Completed The Royal Guard VS. Deck Knight (Ref: Wolfe)

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#1
Heaven or Hell...

Thick gusts of wind vibrate harmoniously through a massive glass dome. Much of the dome consists of nothing more of pure, clear air giving to perfect visibility. There is a healthy amount of vegetation and water at the ground, yet the air currents cause them to sway along with the wind. The sun's rays rain upon the dome's surface, showering the insides with a dazzling away of colors. However, thick storm clouds also approach on the horizon; both sun and rain a precursor of events to come.

RULES
Battle Type: 3v3 NFE Doubles
DQ Time: 3 Days (72 hour period)
Restoration: Infinite Recoveries/Infinite Chills
Substitutions: One
Switch: OK
Items: Training
Abilities: All
Music: Bastion - Brusher Patrol
Arena: Ethereal Dome

Ethereal Dome:
Welcome to the Ethereal Dome! In this Arena Those that take to the skies have a decent advantage, while those stuck to the earth have a harder time fighting. Inside the dome, we have a lake that is 100 feet by 100 feet, with a small island in the middle that is 25 by 30 and raises 20 feet out of the water. Around the edge of the arena there are extremely jagged rocks useful for decoration or attacking. The ground is made up of two thirds thick, short, soft grass and one third is soft earth easy for digging. But the real action is up in the air. The Dome has a special sphere that allows air currents to be created and they tend to favor those using bird pokemon(mind that people, bird not flying). and will the manager will create air currents making some flying type attacks hit more accurately and harder(Resulting in an increase to Fly, Bounce, Sky Drop, Aerial Ace, Wing Attack, High Jump Kick, really any moves that require that you take to the air). They also enjoy making a bit of rain, or sun for the birds to revel in.

Summary
-Lake with island in the middle
-Jagged rocks surronding the arena
-Dig takes 2 less energy to do
-Earthquake loses 2 BAP
-Moves that require you to take flight or to the air have their BAP increased by 2 and their accuracy increased by 10%
-25% chance of Rain or Sun being created 50% they leave it alone


The Royal Guard
OOO

Piplup (Azorius) Male
Nature: Modest
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Torrent:
Type: 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)
Defiant: (Dreamworld)
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.


Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13


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



Attacks:(14)

Bide
Bubble
Bubble Beam
Fury Attack
Growl
Peck
Pound
Water Sport

Agility
Aqua Ring
Yawn

Ice Beam
Rain Dance
Toxic


<Zell>[Luxio] [Male]
Nature: Jolly(+Speed -Special Attack)
Type: Electric
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:
Rivalry: Innate

This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Intimidate:Can be Activated

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Guts: Innate
DW LOCKED:
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.



Luxio
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 69(+) (+8% Accuracy/Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 14



EC:6/9
MC:0
DC:3/5

Moves:(25)

Bite
Charge
Crunch
Discharge
Leer
Roar
Scary Face
Spark
Swagger
Tackle
Thunder Fang
Wild Charge

Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack

Double Team
Light Screen
Protect
Roar
Snarl
Thunder Wave
Toxic


Frillish (Zheslid) Male
Nature:Modest
Type: Water/Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb:(Innate)
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Cursed Body:(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.

Damp:(DW LOCKED)(Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.



Stats:
Frillish
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14


EC: 1/6
MC: 0
DC: 1/5

Attacks: (16)
Absorb
Brine
Bubble
BubbleBeam
Hydro Pump
Night Shade
Recovery
Water Pulse
Water Sport
Water Spout

Acid Armor
Confuse Ray
Pain Split

Protect
Taunt
Toxic

VS.

Deck Knight
OOO

Monohm(*) [Hi Jack!] (M)
Nature: Sassy (+1 SpD; Divides Base Speed by 1.15, Evasion -10)

Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 52 (60 / 1.15v) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

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).

Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Twister(*)
Slack Off
Hurricane

Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Spark (*)

Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)


Swinub [Tusk] (Female)
Nature: Hasty (+15% Spe, +12% Acc; -1 Def)

Type:
Ice: 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.
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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (50 * 1.15^) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind

Body Slam
Icicle Crash
Stealth Rock

Roar
Reflect
Rock Slide


Phanpy [Wheel of Fortune] (F)

Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)

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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (40 * 1.15^) (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC: 1 / 6
MC: 0
DC: 1 / 5

Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
Sand Veil (DW) (Locked): (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.

Attacks:
Odor Sleuth
Tackle
Growl
Defense Curl
Flail
Take Down
Rollout
Natural Gift
Slam
Double-Edge

Body Slam
Counter
Head Smash

Earth Power

Double Team
Roar
Rock Slide


The Royal Guard sends out first and equips items.
Deck Knight sends out after, equips items, and attacks first.
The Royal Guard attacks after.
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#3
Let's get this party started right.


Go, Hi Jack! and Tusk!

Let's begin be setting up for the long haul.

Tusk, lead with Icy Wind to slow down our two friends. Follow up with Reflect, and finish with a Mud Bomb aimed at Luxio.

If Luxio uses Protect on itself A1, use Reflect A1, then Icy Wind A2 and Mud Bomb A3.

Hi Jack! Time to get in the action. Begin by setting Tusk up for victory by Bodyblocking it against Frillish's attacks. Then follow up with Thunderbolt aimed at Frillish and Twister.

If Frillish uses Water Spout A1, use Thunderbolt on it A1, then Twister, and finish with Spark on Frillish.

Tusk: Icy Wind ~ Reflect ~ Mud Bomb (Luxio)

If Luxio uses Protect on itself A1, Reflect ~ Icy Wind ~ Mud Bomb (Luxio).

Hi Jack!: Bodyblock Tusk ~ Thunderbolt (Frillish) ~ Twister

If Frillish uses Water Spout A1, Thunderbolt (Frillish) ~ Twister ~ Spark (Frillish)
 
#4
Ok I thought this out and HOPEFULLY I'm well looked after, with that said...



"EN GARDE!"

Zell take that first action and Bite that dragon with a bit of a freezing touch...Then you are going support, use Helping Hand twice to give Zheslid a "hand"(look at me being punny)

Zheslid that first action we can't really do anything with that so I'm going to have you throw a Confuse Ray at Jack, followed by a Hydro Pump barrage at that little piggie!

Zell:Ice Fang(Monohm)-Helping Hand Zheslid twice

Zheslid: Confuse Ray (Monohm)-Hydro Pump (Swinub) twice
 
#5
Kevin, your Luxio's Rivalry description is slightly out of date - it now affects all Pokemon of the same gender and is no longer just restricted to his egg group. Also, I'm not sure exactly how this arena benefits bird Pokemon specifically. Should I give those attack bonuses only to bird Pokemon?

Music
: Bastion - Brusher Patrol

DUEL 1! LET'S ROCK!

After Zell unnerves his opponents, he leaps up with frightening agility and clamps his fangs deep into Jack's soft fur. Thankfully, Tusk blows off the Luxio with a blast of icy wind that also chills Zheslid to his scales. Shaking off the frost, the Frillish hallucinates Jack's mind and invigorates himself through Zell's encouragement. While Tusk throws up a powerful wall and Jack electrocutes the Frillish, Zheslid fires a massive stream of water soaking the Swinub to the core. Zell cheers up his ally again, however Tusk spits a glob of mud right in the Luxio's face, while Jack sends both Zell and Zheslid flying. As both Zell and Zheslid crash on their heads, the water prince loses his enthusiasm and focus.

Speed order:
Luxio (69) > Swinub (58) > Monohm (52) > Frillish (40)

Luxio's Intimidate cuts Monohm's Attack to -1!
Luxio's Intimidate cuts Swinub's Attack to -1!

Action 1
-Luxio used Ice Fang on Monohm!
To critical (<=625): 3273 (No)
To freeze (<=1000): 7194 (No)
To flinch (<=1000): 9722 (No)
Static check (<=3000): 7298 (Pass)
Damage: 13.5
Energy: -5

-Swinub used Icy Wind!
To critical Luxio (<=625): 4060 (No)
Damage on Luxio: 7.5
Luxio's Speed fell to -1!
To critical Frillish (<=625): 4674 (No)
Damage on Frillish: 4.02
Frillish's Speed fell to -1!
Energy: -4

-Monohm throws itself in front of Swinub!
Energy: -5

-Frillish used Confuse Ray on Monohm!
Confusion check (1-3): 1 (Slight)
Monohm is confused! (2 actions)
Energy: -4

Speed order:
Swinub (58) > Monohm (52) > Luxio (39) > Frillish (23)

Action 2
-Luxio used Helping Hand on Frillish!
Luxio is ready to help Frillish!
Energy: -16
-Swinub used Reflect!
Swinub's team gained armor!
Energy: -8

-Monohm is confused!
Confusion check (1-2): 1 (Pass)
Monohm used Thunderbolt on Frillish!
To critical (<=625): 989 (No)
To paralyze (<=1000): 7174 (No)
Cursed Body check (<=3000): 4340 (Pass)
Damage: 19.5
Energy: -6

-Frillish used Hydro Pump on Swinub!
To hit (<=8000): 5747 (Yes)
Damage: 45
Energy: -7

Action 3
-Luxio used Helping Hand on Frillish!
Luxio is ready to help Frillish!
Energy: -20

-Swinub used Mud Bomb at Luxio!
To hit (<=9700): 4951 (Yes)
To critical (<=625): 2665 (No)
To lower accuracy (<=3000): 9336 (No)
Damage: 15
Energy: -4

-Monohm is confused!
Confusion check (1-2): 1 (Pass)
Monohm used Twister!
To critical Luxio (<=625): 4373 (No)
To flinch Luxio (<=2000): 4773 (No)
Damage on Luxio: 5.5
To critical Frillish (<=625): 4700 (No)
To flinch Frillish (<=2000): 961 (Yes)
Damage on Frillish: 6
Energy: -2

-Frillish flinched!

Arena check (1-4): 3 (Nothing)

Damage taken:
Luxio: 7.5 from A1 + 20.5 from A3 = 28
Frillish: 4.02 from A1 + 19.5 from A2 + 6 from A3 = 29.52 ~ 30
Monohm: 13.5 from A1 = 13.5 ~ 14
Swinub: 45 from A2 = 45

Energy used:
Luxio: 5 from A1 + 16 from A2 + 20 from A3 = 41
Frillish: 4 from A1 + 7 from A2 = 11
Monohm: 5 from A1 + 6 from A2 + 2 from A3 = 13
Swinub: 4 from A1 + 8 from A2 + 4 from A3 = 16

HP left:
Luxio: 100 - 28 = 72
Frillish: 90 - 30 = 60
Monohm: 90 - 14 = 76
Swinub: 90 - 45 = 45

Energy left:
Luxio: 100 - 41 = 59
Frillish: 100 - 11 = 89
Monohm: 100 - 13 = 87
Swinub: 100 - 16 = 84

Stat modifiers:
Luxio: -1 Spd (Will rise to 0 at end of R2)
Frillish: -1 Spd (Will rise to 0 at end of R2)
Monohm: -1 Att (Perm)
Swinub: -1 Att (Perm)

Rewards:
The Royal Guard: 3 CC
Zell the Luxio: 1 EC, 3 MC, 1 DC
Zheslid the Frillish: 1 EC, 2 MC, 1 DC
Deck Knight: 2 CC
Hi Jack! the Monohm: 1 EC, 2 MC, 1 DC
Tusk the Swinub: 1 EC, 2 MC, 1 DC
TheWolfe: 7 UC


The Royal Guard
OOO

Zell (M) / Zheslid (M)
HP
: 72 / 60
EN: 59 / 89
Item: EXP. Share / Amulet Coin
Effects: -1 Spd (39) / -1 Spd (23)
Team Effects: Nothing
Status: OK! / OK!

VS.

Deck Knight
OOO

Hi Jack! (M) / Tusk (F)
HP
: 76 / 45
EN: 87 / 84
Item: Nothing / Nothing
Effects: -1 Att, Confused (0a) / -1 Att
Team Effects: Reflect (4a)
Status: OK! / OK!

Arena: Ethereal Dome

The Royal Guard attacks first or switches.
Deck Knight attacks after.

 
#6


"All right, great job you two. Neverminding the flinch we did some great damage this round. Zheslid, take a quick break and let Azorius take your place.

-------------------------------- >


Counterswitch Deck?
 
#8
Azorius: Bubble Beam-Agility(increase Speed)-Bubble Beam All on Swinub
If your target is under the effect of a protective/evasive move then Ice Beam Hi Jack

Zell:Helping Hand(Azorius)-Chill-Light Screen

Sorry I knew you needed to target it(I blame ordering in the morning
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#9
Alright team, time to get busy.

Let's begin with a little more hazardous play.

Hi Jack! use Twister to strike both of your foes again, then blast Azorious with multiple Thunderbolts

Twister ~ Thunderbolt (Azorious) ~ Thunderbolt (Azorious)

Tusk, join in on the flinching fun with Rock Slide, then set up Stealth Rock and Roar Azorious away.

Rock Slide ~ Stealth Rock ~ Roar (Azorious)
 
#13
Music: Bastion - Brusher Patrol

DUEL 2! LET'S ROCK!

Zell cheers on Azorius, however a quick barrage of stones and violent twisters stuns the Piplup. While Tusk draws out several jagged stones around Zell and Azorius, Jack electrocutes the Piplup for massive damage. Meanwhile, Azorius builds up his speed by darting around the sides of the glass dome and successfully takes a clear shot at Tusk with a rapid spray of bubbles. Jack answers Azorius with another Thunderbolt. Zell quickly throws up a clear dome surrounding himself and Azorius, however Tusk sends the Piplup reeling with a mighty bellow. As Azorius flees in fear, Zheslid hurries back out only to eat a wall of stones.

Speed order:
Swinub (58) > Monohm (52) > Piplup (40) > Luxio (39)

Action 1
-Luxio used Helping Hand on Piplup!
Luxio is ready to help Piplup!
Energy: -19

-Swinub used Rock Slide!
To critical Luxio (<=625): 8552 (No)
Damage on Luxio: 4.25
To critical Piplup (<=625): 4141 (No)
To flinch Piplup (<=3000): 6347 (No)
Damage on Frillish: 4.25
Energy: -6

-Monohm snapped out of confusion!
Monohm used Twister!
To critical Luxio (<=625): 8623 (No)
Damage on Luxio: 5.5
To critical Piplup (<=625): 4396 (No)
To flinch Piplup (<=2000): 1144 (Yes)
Damage on Piplup: 7.5
Energy: -6

-Piplup flinched!

Action 2
-Swinub used Stealth Rock!
Pointed stones floated around Luxio and Piplup!
Energy: -12

-Monohm used Thunderbolt on Piplup!
To critical (<=625): 1995 (No)
To paralyze (<=1000): 1816 (No)
Damage: 21.75
Energy: -6

-Piplup used Agility!
Piplup's Speed sharply rose to +2! (140)
Energy: -7

-Luxio chilled out!
Energy: +12

Speed order:
Piplup (140) > Swinub (58) > Monohm (52) > Luxio (39)

Action 3
-Piplup used Bubblebeam on Swinub!
To critical (<=625): 3789 (No)
To lower Speed (<=1000): 7210 (No)
Damage: 19.5
Energy: -4

-Monohm used Thunderbolt on Piplup!
To critical (<=625): 2795 (No)
To paralyze (<=1000): 6114 (No)
Damage: 21.75
Energy: -10

-Luxio used Light Screen!
Luxio's team is protected against special attacks!
Energy: -8

-Swinub used Roar on Piplup!
Piplup fled in fear!
Energy: -7
Frillish was dragged out!
Pointed stones dug into Frillish! (-12 HP)

Luxio's Speed rose to 0! (69)

Arena check (1-4): 3 (Nothing)

Damage taken:
Luxio: 9.75 from A1 = 9.75 ~ 10
Piplup: 11.75 from A1 + 21.75 from A2 + 21.75 from A3 = 55.25 ~ 55
Frillish: 12 from A3 = 12
Monohm: 0
Swinub: 19.5 from A3 = 19.5 ~ 20

Energy used:
Luxio: 19 from A1 - 12 from A2 + 8 from A3 = 15
Piplup: 7 from A2 + 4 from A3 = 11
Frillish: 0
Monohm: 6 from A1 + 6 from A2 + 10 from A3 = 22
Swinub: 6 from A1 + 12 from A2 + 7 from A3 = 25

HP left:
Luxio: 72 - 10 = 62
Piplup: 90 - 55 = 35
Frillish: 60 - 12 = 48
Monohm: 76
Swinub: 45 - 20 = 25

Energy left:
Luxio: 59 - 15 = 44
Piplup: 100 - 11 = 89
Frillish: 89
Monohm: 87 - 22 = 65
Swinub: 84 - 25 = 59

Stat modifiers:
Luxio: Nothing
Frillish: Nothing
Monohm: -1 Att (Perm)
Swinub: -1 Att (Perm)

Rewards:
The Royal Guard: 3 CC
Zell the Luxio: 1 EC, 3 MC, 1 DC
Zheslid the Frillish: 1 EC, 2 MC, 1 DC
Azorius the Piplup: 1 EC, 2 MC, 1 DC
Deck Knight: 2 CC
Hi Jack! the Monohm: 1 EC, 2 MC, 1 DC
Tusk the Swinub: 1 EC, 2 MC, 1 DC
TheWolfe: 7 UC


The Royal Guard
OOO

Zell (M) / Zheslid (M)
HP
: 62 / 48
EN: 44 / 89
Item: EXP. Share / Amulet Coin
Effects: Nothing / Nothing
Team Effects: Light Screen (5a), Stealth Rock
Status: OK! / OK!
HP: 35 / EN: 89 / Item: Nothing / Status: OK!


VS.

Deck Knight
OOO

Hi Jack! (M) / Tusk (F)
HP
: 76 / 25
EN: 65 / 59
Item: Nothing / Nothing
Effects: -1 Att / -1 Att
Team Effects: Reflect (1a)
Status: OK! / OK!
HP: 100 / En: 100 / Not equipped / Status: OK!



Arena: Ethereal Dome

Deck Knight attacks first or switches.
The Royal Guard attacks after.
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#14
I'll keep my crew around. I have much to do.

Hi Jack! start with another Twister, then follow up with Charge, then Thunderbolt on Frillish.

If Frillish uses Taunt on you before you can Charge, use Spark in its place.

Tusk, begin by bracing yourself with Endure, then Roar at each of your foes, starting with Frillish, then Luxio. If Frillish uses Taunt on you, change any remaining Roar action to Icy Wind first, followed by Rock Slide.

Hi Jack!: Twister ~ Charge ~ Thunderbolt (Frillish)

IF Frillish successfully uses Taunt on you before you can Charge, use Spark.

Tusk: Endure ~ Roar (Frillish) ~ Roar (Luxio)

IF Frillish sucessfully uses Taunt on you, change remaining Roar actions to Icy Wind first, then Rock Slide.
 
#16
Music: Bastion - Brusher Patrol

DUEL 3! LET'S ROCK!

As Tusk braces for the worst, Zell realizes too late the futility of throwing up another Light Screen. At least the protective shell buffers Jack's Twister. Zheslid answers Tusk's defense with a choking poison.

While Zell decides to take a break, Jack gathers all the electrical energy he can muster. Although Zheslid's corrosive jet stream did little to pierce Tusk's endurance allowing the Swinub to release one last bellowing cry, the poisons finish the job.

Zell leaps and sinks his fangs into Jack's fur and the Monohm lets off a powerful shock upon the hapless Zheslid. However, the Frillish is ready for this and siphons out Jack's vitality. Unfortunately, the intimidation is too much for Zheslid and he flees in fear, forcing Azorius to come in and eat a wall of stones.

Speed order:
Luxio (69) > Swinub (58) > Monohm (52) > Frillish (40)

Action 1
-Swinub used Endure!
Swinub braced itself!
Energy: -15

-Luxio used Light Screen!
But it failed!
Energy: -12

-Monohm used Twister!
To critical Luxio (<=625): 3719 (No)
Damage on Luxio: 3.5
To critical Frillish (<=625): 737 (No)
To flinch Frillish (<=2000): 4261 (No)
Cursed Body check (<=3000): 7134 (Pass)
Damage on Frillish: 4
Energy: -2

-Frillish used Toxic on Swinub!
To hit (<=9000): 4406 (Yes)
Swinub is badly poisoned!
Energy: -7

Swinub is hurt by poison! (-1 HP)

Action 2
-Luxio chilled out!
Energy: +12

-Monohm used Charge!
Monohm's Special Defense rose to +1!
Energy: -7

-Frillish used Brine on Swinub!
To critical (<=625): 6679 (No)
Damage: 28.5
Energy: -7
Swinub endured the hit!

-Swinub used Roar on Frillish!
Frillish cowered in fear!
Energy: -7

Swinub is hurt by poison! (-1 HP)

Swinub fainted!

Action 3
-Luxio used Bite on Monohm!
To critical (<=625): 8022 (No)
Static check (<=3000): 9102 (No)
Damage: 8
Energy: -4

-Monohm used Thunderbolt on Frillish!
To critical (<=625): 6559 (No)
To paralyze (<=1000): 8131 (No)
Cursed Body check (<=3000): 5355 (Pass)
Damage: 19.05
Energy: -6

-Frillish used Pain Split on Monohm!
The battlers shared the pain!
Energy: -20.33

Piplup was dragged out!
Pointed stones dug into Piplup! (-12 HP)

Arena check (1-4): 4 (Nothing)

Damage taken:
Luxio: 3.5 from A1 = 3.5 ~ 4
Frillish: 4 from A1 - 2.45 from A3 = 1.55 ~ 2
Piplup: 12 from A3 = 12
Monohm: 29.5 from A3 = 30
Swinub: 1 from A1 + 29.5 from A2 = 30.5 ~ 31

Energy used:
Luxio: 12 from A1 - 12 from A2 + 4 from A3 = 4
Frillish: 7 from A1 + 7 from A2 + 20.33 from A3 = 34.33 ~ 34
Monohm: 2 from A1 + 7 from A2 + 6 from A3 = 15
Swinub: 15 from A1 + 7 from A2 = 22

HP left:
Luxio: 62 - 4 = 58
Frillish: 48 - 2 = 46
Piplup: 35 - 12 = 23
Monohm: 76 - 30 = 46
Swinub: 25 - 31 = -6

Energy left:
Luxio: 44 - 4 = 40
Frillish: 89 - 34 = 55
Monohm: 65 - 15 = 50
Swinub: 59 - 22 = 37

Stat modifiers:
Luxio: Nothing
Frillish: Nothing
Monohm: -1 Att (Perm)
Swinub: -1 Att (Perm)

Rewards:
The Royal Guard: 3 CC
Zell the Luxio: 1 EC, 3 MC, 1 DC
Zheslid the Frillish: 1 EC, 2 MC, 1 DC, 1 KO Counter
Azorius the Piplup: 1 EC, 2 MC, 1 DC
Deck Knight: 2 CC
Hi Jack! the Monohm: 1 EC, 2 MC, 1 DC
Tusk the Swinub: 1 EC, 2 MC, 1 DC
TheWolfe: 7 UC


The Royal Guard
OOO

Zell (M) / Azorius (M)
HP
: 58 / 23
EN: 40 / 89
Item: EXP. Share / Nothing
Effects: Nothing / Nothing
Team Effects: Light Screen (2a), Stealth Rock
Status: OK! / OK!
HP: 46 / EN: 55 / Item: Amulet Coin / Status: OK!


VS.

Deck Knight
OxO

Hi Jack! (M) / Tusk (F)
HP
: 46 / 0
EN: 50 / 37
Item: Nothing / Nothing
Effects: -1 Att, Charge (4a) / Nothing
Team Effects: Nothing
Status: OK! / FNT
HP: 100 / En: 100 / Not equipped / Status: OK!



Arena: Ethereal Dome

Deck Knight sends in first and equips an item.
The Royal Guard attacks first or switches.
Deck Knight attacks after.
 
#18
Azorius: Ice Beam Hi Jack-BubbleBeam Wheel of Fortune-Bubblebeam Wheel of Fortune
If targeted by a damaging electric move then Agilidodge

Zell:Ice Fang Hi Jack- Ice Fang Hi Jack-Crunch Hi-Jack
If your target is under the effect of a protective/evasive move then Chill

Sorry just came from ordering in a triples
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#19
Time to exploit our foe's foolishness.

Hi Jack!, begin with an all-out assault on Azorius. Use Thundershock, then Spark to trigger a second (failing) Agilidodge), and finish with Slack Off.

Wheel of Fortune, use Body Slam on Luxio to try and paralyze it, and follow up with Roar on Piplup and Earth Power on Luxio. Piplup will be unable to re-enter the battle, and Zhelsid will take SR damage. If the first Body Slam fails to paralyze Luxio, try it again on action 3.

Hi Jack!: Thundershock (Piplup) ~ Spark (Piplup) ~ Slack Off

Wheel of Fortune: Body Slam (Luxio) ~ Roar (Piplup) ~ Earth Power (Luxio)
IF the first Body Slam fails to paralyze Luxio, use Body Slam (Luxio) A3
 
#21
Music: Bastion - Brusher Patrol

DUEL 4! LET'S ROCK!

After Jack shakes off Zell clamping down on his cottony fur, he feints Azorius with a weak electrical shock. The fresh Wheel of Fortune curls herself in a tight ball and drops herself on the Luxio.

Zell clamps down upon Jack a second time, however the Monohm's body sparks violently and paralyzes the Luxio! Now, Jack releases a much stronger electrical attack at the Piplup, only this time Azorius stumbles over and takes the full brunt. To make matters worse, Fortune bellows a mighty war cry sending the Piplup cowering behind the freshly paralyzed Zell.

With no fear of retribution, Jack relaxes himself while Fortune crushes Zell with her body. Azorius manages to let off one last Bubblebeam before retreating into his Pokeball and Zell is still determined as ever to chip away at the Monohm. As Zheslid is dragged back in, the Frillish is starting to feel the pinch as the jagged stones are becoming an unfortunately familiar sight. Now, the dome clouds up and a savage downpour begins.

Speed order:
Luxio (69) > Monohm (52) > Phanpy (46) > Piplup (40)

Action 1
-Piplup used Agility!
Energy: -7

-Luxio used Ice Fang on Monohm!
To critical (<=625): 2372 (No)
To freeze (<=1000): 8573 (No)
To flinch (<=1000): 9215 (No)
Static check (<=3000): 9402 (Pass)
Damage: 13.5
Energy: -5

-Monohm used Thundershock on Piplup!
Piplup evaded the attack!
Energy: -2

-Phanpy used Body Slam on Luxio!
To critical (<=625): 3026 (No)
To paralyze (<=3000): 4351 (No)
Damage: 9
Energy: -6

Action 2
-Piplup used Agility!
But it failed!
Energy: -11

-Luxio used Ice Fang on Monohm!
To critical (<=625): 2228 (No)
To freeze (<=1000): 5308 (No)
To flinch (<=1000): 8801 (No)
Static check (<=3000): 561 (Fail)
Damage: 13.5
Energy: -9
Monohm's Static paralyzed Luxio! It may not move! (20%)

-Monohm used Spark on Piplup!
To critical (<=625): 5001 (No)
To paralyze (<=3000): 4380 (No)
Damage: 19.5
Energy: -4

-Phanpy used Roar on Piplup!
Piplup cowered in fear!
Energy: -7

Speed order:
Monohm (52) > Phanpy (46) > Piplup (40) > Luxio (17)

Action 3
-Monohm used Slack Off!
Monohm regained health! (+20 HP)
Energy: -11

-Phanpy used Body Slam on Luxio!
To critical (<=625): 1780 (No)
Damage: 9
Energy: -6

-Piplup used Bubblebeam on Phanpy!
To critical (<=625): 4315 (No)
To lower Speed (<=1000): 2970 (No)
Damage: 19.5
Energy: -4

-Luxio used Crunch on Monohm!
To critical (<=625): 9764 (No)
To lower Defense (<=2000): 452 (Yes)
Damage: 10
Energy: -6
Monohm's Defense fell to -1!

Frillish was dragged out!
Pointed stones dug into Frillish! (-12 HP)
Luxio's paralysis fell to 15%!
Monohm's Special Defense fell to 0!

Arena check (1-4): 1 (Rain)
It started to rain!

Damage taken:
Luxio: 9 from A1 + 9 from A3 = 18
Piplup: 19.5 from A2 = 19.5 ~ 20
Frillish: 12 from A3 = 12
Monohm: 13.5 from A1 + 13.5 from A2 - 10 from A3 = 17
Phanpy: 19.5 from A3 = 19.5 ~ 20

Energy used:
Luxio: 5 from A1 + 9 from A2 + 6 from A3 = 20
Piplup: 7 from A1 + 11 from A2 + 4 from A3 = 22
Monohm: 2 from A1 + 4 from A2 + 11 from A3 = 17
Phanpy: 6 from A1 + 7 from A2 + 6 from A3 = 19

HP left:
Luxio: 58 - 18 = 40
Piplup: 23 - 20 = 3
Frillish: 46 - 12 = 34
Monohm: 46 - 17 = 29
Phanpy: 100 - 20 = 80

Energy left:
Luxio: 40 - 20 = 20
Piplup: 89 - 22 = 67
Monohm: 50 - 17 = 33
Phanpy: 100 - 19 = 81

Stat modifiers:
Luxio: Nothing
Piplup: Nothing
Monohm: -1 Att (Perm), -1 Def (Will rise to 0 at end of R6)
Phanpy: Nothing

Rewards:
The Royal Guard: 3 CC
Zell the Luxio: 1 EC, 3 MC, 1 DC
Zheslid the Frillish: 1 EC, 2 MC, 1 DC, 1 KO Counter
Azorius the Piplup: 1 EC, 2 MC, 1 DC
Deck Knight: 2 CC
Hi Jack! the Monohm: 1 EC, 2 MC, 1 DC
Tusk the Swinub: 1 EC, 2 MC, 1 DC
Wheel of Fortune the Phanpy: 1 EC, 2 MC, 1 DC
TheWolfe: 7 UC


The Royal Guard
OOO

Zell (M) / Zheslid (M)
HP
: 40 / 34
EN: 20 / 55
Item: EXP. Share / Amulet Coin
Effects: Nothing / Nothing
Team Effects: Stealth Rock
Status: PRZ (15%) / OK!
HP: 3 / EN: 67 / Item: Nothing / Status: OK!


VS.

Deck Knight
OxO

Hi Jack! (M) / Wheel of Fortune (F)
HP
: 29 / 80
EN: 33 / 81
Item: Nothing / Nothing
Effects: -1 Att, -1 Def, Charge (1a) / Nothing
Team Effects: Nothing
Status: OK! / OK!


Arena: Ethereal Dome
Rain continues to fall - Boosted Water attacks, perfect accuracy Thunder and Hurricane (Infinite)

Deck Knight attacks first.
The Royal Guard attacks after.
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#22
Excellent work team, time to finish the job.

Hi Jack!, begin with Thunderbolt on Frillish to finish it off, then use Spark on Frillish and finish with Hydro Pump on Luxio.

If Frillish uses Protect on itself on action 1, use Charge to refresh the electrical attack boost and move actions back.

Wheel of Fortune, finish Frillish with a Head Smash, then follow up with repeated Earth Powers on Luxio.

If Luxio uses Light Screen action 1, use Rock Slide and then Head Smash Frillish, followed by Double-Edge on Luxio.

Hi Jack!:
Thunderbolt (Frillish) ~ Spark (Frillish) ~ Hydro Pump (Luxio)

IF Frillish uses Protect A1, Charge ~ Thunderbolt (Frillish) ~ Spark (Frillish)

Wheel of Fortuine:
Head Smash (Frillish) ~ Earth Power (Luxio) ~ Earth Power (Luxio)

IF Luxio uses Light Screen action 1, Rock Slide ~ Head Smash (Frillish) ~ Double-Edge (Luxio)
 
#24
Music: Bastion - Brusher Patrol

DUEL 5! LET'S ROCK!

Thanks to the power of Jack's electricity and Fortune's rock hard skull, Zheslid is sent flying into the glass walls of the dome. Despite his partner now down and out, Zell refuses to let up his offense. Jack and Fortune respond with Zell's offense with their own, however the Monohm makes an error and ends up attacking where Zheslid once floated. Starting to feel his head throb, Zell was forced to lay down and catch his breath. However a massive burst of water just misses him by inches snaps the Luxio back into focus as he's forced to eat Fortune's Earth Power. Zell gnaws Jack to an inch of his life, but it's unlikely he'll win the battle.

Speed order:
Monohm (52) > Phanpy (46) > Frillish (40) > Luxio (17)

Action 1
-Monohm used Thunderbolt on Frillish!
To critical (<=625): 4124 (No)
To paralyze (<=1000): 9417 (No)
Cursed Body check (<=3000): 4904 (Pass)
Damage: 24
Energy: -6

-Phanpy used Head Smash on Frillish!
To hit (<=8500): 723 (Yes)
To critical (<=625): 792 (No)
Cursed Body check (<=3000): 1673 (Fail)
Damage: 14
Energy: -10.2
Phanpy is hurt by recoil! (-7 HP)
Frillish's Cursed Body disabled Phanpy's Head Smash!

Frillish fainted!

-Luxio used Ice Fang on Monohm!
Paralysis check (<=1500): 5641 (Pass)
To critical (<=625): 4268 (No)
Static check (<=3000): 9693 (Pass)
Damage: 13.5
Energy: -5

Action 2
-Monohm used Spark on Frillish!
But there was no target...
Energy: -4

-Phanpy used Earth Power on Luxio!
To critical (<=625): 5351 (No)
To lower Special Defense (<=1000): 6509 (No)
Damage: 15.75
Energy: -6

-Luxio chilled out!
Energy: +12

Action 3
-Monohm used Hydro Pump on Luxio!
To hit (<=8000): 9001 (No)
Monohm's attack missed!
Energy: -8

-Phanpy used Earth Power on Luxio!
To critical (<=625): 5351 (No)
To lower Special Defense (<=1000): 6509 (No)
Damage: 15.75
Energy: -10

-Luxio used Ice Fang on Monohm!
Paralysis check (<=1500): 6385 (Pass)
To critical (<=625): 3157 (No)
Static check (<=3000): 1504 (Fail)
Damage: 13.5
Energy: -5
Monohm's Static paralyzed Luxio! It may not move! (20%)

Luxio's paralysis fell to 15%!

Arena check (1-4): 2 (Sun)
The skies turned harsh!

Damage taken:
Luxio: 15.75 from A1 + 15.75 from A3 = 31.5 ~ 32
Frillish: 38 from A1 = 38
Monohm: 13.5 from A1 + 13.5 from A3 = 27
Phanpy: 7 from A1 = 7

Energy used:
Luxio: 5 from A1 - 12 from A2 + 5 from A3 = -2
Frillish: 0
Monohm: 6 from A1 + 4 from A2 + 8 from A3 = 18
Phanpy: 10.2 from A1 + 6 from A2 + 10 from A3 = 26.2 ~ 26

HP left:
Luxio: 40 - 32 = 8
Frillish: 34 - 38 = -4
Monohm: 29 - 27 = 2
Phanpy: 80 - 7 = 73

Energy left:
Luxio: 20 + 2 = 22
Frillish: 55
Monohm: 33 - 18 = 15
Phanpy: 81 - 26 = 55

Stat modifiers:
Luxio: Nothing
Frillish: Nothing
Monohm: Nothing
Phanpy: Nothing

Rewards:
The Royal Guard: 3 CC
Zell the Luxio: 1 EC, 3 MC, 1 DC
Zheslid the Frillish: 1 EC, 2 MC, 1 DC, 1 KO Counter
Azorius the Piplup: 1 EC, 2 MC, 1 DC
Deck Knight: 2 CC
Hi Jack! the Monohm: 1 EC, 2 MC, 1 DC
Tusk the Swinub: 1 EC, 2 MC, 1 DC
Wheel of Fortune the Phanpy: 1 EC, 2 MC, 1 DC, 1 KO Counter
TheWolfe: 7 UC


The Royal Guard
OxO

Zell (M) / Zheslid (M)
HP
: 8 / 0
EN: 22 / 55
Item: EXP. Share / Amulet Coin
Effects: Nothing / Nothing
Team Effects: Stealth Rock
Status: PRZ (15%) / OK!
HP: 3 / EN: 67 / Item: Nothing / Status: OK!


VS.

Deck Knight
OxO

Hi Jack! (M) / Wheel of Fortune (F)
HP
: 2 / 73
EN: 15 / 55
Item: Nothing / Nothing
Effects: -1 Att / Head Smash disabled (Inf.)
Team Effects: Nothing
Status: OK! / OK!


Arena: Ethereal Dome
The sunlight is strong - Boosted Fire attacks, solar skills at peak efficiency (Infinite)

Since Piplup will be KOed upon switching in, Kev is left with only his Luxio for the remainder of the match.

The Royal Guard attacks first.
Deck Knight attacks after.

 
Status
Not open for further replies.