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Attacks don't redirect unless ordered, although there are a few other issues: Persistent only increases Trick Room's duration one round, and Encore makes an attack repeat for 2 actions, not one, so Danse Macabre should have Hexed the whole round.
In any case, Attacks for this round:
King, start off the round be trapping Danse Macabre in a Sand Tomb, which should choke off a lot of its Fire attacks and prevent it from burning you. You should also be able to keep your focus, so keep Lampent to the Ground and use Earthquake. Finish up with another Earthquake.
ARMageddon, this will be fun. Start by using Encore on Murkrow's Shadow Ball, then Disable Shadow Ball. Finish the round with Earth Power on Danse Macabre. If Danse Macabre uses Taunt for its first action, strike it with Earth Power, then Air Slash Don Krow as your second action.
ARMageddon: Encore (Don Krow Shadow Ball) ~ Disable (Don Krow Shadow Ball) ~ Earth Power (Danse Macabre)
If Danse Macabre uses Taunt first action, use Earth Power (Danse Macabre) ~ Air Slash (Don Krow) ~ Earth Power (Danse Macabre)
I don't understand how the attack wouldn't be redirected. Lampent wouldn't just fire into empty air, he would put it at the next opponent like any anime mon would.
Don Krow, use Confuse Ray on ARMageddon now that you're faster than it to hopefully prevent its other moves. From there, hit Armageddon with Shadow Ball on its lowered SpD. End the round with a Confuse Ray on King (or Shadow Ball on ARMageddon if encored).
Danse, use Acid Armor on the first action to liquify and avoid the Sand Tomb while also avoiding the Earth Power (you can't hit wax!). From there Taunt ARMaggedon, then use Pain Split on King.
In summary: Don Krow: Confuse Ray (ARMageddon)~Shadow Ball (ARMageddon)~Confuse Ray (King)/Shadow Ball on ARMageddon if encored
Danse: Acid Armor to liquify self and avoid of Sand Tomb~Taunt (ARMageddon)~Pain Split (King)
Attacks don't redirect unless ordered, although there are a few other issues: Persistent only increases Trick Room's duration one round, and Encore makes an attack repeat for 2 actions, not one, so Danse Macabre should have Hexed the whole round.
Thanks for the fix on Trick Room; I'll go edit that in. About Encore: ARMageddon outsped Danse Macabre and Encored its Hex from the last round, correct? In that case, it did repeat for two actions: actions 1 and 2. It just so happened that it was going to Hex Action 1 anyway.
Deck Knight opens this round by sending out his King and quickly moving him to ST3. The Trapinch shoots a massive jet of sand out of the ground in an attempt to entombDanse Macabre. However, the alternating chessboard squares have messed up King's perception, and the attack is a few feet short of Danse Macabre. TravelLog then moves his lamp straight to AA6, where he promptly melts into a puddle of acid. How this is supposed to give him more armor, I'm not exactly sure, but that's what happens. Deck Knight responds by moving ARMageddon to E10, giving another Encore; this time, though, Don Krow is being celebrated.TravelLog soaks up all the praise yet again, forgetting to move Don Krow until it’s too late. The bird charges another Shadow Ball, and the resulting hit does additional damage due to the SpD drop last turn. It’s not all bad news for ARMageddon, though; she’s now free from Fire Spin! (If anyone can bring me evidence of a puddle of acid spitting fire, I’ll re-ref this round. Although that would be pretty cool.)
Deck Knight ponders; he has to play King conservatively or this could end in a stalemate, or, worse, a checkmate. After much careful consideration, he delicately places King on EQ6. ARMageddon and Don Krow easily avoid the seismic activity, but Danse Macabre is grounded and suffers massive damage. Now that Danse Macabre is solid again, TravelLog takes the opportunity to move him to T10. Pulling out the best Yo Mamma insults he can think of, the obnoxious Lampent successfully Taunts ARMageddon. This happens at a very convenient time, since Deck Knight was just about to move ARMageddon to D6. The completely out-of-place language confuses Deck Knight, rendering ARMageddon unable to Disable Don Krow’s Shadow Ball. TravelLog continues to glorify himself (seriously, man, get some humility :P), forcing Don Krow to Shadow Ball ARMageddon again.
Deck Knight moves his King to EQ10. Again, Danse Macabreis the only one that takes any damage. However, TravelLog uses the damage to his advantage, moving Danse Macabre waaaaaaaay across the board to PS28. The ghost lamp turns around and sucks a truckload of health (literally) out of King, boosting its own health in the process. Deck Knight is annoyed that King is in so much pain, so he moves ARMageddon to EP7. ARMageddon harnesses the power of the earth in attempt to splitDanse Macabre in two. For a tiny paratrooper, that Breezi’s attacks sure pack a wallop! TravelLog finally snaps out of his pride for long enough to move Don Krow to CR5. The bird stares intently at King then launches some sort of ray that confuses the antlion. King looks severely confused, meaning I’ll have to roll the RNG three more times next turn. Thanks, guys…
Just noting that Lampent should have the +2 def in his Boosts section
Danse: Let's try and finish off King! Open with an Energy Ball to hit it for some serious damage. Then use Energy Ball again, followed by a chill. If King is still alive A3 having not used Endure, use Energy Ball on it again.
Don Krow: I want you to start off by using Sky Attack on King, then follow that up with a Wing Attack on King. Close the round with another Sky Attack on King (if he is already KOed or alive with Endure target Breezi).
Danse: Energy Ball (King)~Energy Ball (King)~chill
IF King has not used endure by A3 and is still alive, use Energy Ball on it again
Don Krow: Sky Attack (King)~Wing Attack (King)~Sky Attack (King)
IF King is already KOed for your third action or alive with endure, target ARMageddon instead
Thankfully, since you move last, none of the other pokemon should be able to disrupt your focus for the Sky Attacks.
Also, it is my understanding that I have to tell the mons to redirect attacks. It should't make my substitutions illegal, but if they do tell me and I'll change them to be legal.
King, start by using Bite on Murkrow to clamp down on its tailfeathers, making it unable to direct Sky Attack. It'll be risky in your confused state, but it's a good option. It will also hold it firm and allow you to possible avoid Danse Macabre's Energy Ball. Afterward, release Don Krow and Earthquake the field. Finish with a final Earthquake.
ARMageddon, our opponents seem to want you to go on the offensive. Start with another Earth Power on Danse Macabre. Then use Air Slash on Don Krow. You might be able to flinch it before it can use Sky Attack. End with another Bite on Don Krow to disrupt it again.
King: Bite (clamp down on Murkrow's tailfeathers) ~ Earthquake ~ Bite (clamp down on Murkrow's tailfeathers)
ARMageddon: Earth Power (Danse Macabre) ~ Air Slash (Don Krow) ~ Earth Power (Danse Macabre)
The battle seems to be drawing to a close at this point, which is great for me since I could use some ref counters. Anyway, TravelLog steals the first move of the action by moving Don Krow to SA9. Don Krow begins glowing and flies up in the air. Deck Knight moves King to B4, hoping that confusion won't kick in. Thankfully, it doesn't, giving King all the time he needs to bite Don Krow's tail feathers. TravelLog, who had intended for Don Krow to be attacking King this turn, looks concerned that prey has become predator, so he moves Danse Macabre to EB6. The ball of energy he hurls at King does plenty of damage, but it isn't enough to shake off the steel-jawed bug...thing. Deck Knight perceives Danse Macabre to be a large threat, so he counters by moving ARMageddon to EP11. At such an enormous energy cost, you might expect Danse Macabre to fall over and die from this attack; however, the Earth Power only manages to drain about half of his current health. Now Don Krow makes his move; he glows gold as he swoops down in a Sky Attack...only to realize that his target is on his back. He touches down lightly, facepalming every swoop of the way.
Deck Knight now calls off King's Bite and moves him to EQ6. Unfortunately, Deck is distracted by a shiny penny on the ground and inadvertently sets King down on C3, the same accursed place he set Knight down on so many actions ago. King starts slapping himself, hurting himself in his confusion. TravelLog seeks to take advantage of this, so he moves Danse Macabre to EB10. At the cost of most of his remaining energy, Danse Macabre blasts King with another Energy Ball. The friendly neighborhood antlion remains stationary, but his eyes show signs of weariness. Deck Knight wants his King protected at all costs, so he moves ARMageddon to a defensive position: AS5. ARMageddon gathers the four winds into its parachute before slashing at Don Krow with the collected air. The intent of this is to make Don Krow flinch, but Mafia members don't do that. TravelLog moves his Mafian bird toWA3, giving Don Krow plenty of time to charge his wings with energy. He strikes King right where it hurts; the Trapinch collapses onto his side. As the poor tormented soul faints, Don Krow turns away from his fallen prey with an air of superiority.
Now that King is gone, TravelLog moves Don Krow to SA9. The bird begins glowing and flying for the second time this round. TravelLog then moves Danse Macabre to C12. This is an excellent resting place on the board; Danse Macabre just sits back and chills for a few minutes. Deck Knight does not want that lamp getting any down time, so he moves ARMageddon to EP7. The ensuing Earth Power reduces Danse Macabre's health to almost 0, despite the fact that he's still chillin' like he's won the lottery. Now it's Don Krow's turn to strike; the Sky Attack leaves a massive dent in ARMageddon's health and pretty much seals the game. Trick Room has four rounds left, but I don't think we'll be here that long...
Well ARMageddon, we're down, but not out. Finish Danse Macabre off with a final Earth Power. Next use Air Slash on Don Krow, and finish up with a Sludge Wave on Don Krow.
ARMageddon: Earth Power (Danse Macabre) ~ Air Slash (Don Krow) ~ Sludge Wave (Don Krow)
Danse, you move first! Use your last bit of strength to to hit ARMageddon with Flame Burst. If by some miracle your alive after that, use another Flame Burst, then Heat Wave.
Don Krow, you're in the spotlight! Use Sky Attack, followed by Wing Attack. Finish up with a Night Shade.
Both players know that the endgame is upon them, meaning every move here matters more than it would have five turns ago. TravelLog skillfully moves Don Krow to SA13. For the third time this match, Don Krow glows and flies into the air. TravelLog then cautiously moves Danse Macabre to FB5. Danse Macabre fires a burst of flame at ARMageddon, weakening both Pokemon almost to the point of exhaustion. Deck Knight, in one final stroke, moves ARMageddon to EP11. Using most of her energy, ARMageddon delivers a final Earth Power to Danse Macabre. The lamp's light flickers, then goes out altogether; Lampent has fainted! Before Deck Knight can celebrate this triumph, however, Don Krow swoops in from the skies. In a glorious blaze, the Sky Attack smashes into ARMageddon. ARMageddon's parachute is unable to stop her speedy descent, and she crashes to the floor in a heap. As Don Krow lands shakily, it becomes apparent what has happened: ARMageddon has fainted! With a murderous smile on his face, Don Krow returns to his master. TravelLog, with a Snivy-esque look on his face, utters one word that echoes throughout the room: "Checkmate." Deck Knight acknowledges this fact, and the two trainers shake hands. TravelLog wins!
Flame Burst (Lampent) [Success] Damage: 14 Energy Cost: 5 Earth Power Lampent (Breezi) [Success] Damage: 18 Energy Cost: 11 –Lampent fainted! Sky Attack (Murkrow) [Success] Damage: 21 Energy Cost: 13 –Breezi fainted! TravelLog wins!
Prize Time! -Deck Knight and TravelLog each receive 3 TC. -Pengwin (Piplup), Cid (Monohm), Danse Macabre (Lampent), Don Krow (Murkrow), Knight (Gligar), Bishop (Baltoy), ARMageddon (Breezi), and King (Trapinch) each receive 1 EC, 2 MC, and 1 DC. -Bishop, Knight, and ARMageddon each receive 1 KOC. -Danse Macabre and Don Krow each receive 2 KOC. -I receive 8 RC.
Excellent game, guys! I'm glad I could ref such a great battle!