The Wanderer VS. SubwayJ (Ref: Wolfe)

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Heaven or Hell...

~The deafening cries of the capacity crowd intoxicate the ASB stadium, reverberating their excitement throughout the structure. Deep in the center lies the standard clay arena which has seen the rise of many great champions, fierce combat, and intense collateral damage in its many years of use. Extending over 100 yards long and spread over 50 yards wide, the field is marked with the Pokeball insignia and lines dividing the two sides in white chalk. With the crowd's energy coming to a crescendo, two eager combatants step forward, each wielding their Pokemon firmly. Which Pokemon will be called forth and what kind of action will this audience experience today?~

RULES
Battle Type: 2v2 Singles
DQ Time: 2 Days (48 hour period)
Restoration: 2 Recoveries/5 Chills
Substitutions: Two
Items: OK
Switch: KO
Abilities: All
Music: Meccaheadz - Night Skool
Arena: ASB Tournament Arena

The Wanderer
OO

Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male)
*Ceaseless squabbling*
A Cyclohm the wanderer had caught shortly after his first battle hall challenge. Each head has a personality of its own, and combined, they're legendary for their inability to get along.

Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities
: Shield Dust, Static, Overcoat (DW)
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW, Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (27 total):

Level Up:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri-attack
Leer
Hurricane

Egg:
Hydro Pump
Heal Bell
Power Gem
Magnet Rise

TM:
Flamethrower
Thunderbolt
Thunder Wave
Ice Beam
Light Screen
Thunder
Protect

Gallade [Quass (AKA 'The Paladin')] (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. Although valiant, he's also lawful stupid, and his intolerance of even the slightest of infractions has led to butting heads with his teammates from time to time.

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 (36 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
Taunt
Light Screen

Other:
Ice Punch
Thunderpunch
Drain Punch


VS.

SubwayJ
OO

Nature: Timid (+Speed, -Atk)

Type: Bug/Poison

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin (DW UNLOCKED): (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Stats (Timid Nature)

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 104 (+12 ACC) (+)
Size Class: 3
Weight Class: 2
Base Rank Total: 17

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

Moves:

Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Silver Wind
Signal Beam
Sleep Powder
Quiver Dance
Psychic
Gust

Morning Sun
Rage Powder
Baton Pass

Protect
Toxic
Venoshock

Giga Drain

Total Moves: 22


Nature: Quiet (+Sp Atk, -Speed)

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:

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.

Stats: (Quiet Nature)
HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (-10EVA) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5


Moves:

Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Flame Burst
Petal Dance
Heat Crash
Zap Cannon
Wood Hammer
Flare Blitz
Amnesia
Iron Defense

Aromatherapy
Dragonbreath
Earth Power

Sunny Day
Flamethrower
Solarbeam
Protect
Earthquake
Will-O-Wisp
Hidden Power (Ice 7)

Block
Low Kick
Stealth Rock

Total Moves: 32


Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

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.
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.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats: (Quiet Nature)

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball


Soak
Giga Drain
Natural Gift
Ingrain
Gravity

Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute

Total Moves: 28


The Wanderer sends out first.
SubwayJ sends out after and attacks first.
The Wanderer attacks after.
 

Well, this song's...uh, unique...

Anyway...Karamazov! It's go time!


<Man, how long has it been since we've been in a battle?>
<I wonder whose fault that is?>
<The hell are you getting at, Mitya?>
<Oh, nothing much, only that SOMEBODY here was keeping us from getting any action!>
<Uh, I'm pretty sure that's just because the Lad was prepping a team for that legen->
<Shut up, Alyosha! Why do you think we never got picked for that?!>
<Because there's a bunch of ground-types?>
<Bah! Cowards! The both of you! This is why you never get any!>
<Neither do you.>
<Oh that's it! You are DEAD!>
 

"Cyclohm... How to stop it... I can't... Well, sinv=ce I have nothing good against Cyclohm, go Catan! You can hold an Exp Share for experience!



"Our (minimal) powers of disruption should get him!"

Catan: Sleep Powder-Stun Spore-Toxic
(I'm assuming 2 subs because its an FE battle)
***If a protective/evasive move is used A1 or A2, chill that action, and push actions back, but only once
***If a protective/evasive action is used A3 AND you did not chill A2, use Quiver Dance A3​
 
You are correct J, there are two substitutions as you can tell from the rules. :P

Music: Meccaheadz - Night Skool

DUEL 1! LET'S ROCK!

Catan releases a sedative powder that immediately puts Karamazov to sleep - all three of him. As Catan follows up with another one of her spores, she just misses by inches, while Karamazov awakes and cries out for rain. Now that the field is covered in a thick downpour, Catan poisons the Cycolhm with a thick sludge only to be sent flying right into the stadium walls from Karamazov's gusts of wind. While Karamazov's three heads begin squabbling on how to follow up on this, Catan returns to her place, looking worse for the wear.

Action 1
-Venomoth used Sleep Powder!
To hit (<=8700): 5698 (Yes)
Sleep check (1-3): 2 (Deep)
Cyclohm fell asleep! (1 action)
Energy: -7

-Cyclohm is fast asleep!

Action 2
-Venomoth used Stun Spore!
To hit (<=8700): 9044 (No)
Venomoth's attack missed!
Energy: -7

-Cyclohm woke up!
Cyclohm used Rain Dance!
It started to rain!
Energy: -10

Action 3
-Venomoth used Toxic!
Cyclohm is badly poisoned!
Energy: -7

-Cyclohm used Hurricane!
To critical (<=625): 5696 (No)
Damage: 22.5
Energy: -8

Cyclohm is hurt by poison! (-1 HP)

Damage taken:
Cyclohm: 1 from A3 = 1
Venomoth: 22.5 from A3 = 22.5 ~ 23

Energy used:
Cyclohm: 10 from A2 + 8 from A3 = 18
Venomoth: 7 from A1 + 7 from A2 + 7 from A3 = 21

HP left:
Cyclohm: 110 - 1 = 109
Venomoth: 100 - 23 = 77

Energy left:
Cyclohm: 100 - 18 = 82
Venomoth: 100 - 21 = 79

Stat modifiers:
Cyclohm: Nothing
Venomoth: Nothing


The Wanderer
OO

Karamazov - Cyclohm (M)
HP: 109
EN: 82
Item: Nothing
Effects: Nothing
Status: BADLY POISONED - Increasing damage over time (2 damage per action)
VS.

SubwayJ
OO

Catan - Venomoth (F)
HP: 77
EN: 79
Item: EXP. Share
Effects: Nothing
Status: OK!


Arena: ASB Tournament Arena
Rain continues to fall - Enchanced Water attacks, perfect accuracy Thunder and Hurricane (3 rounds)

The Wanderer attacks first.
SubwayJ attacks after.
 

<Well, now what are we gonna do?>
<What else? Break out the big guns and rain holy hell!>
<Mitya, how do you know they won't have a trap ready?>
<And once again, Captain Killjoy has to be his usual fun-hating self.>
<And this is why we->
<Actually Ivan, I think Mitya's got the right of it this time.>
<You're actually agreeing with him?!>
<Notice the wonder skin on that Venomoth? I think incapacitation's out of the question this time. Besides, we still got the weather on our side.>
<Agh...dammit, he has a point...Fine, but you better be right about this.>

Hurricane -> Thunder -> Hurricane

*If Venomoth uses protect, Chill and push actions down, but only once
 
Music: Meccaheadz - Night Skool

DUEL 2! LET'S ROCK!

As the rain pours throughout the field, Catan release more of her soporific spores, instantly hushing the three heads of Karamazov. While the dragon snoozes, Catan carries on with a spray of harsh green acid. The horrific poisons shock Karamazov awake and retaliates with a brutal lightning bolt for significant damage on the Venomoth. Aching badly, Catan manages to lull Karamazov back to sleep with more of her sleeping powder.

Action 1
-Venomoth used Sleep Powder!
To hit (<=8700): 465 (Yes)
Sleep check (1-3): 2 (Deep)
Cyclohm fell asleep! (1 action)
Energy: -7

-Cyclohm is fast asleep!

-Cyclohm is hurt by poison! (-2 HP)

Action 2
-Venomoth used Venoshock!
To critical (<=625): 4124 (No)
Damage: 16
Energy: -7

-Cyclohm woke up!
Cyclohm used Thunder!
To critical (<=625): 8952 (No)
Damage: 18
Energy: -7

-Cyclohm is hurt by poison! (-2 HP)

Action 3
-Venomoth used Sleep Powder!
To hit (<=8700): 7299 (Yes)
Sleep check (1-3): 1 (Light)
Cyclohm fell asleep! (1 action)
Energy: -7

-Cyclohm is fast asleep!

Cyclohm is hurt by poison! (-2 HP)

Damage taken:
Cyclohm: 2 from A1 + 18 from A2 + 2 from A3 = 22
Venomoth: 18 from A2 = 18

Energy used:
Cyclohm: 7 from A2 = 7
Venomoth: 7 from A1 + 7 from A2 + 7 from A3 = 21

HP left:
Cyclohm: 109 - 22 = 87
Venomoth: 77 - 18 = 59

Energy left:
Cyclohm: 82 - 7 = 75
Venomoth: 79 - 21 = 58

Stat modifiers:
Cyclohm: Nothing
Venomoth: Nothing


The Wanderer
OO

Karamazov - Cyclohm (M)
HP: 87
EN: 75
Item: Nothing
Effects: Nothing
Status: BADLY POISONED - Increasing damage over time (3 damage per action)
ASLEEP - Unable to act (0 actions left)
VS.

SubwayJ
OO

Catan - Venomoth (F)
HP: 59
EN: 58
Item: EXP. Share
Effects: Nothing
Status: OK!


Arena: ASB Tournament Arena
Rain continues to fall - Enchanced Water attacks, perfect accuracy Thunder and Hurricane (2 rounds)

SubwayJ attacks first.
The Wanderer attacks after.
 
Sorry this is late :( I've been on vacation


"Yeah we're going to lose this."

Disable (Hurricane)-Sleep Powder-Venoshock

***If you are unable to disable hurricane, disable thunder instead
***If Cyclohm is under the effects of protective/evasive action, use Quiver Dance and DONT push actions​
 
Music: Meccaheadz - Night Skool

DUEL 3! LET'S ROCK!

The rain soaked Catan seals off Karamazov's powers over storms. Once the three headed dragon wakes up, the Cyclohm instead surrounds itself within a clear white cube. While Karamazov guards itself further with a powerful force field, Catan uses this opportunity to invigorate herself with a battle dance. She lets loose with more green toxins, yet Karamazov's clear walls reduce much of its severity. Karamazov responds with an especially brutal lightning bolt dealing critical damage, sending Catan in a tailspin. The downpour continues mercilessly, however the clouds are starting to part.

Action 1
-Venomoth used Disable!
Cyclohm's Hurricane is disabled!
Energy: -7

-Cyclohm woke up!
Cyclohm used Light Screen!
Cyclohm is protected against Special attacks!
Energy: -8

-Cyclohm is hurt by poison! (-3 HP)

Action 2
-Cyclohm used Protect!
Energy: -7

-Venomoth used Quiver Dance!
Venomoth's Speed, Special Attack, and Special Defense rose to +1!
Energy: -8

-Cyclohm is hurt by poison! (-3 HP)

Action 3
-Venomoth used Venoshock!
To critical (<=625): 7059 (No)
Damage: 11.25
Energy: -7

-Cyclohm used Thunder!
To critical (<=625): 506 (Yes)
Damage: 19.25
Energy: -7

Cyclohm is hurt by poison! (-3 HP)

Damage taken:
Cyclohm: 3 from A1 + 3 from A2 + 14.25 from A3 = 20.25 ~ 20
Venomoth: 19.25 from A3 = 19.25 ~ 19

Energy used:
Cyclohm: 8 from A1 + 7 from A2 + 7 from A3 = 22
Venomoth: 7 from A1 + 8 from A2 + 7 from A3 = 22

HP left:
Cyclohm: 87 - 20 = 67
Venomoth: 59 - 19 = 40

Energy left:
Cyclohm: 75 - 22 = 53
Venomoth: 58 - 22 = 36

Stat modifiers:
Cyclohm: Nothing
Venomoth: +1 Spd, +1 SpA, +1 SpD (Will drop to 0 at end of R4)


The Wanderer
OO

Karamazov - Cyclohm (M)
HP: 67
EN: 53
Item: Nothing
Effects: Hurricane Disabled (3 actions), Light Screen (4 actions)
Status: BADLY POISONED - Increasing damage over time (4 damage per action)
VS.

SubwayJ
OO

Catan - Venomoth (F)
HP: 40
EN: 36
Item: EXP. Share
Effects: +1 Spd (182 Spd), +1 SpA, +1 SpD
Status: OK!


Arena: ASB Tournament Arena
Rain continues to fall - Enchanced Water attacks, perfect accuracy Thunder and Hurricane (1 round)

The Wanderer attacks first.
SubwayJ attacks after.
 
Music: Meccaheadz - Night Skool

DUEL 4! LET'S ROCK!

Feeling sick from the toxins wracking its body, Karazamov prepares to release a soothing chime into the air. Unfortunately for the Cyclohm, the dragon Pokemon gets three faces full of Catan's sleeping spores. Karazamov collapses into a heavy slumber as the Venomoth further aggravates its condition with her acid attack. Catan continues dousing Karazamov with her poisons, however the Cyclohm snaps awake and releases its soothing song, purging its body from disease.

Once the storm subsides, sun rays pour upon the rain soaked battlefield. Expired spores glitter in the air, creating a magnificent rainbow of vibrant colors. Sadly, Catan is barely able to savor this beautiful moment as fatigue is starting to catch up to her.

Action 1
-Venomoth used Sleep Powder!
To hit (<=8700): 89 (Yes)
Sleep check (1-3): 3 (Intense)
Cyclohm fell asleep! (2 actions)
Energy: -7

-Cyclohm is fast asleep!

Cyclohm is hurt by poison! (-4 HP)

Action 2
-Venomoth used Venoshock!
To critical (<=625): 5602 (No)
Damage: 11.25
Energy: -7

-Cyclohm is fast asleep!

Cyclohm is hurt by poison! (-4 HP)

Action 3
-Venomoth used Venoshock!
To critical (<=625): 511 (No)
Damage: 14.25
Energy: -11

-Cyclohm woke up!
Cyclohm used Heal Bell!
A bell chimed!
Cyclohm is cured of its poisoning!
Energy: -9

Venomoth's Speed, Special Attack, and Special Defense fell to 0.

Damage taken:
Cyclohm: 4 from A1 + 15.25 from A2 + 14.25 from A3 = 33.5 ~ 34
Venomoth: 0

Energy used:
Cyclohm: 9 from A3 = 9
Venomoth: 7 from A1 + 7 from A2 + 11 from A3 = 25

HP left:
Cyclohm: 67 - 34 = 33
Venomoth: 40

Energy left:
Cyclohm: 53 - 9 = 44
Venomoth: 36 - 25 = 11

Stat modifiers:
Cyclohm: Nothing
Venomoth: Nothing


The Wanderer
OO

Karamazov - Cyclohm (M)
HP: 33
EN: 44
Item: Nothing
Effects: Light Screen (1 actions)
Status: OK!
VS.

SubwayJ
OO

Catan - Venomoth (F)
HP: 40
EN: 11
Item: EXP. Share
Effects: Nothing
Status: OK!


Arena: ASB Tournament Arena
Field is soaked and remnants of spores scatter the air.

SubwayJ attacks first.
The Wanderer attacks after.
 
Music: Meccaheadz - Night Skool

DUEL 5! LET'S ROCK!

Staggering, Catan takes a brief moment to recuperate. Karamazov seizes the opportunity and charges a bright orange sphere, which then break up into several corporeal gemstones that rail the Venomoth. Now refreshed, Catan blasts the Cyclohm with a florescent beam while Karamazov summons the storms once more. As the skies pound the stadium with rain, both Pokemon launch their attacks, wearing each other down to the brink of collapse.

Action 1
-Venomoth chilled out! [1/5]
Energy: +12

-Cyclohm used Power Gem!
To critical (<=625): 8051 (Yes)
Damage: 15
Energy: -5

Action 2
-Venomoth used Signal Beam!
To critical (<=625): 684 (No)
Damage: 11
Energy: -5

-Cyclohm used Rain Dance!
It started to rain!
Energy: -10

Action 3
-Venomoth used Signal Beam!
To critical (<=625): 3128 (No)
Damage: 11
Energy: -9

-Cyclohm used Hurricane!
To critical (<=625): 5725 (No)
Damage: 22.5
Energy: -8

Damage taken:
Cyclohm: 11 from A2 + 11 from A3 = 22
Venomoth: 15 from A1 + 22.5 from A3 = 37.5 ~ 38

Energy used:
Cyclohm: 5 from A1 + 10 from A2 + 8 from A3 = 23
Venomoth: -12 from A1 + 5 from A2 + 9 from A3 = 1

HP left:
Cyclohm: 33 - 22 = 11
Venomoth: 40 - 38 = 2

Energy left:
Cyclohm: 44 - 23 = 21
Venomoth: 11 - 1 = 10

Stat modifiers:
Cyclohm: Nothing
Venomoth: Nothing


The Wanderer
OO

Karamazov - Cyclohm (M)
HP: 11
EN: 21
Item: Nothing
Effects: Nothing
Status: OK!
VS.

SubwayJ
OO

Catan - Venomoth (F)
HP: 2
EN: 10
Item: EXP. Share
Effects: Nothing
Status: OK!


Arena: ASB Tournament Arena
Field is soaked and remnants of spores scatter the air.
Rain continues to fall - Enchanced Water attacks, perfect accuracy Thunder and Hurricane (3 rounds)

The Wanderer attacks first.
SubwayJ attacks after.
 

<Ugh, sweet Arceus, my everything!>
<Well, no good can come of this...>
<Maybe we can still take her down!>

Protect* -> Weather Ball -> Thunderbolt

*If Venomoth uses Signal Beam, use Thunderbolt
 
Music: Meccaheadz - Night Skool

DUEL 6! LET'S ROCK!

Shuddering at the inevitable, Karamazov protects itself with a powerful force field. The Cyclohm protects itself so well in fact, that it's completely incapable of reacting to Catan's fluorescent beam right in face. All three of them.

Action 1
-Cyclohm used Protect!
Energy: -7

-Venomoth chilled out! [2/5]
Energy: +12

Action 2
-Venomoth used Signal Beam!
To critical (<=625): 3593 (No)
Damage: 11
Energy: -5

Cyclohm fainted!

Damage taken:
Cyclohm: 11 from A2 = 11
Venomoth: 0

Energy used:
Cyclohm: 7 from A1 = 7
Venomoth: -12 from A1 + 5 from A2 = -7

HP left:
Cyclohm: 11 - 11 = 0
Venomoth: 2

Energy left:
Cyclohm: 21 - 7 = 14
Venomoth: 10 + 7 = 17

Stat modifiers:
Cyclohm: Nothing
Venomoth: Nothing


The Wanderer
xO

Karamazov - Cyclohm (M)
HP: 0
EN: 14
Item: Nothing
Effects: Nothing
Status: FAINTED - Unable to battle

VS.

SubwayJ
OO

Catan - Venomoth (F)
HP: 2
EN: 17
Item: EXP. Share
Effects: Nothing
Status: OK!


Arena: ASB Tournament Arena
Field is soaked and remnants of spores scatter the air.
Rain continues to fall - Enchanced Water attacks, perfect accuracy Thunder and Hurricane (2 rounds)

With no other Pokemon, Wanderer will send out Quass the Gallade. Wanderer, when you send out, you may equip an item.

SubwayJ attacks first.
The Wanderer attacks after.
 

Here, Quass! Take this expert belt and avenge Karamazov!


<Stand down now, nemesis; we both know how this will end.>

Shadow Sneak -> Psycho Cut -> Shadow Sneak
 
Music: Meccaheadz - Night Skool

DUEL 7! LET'S ROCK!

Before Catan can even prepare her spores, the militant Quass extends his shade towards the insect. The shade slashes her more than necessary and finishes her off, leaving deep cuts in the Venomoth's skin.

Action 1
-Gallade used Shadow Sneak!
To critical (<=625): 2102 (No)
Damage: 8.5
Energy: -4

Venomoth fainted!

Damage taken:
Gallade: 0
Venomoth: 8.5 from A1 = 8.5 ~ 9

Energy used:
Gallade: 4 from A1 = 4
Venomoth: 0

HP left:
Gallade: 100
Venomoth: 2 - 9 = -7

Energy left:
Gallade: 100 - 4 = 96
Venomoth: 17

Stat modifiers:
Gallade: Nothing
Venomoth: Nothing


The Wanderer
xO

Quass - Gallade (M)
HP: 100
EN: 96
Item: Expert Belt
Effects: Nothing
Status: OK!

VS.

SubwayJ
xO

Catan - Venomoth (F)
HP: 0
EN: 17
Item: EXP. Share
Effects: Nothing
Status: FAINTED - Unable to battle


Arena: ASB Tournament Arena
Field is soaked and remnants of spores scatter the air.
Rain continues to fall - Enchanced Water attacks, perfect accuracy Thunder and Hurricane (1 round)

SubwayJ sends out first and equips item.
The Wanderer attacks first.
SubwayJ attacks after.
 

<Your form is weak!>
Taunt* -> Ice Punch* -> Light Screen

*If Necturna uses protect A1, use Double Team (4 clones) on A1 and Encore on A2
 
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