Violence on a Madman's Mind... Classical vs. TRG! (SS Refs, this cannot end well)

All right i'm looking for a battle bursting with flavor! Be warned, I'll be using very creative flavor and I expect my opponent to do the same. no action 1/2/3 here you gotta think your way through this.

1 v 1 Singles FE
2 Day DQ
Infinite Chills/Recoveries

Arena is The Ref's Mind! I want to see how we can do in ever changing enviroments!
Accepting regardless of the limitation of not having a FE mon. I can handle this tomfoolery.

1 Ability
Switch Equal Lol.
Items = Training.
Mmm... Such sweet serenity...

...Peace...

...Solitude...

... Wait... What are you doing here? YOU DON'T BELONG HERE, GET OUT!


The Royal Guard's Companion

Seviper [VonKarma] (M)
Nature: Brave (+*Att, -15% speed)

Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings

Abilities:
Shed Skin:
Type: Innate
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Infiltrator (DW):
Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: 5(+)
Def: 2
SpA: 4
SpD: 2
Spe: 56 (-)
Base Rank Total: 17

MC: 2
DC: 1/5


Attacks:24
Wrap
Lick
Bite
Poison Tail
Screech
Glare
Crunch
Poison Fang
Swagger
Haze
Night Slash
Poison Jab
Venoshock
Wring Out
Coil


Night Slash
Iron Tail
Body Slam

Earthquake
Flamethrower
Protect
Toxic
X-Scissor

Aqua Tail


Classical's Company

Monferno (*) Dejonel (M)

Nature: Hasty (+15% Accuracy)

Type: Fire/fighting

Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 93 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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

Abilities

Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

[DW Locked] 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)

Moves:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Slack off
Acrobatics
Mach Punch
Fire spin
Flare Blitz
Close Combat
Feint


Dig (*)
Fire Blast (*)
Grass Knot (*)
Substitute
Brick Break
Protect
will-O-Wisp
Endure


Fake Out (*)
Encore (*)
Counter (*)
Thunder Punch

Moves: 24


Clefairy "Matt" (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Normal

Normal:Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.

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

Abilities:

Cute Charm (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated

(DW) Friend Guard (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

EC: 6/9
DC: 5/5
MC: 1

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10

Moves:
(Lv Up)
Pound
Charm
Encore
Sing
Sweet kiss
Copycat
Magical Leaf
Minimize
Defense Curl
Follow Me
Wake-Up Slap
Cosmic Power
Bestow
Meteor Mash
Light Screen
Moonlight
After You


(Egg)
Metronome
Substitute
Aromatherapy
Magic Coat


(T/m)
Flamethrower
Shadow Ball
Dig
Double Team
Protect
Toxic
Bide
Endure

Moves: 27


Lombre "Twinkletoes" (M)

Nature: Naughty (+Atk -SpD)

Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13

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


Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Rain dance
Zen Headbutt
Fake Out
Fury Swipes
Water Sport


Ice beam
Protect
Toxic
Scald
Giga drain
Substitute


Leech Seed
Synthesis
Teeter Dance
Counter
Moves: 22


Arena: DJ Shadow - Giving up the Ghost
No Water Source, No Grass Source, Boulders present, Ground Diggable
The inner city playground of a devastated, ash-covered city, post-war. No other life remains now, nothing stirs up the sulphur but the muted breath of the wind, carrying the screams of the innocent caught in the crossfire that were long ago silenced. Beware the burning sulphur puddles, they'll ruin your shoes.

TheRoyalGuard Equips Item (Or doesn't)
Classical Sends Out Pokemon, Specifies Ability, Equips Item, then Orders
TheRoyalGuard Orders
I Ref
 
(Assuming 1 sub since it wasn't specified, also sorry for lateness)

Okay dejonel. Time to rollout and lay on the hurt. Don't forgot this xp share for extra moves later on. Start the round by climbing the junglegym and showing your beatific butt cheeks to this ugly basilisk wannabe, we don't want any nasty status on us. Next cripple this pitiful snake with a will-o-wisp. Finish off the round by digging low and then popping up and crushing the seviper! Remeber if he tries any earthquakes smash him back with a counter, but don't let it ruin the plan!

Claim high ground on playground
Taunt ~ Will-O-Wisp ~ Dig
If earthquake Counter and push actions back.
 
VonKarma, since this primate wants to see our might, let's oblige! since he wants to climb so badly, lets see if he can pick himself up, target him with an Aqua Tail, and try to bring it full circle and break that jungle gym, follow up with a Poison Jab, while he's lying in the dust! Build up your power and as he comes up from the ground send him flying into the air with a mighty Aqua Tail combo!

Aqua Tail and try to break the Jungle Gym-Poison Jab-Aqua Tail+Aqua Tail combo to try to throw him into the air
 
Bolding > Hide Tags, just so you know.

Pre-Round Information:

Seviper (VonKarma) [M]
HP:
100
En: 100
Base Stats: 5/2/4/2/56/3/4
Stat Changes: -10 Eva.
Ability: Shed Skin
Other: None


Monferno (Dejonel) [M]
HP:
100
En: 100
Base Stats: 3/1/3/2/93/2/2
Stat Changes: +15 Acc.
Ability: Blaze
Other: None

--------------------------------------------------------

Round 1 Starts!

--------------------------------------------------------

Why? Why have you ventured into his Mind? Surely you must have known... Surely you must have been prepared...

Released into the field of battle, Dejonel leaps up the ash-covered jungle gym, flinging Taunts and insults at his limbless opponent. VonKarma, quick to the offence, coils and springs at his more limber foe, spinning around and slamming a water-imbued Aqua Tail. The Monferno is knocked to the soft ground, and the Seviper's attack carries on the strike against the metal of the jungle gy-


THIS IS SACRED TO ME, AND YOU DARE TRY TO DESTROY IT?!!?!??! DESECRATION!!! TAKE YOUR VIOLENCE AND GET OUT GET OUT GET OUT GET OUT!!!!!!

Fools! This is still his Mind! You are attacking physical manifestations of his subconscious! Boulders from the already-damaged building are shaken loose, falling down a striking at your surprised pokemon! It seems that the sudden assault from no where has left both of your pokemon visibly shaken. I would not recommend attacking things like that again.

Carrying on, Dejonel attempts to soften all future blows by blowing Will-O-Wisps towards the Serpentine foe, Burning it. Crippled but still fighting, VonKarma stabs at Dejonel furiously, a series of Poisonous Jabs! The venoms from the attack seem to have sunk in, because Dejonel is shaking! He doesn't look too good.

Dejonel fears the assaults of his foe, diving into the dirt and Digging underground! VonKarma smiles deviously, his tail drawing moisture from within himself to surround it with growing intensity. Dejonel throws the snake into the air, who then retaliates with a Super-Aqua Tail, slamming Dejonel hard across the face and within an inch of his life.

You have struck a blow to Arena and the mind of the owner... The damaged arena melts away, throwing yourselves and your pokemon into the depth of nothingness, falling...


--------------------------------------------------------

Round 1 Ends!

--------------------------------------------------------

Post-Round Information:

Seviper (VonKarma) [M]
HP:
74
En: 56
Base Stats: 5/2/4/2/56/3/4
Stat Changes: -10 Eva., -1 Atk (2a)
Ability: Shed Skin
Other: Burned (-2HP), Taunted (3a), Cooldown (1a)


Monferno (Dejonel) [M]
HP:
6
En: 74
Base Stats: 3/1/3/2/93/2/2
Stat Changes: +15 Acc., -1 Atk (2a)
Ability: Blaze (Active)
Other: Poisoned (-2HP)

Action 1:
Dejonel:
Climbs up the Jungle Gym and uses Taunt! (10 En) Seviper fell for the Taunt!
VonKarma: Uses Aqua Tail! (7 En) (Miss <1000, rolled 4224) (Crit. <625, rolled 5853) (9+(5-1)*1.5)*1.5 = 22.5 Dmg! (Gym Break <2000, rolled 1152)
Arena: Defends itself! Uses Rock Slide! Uses Growl!
- Vs. Dejonel: (Crit. <1250, rolled 759) A Critical Hit! (8*.75+3+(4-1)*1.5) = 13.5 Dmg! Attack Fell!
- Vs. VonKarma: (Crit. <1250, rolled 4837) (8*.75+(4-2)*1.5) = 9 Dmg! Attack Fell!

Action 2:
Dejonel:
Uses Will-O-Wisp! (7-1= 6 En) Seviper is now Burned!
VonKarma: Uses Poison Jab! (6-1= 5 En) (Crit. <625, rolled 7720) (8+3-3+(5-1)*1.5)+(-1*1.75) = 12.25 Dmg! (Poison <3000, rolled 2750) Monferno is now Poisoned!

Between Actions:
Dejonel:
-2HP!
VonKarma: -2HP!


Action 3:
Dejonel:
Uses Dig! (10 En) (Crit. <625, rolled 2007) (8+(3-2)*1.5)*1.5+(-1*1.75) = 12.5 Dmg!
VonKarma: Uses Aqua Tail + Aqua Tail Combination! (31.5 En) (Miss. <1900, rolled 9718) (Crit. <625, rolled 544) A Critical Hit! (20.25+3+(5-1)*1.5)*1.5+(-1*1.75) = 42.125 Dmg!

Between Actions:
Dejonel:
-2HP!
VonKarma: -2HP! Shed Skin: (1-3, rolled 3: No Activation)

End of Round-ing:
Dejonel:
94.375 ~ 94 Dmg! 26 En!
VonKarma: 25.5 ~ 26 Dmg! 43.5 ~ 44 En!


Arena: Mike Foyle - Shipwrecked
Water Source, Grass Source, Boulders Available, Ground Diggable
You find yourself stranded on a beach at sunset, the waves lapping gently at the shore. Palm trees sway gently with the breeze. Because of the tranquility, a sense of peace befalls all Trainers and Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 50% more effective, and will work with their maximum level of effectiveness. This peace also affects a Pokemon's fighting prowess; All Pokemon's Attack and Special Attack Ranks are halved, rounded down. There is a garden off to the side, with Lum Bushes and all sorts of Herbal Plants, alongside a small shack with 5 beds within it. Relax, take a load off. Fight another day.

The Royal Guard Orders
Classical Orders
I Ref
 
I'm afraid i'm gonna have to decline resting. I need to end this before Dejonel gets a chance to regen. Well VonKarma take a break from that last combo, then let's settle down with our new chew toy! Use Wrap to grab and curl around him to stop his movement! once he's good and caught, finish him with your signature Poison Fang! If he trys protecting against your Wrap attack just settle back and coil up in preperation for a second Wrap

Cooldown-Wrap and coil around him-Poison Fang
If he Protects action 2 switch that action to Coil and push actions down
 

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