No items, Fox only, Final Destination - Dummy007 vs Leethoof (with Objection reffing)

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Good job, Harry, getting my first KO ever in one of these matches. All right, use Morning Sun to get your health up, then nuke it with an Ember-boosted Flamethrower to finish off the sun.

Summary:
Morning Sun -> Ember + Flamethrower
 
Ok Vanguard. Dinosaur time. SMACK THAT CATERPILLAR DOWN (hopefully off the platform. Then prepare to block his epic flame of flameiness with a Protect, unfortunately making you verrry tired. Then hit him with another prehistoric SMACK DOWN aiming to knock him into the abyss of space.

Summary: Smack Down to push him off->Protect->Smack down to push him off.
 
Spr_5b_636.png

HP: 69
Atk: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 60
Energy: 54%

410.png

Shieldon (Vanguard) (M)
Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof (DW): 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: Relic Song, Snarl, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: **
Def: *****(+)
SpA: **
SpD: ***
Spe: 25 (30/1.15 = 25)
Energy: 100%

Attacks:
Tackle*
Protect*
Taunt*
Metal Sound*
Take Down*
Iron Defense*
Swagger*
Stealth Rock*
Wide Guard*
Screech*
Earthquake*
Smack Down*
Sandstorm*

Leethoof's second pokemon is looking like a much tougher opponent for Harry to take down. Vanguard the Shieldon prepares to attack, but Harry has a plan: he's going to call upon the Morning Sun to heal him. The bright sun restores his vitality, and just in time too. Vanguard is intent on Smacking Down his opponent with some rocks. Despite the attack itself not being very strong, Harry's kind are quite susceptible to rock-type attacks so the move does hefty damage. Enraged, the Larvesta tries another combo attack made from Ember and Flamethrower, but the Shieldon Protects himself from the fire. It takes a lot of energy for him to do so, but he does it. Then, while Harry is forced to recharge, Vanguard Smacks him Down again, pushing him close to the edge of the arena in the process! Harry is looking quite tired now.

Spr_5b_636.png

HP: 47
Atk: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 60
Energy: 27%
Other: Grounded (4 actions)

410.png

HP: 90
Atk: **
Def: *****(+)
SpA: **
SpD: ***
Spe: 25 (30/1.15 = 25)
Energy: 77%

Harry uses Morning Sun for 15 energy (90/10 + 6)
Harry recovers 21 HP

Vanguard uses Smack Down for 3 energy
Roll a D16 for crit: 5 - no crit
Harry takes 21.38 damage (round to 22)
Harry is grounded for 6 actions

Vanguard uses Protect for 17 energy (30/3 + 7)
Vanguard is protected from the next attack

Harry uses a combo of Ember and Flamethrower for 12 energy
The move fails due to Protect

Vanguard uses Smack Down for 3 energy
Roll a D16 for crit: 5 - no crit
Harry takes 21.38 damage (round to 21)

The sun will shine for 2 more rounds. Leethoof, your orders if you please.
 
VANGUARD! YOU ARE ROCK SOLID. YOU ARE ALSO VERY AWESOME. I LOVE YOU. And because I love you so much, I want you to SMACK DOWN the caterpillar, and then take him down off the edge of the FINAL DESTINATION, INTO THE DEPTH OF THE SPACES. If he somehow manages to stay on, push even more with another SMACK DOWN. But, if he tries to blow you to bits with a ember+flamethrower, protect only once, delaying the queue.

Summary: Smack Down->Take down->Smack Down...Protect in any slot to block ember+flamethrower once
 
All right, this is where it gets complicated. Nuke it with Flamethrower, then latch onto its face with Bug Bite. Now, as it runs blindly off the edge, let go and use Magnet Rise to propel yourself into the air and send it running into oblivion.

Summary:
Flamethrower -> Bug Bite its face -> Magnet Rise
 
Spr_5b_636.png

HP: 47
Atk: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 60
Energy: 27%
Other: Grounded (4 actions)

410.png

HP: 90
Atk: **
Def: *****(+)
SpA: **
SpD: ***
Spe: 25 (30/1.15 = 25)
Energy: 77%

Harry begins by launching a Flamethrower, this time not combined with an Ember, while Vanguard hurls more rocks to Smack Down the Larvesta. Seeing that this isn't working and that the Shieldon is about to charge head-first into him, Harry quickly Bug Bites his face and holds on for dear life while Vanguard tries to Take him Down off the edge of the arena. Vanguard succeeds, but ends up falling off too. Harry tries to float back up with Magnet Rise but, having been crushed by rocks earlier, he finds himself unable to float and he too falls into the darkness.

Spr_5b_636.png

HP: 25
Energy: 18%
Other: Fallen into oblivion

410.png

HP: 68
Energy: 67%
Other: Fallen into oblivion

Harry uses Flamethrower for 6 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for burn: 89 - no burn
Vanguard takes 18 damage

Vanguard uses Smack Down for 3 energy
Roll a D16 for crit: 7 - no crit
Harry takes 21.38 damage (round to 22)

Harry uses Bug Bite for 3 energy
Roll a D16 for crit: 11 - no crit
Vanguard takes 4.02 damage (round to 4)
Harry latches onto Vanguard's face

Vanguard uses Take down for 7 energy
Vanguard and Harry both fall off the edge of the arena into oblivion

Harry tries to use Magnet Rise but can't due to the effects of Smack Down

Note: Vanguard gets a KO counter because his move KO'd Harry. Harry's Bug Bite did not in itself KO Vanguard, so Harry does not get a KO counter from this.

There will be 1 more round of sunshine. I will send out both trainer's last mons now.

coloshale3.png

Colloshale(*) [Neville] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Heat Rampage (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Stats:
HP: 100
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85
Energy: 100%

Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)

Sucker Punch(*)
Earth Power(*)
Water Spout(*)

Earthquake(*)
Payback(*)
U-Turn(*)

453.png

Croagunk (Boggle) (M)
Nature: Hardy

Type:
<Poison> Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Wrap, Haze, and Glare have Energy Cost reduced by one (1).
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities
Anticipation: This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats
HP: 90
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 50
Energy: 100%

Attacks
Astonish*
Mud Slap*
Poison Sting*
Taunt*
Pursuit*
Faint Attack*
Revenge*
Swagger*
Drain Punch*
Vacuum Wave*
Bullet Punch*
Poison Jab*
Toxic*
Work Up*

Dummy007, your orders please.
 
That strategy worked almost as well as I had hoped. All right, Neville, use Earth Power to do some heavy damage, then Earthquake it to kindgom come. Close with a second Earth Power.

Summary:
Earth Power -> Earthquake -> Earth Power
 
This is going to straight up suck, Boggle. Sorry to get you killed by more eathquakes in yet another battle. BUT NO FEAR! YOU ARE A DIRTY FIGHTING FROG, AND YOU EAT DARK-TYPES FOR MIDAFTERNOON SNACKS. Sit back and wait for the Earth Power to hit and then Revenge hit the whale. Then heal *some* health with a Drain Punch, and hit it with another powerful Revenge after that nasty earth power.

Summary: Revenge after Earth Power->Drain Punch->Revenge Earth Power


EDIT: How will earthquake/earth power affect the stadium?
 
Since I don't recall seeing anything regarding Earthquake and Earth Power in the arena description and Final Destination can handle powerful moves from four well-known video game characters at once, I think it's fair to say that seismic moves won't have an effect on the arena.

coloshale3.png

HP: 100
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85
Energy: 100%

453.png

HP: 90
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 50
Energy: 100%

The last two pokemon are out: Neville the Colosshale and Boggle the Croagunk. Neville starts out by calling upon the Earth's Power, causing a blast of energy to shoot up from the ground right under Boggle's feet. Boggle seeks Revenge and begins to pummel the huge whale, but then Neville slams his huge body into the ground, causing a massive Earthquake. Boggle figures that he needs to get some vitality back so he hits the Colosshale square in the jaw with a Drain Punch that saps some of Neville's health. Not feeling happy about this, Neville uses another Earth Power and hits his mark again. And once again, Boggle exacts his Revenge on the Colosshale.

With the way this is going, I reckon one of these two will fall by the end of the next round. As if to signify the imminent end of this battle, the sun has faded completely now.

coloshale3.png

HP: 25
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85
Energy: 82%

453.png

HP: 39
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 50
Energy: 79%

Neville uses Earth Power for 6 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for special defence drop: 64 - no special defence drop
Boggle takes 19.5 damage (round to 20)

Boggle uses Revenge for 7 energy
Roll a D16 for crit: 11 - no crit
Neville takes 27 damage
Boggle takes 2 damage due to Dry Skin

Neville uses Earthquake for 6 energy
Roll a D16 for crit: 15 - no crit
Boggle takes 16.5 damage (round to 16)

Boggle uses Drain Punch for 7 energy
Roll a D16 for crit: 9 - no crit
Neville takes 21 damage
Boggle recovers 10.5 HP (round to 11)
Boggle takes 2 damage due to Dry Skin

Neville uses Earth Power for 6 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for special defence drop: 96 - no special defence drop
Boggle takes 19.5 damage (round to 20)

Boggle uses Revenge for 7 energy
Roll a D16 for crit: 2 - no crit
Neville takes 27 damage
Boggle takes 2 damage due to Dry Skin

Go go Leethoof.
 
It's down to the wire! Spam Earth Power until one of you goes. Excellent game, Leethoof.

Summary:
Earth Power -> Earth Power -> Earth Power
 
coloshale3.png

HP: 25
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85
Energy: 82%

453.png

HP: 39
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 50
Energy: 79%

And so it comes down to this: will the mighty Neville's Earth Powers bring him to victory, or will Boggle's Drain Punches keep him alive for long enough?

coloshale3.png

HP: -17
Energy: 66%

453.png

HP: 10
Energy: 61%

Leethoof wins the match!

Both Dummy007 and Leethoof get 2 TC.
All pokemon get 1 EC, 2 MC and 1 DC.
Wooly, Harry, Vanguard and Boggle all get 1 KOC.
I get 6 RC.
 
EG (Excellent Game), Leethoof. I was hoping for either a SpD drop or a crit there, but I guess hax decided not to give me the win. Overall, I only wish Malfoy could have done more, and that Harry would have survived Reichenbach Falls. Also, thanks to Objection for being a fair, timely ref!
 
Lol I was surprised Drain Punch healed me enough to survive those Earth Powers. GG to you too, and good job Objection on being a speedy ref!
 
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