Roaming into a charged fence: Leader Dogfish44 vs. Challenger The Wanderer

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Hmmmm, I haven't reffed a Singles gym match yet; I wonder how different the dynamics will be. Also, it will be interesting to see how yet another leader battles in his own territory. Dogfish44, upon sight of the challenger, smirks, obviously feeling very cocky. The Wanderer, ready to go with his best, looks quite eager to do his best, not having any worries of consequences for losing. Now, let's take a look at the rules and arena:

3v3 Gym Singles (Challenger PMs the Referee 3 Mons, the Leader PMs 6)
1 Day DQ (Player)
3 Day DQ (Referee)
Banned Moves: N/A
Restricted Moves: Max 5 Chills Per Pokemon ; Max 2 Recovery Moves per Pokemon ; Restricted moves as per Arena
Arena: Bolt Beach
Switch: OK
Items: ON
Abilities: ALL
Substitute Orders: 2
Arena: Bolt Beach
A 120 * 100 * 100 Room, Bolt Beach is an artificial haven. Above the arena is a glass dome, where spetators watch, whilst trainers have podiums to issue commands from elevated podiums at opposite ends of the arena. Bolt Beach is mainly a bright yellow sand, and a dark yellow water. There are a few palm trees, although they give off a slight green glow.

Features:

- Electricity in the sand means that electric types all learn Charge, and the effect lasts for 9 actions.
- The sand reduces the BP of Seismic attacks by 1, and lower's dig's priority on tunneling down to -0.5.
- Attacks which require natural sunlight cannot work.
- Attacks which cannot work in an artificial environment do work, but paralyse the user 5% of the time as if hit by Thunder Wave, since the "Nature" is electric.
- Nature Power is treated as Shock Wave.
- There is a constant rainfall in the arena, which cannot be changed.
- Mud Sport is washed away at the end of each round.


This is all quite beautiful, especially considering it's so artificial and electrified. It truly is a place for Electric Pokemon to thrive; how will the challenger fare in such a situation? Anyway, these are the teams.

First, Dogfish44's team:
Dogfish44 said:

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

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.
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:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Motor Drive (DW) (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.

Stats:

Emolga
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks:

Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Hidden Power (Grass,7)
Iron Tail (*)
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Roost (*)
Round
Shock Wave (*)
Spark (*)
Substitute
Swagger
Tail Whip (*)
Taunt
Thunder
U-Turn
Volt Switch
Wild Charge

Total Moves: 45 - Movepool Complete
[a]Electivire[/a]

Electivire [Short Fuse] (M)
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.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: 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..
Ability 2: Vital Spirit (DW) (Innate) - 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.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
Dual Chop
DynamicPunch
Earthquake
Electro Ball
Electroweb
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon

Total Moves: 98 - Movepool Complete
[a]Rotom-F[/a]

Rotom [Pulse] (N/A)
Nature: Modest (+Sp.Atk -Atk)
Type:
Ice/Electric: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. 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.

Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:

Rotom
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20

EC: N/A
MC: 1
DC: N/A

Attacks:
Astonish
Blizzard
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Electroweb
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp

Total moves: 53 - Movepool Complete
[a]Cyclohm[/a]

Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Hyper Beam
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon

Dragonbreath
Dragon Dance
Dragon Rush
Gust
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Shock Wave
Spark
Thrash
Water Pulse

Blizzard
Captivate
Charge Beam
Double Team
Earthquake
Endure
Fire Blast
Flamethrower
Flash
Hail
Hidden Power (Grass,7)
Hone Claws
Ice Beam
Incinerate
Light Screen
Natural Gift
Protect
Rest
Roar
Sandstorm
Secret Power
Sleep Talk
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Volt Switch
Waterfall
Wild Charge

Draco Meteor
Electroweb
Headbutt
Signal Beam
Snore
Swift
Twister

Total moves: 74
[a]Eelektross[/a]

Eelektross [Murena] (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.

Abilities:
Levitate (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.

Stats:

Eelektross
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: N/A

Attacks:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Tail
Facade
Flamethrower
Flash
Flash Cannon
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power (Ice,7)
Hone Claws
Hyper Beam
Light Screen
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Spark
Strength
Substitute
Swagger
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Toxic
U-Turn
Volt Switch
Wild Charge
Zap Cannon

Total moves: 54 - Movepool Complete
[a]Krillowatt[/a]

Krillowatt [Formula] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Electric/Water: 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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace (Can be Activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW) (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon

Counter
Metronome
Mirror Coat
Signal Beam

Dive
Double Team
Earthquake
Endure
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Protect
Rain Dance
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch

Earth Power
Icy Wind

Total Moves: 43
Is this the first gym battle with a leader's bench of 6? I think it is. Anyway, this is quite a built team; everything seems to be at or near completion. Here is The Wanderer's team:
The Wanderer said:
Let's do this!

Lucario(*) [Rico] (Male)
"See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
The Kumar to the wanderer's Harold (or is it the other way around?). Hot-headed and hotter-blooded, Rico is a devout follower of the rule of cool...seriously, why else would he wear that scarf?

Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Abilities: Inner Focus, Steadfast, Justified (DW)
Inner Focus: (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.
Steadfast: (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.
Justified (DW, unlocked): (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 another Pokemon'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 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (38/100):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed
Heal Pulse
Me First
Calm Mind

Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw

TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic
Shadow Claw
Double Team

Other:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
Drain Punch

Hydreigon [Lucius] (Male)
"<I am not a barbarian, gentlemen. I'll have you know I enjoy the finer things in life. Like Vivaldi. Or sipping a fine wine. Or dining on the mangled head of that lillipup I just killed.>"
Classy, affable, and truly depraved, Lucius is as valuable to his teammates as he is reviled. Now that I think about it, how DID he get into the wanderer's team, anyway?

Nature: Serious (no effect on stats)
Type: Dragon/Dark
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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: Levitate
Levitate: (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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 98
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: Mastered!
MC: 0

Attacks (44/81):
Level Up:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Outrage
Double Hit
Tri-Attack
Body Slam
Work Up
Hyper Voice

Egg:
Earth Power
Dark Pulse
Thunder Fang
Head Smash
Ice Fang
Fire Fang

TM:
Toxic
Taunt
Protect
Thunder Wave
Flamethrower
Earthquake
Surf
Charge Beam
Hidden Power (Fighting, Power 7)
Acrobatics
U-Turn
Fly
Double Team
Substitute
Dragon Tail
Reflect
Flash Cannon
Rock Slide

Other:
Aqua Tail
Roost
Zen Headbutt
Tailwind
Superpower
Heat Wave

Gallade [Quass (AKA 'The Paladin')] (Male)
"<The blood of the wicked shall flow like a river!>"
A Gallade the wanderer caught en route to the ruined Tower of Heaven, then just a Ralts. Although valiant, he's also lawful stupid, and his intolerance of even the slightest of infractions has led to butting heads with his teammates from time to time.

Nature: Hardy (no effect on stats)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities: Steadfast, Justified (DW)
Steadfast: (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.
Justified (DW, Unlocked): (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 another Pokemon'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 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (38/124):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Charm
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Psycho Cut

Egg:
Confuse Ray
Shadow Sneak
Encore

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Shadow Ball
Brick Break
Taunt
Light Screen
Reflect

Other:
Ice Punch
Thunderpunch
Drain Punch
Fire Punch
These are certainly no weak Pokemon, but the leader doesn't seem the least bit afraid. After all, a win will not be easy in a place designed for Electric Pokemon when The Wanderer has brought no Ground Pokemon.

And here we are, at the coin flip. As always, I have a quarter ready just for this. Heads, Dogfish44 sends out first, tails, The Wanderer.

RNG (<=500=heads): 392/1000


Dogfish44 sends out a Pokemon and equips items
The Wanderer sends out a Pokemon, equips items, and orders
Dogfish44 orders
I ref


Let's go!
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"OK then, let us see if you are competent or a waste of my time... Cyclohm, take an Expert Belt and lead the attack!"
 

Oh, I'm sure you're gonna have no end of trouble...Lucius! You're on point! And take this Expert Belt with you!

<Shame I can't stay long, but I can at least ruin your day.>

Taunt* -> Earth Power** -> U-turn (Gallade, Quick Claw)

*If Cyclohm uses Protect, use Reflect
**If Cyclohm used Protect A1, use Taunt
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Really, you're going to try and play defensively, against me?"

Dragon Pulse ~ Dragon Pulse ~ Draco Meteor
 
Dogfish44:

Nimbus
HP: 110
Energy: 100
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: none

The Wanderer:

Lucius
HP: 100
Energy: 100
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


The two dragons are out on the field, and Dogfish44 seems incredibly cocky. Will he stay this way? Who knows... Lucius starts the match off by flying around Nimbus and shouting profanities in Pokemon speech at Nimbus (I think there was something about Nimbus' mother in there; that ain't cool). Nimbus is thus so infuriated that he finds himself unable to do anything other than attack The Wanderer's team. He replies by firing off a wave of dragony energy at Lucius. Lucius also decides to take the offensive route now, roaring aggressively and causing the sand underneath Nimbus' feet to spread apart, and a powerful light shines up from the crack, injuring Nimbus a bit. Nimbus hardly seems bothered, repeating the same move he just used, shooting a big blast of energy from his mouths. At this point, Lucius appears a tad defeated, but of course not giving up yet, as the battle has just begun. However, he does dash towards Nimbus, slam into him, and fly back as fast as he can back towards The Wanderer. This is sort of an odd choice in strategy, since as the official rule-book states, he must order his Pokemon first next round as well. Before Lucius can reach his master and his the safety of his Pokeball, Nimbus expends great effort into roaring into the sky, causing some meteors to come crashing down in Lucius' path, ultimately making Lucius suffer quite a bit before The Wanderer can help him. Nimbus will not be able to attack with full force next round, but will Dogfish44 compensate by taking advantage of ordering second once again? Probably... but we will have to wait and see what happens.


Dogfish44:

Nimbus
HP: 82
Energy: 75
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: Taunted (3 actions), -2 SpA

The Wanderer:

Quass
HP: 100
Energy: 100
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: none

Lucius
HP: 16
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Action 1:
Lucius: Taunt: -9 Energy
Nimbus:[/b] Dragon Pulse: (9+2+3+3) x 1.5 = 25.5 Damage, -6 Energy
Crit: 474/1000: No

Action 2:
Lucius: Earth Power: (9+2+3) x 1.5 = 21 Damage, -7 Energy
Crit: 710/1000: No
Effect: 446/1000: No
Nimbus:[/b] Dragon Pulse: (9+2+3+3) x 1.5 = 25.5 Damage, -10 Energy
Crit: 108/1000: No

Action 3:
Lucius: U-Turn: (7+0) = 7 Damage, -5 Energy
Crit: 300/1000: No
Nimbus:[/b] Dragon Meteor: (14+2+3+3) x 1.5 = 33 Damage, -9 Energy
Crit: 108/1000: No


The Wanderer orders
Dogfish44 orders
I ref
 
Dogfish44:

Nimbus
HP: 82
Energy: 75
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: Taunted (3 actions), -2 SpA

The Wanderer:

Quass
HP: 100
Energy: 100
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: none


Quass has been dragged out now, with long, thin claws, which will hopefully interfere with some of the pesky speed-ties. Quass starts summoning a transparent, pink wall of energy in front of The Wanderer's side of the field. At the exact same time, Nimbus roars at the sky again, this time bringing a large bolt of lightning towards Quass. The pink shield is finished just moments before the lightning strikes Quass; the shield significantly weakens the attack, causing it to do very little damage. Quass runs up to Nimbus, slashing and clawing with his arms and fancy claws. However, as Quass hits Nimbus with a final cut, Quass seems to be electrified, and is now mildly paralyzed. Nimbus, not bothered at all, makes an even louder and mightier battle cry than before. Suddenly, a tremendous hurricane comes from above the dark water, flying at Quass. The mass of wind, water and electricity is hardly slowed down by the protecting wall of energy, smacking Quass with great force. Nimbus has to sit still for a minute to recover from exerting himself so much. Nimbus' idleness costs him nothing, however, because Quass also cannot move, but due to the electric shock pulsing through his body. Dogfish44's lead is increasing; will it slow down? Will he switch out so that Nimbus can have a break?


Dogfish44:

Nimbus
HP: 70
Energy: 33
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: -1 SpA

The Wanderer:

Quass
HP: 58
Energy: 89
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: Light Screen (3 actions), Paralysis (10%)

Lucius
HP: 16
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Action 1:
Quick Claw: 557/1000: No
Speed-tie (<=500=Nimbus): 981/1000: Quass
Quass: Light Screen: -7 Energy
Nimbus: Thunder: (12*0.5+3+1.5) - 3.5 = 7 Damage, -7 Energy
Crit: 276/1000: No
Effect: 564/1000: No

Action 2:
Quick Claw: 788/1000: No
Quass: Psycho Cut: (7+3+1.5) = 11.5 Damage, -4 Energy
Crit: 465/1000: No
Static: 196/1000: Yes
Nimbus: Hurricane+Hurricane: (12*2.25-5+2+1.5) x 1.5 - 3.5 = 34.75 Damage, -35 Energy
Crit: 185/1000: No
Effect: 976/1000: No

Action 3:
Quick Claw: 304/1000: No
Nimbus: cool down
Quass: paralysis
Paralysis: 4/1000: Yes


Dogfish44 orders
The Wanderer orders
I ref
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Crush his morale!"

Wild Charge ~ ThunderPunch ~ Wild Charge

IF Reflect, AND Gallade NOT Taunted, THEN Taunt
IF Confuse Ray, AND Gallade NOT Taunted, THEN Taunt
 
The thing is, I said I was in deep shit, not fucked. Fucked would imply I had no chance at all.
Hypnosis -> Will-o-Wisp -> Drain Punch
 
Dogfish44:

Short Fuse
HP: 100
Energy: 100
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none

The Wanderer:

Quass
HP: 58
Energy: 89
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: Light Screen (3 actions), Paralysis (10%)


Quass, despite being paralyzed, uses his long claws to fling himself towards Short Fuse very fast. Quass follows up by doing a slow, mesmerizing dance, while telepathically communicating in some way with Short Fuse, who just ignores the whole scene. Short Fuse simply dashes at Quass, tackling him with full force, hurting both Pokemon in the process. Short Fuse takes it down a little notch by charging up his hand with extra electricity, then punching Quass as hard as he can. Quass tries to reply with a blue, ghostly flame headed towards Short Fuse, who ultimately dodges the hindering fire. Short Fuse once again throws himself at Quass in an all-out tackle, even damaging himself. Quass and The Wanderer are so far very unhappy with this round, for they have not done anything at all but take damage, due to mis-orders and just getting unlucky. Quass tries to compensate as much as he can by punching Short Fuse in the gut, draining him of vitality, channeling it up into Quass. Dogfish44 has done a good job of maintaining his advantage so far, let's see if it continues.


Dogfish44:

Short Fuse
HP: 76
Energy: 81
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none

Nimbus
HP: 70
Energy: 33
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: none


The Wanderer:

Quass
HP: 18
Energy: 65
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: Paralysis (5%)

Lucius
HP: 16
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Action 1:
Quick Claw: 33/1000: Yes
Quass: Hypnosis: fails (Vital Spirit), -6 Energy
Paralysis: 195/1000: No
Short Fuse: Wild Charge: (11+3+3) = 17 Damage, 4.25 Recoil, -7 Energy
Crit: 64/1000: No

Action 2:
Quick Claw: 542/1000:No
Short Fuse: Thunder Punch: (8+3+3) = 14 Damage, -5 Energy
Crit: 104/1000: No
Effect: 522/1000: No
Quass: Will-o-Wisp: -7 Energy
Paralysis: 148/1000: No
Hit: 782/1000: No

Action 3:
Quick Claw: 741/1000: No
Short Fuse: Wild Charge: (11+3+3) = 17 Damage, 4.25 Recoil, -7 Energy
Crit: 274/1000: No
Quass: Drain Punch: (8+3+4.5) = 15.5 Damage, 7.75 Healed, -11 Energy
Paralysis: 192/1000: No
Crit: 269/1000: No


The Wanderer orders
Dogfish44 orders
I ref
 
Shit, I forgot about Vital Spirit. Not the first time I've overlooked such a vital detail...
Psycho Cut -> Drain Punch -> Psycho Cut
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Remove this fool's first team member."

Electro Ball ~ Thunderbolt ~ Electro Ball

IF Gallade is Fully Para'd A1 AND Gallade's Quick Claw activates A1, THEN use Thundershock A1
 
Dogfish44:

Short Fuse
HP: 76
Energy: 81
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none

The Wanderer:

Quass
HP: 18
Energy: 65
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: Paralysis (5%)


Dogfish44, being very calculating, commands Short Fuse to shoot a ball of electrical energy at Quass. It hits a weak spot, and hits Quass to the ground, leaving him unconscious. The leader now having a solidified advantage, The Wanderer may now have an even more difficult time reversing his fortune.


Dogfish44:

Short Fuse
HP: 76
Energy: 73
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none

Nimbus
HP: 70
Energy: 33
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: none


The Wanderer:

Quass
HP: KO
Energy: KO
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: none

Lucius
HP: 16
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Action 1:
Quick Claw: 765/1000: No
Short Fuse: Electro Ball: (15+3+3+0) = 21 Damage, -8 Energy
Crit: 41/1000: Yes


The Wanderer sends out a Pokemon and equips an item (if applicable)
Dogfish44 orders
The Wanderer orders
I ref
 

Urk...this isn't looking good...Rico! You're up!


Hah! I'll have this chump down in no time!

*Meanwhile, watching this scene paused on a TV...*


Oh God, this is gonna be hilarious...aaaaaaaand record.

Sending out Rico with a Soothe Bell.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Aww, I wanted to see Hydreigon. Die. Painfully. :D"

"...ahem. Still, 100/6/3/5/2/90 is fairly scary to have to consider. I suppose we can continue in the normal style..."

Thunder ~ Thunderbolt ~ Thunder
IF Ground-Type attacking move, THEN Counter
IF Double Team, THEN Shock Wave
 
Dogfish44:

Short Fuse
HP: 76
Energy: 73
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none

The Wanderer:

Rico
HP: 100
Energy: 100
Item: Soothe Bell
Abilities: Inner Focus, Steadfast, Justified
Atk: 5 [6]
Def: 3
SpA: 4 [5]
SpD: 2
Spe: 90
Other: none


Rico is now out on the field, and he seems like a Pokemon that can really pack a punch. Rico makes his first move by stomping on the ground repeatedly with powerful legs, shaking the whole arena, but the sand absorbed some of the shock before it hit Short Fuse. Short Fuse absorbs the energy used to attack him, and then transfers it all into his hands, leaping at Rico and hitting him with the force of the seismic attack and more. Short Fuse follows up by using his two tails to charge up a bolt of electric energy and launches it at Rico. Undaunted, Rico punches him, and uses the finesse of his aura to absorb some of Short Fuse's energy. Rico sees that this is his opportunity to do something big, so he lets out a mighty roar and stomps on the ground with far greater power than before. The ground shakes so much that despite the sand softening the attack, Short Fuse is entirely knocked unconscious. Dogfish44 does not look happy that the KO count is now even, although he knows he still has the upper-hand.


Dogfish44:

Short Fuse
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none

Nimbus
HP: 70
Energy: 33
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: none


The Wanderer:

Rico
HP: 62
Energy: 50
Item: Soothe Bell
Abilities: Inner Focus, Steadfast, Justified
Atk: 5 [6]
Def: 3
SpA: 4 [5]
SpD: 2
Spe: 90
Other: must cool down

Lucius
HP: 16
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Quass
HP: KO
Energy: KO
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: none


Action 1:
Rico: Earthquake: (10-1+4) x 1.5 = 21.75 Damage, -7 Energy
Crit: 688/1000: No
Short Fuse: Counter: 21.75 x 1.5 = 32.625 Damage, -17 Energy

Action 2:
Short Fuse: Thunderbolt: (10+3+3) = 16 Damage, -6 Energy
Crit: 329/1000: No
Effect: 328/1000: No
Rico: Drain Punch: (8+3+4) = 15 Damage, 7.5 Healed, -11 Energy
Crit: 762/100: No

Action 3:
Rico: Earthquake+Earthquake: (22.5-1+5.5) x 1.5 = 40.5 Damage, -32 Energy, Short Fuse faints
Crit: 744/1000: No


Dogfish44 sends out a Pokemon and equips an item (if applicable)
The Wanderer orders
Dogfish44 orders
I ref
 
Dogfish44:

Boltair
HP: 90
Energy: 100
Item: none
Abilities: Static, Motor Drive
Atk: 3
Def: 1
SpA: 4
SpD: 2
Spe: 103
Other: none

The Wanderer:

Rico
HP: 62
Energy: 50
Item: Soothe Bell
Abilities: Inner Focus, Steadfast, Justified
Atk: 5 [6]
Def: 3
SpA: 4 [5]
SpD: 2
Spe: 90
Other: must cool down


Oh no, Boltair is on the field, and I can already feel the lack of offense coming... Boltair starts off immediately by applauding Rico, encouraging him to repeat what he just did. However, Rico is currently far too exhausted, so he just rests for a moment. Boltair takes some of his health and vitality to create a tiny replica of himself, to take attacks for him. Rico once again, as Boltair requested, stomps very powerfully on the ground, causing the whole arena to shake a ton. Unfortunately for The Wanderer, Boltair was unaffected, simply flying above the ground the whole time. Boltair now makes fun of Rico for being so foolish as to listen to her. Rico is so enraged that he can do nothing but attack Boltair; however, he is too tired for now, and so he must rest. Dogfish44's advantageous position has been steadily increasing, and it's really looking quite impossible for The Wanderer to win at this point.


Dogfish44:

Boltair
HP: 75
Energy: 68
Item: none
Abilities: Static, Motor Drive
Atk: 3
Def: 1
SpA: 4
SpD: 2
Spe: 103
Other: Substitute (15 HP)

Nimbus
HP: 70
Energy: 33
Item: Expert Belt
Abilities: Shield Dust, Static, Overcoat
Atk: 1
Def: 4
SpA: 5
SpD: 3
Spe: 80
Other: none


Short Fuse
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Motor Drive, Vital Spirit
Atk: 5
Def: 2
SpA: 4
SpD: 3
Spe: 95
Other: none


The Wanderer:

Rico
HP: 62
Energy: 18
Item: Soothe Bell
Abilities: Inner Focus, Steadfast, Justified
Atk: 5 [6]
Def: 3
SpA: 4 [5]
SpD: 2
Spe: 90
Other: Taunted (5 actions)

Lucius
HP: 16
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Quass
HP: KO
Energy: KO
Item: Quick Claw
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 3
SpD: 4
Spe: 80
Other: none


Action 1:
Boltair: Encore: -10 Energy
Rico: cool down

Action 2:
Boltair: Substitute: -15 HP, -12 Energy
Rico: Earthquake+Earthquake: miss, -32 Energy

Action 3:
Boltair: Taunt: -10 Energy
Rico: cool down


Dogfish44 orders
The Wanderer orders
I ref
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Now then you fool, feel the extraordinary pain of killing yourself!"

Agility (Dodge) ~ Chill ~ Agility (Dodge)

IF Extremespeed when you would Agility (Dodge), THEN Protect
 
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