Completed The Wanderer vs C$FP - Attack of the 500ft Pokemon

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#1
Well, KS cancelled our challenge, so I'm setting up an Open FE battle.

3v3 singles
2 days DQ
2 recoveries, 5 chills
2 subs
Sequences = OFF

And the arena is...
Assault on Tokyo
Field Type
: Neutral
Complexity: Moderate
Format: Any
Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round

Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?

When the pokemon are 500 feet tall, that's how.

In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.

Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.
Items on, switch=OK, all abilities.
Team The Wanderer


Hydreigon [Lucius] (Male)
"<I am not a barbarian, gentlemen. I'll have you know I enjoy the finer things in life. Like Vivaldi. Or sipping a fine wine. Or dining on the mangled head of that lillipup I just killed.>"
Classy, affable, and truly depraved, Lucius is as valuable to his teammates as he is reviled. Now that I think about it, how DID he get into the wanderer's team, anyway?
Nature: Serious (no effect on stats)
Type: Dragon/Dark
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities: Levitate
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 98
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: Mastered!
MC: 0

Attacks (21 total):
Level Up:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Outrage
Double Hit
Tri-Attack

Egg:
Earth Power
Dark Pulse
Thunder Fang
Head Smash

TM:
Toxic
Taunt
Protect
Thunder Wave
Flamethrower

Gallade [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A Gallade the wanderer caught en route to the ruined Tower of Heaven, then just a Ralts. Quass's valiance and tendency to protect his allies have earned him the nickname 'The Paladin' among his fans. Also like a paladin, he has an overbearing sense of righteousness, and thanks to his intolerance of even the slightest of infractions, it's not uncommon to see him butting heads with his teammates.

Nature: Hardy (no effect on stats)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities: Steadfast, Justified (DW)
Steadfast: (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. This Speed boost is maintained at the end of each round.
Justified (DW, Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (33 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Charm
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Psycho Cut

Egg:
Confuse Ray
Shadow Sneak
Encore

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Shadow Ball
Brick Break

Past Gen:
Ice Punch
Thunderpunch

Zoroark [Auroch] (Female)
"<Hook, line and sucker!>"
A shiny Zoroark that actually belongs to an old friend of the wanderer's, but due to unforseen circumstances is currently in his care. A level-headed veteran and the head honcho among her old war buddies, Auroch finds herself questioning how some careless upstart like Rico could end up leading the wanderer's team. However, despite the occasional butting of heads, the ambitious Zoroark hasn't seriously challenged Rico's status...yet...

Nature: Hasty (+16 Spe, +17 Accuracy, -1 Def)
Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Ability: Illusion
Illusion: (Innate) 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 Zorua or Zoroark with the info on Zorua/Zoroark 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: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: Mastered!
MC: 0

Moves (18 total):
Level Up:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
U-Turn
Hone Claws
Nasty Plot

Egg:
Extrasensory
Dark Pulse
Counter

TM:
Dig
Shadow Ball
Toxic
Focus Blast


Team C$FP


Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Ability 2 (DW) [unlocked]: Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect
Hammer Arm
Endeavor

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
Rest
Counter
Mirror Coat
Roar
Ice Punch
Dynamic Punch
Endure
Body Slam
Focus Punch
Brick Break
Double Team
Sleep Talk
Dive
Substitute
Bulldoze
Stone Edge
Giga Impact
Swagger
Rain Dance
Aqua Tail
Stealth Rock
Secret Power

Moves: 42

Chandelure [Decor] (Male)
Nature: Timid (+15% Speed, +10% Accuracy (92*92/870=9.73), -1 Atk)
Type: Ghost/Fire
Ghost: 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: 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.

Abilities:
Ability 1: 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.

Ability 2: 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.

Ability 3 (DW) [unlocked]: Shadow Tag
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(80*1.15=92)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Shadow Ball
Pain Split
Overheat
Inferno
Memento

Acid Armor
Clear Smog
Heat Wave

Psychic
Energy Ball
Toxic
Fire Blast
Substitute
Flamethrower
Solarbeam
Dream Eater

Moves: 27

Dragonite [White Belly] (Female)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: 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.
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:
Ability 1: Inner Focus
Type: 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.

Ability 2 (DW) [unlocked]: Multiscale
Type: 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 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 70 (80/1.15=69.56)
Size Class: 4
Weight Class: 6
Base Rank Total: 22

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

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Safeguard
Outrage
Fire Punch
Thunder Punch
Roost
Hurricane
Hydro Pump

Dragon Dance
Dragon Pulse
Extreme Speed
Draco Meteor

Ice Beam
Thunderbolt
Flamethrower
Earthquake
Stone Edge
Fire Blast
Blizzard
Surf
Brick Break
Thunder
Fly
Focus Blast
Sky Drop
Endure
Rock Slide
Dragon Tail

Moves: 35


How it's gonna go down
  • The Wanderer picks his first pokemon and gives it an item
  • C$FP picks his first pokemon, gives it an item and then gives orders
  • The Wanderer gives orders
  • Objection gets squished while he tries to ref
 
#2
"Good morning, Ms. Nakamura! Lovely day, isn't it?"

"Oh hi, Mr. Tanaka. Yes, absolutely gorgeous. I hear it's gonna be a hot one tomorrow, though..."

"Yeah, All throughout the week. How's the kid?"

"Oh, he's doing fine, he's been-" Nakamura's words are cut short as she points in the air behind Tanaka and screams.

"What, what's the-HOLY SHIT RUN!"

And so, Nakamura and Tanaka joined the screaming masses as they fled from a gigantic white foot. A gigantic white foot that belonged to an equally gigantic Gallade.


"GRAAAAAAAAAAAAAAAAAA!!!"

Also, Quass will be holding an Expert Belt.
 
#3
Oh god is it Gallade or Zoroark... To be safe, I'll send out Swampert! Use a Life Orb, I guess.

Hammer Arm, Waterfall, Earthquake
IF Hammer Arm is super-effective, THEN use Brick Break, Hammer Arm for remaining actions
IF Leaf Blade at all, THEN make your actions: Earthquake, Waterfall, Earthquake BUT use Counter the actions Leaf Blade is used

if that first sub isn't legal, then:

Earthquake, Waterfall, Earthquake
IF Leaf Blade, THEN use Counter that action
 
#5
I'm not sure "If Hammer Arm is super effective" would be a legal sub (so I'd ignore it either way), but "If the opponent has X amount of HP on a1, do this on a2 and a3" would definitely be legal and, if you have a head for numbers, you can work out how much damage Hammer Arm ought to do to Gallade and Zoroark.

Speaking of which, I'm assuming based on the fact that Zoroark knows neither Psychic nor Will-O-Wisp that The Wanderer has sent out Gallade. If The Wanderer has any objections to me making this assumption, speak now or forever hold your peace.
 
#7

Quass (M) @ Expert Belt
HP: 100 | EN: 100 | Spe: 80
Ranks: 5/3/3/4 | Total: 21
Size: 7 | Weight: 12
Abilities: Steadfast, Justified
Other: None


Swamp Thing (M) @ Life Orb
HP: 110 | EN: 100 | Spe: 60
Ranks: 5/3/2/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Torrent, Damp
Other: None

Cower before the might of these giant pokemon, mere mortals!

*ahem*

The Wanderer and C$FP have decided that, for this pokemon battle, all of their pokemon will be mutated by radiation so that they become giants. Citizens are frightened by the imposing figures of a Gallade and a Swampert towering over them, but the pokemon are only worried about each other. Quass uses his Psychic powers to lift Swamp Thing off of the ground, revealing craters where his feet were. But Quass can't keep him held up forever, and hurls Swamp Thing into the ground. This turns out to be a mistake as the impact generates a massive Earthquake. It's a good thing the buildings around here are quake-resistant. But Quass isn't, so he launches a huge Will-O-Wisp at Swamp Thing, leaving nasty burns all over. This doesn't deter him, however, and he charges forward with all the strength of a roaring Waterfall, knocking the Gallade into a building. Quass tries to use his Psychic powers to strike back, this time launching Swamp Thing high into the air. The Swampert has a very rough landing, but once again, the impact causes an Earthquake. How much longer will the people of this great city be able to last? More importantly, how much more exciting will this battle get?


Quass (M) @ Expert Belt
HP: 51 | EN: 73 | Spe: 80
Ranks: 5/3/3/4 | Total: 21
Size: 7 | Weight: 12
Abilities: Steadfast, Justified
Other: None


Swamp Thing (M) @ Life Orb
HP: 55 | EN: 83 | Spe: 60
Ranks: 5/3/2/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Torrent, Damp
Other: Burned (-3 BAP to physical attacks, 2 DPA)

Quass uses Psychic for (5+(12/2)-1)=10 energy
Roll a D16 for crit: 12 - no crit
Roll a D100 for special defence drop: 49 - no special defence drop
Swamp Thing takes (6+12+3+(3-3)*1.5)=21 damage

Swamp Thing uses Earthquake for 6 energy
Roll a D16 for crit: 2 - no crit
Quass takes (10+3+(5-3)*1.5+3)=19 damage
Swamp Thing takes 2 Life Orb damage

Quass uses Will-O-Wisp for 7 energy
Roll a D100 for accuracy: 10 - hit
Swamp Thing is burned

Swamp Thing uses Waterfall for 5 energy
Roll a D16 for crit: 5 - no crit
No flinch roll because Quass has already acted
Quass takes (8+3+(5-3)*1.5+3-3)=14 damage
Swamp Thing takes 2 Life Orb damage

Swamp Thing takes 2 burn damage

Quass uses Psychic for (5+(12/2)-1)=10 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for special defence drop: 30 - no special defence drop
Swamp Thing takes (6+12+3+3+(3-3)*1.5)=24 damage

Swamp Thing uses Earthquake for 6 energy
Roll a D16 for crit: 5 - no crit
Quass takes (10+3+(5-3)*1.5+3-3)=16 damage
Swamp Thing takes 2 Life Orb damage

Swamp Thing takes 2 burn damage


The Wanderer, your orders please.
 
#11
Sorry about this delay.


Quass (M) @ Expert Belt
HP: 51 | EN: 73 | Spe: 80
Ranks: 5/3/3/4 | Total: 21
Size: 7 | Weight: 12
Abilities: Steadfast, Justified
Other: None


Swamp Thing (M) @ Life Orb
HP: 55 | EN: 83 | Spe: 60
Ranks: 5/3/2/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Torrent, Damp
Other: Burned (-3 BAP to physical attacks, 2 DPA)

Quass strikes hard and fast with a Leaf Blade, but this only serves to make Swamp Thing so mad that he Counters the blow. This almost brings the giant Gallade to his knees, but suddenly Swamp Thing goes on the defensive and Protects himself from Quass' second Leaf Blade. Unfortunately, Swamp Thing cannot protect himself from Quass' Psychic powers. That's brought the Swampert to his knees for sure!


Quass (M) @ Expert Belt
HP: 4 | EN: 45 | Spe: 80
Ranks: 5/3/3/4 | Total: 21
Size: 7 | Weight: 12
Abilities: Steadfast, Justified
Other: None


Swamp Thing (M) @ Life Orb
HP: KO | EN: 41

Quass uses Leaf Blade for 7 energy
Roll a D16 for crit (boosted to 2/16): 6 - no crit
Swamp Thing takes (9+(5-3)*1.5+2)*2.25=31.5 damage
Swamp Thing's Torrent kicks in

Swamp Thing uses Counter for (6+(31.5/2))=21.75 energy (round to 22)
Quass takes (31.5*1.5)=47.25 damage
Swamp Thing takes 2 Life Orb damage

Swamp Thing takes 2 burn damage

Quass uses Leaf Blade for 11 energy
Swamp Thing would take (9+(5-3)*1.5+2)*2.25=31.5 damage


Swamp Thing uses Protect for (7+(31.5/2.5))=19.6 energy (round to 20)
Quass' Leaf Blade is cockblocked

Swamp Thing takes 2 burn damage

Quass uses Psychic for (5+(12/2)-1)=10 energy
Roll a D16 for crit: 12 - no crit
Roll a D100 for special defence drop: 49 - no special defence drop
Swamp Thing takes (6+12+3+(3-3)*1.5)=21 damage
Swamp Thing is KO'd by the attack


C$FP, pick your next pokemon and then give your orders.
 
#15

"<Hmph. Another threat to the city. Allow me to demonstrate why your lot's not welc->" *CRASH*


"Noooooo! Not the natural history museum!"

"<...Uh...small sacrifices must be made to bring justice to these fiends! Alas, your museum was one such sacrifice, and absolutely not the result of me not looking where I stepped!>"
Night Slash -> Night Slash -> Night Slash
 
#16

Quass (M) @ Expert Belt
HP: 4 | EN: 45 | Spe: 80
Ranks: 5/3/3/4 | Total: 21
Size: 7 | Weight: 12
Abilities: Steadfast, Justified
Other: None


Decor (M) @ Nothing
HP: 90 | EN: 100 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: None

A weakened Quass is swiftly knocked out by Decor the Chandelure's Shadow Ball.

Expecting longer and more interesting flavour?


Quass (M) @ Expert Belt
HP: KO | EN: 45


Decor (M) @ Nothing
HP: 90 | EN: 95 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: None

Decor uses Shadow Ball for 5 energy
Roll a D16 for crit: 8 - no crit
Roll a D100 for special defence drop: 25 - no special defence drop
Quass takes (8+3+(6-5)+(5-4)*1.5)*1.5=20.25 damage
Quass is KO'd by the attack


Now The Wanderer, pick your next pokemon and give your orders.
 
#18
I guess it doesn't entirely matter whether it's Zoroark or Hydreigon, either way we're screwed...

Substitute (25), Inferno, Fire Blast
IF that giant mon over there has 86.6666... HP at the beginning of A3, THEN use Pain Split A3
 
#19

Lucius (M) @ Nothing
HP: 100 | EN: 100 | Spe: 98
Ranks: 4/3/5/3 | Total: 22
Size: 7 | Weight: 12
Abilities: Levitate
Other: None


Decor (M) @ Nothing
HP: 90 | EN: 95 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: None

Uh oh, it looks like a giant floating dragon has shown up! Lucius is quick off the mark and strikes Decor with a Dark Pulse, but Decor holds it together and transfers some of his vitality into a gigantic Substitute. This blocks the Toxic cloud coming from the Hydreigon's mouth, but unfortunately the cloud makes it hard to see where Lucius is. As a result, the flaming Inferno coming from Decor does not find its target. Lucius attempts to break Decor's decoy with another Dark Pulse, but suddenly some random man underneath him is crushed by ... nothing? Is there an invisible foot there? Decor doesn't notice and just tries to dish out some pain of his own with a Pain Split. Now Lucius feels half of Decor's pain, and this seems to transform him into something else! Turns out there was an invisible foot after all.


Auroch (F) @ Nothing
HP: 67 | EN: 83 | Spe: 121 (+) (Acc boost: 17%)
Ranks: 4/1/5/2 | Total: 19
Size: 7 | Weight: 12
Abilities: Illusion
Other: None


Decor (M) @ Nothing
HP: 67 | EN: 44 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: Substitute (4 HP)

"Lucius" uses Dark Pulse for 5 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for flinch: 73 - no flinch
Decor takes (8+3+(5-3)*1.5)*1.5=21 damage

Decor uses Substitute for 24 energy
Decor creates a 25 HP substitute

"Lucius" uses Toxic for 7 energy
The move fails due to Substitute

Decor uses Inferno for 6 energy
Roll a D100 for accuracy (boosted to 60%): 99 - miss

"Lucius" uses Dark Pulse for 5 energy
Roll a D16 for crit: 13 - no crit
No flinch roll due to Substitute
Decor's substitute takes (8+3+(5-3)*1.5)*1.5=21 damage

Decor uses Pain Split for (6+(90-44)/3)=21.33 energy (round to 21)
"Lucius" takes ((90-44)/2)=23 damage
Decor restores ((90-44)/2)=23 HP

"Lucius" loses its illusion


C$FP, you're up now.
 
#22

Auroch (F) @ Nothing
HP: 67 | EN: 83 | Spe: 121 (+) (Acc boost: 17%)
Ranks: 4/1/5/2 | Total: 19
Size: 7 | Weight: 12
Abilities: Illusion
Other: None


Decor (M) @ Nothing
HP: 67 | EN: 44 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: Substitute (4 HP)

Now that Auroch's true form is revealed, she fires a Shadow Ball at the fake Decor, completely obliterating it. This only makes Decor mad and he hurls a raging Inferno straight at the Zoroark, this time striking true and leaving a very nasty burn on her. As the two pokemon continue to trade blows, with Auroch striking with Dark Pulses and Shadow Balls, while Decor relies on his fiery powers like Fire Blast and the Inferno ball. Although all the attacks land on their targets, some oversized embers from Decor's attacks cause some parked cars to catch fire.


Auroch (F) @ Nothing
HP: 3 | EN: 66 | Spe: 121 (+) (Acc boost: 17%)
Ranks: 4/1/5/2 | Total: 19
Size: 7 | Weight: 12
Abilities: Illusion
Other: Burned (-3 BAP to physical attacks, 2 DPA)


Decor (M) @ Nothing
HP: 30 | EN: 25 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: None

Auroch uses Shadow Ball for 6 energy
Roll a D16 for crit: 12 - no crit
No special defence roll due to Substitute
Decor's substitute takes (8+(5-3)*1.5)*1.5=16.5 damage
Decor's substitute is destroyed

Decor uses Inferno for 6 energy
Roll a D100 for accuracy (boosted to 60%): 19 - hit
Roll a D16 for crit: 15 - no crit
Auroch takes (10+3+(6-5)+(5-2)*1.5)=18.5 damage
Auroch is burned

Auroch takes 2 burn damage

Auroch uses Dark Pulse for 5 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for flinch: 84 - no flinch
Decor takes (8+3+(5-3)*1.5)*1.5=21 damage

Decor uses Fire Blast for 7 energy
Roll a D100 for accuracy (boosted to 95%): 43 - hit
Roll a D16 for crit: 6 - no crit
No burn roll because Auroch is already burned
Auroch takes (12+3+(6-5)+(5-2)*1.5)=20.5 damage

Auroch takes 2 burn damage

Auroch uses Shadow Ball for 6 energy
Roll a D16 for crit: 11 - no crit
Roll a D100 for special defence drop: 71 - no special defence drop
Decor takes (8+(5-3)*1.5)*1.5=16.5 damage

Decor uses Inferno for 6 energy
Roll a D100 for accuracy (boosted to 60%): 26 - hit
Roll a D16 for crit: 9 - no crit
Auroch takes (10+3+(6-5)+(5-2)*1.5)=18.5 damage

Auroch takes 2 burn damage


The Wanderer, you're up now.
 
#25

Auroch (F) @ Nothing
HP: 3 | EN: 66 | Spe: 121 (+) (Acc boost: 17%)
Ranks: 4/1/5/2 | Total: 19
Size: 7 | Weight: 12
Abilities: Illusion
Other: Burned (-3 BAP to physical attacks, 2 DPA)


Decor (M) @ Nothing
HP: 30 | EN: 25 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: None

Auroch tries to penetrate Decor's defences with a Dark Pulse, but the Chandelure Protects himself from the blow. This, however, has left him weak and he is forced to Chill to recover energy, leaving him wide open to a second Dark Pulse. But it looks like the nasty burn on Auroch has taken its toll and the Zoroark faints!

Maybe now we'll see the real Lucius.


Auroch (F) @ Nothing
HP: KO | EN: 52


Decor (M) @ Nothing
HP: 9 | EN: 22 | Spe: 92 (+) (Acc boost: 10%)
Ranks: 1/3/6/3 | Total: 19
Size: 7 | Weight: 12
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: None

Auroch uses Dark Pulse for 5 energy
Decor would take (8+3+(5-3)*1.5)*1.5=21 damage


Decor uses Protect for (7+(21/2.5))=15.4 energy (round to 15)
Auroch's Dark Pulse is cockblocked

Auroch takes 2 burn damage

Auroch uses Dark Pulse for 9 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for flinch: 73 - no flinch
Decor takes (8+3+(5-3)*1.5)*1.5=21 damage

Decor chills and restores 12 energy

Auroch takes 2 burn damage
Auroch is KO'd by the burn


The Wanderer automatically sends out Lucius the Hydreigon, so C$FP, post your orders.
 
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