TravelLog vs jasnumbers in Deathtrap Dungeon (Dungeon Master = Objection)

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Looking for a 3v3 (either singles or doubles, up to the challenger, but not triples)
1 day DQ
2 heals, 5 chills
Ref selected arena
Special: using 1st stage mons that can evolve only
Sure, I'll do this. Lets make it singles.

Switch = KO
No Items
One Ability
Arena: Deathtrap Dungeon

  • A 100ft-by-100ft square chamber with a ceiling 50ft above the ground. The walls are engraved with the faces of various ghost-type pokemon. The chamber has no windows and the only light comes from wooden torches on the walls 30ft above the ground. These torches cannot be put out.
  • At the end of each round for the first eight rounds, the East and West walls will both move 5ft inwards (reducing the width of the arena by a total of 10ft). This will cease to happen if seismic moves like Earthquake and Magnitude are used 5 times during the match.
  • Also at the end of each round, a trap will trigger. All have an equal chance of happening but the same trap cannot activate two rounds in a row. The traps are as follows:
    • Several poison-tipped darts will be fired from holes in the North and South walls. All pokemon have a 90% chance of being hit and poisoned (normal poison).
    • A giant axe will swing across the arena from North to South or vice versa (alternating with each activation). This will miss any pokemon on the ground, but any airborne pokemon have a 75% chance of being hit. The axe will do damage equal to 1/2 of the pokemon's max HP. Unless otherwise specified, Flying-type pokemon and pokemon with the ability Levitate are assumed to be airborne.
    • Spikes will rise from the floor. They won't affect airborne pokemon but any grounded pokemon will be hit by them and will lose HP equal to 1/8 of their max HP. The spikes will then retreat back into the floor.
    • A thick cloud of gas will fill the arena, impeding the vision of all pokemon for one round. For most pokemon, this means a -1 accuracy modifier. Pokemon that rely less on sight will be less affected and pokemon that don't rely on sight at all will be completely unaffected.
    • The torches will spawn some magical flames that will float towards any pokemon in the arena. They have a 80% chance of hitting each pokemon and any pokemon hit by them will be given a 1st degree burn (or their current burn will be increased by 1 degree).
    • The engraved faces on the walls will shriek loudly for one round, waking up any sleeping pokemon and preventing all sleep-inducing and sound-based moves. The shrieking will also make it harder for pokemon to concentrate on their attacks (except for those with Soundproof) and each action there is a 30% chance that a pokemon will not be able to do anything.
  • Solar Beam, Thunder, Moonlight, Morning Sun, Synthesis, moves that require an external water source like Surf, and weather-inducing moves and abilities cannot be used.
Long ago, Deathtrap Dungeon was a much bigger complex of corridors and rooms not unlike this one. It was used for annual competitions that attracted warriors from across the land. These warriors would have their strength, dexterity and wits tested in these underground caverns, with very few making it out alive. Today, however, the vast majority of Deathtrap Dungeon has caved in through lack of maintenance, but this chamber has been preserved and is now used for pokemon battles. And today, two trainers have the guts/stupidity to battle in this very chamber. So without further ado, let's see which pokemon will be fighting here today.

Team TravelLog


Scratchtet [Shaman] (M)
Nature: Timid (+15% Spe and a 5% accuracy increase, -1 Atk)

Type: Normal/Fighting
Normal:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)

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

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Confuse Ray
Roost
Yawn

Focus Blast
Taunt
Toxic



Monohm [Cid] (M)
Nature: Calm (+1 SpD, -1 Atk)
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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60

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

Attacks:
Level Up:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Egg:
Heal Bell
Hydro Pump
Magnet Rise

TM:
Flamethrower
Thunderbolt
Dragon Tail



Syclar [Loki] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91

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

Attacks:
Level Up:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Sheer Cold

Egg:
Tail Glow
Earth Power
Counter

TM:
Blizzard
Double Team
Acrobatics


Team jas61292


Ducklett(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55

EC: 3/6
MC: 0
DC: 2/5

Attacks:

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Roost
Rain Dance
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)

Facade (*)
Ice Beam (*)
Scald (*)




Porygon (Blaster)
Nature: Modest (Special Attack increased by *; Attack decreased by *)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Porygon
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40

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

Attacks:
Conversion
Conversion 2
Sharpen
Tackle
Agility
Psybeam
Recover
Magnet Rise
Tri Attack
Discharge
Magic Coat

Thunder Wave
Ice Beam
Toxic
Shadow Ball



Scratchet (Hatchet) (M)
Nature: Bold (Adds * to Defense, Subtracts * from Attack)

Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action

Stats:
HP: 90
Atk: Rank 2 (-1)
Def: Rank 4 (+1)
SpA: Rank 1
SpD: Rank 3
Spe: 40

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

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Roost
Nature Power
Haze

Taunt
Toxic
Protect


OK, TravelLog sends out his pokemon first, then jas sends out his pokemon and gives orders, then TravelLog gives orders, then I roll several D20s.
 

jas61292

used substitute
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...jas sends out his/her pokemon and gives orders...
That would be his.

And anyways, I will lead with Blaster (Porygon), though before I post actions, can you post your ability TraveLog? It's kinda important for me since I can choose Trace.
 

jas61292

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Ok, well Download won't help us anyways, so lets use Trace.

And lets get right on the attack. Ice Beam that little Dragon, then paralyze it with T-Wave, and then use another Ice Beam.

Ice Beam - Thunder Wave - Ice Beam
 
Cancel out the Ice Beam with a well aimed Flamethrower (no damage to either side, a bit of water on the floor), follow up with a Thunder Bolt, then a Heal bell to remove paralysis
 

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Energy: 100%
Ability: Static



HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 100%
Ability: Trace


So the first pokemon to fight in this match are a Monohm called Cid and a Porygon called Blaster. Blaster begins by shooting a Beam of Ice at Cid, but Cid has other plans. Rather than go straight on the offensive like Blaster, Cid breathes fire like a Flamethrower at the incoming ice beam! The two of them use their icy and fiery attacks for some time until both of them feel the need to take a breather. The end result is that neither pokemon is hurt by either of the two attacks, but there's a puddle of water in the middle of the arena now. Cid decides to go on the offensive now by making a Thunderbolt from his internal electricity. The bolt hits Blaster but Blaster looked like he was prepared as he takes the full force of the bolt of lightning, only to release it back at Cid in the form of a Thunder Wave. Cid's muscles begin to seize up and he is powerless to do anything against Blaster's second Ice Beam. However, Cid then releases some waves of energy that make a Bell-like sound and Heal his paralysis.

Suddenly, the pleasant sound of Cid's last move is replaced by a combination of grinding and wailing as the walls start to close in and the ghostly faces on the walls let out the tortured screams of centuries gone by. Blaster and Cid struggle to retain their grip on sanity as the shrieking continues.


HP: 73
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Energy: 78%
Ability: Static



HP: 87
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 79%
Ability: Trace


Blaster uses Ice Beam for 7 energy
Cid uses Flamethrower for 7 energy
The two attacks cancel each other out

Cid uses Thunderbolt for 6 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for paralysis: 62 - no paralysis
Blaster takes (10+3+(3-3)*1.5)=13 damage

Blaster uses Thunder Wave for 7 energy
Cid is paralysed (25%)

Blaster uses Ice Beam for 7 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for freeze: 40 - no freeze
Cid takes (10+(4-3)*1.5)*1.5=17.25 damage

Roll a D100 for paralysis: 58 - no paralysis
Cid uses Heal Bell for 9 energy
Cid is cured of paralysis

The walls close in, reducing the width of the arena to 90ft

Trap roll: 1 = poison darts, 2 = giant axe, 3 = floor spikes, 4 = thick cloud, 5 = magic flames, 6 = shrieking faces

Roll a D6 for trap: 6 - shrieking faces

Total damage:
Cid: 17.25
Blaster: 13


There will be continuous shrieking for 1 round. TravelLog, your orders please.
 
Combined Hydro Pump and Thunderbolt for massive damage and hopefully paralysis. Then nothing because of the combo, followed by Thunderbolt (hopefully soaked floor will make this stronger!)

If he uses Magic Coat on action 1, change the combo to charge, then follow up with a Thunderbolt where your nothing would be (action 2)
 

jas61292

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Ummm.... that looks like it will hurt. Hopefully Hydro Pumps lower accuracy and the shrieking will make it miss. But we will just attack back. Ice Beam will be our strongest move, so lets start with another one of those. But we don't want to tire out too quickly, so switch to Tri Attack before your next Ice Beam.

Ice Beam - Tri Attack - Ice Beam
 

HP: 73
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Energy: 78%
Ability: Static



HP: 87
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 79%
Ability: Trace


The loud shrieking appears to be taking its toll on Cid, who tries to perform a really powerful attack but is unable to concentrate. Braxus the Mighty knows how you feel, Cid. Blaster, on the other hand, is not perturbed and manages to launch yet another Ice Beam at Cid. It looks like Cid is not having quite as much trouble with the high-pitched noise now, but he still chooses to do nothing. Blaster then prepares a special attack, a Triple Attack. First, a small blast of fiery energy. Then, a small blast of electric energy. Finally, a small blast of icy energy. The combined power of these blasts hurts Cid somewhat, but it also brings him back to his senses and he is able to launch a Thunderbolt at his opponent. Suddenly, Blaster's image starts to flicker. The loud wailing must be screwing with its data structure.

All of a sudden, the screaming stops as the walls slowly close in a little more. Neither pokemon hears a faint click as a huge swinging axe is released. However, it swings over the heads of both pokemon.


HP: 43
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Energy: 72%
Ability: Static



HP: 74
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 62%
Ability: Trace


Roll a D100 for shrieks: 18 - Cid cannot act

Roll a D100 for shrieks: 62 - Blaster can act
Blaster uses Ice Beam for 11 energy
Roll a D16 for crit: 5 - no crit
Roll a D100 for freeze: 53 - no freeze
Cid takes (10+(4-3)*1.5)*1.5=17.25 damage

No roll for shrieks because Cid is ordered to do nothing

Roll a D100 for shrieks: 92 - Blaster can act
Blaster uses Tri Attack for 6 energy
Roll a D16 for crit: 11 - no crit
Roll a D100 for status chance: 29 - no status
Cid takes (8+3+(4-3)*1.5)=12.5 damage

Roll a D100 for shrieks: 72 - Cid can act
Cid uses Thunderbolt for 6 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for paralysis: 20 - no paralysis
Blaster takes (10+3+(3-3)*1.5)=13 damage

Roll a D100 for shrieks: 29 - Blaster cannot act

The walls close in, reducing the width of the arena to 80ft

Trap roll: 1 = poison darts, 2 = giant axe, 3 = floor spikes, 4 = thick cloud, 5 = magic flames

Roll a D5 for trap: 2 - giant axe
Both pokemon are on the ground so it has no effect

Total damage:
Cid: 47
Blaster: 26


By the way, I do not consider Hydro Pump and Thunderbolt to be a valid combo. Hydro Pump is a huge glob of water (projectile attack) while Thunderbolt is a beam attack.

jas! orders! now!
 

jas61292

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The Ice Beams are really getting to it. So lets just use them some more. Do the same thing as last time. If it works, why change?

Ice Beam - Tri Attack - Ice Beam
 

HP: 43
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Energy: 72%
Ability: Static



HP: 74
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 62%
Ability: Trace


The battle between these pokemon rages on as they both go on an all-out offensive. While Blaster alternates between Ice Beams and Triple Attacks, Cid uses a combination of Thunderbolts and Flamethrowers. The battle gets quite heated and the walls even start to close in while the pokemon are still going at it, but in the end one of them emerges triumphant: Blaster. Cid collapses to the ground, unable to fight any longer, and returns to his pokeball. Suddenly, there is another faint click, but this time it causes dozens of poison-tipped darts to fly out of the walls! Not even the great barbarian Anvar was strong enough to handle the poison on those things, and now Blaster has gotten a lethal dose of it! How much longer before the polygonal beast collapses?


HP: Freezinated
Energy: 53%
Ability: Static



HP: 38
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 42%
Ability: Trace
Other: Poisoned


Cid uses Thunderbolt for 6 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for paralysis: 60 - no paralysis
Blaster takes (10+3+(3-3)*1.5)=13 damage

Blaster uses Ice Beam for 7 energy
Roll a D16 for crit: 11 - no crit
Roll a D100 for freeze: 35 - no freeze
Cid takes (10+(4-3)*1.5)*1.5=17.25 damage

Cid uses Flamethrower for 7 energy
Roll a D16 for crit: 7 - no crit
Roll a D100 for burn: 58 - no burn
Blaster takes (10+(3-3)*1.5)=10 damage

Blaster uses Tri Attack for 6 energy
Roll a D16 for crit: 7 - no crit
Roll a D100 for status chance: 36 - no status
Cid takes (8+3+(4-3)*1.5)=12.5 damage

Cid uses Thunderbolt for 6 energy
Roll a D16 for crit: 7 - no crit
Roll a D100 for paralysis: 18 - no paralysis
Blaster takes (10+3+(3-3)*1.5)=13 damage

Blaster uses Ice Beam for 7 energy
Roll a D16 for crit: 5 - no crit
Roll a D100 for freeze: 93 - no freeze
Cid takes (10+(4-3)*1.5)*1.5=17.25 damage
Cid is KO'd by the attack

The walls close in, reducing the width of the arena to 70ft

Trap roll: 1 = poison darts, 2 = floor spikes, 3 = thick cloud, 4 = magic flames, 5 = shrieking faces

Roll a D5 for trap: 1 - poison darts
Roll a D100 for Blaster getting hit: 75 - Blaster is hit

Total damage:
Cid: 94
Blaster: 62


TravelLog, send in your second pokemon and then give orders.
 

jas61292

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We need our status moves to stand a chance, so Magic Coat that Taunt right back at Scratchet. Then while Scratchet fails to move from its own Taunt, lets try a Conversion and see what happens (either ghost or psychic would be awesome). No matter what, end the round with a Psybeam.

Magic Coat - Conversion - Psybeam
 

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)
Energy: 100%
Ability: Scrappy



HP: 38
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 42%
Ability: Trace
Other: Poisoned


And so Shaman the Scratchet comes out to fight. He begins by trying to Taunt Blaster about not being a real pokemon, but Blaster Coats itself in Magic to reflect back the harsh words. Blaster must have been inspired by the great wizard Salazar if it decided to do that. The result is that Shaman is now enraged and incapable of yawning. Sensing that it is at a disadvantage, Blaster tries a data Conversion to become something more resistant to Shaman's attacks. However, upon completion of the conversion, Blaster's skin is looking icy - not good for weathering Focus Blasts like the one Shaman has just launched. But what's this? The slow-moving energy projectile has missed the target and crashed into the back wall! This has provoked the walls on the sides to close in even more, while Blaster finishes the round by firing a Psybeam at Shaman.

Suddenly, there is a rumbling noise coming from the floor. Seconds later, dozens of spikes shoot up from the floor, hurting both Shaman and Blaster!


HP: 66
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)
Energy: 83%
Ability: Scrappy
Other: Taunt (4 more actions)



HP: 19
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 22%
Ability: Trace
Other: Poisoned, Ice-type (1 more round)


Shaman uses Taunt for 10 energy
Blaster uses Magic Coat for 10 energy
Shaman is taunted for 6 actions
Blaster takes 2 poison damage

Shaman is unable to use Yawn due to Taunt

Blaster uses Conversion for 5 energy
Available types: Psychic, Electric, Ice, Poison, Ghost
Roll a D5 for new type: 3 - Ice
Blaster takes 2 poison damage

Shaman uses Focus Blast for 7 energy
Roll a D100 for accuracy (boosted to 77%): 84 - miss

Blaster uses Psybeam for 5 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for confusion: 75 - no confusion
Shaman takes (7+(4-3)*1.5)*1.5=12.75 damage
Blaster takes 2 poison damage

The walls close in, reducing the width of the arena to 60ft

Trap roll: 1 = giant axe, 2 = floor spikes, 3 = thick cloud, 4 = magic flames, 5 = shrieking faces

Roll a D5 for trap: 2 - floor spikes
Shaman takes 90/8=11.25 damage
Blaster takes 100/8=12.5 damage

Total damage:
Shaman: 24
Blaster: 80.5


OK jas, your turn.
 

jas61292

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Blaster's not going to last too much longer, so lets just fire off some Psybeams. Though if it trys to confuse you, Magic Coat it back.

Psybeam x3
Replace one action with Magic Coat if Scratchet uses Confuse Ray
 
Sigh. Let's at least get a KO counter.

Rock Smash~Rock Smash~Rock Smash

If porygon is at 10 or less health after the first Rock Smash, replace the 2nd one with Roost
 

HP: 66
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)
Energy: 83%
Ability: Scrappy
Other: Taunt (4 more actions)



HP: 19
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Energy: 22%
Ability: Trace
Other: Poisoned, Ice-type (1 more round)


Shaman begins this round by trying to smash the now-icy Blaster into pieces. He Smashes it like a Rock but it reassembles and fires off another Psybeam. The beam hits Shaman in the head. Shaman tries to take a breather but he still cannot shake off the taunt that was reflected back at him. Careful now, Shaman. The great dwarf warlord Stubble met his demise in this very room because he lost his temper. But then, as Shaman gets hit by yet another Psybeam, Blaster freezes up! It doesn't move at all, not even when its trainer commands it to finish the job! Well it seems that Blaster is no longer able to fight and must be recalled to its pokeball.

Meanwhile, the walls close in for the fifth time, but this time a hissing sound can be heard. The room is suddenly filled with a thick cloud of dark gas, making it hard for Shaman to see. I wonder if he will see who his next opponent is.


HP: 40
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)
Energy: 81%
Ability: Scrappy
Other: Taunt (2 more actions)



HP: 7
Energy: Out of RAM
Ability: Trace


Shaman uses Rock Smash for 2 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for defence drop: 28 - defence drop
Blaster takes (4+3+(2-3)*1.5)*1.5=8.25 damage

Blaster uses Psybeam for 9 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for confusion: 47 - no confusion
Shaman takes (7+(4-3)*1.5)*1.5=12.75 damage
Blaster takes 2 poison damage

Shaman is unable to use Roost due to Taunt

Blaster uses Psybeam for 13 energy
Roll a D16 for crit: 12 - no crit
Roll a D100 for confusion: 91 - no confusion
Shaman takes (7+(4-3)*1.5)*1.5=12.75 damage
Blaster takes 2 poison damage
Blaster runs out of energy
Blaster faints

The walls close in, reducing the width of the arena to 50ft

Trap roll: 1 = poison darts, 2 = giant axe, 3 = thick cloud, 4 = magic flames, 5 = shrieking faces

Roll a D5 for trap: 3 - thick cloud

Total damage:
Shaman: 49.5
Blaster: 92.75


jas, send out your next pokemon, then TravelLog, give orders, then jas, give orders.
 

jas61292

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I was hoping we would get this match up. Hatchet, lets go. Show off your Prankster side. Scratchet vs Scratchet should be fun.
 
Sadly you're still taunted for the first 2 actions Shaman, so:
Focus Blast, Fury Swipes, Roost

If he uses Taunt again on the 3rd action, replace Roost with Focus Blast
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well, If we go power vs power, this battle will probably take forever, and that is not what we want. So lets do that status stuff. Protect from that Focus Blast. Toxic it while it attacks, then use your priority to Taunt it so it can't Roost.

Protect - Toxic - Taunt

You know, it wasn't until now that I really noticed how much my movepool really screwed over Scratchet (offensively) in ASB. Going physical to special hurts already, but lacking any good offensive options from the start is just makes it really difficult on him.
 
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