Singles Tournament Finals! danmantincan v iiMKUltra! [WON BY MK]

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Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#1
NUMBER OF POKEMON: 3v3
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities

The ASB Tournament Arena

Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

COMBATANTS:
danmantincan said:
Hey, I'll be using Pyroak, Darmanitan and DNite


Pyroak (M) - Boyd
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Fire/Grass
Fire: 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.
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:
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Attacks:
Bullet Seed
Sweet Scent
Pound
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Synthesis
Heat Wave
Flare Blitz
Wood Hammer
Energy Ball

Blaze Kick
Seed Bomb
Aromatherapy
Counter

Worry Seed

Sunny Day
SolarBeam
Will-o-Wisp
Brick Break
Earthquake
Rock Slide
Light Screen
Flamethrower
Substitute
Protect
Dragon Tail

Darmanitan (M) - Nolan
Nature: Docile (No effect on stats)

Type:
Fire: 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.
Psychic (ZM): 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Sheer Force: (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.
Zen Mode (DW Unlocked): (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 95

(Zen Mode)
HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 55

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

Moves:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Overheat
Flare Blitz
Superpower
Taunt

Focus Punch
Hammer Arm
Yawn

Will-o-Wisp
U-Turn
Substitute
Rock Slide
Psychic
Fire Blast
Focus Blast
Grass Knot

Dragonite (F) - Jill
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line capable of breathing underwater)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

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

Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane
Safeguard
Hyper Beam

Draco Meteor

*Dragon Dance
*ExtremeSpeed
*Dragon Pulse

*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Roost
Protect
Substitute
Detect
Fly
Earthquake
Fly
iiMKUltra said:

Rotom-F [Voltergeist] (U)
Nature: Modest (+Spa, -Atk)
Type: Electric/Ice
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Ability:
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.

Stats:
HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86

MC: 0

Moves:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave

Hex
Discharge
Substitute

Will-O-Wisp
Toxic
Thunder

Blizzard
Shadow Ball
Signal Beam
Charge


Emboar(*) Vulcan (F)
Nature: Lonely (Attack increased by *; Defense decreased by *)
Type: Fire/Fighting
Fire: 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. Solarbeam has 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:
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)
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Stats:
HP: 110
Atk: ******(+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 65

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

Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Flame Charge(*)
Smog(*)
Rollout(*)
Take Down(*)

Yawn(*)
Superpower(*)
Thrash(*)

Overheat(*)
Will-O-Wisp(*)
Wild Charge(*)

Flare Blitz
Head Smash
Arm Thrust
Hammer Arm
Fire Blast
Stone Edge
Solarbeam
Focus Blast
Earthquake
Scald
Sunny Day
Smack Down
Heat Crash
Taunt
Roar
Hidden Power Ice 7


Kitsunoh(*) Banquo (M)
Nature: Adamant (Attack increased by *; Special Attack decreased by *)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by
Acid and Acid Bomb, can be magnetized.
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). (Gengar line and pure Ghosts only:
moving through walls.)

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 110

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

Attacks:
Tackle(*)
Scratch
Ice Fang
Thunder Fang
Tail Whip
Odor Sleuth
Copycat
Iron Defense(*)
Lick(*)
Leer(*)
Faint Attack(*)
Shadow Sneak(*)
Curse(*)

Meteor Mash(*)
Yawn(*)
FeatherDance(*)

Will-O-Wisp(*)
Swagger(*)
Trick Room(*)

Taunt
ShadowStrike
U-Turn
Metal Burst
Rock Slide
And so we start with the matchup of Boyd the Pyroak versus Voltergeist the Rotom-F!

Heads: danmantincan. Tails: iiMKUltra

This means that danmantincan will post actions first! This is exciting!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#4


BOYD (M)
HP: 120
EN: 100
4 / 4 / 3 / 3 / 52 (-)
Rock Head + Battle Armor + Chlorophyll

VOLTERGEIST (U)
HP: 90
EN: 100
2 / 4 / 5 / 4 / 86
Levitate

BEGIN ROUND ONE

Ladies and gentlemen, welcome to the final round of the first ever ASB Tourney! Today, two of our finest battlers will be competing for the grand prize of... a dog! Let's shut up about the dog now and just get on with the battle.

iiMKUltra has sent out Voltergeist the Rotom-F! Though somewhat modest-looking, there's sure to be an insidious side to it! Beware! danmantincan has sent out Boyd the Pyroak! He seems to be brave and willing to take risks! We'll see how this shapes up!

Voltergeist starts, shooting a weak jolt of electricity at Boyd, launching a miniature assault on his nervous system. The electricity seems to win out, causing Boyd to have some trouble moving! It seems that this may be a problem for him later on! Boyd has some method to gain some of his mobility back, however, as he suddenly shoots a red beam of light into the sky, causing the clouds to clear and the sunbeams to shine down on the arena. Voltergeist's icy side seems to be getting uncomfortable; Boyd, on the other hand, is now happily frolicking about like a bumbling giant.

Forseeing some danger, Voltergeist takes some countermeasures, shifting quickly from location to location. As some of the audience members get a bit nauseous looking at this wild shifting movement, Boyd simply tracks all the locations that Voltergeist has been stopping at, his eyes darting back and forth. At last, Boyd wreathes himself in flame and charges at one of the locations recklessly, hoping to connect with the possessed refrigerator. Alas, Voltergeist ducks out the way and continues the shifting movement with the other locations, narrowly avoiding the hit.

From its freezing body, Voltergeist releases some scary neurotoxins in the general direction, hoping that at least some of them will come in contact with Boyd. Luckily for Voltergeist, Boyd just happens to inhale deeply in trepidation, causing some of those toxins to go happily down his throat. Now coughing and spluttering, Boyd attempts to create a wall of light, but his hands suddenly freeze up in nervous shock. It seems that Boyd was fully paralyzed!

END ROUND ONE

Voltergeist:
Thunder Wave: 25% PRZ, -6 energy
Double Team: 4 clones, -16 energy
Toxic: BPSN, -7 energy

Boyd:
Sunny Day: No PRZ, -9 energy
Flare Blitz: No PRZ, a clone dissipates, -7 energy
Light Screen: Full PRZ, -1 HP (Toxic)




BOYD (M)
HP: 119
EN: 84
4 / 4 / 3 / 3 / 52 (26) (-)
Rock Head + Battle Armor + Chlorophyll
PRZ (15%), BPSN (2 NR)

VOLTERGEIST (U)
HP: 90
EN: 71
2 / 4 / 5 / 4 / 86
Levitate
DT Clones (3)

iiMKUltra, your actions!
 
#6
Well, he seems to be trying to beat us with Status, but we've got a way around that!

Start by using Aromatherapy, until you are successful (and push actions back accordingly), then use Rock Slide to get rid of those annoying clones. Finish off with a Flare Blitz if you have any actions left.

Aromatherapy~Rock Slide/Aromatherapy~Flare Blitz/Rock Slide/Aromatherapy
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#7


BOYD (M)
HP: 119
EN: 84
4 / 4 / 3 / 3 / 52 (26) (-)
Rock Head + Battle Armor + Chlorophyll
PRZ (15%), BPSN (2 NR)

VOLTERGEIST (U)
HP: 90
EN: 71
2 / 4 / 5 / 4 / 86
Levitate
DT Clones (3)

The sunlight is strong. ||||||||||||

BEGIN ROUND TWO

Voltergeist is back and better than before, pulling out another one of its nasty tricks from its proverbial sleeve. Voltergeist shoots an obscure beam of light that oscillates as it moves outwards, causing everybody to be intensely confused! And now, trying is Boyd to self heal with the affliction remedy of therapy of soothing, and BAM -- it seems that both Boyd and I have hit ourselves in confusion! Sorry about that!

Now that I've recovered from my disorientation, I think I'll be able to continue the commentary. Voltergeist summons a whirling storm of sleet from his refrigerator doors and shoots balls of ice at Boyd! They smash into Boyd for some significant damage; I'm not too sure that he'll want to take many more of those! Staggering back from the hit, Boyd attempts to cure himself again by summoning a soothing aroma, but he hits himself in confusion yet again! This doesn't look too good for Boyd!

Making strange refrigerator noises (we can assume that it's cackling, right? What else would refrigerators do?), Voltergeist shoots another round of ice balls straight at Boyd's head, dealing more damage. With that, Boyd shakes his head, clearing his mind. At long last, he manages to cure all his afflictions with the wafting aroma.

Voltergeist seems to have a comfortable lead right now, but Boyd seems quite energized by the harsh sunlight; is it too late to turn things around?

END ROUND TWO

Voltergeist:
Confuse Ray: 4a Confusion, -5 energy
Blizzard: hits, 18 damage, -7 energy
Blizzard: hits, 18 damage, -11 energy

Boyd:
Aromatherapy: Hits self; 4 damage, -3 energy, -2 HP (Toxic)
Aromatherapy: Hits self; 4 damage, -3 energy, -2 HP (Toxic)
Aromatherapy: Successful, -8 energy




BOYD (M)
HP: 71
EN: 70
4 / 4 / 3 / 3 / 52 (104) (-)
Rock Head + Battle Armor + Chlorophyll

VOLTERGEIST (U)
HP: 90
EN: 48
2 / 4 / 5 / 4 / 86
Levitate
DT Clones (3)


The sunlight is strong. ||||||||||||
 
#9
Confuse Ray-Thunder Wave-Blizzard

If he does have a sub up on a2 replace Thunder Wave-Blizzard with Shadow Ball-Signal Beam
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#10


BOYD (M)
HP: 71
EN: 70
4 / 4 / 3 / 3 / 52 (104) (-)
Rock Head + Battle Armor + Chlorophyll

VOLTERGEIST (U)
HP: 90
EN: 48
2 / 4 / 5 / 4 / 86
Levitate
DT Clones (3)


The sunlight is strong. ||||||||||||

BEGIN ROUND THREE

Voltergeist begins the round, up to another nasty trick. It tries to confuse Boyd again with the flash of weird light, but when Voltergeist turns around, he sees a doll there instead of Boyd! Miffed at being outstaged, he fires the ray of light at the doll, but to no avail. The doll does absolutely nothing, and Boyd is nowhere to be seen.

That's not true, though, as Boyd suddenly appears in the arena, quickly summoning a large tumble of rocks at three of the four Voltergeist he sees in the arena! As the rocks hit their targets, two of the clones immediately dissipate; it seems that the third one has also dissipated due to Voltergeist taking damage! Is this a sign of a comeback? Maybe, maybe not; Voltergeist shoots a ball of meshed shadows at the doll, making it actually take some damage this time.

Content with the damage Voltergeist has taken, Boyd relaxes under the sun in a different dimension of sorts, restoring a rather large quantity of health. Angered that all this is happening, Voltergeist tries shooting a beam of... signals at the doll, which finally makes it break, revealing Boyd.

END ROUND THREE

Boyd:
Substitute: -20 HP, -18 energy.
Rock Slide: 12 damage, -6 energy
Synthesis: +30 HP, -16 energy

Voltergeist:
Confuse Ray: blocked by Sub, -5 energy
Shadow Ball: 11 damage, -6 energy
Signal Beam: 11 damage, -6 energy



BOYD (M)
HP: 81
EN: 30
4 / 4 / 3 / 3 / 52 (104) (-)
Rock Head + Battle Armor + Chlorophyll

VOLTERGEIST (U)
HP: 78
EN: 31
2 / 4 / 5 / 4 / 86
Levitate


The sunlight is strong. ||||||||||||
 
#11
fukken chlorophyll/danmantincan

Thunder Wave-Confuse Ray-Blizzard

If he puts up a Substitute on any action alternate Shadow Ball/Signal Beam from the action Substitute is used until it is broken, while pushing the queue down.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#13


BOYD (M)
HP: 81
EN: 30
4 / 4 / 3 / 3 / 52 (104) (-)
Rock Head + Battle Armor + Chlorophyll

VOLTERGEIST (U)
HP: 78
EN: 31
2 / 4 / 5 / 4 / 86
Levitate


The sunlight is strong. ||||||||||||

BEGIN ROUND FOUR

Zipping around thanks to the chlorophyll, Boyd wreathes himself in flames and recklessly charges at Voltergeist, dealing a rather large amount of damage. Voltergeist is quite hurt by the attack, but manages to send a second little spark of nerve-pinching goodness, making Boyd paralyzed again! It seems that even with the chlorophyll, Boyd simply can't match Voltergeist's pace now!

Voltergeist, now gloating over how fast it is in comparison to Boyd, shoots another beam of disorientating light that makes Boyd extremely confused! Boyd isn't too affected by this, seeing as he's just relaxing, but his muscles suddenly tense up in a spasm, making him unable to relax! This paralysis seems to be keen on preventing Boyd from doing anything; will he be able to recover?

Waving its purple arms around in glee, Voltergeist shoots another volley of ice, sleet, and snow at Boyd, dealing a large amount of damage again. Boyd, angry at being unable to relax last turn, uses this turn to properly relax; unfortunately, he hits himself in confusion! Will this bad luck keep plaguing Boyd, or will he be able to shake it off in time to defeat Voltergeist?

END ROUND FOUR

Boyd:
Flare Blitz: 27 damage, no recoil, -7 energy
Chill: Fully paralyzed.
Chill: Hits self for 4 damage, -3 energy

Voltergeist:
Thunder Wave: 25% PRZ, -6 energy
Confuse Ray: 4a Confusion, -5 energy
Blizzard: 18 damage, -7 energy



BOYD (M)
HP: 63
EN: 20
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
PRZ (15), CNF (1a)

VOLTERGEIST (U)
HP: 51
EN: 13
2 / 4 / 5 / 4 / 86
Levitate


The sunlight faded.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#16


BOYD (M)
HP: 63
EN: 20
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
PRZ (15), CNF (1a)

VOLTERGEIST (U)
HP: 51
EN: 13
2 / 4 / 5 / 4 / 86
Levitate

BEGIN ROUND FIVE

Voltergeist begins this round for us, suddenly becoming as quiet as a refrigerator can be; it seems that this is its way of relaxing! Boyd attempts to do the same, but hits himself in confusion yet again! Boyd really isn't getting a break at all.

Hoping that his next tactic will work, Boyd launches some energized parasitic seeds (yummy ^_^) at Voltergeist, praying that they will latch on. Unfortunately, Voltergeist just releases a Blizzard, blowing them all away. In fact, the gusts of wind even buffet Boyd for some small damage!
Boyd really isn't getting a break at all.

Finally, the two combatants just relax in the arena again; this is either a show of their exhaustion or just an opportunity to let the audience take pictures. For some strange reason, I really can't figure out what it is. Regardless, the two Pokemon have had some time to regain their energy, so we should be seeing some action next round!

END ROUND FIVE


Voltergeist
Chill: +12 energy
Blizzard: Smashes the seeds, 4 damage, -7 energy
Chill: +12 energy

Boyd
Chill: Hits self for 4 damage, -3 energy
Leech Seed: Smashed by Blizzard, -9 energy
Chill: +12 energy



BOYD (M)
HP: 55
EN: 20
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 4 Chills
PRZ (10)

VOLTERGEIST (U)
HP: 51
EN: 30
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 3 Chills
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#19


BOYD (M)
HP: 55
EN: 20
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 4 Chills
PRZ (10)

VOLTERGEIST (U)
HP: 51
EN: 30
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 3 Chills

BEGIN ROUND SIX

Voltergeist begins the round, shooting yet another seizure-inducing spark of electricity! Will this refrigerator learn anymore new tricks? The audience, expecting some action, boos loudly as Boyd just settles down for another bout of relaxation. Both combatants are getting progressively exhausted; at this point, it's more about who can retain the most energy between rounds!

As if trying to prove the announcer wrong, Voltergeist goes back on the offensive, causing another Blizzard to swirl around Boyd. The ice seems to catch Boyd by surprise for some reason, causing him to take more damage than usual! Boyd now attempts to siphon some of his own life energy into a doll he pulled out of nowhere, but the orders he received were too vague! What a mishap!

Grinning as widely as a refrigerator can grin, Voltergeist attempts to release more neurotoxins from its refrigerator doors, but his aim is way off, causing an audience member to receive a free trip to the emergency room. Pleased by the miss, Boyd settles down for a second bout of relaxation, but as expected, his muscles seize up; it seems that he was fully paralyzed yet again.

END ROUND SIX

Voltergeist:
Thunder Wave: 25% PRZ refreshed, -6 energy
Blizzard: 21 damage (CRIT), -7 energy
Toxic: Missed, -7 energy

Boyd:
Chill: +12 energy
Substitute: Failed due to vagueness, -6 energy
Chill: Fully paralyzed.



BOYD (M)
HP: 34
EN: 26
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 3 Chills
PRZ (15)

VOLTERGEIST (U)
HP: 51
EN: 10
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 3 Chills
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#22


BOYD (M)
HP: 34
EN: 26
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 3 Chills
PRZ (15)

VOLTERGEIST (U)
HP: 51
EN: 10
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 3 Chills

BEGIN ROUND SEVEN

Boyd sets his entire body on fire and charges towards Voltergeist quite recklessly. Voltergeist does absolutely nothing. As Boyd slams into Voltergeist for tons of damage, Voltergeist still does absolutely nothing. How strange. As Boyd retreats to his side of the arena and relaxes, Voltergeist finally moves, unleashing yet another Blizzard that envelops the entire arena in snow. When the snowflakes clear, Boyd is quite visible with his limbs twitching. It seems that he was fully paralyzed again! The round closes with a repeat of the first set of actions. Voltergeist just relaxes its appliance body while taking a ton of damage from reckless charging. Pokemon logic -_-

END ROUND SEVEN


Voltergeist:
Chill: +12 energy
Blizzard: 18 damage, -7 energy (Gettin' real lucky with your Hit rolls)
Chill: +12 energy

Boyd:
Flare Blitz: 23 damage, -7 energy, no recoil
Chill: Fully paralyzed.
Flare Blitz: 23 damage, -7 energy, no recoil



BOYD (M)
HP: 16
EN: 12
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 3 Chills
PRZ (5)

VOLTERGEIST (U)
HP: 5
EN: 27
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 1 Chill
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#25


BOYD (M)
HP: 16
EN: 12
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 3 Chills
PRZ (5)

VOLTERGEIST (U)
HP: 5
EN: 27
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 1 Chill

BEGIN ROUND EIGHT

The crowd watches the two Pokemon carefully, expecting to see someone fall sooner or later. They are correct, of course, as Voltergeist shoots one last volley of hard-packed ice at Boyd, knocking him out.

END ROUND EIGHT

Voltergeist:
Blizzard: Hits, 18 damage, -7 energy



BOYD (M)
HP: KO
EN: 12
4 / 4 / 3 / 3 / 52 (13) (-)
Rock Head + Battle Armor + Chlorophyll
1 Recover / 3 Chills
PRZ (5)

VOLTERGEIST (U)
HP: 5
EN: 20
2 / 4 / 5 / 4 / 86
Levitate
2 Recover / 1 Chill


danmantincan (Pokemon + actions)
 
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