replace the fallen Thor, Diablo waste no time and proceeds to dig a hole, while Grace flaps its wings with great power creating a Hurricane that hits Blaziken and damages it greatly!

Fjalar, instead of just attacking back, prefers to set up and gets pumped with Focus Energy. Munnin, finally, finishes off Grace with its Psychic powers. Now it is 2 vs 1! Oh and Colossoil appears and attacks Fjalar some time later.

On the second turn, Diablo tries to whole Evasive damaging attack again and Bounces up. But before that, Munnin Pursuits the narwhal and attacks it before it gets too high. And when it reaches such point, Fjalar jumps high and attacks Diablo with a Sky Uppercut. Some time later, uncapable of evading any attack, Diablo at least manages to damage Blaziken greatly when smashing on it.

Finally, Diablo tries again to escape and attack by digging another hole. But before that, once again, Munnin Pursuits the narwhal and attacks before it gets underground. Also, Fjalar doesn't attack, as it continues to focus on a big attack. Some time later, Diablo springs up and attacks Fjalar, leaving it hanging with little health. But the Blaziken exploits the proximity of the narwhal and makes it trip with an extremely strong Ankle Killer that defeats Diablo. Colossoil was KO'd!

Minos is getting pissed at how nobody stays for 3 rounds. This is Fjalar's first round and Munnin second round. He seems really eager to judge someone. I wonder what he will do...

Colossoil: Dig (Blaziken)

Tomohawk: Hurricane (Blaziken): (12 + 3 + 3)*1.5= 27 damage for 7 energy
Hit: 69 (yes)
Crit: 8 (no)
Confusion: 10 (no)

Blaziken: Focus Energy for 12 energy

Honchkrow: Psychic (Tomohawk): (9+1.5)*1.5= 15.75 damage for 10.5 energy
Crit: 2 (no)
Effect: 8 (no)

Tomohawk fainted!

Colossoil: Dig (Blaziken): (8 + 3 + 4.5)*1.5= 23.25 damage for 9 energy
Crit: 13 (no)

Colossoil: Bounce (Blaziken)

Blaziken: Sky Uppercut (Colossoil): (9 + 3 + 3 + 3)*1.5= 27 damage for 6 energy
Crit: Guaranteed

Honchkrow: Pursuit (Colossoil): (8 + 3 + 3)*0.67= 9.38 damage for 4 energy
Crit: 5

Colossoil: Bounce (Blaziken): (11 + 3)*1.5= 21 damage for 12.3 energy
Hit: 84 (hit)
Crit: 11

Colossoil: Dig (Blaziken)

Honchkrow: Pursuit (Colossoil): (8 + 3 + 3)*0.67= 9.38 damage for 8 energy
Crit: 11

Colossoil: Dig (Blaziken): (8 + 3 + 4.5)*1.5= 23.25 damage for 9 energy
Crit: 13

Blaziken: Low Kick + Low Kick (Colossoil): (16*2.25+3+3+3)*1.5= 67.5 damage for 37.5 energy
Crit: guaranteed

Colossoil fainted!

Blaziken: Speed Boost for 2 energy


DFrog's Team

Hp: KO
En: KO
5/3/4/2/95
Other:
Item: Lucky Egg


Hp: KO
En: KO
1/3/5/3/85
Other: Taunt for 4a
Item: Exp. Share


Hp: 5
En: 42
6/2/4/3/80
Other: pumped for 4a, cooldown and 1a, +1 Speed (permanent)
Item:


Hp: 100
En: 54
5/3/4/2/61
Other:
Item: Exp. Share​

DFrog sends out pokemon with items (not automatic as abilities may be activated)
LupusAter gives orders
DFrog gives orders
I Ref
 
I suppose a new clause should be added to the description if pokemon are being KO'd before the 3 rounds are up. Something like If there have been multiple KO's before a single pokemon has been judged a referee may decrease the required rounds to be judged or judge a pokemon instantly

Desmond (Exp Share) & Daddy (Amulet Coin) to the field!
 
Amor, ch'al cor gentil ratto s'apprende,
prese costui de la bella persona
che mi fu tolta; e 'l modo ancor m'offende.
Amor, ch'a nullo amato amar perdona,
mi prese del costui piacer sì forte,
che, come vedi, ancor non m'abbandona.
Amor condusse noi ad una morte.
Caina attende chi a vita ci spense».
Queste parole da lor ci fuor porte.


Fjalar, great job! Cooldown-Hi Jump Kick Voodoom-Blaze Kick Kitsunoh.
Muninn, Taunt Kitsunoh- Brave Bird Voodoom-Dark Pulse Kitsunoh.
If you are Taunted A1, change that action to Dark Pulse Kitsunoh.
 
Daddy: Mach Punch (Fjalar) ~ Revenge (Muninn) ~ Focus Punch+Focus Punch (Muninn)
If Muninn is not burned action 1 use Counter (Muninn) action 2
If Muninn flinches A2 use Aura Sphere (Muninn)

Desmond:Will-o-Wisp (Muninn) ~ Rock Slide ~ Rock Slide

Also I've added a new clause to the judging mechanic of this arena incase something like this does happen. Here it is; If the battle is shorter (i.e. an 1v1) or too many pokemon have fainted before reaching the third round to be judged the referee may reduce the time it takes to be judged or judge a pokemon instantly So if you want to start using this new clause Frosty you may (assuming thats cool with Lupus)
 
Absolutely no problem. Also, a flavorful way to solve this could be declaring anyone who scores a KO a sinner, due for instantaneous judgment.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I like to judge people, so judge you I will

DFrog's Team

Hp: 100
En: 100
5/3/1/3/110
Other:
Item: Exp. Share


Hp: 100
En: 100
4/3/4/2/110
Other:
Item: Amulet Coin


Hp: 5
En: 42
6/2/4/3/80
Other: pumped for 4a, cooldown and 1a, +1 Speed (permanent)
Item:


Hp: 100
En: 54
5/3/4/2/61
Other:
Item: Exp. Share​

In the abyss, the trident
of hell's lord dances.
Dripping crimson truth
lights the one true path!


Ze Judgement

Honchkrow = Gluttony
Voodoom = Anger
Kitsunoh = Heresy

Also, it is very hard for a pokemon to stay 3 rounds in a row. I suggest you lower that number to 1 or 2.

Speed Tie (1=Voodoom): 2 (Kit), 1 (Voo), 1 (Voo)

Voodoom: Mach Punch (Blaziken): 4+3+3 = IT DEALS ENOUGH DAMAGE OK! for 3 energy

Blaziken fainted!

Kitsunoh: Will-o-Wisp (Honch) for 7 energy
Hit: 82 (yes)

Honchkrow: Taunt (Kitsunoh) for 9 energy
-2hp due to burn

Kitsunoh: Rock Slide (Honch): (8+3)*1.5 = 16.5 damage for 6 energy
Hit: 66 (yes)
Crit: 5
Flinch: 1 (yes)

Honchkrow: flinch
-2hp due to burn

Voodoom: Revenge (Honch): 6+3+1.5 = 10.5 damage for 7 energy
Crit: 3

Kitsunoh: Rock Slide (Honch): (8+3)*1.5 = 16.5 damage for 10 energy
Hit: 46 (yes)
Crit: 5
Flinch: 9 (no)

Honchkrow: Dark Pulse (Kitsunoh): 8 + 3 + 1.5 = 12.5 damage for 5 energy
Crit: 10
Flinch: 8 (no)
-2hp due to burn

Voodoom: Focus Punch + Focus Punch (Honch): 15*2.25+3+1.5+3= 41.25 damage for 41 energy
Crit: 1 (yes)

Judgement:
vs Honchkrow: 2 (Gluttony)
vs Voodoom: 4 (Anger)
vs Kitsunoh: 5 (Heresy)


DFrog's Team

Hp: 87
En: 77
5/3/1/3/110
Other: Taunted for 4a
Item: Exp. Share


Hp: 100
En: 49
4/3/4/2/110
Other: cooldown for 1a
Item: Amulet Coin


Hp: KO
En: KO
6/2/4/3/80
Other: pumped for 4a, cooldown and 1a, +1 Speed (permanent)
Item:


Hp: 9
En: 40
5/3/4/2/61
Other: Burn
Item: Exp. Share​

Absol is sent out (Automatic)
DFrog orders
LupusAter orders
I Ref.
 
A valid suggest that will be used to improve the area in future battles
Desmond: Rock Slide ~ Fake Out (Absol) ~ Will-o-Wisp (Absol)
If Protective/Evasive Action (Absol) when you would use Fake Out (Absol) use Iron Defense that action and push down, non-consecutively
Daddy: Cool Down (Aura Sphere [Absol]) ~ Focus Punch (Absol) ~ Aura Sphere (Absol)
If Protective/Evasive Action (Absol) when you would use Focus Punch (Absol) use Substitute (15) that action and push down, non-consecutively
 
Oh well, you win some and you lose some...
Muninn, Sucker Punch+Sucker Punch Kitsunoh- die -die
Hel, Toxic Voodoom, Feint+Feint Voodoom, cooldown(Night Slash Kitsunoh)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Honestly, I'd suggest you judge them upon sending in. That way the arena will actually make a difference overall

DFrog's Team

Hp: 87
En: 77
5/3/1/3/110
Other: Taunted for 4a, Heresy
Item: Exp. Share


Hp: 100
En: 49
4/3/4/2/110
Other: cooldown for 1a, Anger.
Item: Amulet Coin


Hp: 100
En: 100
6/2/3/2/65
Other:
Item:


Hp: 9
En: 40
5/3/4/2/61
Other: Burn, Gluttony
Item: Exp. Share​

Minos: I shall judge you, foolish ref!

oh darn it

Minos: You shall go to the SLOTH CIRCLE!

OH N--Wait, there is no Sloth Circle.

Minos: I am making one just for you, you lazy bastard. Stop denying flavor to the battlers!

sooorry

Minos: Also, you Hel newcomer. You are Judged! Heresy is your Circle!

oh well *whistles*

Speed Ties: 2 (Kit), 2 (Kit), 1 (Vood)

Honchkrow: COMBO (Sucker Punch + Sucker Punch) at Kitsunoh: 8*2.25-3+3+3 = 21 damage for whatever energy
Crit: 9 (no)
-2hp due to burn

Kitsunoh: Rock Slide for 6 energy:
vs Honchkrow: (8*0.75+3)*1.5 = enough for a KO
vs Absol: (8*0.75+4.5) = 10.5 damage
Crit: 3 (no)
Flinch: 6 (no)

Voodoom: cooldown

Absol: Toxic (Voodoom) for 7 energy
Hit: 81 (yes)

Voodoom lost 1hp due to toxic!

Voodoom is focusing! (-4.5en)

Absol: Feint + Feint (Voodoom): 4*2.25+4 = 14 damage for 21 energy
Crit: 6 (no)

Kitsunoh: Fake Out (Absol): 4 + 4.5 = 8.5 damage for 4 energy
Crit: 8 (no)

Voodoom lost its focus!
-1hp due to toxic

Voodoom: Aura Sphere (Absol): (9 + 3 + 4.5)*1.5 = 24.75 damage for 6 energy
Crit: 13 (no)
-1hp due to toxic

Kitsunoh: Will-o-Wisp: but it failed due to taunt!

Absol: cooldown

Hell for Hel: 5 (Heresy)


DFrog's Team

Hp: 66
En: 67
5/3/1/3/110
Other: Taunted for 1a, Heresy
Item: Exp. Share


Hp: 83
En: 38
4/3/4/2/110
Other: Anger, Toxic (2hp).
Item: Amulet Coin


Hp: 56
En: 72
6/2/3/2/65
Other: Heresy
Item:


Hp: KO
En: KO
5/3/4/2/61
Other: Burn, Gluttony
Item: Exp. Share​

LupusAter's Turn!
 
This is it! Nice game and nice arena, DFrog!
Scratch+Night Slash Kitsunoh- cooldown(Night Slash Kitsunoh)-Bite Kitsunoh
 
GG Lupus, I'll have to have another match in hell to further test the arena.
Desmond: Revenge (Absol) ~ Meteor Mash (Absol) ~ Revenge (Absol)
Daddy:Close Combat (Absol) ~ Focus Punch+Focus Punch (Absol) ~ Cool down
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
DFrog's Team

Hp: 66
En: 67
5/3/1/3/110
Other: Taunted for 1a, Heresy
Item: Exp. Share


Hp: 83
En: 38
4/3/4/2/110
Other: Anger, Toxic (2hp).
Item: Amulet Coin


Hp: 56
En: 72
6/2/3/2/65
Other: Heresy
Item:​

Voodoom and Kitsunoh beat absol down with Close Combat and Revenge, while Hel counters with Night Slash + Scratch...to no avail.

Then Desmond ends the match with Meteor Mash and that is that!

DFrog wins!

Voodoom: Close Combat: (12 + 3 + 4.5)*1.5 = 29.25 damage for 7 energy
Crit: 16 (no)

Absol: Night Slash + Scratch: 15+3+3 = 21 damage for 11 energy
Crit: 8 (no)

Kitsunoh: Revenge: (12 + 4.5)*1.5 = 24.75 damage for 8 energy
Crit: 9 (no)

Kitsunoh: Meteor Mash: (10+3+4.5) = 17.5 damage for 7 energy
Crit: 7 (no)

Absol fainted!


DFrog's Team

Hp: 45
En: 52
5/3/1/3/110
Other: Heresy
Item: Exp. Share


Hp: 81
En: 31
4/3/4/2/110
Other: Anger, Toxic (2hp).
Item: Amulet Coin


Hp: KO
En: KO
6/2/3/2/65
Other: Heresy
Item:​

Prizes:
LupusAter: 3CC
Blaziken: 3MC, 1KOC (Colossoil)
Electivire: 2MC, 1DC
Absol: 2MC, 1DC
Honchkrow: 3MC, 1DC, 1KOC (Tomohawk)

DFrog: 4CC
Kitsunoh: 3MC, 1DC, 2KOC (Honchkrow, Absol)
Colossoil: 2MC, 2DC
Tomohawk: 3MC, 1DC, 1KOC (Electivire)
Voodoom: 3MC, 1KOC (Blaziken)

Frosty: 9 + 6/2 = 12UC
 
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