Completed Thank God there is no Aurumoth here; Eternal Drifter vs Matezoide

#1
2 vs 2 FE (Singles)
2 Subs
All Abilites
1 Day DQ
Training Items
Switch = KO


Arena: Abandoned Opera Theater
Field Type: Dark/Ghost
Complexity: Moderate
Format: All
Restrictions:
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)

Description: In an old abandoned theater inhabbited by many ghost and dark type pokemon. There are large marble pilars along all four walls, a grand stair case that features a large faded painting of a man in a masquerade mask. You can faintly hear the sounds of musicals of old being sung, whether by the ghost pokemon or by the ghosts of actors long passed is unsure. There is only one light flickering in the large hall. Ghosts type pokemon and pokemon related to sound thrive in this arena. A large chandelere hangs precariously over the battle field. If the is too much movement and damage to the surrounding, it may fall and cause up to 20-30 ??? type damage to all pokemon on the field.


Eternal Drifter said:
Demon Lord Itsumo the Spiritomb

Itsumo (Male Spiritomb)
Relaxed Nature
Type: Ghost/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Pressure: Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
(Dream World: Unlocked!) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

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

MC: 0
DC: 5/5

Attacks: (52/65 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse

Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen

Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room

Water Pulse
Calm Mind
Toxic
Hidden Power (Fighting 7)
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Double Team
Shock Wave
Rock Tomb
Facade
Secret Power
Rest
Thief
Will-O-Wisp
Silver Wind
Retaliate
Snarl

Achisuto the Smeargle

Achisuto (Male Smeargle)
Timid Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Own Tempo: Type: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
(Dream World: LOCKED!) Moody: Type: Innate
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

HP: 90
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 87 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 11
Accuracy Bonus: +9%

MC: 14
DC: 3/5

Attacks: (8 Moves Known)
Close Combat
Dragon Rage
Explosion
Memento
Pay Day
Rock Blast
Self-Destruct

Sketch (6)


Fern the Persian, Betrayer of the Light

Fern (Female Persian)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilties:
Limber: Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
(Dream World: Unlocked!) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks: (33 Moves Known)
Switcheroo
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Power Gem
Slash
Nasty Plot
Assurance
Captivate
Night Slash
Feint
Swagger

Assist
Hypnosis
Odor Sleuth
Spite

Icy Wind
Mimic
Swift

Water Pulse
Toxic
Protect
Double Team
Shock Wave
Aerial Ace
Thief
Retaliate

Matezoide said:

<Crawdaunt> [Rob] (Male)
Nature: Brave (+Attack, -15% Speed, -10% Evasion)
Type: Water/Dark

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

About: Rob was the first pokemon ever caught by Matt ,using it's Double-Team and Trump-Card techniches, he slowy gained an advantage against Steve and was about to easily defeat him, until being caught off-guard by an extremely powerfull Reversal combo, weakning him enough to be captured. Being prety much powerless against the lobster pokemon, Steve grew determined to become stronger.
Similary to the others, he cares deeply about his friends, and is willing to risk his life for them if necessary.....he is also a huge nerd, his favorite super-heroes being Superman, Spider-Man and Aquaman.




Abilities:
Hyper Cutter (Innate):
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.


Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Adaptability (DW UNLOCKED, Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Stats
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 47 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18


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


Attacks:
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Swords-Dance
Crabhammer
Taunt
Guillotine
Swift
Night Slash


Waterfall(*)
Brick-Break(*)
Double-Team(*)
X-Scissor
Hone-Claws
Superpower
Endeavor
Dig
Endure
Avalanche
Rock Slide
Rain Dance
Payback
Substitute
Rest
Rock Tomb
Toxic
Iron Defense
Spite
Ice-Beam
Whirlpool
Dive
Hail
Hidden Power (Fire, 7)
Blizzard
Hyper Beam
Giga Impact
Frustation
Return
Scald
Sludge Wave
Sludge Bomb
Facade
Sleep-Talk

Dragon Dance (*)
Mudsport(*)
Trump Card(*)







<Banette> [Chuck] (M)
Nature: Quiet (+ Sp.Attack, - Speed, -10% Evasion)

Type:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

About: Chuck used to live by himself on a haunted house, playing pranks on whoever came by.
In fact, Chuck was extremely lonely in the house, but far too afraid to actualy leave it by himself. Eventualy, Matezoide took a look at the house and was constantly tormented, but unlike past trainers, he decided to stay in there (Much to Bosco and Max's complaints), eventualy managing to trap and capture the ghost type, who finally had actual people to talk and play with.
Despite enjoying his company, Chuck saw himself growing more and more distant, as he watched the others evolve around him, he couldnt understand why he was unable to do that. Eventualy tracked by a doll, Chuck was convinced to fuse with it for power. The sheer evil he had inside his heart, as well as the doll's made Chuck's mind twisted and malignant, caring for nothing but power, he rarely talks to the others and often leaves their home by himself.

Abilites:

Frisk (Innate):

The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Insomnia (Innate):

This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Cursed Body (DW UNLOCKED, Innate):

When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.


HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19


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


Attacks:

Knock Off (*)
Screech (*)
Night Shade (*)
Spite (*)
Will-O-Wisp (*)
Shadow Sneak (*)
Curse (*)
Faint Attack (*)
Shadow Ball
Grudge
Sucker Punch
Snatch
Hex

Trick Room (*)
Thunderbolt (*)
Psychic (*)
Pain Split
Magic Coat
Dark Pulse
Rain Dance
Toxic
Thunder
Taunt
Protect
Substitute
Double-Team
Torment
Facade
Foul Play
Icy Wind
Rest
Sleep Talk
Hidden Power Fighting (7)
Endure
Pursuit
Shock-Wave
Body Slam
Hyper Beam

Gunk Shot (*)
Destiny Bond (*)
Imprison (*)
Disable
Orders:
ED sends out and equips
Mate sends out, equips, and orders
ED orders
I ref (THANK GOD! A 1v1 without an Aurumoth!)
 
#2
"What draws me to this realm? Does one seek power? Shall I test them to see if they are worthy of such power?"

Itsumo the Spiritomb, Demon Lord

Exp. Share Attached
 
#3


Ugh....my head....Where are we?





You are finally up?




I guess.....where are we?

No idea....really wierd though, we were walking and then *BAM* Here we are....it feels like another dimension....




Now that you mention it, i do feel wierd....wheres Chuck?
We were following him.



He ignored us and continued walking. Didnt say a word. He has been really wierd since he evolved.





Cant argue with that. Lets see if we can find him.



After walking for a while, Matezoide and Rob stumble on Chuck, who's facing a Spiritomb.





(So this is what i felt....this is real power....i can feel it....)




Sending out Chuck, with an Exp.Share.

Will-O-Wisp -> Shadow Ball -> Hex


If Imprison AND Itsumo is not taunted, use Taunt that action and push-back.
If Trick-Room AND Itsumo is not taunted , use Taunt that action and push-back.
 
#4

"Clever... but can you strike hard?"

Itsumo the Spiritomb, Demon Lord:
Action 1: Protect
Action 2: Shadow Ball
Action 3: Ominous Wind

Meanwhile:

I sense something... something threatens to disturb the visions I have forseen...
 
#5

Demon Lord Itsumo the Spiritomb
90|100



Banette
100|100

Action 1
Spiritomb's Protect
EN Check: 7

Banette's Will-O-Wisp
EN Check: 7 + 2 = 9

Action 2
Banette's Shadow Ball
Crit Check (625): 7117 (NO)
Effect Chance (2000): 7063 (NO)
Damage: (8 + 3 + 6 - 6) = 11
EN Check: 6 + 2 - 1 = 7

Spiritomb's Shadow Ball
Crit Check (625): 2343 (NO)
Effect Chance (2000): 2699 (NO)
Damage: (8 + 3 + 4.5 - 6) * 1.5 = 14.25
EN Check: 6 - 1 = 5

Action 3
Banette's Hex
Crit Check (625): 5972 (NO)
Damage: (5 + 3 + 6 - 6) = 8
EN Check: 7 + 2 - 1 = 8

Spiritomb's Ominous Wind
Crit Check (625): 4044 (NO)
Effect Chance (1000): 828 (GUFFAW)
Damage: (6 + 3 + 4.5 - 6) * 1.5 = 11.25
EN Check: 4 - 1 = 3


Demon Lord Itsumo the Spiritomb
HP: 90 - (11 + 8) = 71
EN: 100 - (9 + 7 + 8) = 76
Status: +1 ATK, DEF, SPA, SPD, Speed

Banette
HP: 100 - (14.25 + 11.25) = 74.5
EN: 100 - (7 + 5 + 3) = 85



Demon Lord Itsumo the Spiritomb
71|76
Status: +1 ATK, DEF, SPA, SPD, Speed for 1 round



Banette
74|85
Orders:
ED orders
Mate orders
I ref (THANK GOD! A 1v1 without an Aurumoth!)
 
#7

"Can you hear the winds of this world's destruction?"

Itsumo the Spiritomb, Demon Lord:
Action 1: Imprison (Imprison, Pain Split, Will-O-Wisp)
Action 2: Ominous Wind
Action 3: Shadow Ball

IF unable to use a move, use Icy Wind instead.
IF Will-O-Wisp ordered before Itsumo can act, Protect and push actions back. Use this substitution only once.
 
#8


(So powerfull...and he is....just toying with us....)


Snatch -> Trick-Room -> Torment

If i am wrong and Snatch would fail, change actions to Trick-Room -> Disable (Omnious Wind) -> Shadow Ball
 
#9

Demon Lord Itsumo the Spiritomb
71|76
Status: +1 ATK, DEF, SPA, SPD, Speed for 1 round



Banette
74|85

Action 1
Action 1
Banette's Snatch of Imprison
EN Check: 8 + 2 + 2 = 12

Spiritomb's Imprison
EN ChecK: 8 - 1 = 7

Action 2
Spiritomb's Ominous Wind
Crit Check (625): 6384 (NO)
Effect Chance (1000): 465 (JESUS JONES!)
Damage: (6 + 3 + 4.5 - 6) * 1.5 + 1.75 = 13
EN Check: 4 - 1 = 3

Banette's Trick Room
EN Check: 10

Action 3
Banette's Torment
EN Check: 10 + 2 = 12

Spiritomb idles


Demon Lord Itsumo the Spiritomb
HP: 71
EN: 76 - (7 + 3) = 66
Status: Imprisonment of Imprison, Pain Split, and Will-O-Wisp for 3 actions
+1 ATK, DEF, SPA, SPD, Speed for 1 round
Tormented for 5 actions

Banette
HP: 74 - 13 = 61
EN: 85 - (12 + 10 + 12) = 51



Demon Lord Itsumo the Spiritomb
71|66
Status: Imprisonment of Imprison, Pain Split, and Will-O-Wisp for 3 actions
+1 ATK, DEF, SPA, SPD, Speed for 1 round
Tormented for 5 actions



Banette
61|55

Trick Room for 3 rounds

Orders:
Mate orders
ED orders
I ref (THANK GOD! A 1v1 without an Aurumoth!)
 
#11

"Interesting... turning my own power against me... would you care to turn others powers against them later on? Nothing is more fulfilling than watching one done in by their own designs!"

Demon Lord Itsumo the Spiritomb:
Action 1: Protect
Action 2: Snarl
Action 3: Toxic
 
#12

Demon Lord Itsumo the Spiritomb
71|66
Status: Imprisonment of Imprison, Pain Split, and Will-O-Wisp for 3 actions
+1 ATK, DEF, SPA, SPD, Speed for 1 round
Tormented for 5 actions



Banette
61|55

Trick Room for 3 rounds



Action 1
Spiritomb's Protect
EN Check: 7

Banette chills
+12 EN

Action 2
Spiritomb's Snarl
Crit Check (625): 7774 (NO)
Damage: (6 + 3 + 4.5 - 6) * 1.5 + 1.75 = 13
EN Check: 5 - 1 = 4

Banette's Toxic
EN Check: 7 + 2 = 9

-1 HP Spiritomb

Action 3
Spiritomb's Toxic
EN Check: 7

Banette's Hex
Crit Check (625): 3985 (NO)
Effect Chance (2000): 9160 (NO)
Damage: (10 + 3 + 6 - 6) - 3.5 = 8
EN Check: 7 + 2 - 1 = 8

-1 HP Spiritomb
-1 HP Banette


Demon Lord Itsumo the Spiritomb
HP: 71 - (1 + 9.5 + 1) = 59.5
EN: 66 - (7 + 4 + 7) = 48
Status: B.Poison (2 DPA)
Tormented for 3 actions

Banette
HP: 61 - (13 + 1) = 47
EN: 55 + 12 - (9 + 8) = 50
Status: B.Poison (1 DPA)



Demon Lord Itsumo the Spiritomb
59|48
Status: B.Poison (2 DPA)
Tormented for 3 actions


Banette
47|50
Status: B.Poison (1 DPA)
-1 SPA for 1 round

Trick Room for 2 rounds

Orders:
ED orders
Mate orders
I ref (THANK GOD! A 1v1 without an Aurumoth!)
 
#13

"I could guide your power... make it stronger... and with you as a servant, preventing interference, I could bring about the world's destruction!"
Demon Lord Itsumo the Spiritomb:
Action 1: Ominous Wind
Action 2: Dark Pulse
Action 3: Faint Attack

IF Hex, Spite Hex next action.
IF Protective/Evasive action, Chill and push actions back.
 
#14
Banette should have used Hex A3.








(Is he speaking the truth? We have evolved....We have changed....yet....he is so powerfull...i could....i should....i WILL do everything....for power.)


Hex -> Thunder -> Hex


From several meters away, a pokemon blends perfectly in the dark, unnoticed by the trainer and his pokemon or Itsumo and his servants. Altough he could not hear or see the situation as well he would like, he can feel the diabolic energy.





..........
 
#15

Demon Lord Itsumo the Spiritomb
59|48
Status: B.Poison (2 DPA)
Tormented for 5 actions



Banette
47|50
Status: B.Poison (2 DPA)

Trick Room for 2 rounds

Action 1
Spiritomb's Ominous Wind
Crit Check (625): 2220 (NO)
Effect Chance (1000): 7252 (NO)
Damage: (6 + 3 + 4.5 - 4.5) * 1.5 = 13.5
EN Check: 4 - 1 = 3

Banette's Hex
Crit Check (625): 3882 (NO)
Damage: (10 + 3 + 6 - 6) = 13
EN Check: 7 + 2 + 4 - 1 = 12

-2 HP Spiritomb
-2 HP Banette

Action 2
Spiritomb's Dark Pulse
Crit Check (625): 4752 (NO)
Effect Chance (2000): 2311 (NO)
Damage: (8 + 3 + 4.5 - 4.5) * 1.5 = 16.5
EN Check: 6 - 1 = 5

Banette's Thunder
Accuracy Check (8000): 387 (HIT)
Crit Check (625): 4596 (NO)
Effect Chance (3000): 3750 (NO)
Damage: (12 + 6 - 6) = 12
EN Check: 8 + 2 = 10

-2 HP Spiritomb
-2 HP Banette

Action 3
Spiritomb's Faint Attack
Crit Check (625): 4945 (NO)
Damage: (6 + 3 + 4.5 - 4.5) * 1.5 = 13.5
EN Check: 4 - 1 = 3


Demon Lord Itsumo the Spiritomb
HP: 59 - (13 + 2 + 12 + 2 + 2) = 28
EN: 48 - (3 + 5 + 3) = 37
Status: 1 KOC
Badly Poisoned (3 DPA)


Banette
HP: 47 - (13.5 + 2 + 16.5 + 2 + 13.5) = -0.5
EN: 50 - (12 + 10) = 28
Status: KO



Demon Lord Itsumo the Spiritomb
28|37
Status: 1 KOC
Badly Poison (3 DPA)



Banette
-1|28
Status: KO

Trick Room for 1 more round
Matezoide sends out pokemon and orders
Eternal Drifter orders
I ref
 
#16
Silly Akela, this a 2 vs 2 :P

PS: Guess i mis-calculated the damage Banette would suffer :(

PSS: Theres just 1 Trick-Room round left.





N....o....

The Bannete falls, battered and beaten, Chuck is barely able to think, as the demon lord comes closer.




I am...weak....i have.....failled.....



"..........''

And suddenly, Chuck is teleported to an unknown location. The Spiritomb turns to leave, but.....




ENOUGH!


The Crawdaunt leaves his hiding spot to engage Itsumo, Rob could not control his anger anymore
. His trainer decided to let him do the talking.



Now hear me, ''Lemon Lord'', i dont care who you are or what you want. I know Chuck hasnt been himself later, but he is my friend!

Rob's short speech is cut short when he takes another look at Itsumo's servants. The Smeargle was completely unknown to him, but the Persian....Rob finally recognized her.


No.....Fern.....

Even though they barely knew each other, Rob always had a great memory. He knows he fought Fern in the past, and quickly realises how much she changed. Her innocent eyes. Her happiness. It was all gone. He could see nothing but rage and pain in her eyes. Just what happened to her?


Is this....what you do?....


I dont care....how much it takes....i WILL STOP YOU, ITSUMO! I WILL NEVER ALLOW YOU TO CORRUPT CHUCK'S SOUL!


Rob feels immense adrenaline run through his body and immediately attacks the weakened demon.


Crabhammer -> Crunch -> Crabhammer


If you are burned AND you are not taunted, use Rest that action and change the following actions to Sleep-Talk (Crunch, Waterfall, Crabhammer, Payback)
If Itsumo has Double-Team clones up when you would attack, use Rock-Slide that action the first time and Surf the second.
 
#17
Meanwhile, in a distant area...

What... no... an ally unforseen?!? This disaster-

Unmei's Future Sight backfired and turned on herself!

Oh cr-

Unmei fainted!

Back at the battle...

"...Fool. You cannot defeat me, only delay me! Take this gift!"

Itsumo:
Action 1: Destiny Bond
Action 2: Facade
Action 3: Sucker Punch
 
#18
Bench:

????
???|???


Banette
-1|28
Status: KO

Active:

Demon Lord Itsumo the Spiritomb
28|37
Status: 1 KOC
Badly Poison (3 DPA)



Crawdaunt
100|100

Trick Room for 1 round

Action 1
Spiritomb's Destiny Bond
EN Check: 15

Crawdaunt's Crabhammer
Crit Check (1250): 7016 (NO)
Damage: (9 + 3 + 2 + 8.5 - 7.5) = 15
EN Check: 7 + 2 - 1 = 8

-3 HP Spiritomb

Action 2
Spiritomb's Facade
Damage: (14 + 4.5 - 4.5) = 14
EN Check: 8

Crawdaunt's Crunch
Crit Check (625): 8361 (NO)
Effect Chance (2000): 8565 (NO)
Damage: (8 + 3 + 2 + 8.5 - 7.5) = 14
EN Check: 6 + 2 - 1 = 7

Spiritomb takes Crawdaunt down with it
Damage: 30


Demon Lord Itsumo the Spiritomb
HP: 28 - (15 + 3 + 14) = -4
EN: 37 - (15 + 8) = 14
Status: 1 KOC
KO

Crawdaunt
HP: 100 - (14 + 30) = 56
EN: 100 - (8 + 7) = 85
Status: 1 KOC



Demon Lord Itsumo the Spiritomb
-4|14
Status: 1 KOC
KO



Crawdaunt
56|85
Status: 1 KOC

Eternal Drifter sends out and orders
Matezoide orders
I ref
 
#19

"...Kekekeke... you've sealed your own doom..."


Fern the Persian, Betrayer of the Light with Amulet Coin:
Action 1: Retaliate
Action 2: Shock Wave
Action 3: Retaliate

IF Protective/Evasive action ordered successfully, Feint and push actions back.
IF Double Team ordered, use Shock Wave next action.


Oh dear... this is not going to please the Seer of Fate.
 
#20
Oh, forgot to say. Crawdaunt gets an Exp.Share.


*Pant* *Pant*....she didnt even....care for what i said....what is going on here....



Waterfall -> Superpower -> Superpower



Meanwhile, the Voodoom watches




........


The Voodoom realises the time has come. He sits down and closes his eyes in meditation. As the Crawdaunt faces a Persian, he manages to track down where Chuck was taken.




I am not sure what i can do....but i have to try....


The Voodoom takes off, running at high speed, as doubt and fear fills his heart

 
#21
Bench:

Demon Lord Itsumo the Spiritomb
-4|14
Status: 1 KOC
KO



Banette
-1|28
Status: KO

Active:

Persian
100|100



Crawdaunt
56|85

Action 1
Persian's Retaliate
Damage: (14 + 3 + 4.5 - 4.5) = 17
EN Check: 8 - 1 = 7

Crawdaunt's Waterfall
Crit Check (625): 6650 (NO)
Damage: (8 + 3 + 2 + 8.5 - 3) = 18.5
EN Check: 6 - 1 = 5

Action 2
Persian's Shock Wave
Damage: (6 * 1.5 + 4.5 - 3) * 1.5 = 15.75
EN Check: 4 + 1 = 5

Crawdaunt's Superpower
Crit Check (625): 7083 (NO)
Damage: (12 + 8.5 - 3) * 1.5 = 26.25
EN Check: 8

Action 3
Persian's Retaliate
Damage: (14 + 3 + 4.5 - 4.5) + 2 = 19
EN Check: 8 - 1 = 7

Crawdaunt's Superpower
Crit Check (625): 7894 (NO)
Damage: (12 + 8.5 - 3) * 1.5 - 2 = 24.25
EN Check: 8 + 4 = 12


Persian
HP: 100 - (18.5 + 26.25 + 24.25) = 31
EN: 100 - (7 + 5 + 7) = 79
Status: 1 KOC

Crawdaunt
HP: 56 - (17 + 15.75 + 19) = 4.25
EN: 85 - (5 + 8 + 12) = 60
Status: 1 KOC
KO


Bench:

Demon Lord Itsumo the Spiritomb
-4|14
Status: 1 KOC
KO



Banette
-1|28
Status: KO

Active:

Persian
31|81



Crawdaunt
4|60
Status: -2 ATK, -2 DEF

You guys order
I fuck up reffing
I redo reffing
 
#22
You forgot the second Superpower :P



Despite the heavy injures, the Crawdaunt stood up. Even though victory seemed impossible, giving up was just not an option.



.......



Endure -> Superpower -> Superpower
 
#23
(Superpower lowers the user's attack and defense by one stage each, so Fern should have inflicted a little more damage and taken a little less damage...)

"Play cleverly, my servant..."

Fern the Persian, Betrayer of the Light:
Action 1: Pay Day
Action 2: Fake Out
Action 3: Protect

"Now... where is the one who sought me out? I wish to speak with them..."

Not as planned... Not as planned... he isn't supposed to gain that servant!
 
#24
Bench:

Demon Lord Itsumo the Spiritomb
-4|14
Status: 1 KOC
KO



Banette
-1|28
Status: KO

Active:

Persian
31|81



Crawdaunt
4|60
Status: -2 ATK, -2 DEF

Action 1
Crawdaunt's Endure
EN Check: 15

Persian's Pay Day
Damage: (4 * 1.5 + 3 + 4.5 - 4.5) + 4 = 13
EN Check: 3 + 1 - 1 = 3

Action 2
Persian's Fake Out
EN Check: 4 - 1 = 3

Crawdaunt flinched

Action 3
Persian's Protect
EN: 7 + 22.25/2.5 - 1 = 14.9

Crawdaunt's Superpower
Crit Check (625): 6965 (NO)
-I-Damage: (12 + 8.5 - 3) * 1.5 - 4 = 22.25
EN Check: 8


Persian
HP: 31
EN: 79 - (3 + 3 + 14.9) = 58.1
Status: 1 KOC

Crawdaunt
HP: 4 - 3 = 1
EN: 60 - (15 + 8) = 37
Status: 1 KOC
KO

Bench:

Demon Lord Itsumo the Spiritomb
-4|14
Status: 1 KOC
KO



Banette
-1|28
Status: KO

Active:

Persian
31|58
Stats:


Crawdaunt
1|37
Status: 1 KOC

order
ref
 
#25
(Endure is +4 Priority, meaning Rob endures the hits... still... I win this round anyway...

Thank you for reffing this match, akela. You have worked hard reffing over the last few days, and deserve your prize. I especially thank you for reffing this story-driven battle between myself and Matezoide.)

Fern:
Action 1: Fake Out
Action 2: Fake Out
Action 3: Fake Out

IF Protect is used, use Feint.


"Well done, my servant... now... where's that ghost..."

The Spiritomb looks around, regaining its strength, before noticing the Voodoom in the shadows.

"You are not wanted here... begone... ah... there we go... Chuck, is it? Would you like power? Would you like to weild the might of the demons? Come with me... there are a few I need to reveal to you that can get in my way... and you could provide the perfect distraction..."

Itsumo drifts out of the area, with Fern the Persain scooping up a small pile of gold before following.

A few minutes later, regardless whether or not Chuck follows, a Smeargle steps out of the shadows and over to Rob, waving its tail at him.

Hey... hey... Hey, listen! Wake up! This is bad! The Agents of Fate need help to set the stories right. And if you think Itsumo is bad... do you think he's the only Demon Lord? I count at least two, and that's just the confirmed!