rewindman vs AlphaJolt

Status
Not open for further replies.
Rules
Pokemon: 3v3
Format: Singles
DQ: 3 days
Items: None
Switch: KO
Abilities: All
0 Recoveries/5 Chills

Arena
Lakeside
On the shore of a lake. The lake provides plenty of accessible water for any water attacks, while the land is soft enough to dig under. The land also has grass growing and there are a few trees and large rocks here and there. The Pokemon in this area are timid, so they will not be interfering with the battle.

rewindman's Team


Horsea (Ryuu)(M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

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

EC: 2/9
MC: 0
DC: 1/5

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Bubble(*)
Smokescreen(*)
Leer(*)
Water Gun(*)
Focus Energy(*)
Bubblebeam(*)
Agility(*)
Dragon Pulse

Outrage(*)
Disable(*)
Dragon Rage(*)

Scald(*)
Ice Beam(*)
Surf(*)

Snivy (Tangle)(F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 63

EC:2/9
MC:0
DC:1

Abilities:
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW)(Can be enabled)
This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks:
Level moves :
Tackle
Leer
Vine Whip
Wrap
Growth
Grass Mixer
Leech Seed
Mega Drain
Slam
Giga Drain

Glare
Twister
Mirror Coat

Hidden Power (Fire 7)
Taunt
Reflect

Beldum [Hyperion] (N/A)
Nature: Adamant

Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 30
EC: 0/9
MC: 0
DC: 0/5

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.

Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt


AlphaJolt's Team


Growlithe* [Argos] (M)
Nature: Rash (+SpA, -SpD)
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. Solarbeam has Energy Cost reduced by one (1).

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.
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (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 will be maintained at the end of each round.

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

EC: 3/6
MC: 1
DC: 2/5

Attacks:
*Bite
*Roar
*Ember
*Leer
*Odor Sleuth
*Helping Hand
*Flame Wheel
*Reversal
Crunch
Agility
Flamethrower
Flare Blitz

*Close Combat
*Morning Sun
*Howl

*Wild Bolt
*Fire Blast
*Swagger

Machop [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35

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

Moves:
*Low Kick
*Leer
*Focus Energy
*Karate Chop
*Low Sweep
*Foresight
*Seismic Toss
*Revenge
Dynamicpunch

*Ice Punch
*Thunderpunch
*Fire Punch

*Rock Slide
*Payback
*Earthquake

Scyther [Ares] (M)
Nature: Adamant (+Atk, -SpA)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast (DW): (Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP:100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 3
Spe: 105

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

Attacks:
*Vacuum Wave
*Quick Attack
*Leer
*Focus Energy
*Pursuit
*False Swipe
*Agility
*Wing Attack
*Fury Cutter

*Counter
*Reversal
*Steel Wing

*Brick Break
*Giga Impact
*Protect


Two very proud and equal teams, sure to be a ripper of a battle.

Turn Order
rewindman sends out his pokemon
AlphaJolt sends out his pokemon and issues actions
rewindman issues his actions
I referee
 
Heracles I choose you! Start this match up with some confusion by using Dynamicpunch (please note the 100% accuracy due to No Guard). Then hit him with a super effective Thunderpunch and finish the round with another Dynamicpunch.
 
Alright Ryuu, you've got this! Lead with a powerful Surf! He's gonna have to get in the water to use taht dynamic punch, so try to wash him away with as much water as possible! Follow it up by using Disable on that dynamic punch. Thunder punches hurt, but dynamic punches are more dangerous at this point. Finally, finish off the round with another Surf! Try to flood the land with water to limit his movements!

Surf - Disable - Surf
 

Ryuu (M)
HP: 90
EN: 100
SPEED: 60
STAT: N/A
OTHER: N/A

VS.


Heracles (M)
HP: 100
EN: 100
SPEED: 35
STAT: N/A
OTHER: N/A


Well hello boys and girls and welcome to this battle at the lakeside arena. We have two up and coming trainers facing off, rewindman and AlphaJolt! They send out there first Pokemon with rewindman's Ryuu the Horsea jumping into the lake and AlphaJolt's Heracles the Machop stamping down on the ground just to the shore of the lake.

The two battles waste no time getting right down to the action either, with Ryuu starting off by surfing a massive wall of water that crashes down right onto Heracles. He manages to shake it off though, and retaliates with a No Guard Dynamicpunch right into the chest of Ryuu. The hit sends the Horsea doing backflips through the air as it flies back into the lake, severely confusing him! This confusion definitely hampers Ryuu, because in stead of attacking Heracles it just hits itself in the head with its own tail! Heracles siezes the opportunity, once again punching Ryuu in the gut only this time with a fist covered in electricity. The punch certainly hit its mark too, as it paralyzes the poor seahorse. Heracles now has the speed and power advantage, and follows up with another hard Dynamicpunch doing more massive damage before he leaps back onto the shore. Ryuu tries to get some of his own back with another big wave, but he wipes out before the wave reaches the shore, hurting himself in confusion once again. Man the RNG hates Ryuu this round. The wave then dissapates to a mere trickle at Heracles feet, who is most certinly in control of the battle so far.


Ryuu (M)
HP: 33
EN: 88
SPEED: 15
STAT: N/A
OTHER: Paralyzed (10%)

VS.


Heracles (M)
HP: 84
EN: 80
SPEED: 35
STAT: N/A
OTHER: N/A


Action 1
Ryuu: Surf > 10 + 3 + (4-2)*1.5 = 16 [16 DMG] [6 EN]
Heracles: Dynamicpunch > 10 + 3 + (4-2)*1.5 = 16 > Ryuu was severely confused! [16 DMG] [7 EN]

Action 2
Ryuu: Hits self in confusion! > 4 + (2-2) = 4 [4 DMG] [3 EN]
Heracles: ThunderPunch > (8 + (4-2)*1.5)*1.5 = 16.5 > Ryuu was paralyzed (15%)! [17 DMG] [6 EN]

Action 3
Heracles: Dynamicpunch > 10 + 3 + (4-2)*1.5 = 16 > (Ryuu is already confused) [16 DMG] [7 EN]
Ryuu: Hits self in confusion! > 4 + (2-2) = 4 [4 DMG] [3 EN]


rewindman issues actions
AlphaJolt issues actions
I ref
 
Alright Ryuu, that certainly hurt, but we can get back into this. Use Disable quick in order to prevent dynamic punch from being used again, then go ahead and fire off another Surf to flood the field! finish it off with an Ice beam! I want you to aim for his feet, as large chunks of ice will be down to slow him down and hopefully prevent him from getting close to you. Thanks to your sniper ability, a shot like that should come like second nature.

Disable - Surf - Ice Beam
 
We got this Heracles. Use another Dynamicpunch because now you have the speed advantage. Finish him off with Thunderpunch. If he's still alive after that, use Karate Chop.
 

Ryuu (M)
HP: 33
EN: 88
SPEED: 15
STAT: N/A
OTHER: Paralyzed (10%)

VS.


Heracles (M)
HP: 84
EN: 80
SPEED: 35
STAT: N/A
OTHER: N/A


We come back to the lake to find Heracles not wasting any time pressing the advantage he regained over the pretty little seahorse last round. He's being really original by hitting Ryuu with yet another Dynamicpunch! Hey if it aint broke don't fix it. This one isn't quite as devastating as the last though, only lightly confusing the Horsea. Ryuu knows he's about done for but leaves a parting gift to the other members of his team by overcoming his confusion and Disabling that devastating punch, making sure Heracles won't be firing off any more of them for quite a while. That's all he has left in him unfortunately, as the ThunderPunch Heracles responds with does just enough damage to take away Ryuu's remaining health, leaving him floating on the lake knocked out.


Ryuu (M)
HP: KO

VS.


Heracles (M)
HP: 84
EN: 63
SPEED: 35
STAT: N/A
OTHER: Dynamicpunch disabled (5a)


Action 1
Heracles: Dynamicpunch > 10 + 3 + (4-2)*1.5 = 16 > Ryuu was lightly confused! [16 DMG] [11 EN]
Ryuu: Disable > Heracles' Dynamicpunch is disabled! [6 EN]

Action 2
Heracles: ThunderPunch > (8 + (4-2)*1.5)*1.5 = 16.5 [17 DMG] [6 EN]
Ryuu is Knocked Out!


You just really couldn't recover from the horrible round of RNG last time rewind, but I think the disabling of Dynamicpunch will be a great help to you. I need to remember to get that move on my own Seadra...

rewindman send out next Pokemon
AlphaJolt issues actions
rewindman issues actions
I ref
 
Time for some heavy hitting, its just too bad you were disabled. Smash him with Fire Punch, then use Karate Chop. Finish the round with a second Fire Punch.
 
Start out by setting up a Reflect before he has a chance to hit you and follow it up with a Leech Seed in order to heal off some damage. Finish it off with a Giga Drain in order to heal off even more!
 

Tangle (F)
HP: 90
EN: 100
SPEED: 63
STAT: N/A
OTHER: N/A

VS.


Heracles (M)
HP: 84
EN: 63
SPEED: 35
STAT: N/A
OTHER: Dynamicpunch disabled (5a)


rewindman wastes no time in sending out his next Pokemon, a Snivy known as Tangle! She is wary of the amount of damage Heracles is capable of dishing out though and quickly created a reflective barrier to lessen his blows. Heracles meanwhile is showing off his impressive array of punches, this time lauching into a fiery one. Tangle doesn't like the hit much at all and decides to replenish her health somewhat by throwing some Leech Seeds at the Machop. The seeds latch onto the back of Hercles' neck and immediately go to work. In response he decides to finally do something different by Karate Chopping the grass snake. The hit doesn't do much damage but it didn't use much of his energy either. For her final act she again leeches health off Heracles, with a Giga Drain. The attack finds its mark and leaves the Snivy more or less completely healed of her wounds. Machop takes offense to this, so just punches her again. The seeds are still doing a number on him though.


Tangle (F)
HP: 84
EN: 76
SPEED: 63
STAT: N/A
OTHER: Reflect (4a), Leech Seed + (4a)

VS.


Heracles (M)
HP: 63
EN: 49
SPEED: 35
STAT: N/A
OTHER: Dynamicpunch disabled (2a), Leech Seed - (4a)


Action 1
Tangle: Reflect > Tangle is protected by Reflect! [8 EN]
Heracles: Fire Punch > (8 + (4-2)*1.5 - 5)*1.5 = 9 [9 DMG] [6 EN]

Action 2
Tangle: Leech Seed > Heracles is seeded! [9 EN]
Heracles: Karate Chop > 5 + (4-2)*1.5 - 5 = 3 [3 DMG] [2 EN]

Leech seed sucks 4 HP from Heracles!

Action 3
Tangle: Giga Drain > 8 + 3 + (3-2)*1.5 = 12.5 > Tangle sucked health from Heracles! [13 DMG] [+ 7 HP] [7 EN]
Heracles: Fire Punch > (8 + (4-2)*1.5 - 5)*1.5 = 9 [9 DMG] [6 EN]

Leech seed sucks 4 HP from Heracles!


Much closer round this time, without a hax in sight which I'm sure Tangle is thankful for. Heracles might need some new tactics to get around that Reflect, but he can almost use his strongest attack again.

rewindman issues actions
AlphaJolt issues actions
I ref
 
Alright Tangle, keep up the pressure! Lead with another Giga Drain in order go suck up some more energy, and follow it up with a Leaf Tornado, and finish it with another powerful Giga Drain! Put some offensive pressure on that machop!
 
Start with Fire Punch. Now that Dynamicpunch is not disabled anymore, use it and cause some confusion! Finish up with another Fire Punch.
 

Tangle (F)
HP: 84
EN: 76
SPEED: 63
STAT: N/A
OTHER: Reflect (4a), Leech Seed + (4a)

VS.


Heracles (M)
HP: 63
EN: 49
SPEED: 35
STAT: N/A
OTHER: Dynamicpunch disabled (2a), Leech Seed - (4a)


Welcome back for another exciting round in this battle between Tangle and Heracles. Both Pokemon start off this round exactly as they ended the last. Tangle sucks more health with Giga Drain, and despite the Reflect Heracles hits another Fire Punch (ok, well maybe action 2 is exciting..). Tangle does start off with something different now, firing off a Leaf Tornado right in Heracles' face! Some of the pieces of leaf even get in his eyes, lowering his accuracy a little. Heracles brushes some of the leaves aside and tries to do as his trainer instructed him and fire off a Dynamicpunch, but unfortunately he won't remember how to do it for another action, its still disabled! Rather than trying anything else tricky for their last actions both combatants just repeat their first. And man, that leech seed is really keeping Tangle very healthy.


Tangle (F)
HP: 85
EN: 53
SPEED: 63
STAT: N/A
OTHER: Reflect (1a), Leech Seed + (1a)

VS.


Heracles (M)
HP: 13
EN: 33
SPEED: 35
STAT: -1 Acc
OTHER: Leech Seed - (1a)


Action 1
Tangle: Giga Drain > 8 + 3 + (3-2)*1.5 = 12.5 > Tangle sucked health from Heracles! [13 DMG] [+ 7 HP] [11 EN]
Heracles: Fire Punch > (8 + (4-2)*1.5 - 5)*1.5 = 9 [9 DMG] [10 EN]

Leech seed sucks 4 HP from Heracles!

Action 2
Tangle: Leaf Tornado > 7 + 3 + (3-2)*1.5 = 11.5 = 12 > Heracles has his accuracy reduced! [12 DMG] [5 EN]
Heracles: Dynamicpunch is disabled!

Leech seed sucks 4 HP from Heracles!

Action 3
Tangle: Giga Drain > 8 + 3 + (3-2)*1.5 = 12.5 > Tangle sucked health from Heracles! [13 DMG] [+ 7 HP] [7 EN]
Heracles: Fire Punch > (8 + (4-2)*1.5 - 5)*1.5 = 9 [9 DMG] [6 EN]

Leech seed sucks 4 HP from Heracles!


Very sound strategy from rewind and his Snivy here, but it sure used a lot of energy to get this far. I'm not sure whether the accuracy drop is cancelled out by No Guard (My first assumption is that No Guard just makes the base accuracy of all moves 100%) but the Fire Punch hit either way. I don't think it should matter for the rest of the battle either, Heracles doesn't have much left in him. Also don't forget that the energy penalty for consecutive uses of a move does stretch between rounds.

AlphaJolt issues actions
rewindman issues actions
I ref
 
Dang miscounting moves lol. Yes, with No Guard, everything hits, even his moves. Even if you command to dodge, it will hit.

Good job Heracles, finish up by spamming Fire Punch until you faint.
 
Finish this with one last Giga Drain! If for some reason he is still standing, finish it off with a mega drains until he falls.
 

Tangle (F)
HP: 85
EN: 53
SPEED: 63
STAT: N/A
OTHER: Reflect (1a), Leech Seed + (1a)

VS.


Heracles (M)
HP: 13
EN: 33
SPEED: 35
STAT: -1 Acc
OTHER: Leech Seed - (1a)


Tangle is wasting no time in finishing off the now very weak Machop. She once again goes with what is apparently her favourite attack, Giga Drain! The move replenishes the Snivy's health completely, and finally brings Heracles down, knocked out. AlphaJolt contemplated with of his Pokemon he will send out next while Tangle waits, breathing heavily. Taking Heracles down used a lot of her energy.


Tangle (F)
HP: 90
EN: 42
SPEED: 63
STAT: N/A
OTHER: N/A

VS.


Heracles (M)
HP: KO



Action 1
Tangle: Giga Drain > 8 + 3 + (3-2)*1.5 = 12.5 > Tangle sucked health from Heracles! [13 DMG] [+ 7 HP] [11 EN]
Heracles is knocked out!


AlphaJolt sends out his next Pokemon
rewindman issues actions
AlphaJolt issues actions
I ref
 
Alright Tangle, this is gonna be a tough one. Start off with a Leech Seed in order to heal back some damage. Follow it up with setting up a Reflect, just to decreas the impact. Finish it off with a Hidden power to deal some super effective damage.

Leech seed -Reflect - Hidden Power
 
First off use Agiligy to dodge the seeds. You are faster so hit with Wing Attack before he gets his reflect up. After he gets it up, break it back down with Brick Break.
 
Ok, I decided due to Ares already being so much faster than Tangle I would allow Agility to dodge Leech Seed, but used in such a way it would not provide a speed boost. Not sure how other refs would or have approached this but I decided it completely feasible for this to work.


Tangle (F)
HP: 90
EN: 42
SPEED: 63
STAT: N/A
OTHER: N/A

VS.


Ares (M)
HP: 100
EN: 100
SPEED: 105
STAT: N/A
OTHER: N/A


AlphaJolt is looking to quickly move on from the unfortunate KOing of Heracles with his Scyther, Ares! Ares immediately shows off his Agility, zipping around so much that Tangle's Leech Seeds can't find their mark. That strategy worked against the Machamp but she might need to re-think it against this much faster opponent. Ares then decides to go on the attack with a Technician boosted Wing Attack to catastrophic damage! Tangle doesn't like the feel of that and decides to protect herself from further attacks with another Reflect! Ares is wise to this move though, and straight away he shatters the wall with Brick Break, doing decent damage in the process. Tangle has had enough of messing around and decides it's time to do some damage, releasing her Hidden Power in the form of a fiery blast.


Tangle (F)
HP: 48
EN: 20
SPEED: 63
STAT: N/A
OTHER: N/A

VS.


Ares (M)
HP: 89
EN: 84
SPEED: 105
STAT: N/A
OTHER: N/A


Action 1
Ares: Agility > Ares is zipping around! [7 EN]
Tangle: Leech Seed > Ares dodged the attack! [9 EN]

Action 2
Ares: Wing Attack > CRIT! > (6*1.5 + 3 + 3 + (5-2)*1.5)*1.5 = 29.25 = 29 [29 DMG] [3 EN]
Reflect: Tangle is protected by Reflect! [8 EN]

Action 3
Ares: Brick Break > Tangle's Reflect was broken! > 8 + (5-2)*1.5 = 12.5 = 13 [13 DMG] [6 EN]
Tangle: Hidden Power Fire > (7 + (3-3)*1.5)*1.5 = 10.5 = 11 [11 DMG] [5 EN]


Wow, that Scyther can really dish out the pain. Tangle is now quite a bit lower on health and dangerously low on energy..

AlphaJolt issues actions
rewindman issues actions
I ref
 
Good job Ares! Now finish the job. Wing Attack twice, and if he's still alive finish him off with another Brick Break.
 
Alright Tangled, this scyther is powerful, but you can pull through. It may be speedy, so its time to slow it down. Start out with a Glare in order to paralyze it to reduce its speed and hopefully make him not attack. Follow it up with a Leech seed in order to heal up some hp for future rounds. Finish it with a Hidden Power in order to rack up more damage!

Glare - Leech Seed - Hidden Power
 

Tangle (F)
HP: 48
EN: 20
SPEED: 63
STAT: N/A
OTHER: N/A

VS.


Ares (M)
HP: 89
EN: 84
SPEED: 105
STAT: N/A
OTHER: N/A


Tangle is looking very worse for wear here, and Ares wastes no time pressing the advantage. He fires off another Wing Attack, hitting Tangle very hard once again. Tangle changes tact in an attempt to switch the flow of the match in her favour, Glaring at the Scyther and drastically reducing his speed advantage. She then immediately follows up with a Leech Seed before finally succumbing to another Wing Attack. Tangle goes down, but has set the scene well for rewindman's final pokemon Hyperion the Beldum!


Hyperion
HP: 90
EN: 100
SPEED: 30
STAT: N/A
OTHER: Leech Seed + (6a)

VS.


Ares (M)
HP: 89
EN: 74
SPEED: 26
STAT: N/A
OTHER: Paralyzed (20%), Leech Seed - (6a)



Action 1
Ares: Wing Attack > (6*1.5 + 3 + (5-2)*1.5)*1.5 = 24.75 = 25 [25 DMG] [3 EN]
Tangle: Glare > Ares is paralyzed (25%)! [6 EN]

Action 2
Tangle: Leech Seed > Ares is seeded! [9 EN]
Ares: Wing Attack > (6*1.5 + 3 + (5-2)*1.5)*1.5 = 24.75 = 25 [25 DMG] [3 EN]

Tangle is knocked out!

rewindman sends out Hyperion!


I went ahead and sent out your last poke for you rewind, lets see if Tangles parting gifts or paralysis and leech seed can help the Beldum get the job done.

rewindman issues actions
AlphaJolt issues actions
I ref
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top