Completed Solstice vs. penguin344 - The beautiful, muscular, graceful, lovely, sexy battle!

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#1
Awwww yeaahhh, it's a fine morning to be reffin' it up here in the CAP ASB Tournament Arena! Today we have Solstice and penguin344 duking it out (with their Pokemon) like all real men do! The fight will be three-on-three, with each fighter sending out their Pokemon one by one!

Will Solstice defeat penguin344 despite bringing a fish to a battle between men and dragons?

Will penguin344 ever make it back to the North Pole?

All this and more coming soon; so:

Let's rumble!


Open Challenge

3 vs 3 Singles
First Stage Only, Training Battle
2 Day DQ
2 Recoveries/5 Chills per Pokemon
Arena: Tournament Arena
^sure, I'll take it. (I assume training = no W/L/T count.)

abilities:1
items: nevar (unless you want to use exp share, amulet coin, and the like. those are fine)
switch: creepersplosion


Our battlers are in place! Over in the east corner of the Arena, we have Solstice, with his Mighty Mob of Murkrow plus Two!


Murkrow(M) (Rogue)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *.)
Type: Dark-Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91x1.15)

EC: 4/6
MC: 3
DC: 2/5

Abilities:
Insomnia:
(Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster(DW): (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Peck(*)
Astonish(*)
Pursuit(*)
Haze(*)
Wing Attack(*)
Night Shade(*)
Assurance(*)
Roost(*)
Confuse Ray(*)
Perish Song(*)
Snarl(*)
Shadow Ball(*)
Psychic(*)



Remoraid (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 4 (+1)
SpDef: Rank 2
Speed: 57 (-10 Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Abilities:
Hustle (Can be Enabled):
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy

Octazooka
Acid Spray
Water Spout

Flamethrower
Charge Beam
Smack Down

Total Moves: 12



Machop (M) Knockout
Nature: Adamant
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: Rank 4 (+1)
Def: Rank 2
SpAtk: Rank 1 (-1)
SpDef: Rank 2
Speed: 35
Size Class: 2
Weight Class: 2
Base Rank Total: 14

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

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. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.
Steadfast (Dream World/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.

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismis Toss
Revenge

Fire Punch
Ice Punch
Thunder Punch

Payback
Bulk Up
Bulldoze

Total Moves: 14



And over in the west, we have penguin344, with his team of sand dwelling critters!

Larvitar (*) Dust Devil (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock / Ground
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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.
Sand Veil (DW): (Innate, Locked) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15) (-)

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

Attacks:

Bite (*)
Leer (*)
Sandstorm (*)
Screech (*)
Chip Away (*)
Rock Slide (*)
Scary Face (*)
Thrash (*)
Earthquake
Stone Edge

Dragon Dance (*)
Pursuit (*)
Stealth Rock (*)

Brick Break (*)
Dig (*)
Protect (*)



Diglett (*) Monty (M)
Nature: Naive (+15% Speed, +27% Accuracy, -1 SpD)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sand Force (DW): (Innate, Locked) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 110 (95 * 1.15) (+)

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

Attacks:

Scratch (*)
Sand-Attack (*)
Growl (*)
Astonish (*)
Magnitude (*)
Mud Slap (*)
Bulldoze (*)
Dig (*)
Sucker Punch (*)
Fury Swipes (*)

Pursuit (*)
Uproar (*)
Reversal (*)

Rock Slide (*)
Aerial Ace (*)
Sludge Bomb (*)



Gible (*) Bruce (M)
Nature: Lonely (+1 Atk, -1 Def)
Type: Dragon / Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW): (Innate, Locked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 42


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

Attacks:

Tackle (*)
Sand-Attack (*)
Dragon Rage (*)
Sandstorm (*)
Take Down (*)
Sand Tomb (*)
Slash (*)
Dragon Claw

Outrage (*)
Iron Head (*)
Body Slam (*)

Earthquake (*)
Stone Edge (*)
Flamethrower (*)
Toxic
Dig


Are you ready?

Battle!

Turn order:
Solstice sends out and chooses abilities
penguin344 sends out, chooses abilities and orders
Solstice orders
Reverse
Rinse and repeat.

gl;hf

PS. SevenDeadlySins is my official tutor for this match.
 
#3
Alright Bruce the Gible, it's your time to get hit in the face with a water gun.

First, you should throw up a Sandstorm. Then, hit him with a Sand Attack. Finally, hit him with a Toxic.

If, on any action, he uses the move Water Spout, use Dig on that turn instead and push all the actions down the queue.

Ex: Water Spout on action 1, action 2 for Gible would be Sandstorm.
 
#4
Ok Quickdraw this is your first battle, let's try something creative to start! Attack with a powerful Octazooka-Acid Spray combination to do some damage to Bruce and coat him in acidic oil! This should cause some problems! After that attack you'll need a rest, and then finish with Aurora Beam!

Octazooka+Acid Spray Combo - Cooldown - Aurora Beam

Combo:
Type: Water
Attack Power: 11
Energy: 11
Effect Chance: 2 SpDef Drop is given
25% Accuracy Drop
Accuracy: 83

Stats made from the Combo guide
 
#5

Bruce the Gible
HP : 90
EN : 100
Status : Healthy
Stat modifiers : None

Quickdraw the Remoraid
HP : 90
EN : 100
Status : Healthy
Stat modifiers : None

Arena Conditions
Clear skies

---

So let's get down to this! You can hear the crowds roaring in anticipation and excitement! What a day to be alive folks! Our ref today will be Box, and I'm your commentator, Box. Over to you Box!


"Round 1, begin"

And they're off! Remoraid finds himself quite at home on the many pools of water in the arena, and his trainer decides to start off with a combination attack! Being the faster of the two, Quickdraw goes first, but unfortunately he takes a little while to ready his assault.

Meanwhile, Bruce raises his arms and summons a Sandstorm into the arena! Where did all this sand and wind come from anyway? Ladies, keep your skirts tucked between your legs aye? Bruce finds solace being in the sandstorm, and...hmm. I can't seem to find him! He's blending in with the sand, folks! Ingenius tactic by penguin344 right there!

Nontheless, Quickdraw isn't phazed! He's...what's this! He's firing a volley of compacted ink-and-acid pellets at Bruce! This is it folks; the Machine Gun Venom Pew Pew Pew attack! That's sure to sting if it hits! Oh? What's this? Bruce is pulling off a Neo there folks! What a dodge! Looks like he won't be getting burned today!

Quickdraw isn't very happy about missing, but there's nothing he can do about it 'cause he has to catch his breath for a while! That attack has left him absolutely exhausted!

Do my eyes deceive me!? Bruce is riding the sandstorm! He rushes up to his winded opponent and fires two streams of sand right at his face! Blinding at blinding speed, ya know what I mean? Sand-Attack is a favorite of the fans it seems! They're going wild!

Now Remoraid is pissed. He squints through his sand-encrusted eyes and opens his mouth. Oh my lord, ladies and gentlemen, it's an Aurora Beam! It's beautiful, it's deadly, but will it hit?
.
.
.
IT NAILS BRUCE!

That must've hurt bad, seeing as Bruce is extra weak to cold (his master throws him into the refridgerator regularly as part of the training regimen). In fact, Bruce is being propelled into the air! But...what's he doing? Oh my! Look away boys and girls! Looks like that shark's trying to take a Toxic dump on Quickdraw! Quickdraw doesn't manage to dodge it either, and gets a faceful of shit!
---

"I hate calculations"

A1
Bruce used Sandstorm!
-9 Energy
Bruce whipped up a sandstorm!

Quickdraw used Machine Gun Venom Pew Pew Pew!
RNG Roll (To hit) [<=664 Hit]: 904/1000 (No)
The attack missed!
-11 Energy

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP

--
A2
Quickdraw must cool down!

Bruce used Sand Attack!
Quickdraw's Accuracy fell!
-4 Energy

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP

--
A3
Quickdraw used Aurora Beam!
RNG Roll (To hit) [<=600 Hit]: 6/1000 (Yes)
RNG Roll (To crit) [<=63 Hit]: 229/1000 (No)
RNG Roll (To lower Attack) [<=100 Hit]: 201/1000 (No)
[7 + (2 * 1.5)] * 2.25 = 22.5 ~ 23 Damage
-5 Energy

Bruce used Toxic!
RNG Roll (To hit) [<=900 Hit]: 504/1000 (Yes)
Quickdraw was badly poisoned!
-7 Energy

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP

Quickdraw is hurt by its poison!

Quickdraw -1HP


Bruce the Gible
HP : 67
EN : 80
Status : Healthy
Stat modifiers : None


Quickdraw the Remoraid
HP : 83
EN : 84
Status : Badly Poisoned (2)
Stat modifiers : -1 Accuracy
Arena Conditions
Sandstorm active

---

Looks like Quickdraw's ahead (for now).
What will our combatants do next?
We'll see!

Solstice, you're up!
 
#6
Ok QuickDraw that was a pretty rough round, now for your first action get in the water surrounding the arena, that should give you better mobility and clear the sand out of your eyes! Then use a Hustled Acid Spray followed by an Aurora Beam!

Get in the Water-Hustled Acid Spray--Aurora Beam
 
#8

Bruce the Gible
HP : 67
EN : 80
Status : Healthy
Stat modifiers : None


Quickdraw the Remoraid
HP : 83
EN : 84
Status : Badly Poisoned (2)
Stat modifiers : -1 Accuracy
Arena Conditions
Sandstorm active (3)

---

And we're back ladies and gentlemen. Without further ado, let Round 2...


"Begin."

Quickdraw starts off with some evasive action! He quickly dives underwater at a high velocity, then surfacing to clear off that sand from his eyes! Great idea Solstice! Unfortunately, the clear water cannot stop the deadly poison coursing through his fishy veins...

Bruce is unfazed by this manuveur, almost as if he expected it, and follows up by leaping into the air and slamming his body into the ground! This utterly ravages the arena, raising rubble and sending shockwave after shockwave pulsing around the epicenter! What an Earthquake folks! Even though Quickdraw is underwater, he still receives the full force of that mighty attack!

Now Quickdraw is on the offensive, leaping over the destroyed arena surface and spraying Bruce with acid! Bruce's skin is perforated with tiny holes and he roars in agony! Talk about Rough Skin eh? The next special attack to hit Bruce is going to hurt BAD! Meanwhile, Trainer Solstice is shouting at his Remoraid to Hustle the enemy, but Quickdraw is confused as to why because he can only Hustle when attacking Gible physically! So what're you smoking Solstice? I kid, of course.

Wait! Bruce is already clearing the acid out of his eyes and uses his dorsal fins to drill his way into the ground! He doesn't seem to want to come up from his Dig, instead his training is telling him to stay underground!

Quickdraw unknowingly fires off another Aurora Beam at the ground where Bruce used to be, apparently in an attempt to nail him as he jumps up to attack him! The beam misses, but freezes the ground solid, so that could possibly cause Bruce to take a bad bump on the head as he tries to come up...

...but he doesn't! Bruce pops up behind Quickdraw (underwater mind you, he's a shark), and slices at him with his massive overhead fin! That's got to hurt!
---


"These calculations took me 20 minutes"

A1
Remoraid did a Barrel Roll!
Remoraid is submerged in water!
Remoraid is purged of Sand Attack!
Remoraid's Accuracy returned to normal levels!
-3 Energy

Gible used Earthquake!

RNG Roll (To Crit)[<=63 Hit]: 364/1000 (No)
10 + 3 + (2 x 1.5) = 16 Damage
-6 Energy

Quickdraw is hurt by its poison!
Quickdraw -2HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP

--
A2
Remoraid used Acid Spray!
RNG Roll (To Hit)[<=800 Hit]: 486/1000 (Yes)
RNG Roll (To Crit)[<=63 Hit]: 663/1000 (No)
[4 + (2 * 1.5)] * 0.67 = 4.69 ~ 5 Damage
-3 Energy
Gible's Special Defense fell harshly!

Gible used Dig!
Gible burrowed underground!
Gible waits silently!

-2 Energy

Quickdraw is hurt by its poison!
Quickdraw -2HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP

--
A3
Remoraid used Aurora Beam!
The attack missed!
-5 Energy


Gible used Dig!
RNG Roll (To Crit)[<=63 Hit]: 721/1000 (No)
8 + 3 + (2 * 1.5) = 14 Damage
-9 Energy

Quickdraw is hurt by its poison!
Quickdraw -2HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP


---


Bruce the Gible
HP : 62
EN : 63
Status : Healthy
Stat modifiers : -2 Special Defense

Quickdraw the Remoraid
HP : 41
EN : 73
Status : Badly Poisoned (3)
Stat modifiers : None
Arena Conditions
Sandstorm active (2)

---

Looks like things are going downhill fast for Quickdraw! Will his trainer be able to even the odds?

We'll see, penguin344, you're up!
 
#10
Ok hit him with an Aurora Beam before he goes under, then chill twice. Also why is my status badly poisoned 5? Should be badly poisoned 3.

Aurora Beam-chill-chill
 
#11

Bruce the Gible
HP : 62
EN : 63
Status : Healthy
Stat modifiers : -2 Special Defense

Quickdraw the Remoraid
HP : 41
EN : 73
Status : Badly Poisoned (3)
Stat modifiers : None

A1
Remoraid used Aurora Beam
648/1000 Hit
160/1000 No Crit
664/1000 No Attack Drop
(7 + 5.5) * 2.25 = 26 Damage rounded down
-5 Energy

Gible used Dig
Underground whole turn
-9 Energy
-2 Energy

Quickdraw is hurt by its poison!
Quickdraw -3HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP


--
A2
Remoraid chilled out
+12 Energy

Gible waits silently
-6 Energy

Quickdraw is hurt by its poison!
Quickdraw -3HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP


--
A3
Remoraid chilled out
+12 Energy

Gible waits silently
-10 Energy

Quickdraw is hurt by its poison!
Quickdraw -3HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP



Bruce the Gible
HP : 36
EN : 36
Status : Healthy
Stat modifiers : -1 Special Defense

Quickdraw the Remoraid
HP : 26
EN : 92
Status : Badly Poisoned (4)
Stat modifiers : None
--

Solstice go.
 
#12
Where did you get the energy for Dig? It takes 10 energy just to go under, and then more to prolong it. It should be -1 energy per action because of STAB, the first dig should have cost him 9, then 12, then 15 because he stayed under. He should have lost 36 energy, not 6.

Ok Quickdraw he has to emerge eventually, this toxic stall won't last. We need to discover his location, lead off with a combination of Lock-On and Focus Energy to keep tabs on him, if he's still under after the combo use Psybeam, it could possibly penetrate the earth. If he's aboveground hit him with an Aurorabeam.

Lock-On+Focus Energy - Cooldown - Psybeam/Aurorabeam
 
#13
In this case it doesn't matter because I consider the 'hit' action of Dig to deduct the 9 Energy, because that would be more strenuous than actually digging itself.

In the case where it would have mattered I would have first consulted my tutor. Apologise for the confusion.

Edit: It seems you are sadly mistaken. Staying underground costs 3 Energy per action, or 2 Energy due to Gible being a Ground type. Please read Dig's description next time.
 
#15

Bruce the Gible
HP : 36
EN : 36
Status : Healthy
Stat modifiers : -1 Special Defense

Quickdraw the Remoraid
HP : 26
EN : 92
Status : Badly Poisoned (4)
Stat modifiers : None
Arena Conditions
Sandstorm active (1)

---
In an amazingly exciting round 3 and 4, Bruce decides to stay underground seemingly forever! Meanwhile, Remoraid dies a slow death...

...but wait? Bruce seems to have died from oxygen deprivation! Hoorah! The crowd goes wild!

Meanwhile,

A1
Remoraid is charging an attack!

Gible waits silently
-14 Energy

Remoraid used Mentalist!
Remoraid is locked on to Gible!
Remoraid is getting pumped!
Remoraid can see through dirt!
-17 Energy

Quickdraw is hurt by its poison!
Quickdraw -4HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP
--
A2
Remoraid must cooldown!

Gible waits silently

-18 Energy

Quickdraw is hurt by its poison!
Quickdraw -4HP

The sandstorm rages!
Quickdraw was buffetted by the sandstorm!

Quickdraw -2HP

--
A3
Remoraid used Psybeam
-irrelevant calcs because Gible dies anyway-
-5 Energy

Gible waits silently
-22 Energy
Gible has fainted from oxygen deprivation!


Bruce the Gible
HP : KO'd
EN : From oxygen deprivation
Status : Not very healthy
Stat modifiers : None

Quickdraw the Remoraid
HP : 8
EN : 70
Status : Badly Poisoned (5)
Stat modifiers : None
Arena Conditions
Normal

---
SDS will justify my editing of the posts below.

 
#16
As Box's tutor ref, I am officially making a ruling on reffing that is occurring here. I am incurring the cumulative "repeat action" energy cost for each action of Dig staying underground. Anyone who wants to take it up with anyone should take it up with me.

It may appear "unfair" but I find that the tactic that is happening here is easily far outside the intent of the low energy cost of the move, and this tactic here is easily broken as hell, and something needs to be done about it.
 
#17
yeah I'm not arguing against it being broken. The cumulative energy cost thing probably should apply to Dig. I'm just surprised no one had done that before :/

Alright, Diglett is going out next. He will be using Arena Trap.

First use Dig (but not the really stupidly overpowered kind, the normal surface on the same turn kind). Then hit him with with a Bulldozer. If he is still standing after that, use another Dig.
 
#18
Wait a second... If I'm underwater and he's trying to use Dig... HE HAS TO SHOW HIMSELF! Im so excited!!!

Ok Quickdraw whatever monstrosity is the lower half stay strong! Attack first with a Water Gun, then follow with an Aurorabeam, finish with another Water Gun!
 
#19

Monty the Diglett
HP : 80
EN : 100
Status : Healthy
Stat modifiers : None

Quickdraw the Remoraid
HP : 8
EN : 70
Status : Badly Poisoned (5)
Stat modifiers : None
Arena Conditions
Normal

---
Last round we had Gible knock himself out from oxygen deprivation, so now trainer penguin344 sends out Monty the Diglett to revenge kill Remoraid! Let's see where this goes, eh?

Diglett starts off strong by disappearing swiftly underground! What speed! He even manages to evade Remoraid's blazing fast Water Gun attack as a result! He promptly retaliates to this by popping up and firing a death lazer at Remoraid! It's all too much for our little fish here to handle, and he faints from the damage.

Good work there Remoraid, but it's time for your allies to take over.

Note from the author: I apologise for having a typo on Remoraid's HP in the previous round. It should have been 8, not 18. I hope this does not cause any particularly large inconvenience.
A1
Diglett used Dig!
Diglett burrowed underground!
-9 Energy

Remoraid used Water Gun!
The attack missed!

Diglett fired D(ig)eath Lazer!
> No Crit
11 Damage

Remoraid fainted!


---

Monty the Diglett
HP : 80
EN : 91
Status : Healthy
Stat modifiers : None

Quickdraw the Remoraid
HP : Fish outta water
EN : 0
Status : A little faint? Ohoho
Stat modifiers : None
Arena Conditions
Normal

---
Again, I apologise for the typo Solstice, in case you were hoping for Aurora Beam to hit Diglett.

Solstice you're up.
 
#20
Ok c'mon out Knockout the Machop, show them your Guts! Let's bring this mole down a peg huh? Lead off with a Leer to demoralize him, then rush forward with a Bulldoze, finish with an Ice Punch! If he uses Dig change your action to Bulk Up!
 
#21
Alright Digett, we aren't going to let him get a attack boost. First, hit him with a Growl. Then, use Aerial Ace on him to deal some serious damage. Then use Dig to hit him.
 
#22

Monty the Diglett
HP : 80
EN : 91
Status : Healthy
Stat modifiers : None

Knockout the Machop
HP : 100
EN : 100
Status : Healthy
Stat modifiers : None
Arena Conditions
Normal

---

Round 6 starts now.

Looks like Solstice is starting to get serious, bringing his heavyweight to the field; Knockout the Machop! As soon as Machop gets out of his ball he slams the ground with his fists, beats his chest with a beastly roar and glares at Diglett with intense, glowing red eyes. Diglett begins to tremble at the sight of Machop and you can definitely tell that whatever attack Machop is gonna unleash on him is gonna be doing some extra damage, as Monty is looking utterly terrified!

Or, at least, if not for the fact that Monty has been mewing ever so adorably this entire time! Knockout looks slightly hesitant to attack now, despite his ferocious glaring and beating of his chest! Just like real WWE folks!

Diglett loses no time in attacking now, taking advantage of Knockout's hesitation! He speeds towards the Machop so fast he's a blur, knocking several Unown unconscious! Suddenly, he completely disappears, only to reappear behind Machop after slashing one of his horns off! Amazing speed!

Machop is furious now, and jumps up high, promptly slamming the ground below him specifically to create underground shockwaves that leave Monty dazed! But aside from that, does anyone hear that bestial, somewhat demonic rumble emanating from below that Diglett? No? *shudders*

Diglett quickly disappears underground now, leaving Knockout with the opportunity to pump some iron. Diglett takes advantage of this by popping up underneath Machop and hitting him where the sun don't shine! That's got to hurt, ladies and gentlemen!

Calcs are the worst

A1
Diglett used Growl!
How cute, Machop's Attack fell!
-4 Energy

Machop used Ferocious Glare!
Not cute! Diglett's Defense fell!
-4 Energy

A1 was a waste of time!

--
A2
Diglett used Aerial Ace!
> No Crit
6 * 1.5 = 9 Damage
-4 Energy

Machop used Bulldoze!
> No Crit
(6 + 4.5) = 11 Damage
-5 Energy

--
A3
Diglett used Dig!
Diglett burrowed underground!
-9 Energy!

Machop used Bulk Up!
-7 Energy

Diglett used Sodomy!
> SUPER LOW BLOW
> No Crit though
8 - 1.75 = 6 Damage



Monty the Diglett
HP : 69
EN : 74
Status : Healthy
Stat modifiers : None

Knockout the Machop
HP : 85
EN : 84
Status : Healthy
Stat modifiers : +1 Attack, +1 Defense
Arena Conditions
Normal

---
penguin, you're up.

 
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