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Pippy vs Dogfish44 in a special part of Rainbow Road

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Open Challenge!
3 vs 3 Singles
2 Day DQ
5 Chills/0 Recoveries

Arena: Your Choice


OK then, I'll take this!

All Abilites
Items off

Arena = Boost Zone. A Seperate zone in Rainbow Road, it is said that it can enhance powers naturally. As each round ends, all pokémon gain a permanent +1 to all stats. Upon a KO, stat boosts are reset to 0.

Good Luck!

Team Pippy

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(Empoleon)* Pippy (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. Subtracts One Rank from Attack)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 69 (60X1.15^)

EC:9/9
MC:0
DC:3/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two stages.

Attacks:
Pound*
Growl*
Bubble*
Water Sport*
Peck*
BubbleBeam*
Bide*
Fury Attack*
Agility*
Hydro Pump*
Supersonic*
Ice Beam*
Grass Knot*
Surf*
Mist
Whirlpool
Metal Claw
Swords Dance
Swagger
Hydro Cannon
25.gif

(Pikachu)* Ukelele (M)
Nature:Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)

Type:
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spd: 104 (90X1.15^)

EC:5/9
MC:2
DC:4/5

Abilities:
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.
Lightning Rod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one stage. This boost is maintained at the end of each round.

Attacks:
Charm*
ThunderShock*
Tail Whip*
Thunder Wave*
Sweet Kiss*
Nasty Plot*
Charge*
Fake Out*
Wish*
Thunderbolt*
Volt Switch*
Grass Knot*
Thunder
Volt Tackle
95.gif

(Onix) Rocky (M)
Nature: Careful (Adds One Rank to Special Defense; Subtracts One Rank From Special Attack)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70


EC:1/6
MC:0
DC:1/5

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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one. The effect is amplified on OHKO Moves, which are reduced by ten Base Attack Power.
Weak Armor (DW): (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one stage for each hit.


Attacks:
Bind
Harden
Mud Sport
Tackle
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Stealth Rock
Flail
Rock Climb
Roar
Earthquake
Stone Edge
Dig

Team Dogfish

527.gif

Woobat [Fledermaus] (F)
Nature: Modest (+ Sp.ATK ; - ATK)
Type: Psychic / Flying
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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:
Unaware (Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (Can be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Simple (DW) (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Stats:
90 HP
ATK: 1 (-)
DEF: 2
Sp.ATK: 3 (+)
Sp.DEF: 2
Speed: 72

EC: 2/6
MC: 2
DC: 5/5

Attacks:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air Cutter
Attract

Stored Power
Supersonic
Knock Off

Energy Ball
Charge Beam
Shadow Ball

Psychic
Shadow Ball

261.gif

Poochyena [Sam] (Male)
Nature: Adamant (Boosts ATK ; Decreases Sp.ATK)
Type:
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:
Run Away: This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Quick Feet: This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Rattled (DW): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

Poochyena
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

EC: 2/6
MC: 2
DC: 1/5

Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger

Thunder Fang
Fire Fang
Ice Fang

Taunt
Payback
Torment

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Beedrill [Trouser Snakes] (Male) (*)
Nature: Adamant

Type:
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:

Beedrill
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Sniper (DW - NOT ACTIVATED): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

EC: 5/5
MC: 0
DC: 2/5

Attacks:
String Shot (*)
Poison Sting (*)
Bug Bite (*)
Harden
Fury Attack
Focus Energy
TwinNeedle
Rage
Pursuit
Toxic Spikes
X Scissor
Poison Jab

Dogfish sends out first, then Pippy sends out and orders, Dogfish orders, I ref, yadda yadda yadda.
 
BTW, I just realized I messed up Pippy. Here's what he should be:
395.gif

(Empoleon)* Pippy (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. Subtracts One Rank from Attack)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 69 (60X1.15^)

EC:9/9
MC:0
DC:3/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two stages.

Attacks:
Pound*
Growl*
Bubble*
Water Sport*
Peck*
BubbleBeam*
Bide*
Fury Attack*
Agility*
Hydro Pump*
Supersonic*
Ice Beam*
Grass Knot*
Surf*
Mist
Whirlpool
Metal Claw
Swords Dance
Swagger
Hydro Cannon
 
Alright, let's start out BIG with Rocky! Start the battle with Steath Rock, then get Sam in a Bind. Finish with Earthquake.
 
OK, I'm up against something that's about 10* the size of me and has the stats to match. THIS ought to be fun...

Once it sets up stealth rock, you can use them to climb up onto the top of Onix's head and Ice Fang. Then, I need you to STAY on Onix's head, and Taunt the big oaf - It's gonna be hard for an onix to be able to bind something on its head.

OK then, earthquake. This ought to be unique ^_^. If the earthquake is going to be shaking through the road, then onix will absorb some of the damage for ye if you stay on him (Will probably ruin the road structure). Hence, use Ice Fang.

Sub: If Earthquake action 3 will be launched by him trying to slam his tail on your head to send the shockwaves right through you, I want you to simply JUMP out of the way, and let the Earthquake slam into himself!

To Recap: Ice Fang (Aimed at head) ~ Taunt ~ Ice Fang / SUB MOVE Jump
 
Just wanted to point out that it was never specified whether switch=ok or switch=ko.

95.gif

HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 100%
Abilities: Rock Head, Sturdy
Other: None

261.gif

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 100%
Abilities: Run Away, Quick Feet
Other: None

Here we are at Rainbow Road, usually used for races between the Mario world characters. Today, however, we're at a particular part of the track called the Boost Zone. As the battle rages on, the pokemon will find themselves being buffed by the turbo pads around them. And first up, it's Rocky the Onix vs Sam the Poochyena. Despite his hefty bulk, Rocky is the faster pokemon and he quickly sets up some Stealth Rocks over at Sam's end of the field. While the Poochyena doesn't seem to be affected by them yet, his allies probably will be. Suddenly, Sam jumps up high with Ice on his Fangs and sinks them into Rocky's head, giving him brain freeze. But that's not all. Some of the ice has started to envelop Rocky's head and it's causing him to freak out, rendering him unable to act for a brief moment. That brief moment is all that Sam needs to Taunt Rocky, making him furious. So furious, in fact, that he slams his head into the ground, causing a massive Earthquake, with Sam holding on. The impact smashes the ice around Rocky's head, allowing him to use it to its full capacity once more. Sam sure felt those shockwaves, but that's not stopping him from chomping on Rocky with Ice Fangs again. Despite the Onix's natural weakness to the move, he is shrugging it off this time.

As the pokemon take a breather, they find themselves being invigorated. It looks like the Boost Zone's powers are starting to take effect.

95.gif

HP: 84
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 83%
Abilities: Rock Head, Sturdy
Other: Taunt (5 more actions), +1 to all stats

261.gif

HP: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 78%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +1 to all stats

Rocky uses Stealth Rock for 11 energy
Rocks fly over to Sam's side of the arena

Sam uses Ice Fang for 5 energy
To aim for the head, he has to jump up high for 3 energy
Roll a D100 for accuracy: 36 - hit
Roll a D16 for crit: 11 - no crit
Roll a D100 for flinch: 3 - flinch
Roll a D100 for freeze: 2 - brain freeze
Rocky takes (7-(6-5)+(3-5)*1.5-1)*1.5=3 damage

Rocky flinches

Sam uses Taunt for 9 energy
Rocky is taunted for 6 actions

Rocky uses Earthquake for 6 energy
Roll a D16 for crit: 1 - crit
Head freeze causes the move to do less damage
Sam takes (10+3+3+(2-2)*1.5-3)=13 damage
The ice on Rocky's head shatters

Sam uses Ice Fang for 5 energy
Roll a D100 for accuracy: 82 - hit
Roll a D16 for crit: 6 - no crit
No flinch roll because Rocky has no more actions this round
Roll a D100 for freeze: 19 - no freeze
Rocky takes (7-(6-5)+(3-5)*1.5-1)*1.5=3 damage

Total damage:
Rocky: 6
Sam: 13

Dogfish is up now.
 
Pippy, Switch rules are up to you (I prefer = OK, but you pick).

Anyhow Sam, this is gonna take some time. Try a Swagger on it - should give us some leeway. Then get right in it's eyes, and Spit in it's eyes, try to blind it. Whilst it's blinded, I want you to run down to the tail, and Bite it.
 
Alright, switch=OK works for me. (more Stealth Rock damage ;P )
Alright Rocky, just use Dig so you don't see the swagger, and come back up after he tries to spit in your eye. Finish with a powerful Earthquake.
 
95.gif

HP: 84
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 83%
Abilities: Rock Head, Sturdy
Other: Taunt (5 more actions), +1 to all stats

261.gif

HP: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 78%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +1 to all stats

The next round begins and Rocky Digs through the ground, barely avoiding Sam's Swagger. However, this just goes to show that you should research the arena before you fight on it. Rocky falls through the hole he makes in the ground and it looks for a moment like he's doomed to fall through oblivion forever. Sam takes a look down the hole and he sees that a lakitu has caught Rocky on its fishing rod. The Onix is brought back up to the arena, several feet away from the hole that has been left there, but is too bewildered to act. Sam takes the opportunity to Spit in Rocky's eyes. This has made it harder for him to see, but it's also made him somewhat angrier. He's slamming his head into the ground to create another Earthquake, but Sam was quick enough to avoid the shockwaves. While the Onix is still thrashing about trying to hit Sam, the Poochyena Bites him hard on the tail.

Once again, the powers of Rainbow Road strengthen both pokemon, although now there's a big hole in the arena, and nobody wants to fall through a big hole in the arena now do they.

95.gif

HP: 78
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 72%
Abilities: Rock Head, Sturdy
Other: +1 to all stats, another +1 to attack and -1 to accuracy due to spit (1 more round)

261.gif

HP: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 65%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +2 to all stats

Rocky uses Dig for 5 energy
Rocky digs straight through the ground and falls out of the arena

Sam uses Swagger for 7 energy
The move fails due to Dig

Rocky is placed back on the arena
Rocky's stat changes are wiped
Rocky's taunt is removed

Sam spits in Rocky's eyes for 3 energy
Rocky's accuracy is lowered by 1 stage
Rocky's attack is raised by 1 stage

Rocky uses Earthquake for 6 energy
Roll a D100 for accuracy (reduced to 60%): 90 - miss

Sam uses Bite for 3 energy
Roll a D16 for crit: 15
No flinch roll because Rocky has no more actions this round
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(1-0)*1.5=5.5 damage

Total damage:
Rocky: 11.5
Sam: 13

Pippy's up next, but since you've decided on switch=ok, do you want me to clarify how switching works?
 
Are you serious? This is a different area of Rainbow Road, and he didn't say you couldn't dig. Plus, how do you figure his stat changes are wiped? It never said anything about that.

Anyway, first, get him in a Bind, then fire off two Earthquakes.
 
@Pippy - Look at rainbow road - narrow rainbow. The ref's interpretation was that this would have similar properties to it (I intended that, but would not have argued otherwise, since i didn't put that directly into the arena). Regardless...

Another trying to get me in a bind? Sheesh, Let yourself be caught, then Torment the ugly fellow - see how much barking it takes to p*ss offf a giant snake.

Then you're about to recieve a nasty earthquake, so I think a return would be nice. Payback for putting you in a bind at least. However, if Earthquake misses, replace that action with Bite.

Regardless of what happens next, give it a Bite, just to hammer in the message further.

To recap:
Torment ~ Payback / Bite if Sub move triggered ~ Bite
 
Are you serious? This is a different area of Rainbow Road, and he didn't say you couldn't dig. Plus, how do you figure his stat changes are wiped? It never said anything about that.

Just because the arena description doesn't say something works a certain way, doesn't mean I can't make it work that way. 'Ref discretion' is a term you might be hearing a lot. Heck, be glad I'm considering the ground to be solid enough to not break apart when you use Earthquake.

Also, I'm assuming you don't need me to clarify how switching works.

95.gif

HP: 78
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 72%
Abilities: Rock Head, Sturdy
Other: +1 to all stats, another +1 to attack and -1 to accuracy due to spit (1 more round)

261.gif

HP: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 65%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +2 to all stats

The battle continues with Rocky trying to Bind Sam, but the spit in his eye makes it hard for him to see and he wraps his tail around thin air. Sam begins Tormenting him by barking loudly, causing Rocky to swing his tail back around. He slams it in the ground to cause an Earthquake, but amazingly Sam jumps up high at just the right moment and avoids the attack entirely. He then lands on Rocky's head and Bites it hard. The sudden attack scares the Onix into not doing anything while Sam Bites him again. Rocky quickly shakes Sam off of his head, clearing his eyes of spit in the process.

The natural powers of Rainbow Road boost the two pokemon again. Neither one seems to be doing much damage to the other yet.

95.gif

HP: 67
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 63%
Abilities: Rock Head, Sturdy
Other: +2 to all stats, Torment (4 more actions)

261.gif

HP: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 47%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +3 to all stats

Rocky uses Bind for 3 energy
Roll a D100 for accuracy (reduced to 51%): 93 - miss

Sam uses Torment for 8 energy
Rocky is subject to Torment for 6 actions

Rocky uses Earthquake for 6 energy
Roll a D100 for accuracy (reduced to 60%): 83 - miss

Sam uses Bite for 3 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for flinch: 6 - flinch
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(2-1)*1.5=5.5 damage

Rocky flinches

Sam uses Bite for 7 energy
Roll a D16 for crit: 10 - no crit
No flinch roll because Rocky has no more actions this round
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(2-1)*1.5=5.5 damage

Total damage:
Rocky: 22.5
Sam: 13

Sorry Pippy. This time you got haxed really bad. Anyway, I believe Dogfish is up now.
 
Good job out there Sam! Now let's keep it simple!

Payback ~ Chill ~ Bite
Sub: Use Payback action 3 if you've been damaged by an attack.
 
Let's finish this! First, Throw Sam over that hole, then Smack him Down in it. When the lakitu comes, hit him with a Stone Edge so Sam plumits to his doom.
 
Pippy, I'm gonna tell you what I told Spenstar. When trying unorthodox tactics, check with your ref (in this case, me) first. They will not always work as intended (if at all).

Also, I realise that I had forgotten about the difference between Rocky's accuracy and Sam's evasion. This means that Rocky's attacks are all 25% less accurate naturally ever since he fell into the hole, and during the last round where Sam had +2 eva and Rocky had an effective +0 acc, his attacks are all 40% less accurate. Luckily, there is no change to which attacks hit and which ones missed.

95.gif

HP: 67
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 63%
Abilities: Rock Head, Sturdy
Other: +2 to all stats, Torment (4 more actions)

261.gif

HP: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 47%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +3 to all stats

Pippy decides to tell Rocky to throw Sam into the hole. Rocky wraps his tail around Sam and throws him towards the hole, but the agile Poochyena practically double-jumps over the hole, narrowly escaping a nasty fall! He runs back around the hole to his opponent and Bites him in the tail. Rocky then uses his tail to Smack Sam Down. This will make it hard for him to jump, but he still has enough natural agility to avoid falling into the hole. Sam Chills out for a bit to recover some lost energy, then Rocky whacks him with the Edge of his Stones, pushing him closer to the hole, but not close enough. Sam Bites Rocky's tail again and, although it still doesn't leave much of a mark on Rocky, it does make him cry out in pain this time.

The two pokemon soon find themselves invigorated by the powers of Rainbow Road. Rocky is now hoping that he can just knock Sam out before he does too much more damage to him, while Sam is hoping that his evasive capabilities will see him through.

95.gif

HP: 56
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 44%
Abilities: Rock Head, Sturdy
Other: +3 to all stats, Torment (1 more action)

261.gif

HP: 59
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 53%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +4 to all stats, grounded (4 more actions)

Rocky throws Sam into the hole for 10 energy
The move fails due to Run Away

Sam uses Bite for 3 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for flinch: 68 - no flinch
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(3-2)*1.5=5.5 damage

Rocky uses Smack Down for 3 energy
Roll a D100 for accuracy (reduced to 75%): 55 - hit
Roll a D16 for crit: 4 - no crit
Sam takes (5+3+(2-2)*1.5)+(2-3)*1.5=6.5 damage
Sam is grounded for 6 actions

Sam chills and restores 12 energy

Rocky uses Stone Edge for 6 energy
Roll a D100 for accuracy (reduced to 60%): 59 - hit
Roll a D16 for crit (boosted to 2/16): 8 - no crit
Sam takes (10+3+(2-2)*1.5)+(2-3)*1.5=11.5 damage

Sam uses Bite for 3 energy
Roll a D16 for crit: 11 - no crit
No flinch roll because Rocky has no more actions this round
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(3-2)*1.5=5.5 damage

Total damage:
Rocky: 33.5
Sam: 31

Pippy's up.
 
Double jumping?!?! What is Sam, a jedi!?!?!
Alright Rocky, Flail about to hopefully push Sam into the hole. Follow up with Stone Edge, then finish with Earthquake. If Sam wasn't pushed into the hole, then use Roar as your last action.
 
Jesus, this is close. And I never thought I'd praise Run Away...

Run Away may not be as reliable, so I want you to take this carefully. I want you to use a bit more energy to run a fairly decent distance around the hole and Bite - The further away from the hole we be, the less likely you'll be taking a one way trip down it. Stone edge is gonna hurt, so let's give that Onix some Payback! Finish up with a Bite once again!
 
95.gif

HP: 56
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 44%
Abilities: Rock Head, Sturdy
Other: +3 to all stats, Torment (1 more action)

261.gif

HP: 59
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 53%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +4 to all stats, grounded (4 more actions)

Rocky desperately Flails about and tries to knock Sam into the hole, but while he does land a blow, Sam's natural agility prevents him from falling in. In response to this, Sam Bites Rocky once again. The Onix swings his tail about again, this time trying to hit Sam with a Stone Edge, but Sam easily dodges the move. However, he wants to give some Payback out, so he viciously headbutts Rocky, who finds this more painful than being bitten. Sam switches back to Bite again as Rocky Roar's loudly ... at a passing lakitu. The lakitu gets scared off but Sam is completely unaffected. Meanwhile, Rainbow Road's powers boost the two pokemon again.

95.gif

HP: 36
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 27%
Abilities: Rock Head, Sturdy
Other: +4 to all stats

261.gif

HP: 54
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 37%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +5 to all stats, grounded (1 more action)

Rocky has 56.5 HP left so Flail has 6 BP and costs 4 energy
Roll a D100 for accuracy (reduced to 75%): 19 - hit
Roll a D16 for crit: 12 - no crit
Sam takes (6+(2-2)*1.5)-(3-4)*1.5=4.5 damage

Sam uses Bite for 7 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for flinch: 98 - no flinch
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(4-3)*1.5=5.5 damage

Rocky uses Stone Edge for 6 energy
Roll a D100 for accuracy (reduced to 60%): 92 - miss

Sam uses Payback for 6 energy
Roll a D16 for crit: 15 - no crit
Rocky takes (10+3-(6-5)+(3-5)*1.5-1)+(4-3)*1.5=9.5 damage

Sam uses Bite for 3 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for flinch: 72 - no flinch
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(4-3)*1.5=5.5 damage

Rocky uses Roar for 7 energy
Roll a D100 for accuracy (reduced to 75%): 87 - miss

Total damage:
Rocky: 54
Sam: 35.5

Dogfish, it's your turn.
 
95.gif

HP: 36
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 27%
Abilities: Rock Head, Sturdy
Other: +4 to all stats

261.gif

HP: 54
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 37%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +5 to all stats, grounded (1 more action)

The battle continues and ... well, I think Rocky's just having a bad day. His Screech falls on deaf ears and his Earthquake doesn't even shake the right part of the arena, while Sam can give Payback twice times and Bite him hard without much trouble. Rocky decides the best thing to do is Chill, since even with the strengthening powers of Rainbow Road, both pokemon are feeling the burn now.

95.gif

HP: 11
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
Energy: 27%
Abilities: Rock Head, Sturdy
Other: +5 to all stats

261.gif

HP: 54
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Energy: 22%
Abilities: Run Away, Quick Feet
Other: Stealth Rock, +6 to all stats

Rocky uses Screech for 6 energy
Roll a D100 for accuracy (reduced to 64%): 68 - miss

Sam uses Payback for 6 energy
Roll a D16 for crit: 14 - no crit
Rocky takes (10+3-(6-5)+(3-5)*1.5-1)+(5-4)*1.5=9.5 damage

Rocky uses Earthquake for 6 energy
Roll a D100 for accuracy (reduced to 75%): 88 - miss

Sam uses Bite for 3 energy
Roll a D16 for crit: 13 - no crit
Roll a D100 for flinch: 48 - no flinch
Rocky takes (6+3-(6-5)+(3-5)*1.5-1)+(5-4)*1.5=5.5 damage

Rocky chills and restores 12 energy

Sam uses Payback for 6 energy
Roll a D16 for crit: 14 - no crit
Rocky takes (10+3-(6-5)+(3-5)*1.5-1)+(5-4)*1.5=9.5 damage

Total damage:
Rocky: 78.5
Sam: 35.5

Sorry Pippy, I guess the RNG must hate you with a passion. You're up though. Also, by my count, both Sam and Rocky have chilled once now.
 
Well Rocky, not much you can do about hax... Just try to hit Sam with as many Earthquakes as you can before going down.
 
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