Completed Orcinus Duo vs. Eternal Drifter

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Stratos

Banned deucer.
#1
4vs4 Doubles (He brings 6 and choses 4)
DQ: 2 Days
Restrictions: 5 Chills/2 Recoveries
Switch: OK
Abilities: All
Items: On
Special: Coin Flip determines who sends out first (like a gym battle)
Arena: Flareon Training Grounds

Long ago, Cinnabar Island was a technological mecca, a hub for the brightest minds of a generation. But a volcano erupted on the island, destroying everything there was, or ever will be. There isn’t anything here anymore, in “The Ravaged Town of the Past”…

But is there?

Finally, you reach the topmost layer of Cinnabar Island. Flashes of red dart past the corner of your eye. You turn, but see nothing. The once-charred ground stares resolutely back at you, covered by a hair of swaying grass. Another flash. Turn again, but this time, the emptiness seems to be watching you. The sun is shining brightly, but through a thin veil of steam, which the sun evaporated from the surrounding ocean. A drop of your sweat falls, caught by an outstretched blade of grass that lowers it gently to the ground. The ground here is hard, very hard. What kinds of vegetation are these?

A flash, a turn, a howl, and then you flinch. But then, in the distance, you see the rough, chalked outline of the arena. Determined, you walk to it, and release your Pokemon. The sun shines mercilessly, the steam chokes, and you have a mission to fulfil.


Welcome to the Flareon Training Grounds. After the eruption of the volcano, an elite society of Flareons have cultivated the land. Here, they practice skills that are not privy to the knowledge of the outside world. Flare blitzes right and left, the Flareon here are practically legends in their own right. Thankfully, it is not them who you will be fighting today, but Gym Leader orcinus, who grew up in Canada and hates the weather here as much as you. He’s befriended the Flareons here, and it is here that he learns from the skills of these skilled fighters to beat challengers like you.

There are some special rules here, so pay attention. Spread moves, for fear of invoking the wrath of the nearby Flareons, may not be used in their full capacity, as a safety rule set by orcinus. Instead, Earthquake, Rock Slide, Surf and the like must be focused and directed only at one Pokemon. However, while orcinus wants to obey safety rules, he does not want to disrupt the spirit of the game. And so, spread moves can still hit Pokemon that are using evasive actions, and can wipe out all of the clones of one Pokemon.

The arena is in a stage of permanent sun and steam, which is from the nearby water. This acts as sun in every respect (including the including the BAP reduction of water-typed moves, since the sun evaporates much of the water and steam doesn’t actually hurt), but one—it heals dry skin Pokemon instead of harming then.

There is no natural water source on the Arena. You are too far from the surrounding ocean to use that water.

Orcinus' Fire Mons are intensely familiar with the environment, and thus are able to navigate everything with ease--rocks included. As such, all of orcinus' mons have an increases resistance to Stealth Rocks.

Finally, orcinus gets a fan and a cooler. You do not.

Summary: Attacking moves that affect more than one opponent must be targeted at one opponent. However, they can still hit Pokemon that are using evasive actions, and can wipe out clones from Double Team.
Permanent Sun/Steam is in effect, acting like Sun in every respect except healing Pokemon with the ability dry skin. This can only be changed by weather rock holders.
No natural water source.
Stealth Rocks reduced effectiveness against Leader's mons (-4 damage)


ED's mons are as follows:

Audino* (Butler) (Male)
Calm Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Healer: Type: Innate
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator: Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
(Dream World: Locked) Klutz: Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

MC: 0
DC: 5/5

Attacks: (30 Moves Known)
Pound*
Growl*
Helping Hand*
Refresh*
Doubleslap*
Attract*
Secret Power*
Entrainment*
Heal Pulse
Simple Beam

Encore
Heal Bell*
Wish*
Sweet Kiss*

Drain Punch
Hyper Voice

Toxic*
Ice Beam
Light Screen
Protect*
Safeguard
Thunderbolt
Thunder
Psychic
Shadow Ball*
Double Team
Reflect
Flamethrower
Thunder Wave
Grass Knot



Dream Slayer (Golbat) (Male)
Jolly Nature
Type: Poison/Flying
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.
Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilties:
Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
(Dream World: Unlocked!) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2-
SpD: Rank 3
Spe: 104+
Size Class: 3
Weight Class: 4
Base Rank Total: 18
Accuracy Bonus: +18.46939655% (or +18%)

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

Attacks: (23 Moves Known)
Leech Life
Screech
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Mean Look
Poison Fang
Acrobatics
Haze
Air Slash

Faint Attack
Hypnosis
Quick Attack

Mimic
Roost
Zen Headbutt

Toxic

Protect
Aerial Ace




Itsumo (Spiritomb) (Male)
Relaxed Nature
Type: Ghost/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.
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.

Abilities:
Pressure: Type: 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.
(Dream World: Unlocked!) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 29 (-) (29.75 Unrounded) (-10% Evasion)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

MC: 0
DC: 5/5

Attacks: (25 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse

Destiny Bond
Imprison
Pain Split
Smokescreen

Toxic
Protect
Psychic
Shadow Ball
Shock Wave
Rock Tomb
Thief
Will-O-Wisp



Chimecho (Hope) (Female)
Bold Nature
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability:
Levitate: Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

HP: 100
Atk: Rank 1-
Def: Rank 4+
SpA: Rank 3
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/6
MC: 0

Attacks: (23 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Take Down
Yawn
Heal Bell
Safeguard
Heal Pulse

Hypnosis
Recover
Wish

Mimic
Recycle
Signal Beam
Swift

Toxic
Protect
Shock Wave
Thunder Wave


Orcinus's Mons:

Infernape-Simion (M)
Nature: Naughty
Type: Fire
Fire: Fire STAB; immune to burn, 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:
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)

Iron Fist: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4

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

Attacks: (72)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch

Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ice (7)
Endure
Quick Guard
Slack Off
Will-o-Wisp
Fire Blast
Fire Punch
Cut
Focus Energy
Fling


Chandelure - Soul (F)
Nature: Timid
Type:Fire/Ghost
Fire: Fire STAB; immune to burn, 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.
Ghost: 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.

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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+10% Accuracy)
Size Class: 2
Weight Class: 3

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

Attacks (45):
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Hex
Curse
Memento

Clear Smog
Endure
Heat Wave
Dark Pulse
Spite
Trick
Acid Armor

Calm Mind
Fire Blast
Taunt
Protect
Toxic
Hyper Beam
Safeguard
Psychic
Shadow Ball
Substitute
Trick Room
Solarbeam
Hidden Power Ground 7
Thief
Energy Ball
Telekinesis
Rest
Flame Charge
Flamethrower
Double Team
Sunny Day
Hidden Power Ice 7
Sleep Talk


Charizard - Tim (M)
Nature: Naughty
Type: Fire
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.

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)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4

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

Attacks: (59)
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Flame Burst
Wing Attack
Slash
Flamethrower
Fire Spin
Flare Blitz

Crunch
Counter
Focus Punch
Thunderpunch
Blast Burn
Dragon Pulse
Outrage
Roost
Sleep Talk
Tailwind

Dig
Rock Slide
Substitute
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Brick Break
Double Team
Flamethrower
Rock Tomb
Aerial Ace
Façade
Flame Charge
Rest
Attract
Focus Blast
Sky Drop
Incinerate
Will-o-Wisp
Dragon Tail
Rock Smash
Fly
Hidden Power Ground 7
Bide
Endure
Fire Blast


Pyroak - Trace (M)
Nature:Brave
Type: Fire/Grass
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.
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.

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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5

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

Attacks:(61)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash

Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block

Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Stealth Rock
Fire Blast
Energy Ball
Hidden Power Ice 7
Light Screen


Camerupt - Pompeii (M)
Nature: Brave
Type: Fire/Ground
Fire: Fire STAB; immune to burn, 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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor:
(Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6

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

Attacks: (48)
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Curse
Yawn
Eruption

Endure
Heat Wave
Iron Head
After You
Sleep Talk
Stealth Rock

Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest
Flame Charge
Bulldoze
Flamethrower
Earth Power
Roar
Hidden Power Ice 7
Sunny Day
Hyper Beam
Solarbeam
Double Team
Sandstorm
Fire Blast
Façade
Attract
Overheat
Incinerate
Will-o-Wisp
Explosion
Stone Edge
Swagger
Substitute
Flash Cannon
Rock Smash
Selfdestruct


Mollux - Dream (F)
Nature: Bold
Type: Fire/Poison
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.
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.

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 5/5

Attacks: (51)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Acid Armor
Heat Wave
Recover
Toxic Spikes
Gunk Shot
Eruption

Heal Bell
Heal Pulse
Stealth Rock
Bind
Bug Bite
Gastro Acid
Helping Hand
Iron Defense
Knock Off
Sleep Talk
Snatch
Trick

Sludge Wave
Thunderbolt
Protect
Flamethrower
Toxic
Venoshock
Sunny Day
Hyper Beam
Light Screen
Rain Dance
Solarbeam
Thunder
Double Team
Sludge Bomb
Flame Charge
Rest
Thief
Will-o-Wisp
Explosion
Thunder Wave
Substitute
Rapid Spin
Fire Spin
Hidden Power Ice 7



And the coinflip is: (4031/10000)



HEADS! Eternal Drifter, send out your mons!
 
#2

"The heat..." Walker says, finally reaching the battlefield. "I could really use a drink. But perhaps after the battle. In the meantime, let's get started. Itsumo! Dream Slayer! Get out there!"

Come, servant. Let us please my other servant.


Itsumo sent out. Exp. Share attached.
Dream Slayer sent out. No item attached.
 

Orcinus Duo

Banned deucer.
#3
Why the fuck did i bring pompeii and not palm to my gym match. Oh well.

ED, slightly disappointed that you used NFEs against me, but that's all right I suppose. I'll make up for this for playing gimmicky as fuck, using the worst mons possible, and spamming shit instead of actually paying attention to what's happening.

Tim, come on out and take a Life Orb!
Soul, take this expert belt!

Tim: Fire Blast Golbat x3
IF successful protective/evasive action, shift targets
IF Rock Tomb, Fly (Golbat) that action
IF Golbat is KO'd, redirect.
Soul: Safeguard-Fire Blast Golbat x2
IF successful protective/evasive action, shift targets
IF Safeguard is not up on A2, use Safeguard that action
IF Golbat is KO'd, redirect

Also, chandy has hp ice, not too sure why hp ground is still on there.
 
#4

"This is going to be very costly for you," Walker says.

Itsumo:
Action 1: Spite (Tim: Fire Blast)
Action 2: Rock Tomb (Soul)
Action 3: Protect (Self)

Dream Slayer:
Action 1: Acrobatics (Soul)
Action 2: Faint Attack (Soul)
Action 3: Protect (Self)
 

Stratos

Banned deucer.
#5
Round 1 Start!

HP: 90
EN: 100
OTHER: none

HP: 100
EN: 100
OTHER: none
VS

HP: 90
EN: 100
OTHER: none

HP: 100
EN: 100
OTHER: none
Arena Notes: None

Golbat used Acrobatics!
crit = 9365 = no
dmgC = [11+3] = 14
-7 EN

Charizard used Fire Blast!
hit = 4029 = yes
crit = 1092 = no
burn = 7169 = no
dmgG = [12+3+3+2+3+3] = 26
-7 EN
dmgZ = 3

Chandelure used Safeguard
-8 EN

Spiritomb used Spite!
-5 EN

a2

Golbat used Faint Attack!
crit = 9585 = no
dmgC = [6]*1.5 = 9
-5 EN

Charizard flew up high!

Chandelure used Fire Blast!
hit = 1523 = yes
crit = 9760 = no
burn = 7190 = no
dmgG = [12+3+3+3] = 21

Spiritomb used Rock Tomb!
hit = 3895 = yes
crit = 6251 = no
dmgC = [5]*1.5 = 7.5
-5 EN

Charizard used Fly!
hit = 7064 = yes
crit = 4891 = no
dmgG = [10+3+3] = 16
dmgZ = 3
-10 EN

a3

Golbat used Protect!
-6 EN

Spiritomb used Protect!
-24 EN

Charizard used Fire Blast (tomb!)
hit = 8292 = yes
dmgS = [12+3+3+3+1.5+2] = 24.5
dmgZ = 3
-11 EN

Chandelure used Fire blast!
hit = 2587 = yes
dmgS = [12+3+3+1.5] = 19.5
-11 EN


Round 1 End!

HP: 90
EN: 66
OTHER: none

HP: 37
EN: 82
OTHER: none
VS

HP: 59
EN: 74
OTHER: none

HP: 91
EN: 72
OTHER: none
Arena Notes: Safeguard (Orc, 3r)
 
#6

"Not quite as intened, but will work. Let's see if we can grasp the ghost..."

Itsumo:
Action 1: Imprision (Protect, Pain Split, Shadow Ball)
Action 2: Shadow Ball (Chandelure)
Action 3: Dark Pulse (Chandelure)

IF Taunted action 1, use Dark Pulse (Chandelure), overriding Imprison.
IF Chandelure is KOed by the time Itsumo is to act, use Rock Tomb on Charizard on remaining actions.

Dream Slayer:
Acrobatics Spam! (Acrobatics actions 1, 2, 3)
Target Chandelure, or Charizard if Chandelure is KOed.
 

Orcinus Duo

Banned deucer.
#7
Chandelure: Pain Split Itsumo-Fire blast Dream Slayer-Fire Blast Dream Slayer
IF Dream Slayer is KO'd, redirect
Charizard: Tailwind-Fire Blast Dream Slayer-Fire Blast Dream Slayer
IF Dream Slayer is KO'd, will-o-wisp Itsumo
 

Stratos

Banned deucer.
#8
Round 1 End!

HP: 90
EN: 66
OTHER: none

HP: 37
EN: 82
OTHER: none
VS

HP: 59
EN: 74
OTHER: none

HP: 91
EN: 72
OTHER: Spite on Fire Blast 4a
Arena Notes: Safeguard (Orc, 3r)

Golbat used Acrobatics!
crit = 7473 = no
dmgC = [11] = 11
-7 EN

Charizard used Tailwind!
-9 EN

Chandelure used Pain Split!
diffHP = 90-48 = 42
dmgS = 21
+21 HP
-20 EN

Spiritomb used Imprison!
-8 EN

dmgZ = 1

a2

Charizard used Fire Blast!
hit = 6054 = no
crit = 5558 = no
burn = 1212 = no
dmgG = [12+3+3+3+3+2] = 26
dmgZ = 3
-11 EN

Chandelure used Fire Blast!
hit = 7975 = yes
crit = 5821 = no
burn = 4440 = no
dmgG = [12+3+3+3] = 21
Golbat was KO'd!
-7 EN

Spiritomb used Shadow Ball!
crit = 1988 = no
-spd = 4947 = no
dmgC = [8+3]*1.5 = 16.5
-5 EN

a3

Charizard used Will-O-Wisp!
hit = 1507 = yes
-6 EN
dmgZ = 1

Chandelure used Fire Blast!
hit = 1533 = yes
crit = 251 = yes
dmgS = [12+3+3+3+1.5] = 22.5
-11 EN

Spritomb used Dark Pulse!
crit = 7934 = no
dmgC = [8+3]*1.5 = 16.5
-5 EN

dmgS = 2


Round 2 End!

HP: 44
EN: 48
OTHER: Burn

HP: 0
EN: 0
OTHER: dead
VS

HP: 36
EN: 36
OTHER: none

HP: 86
EN: 46
OTHER: Spite (Fire Blast, 1a)
Arena Notes: Safeguard (Orc, 2r), Tailwind (Orc, 4a), Imprison (Shadow Ball, Pain Split, Protect, 4a)
 
#9

"I'm not relying on Hope just yet..." Walker says, tossing out a Poke'ball. "Butler! Get in there."

...Trouble.

You think? If he thinks I'll heal you willingly...

You're in a corner, though. If you disobey him now, you'll reveal the entire hand to the servant. And neither of us want that... at least, in my case, for now...

I hate you.

I know.

Let's get this over with.

"Calm down, you two," Walker says. "I know you don't like each other, and I can't understand you, but you have a common enemy. Focus on the flames before you, and see if you can put those out. Now, we wait for the fire to make its move..."
 
#11

"...There goes that KO Counter..." Walker says. "Go ahead and switch; We'll remain standing."

(Also, I'll be taking this opprotunity to attach an Amulet Coin to Butler, since it should have no bearing on this battle.)
 

Orcinus Duo

Banned deucer.
#12
Dream: Flamethrower-Tbolt-Flamethrower all Itsumo
Charizard: Flamethrower-Fire Blast-Fire Blast all Itsumo
(for both mons)
IF successful protective/evasive move, redirect
IF fainted, redirect
 
#13

"Attacking a Poke'mon with Pressure AND Spite? There goes your energy. Again."

Itsumo:
Action 1: Protect (Self)
Action 2: Spite (Charzard: Fire Blast)
Action 3: Hypnosis (Dream)

Butler:
Action 1: Light Screen (Itsumo and Butler)
Action 2: Heal Pulse (Itsumo)
Action 3: Heal Bell

IF Itsumo is fainted Action 2 or 3, use Thunder Wave (Dream) 1st instance and Attract (Dream) the 2nd.

(Also, my congratulations on getting your gym open!)
 

Stratos

Banned deucer.
#14
Round 2 End!

HP: 44
EN: 48
OTHER: Burn

HP: 110
EN: 100
OTHER: none
VS

HP: 100
EN: 100
OTHER: none

HP: 86
EN: 46
OTHER: Spite (Fire Blast, 1a)
Arena Notes: Safeguard (Orc, 2r), Tailwind (Orc, 4a), Imprison (Shadow Ball, Pain Split, Protect, 4a)

Charizard used Flamethrower!
crit = 640 = no
burn = 5882 = no
dmgA = [10+3+3+3+2+1.5] = 22.5
dmgZ = 3
-6 EN

Mollux used Flamethrower!
crit = 6062 = no
dmgS = [10+3+3+1.5] = 17.5
-8 EN

Audino used Light Screen!
-8 EN

Spiritomb used Protect!
-6 EN

dmgS = 2

a2

Charizard use Fire Blast!
hit = 6399 = yes
crit = 890 = no
dmgS = [8+3+3+3+3+2] = 22
dmgZ = 3
-9 EN

Mollux used Fire Blast!
hit = 9441 = no
-7 EN

Audino used Heal Pulse!
+20 HP S!
-14 EN

Spiritomb used Spite (fire blast, zard)
-5 EN

dmgS = 2

a3

Charizard used Fire Blast!
hit = 2357 = yes
crit = 7379 = no
dmgS = [8+3+3+3+3+2] = 22
dmgZ = 3
-17 EN

Audino used Heal Bell!
-8 EN

Mollux used Fire blast!
hit = 2388 = yes
crit = 5939 = no
dmgA = [8+3+3+3] = 17
Spiritomb was KO'D!
-11 EN


Round 3 End!

HP: 0
EN: 0
OTHER: dead

HP: 110
EN: 70
OTHER: none
VS

HP: 100
EN: 80
OTHER: none

HP: 77
EN: 14
OTHER: none
Arena Notes: Safeguard (Orc, 1r), Tailwind (Orc, 1a), Imprison (Shadow Ball, Pain Split, Protect, 1a), Light Screen (ED, 4a)

ED sends in Hope and orders
Orc orders
 
#17

"Energy? What energy?" Walker asks, grinning. "Anyway, Hope remains... and I'll be giving her her Pure Incense."

(Pure Incense increases Hopes Special Attack and Special Defense by 1 rank each. In addition, it lowers the damage from burn and poison, and increases the speed of decay on several other status things.)

(Also, Spite lingers on Charizard, I think.)

"Can we end this? I believe we've lost, but let's see if we can get a KO out of it."

Hope:
Action 1: Wrap (Charizard)
Action 2: Mimic (Audino: Psychic)
Action 3: Confusion (Mollux)

IF Charizard uses an Evasive Damaging move and is not Wrapped, use Safeguard the first instance, Confusion (Mollux) the second, and Confusion (Mollux) the third, pushing actions back.
IF Charizard uses Protect and is not Wrapped, Confusion (Mollux) and push actions back.

KO: IF Charizard faints from Energy Loss, use Confusion (Mollux) for remaining actions.

Butler:
Action 1: Psychic (Mollux)
Action 2: Simple Beam (Mollux)
Action 3: Shadow Ball (Mollux)
 

Stratos

Banned deucer.
#19
Round 4 Start!

HP: 100
EN: 100
OTHER: none

HP: 70
EN: 70
OTHER: none
VS

HP: 100
EN: 80
OTHER: none

HP: 77
EN: 14
OTHER: none
Arena Notes: Safeguard (Orc, 1r), Tailwind (Orc, 1a), Imprison (Shadow Ball, Pain Split, Protect, 1a), Light Screen (ED, 4a)

charizard used flamethrower!
crit = 6622 = no
burn = 2001 = no
dmgA = [5+3+3+3+1.5+2] = 17.5
-6 EN

Mollux used Toxic!
hit = 1428 = yes
-6 EN

Chimecho used Wrap!
crit = 4036 = no
dmgZ = [3-3] = 1 (scratch)
-4 EN

Audino used Psychic!
crit = 5334 = no
-spd = 6741 = no
dmgM = [9-3]*1.5 = 9
-7 EN

dmgA = 1
dmgZ = 5
dmgM = -2

a2

Charizard used Chill
+12 en

Mollux used Protect!
- 13 EN

Chimecho used Psychic!
dmgM = [9+3]*1.5 = 18
-6 EN

Audino used Simple Beam!
-5 EN

dmgM = -2
dmgZ = 3
dmgA = 1

a3

Charizard used Chill
+12 en

Mollux used Venoshock!
crit = 1653 = no
dmgA = [6.5+3+1.5] = 11
-6 EN

ChimeHO used Confusion!
crit = 5614 = no
conf = 4909 = no
dmgM = [5+3]*1.5 = 12
-2 EN

Audino used Shadow Ball!
crit = 8045 = no
-spd = 4757 = no
dmgM = [8-3] = 5
-6 EN

dmgM = -2
dmgZ = 3
dmgA = 1


Round 4 End!

HP: 100
EN: 88
OTHER: none

HP: 38
EN: 52
OTHER: Toxic (2dpa)
VS

HP: 80
EN: 55
OTHER: none

HP: 67
EN: 32
OTHER: wrap (1a)
Arena Notes: Light Screen (ED, 1a)
 

Orcinus Duo

Banned deucer.
#20
Dream: Venoshock Butler-Flamethrower Butler-Venoshock Butler
IF target fainted, toxic chimecho, and venoshock for remaininga ctions
Tim: Fire Blast Butler-Flamethrower Butler-Fire Blast Butler
IF target fainted, redirect

Both: IF successfully protected/evaded, redirect
 
#21

"Time is nearing an end... but can we score a single KO?"

Hope:
Action 1: Heal Pulse (Butler)
Action 2: Safeguard (Hope and Butler)
Action 3: Psychic (Dream)

Butler:
Action 1: Refresh (Butler)
Action 2: Light Screen (Hope and Butler)
Action 3: Attract (Dream)
 

Stratos

Banned deucer.
#22
Round 4 End!

HP: 100
EN: 88
OTHER: none

HP: 38
EN: 52
OTHER: Toxic (2dpa)
VS

HP: 83
EN: 55
OTHER: none

HP: 67
EN: 32
OTHER: wrap (1a)
Arena Notes: Light Screen (ED, 1a)

Zard used Fire Blast!
hit = 8863 = no
dmgZ = 5
-7 EN

Mollux used Venoshock!
crit = 4716 = no
dmgA = [6.5+3+1.5] = 11
-6 EN

Audino used Refresh!
-5 EN

Chimecho used Heal Pulse!
+20 HP A
-13 EN

dmgM = -3

a2

Zard used Flamethrower!
crit = 9755 = no
burn = 9602 = no
dmgA = [10+3+3+3+1.5+2] = 22.5
-6 EN
dmgZ = 5

Mollux used Flamethrower!
crit = 1288 = no
burn = 3274 = no
dmgA = [10+3+3+1.5] = 17.5
-6 EN

Audino used Light Screen!
-8 EN

Chimecho used Safeguard!
-8 EN

dmgM = -3

a3

Zard used Fire Blast!
hit = 2072 = yes
Audino Fainted!
-7 EN
dmgZ = 5

Mollux used Toxic!
-6 EN

Chimecho used Psychic!
crit = 3664 = no
-spd = 2263 = no
dmgM = [9+3+1.5]1.5 = 20.25
-6 EN

dmgM = -3


Round 5 End!

HP: 100
EN: 61
OTHER: none

HP: 0
EN: 0
OTHER: dead
VS

HP: 72
EN: 37
OTHER: none

HP: 52
EN: 12
OTHER: none
Arena Notes: Light Screen (ED, 5a); Safeguard (ED, 3r)
 
#23

"Hope remains... Time for a change in tactics..."

(Slight error, you have Butler having 52 HP at the end of last round, even though in your calculations say he's KOed.

Hope:
Action 1: Wrap (Tim)
Action 2: Shock Wave (Tim)
Action 3: Shock Wave (Tim)

IF Tim uses an Evasive Damaging move, Chill and push actions back.
 
#24

"What's this? A flight of a gym leader? Well, I do not know if this is fact or fiction, but I am willing to wait a little longer for him to make his actions... but one small problem: Back at the begining of August, I made an oath to not call DQ or be as pushy in the next three months. August passed, September passed, and October ended. My oath has ended."

"However, I have gained some patience from my oath. I will not call DQ in this battle for one more day. After that, I will bring the hammer down and end this battle. Act now, or feel a loss at one who was not truely prepared to defeat you..."
 
#25

"Orcinus is gone. So be it! Let it be known that he has lost the match through disqualification! And I so wanted to get at least one KO..."

Orcinus has passed DQ time significantly. Calling this match over, in favor of Eternal Drifter
 
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