Tournament Match Round 2, Flamestrike vs Its_A_Random!

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Two Trainers squared off in one of a grand multitude of Tournament Arenas, for what would surely be one of the best matches of the round. One participant was Flamestrike, a relatively inexperienced Trainer with levels of experience and power uncanny for his short tenure here. The other was It's_A_Random, a Trainer who, along with his Pokemon, has been growing since the League's inception. This battle would surely be one for the ages. An official, clothed in white-and-yellow stripes and bearing two flags, strode onto the field and described the rules of the confrontation:

"All right, guys, I'm certain that you know the rules of the match from your victories in Round 1, but just to be certain (and for the benefit of the audience), here are the rules: Switching is prohibited, as is the use of items. Each Pokemon may only use a direct recovery move twice and may only use Chills five times. Finally, Pokemon can use every ability available to them simultaneously. With this coin flip, we'll decide who moves first: Heads for Flamestrike, Tails for It's_A_Random."

With that, the referee flipped the coin up in the air, end over end. Its descent was greeted by total silence from the audience - the referee walked over and announced:

"Tails! It's_A_Random will be moving first! You'll see on the display screens data for each Trainer's Pokemon. Now, Trainers, let the battle begin!"

Once the referee moved back to his box, the two Trainers each released their Pokemon: Flamestrike his Golurk and It's_A_Random his Gastrodon. Surely, an epic battle was sure to ensue!


Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
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.
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.

Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (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. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Stats:

HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
DynamicPunch

Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Fly


Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank from Attack)
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. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

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

Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Draco Meteor

Sunny Day
Ice Beam
Thunderbolt
Thunder
Fire Blast
Volt Change

Gastrodon Sleast (M)
Nature: Quiet (NC)

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

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: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)

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

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Sand Force (DW Unlocked): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Body Slam

Yawn
Stockpile
Sludge

Surf
Ice Beam
Toxic
Scald
Sandstorm

Earth Power




Gliscor(*) Capers (M)
Nature: Impish

Type:
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.

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

EC: 6/6
MC: 1+4
DC: 5/5

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

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.

Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab

Night Slash*
Agility*
Baton Pass*

Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt

Aqua Tail
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Tsk, tsk, tsk. No Guard DynamicPunch might hurt, but this match is as good as decided from the outset. Sleast, dispose of this Troll & show him why you rape this squad."
Scald > Ice Beam > Scald
If Shadowstrike uses Fly, then angle the appropriate attacks in the air to ensure it gets hit.
 
Brandon walked into the ASB Arena for round 2 of the tournament amid a capacity crowd screaming for a Pokemon battle. He wasn't about to disappoint them. "Alright, let's show them what we've got! Go, Shadowstrike!" The massive Golurk hit the field, staring down the Gastrodon. "He's getting awfully cocky over there," Brandon thought to himself as he heard the comment about the match already being decided. "You may have a type advantage," he shouted at his opponent, "but we have raw power! Shadowstrike, start with a DynamicPunch to confuse him and do some big damage with your iron fists, then follow up with a powerful Earthquake! Finish off with another DynamicPunch!"

Summary:
DynamicPunch -> Earthquake -> DynamicPunch
 
Round 1

Before Round 1:
Shadowstrike the Golurk [Flamestrike]

HP: 100
Energy: 100%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: None
Abilities: Iron Fist, Klutz, No Guard

Sleast the Gastrodon [It's_A_Random]

HP: 110
Energy: 100%
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Boosts/Drops: None
Status Conditions: None
Abilities: Sticky Hold, Storm Drain, Sand Force

The battle between Flamestrike and It's_A_Random began with Flamestrike sending out Shadowstrike the Golurk: A menacing, ghostly machine of ages past. It's_A_Random sent out a slightly less threatening Pokemon: Sleast the Gastrodon, a giant slug.

Shadowstrike, being faster than the slug, lumbered forward with the hopes of landing the first hit. With a fist of fury, it struck Sleast in the... face? with a devastating DynamicPunch, bolstered by the surprising toughness of its fists. Sleast was extraordinarily confused after the punch; however, it managed to unleash a gout of Scald-ing hot water on Shadowstrike, dealing heavy damage.

The battlers and the audience felt the Quaking Earth Shadowstrike influenced in the next action; in fact, several audience members were KO'd! Obviously, Sleast felt the worst of it. Regardless, it was able to gather freezing energy into its mouth, firing an Ice Beam at Shadowstrike. It hit the behemoth's right leg, Freezing it and making movement for Shadowstrike very difficult.

However, due to their close proximity, Shadowstrike was able to lash out again with a DynamicPunch with fists like unto iron. Since Sleast was already confused, it did nothing to disorient it further. Sleast still fought past the Confusion and shot another gout of boiling, Scalding water into the air, hitting Shadowstrike for massive damage and ending the round.

Shadowstrike is down on both Health and Energy, while Sleast is looking as good as ever. Will Shadowstrike be able to overcome the onslaught of Super Effective attacks from the unbeseeming Sleast? Tune in next round to find out!

After Round 1:
Shadowstrike the Golurk [Flamestrike]

HP: 46
Energy: 78%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: Right leg Frozen
Abilities: Iron Fist, Klutz, No Guard

Sleast the Gastrodon [It's_A_Random]

HP: 61
Energy: 83%
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Boosts/Drops: None
Status Conditions: Confused (1 Action)
Abilities: Sticky Hold, Storm Drain, Sand Force

- Shadowstrike uses DynamicPunch
-RNG Roll for hit: 44/100 (yes)
- RNG Roll for crit: 6/16 (no)
- Damage: 10 (BAP) + 1.5(5-3) (Stat Difference) + (6-5) (Stat Difference Cont) + 2 (Iron Fist) = 16
- RNG Roll for Confusion length: 3/3 (4 actions)
- Energy: 8 (Energy Cost) = 8

- Sleast uses Scald
- RNG Roll for self-hit: 55/100 (no)
- Sleast's Confusion length drops to 3 actions
- RNG Roll for hit: 29/100 (yes)
- RNG Roll for burn: 72/100 (no)
- RNG Roll for crit: 13/16
- Damage: (8 (BAP) + 3 (STAB) + 1.5(4-3) (Stat Difference)) *1.5 (Super Effective Modifier) = 18.75, rounded to 19
- Energy: 6 (Energy Cost) - 1 (STER) = 5


- Shadowstrike uses Earthquake
- RNG Roll for hit: 68/100 (yes)
- RNG Roll for crit: 4/16 (no)
- Damage: 10 (BAP) + 3 (STAB) + 1.5 (5-3) (Stat Difference) + (6-5) (Stat Difference Cont) = 17
- Energy: 7 (Energy Cost) - 1 (STER) = 6

- Sleast uses Ice Beam
- RNG Roll for self-hit: 73/100 (no)
- Sleast's Confusion length drops to 2 actions
- RNG Roll for hit: 78/100 (yes)
- RNG Roll for freeze: 2/100 (yes)
- RNG Roll for crit: 5/16 (no)
- Damage: (9 (BAP) + 1.5(4-3) (Stat Difference) *1.5 (Super Effective Modifier) = 15.75, rounded to 16
- RNG Roll for freeze location: 6/6 (Right Leg)
- Referee note: I divided the body into 6 areas for the freeze: head, torso, left arm, right arm, left leg, right leg. When distance needs to be closed, it will fail unless the Pokemon are in immediate proximity if a leg is frozen (which they are in this case, seeing as knockback to a Pokemon so low would be on a vector far more vertical than horizontal, and the other moves used thus far by nature have little knockback). Similarly, if an arm is frozen and a punching attack is used, I'll RNG for the arm unless the player specifies otherwise. Head freezes completely incapacitate the Pokemon, as it cannot see through the thick ice, and torso freezes result in poor flexibility for the Pokemon, in which case various moves could fail. Any high (10+) BP contact move can break the ice, as can various trickery by the Pokemon in question.
- Energy: 7 (Energy Cost) = 7


- Shadowstrike uses DynamicPunch
- RNG Roll for hit: 5/100 (yes)
- RNG Roll for crit: 6/16 (no)
- Damage: 10 (BAP) + 1.5(5-3) (Stat Difference) + (6-5) (Stat Difference Cont) + 2 (Iron Fist) = 16
- Sleast is already confused
- Energy: 8 (Energy Cost) = 8

- Sleast uses Scald
- RNG Roll for self-hit: 58/100 (no)
- Sleast's Confusion length drops to 1 Action
- RNG Roll for hit: 84/100 (yes)
- RNG Roll for burn: 97/100 (no)
- RNG Roll for crit: 4/16 (no)
- Damage: (8 (BAP) + 3 (STAB) + 1.5(4-3) (Stat Difference)) *1.5 (Super Effective Modifier) = 18.75, rounded to 19
- Energy: 6 (Energy Cost) - 1 (STER) = 5
 
Just a note:
When a Pokemon hits itself in confusion or receives an attack with more than 10 Base Attack Power, its Confusion stage is lowered to a minimum value of 1. Confusion is removed if the Pokemon is switched out.

Since DynamicPunch is exactly 10 it shouldn't reduce the confusion any, hence Sleast should have 1 action of confusion left. Same with Earthquake except according to your calculations you never rolled for confusion on Sleast's first Scald, so that would reduce it and still leave it at 1 action left.

Anyway...

"Alright Shadowstrike, just keep doing all you can! Earthquake, then DynamicPunch to refresh confusion! Finish off with another Earthquake! If he tries to use Recover then punish him with a Focus Punch and make your next action DynamicPunch if it wasn't already!"

Summary:
Earthquake -> DynamicPunch -> Earthquake
Replace any action with Focus Punch if he uses Recover, and replace the following action with DynamicPunch
 
Edited accordingly; my apologies for the failure on my part. The first Scald rolled a 55/100 (no) for self-hit, so it doesn't change much.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Brute Force & Confusion hax doesn't win you matches, It's a level head that wins you a match. Besides, Sleast has had enough experience to deal with confusion over the months...Anyways, a frozen leg is a godsend, even with No Guard, it will stall its progress & make my job far easier."
Scald > Ice Beam, aimed at Shadowstrike's arm in an attempt to stop the attack entirely with the coldness of the attack ruining Shadowstrike's concentration > Scald

There's no substitute for experience, I guess...
 
Before Round 2:
Shadowstrike the Golurk [Flamestrike]

HP: 46
Energy: 78%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: Right leg Frozen
Abilities: Iron Fist, Klutz, No Guard

Sleast the Gastrodon [It's_A_Random]

HP: 61
Energy: 83%
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Boosts/Drops: None
Status Conditions: Confused (1 Action)
Abilities: Sticky Hold, Storm Drain, Sand Force

blahblahblah, flavor coming very soon.

After Round 2:
Shadowstrike the Golurk [Flamestrike]

HP: 7
Energy: 58%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: Right leg Frozen
Abilities: Iron Fist, Klutz, No Guard

Sleast the Gastrodon [It's_A_Random]

HP: 1
Energy: 68%
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Boosts/Drops: None
Status Conditions: Confused (2 Action)
Abilities: Sticky Hold, Storm Drain, Sand Force


- Shadowstrike uses Earthquake
- RNG Roll for hit: 32/100 (yes)
- RNG Roll for crit: 3/16 (no)
- Damage: 10 (BAP) + 3 (STAB) + 1.5 (5-3) (Stat Difference) + (6-5) (Stat Difference Cont) = 17
- Energy: 7 (Energy Cost) - 1 (STER) = 6

- Sleast uses Scald
- RNG Roll for self-hit: 41/100 (yes)
- Damage: 4 (BAP) = 4
- Energy: 3 (Energy Cost) = 3
- Sleast snapped out of its confusion!

- Shadowstrike uses DynamicPunch
-RNG Roll for hit: 38/100 (yes)
- RNG Roll for crit: 1/16 (yes)
- Damage: 10 (BAP) + 1.5(5-3) (Stat Difference) + (6-5) (Stat Difference Cont) + 2 (Iron Fist) + 3 (Critical Hit!) = 19
- RNG Roll for Confusion length: 3/3 (4 actions)
- Energy: 8 (Energy Cost) = 8

- Sleast uses Ice Beam
- RNG Roll for self-hit: 79/100 (no)
- Sleast's Confusion length drops to 3 actions
- RNG Roll for hit: 3/100 (yes)
- RNG Roll for freeze: 50/100 (no)
- RNG Roll for crit: 1/16 (yes)
- Damage: (9 (BAP) + 1.5(4-3) (Stat Difference) + 3 (Critical Hit!)) *1.5 (Super Effective Modifier) = 20.25, rounded to 20
- Energy: 7 (Energy Cost) = 7
- Referee note: For one, you're slower. For two, you didn't freeze. For three, even in ideal conditions, you'd be lucky to get -3 BP from me for a move like that. Creativity is awesome, but please think it through .-.


- Shadowstrike uses Earthquake
- RNG Roll for hit: 48/100 (yes)
- RNG Roll for crit: 1/16 (yes)
- Damage: 10 (BAP) + 3 (STAB) + 1.5 (5-3) (Stat Difference) + (6-5) (Stat Difference Cont) + 3 (Critical Hit!) = 20
- Energy: 7 (Energy Cost) - 1 (STER) = 6

- Sleast uses Scald
- RNG Roll for self-hit: 80/100 (no)
- Sleast's Confusion length drops to 2 actions
- RNG Roll for hit: 29/100 (yes)
- RNG Roll for burn: 72/100 (no)
- RNG Roll for crit: 13/16 (no)
- Damage: (8 (BAP) + 3 (STAB) + 1.5(4-3) (Stat Difference)) *1.5 (Super Effective Modifier) = 18.75, rounded to 19
- Energy: 6 (Energy Cost) - 1 (STER) = 5
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"And there's my tournament out of the window...Hax sucks, Inevitably, 3 Rounds later, I will now lose this match all because of the hax from last round..."
Scald x3
Note to Flamestrike: A Sheer Force Ice Beam from your Cyclohm does at least 33.25 to my Gliscor, effectively enough for a ORKO. Saying this because my chances are shot.

EDIT: Oh, before I forget, shouldn't Sleast have snapped out of confusion before he used Scald on Action 1, since he was hit by a move with a BP of 10+? Not that it matters now... :/
 
"Shadowstrike, finish him off with a final Shadow Punch!"

Summary:
Shadow Punch x3

EDIT @ above: Like I pointed out before, it takes a move with more than 10 BP to make the confusion stage be lowered.
 
Before Round 3:
Shadowstrike the Golurk [Flamestrike]

HP: 7
Energy: 58%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: Right leg Frozen
Abilities: Iron Fist, Klutz, No Guard

Sleast the Gastrodon [It's_A_Random]

HP: 1
Energy: 68%
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Boosts/Drops: None
Status Conditions: Confused (2 Action)
Abilities: Sticky Hold, Storm Drain, Sand Force

It's_A_Random has been trolled by the universe! Flametsrike, your move.

After Round 3:
Shadowstrike the Golurk [Flamestrike]

HP: 7
Energy: 55%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: Right leg Frozen
Abilities: Iron Fist, Klutz, No Guard

Sleast the Gastrodon [It's_A_Random]

Troll'd

- Shadow Punch KO's for 3 DMG; no need to calc due to scratch damage rule
 
I'm assuming Gliscor is out.

"You did great Shadowstrike, just try to hit it with a DynamicPunch to help out Cyclohm, then follow that up with Shadow Punch until you fall!"

Summary:
DynamicPunch -> Shadow Punch -> Shadow Punch
If Gliscor isn't confused replace action with DynamicPunch
 
Before Round 4:
Shadowstrike the Golurk [Flamestrike]

HP: 7
Energy: 55%
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Boosts/Drops: None
Status Conditions: Right leg Frozen
Abilities: Iron Fist, Klutz, No Guard

Capers the Gliscor [It's_A_Random]

HP: 100
Energy: 100%
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Boosts/Drops: None
Status Conditions: None

The fourth round in Flamestrike and It's_A_Random's altercation began and ended with a single Night Slash from Gliscor, which knocked Golurk out with no difficulty. It's_A_Random is to move!

After Round 4:
Shadowstrike the Golurk [Flamestrike]

Boomheadshot.

Capers the Gliscor [It's_A_Random]

HP: 100
Energy: 95%
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Boosts/Drops: None
Status Conditions: None

- Capers uses Night Slash
- RNG Roll for hit: 68/100 (yes)
- RNG Roll for crit: 15/16 (no)
- Damage: 7 (Base Power) * 1.5 (Super Effective Modifier) =10.5, rounded to 11 (KO)
- Energy: 5 (Energy Cost) = 5
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alright Capers, here comes the three headed behemoth called Shockstrike, & I'm not certain that we can pull off the upset we had planned to do. Let's do the facts...(Tells Capers in private) Scary, isn't it? Well, we'll have to deal with it. Worst part is that we make actions first...Oh well, that's the way the cookie crumbles, I suppose...(Really wishes Capers was in the lead position) Alright, first, we can write off Sandstorm as it will simply be negated...Also, the substitution rules puts us in an even less favourable position...So our first port of call is to use Earthquake & reel off some damage before you know what. Then we'll have to go with Rock Slide & reel it off for the rest of the round. If at any point our three headed foe goes for the most obvious move he should go for *coughcoughicebeamcoughcough*, respond with an evasive Agility. At the start we have a 3% chance of dodging an attack, & that increases by 19% for each Evasive Agility we use, meaning if Flamestrike spams Ice Beam for the entire round, our third Evasive Agility should have a whopping 60% dodge rate! How about that? Also, if Earthquake was Substituted, push actions to the right."

Summary of Actions:
Earthquake > Rock Slide > Rock Slide
Replace any move for Evasive Agility if Shockstrike uses Ice Beam, Sheer Force or not. IF Earthquake is Substituted, then "push actions to the right".

Alright Capers, you've gotten all the KO's for my tourney run so far, let's see if we can get a fourth...
 
Brandon recalled Shadowstrike, thanking the Golurk for an amazing effort. He had done exactly what he needed to do; go 1 for 1. Now his second Pokemon could clean up. "Alright, let's go Shockstrike!" The Cyclohm hit the battefield among cheers from the crowd; they clearly remembered Shockstrike's domination of porygon3 in the first round, and they were excited to see more. Brandon saw that his opponent was doing everything in his power to avoid Ice Beam, so he decided to try a different tactic. "Alright Shockstrike, first of course make sure to enable Sheer Force, then get your favourite weather going with a Rain Dance! With the rain going strong, you can crush that Gliscor with a Hydro Pump, followed by a Weather Ball!"

Summary:
Rain Dance -> Hydro Pump -> Weather Ball
 

Capers (Gliscor) [M]
HP: 100
Energy: 95
Speed: 95
Status: None
Boosts: None
Other: None



Shockstrike (Cyclohm) [M]
HP: 110
Energy: 100
Speed: 80
Status: None
Boosts: None
Other: None

Arena: None

ROUND FIVE:

Welcome to the second match-up of this very close tournement battle. With both sides almost equal, who will be able to pull through this match-up? Our previous ref has taken a break, so I have taken over the reffing of this battle. Let us begin Round 5!

Capers the Gliscors starts with a swift Earthquake that shakes up the tournament arena! Cyclohm is definitely not fond of the Earthquake, being an electric type. He responds by dancing. He starts to dance, right in the middle of the arena, for everyone to see. Soon, rain begins to pour down from the sky, across the enitre arena. It seems like Cyclomh was doing his Rain Dance!

Capers then takes some of the rocks near the side of the arena, and smashes them into Cyclomh. The rocks slide all over his body, cutting off his mobility significanlty. However, he manages to use the moat nearby, and the rain pouring down, to create a Hydro Pump that flies straight at Capers for massive damage.

Capers uses the rocks once more to slide them all around Shockstrike. He slowly gets out of them, and then fires a Weather ball at Capers. The ball absorbs the puring rain, powering it up, and turning it into a Water-type move. It hits Gliscor, and just like the Hydro Pump, it does massive damage!

END ROUND FIVE


Capers (Gliscor) [M]
HP: 49
Energy: 73
Speed: 95
Status: None
Boosts: None
Other: None



Shockstrike (Cyclohm) [M]
HP: 77
Energy: 75
Speed: 80
Status: None
Boosts: None
Other: None

Arena: Rain (3 Rounds)

Earthquake | [(10 + 3 - 1.5) * 1.5] Damage: 17, Energy: 6
Rain Dance | Energy: 10

Rock Slide | [8 - 1.5] Damage: 7, Energy: 6
Hydro Pump | [(12 + 3 + 3) *1.5] Damage: 27, Energy: 8

Rock Slide | [8 - 1.5 + 3 (Crit)] Damage: 10, Energy: 10
Weather Ball | [(10 + 3 + 3) *1.5] Damage: 24, Energy: 7
 
Brandon smiled. Surely Its_A_Random wasn't expecting that. He couldn't get overconfident though; the battle was closer than it appeared, and one wrong move could cost him. Still, there wasn't much more to do now than attack. "Alright Shockstrike, great job! Now then, start off with an Ice Beam, then a Weather Ball, and finish off with another Ice Beam! If he tries to use Sandstorm to get some favourable weather, then replace your action with Rain Dance and push your actions back!"

Summary:
Ice Beam -> Weather Ball -> Ice Beam
Replace any action with Rain Dance if he uses Sandstorm and push remaining actions back.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Capers, let's be an arse, & go outside the arena...And poke fun at our opponent, just for laughs, since our hopes are virtually shot..."
Evasive Agility, flying out of the arena > Poke Head up, Taunt, & pop head back out of Shockstrike's sight > Sandstorm

Trollolololol...And I doubt my "Strategy" will work...
 

Capers (Gliscor) [M]
HP: 49
Energy: 73
Speed: 95
Status: None
Boosts: None
Other: None



Shockstrike (Cyclohm) [M]
HP: 77
Energy: 75
Speed: 80
Status: None
Boosts: None
Other: None

Arena: Rain (3 Rounds)

ROUND SIX:

This match is coming to an end, who will win??

Shockstrike starts the battle with a powerful Ice Beam to hit Glscor. However, Capers knows how strong it is, and avoids it with an Agility. He quickly escapes the attack, but it manages to graze him for some small damage. Capers then starts to Taunt Shockstrike. He starts to poke fun of the Cyclohm, who responds by sending a Weather Ball straight at Gliscor. Gliscor then begins to churn up some sand, and create a massive Sandstorm that rips through the entire arena. Shockstrike attempts to to dance again, to create rain, but he is too mad at Gliscor to do so. The Sandstorm continues to rage through the arena, hitting Cyclohm.

END ROUND SIX


Capers (Gliscor) [M]
HP: 18
Energy: 47
Speed: 95
Status: None
Boosts: None
Other: None



Shockstrike (Cyclohm) [M]
HP: 75
Energy: 51
Speed: 80
Status: None
Boosts: None
Other: Taunted (5)

Arena: Sandstorm (4 Rounds)

Ice Beam | [(10 + 3) * 2.25 * 0.25] Damage: 7, Energy: 7
Agility | Energy: 7

Weather Ball | [(10 + 3 + 3) *1.5] Damage: 24, Energy: 7
Taunt | Energy: 10

Sandstorm | Energy: 9
Rain Dance | Energy: 10
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Awww...So our Trolling failed...At least we got bailed out, & our adversary has to 'hit the attack button' now...Well, our opponent reckons it was a really close match, BUT in order for us to have any real chance of claiming victory, we needed Sleast to KO ShadowStrike, AND reduce Shockstrike to at least 51 HP before fainting. Nevertheless, we shall go out with a bang. With Sand Veil active, hax may start to settle in AND increase our already slim chances of winning."
Earthquake x3
IF Shockstrike goes for Ice Beam, THEN replace the appropriate action with an Evasive Agility.


We shall go out on top. Watch out guys, because next tourney, I don't plan on going easy. Other than that, it's virtually a gg to Flamestrike, should Sand Veil not do its job.
 
"Alright Shockstrike, time to unleash the final blow! Bide for two turns and absorb energy from his attacks, then on the third action unleash it all for a massive killing blow!"

Summary:
Bide -> Bide -> Unleash Energy

This may seem like massive overkill, but it turns out Bide is unaffected by accuracy and evasion modifiers. No Sand Veil hax for you.
 

Capers (Gliscor) [M]
HP: 18
Energy: 47
Speed: 95
Status: None
Boosts: None
Other: None



Shockstrike (Cyclohm) [M]
HP: 75
Energy: 51
Speed: 80
Status: None
Boosts: None
Other: Taunted (5)

ROUND SEVEN:

Welcome to the finish of this close battle between Flamestrike and Its A Random. Last round, IAR gained a significant advantage by setting up a Sandstorm, but can Flamestrike over come this?

Capers starts to shake the arena with an Earthquake. The shock waves spread through the, and hit Cylcohm. However, he simply stands there, absorbing the damage with a Bide. Is he up to something?

Capers creates another Earthquake to hit Cyclohm, but he continues to abosrb the damage with a Bide.

Then, he unleashes everything he absorbed at the Gliscor. The energy hits Gliscor with immense force, doing an extrem amount of damage. What an overkill, but it seems like Flamestrike has won the battle!

END ROUND SEVEN


Capers (Gliscor) [M]
HP: KO
Energy: 17
Speed: 95
Status: None
Boosts: None
Other: None



Shockstrike (Cyclohm) [M]
HP: 37
Energy: 36
Speed: 80
Status: None
Boosts: None
Other: Taunted (2)

Arena: Sandstorm (4 Rounds)

Earthquake | [(10 + 3 - 1.5) * 1.5] Damage: 17, Energy: 6
Bide

Earthquake | [(10 + 3 - 1.5) * 1.5] Damage: 17, Energy: 10
Bide

Bide | Damage: 18, Energy: 15

Sandstorm | -4 HP


Rewards

Flamestirke

Shadowstrike the Golurk: 3 MC, 1 KOc
Shockstrike the Cyclohm: 3 MC, 1 KOc
Trainer: 2 TC, Free pass to Round 3

Its_A_Random

Sleast the Gastrodon: 3 MC
Capers the Gliscor: 3 MC, 1 KOc
Trainer: 2 TC

Refs

Terrador: 2 RC
Fire Blast: 2 RC
 
Thanks for reffing Terrador and Blast, sorry I kinda got impatient with you at times Terrador, just want to speed the tournament up a bit.

Good game IAR, you played well, but Cyclohm too strongth.
 
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