Round 2: jassmashpwn vs Order's Requiem: Smashlloyd vs TRG: Other Subtitle

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#1
Yaaaaay for Colon Cancer! Also, yay for me actually having fun with this!

Welcome, one and all, to another exciting match in the ASB Team Tournament! Today, we have two experienced battles, and although it seems that smash may be the fan favorite, no one has counted The Royal Guard out yet! And now, the rules of this match!

-3v3 Singles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs
-Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses.

Smashlloyd requested Switch = OK, while The Royal Guard did not specify, so this match will be Switch = OK.

Now, what you've all been waiting for, the teams of our competitors!
smashlloyd20 said:

Pyroak [Grass Skirt] (Male)
Nature: Brave (+1 Attack, -9 Speed, -10 Evasion)
Type: Fire/Grass
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.
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 51 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

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.

Attacks:
Flare Blitz
Wood Hammer
Pound (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Fire Spin (*)
Giga Drain (*)
Absorb
Lava Plume
Fire Spin
Heat Crash

Dragonbreath (*)
Earth Power (*)
Sand Tomb (*)
Aromatherapy
Grasswhistle
Counter

Block
Worry Seed

Fire Blast (*)
Will-O-Wisp (*)
Flash Cannon (*)
Sunny Day
Solarbeam
Toxic
Hidden Power Ice [7]
Counter
Synthesis
Roar
Double Team
Substitute
Dragon Tail
Protect
Light Screen
Energy Ball
Flamethrower
Grass Knot
Earthquake
Flame Charge
Low Sweep
Facade

Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
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.

Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

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.
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.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Cross Chop

Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Counter

Knock Off

Ice Punch (*)
Thunderpunch (*)
Bullet Punch
Dig
Focus Punch
Bulk Up
Payback
Stone Edge
Toxic
Bide
Rest
Protect
Brick Break
Substitute
Sleep Talk
Endure

Aerodactyl [Brave Bird] (Male)
Adamant Nature (+1 Attack, -1 Special Attack)

Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: 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.

Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 130
Size Class: 4
Weight Class: 4
Base Rank Total: 20

MC: 0
DC: 5/5

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.
Pressure: Innate: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve: Innate: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Supersonic
Ancientpower
Rock Slide

Curse
Roost
Steel Wing

Stone Edge
Earthquake
Taunt
Sky Attack
Toxic
Fly
Bide
Hone Claws
Protect
Double Team
Sandstorm
The Royal Guard said:
*<Lucario> [Lionheart] (Male)
Nature: Naive
Type:
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.
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: (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 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (+12% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 8
DC: 5/5
Attacks:(24)
*Foresight
*Endure
*Reversal
*Feint
*Force Palm
*Quick Attack
*Counter
*Screech
Dark Pulse
Bone Rush
Detect
Metal Claw
Metal Sound
Close Combat
Heal Pulse
Aura Sphere
Extremespeed

*Blaze Kick
*Agility
*Vacuum Wave

*Brick Break
*Shadow Claw
*Earthquake
*Rock Slide
Magic Coat
Ice Punch
Thunder Punch

<Serperior> [Eirlasdar] (Male)
Nature: Modest
Type:
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:
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)(UNLOCKED) (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.


Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 83
Size Class: 2
Weight Class: 2
Base Rank Total: 15

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

Attacks:(15)
Leer
Leech Seed
Tackle
Vine Whip
Slam
Leaf Torando
Wrap
Growth
Mega Drain
Leaf Storm
Coil
Giga Drain

Glare
Magical Leaf
Mirror Coat

Energy Ball
Protect
Taunt
Light Screen

<Blastoise> [Sumvin] (Male)
Nature: Rash
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent:(Innate)When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Rain Dish:(Innate)This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.


Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 3(-)
Spe: 78
Size Class: 3
Weight Class: 4
Base Rank Total: 20


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

Attacks:(15)
Tail Whip
Water Gun
Tackle
Bite
Rapid Spin
Protect
Water Pulse
Bubble
Withdraw
Hydro Pump
Aqua Tail

Water Spout
Yawn
Mirror Coat
Muddy Water

Scald
Brick Break
Blizzard
Ice Beam
Begin the match!

Both players will PM me with their lead mon
A coin flip will decide who goes first
 
#2
And after some intense thinking, our trainers have selected their first Pokemon!

Team Smashlloyd20:

Chuck Norris
HP: 100
EN: 100
5/3/4/3/47/-10 Eva

Team The Royal Guard:

Sumvin
HP: 100
EN: 100
3/4/4/3/78

It looks like neither Pokemon has a type disadvantage, but looking at Chuck Norris' coverage, it looks like Sumvin might be in for quite a bit of trouble! And now, the ever-important coin flip of destiny (heads = Smash, tails = TRG)!

And George Washington says that Smashlloyd20 will be ordering first! Now, the real battle will begin!
 
#3
Dynamicpunch~Thunderpunch~Thunderpunch
IF Blastoise uses Protect, THEN use Bulk Up and push actions down. Do not active this substitution if you played it the previous action.
 
#6
Could be worse, smash. Could always be worse.

Pre-Round stats:
Team Smashlloyd20:

Chuck Norris
HP: 100
EN: 100
5/3/4/3/47/-10 Eva

Team The Royal Guard:

Sumvin
HP: 100
EN: 100
3/4/4/3/78

Action 1
Water Spout -> Chuck Norris (7 EN)
RNG roll (to crit, <=625 crit) 2112 = no crit
(15+3+(4-3)1.5) = 19.5 DMG

DynamicPunch -> Sumvin (7 EN)
RNG roll (to crit) 701 = no crit
(10+3+(5-4)1.5) = 14.5 DMG
RNG roll (for intensity, 1-3333 slight, 3334-6666 severe, 6667-10000 intense) 6600 = severe (3a)

Action 2
RNG roll (to hit self, <=5000 hit self) 7751 = no hit self
Water Spout -> Chuck Norris (11 EN)
RNG roll (to crit) 3594 = no crit
((15x.855)+3+(4-3)1.5) = 17.325 DMG
Sumvin's confusion stage fell to 2!

Thunderpunch -> Sumvin (6 EN)
RNG roll (to crit) 828 = no crit
RNG roll (to para, <=1000 para) 563 = para
(8+(5-4)1.5)(1.5) = 14.25 DMG
Sumvin was paralyzed! (15%)

Action 3
Thunderpunch -> Sumvin (10 EN)
RNG roll (to crit) 930 = no crit
(8+(5-4)1.5)(1.5) = 14.25 DMG

RNG roll (for full para, <=1500 para) 5579 = no para
RNG roll (to hit self) 9856 = no hit self
Yawn -> Chuck Norris (7 EN)
Chuck Norris became drowsy!
Sumvin's confusion stage fell to 1!


Sumvin begins off the match with a very large bang, spouting out tons of water from the cannons on his back, nearly drowning the Texas ranger! It looks like all of the facts about him are false, and you can hurt Chuck Norris after all, as that took out a gigantic chunk of his health! After he crawls out of the pool of water Sumvin made, gasping for breath, he beaces himself and charges forward, punching Sumvin as hard as he can in a dynamic punch! After flying back from the impact, when Sumvin gets up, he starts teetering around! It looks like that severely confused him!

As Sumvin struggles to regain his balance, he seems to be able to gain it for just long enough to fire off another gigantic spout of water! However, try as he might to deal the same amount of damage, he seems to not be able to send out as much water due to the damage he took! This time around, Chuck Norris is able to pick himself up almost instantly, cloak his fist in electricity, and slam Sumvin! While that does quite a bit of damage, it turns out that some of the electricity is stuck in him, and he became paralyzed! Looks like both of our competitors are in trouble here!

Needing to even the score by dealing as much damage as possible, Chuck Norris cloaks his fist in electricity once again and punches as hard as he can! It seems that he accomplished his goal as well, as it looks like Sumvin is actually a bit more battered than Chuck Norris is! However, TRG simply orders Sumvin to yawn in Chuck Norris' face, making him drowsy!

While both Pokemon took a beating this round, its still anyone's game!

Post-round stats:
Team Smashlloyd20:

Chuck Norris
HP: 63
EN: 70
5/3/4/3/47/-10 Eva
Drowsy

Team The Royal Guard:

Sumvin
HP: 57
EN: 82
3/4/4/3/78 (19.5)
Paralyzed (10%)
Confused (1a)

Your orders, TRG!
 
#8
Rest~Sleep Talk (Dynamicpunch, Focus Blast, Cross Chop, Thunderpunch)~Sleep Talk (Dynamicpunch, Focus Blast, Cross Chop, Thunderpunch)
IF you are awake A2 or A3, use DynamicPunch. IF you are awake A2 or A3 and blastoise is confused, use Focus Blast instead
 
#9
Pre-round stats:
Team Smashlloyd20:

Chuck Norris
HP: 63
EN: 70
5/3/4/3/47/-10 Eva
Drowsy

Team The Royal Guard:

Sumvin
HP: 57
EN: 82
3/4/4/3/78 (19.5)
Paralyzed (10%)
Confused (1a)

Action 1
Chuck Norris used Rest! (15 EN)

RNG roll (for full para, <=1000 para) 1265 = no para
RNG roll (to hit self) 5700 = no hit self
Scald -> Chuck Norris (5 EN)
RNG roll (to crit) 9040 = no crit
RNG roll (to burn, <=3000 burn) 5699 = no burn
(8+3+(4-3)1.5) = 12.5 DMG
Sumvin's confusion stage fell to 0!

Rest -> Chuck Norris (+12 EN)

Action 2
Chuck Norris is asleep!
Chuck Norris used Sleep Talk! (3 EN)
RNG roll (for move, 1-2500 DPunch, 2501-5000 FBlast, 5001-7500 CC, 7501-10000 TPunch) 6247 = Cross Chop
Cross Chop -> Sumvin (6 EN)
RNG roll (to crit, <=1250 crit) 7464 = no crit
(12+3+(5-4)1.5) = 16.5 DMG

Sumvin snapped out of its confusion!
RNG roll (for full para) 4953 = no para
Hydro Pump -> Chuck Norris (7 EN)
RNG roll (to crit) 5367 = no crit
(12+3+(4-3)1.5) = 16.5 DMG

Rest -> Chuck Norris (+12 HP)

Action 3
Chuck Norris is asleep!
Chuck Norris used Sleep Talk! (7 EN)
RNG roll (for move) 7089 = Cross Chop
Cross Chop -> Sumvin (10 EN)
RNG roll (to crit) 1535 = no crit
(12+3+(5-4)1.5) = 16.5 DMG

RNG roll (for full para) 2756 = no para
Scald -> Chuck Norris (5 EN)
RNG roll (to crit) 4662 = no crit
RNG roll (to burn) 1206 = burn
(8+3+(4-3)1.5) = 12.5 DMG

Rest -> Chuck Norris (+12 HP)
Chuck Norris was cured of his burn!


Instead of taking to the offensive while he still can, Chuck Norris begins starting his little nap early, as he begins lying down on the battlefield on a convenient pillow and takes a nap! Looks like this power nap is incredibly effective, as Chuck is already gaining a lot of health back! Even better, it appears that, even in his sleep, Chuck Norris can in fact kick major ass, as his Guts begins to kick in! Looks like Sumvin is in for a lot of hurt! In response to this, all Sumvin does is conjure up a little wave of scorching hot water and send it flying at Chuck Norris, although all this seems to do is cause the Machamp to stir a bit in his slumber!

However, that seemed to have an effect after all, and Chuck Norris starts talking in his sleep! After a little bit of incoherent rambling, the Machamp sleepwalks over to Sumvin, picks his hands up, and chops Sumvin in the shape of an X, knocking him over and dealing quite a bit of damage! In response, Sumvin shoots a gigantic burst of water at Chuck Norris, knocking him back to where the pillow was!

Almost as soon as he hit the ground, Chuck Norris began rambling again, and what would you know, he chops Sumvin up yet again! It appears that all of this is taking a gigantic toll of Chuck Norris' energy! Ever worse for smash, Sumvin continues to fight through his paralysis and hit Chuck Norris with another blast of hot water, burning it on the spot! This actually might have been a spot of good luck for Chuck Norris due to Guts, but his slumber instantly heals him of it! However, he still seems to be way ahead in terms of HP! If he can hang on for just a little bit longer, it looks like Sumvin is done for!

Will luck continue to push The Royal Guard forward, or will smash gain control?

Post-round stats:
Team Smashlloyd20:

Chuck Norris
HP: 55
EN: 29
5/3/4/3/47/-10 Eva
Asleep (0a)

Team The Royal Guard:

Sumvin
HP: 24
EN: 65
3/4/4/3/78 (19.5)
Paralyzed (5%)

You're up, smash!
 
#11
After a bit of confirmation in the SQSA thread, Pwnemon is right. Also, in an even stupider move, I for some reason thought Sleep did not activate Guts, when it totally does.

Both fixed and flavor text updated. Sorry for making all these stupid mistakes in a tournament match.
 
#12
dynamicpunch ~ chill ~ brick break
IF Withdraw is used successfully any action, change a3 to focus blast
IF Protect, chill and change your last two actions to Dynamicpunch~Brick Break
 
#14
And it looks like a KO is approaching...

Pre-round stats:
Team Smashlloyd20:

Chuck Norris
HP: 55
EN: 29
5/3/4/3/47/-10 Eva
Asleep (0a)

Team The Royal Guard:

Sumvin
HP: 24
EN: 65
3/4/4/3/78 (19.5)
Paralyzed (5%)
Torrent active

Action 1
DynamicPunch -> Sumvin (7 EN)
RNG roll (to crit) 2353 = no crit
(10+3+(5-4)1.5) = 14.5 DMG
Sumvin was confused!
RNG roll (for intensity) 6133 = intense confusion

RNG roll (to hit self) 1274 = hit self
Sumvin hit itself in its confusion! (3 EN)
(4+(3-4)1.5) = 2.5 DMG
Sumvin's confusion stage fell to 1!

Action 2
Chuck Norris chilled! (+12 EN)

RNG roll (to hit self) 5532 = no hit self
RNG roll (for full para, <=500 para) 6812 = no para
Hydro Pump -> Chuck Norris (7 EN)
RNG roll (to crit) 5367 = no crit
(12+3+(4-3)1.5) = 16.5 DMG
Sumvin's confusion stage fell to 0!

Action 3
DynamicPunch -> Sumvin (7 EN)
RNG roll (to crit) 5847 = no crit
(10+3+(5-4)1.5) = 14.5 DMG
Sumvin fainted!


Immediately after waking up from his lengthy nap, Chuck Norris rushes forward and punches Sumvin with another gigantic, incredibly dynamic, punch which confuses Sumvin yet again! Looking at the beginnings of the match, I'm not sure- OH! It appears that while lunging forward to snap at Chuck Norris, Sumvin fell over and started rolling, dealing a tiny bit of damage to himself! Looks like The Royal Guard's luck is taking a gigantic turn for the worse!

Nearly exhausted, Chuck Norris kneels down, puts one hand on the ground, and starts taking deep breaths, regaining some much-needed energy as he does so! And as Sumvin prepares to attack, it appears that he manages to regain his senses for enough time to aim the cannons on his back at Chuck Norris and douse him with another Hydro Pump! It looks like Chuck Norris is once again back into a dangerous level of health that he may not be able to escape from!

Immediately after Sumvin stopped firing, Chuck Norris rushed forward once again, and placing all the power he can into his arm, slams Sumvin once more! The punch sends the Blastoise flying into the walls, sending up a plume of dust! When visibility is restored, Sumvin hasn't moved an inch! He has fainted!

Post-round stats:
Team Smashlloyd20:

Chuck Norris
HP: 38
EN: 27
5/3/4/3/47/-10 Eva

Team The Royal Guard:

Sumvin
HP: -8
EN: KO
3/4/4/3/78

TRG sends in his next mon and orders first
 
#18
I forgot to apply Torrent to Sumvin's last Hydro Pump, so Chuck Norris starts the round with 2 less HP. Also, more importantly TRG, your Serperior still has the stats of a Servine. Not sure how it was approved in that state...

Pre-round stats:
Team Smashlloyd20:

Chuck Norris
HP: 36
EN: 27
5/3/4/3/47/-10 Eva

Team The Royal Guard:

Eirlasdar
HP: 100
EN: 100
2/3/3/4/3/113

Action 1
Taunt -> Chuck Norris (10 EN)
Chuck Norris was Taunted!

Ice Punch -> Eirlasdar (6 EN)
RNG roll (to crit) 8728 = no crit
RNG roll (to freeze, <=1000 freeze) 8433 = para
(8+(5-3)1.5)(1.5) = 16.5 DMG

Action 2
Eirlasdar used Protect! (7 EN)

Karate Chop -> Eirlasdar (2 EN)
RNG roll (to crit, <=1250 crit) 3200 = no crit
(5+3+(5-3)1.5) = 11 DMG = 4.4 EN

Action 2
Eirlasdar used Protect! (11 EN)
But it failed!

Dynamic Focus Punch -> Eirlasdar (((10+8)1.5)-1 = 26 EN)
RNG roll (to crit) 2842 = no crit
(10+15+3+(5-3)1.5) = 31 DMG
Eirlasdar was confused!
RNG roll (for intensity) 7646 = intense (4a)


Hatching a plan to exhaust all the energy Chuck Norris has left, Eirlasdar takes his tail and makes a "come at me, bro!" motion with it, enraging Chuck Norris! However, as any American would tell you, evoking Chuck Norris' might is never a good thing, as he lunges forward and delivers a wicked ice-packed punch to Eirlasdar, dealing quite a bit of damage!

Continuing on his plan for EN exhaustion at the cost of the least HP lost, Eirlasdar sets up a protective barrier around himself, but smash sees through that and orders Chuck to simply deliver a weak chop to the screen, taking more energy from Eirlasdar than it did from Chuck! Looks like this plan isn't working so well after all...

And as Chuck Norris seems to be charging up his final, most powerful attack, Eirlasdar expends a ton of energy attempting to create another screen, but he simply can't! As both Eirlasdar and TRG watch on in horror, Chuck Norris is able to fully charge his attack, a massive, focused, dynamic punch that sends Eirlasdar flying sky-high, dealing an absolutely massive amount of damage to the grass snake! Unfortunately for smash, that combo took up all the energy Chuck Norris had left, and he falls to the ground, fainted!

Even though both trainers only have one Pokemon fainted, Eirlasdar has almost half of his HP already gone, and its going to be incredibly hard to recover it! Is there any way TRG can recover from this blunder?!

Post-round stats:
Team Smashlloyd20:

Chuck Norris
HP: KO
EN: -7
5/3/4/3/47/-10 Eva

Team The Royal Guard:

Eirlasdar
HP: 52
EN: 68
2/3/3/4/3/113
Confused (4a)

Smash sends out his next mon and orders first
TRG orders
 
#19
Let's go Brave Bird!

Sky Attack~Fly~Sky Attack
IF Glare AND Serperior is not Taunted, THEN Taunt (only the first time Glare is used)
IF Taunt, THEN Taunt (only the first time Taunt is used)
 
#21
Overkill incoming...

Pre-round stats:
Team Smashlloyd20:

Brave Bird
HP: 100
EN: 100
5/3/1/3/130

Team The Royal Guard:

Eirlasdar
HP: 52
EN: 68
2/3/3/4/3/113
Confused (4a)

Action 1
RNG roll (to hit self) 1377 = hit self
Eirlasdar hit itself in its confusion! (3 EN)
(4+(2-3)1.5) = 2.5 DMG
Eirlasdar's confusion stage fell to 2!

Brave Bird was cloaked in a harsh light! (9 EN)
Sky Attack -> Eirlasdar
RNG roll (to hit, <=9000 hit) 6668 = hit
RNG roll (to crit) 4843 = no crit
(14+3+(5-3)1.5)(1.5) = 30 DMG (holy CRAP)
Eirlasdar's confusion stage fell to 0!

Action 2
Brave Bird flew up high! (10 EN)

Leaf Storm -> Brave Bird (10 EN)
But it missed!

Fly -> Eirlasdar
RNG roll (to hit, <=9500 hit) 2751 = hit
RNG roll (to crit) 5802 = no crit
(9+3+(5-3)1.5)(1.5) = 22.5 DMG
Eirlasdar fainted


As soon as Brave Bird hit the field and began flapping his wings, TRG ordered Eirlasdar to try to create another protective field, but when the barrier was half-way created, it fell flat on Eirlasdar's face, dealing a tiny bit of damage to him, but hurting his pride like hell! Unfortunately for TRG, this means that as Brave Bird charges up for a massive attack, there's nothing he can do to stop it! After a tiny bit of charging, Brave Bird soars down, straight at Eirlasdar with the power of the sky, dealing absolutely brutal damage, sending Eirlasdar flying all over the stadium! Damn that was a lot of damage!

Sensing an attack coming, Brave Bird flies high into the sky in just enough time to avoid a giant flurry of leaves that were sent flying his way! Brave Bird then does what he does best and swoops down again, striking Eirlasdar for a ton of damage, knocking it out immediately! Well folks, it looks like TRG is in some serious shit now! Is there any way Lionheart can take down the unscratched Brave Bird as well as Grass Skirt? Probably not!

Post-round stats:
Team Smashlloyd20:

Brave Bird
HP: 100
EN: 81
5/3/1/3/130

Team The Royal Guard:

Eirlasdar
HP: -3
EN: KO
2/3/3/4/3/113

TRG sends in Lionheart the Lucario automatically and orders first
 
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