PCF vs Gerard

Who will win this battle?

  • PinkCaptainFalcon

    Votes: 6 85.7%
  • Gerard

    Votes: 1 14.3%

  • Total voters
    7
  • Poll closed .
Status
Not open for further replies.
PINK CAPTAIN FALCON vs. GERARD

don't post or something


This here is a 3v3!

  • 3v3 Singles
  • 3 day DQ
  • 2 recovers, 5 chills
  • Switch = KO
  • One ability
  • No items
Arena: The haunted woods: Halloween land! A deserted land with abandoned houses and dead trees. Not a lot of vegetation, but there is a mud pound north of the arena; there is a lot of silence, and the weather is always dark and cloudy. Who knows what evil lurks within these environs? Read scary stories, embark on chilling quests, and beware the beast that lurks behind the tree...

wtf^

GERARD's Pokemon

Bagon (Karma) {F}
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Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Abilities:

Rock Head: (Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

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: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 50

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

Attacks:

Rage
Bite
Lee
Headbutt
Focus Energy
Ember

Hydro Pump
Dragon Dance
Dragon Pulse


Flamethrower
Brick Break
Dragon Claw


Nohface (Fantine) {F}
Nohface.png

Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Type: Ghost/Steel
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp 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:

Levitate: (Innate)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Levitate (DW): (Innate)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Stats:

HP: 100
Atk: ***(+)
Def: ***
SpA: (-)
SpD: ***
Spe: 10

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

Attacks:

Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse

Yawn
Meteor Mash
Foul Play

Will-o-Wisp
Thief
Shadow Claw


Solosis (Gavroche) {M}
577.png


Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Psyquic
Psyquic: 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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1)

Abilities:

Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Regenerator (DW): (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Stats:

HP: 90
Atk: *(-)
Def: **
SpA: *****(+)
SpD: **
Spe: 20

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

Attacks:

Psywave
Reflect
Rollout
Snatch
Hidden Power Fire
(7)
Light Screen
Charm
Recover
Psyshock


Confuse Ray
Acid Armor
Trick


Calm Mind
Psychic
Shadow Ball

PINK CAPTAIN FALCON's Pokemon

120.png

Staryu* Soryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: 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).

Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])

Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

DW [BAnalyze:[/B] Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85

EC: 1/6
MC: 0
DC: 1


Attacks:
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Power Gem
Hydro Pump

Aurora Beam*
Barrier*
Supersonic*

Rain Dance*
Scald*
Thunder Wave*

439.png

Mime Jr. Kiko (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: 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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Filter: Type: Innate
This Pokemon has a special energy barrier that reduces the damage on any opponent’s super-effective by three (3) damage.

DW Technician: Type: 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 multi-hit attacks is increased by two (2).

Stats:
HP: 80
Atk: (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 60

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

Attacks
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam

Future Sight
Icy Wind
Nasty Plot

Psyshock
Shadow Ball
Charge Beam

236.png

Tyrogue Rocky Balboa (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:
Guts: Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

DW Vital Spirit: Type: 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: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

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

Attacks:
Tackle
Helping Hand
Fake Out
Foresight

Hi Jump Kick
Mind Reader
Rapid Spin

Bulk Up
Protect
Earthquake

PLAN OF ACTIONS:


  1. Gerard will send out.
  2. PCF will send out
  3. PCG will issue actions
  4. Gerard will issue actions
  5. I will ref
  6. Gerard will issue actions
  7. PCF will issue actions
  8. I will ref
  9. Jump to step three
So Gerard, you're up!
 
OK, first use Shadow Ball, then set two Calm Minds

PS: my ability is Magic Guard (altough that should be obvious)
 
Round 1: Clowning Around

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Round 1: Clowning Around[a]round_1_clowning_around[/a]

[jump=round_2_a_lot_of_balls]round 2[/jump]
[jump=round_3_more_repetition]round 3[/jump]
[jump=round_4_the_beast_who_lurks_behind_the_tree]round 4[/jump]
439.png

pokeball.png
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Health: 80
Energy: 100%
Status: -
Boosts: -
Ability: Filter
Actions:
Light Screen
Nasty Plot
Nasty Plot

vs.

577.png

pokeball.png
pokeball.png
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Health: 90
Energy: 100%
Status: -
Boosts: -
Ability: Magic Guard
Actions:
Shadow Ball
Calm Mind
Calm Mind

====================

Both Pokemon stand before each other as they try to destroy the other mentally. After what seems like years of crude glaring passes, Mime Jr. finally decides to to make its move. Glowing in a shimmering yellow aura, it slowly starts to spread its hands apart. Rocks around Mime Jr. start to fly around in a mystic fashion, and energy strong enough for us to feel starts to rise up from the ground. A huge, yellow screen levitates above the ground between Mime Jr. and Solosis, but this doesn't look like any ordinary yellow glass. This is one way glass! This obviously means that it will only affect one side of the battle field. Solosis, on the other hand, isn't a big fan of huge glass walls as of now and decides to just attack and hope to hit hard. A dark black sphere of shadow energy appears right in front of Solosis as it charges up its telepathic power. Finally, it releases the ball. This zooming ball of power collides directly with the massive glass blockade in the field and struggle to get through. Both Pokemon watch slowly as only half of Shadow Ball gets through the wall and hits Mime Jr. right in the face and lowers its Special Defense!. The little circus Pokemon now needs a way to get back at Solosis, but how?.... Suddenly, Mime Jr. jumps up in surprise as if it just hatched an excellent idea. it starts getting stronger and stronger, and Solosis starts to panic. To calm itself down, the green blob performs a series of soothing exercises, which make it physically and mentally more powerful than before.

====================

439.png

pokeball.png
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Health: 72
Energy: 71%
Status: Light Screen (3)
Boosts: +4 SpA
Ability: Filter

vs.

577.png

pokeball.png
pokeball.png
pokeball.png

Health: 90
Energy: 73%
Status: -
Boosts: +2 SpA & +2 SpD
Ability: Magic Guard
 
First attack with Shadow Ball, then use Confuse Ray and try to stop some of it's attacks, then finish with another Shadow Ball
 
Alright, we can match this foo attack for attack Kiko, but we'll come out on top!

Shadow Ball - Shadow Ball - and then Copycat that Confuse Ray. Because confusion is for NERDS!
 
Round 2: A lot of balls

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Round 2: A Lot of Balls [a]round_2_a_lot_of_balls[/a]
[jump=round_1_clowning_around]round 1[/jump]
[jump=round_3_more_repetition]round 3[/jump]
[jump=round_4_the_beast_who_lurks_behind_the_tree]round 4[/jump]
439.png

pokeball.png
pokeball.png
pokeball.png

Health: 72
Energy: 71%
Status: Light Screen (3)
Boosts: +4 SpA
Ability: Filter
Actions:
Shadow Ball
Shadow Ball
Copycat

vs.

577.png

pokeball.png
pokeball.png
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Health: 90
Energy: 73%
Status: -
Boosts: +2 SpA & +2 SpD
Ability: Magic Guard
Actions:
Shadow Ball
Confuse Ray
Shadow Ball


====================

Mime Jr. stares at Solosis much more confidently than before. It slowly steps forward and starts charging up a ball of darkness. As both Pokemon behold before this powerful ball of aura, Mime fires it at Solosis. It was a direct hit! As if it was trying to do the same exact thing as Mime Jr. did on purpose, Solosis shot another ball of shadowy aura on Mime Jr..

Mime Jr. decides again to shoot a shadowy ball of aura at the cellular ball of receptivity, and it once again hits hard! Solosis, however, does its best c-c-c-c-c-c-ombo breaker by confusing Mime Jr. into thinking that it wasn't a combo breaker! Confusing right? No? Okay.

Lastly, Mime Jr. and Solosis use Shadow Ball on each other again using special methods.

====================

439.png

pokeball.png
pokeball.png
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Health: 56
Energy: 48%
Status: Confused (1)
Boosts: +3 SpA
Ability: Filter

vs.

577.png

pokeball.png
pokeball.png
pokeball.png

Health: 50
Energy: 56%
Status: Confused (2)
Boosts: +1 SpA & +1 SpD
Ability: Magic Guard
PCF > Gerard > Me
 
oi, sorry but im just a little confused by the wording at the end. makes it seem like i used shadow ball with copycat but then solosis is confused. therefore confusing me.

Light Screen - Shadow Ball - Shadow Ball

lets keep makin it rain the shadow balls

edit: also i would have thought that i should be only 4 energy less than solosis after this round because i started with 2 less energy and then did the exact same moves except that copycat adds two energy to the cost of confuse ray. that would putt me 4 below him right? not 8? or am i calculating wrong?
 
Use Snatch to steel that Light Screen (and the hit yourself for not doing it when he used Nasty Plot), then use Calm Mind, finish with a Shadow Ball
 
I just want to tell you guys that I won't be able to ref today since I'm going to be busy with other things.... I hope it's alright if I do it tomorrow.
 
Round 3: More Repetition

PCF, the you lose extra energy when you use a move twice in a row (four to be exact). four extra + 2 from copycat + existing difference of 2 = 8, which is the difference in energy, so it's right.

Bag_Choice_Band_Sprite.png
Bag_Choice_Specs_Sprite.png
Bag_Choice_Scarf_Sprite.png
Round 3: More Repetition
[a]round_3_more_repetition[/a]
[jump=round_1_clowning_around]round 1[/jump]
[jump=round_2_a_lot_of_balls]round 2[/jump]
[jump=round_4_the_beast_who_lurks_behind_the_tree]round 4[/jump]


439.png

pokeball.png
pokeball.png
pokeball.png

Health: 56
Energy: 48%
Status: Confused (1)
Boosts: +3 SpA
Ability: Filter
Actions:
Light Screen
Shadow Ball
Shadow Ball

vs.

577.png

pokeball.png
pokeball.png
pokeball.png

Health: 50
Energy: 56%
Status: Confused (2)
Boosts: +1 SpA & +1 SpD
Ability: Magic Guard
Actions:
Snatch
Calm Mind
Shadow Ball
====================

Mime Jr.'s one way glass wall slowly starts to disappear. As it fades away, Mime Jr. prepares itself to make another one just the same. Just like before, it glows mystically as energy rises from the ground. The whole audience can feel the aura of this move! Slowly, but surely, another Light Screen rises from the ground. This time, however, it doesn't go all the way up. In fact, it literally stops. The audience turns their heads toward Solosis, who starts to glow with a black aura. The one way glass does the same, and it appears to have redirected the glass somehow. The intense winds blowing right at Solosis in this haunted forest seem to weaken halfway before it hits the green, cellular Pokemon!

Mime Jr. is now curious as to what just happened, but it won't give up just yet! As we have all seen at least five times before in this battle, Mime Jr.'s purple outline of energy can't be anything other than the famous Shadow Ball. This time, it doesn't seem to hit as hard though as the glass has weakened it. Now I know, Solosis must have used Snatch on the Light Screen! That's not what it's doing now, though. We can all see it repeating the Calm Mind it showed us not too long ago.

Finally, both Pokemon glow with dark energy. At the same time, they unleash a Shadow Ball at each other. Solosis' is definitely bigger, and it shows how much stronger it is too when they collide. The Shadow Ball from this cellular warrior has broken Mime Jr.'s right in half! Whatever is left hits Solosis for respectable damage, though.

====================
439.png

pokeball.png
pokeball.png
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Health: 39
Energy: 32%
Status: -
Boosts: +3 SpA
Ability: Filter

vs.

577.png

pokeball.png
pokeball.png
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Health: 27
Energy: 35%
Status: Light Screen (3)
Boosts: +1 SpA & +1 SpD
Ability: Magic Guard

  • Advertisement: Like this battle? Vote in our completely private poll to show that to your favorite battler! No, I didn't vote.
  • Gerard is up.
 
Ok, use Shadow Ball, then Recover, then Shadow ball again, if he tries to use nasty polt use snatch again, but make sure you recover
 
Umm, just saying, Snatch always goes first, so you can't Substitute it based on something that will go after it since you don't know your opponent's action until after you use Snatch.
 
Light Screen - Encore - Shadow Ball

Just going to throw caution to the wind and hope light screen and filter and his low defense are enough for me to end this before he recovers and i run out of energy
 
229.png
Round 4: The beast who lurks behind the tree....
[a]round_4_the_beast_who_lurks_behind_the_tree[/a]
[jump=round_1_clowning_around]round 1[/jump]
[jump=round_2_a_lot_of_balls]round 2[/jump]
[jump=round_3_more_repetition]round 3[/jump]

439.png

pokeball.png
pokeball.png
pokeball.png

Health: 39
Energy: 32%
Status: -
Boosts: +3 SpA
Ability: Filter
Actions:
Light Screen
Encore
Shadow Ball
vs.
577.png

pokeball.png
pokeball.png
pokeball.png

Health: 27
Energy: 35%
Status: Light Screen (3)
Boosts: +1 SpA & +1 SpD
Ability: Magic Guard
Actions:
Shadow Ball
Recover
Shadow Ball
====================

Mime Jr.'s one way glass wall slowly starts to disappear. As it fades away, Mime Jr. prepares itself to make another one just the same. Just like before (again), it glows mystically as energy rises from the ground. The whole audience can feel the aura of this move! Slowly, but surely, another Light Screen rises from the ground. Again. Solosis takes the liberty to fire off yet another Shadow Ball at Mime Jr., which is weakened due to the Light Screen!

Mime Jr. finally takes a different initiative and starts performing one of its circus acts. It starts to sing a beautiful melody and claps to the beat. Solosis, feeling encouraged, thinks that Mime Jr. is clapping for it and decides to keep doing what it's doing to retain its talent. Solosis glows with a black, shadowy aura and fires it at Mime Jr.. It is weakened by the Light Screen, again.

Guess what happens here. Yep, you got it. Both Pokemon use Shadow Ball on the other.

====================
439.png

pokeball.png
pokeball.png
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Health: 15
Energy: 9%
Status: Light Screen (3)
Boosts: +2 SpA
Ability: Filter
vs.
577.png

pokeball.png
pokeball.png
pokeball.png

Health: 15
Energy: 5%
Status: -
Boosts: -
Ability: Magic Guard

But wait....Looking around, Shadow Balls have destroyed everything. The haunted power that lurks around this forest has been disrupted; From behind the tree steps a Houndoom! Furious at both Pokemon for destroying the forest, it unleashes a huge Dark Pulse that hits them both.

439.png

dark_pokeball.png
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pokeball.png

Health: 0
Energy: 0%
Status: KO
Boosts: -
Ability: Filter
vs.
577.png

pokeball.png
pokeball.png
dark_pokeball.png

Health: 0
Energy: 0%
Status: KO
Boosts: -
Ability: Magic Guard

You're still getting the KO counters from Houndoom's kills; don't worry. Gerard, send out your Pokemon. PCF, send out your Pokemon with actions. Gerard, issue your actions.
 
Go get em, Soryu!
Ability: Natural Cure
120.png

Kick it off with a Dance of Rain
Then use Camouflage to blend in with the water and make it hard to hit you
and while he is looking for you, hit him with a Thunder Wave
 
Round 5: Fierce Dancing

using a slightly different format that is easier on me lol.

282.png
Round 5: Fierce Dancing

120.png

dark_pokeball.png
pokeball.png
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Health: 90
Energy: 100%
Status: -
Boosts: -
Ability: Natural Cure
Actions: Rain Dance ~ Camouflage ~ Thunder Wave
vs.
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pokeball.png
pokeball.png
dark_pokeball.png

Health: 90
Energy: 100%
Status: -
Boosts: -
Ability: Natural Cure
Actions: Dragon Dance ~ Dragon Claw ~ Headbutt


====================

Staryu starts off the round by glowing with a blue tone on its button-like center. Suddenly, it lies horizontally and shoots a beam into the sky. The clouds, a million huge water balloons, suddenly burst and release all their water. Rain starts pouring down on everyone as Staryu smirks, which is aesthetically impossible. Bagon also tries to boost its power by using Dragon Dance!

Bagon starts off the round this time with a fierce Dragon Claw. Its claws glow a red-orangish color and are enclosed in powerful energy. Bagon rushes over to Staryu as the rain pours down on it and scratches it very hard. Staryu, however, still doesn't want to attack. Instead, it starts to camouflage with its surroundings and become very hard to see. Bagon doesn't seem to be able to see Staryu!

Bagon, once again, tries to hit Staryu with another attack, this time being Headbutt. However, Bagon can't seem to spot Staryu. It is too late for it as Staryu has already fired a Thunder Wave at Bagon!

====================
120.png

dark_pokeball.png
pokeball.png
pokeball.png

Health: 76
Energy: 84%
Status: Camouflage (4)
Boosts: -
Ability: Natural Cure
Actions: Rain Dance ~ Camouflage ~ Thunder Wave
vs.
371.png

pokeball.png
pokeball.png
dark_pokeball.png

Health: 90
Energy: 83%
Status: Paralysis (25%)
Boosts: -
Ability: Natural Cure

Actions: Dragon Dance ~ Dragon Claw ~ Headbutt

Rain (5)
 
That Staryu is gonna be hard to find, still since he will probably attack then you attack her (it?) with a big Dragon Pulse, then use another Dragon Pulse, finish with a Headbutt
 
Im just curious but how much speed does bagon get from the speed boost in dragon dance?

Lets start off by getting up close under Camo cover
and hitting the unsuspecting sap with a Supersonic attack!
His ever present paralysis and resulting confusion should give you an opportunity to back up a bit to set up for a
Combo Aurora Beam/Power Gem attack
I want you to infuse the beam from power gem with the frozen rainbow of aurora beam so as to essentially hit it with a boosted aurora beam

Edit: trying to see how the combo attacks from the state of the game thread work. also im going off the data audit thread description of power gem, not the shows. If you dont want to try the combo hit it with scald and aurora beam
 
Round 6: Can't Touch This

Sorry PCF, Bagon hits 75 Speed, so you should have outsped those rounds. On a good note, it didn't change anything, but I'll keep my eye out for that....Also, how did no one notice that I screwed up Bagon's ability?
120.png
Round 6: Can't Touch This
120.png

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pokeball.png
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Health: 76
Energy: 84%
Status: Camouflage (4)
Boosts: -
Ability: Natural Cure
Actions: Supersonic ~ Aura Beam + Power Gem
vs.
371.png

pokeball.png
pokeball.png
dark_pokeball.png

Health: 90
Energy: 83%
Status: Paralysis (25%)
Boosts: -
Ability: Rock Head
Actions: Dragon Pulse * 2 ~ Headbutt


====================

Staryu wastes no time and starts off the round with Supersonic. As an extremely irritating noise emits from the gem in its center, everyone starts to cringe. Bagon, however doesn't even have ears! It is obvious that this attack must have missed. Next, Bagon attempts to attack with Dragon Claw. Unfortunately, it was too paralyzed to move!

Staryu now charges up a rocky energy. It fires it at Bagon without regret, but it seems to be charged up by an external force. This is correct as the rock beam also has some ice in it! It hits Bagon for some nice damage, but Bagon quickly retaliates with a Dragon Pulse as if it took no damage from it.

Lastly, while Staryu takes a break to restore the stamina it lost from that enormous beam, Bagon headbutts it. Ouch!

====================
120.png

dark_pokeball.png
pokeball.png
pokeball.png

Health: 49
Energy: 68%
Status: Camouflage (1)
Boosts: -
Ability: Natural Cure
vs.
371.png

pokeball.png
pokeball.png
dark_pokeball.png

Health: 62
Energy: 71%
Status: Paralysis (20%)
Boosts: -
Ability: Rock Head
PCF to Gerard to Me​
 
Ok We are going have to actually do some damage this time Soryu.
after a bit of healing.
So while you are still hidden use Recover.
Then go for a Scald and an Aurora Beam
 
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