Another fairly Standard Battle! Ragnarokalex vs GemOftheDay!

Rules:
3v3 FE Doubles
1 Day Player/2 Day Ref DQ
2 Subs
Training items
All Abilities
ASB Arena unless someone else wants something better
Switch=OK

Teams:
Ragnarokalex
Malspar the Infernape@Exp Share]
AzureInfernape.png

*Thanks to Toast Tyrant for the sprite*
Infernape (Malspar) Male
Nature:
Naughty
Type:
Fire STAB; immune to burn, 50% reduction in freeze chance, 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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Blaze:
Type: 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)
Iron Fist (DW):
Type: 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)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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


Attacks: 70 Total
Acrobatics
Aerial Ace
Assist
Blast Burn
Blaze Kick
Brick Break
Bulk Up
Bulldoze
Close Combat
Counter
Covet
Dig
Double Kick
Double Team
Dual Chop
Earthquake
Ember
Encore
Endeavor
Endure
Fake Out
Feint
Fire Blast
Fire Punch
Fire Spin
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Energy
Focus Punch
Fury Swipes
Giga Impact
Grass Knot
Heat Wave
Helping Hand
Hidden Power (Ice 7)
Hyper Beam
Leer
Low Kick
Low Sweep
Mach Punch
Magic Coat
Nasty Plot
Overheat
Protect
Punishment
Rest
Retaliate
Rock Slide
Role Play
Roar
Scratch
Shadow Claw
Slack Off
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swift
Swords Dance
Taunt
Thunder Punch
Torment
Toxic
U-Turn
Uproar
Will o Wisp
[/HIDE]
AzureChandelure.png

*Thanks to Toast Tyrant for the sprite*
Chandelure (Zakireth) Male
Nature:
Timid
Type:
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.
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.

Abilities:
Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire:
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag (DW):
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+) (+10% Accuracy & Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19


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

Attacks: 47 Total
Acid Armor
Astonish
Calm Mind
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Embargo
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flamethrower
Flame Burst
Flame Charge
Flash
Haze
Heat Wave
Hex
Hidden Power (Ice 7)
Hyper Beam
Imprison
Incinerate
Inferno
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
Solar Beam
Substitute
Sunny Day
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will o Wisp
AzureEelektross_zps67922b94.png

Thanks to Matezoide for the sprite!
Eelektross (Zaragoth) Male
Nature:
Quirky

Type:
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:
Levitate:
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 50
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks: 31 Total
Acid
Acid Spray
Acrobatics
Aqua Tail
Bind
Bounce
Brick Break
Charge Beam
Coil
Crunch
Crush Claw
Discharge
Double Team
Drain Punch
Fire Punch
Flamethrower
Giga Drain
Headbutt
Light Screen
Protect
Rest
Sleep Talk
Spark
Super Fang
Tackle
Thunder
Thunderbolt
Thunder Wave
U-Turn
Wild Charge
Zap Cannon
GemOftheDay​
282.png
Gardevoir (castette) (f)​
Nature: Mild (+1 SpA, -1 Def)​
Type: Psychic - Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.​
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.​
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.​
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.​
Stats
HP: 90​
Atk: Rank 3​
Def: Rank 2(-)​
SpA: Rank 6(+)​
SpD: Rank 4​
Spe: 80​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 21​
EC: 9/9​
MC: 1​
DC: 5/5​
Moves
Growl​
Confusion​
Double Team​
Teleport​
Lucky Chant​
Magical Leaf​
Heal Pulse​
Calm Mind​
future sight​
wish​
Confuse ray​
Will-o-Wisp​
Disable​
icy wind​
ally switch​
psyshock​
shadow ball​
psychic​
hypnosis​
dream eater​
imprison​
focus blast​
charm​
signal beam​
101.png
Electrode (élechoc pronounced AY-le-shock) (genderless)​
Naive Nature​
Type: 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:​
Soundproof: Type: Innate​
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)​
Static: Type: 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.​
Aftermath: (DW)(LOCKED) Type: Innate​
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.​
HP: 90​
Atk: Rank 2​
Def: Rank 3​
SpA: Rank 3​
SpD: Rank 2 (-)​
Spe: 161 (+)​
Size Class: 2​
Weight Class: 4​
Base Rank Total: 18​
Accuracy Bonus: +30%​
EC: 6/6​
MC: 1​
DC: 4/5​
Moves:​
Charge​
Tackle​
SonicBoom​
Spark​
Rollout​
Screech​
Charge Beam​
Light Screen​
Selfdestruct​
No egg moves. these are tutor moves
magnet rise​
sucker punch​
thunderbolt​
thunder wave​
taunt​
volt switch​
explosion​
mirror coat​
taunt​
swift​
electroball​
endure​
mimic​
signal beam​
AurumothFront.png
Aurumoth [cuivre](f)​
Mild Nature (+SpA, -Def)​
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).​
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.​
Weak Armor: (Toggle) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]​
Stats​
HP: 90​
Atk: 5​
Def: 3 (-)​
SpA: 5(+)​
SpD: 2​
Spe: 94​
Size Class: 4​
Weight Class: 5​
Base Rank Total: 22​
EC: 9/9​
MC: 0​
DC: 2/5​
Attacks:​
Dragon Dance​
Quiver Dance​
Tackle​
String Shot​
Sunny Day​
Silver Wind​
Bug Bite​
Sunny Day​
Heal Pulse​
Close Combat​
megahorn​
Hydro pump​
Protect​
Psychic​
Safeguard​
will o wisp​
aincentpower​
zen headbutt​
ominous wind​
psyshock​
ice beam​
thunderbolt​
surf​
Here's how it's gonna go down! Gem's gonna send out, then Alex sends his out and chooses actions, then Gem chooses actions, then I sit down, get out a calculator and a cigar, and start reffing!​
 
Cuivre and Castette, let's make our move! (Cuivre @ amulet coin)

Castette: future sight (malspar) -> psychic (malspar) -> charm (malspar)
Cuivre: quiver dance -> hydro pump (malspar) -> psychic (malspar)

If malspar is under a successful protective/evasive effect, redirect those attacks to zagaroth
If zagaroth and malspar are under successfull protective/evasive effects, have castette use lucky chant and Cuivre use quiver dance that action.
 
It's another fine day here on the ASB Arena. A couple of our trainers are about to square off on the turf. If what the refs are telling me is true, then it's a 3-on-3, double battle featuring fully evolved Pokemon. I'm jayjinde in the booth after a LONG hiatus. It appears the match is about to begin, so let's send it down to the field!

The match starts off with Ragnarokalex sending out his first two Pokemon, his Infernape and Eelektross. Two things I immediately notice about these Pokemon are the shades of blue they're both sporting. Must be Bluin Island Pokemon. Both Pokemon are also sporting the Silph Co-patented Exp Share, making sure they get their fair bit of training out of this one! His opponent, the lovely GemOftheDay, sends out her Pokemon! She sends out the Psychic duo of Aurumoth and Gardevoir to meet Alex's pair on the field! Aurumoth seems to be wearing a lucky coin on one of its antennae. As much as that helps with profiteering, I don't think that's safe or easy to do for the poor bug. But, I generally don't ask questions about seven-foot-tall bugs and their choice of fashion...

The ref gives the whistle and all the Pokemon are off! Infernape runs over to Aurumoth and gives it a firm swat of the paw, causing the poor bug to fly backwards! Aurumoth is visibly dazed by the sudden attack, and just seems to shudder for a second to regain its senses. If you ask me, it's the damned coin tied to its antennae that's messing up its performance, but I digress. Gardevoir begins to chant a few words and summons a powerful psychic cloud that vanishes as quick as it came. Eelektross slithers across the green over to Gardevoir and latches down onto her arm with an audible crunch! We'll definitely need to get that one looked at after the match!

As the Pokemon get ready to keep fighting, Infernape begins to dig itself a path underground. People do need to realize that we pay a LOT of CC to keep those fields well-kept, money that could be used to fund the War on Rare Candy and the Pokemon Centers, but no, we've gotta fix the field we keep putting holes in. Anyways, Aurumoth is obviously tired of the monkey's shenanigans. It flies over to Infernape's hole and blasts a pressurized stream of water down it. Provided Infernape doesn't drown, that's going to hurt quite a bit! Gardevoir was about to use its psychic powers to throw Infernape, but couldn't locate it and simply threw Eelektross instead. The oversized lamprey apparently didn't enjoy its flight, as it gathered electrical energy and began to charge down Gardevoir, taking a decent chunk out of both pokemon's health. Infernape then bursts out of the ground, making yet another hole the gardeners have to fill and re-grass, and hits Gardevoir after taking a peek at what she's got under the dress.

As the Pokemon prepare for one more show of attacks, Infernape makes ANOTHER GOD DAMNED HOLE IN THE GROUND!!!!!!! Aurumoth, still tired of his monkey business, senses the silly monkey underground and uses its psychic powers to throw it against the sides of its hole. Gardevoir, likely feeling violated after Infernape's previous peep show, begins to use her feminine wiles to charm Eelektross, who is left a bit weak and randy from the lady's antics. Eelektross then tries to seductively kiss Gardevoir on the neck like many lovers do, but since most lovers don't have a layer of razor-sharp teeth, ends up taking a chunk out of her neck. And I thought my ex was crazy! But, in another event of destroying the turf, Infernape gets a second look up Gardevoir's dress and then hits the poor girl. Damn, that turf is already pretty screwed up! I guess I'll have to call up Steve and Bob to get it cleaned up after this match... Just one more thing those selfish trainers don't remember...

One round in, the Pokemon are already coming out strong, with Infernape and Gardevoir both looking a bit worse for wear. Eelektross is still a bit shaken by his lady's flirting, and that cloud of energy is starting to reform near Infernape. Let's see how both sides are looking!

AzureInfernape.png

Infernape:
49 HP
72 EN
Future Sight (A1)
AzureEelektross_zps67922b94.png

Eelektross:
84 HP
80 EN
-2 Atk

282.png
Gardevoir:​
18 HP​
80 EN​
AurumothFront.png
Aurumoth:​
83 HP​
85 EN​
Now, the audience is waiting for Alex to call his next set of actions!​

Calcs:
A1:
Infernape > Fake Out > Aurumoth
4908 (No Crit)
(4 + 3) * 1 = 7 DMG
-4 EN
Aurumoth Flinch
Gardevoir > Future Sight > Infernape
-7 EN
Eelektross > Crunch > Gardevoir
8879 (No Crit)
9266 (No -Def)
(8 + 3) * 1.5 = 16.5 = 17 DMG
-6 EN

A2:
Infernape > Dig
Aurumoth > Hydro Pump > Infernape
2755 (Hit)
6465 (No Crit)
(12 + 4.5) * 1.5 = 24.75 = 25 DMG
-8 EN
Gardevoir > Psychic > Eelektross (Sub)
4026 (No Crit)
8076 (No -SpD)
(6 + 4 + 3 + 3) = 16 DMG
-7 EN
Eelektross > Wild Charge > Gardevoir
1024 (No Crit)
(7 + 3 + 3 + 3) = 16 DMG
-4 HP (Recoil)
-8 EN
Infernape > Dig > Gardevoir
8349 (No Crit)
(8 + 4.5) = 12.5 = 13 DMG
-10 EN

A3:
Infernape > Dig
Aurumoth > Psychic > Infernape
6142 (No Crit)
3001 (No -SpD)
(6 + 4 + 3 + 4.5) * 1.5 = 26.25 = 26 DMG
-7 EN
Gardevoir > Charm > Eelektross
-2 Atk
-6 EN
Eelektross > Crunch > Gardevoir
799 (No Crit)
5686 (No -Def)
(8 + 3) * 1.5 - 4 = 12.5 = 13 DMG
-6 EN
Infernape > Dig > Gardevoir
1631 (No Crit)
(8 + 4.5) = 12.5 = 13 DMG
-14 EN
 
Malspar: Flare Blitz Castette - Blast Burn Cuivre - Flame Wheel Cuivre
IF Castette is under the effects of a protective/evasive move when you would attack it, Protect that action
IF Cuivre is under the effects of a protective/evasive move when you would target it, Sunny Day that action and push down

Zaragoth: Flamethrower Cuivre - Flamethrower Cuivre - Flamethrower Cuivre
IF Cuivre targets Malspar with an offensive psychic or ground type combo, bodyblock Malspar that action (uses both sub slots)
 
Uh, if I'm correct, dig is considered to be a damaging evasive and the sub would not trigger. Garde's psychic should miss, charm should hit.

Giving ralex a chance to reorder, if he so pleases.
 
Castette: wish-> heal pulse (Cuivre) -> heal pulse (Cuivre)
Cuivre: protect castette -> ancient power -> heal pulse (castette)
 
At the open of the second round here in our usual battleground, both Aurumoth and Infernape begin to rush towards Gardevoir. Infernape's looking to light the good lady up with a fierce Flare Blitz, while Aurumoth is trying to intercept it and protect its friend from harm. Sadly, the lawn destroyer is faster and ends up killing- One second, my producer is reminding me I'm not allowed to use the words "kill," "die," "corpse," or "murder" during my broadcasts. I really shouldn't have used them there, but what can they say about it, I'm just reminding our audience that this whole program is ran by fascist sticklers for the rules... Anyways, back to the battle! Aurumoth then shields its poor friend's fainted body. There, better? Anyways, while Aurumoth is busy protecting its fainted friend, Eelektross begins to breathe fire from its hand-mouths. And that's why I'm never going swimming in any body of water in Unova... And you guys remember that cloud of energy Gardevoir summoned early on before her opponents wasted her right? Well, it's back! It knocks everyone's favorite field destroyer flat on his monkey butt, showing that even dea- err, I mean fainted Pokemon can still do something!

Next round, the turf decimator lets loose a huge blast of fire onto Aurumoth, with a decent chunk of the turf being singed in the process. Steve and Bob are definitely working overtime this week, which is pretty sad since Steve's newborn Jake just got home from the hospital. But, anyways, Aurumoth's getting sick and tired of being lit up by everyone and everything and begins to summon a few rocks from the ground, extracts the paleolithic energy from them, and throws the concentrated energy chunk at Infernape. Eelektross keeps the firepower turned up, leaving Aurumoth barely standing and suffering from very minor burns. And now a word from our sponsors: treat any affliction Mother Nature's way with Heal Powder, available at your local herb store.

After that very well-placed ad, let's get back to the action! Infernape's a bit tuckered out from letting it all out on Aurumoth, and struggles to really do anything of note other than fall on his rear. Aurumoth then tries to heal its fainted ally, but the poor girl can't get up. Time for a trip to the Pokemon Center right after this, Gem? Well, in other news, Eelektross is keeping the pyrotechnics going, and has finally finished roasting Aurumoth. The poor bug can't take all of this fire, and abruptly faints while sustaining third-degree burns.

So, at the end of the second round, Alex is coming on strong, with two of his opponent's Pokemon fainted while he still has three alive. Let's look at how his Pokemon are holding up in the meantime.

AzureInfernape.png

Infernape:
6 HP
53 EN
AzureEelektross_zps67922b94.png

Eelektross:
84 HP
47 EN
282.png

Gardevoir:
KO
AurumothFront.png

Aurumoth:
Now, we'll let the wonderful Gem send out her last Pokemon, give it a few commands, and we'll take things from there!​
Calcs:​
A1:​
Infernape > Flare Blitz > Gardevoir​
4235 (No Crit)​
743 (Burn)​
(10 + 4 + 3 + 4.5) = 21.5 = 18 DMG​
Gardevoir KO​
-9 EN​
-6 HP (Recoil)​
Aurumoth > Protect > Gardevoir​
NOTHING!!!!!!​
-7 EN​
Eelektross > Flamethrower > Aurumoth​
5952 (No Crit)​
2950 (No Burn)​
(10 + 3) * 1.5 = 19.5 = 20 DMG​
-7 EN​
Gardevoir > Future Sight > Infernape​
(10 + 3 + 4.5) * 1.5 = 26.25 = 26 DMG​
A2:​
Infernape > Blast Burn > Aurumoth​
5451 (Hits)​
1489 (No Crit)​
(15 + 3 + 3) * 1.5 = 31.5 = 32 DMG​
-10 EN​
Aurumoth > Ancientpower > Infernape​
2608 (No Crit)​
1883 (No +All)​
(6 + 4.5) = 11 DMG​
- 4 EN​
Eelektross > Flamethrower > Aurumoth​
9152 (No Crit)​
5156 (No Burn)​
(10 + 3) * 1.5 = 19.5 = 20 DMG​
-11 EN​
A3:​
Infernape > Sluggish​
Aurumoth > Heal Pulse > Gardevoir's Dead Body​
+0 HP (Only Ho-Oh can resurrect)​
-14 EN​
Eelektross > Flamethrower > Aurumoth​
3749 (No Crit)​
789 (Burn)​
(10 + 3) * 1.5 = 19.5 = 20 DMG​
Aurumoth KO​
-15 EN​
 
Élechoc:thunderbolt infernape-> t-wave electross -> light screen

If infernape uses protect a1, change that action to light screen, and push back
 
Malspar: Mach Punch+Drain Punch Elechoc - Cooldown - Mach Punch

Zaragoth: Flamethrower Elechoc - Flamethrower Elechoc - Brick Break Elechoc
 
The third round of our battle opens with the field vandal doing a last-ditch combination to try to stay in the fight. It uses a combination of Mach Punch and Drain Punch, which I'm going to call Flush Punch for the sake of nomenclature, on Gem's Electrode with a French name I'm going to make no attempt at pronouncing. After taking a bracing blow, the Electrode shoots off a few bolts of lightning at Infernape, finishing off the monkey and removing the threat of holes in the field for the remainder of the match. Eelektross is simply floating where it has this whole time, keeping the fire burning from its mouths. That's actually starting to take a visible toll on Eeletross, leaving it quite tired. I would be too if I spent the better half of two rounds shooting fire from my mouth and hands.

Next, Electrode shoots a wave of electricity at Eelektross, leaving the lamprey with a bit of paralysis. Fun fact about Eelektross and lamprey in general, their whole body is one large muscle, leaving them very prone to full-body paralysis. And speaking of paralysis, looks like Eelektross isn't doing anything this action!

In the closing action of this round, Electrode sets itself up a Light Screen to protect it against the special attacks of both Eelektross as well as Alex's incoming Chandelure. However, Eelektross will have none of that, and proceeds to break down the screen with brute force.

Aside from the destroyer of lawns going down, nothing too eventful happened this turn, so let's see how both sides are stacking up:



AzureInfernape.png

Infernape:
KO
AzureEelektross_zps67922b94.png

Eelektross:
84 HP
22 EN
Paralyzed: 15%

101.png
Electrode:​
51 HP
78 EN​
So, Alex, send out your Chandelure, make your actions, we'll let Gem make her actions, and then I'll ref the next round!​
 
Chandy: Fire blast Elechoc - Over Heat Elechoc - Chill

Zaragoth: Chill - Flamethrower Elechoc - Flamethrower Elechoc
IF Light screen is used, Brick Break that action
 
The final next round of our match opens with Ralex sending out his Chandelure, which glows a ghastly blue. Anyone else getting the feeling that their soul is being sucked out through the ear, or have I just been doing too many Vitamins? Anyways, while I try to ignore the giant rainbow Krabby who just joined me in the booth, Electrode shoots off bolts of lightning at Chandelure. Chandy mostly shrugs it off and answers back with a powerful Fire Blast. That looks totally awesome when you've taken one too many hits out of a Red Flute. Eelektross is sitting over in it's own little world, chillin' like nothing at all is going on. I like that guy, he's a pretty cool guy.

Electrode's getting all shiny, I like it, it's kinda trippy though. Chandelure just starts to spin a bit. Nothing important really. Well, at least not until it lets out a massive blaze that singes 90% of the grass around Electrode. Hmm, I could use some grass right now... Nevermind that last comment, Eelektross tries to match its partner's firepower with a Flamethrower but doesn't come close. Thankfully, it was enough to take down Electrode, and down goes the upside down item ball. Wait, how you you knock over a ball? I'm confused and have to go pick up a Parcel from a guy in an alley in Castelia City, here's what you all get:

Ragnarokalex: 2 CC
Infernape: 4 MC, 1 KOC
Eelektross: 4 MC, 2 KOC
Chandelure: 3 MC

GemOftheDay: 3 CC
Aurumoth: 2 MC, 1 DC
Gardevoir: 3 MC
Electrode: 2 MC, 1 DC, 1 KOC

jayjinde: 7 UC
 
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