• Snag some vintage SPL team logo merch over at our Teespring store before January 12th!

iiMKUltra vs. Leethoof! Battle to the Doom! (ref: TravelLog)

Status
Not open for further replies.
Open Challenge
3v3 Triples - NFE only
2 Day DQ
This arena was a ton of fun, so here it goes again.

Quote:
Originally Posted by Fat Leethoof
Arena: Unown Alphabet Soup
The battlers are on a solid platform in the middle of a giant bowl filled with delicous broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.

I hope that wasn't terribly confusing.

Switch=derp
All Abilities
No Items


To reiterate:
3v3 Triples
2 Day DQ
No Switch
No Items
All Abilities

iimk's mons:
176.png

Togetic [Gabriel] (F)
Nature: Modest (+Spa, -Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 40

EC: 4/9
MC: 0
DC: 3/5

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt).
Super Luck (DW Locked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Moves:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Extrasensory
Foresight
Psycho Shift

Thunder Wave
Flamethrower
Shadow Ball

Wish
Safeguard
Psyshock
Toxic

133.png

Eevee [Nocturne] (F)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)

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

Abilities:
Run Away: (Innate) 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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW Locked): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Shadow Ball
Dig
Toxic

Fake Tears
Yawn
Detect

Bite
394.png

Prinplup [Caesar] (M)
Nature: Brave (+Atk, -Spe)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (50/1.15)

EC: 5/9
MC: 0
DC: 2/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14).
Defiant (DW Locked): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Moves:
Pound
Tackle
Growl
Bubble
Water Sport
Peck
Metal Claw
Bide
BubbleBeam
Fury Attack

Ice Beam
Brick Break
Dig

Hydro Pump
Yawn
Agility
Drill Peck
Signal Beam

Leethoof's mons:
410.gif

Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

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

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Flash Cannon
Thunderbolt
Stone Edge

Curse
Counter
Rock Blast

410.gif

Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

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

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Rock Slide
Toxic

Scary Face
Counter
Body Slam


081.gif

Magnemite (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

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.
<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.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark

Magnet Rise
Discharge
Lock-On

Thunderbolt
Light Screen
Flash Cannon

Since the competitors only gave me three mons each, they are automatically released. Having issued the challenge, Leethoof gives actions first.

Leethoof's actions
iiMK's actions.
I ref.
iiMK's actions
Leethoof's actions
I ref.

Rinse and repeat.
 
Okay, team lets beat these people with soup galore. I deploy my team in a reverse wedge, with the Shieldons forming a wall for Magnemite.

Frontier, lets wreck some penguin face. Metal Sound Caesar to a Thunderbolt Caesar. If Caesar Brick Breaks you, COUNTER IT.

Warden, lets supports some wreckers of penguin face. Metal Sound Caesar and then brew (lol in soup bowl) an epic Sandstorm. If Caesar Brick Breaks you in action 1, Counter it.

Maglev, lets wreck some penguin face. Thunderbolt Caesar to Thundershock Caesar. If he uses Protect, then Unown F Feint.
 
let's* * 4

Gabriel, Unown F Fusion Flare Maglev-Thunder Wave Warden

Nocturne, Unown T Taunt Warden-Dig Maglev

Caesar, Unown E Earthquake-Yawn Frontier
 
Note: Since I was not told otherwise, I will assume that using an Unknown costs a fixed energy, which I have chosen to be 7. Should this not be the case, please inform me.

176.png
133.png
394.png

HP: 90 | 90 | 100
Energy: 100 | 100 | 100
Boosts/Drops: n/a | n/a | n/a|
Other: n/a | n/a | n/a

vs.

410.gif
410.gif
081.gif

HP: 90 | 90 | 90
Energy: 100 | 100 | 100
Boosts/Drops: n/a | n/a | n/a|
Other: n/a | n/a | n/a

Speed Order: Eevee, Magnemite, Prinplup, Togetic, Frontier (Shieldon), Warden (Shieldon)

Unknowns Used: None


Round One: A, B, C, 1, 2, 3

This triple battle starts with a bang as Nocturne immediately catches the eye of the opposing Shieldon, Warden, and starts saying mean things about his mother! She was not a fossil! The taunts seem to work, leaving Warden looking infuriated. Meanwhile, Maglev the Magnemite gathers some electricity from the air and launches a blistering Thunderbolt at Caesar the Prinplup for heavy damage. Shocking! Prinplup, furious, grabs an E-shaped Unown and harnesses its abilities to create a massive Earthquake, heavily damaging all the opposition, though also damaging Nocture as well. Seeing how effective the unowns were, Gabriel the Togetic grabs one and somehow summons a never-before-seen power...a Fusion Flare, which really lays the hurt on Maglev. Wanting to get back at the opponent for his cruelty, Frontier gnashes his teeth together, creating a Metal Sound which seems to disrupt Caesar's mental defenses. Warden tries to do likewise, but is still so angry from the taunts that he fails to act.

With things seeming to go their way, Nocturne bids adieu to its teammates for a moment and burrows underground. After a short lull, it emerges right underneath Maglev. That Dig looks painful folks! Shaking itself off, Magnemite once again summons electrical energy, though it is somewhat weaker this time, shocking Caesar with a bit of Thunder. But it looks like Caesar doesn't really care. In fact, he is so bored that he just Yawns at Frontier, making the Shieldon drowsy. Boy, I guess Yawning is contagious. In any case, Togetic has been thinking a bit and decides to steal a bit of Magnemite's electricity and sends a wave of thunder at Warden, fully paralyzing him! Frontier, tired but still able to act, retaliates by sending a blistering Thunderbolt at Caesar, really doing some damage, but also activating his Torrent ability. Finally, Warden tries once again to act, but simply can't overcome the earlier taunt. What will happen next!? Tune in to find out!!!!

Eevee, Unown T: Taunt (7 energy)= Warden is taunted for 6 actions.
Magnemite, Thunderbolt (7 energy)=22 damage. Prinplup at 78 HP
….RNG for paralysis (<=10)=34. fail
Prinplup, Unown E: Earthquake (7 energy)=
…..20 damage to each Bastiodon. Bastiodons both at 70 HP
…..24 damage to Magnemite. Magnemite at 66 HP
…..13 damage to Eevee. Eevee at 77 HP
Togetic, Unown F: Fusion Flare (7 energy)= 20 damage. Magnemite at 46 HP.
Frontier, Metal Sound (6 energy)= Prinplup at -2SpD
….RNG to hit (<=85)=60, hit
Warden, Metal Sound (6 energy)= Warden is Taunted! It fails!


Eevee, Dig (6 energy)= 15 damage. Magnemite at 31 HP.
Magnemite, Thundershock (3 energy)= 18 damage. Prinplup at 60 HP
….RNG for paralysis (<=10)=27. Fail
Prinplup, Yawn (7 energy)= Frontier is Drowsy! Will fall asleep in 2 actions.
Togetic, Thunder Wave (7 energy)= Warden is fully paralyzed!
Frontier, Thunderbolt (7 energy)= 20 damage. Prinplup at 40 HP
…RNG for paralysis (<=10)=52. Fail
…Frontier is Drowsy! Will fall asleep after next action.
Warden, Sandstorm (10 energy)= Warden is taunted! It fails!
….RNG for being able to act (>=26)=52, acts

End:
Prinplup at 40 HP, 86 energy
Togetic at 90 HP, 86 energy
Eevee at 77 HP, 87 energy
Magnemite at 31 HP, 90 energy
Warden at 70 HP, 84 energy
Frontier at 70 HP, 87 energy

176.png
133.png
394.png

HP: 90 | 77 | 40
Energy: 86 | 87 | 86
Boosts/Drops: n/a | n/a | -2SpD|
Other: n/a | n/a | n/a

vs.

410.gif
410.gif
081.gif

HP: 70 | 70 | 31
Energy: 87 | 84 | 90
Boosts/Drops: n/a | n/a | n/a|
Other: drowsy (fall asleep after 1 action) | 25% paralyzed, Taunted (4 actions) | n/a

Speed Order: Eevee, Magnemite, Prinplup, Togetic, Frontier (Shieldon), Warden (Shieldon)

Unknowns Used: E, F, T

Personal Note: I hate when sprites are uneven...sigh

Your actions iiMK.
 
Gabriel, Unown A Aura Sphere Maglev-Flamethrower Maglev, if Maglev is dead switch target to Frontier

Nocturne, Unown M Magnitude-Yawn Warden

Caesar, Unown B Bulldoze-Dig Maglev, if Maglev is dead switch target to Frontier
 
Too much 4x Super Effective...maybe I should not allow seismec activity if I plan on using team shieldon

Well guys, Frontier should Unown W forWide Guard for us. Warden should use Unown V for VOLT TACKLE at Caesar, and Magnemite should Discharge since we are protecting ourselves with Wide Guard.

Frontier, you're probably asleep now, but shoot a Thunderbolt at Caesar, or Gabriel if he is fainted. Maglev, if you still live, shoot a Thunderbolt at Caesar or Gabriel if he is fainted. Warden, use Unown R for Rock Wrecker at Gabriel.
 
176.png
133.png
394.png

HP: 90 | 77 | 40
Energy: 86 | 87 | 86
Boosts/Drops: n/a | n/a | -2SpD|
Other: n/a | n/a | n/a

vs.

410.gif
410.gif
081.gif

HP: 70 | 70 | 31
Energy: 87 | 84 | 90
Boosts/Drops: n/a | n/a | n/a|
Other: drowsy (fall asleep after 1 action) | 25% paralyzed, Taunted (4 actions) | n/a

Speed Order: Eevee, Magnemite, Prinplup, Togetic, Frontier (Shieldon), Warden (Shieldon)

Unknowns Used: E, F, T


Round Two: Word Salad...it's a serious condition

This round opens with Frontier erecting some sort of giant Wide Guard in the form of a screen of shimmering light in front of his allies... I wonder what it does? The effort seems to take a lot out of him however, as Frontier immediately falls into sleep (2 actions). Failing to notice the shield, Nocturne tries grabbing an Unown to summon a powerful shockwave of immense magnitude, but the Wide Guard blocks it entirely. Maglev laughs at the opposition and fires off a powerful Discharge of electrical energy, which deals heavy damage to the opposition and manages to paralyze Caesar. Caesar, meanwhile, manages to get past his paralysis and tries to Bulldoze his opponents, only to run into the same Wide Guard as Nocturne. Togetic is a little smarter and grabs another Unown, harnessing its power to launch an Aura Sphere at Maglev, leaving him barely able to continue. Furious at the damage to his teammate, Warden grabs an Unown of his own and shoots himself at Caesar with a powerful Volt Tackle, KOing the penguin.

Eevee, somewhat bored with the whole affair, simply yawns yet again, at Warden this time. Maglev, in response, fires a blistering Thunderbolt at Gabriel for massive damage. The Togetic responds with a nasty Flamethrower, which is so hot that it knocks Maglev unconscious. Closing out the round, Warden overcomes his paralysis once more and smashes Gabriel with a slew of rocks...a Rock Wrecker, you might say. Frontier, for his part, simply continues sleeping. He does, however, appear to be beginning to wake up!

Frontier: Unown W: Wide Guard (7 energy)=Blocks Magnitude and Bulldoze
….Frontier falls asleep! RNG for sleep (0/1/2)=3, 2 turn sleep.
Eevee, Unown M: Magnitude (7 energy)= Fails
Magnemite, Discharge (6 energy)=22 damage. Prinplup at 18 HP. 19 damage. Togetic at 71 HP. 14 damage. Eevee at 63 HP.
….RNG for Paralysis (<=30)=18, succeeds
….RNG for paralysis (<=30)=72, fails
….RNG for paralysis (<=30)=67, fails
Prinplup, Unown B: Bulldoze (7 energy)=Fails
Togetic, Unown A: Aura Sphere (7 energy)=18 damage. Magnemite is at 13 HP
Warden, Unown V: Volt Tackle (7 energy)=18 damage. KOed
….RNG to act (>=25)=37, acts


Eevee, Yawn (7 energy)= succeeds. Warden is drowsy.
Magnemite, Thunderbolt (7 energy)= 22 damage. Togetic at 49 HP
Togetic, Flamethrower (7 energy)= 20 damage. Magnemite KOed.
Warden, Unown R: Rock Wrecker (7 energy)=25 damage. Togetic at 24 HP
…RNG for acting (>=25)=51, acts
….RNG for hit (<=90)=84, hit
….Warden is drowsy! Will fall asleep after one more action.
Frontier is sleeping! Will wake up after one more action…

End:
Prinplup KOed
Togetic at 24 HP, 72 energy
Eevee at 63 HP, 73 energy
Magnemite KOed
Warden at 70 HP, 70 energy
Frontier at 70 HP, 80 energy


176.png
133.png

HP: 24 | 63
Energy: 72 | 73
Boosts/Drops: n/a | n/a
Other: n/a | n/a | n/a

vs.

410.gif
410.gif

HP: 70 | 70
Energy: 80 | 84
Boosts/Drops: n/a | n/a
Other: asleep (1 action) | 20% paralyzed, Taunted (2 actions), drowsy (will fall asleep after 1 action)

Unowns Used: A, B, E, F, M, R,T, V, W


You're up Leethoof.
 
Bwarharhar, good job team! Lets hope they dont have anymore AOE supereffective attacks hiding up their nonexistant sleeves.

Frontier, if you wake up action 1, then Thunderbolt Togetic. Next, you need to get a Sandstorm rolling, unfortunately with only an Unown S.

Warden, with you single action before you fall asleep, get off a Rock Slide on both of them. Then, sleep in peace or Unown C Close Combat Eevee.
 
let's* again

And who said I was wearing a vest?

Gabriel, Unown S Searing Shot-Flamethrower Frontier

Nocturne, Fake Tears Frontier-Dig Frontier
 
176.png
133.png

HP: 24 | 63
Energy: 72 | 73
Boosts/Drops: n/a | n/a
Other: n/a | n/a | n/a

vs.

410.gif
410.gif

HP: 70 | 70
Energy: 80 | 84
Boosts/Drops: n/a | n/a
Other: asleep (1 action) | 20% paralyzed, Taunted (2 actions), drowsy (will fall asleep after 1 action)

Unowns Used: A, B, E, F, M, R,T, V, W

Round Three: All Out Assault


Nocturne opens the round by crying big Fake Tears, which lowers Frontier's special defense a fair amount. Picking up on this, Gabriel grabs an Unown, whose power he harnesses to create a Searing Shot of flame which harms both shieldons. While Frontier remains asleep (though he looks to be stirring), Warden manages to summon an enormous Rock Slide, hitting his opponents in turn, before he too falls into slumber for one action.

Taking advantage of the situation, Eevee digs into the ground, only to emerge and smack Frontier for some good damage, leaving him in a bad spot. The impact does, however, seem to have been enough to wake the Shieldon up. Before Frontier can act though, Gabriel, clearly a pyromaniac, launches a blistering Flamethrower, which really lays the hurt on the poor Shieldon. Warden remains asleep (but will wake up in time for his next action), but the newly awakened Frontier seems a bit disoriented, as he tries to use the same Unown that Gabriel did, causing the sandstorm to fail.

Well, things are looking tense for all involved, with both Gabriel and Frontier close to unconsciousness. Who will win!?


Eevee, Fake Tears (6 energy)= Frontier -2SpD
Togetic, Unown S: Searing Shot (7 energy)= 12 Damage to Warden, 15 damage Frontier. Warden at 58 HP. Frontier at 55 HP.
….RNG for burn (<=30)= 48, 81. Fail, fail.
Frontier is asleep!
Warden, Rock Slide (6 energy)= 11 damage to Eevee, 14 damage to Togetic. Togetic 10 HP. Eevee 52 HP.
…..RNG for accuracy (<=90)= 79, 64. Hit, hit
…..RNG for flinch (<=30)=54, 89= fail, fail
….Warden Falls asleep! RNG for length (0,1,2)=2, 1 turn sleep.


Eevee, Dig (6 energy)=11 damage to Frontier. Frontier at 44 HP
Togetic, Flamethrower (7 energy)=15 damage. Frontier at 29 HP.
Frontier woke up!
Frontier, tries to use Unown S: Sandstorm (7 energy)= fails!
Warden is asleep!

End:
Eevee at 52 HP, 61 energy
Togetic at 10 HP, 58 energy
Frontier at 29 HP, 73 energy
Warden at 58 HP, 64 energy


176.png
133.png

HP: 10 | 52
Energy: 58 | 62
Boosts/Drops: n/a | n/a
Other: n/a | n/a | n/a

vs.

410.gif
410.gif

HP: 29 | 58
Energy: 73 | 64
Boosts/Drops: n/a | n/a
Other: -1 SpD | 15% paralyzed, asleep (Will wake up for next action)

Unowns Used: A, B, E, F, M, R, S, T, V, W


You're up iiMK.
 
That Wide Guard really got me, gg Leethoof.

Gabriel, Unown H Heat Wave-Flamethrower Frontier, if Frontier dies change target to Warden.

Nocturne, Unown C Close Combat Frontier-Dig Frontier, if Frontier dies change target to Warden.
 
Frontier oh god Protect. Then, you need to Protect again, weighing your life on the 50% chance. Warden, the damage is up to you this round! Rock Slide, and then Unown D Drain Punch Eevee. If Togetic is still alive by action 2, then Rock Slide again.
 
176.png
133.png

HP: 10 | 52
Energy: 58 | 62
Boosts/Drops: n/a | n/a
Other: n/a | n/a | n/a

vs.

410.gif
410.gif

HP: 29 | 58
Energy: 73 | 64
Boosts/Drops: n/a | n/a
Other: -1 SpD | 15% paralyzed, asleep (Will wake up for next action)

Unowns Used: A, B, E, F, M, R, S, T, V, W


Round Four: Frenzied Fighting

The round opens with Nocturne grabbing yet another unown, attempting to launch a Close Combat at Frontier while Gabriel grabs one of his own to summon a wave of heat. In an intelligent move, however, Frontier erected a protective barrier around himself, blocking all damage to him this round. Warden was not so lucky, and managed to get himself hit by the Heat Wave. His responding Rock Slide immediately knocks Gabriel unconscious however, leaving things looking bad for Nocturne.

This time around, Nocturne digs into the ground, heading right for Frontier. Warden takes the time to grab an Unown, trying to use Drain Punch, but Nocturne is underground. So it misses! Frontier, who tries (and fails!) to protect himself again, then gets smacked by the emerging Nocturne! Ouch! He's now on the very verge of unconsciousness. One more attack should do it.


Frontier, Protect (18 energy)= Frontier is protected!
Eevee, Unown C: Close Combat (7 energy)=20 damage (blocked by protect)
Togetic, Unown H: Heat Wave (7 energy)=12 damage to Warden, 14 damage to Frontier (blocked by protect). Warden at 46 HP.
Warden woke up!
Warden, Rock Slide (6 energy)= 11 damage to Eevee. Eevee 41 HP. Togetic KOed
….RNG for accuracy (<=90)=54, hit. 73, hit.
…RNG for flinch (<=30)=47. Fails

Frontier, Protect (7 energy)= it fails!
….RNG for success (1, 2)=1, failure.
Eevee, Dig (6 energy). 11 damage to Frontier. Frontier at 15 HP
Warden, Unown D: Drain Punch (12 energy)=But it missed because Eevee was underground!

End:
Eevee: 41 HP. 48 energy
Frontier: 18 HP, 48 energy
Warden: 46 HP, 46 energy

133.png

HP: 41
Energy: 48
Boosts/Drops: n/a
Other:n/a

vs.

410.gif
410.gif

HP: 18 | 46
Energy: 48 | 46
Boosts/Drops: n/a | n/a
Other: | 10% paralyzed

Unowns Used: A, B, C, D, E, F, H, M, R, S, T, V, W
 
derp drain punch. Could've used that d for dive.

Ok guys, lets just finish this. Frontier - go for a Flash Cannon and Stone Edge. Warden, Body Slam and Rock Slide. If he ever uses dig on either of you, COUNTER it.
 
133.png

HP: 41
Energy: 48
Boosts/Drops: n/a
Other:n/a

vs.

410.gif
410.gif

HP: 18 | 46
Energy: 48 | 46
Boosts/Drops: n/a | n/a
Other: | 10% paralyzed


Round Five: Down to the Wire

Wanting to start things off here on the right foot, Nocturne picks up yet another Unown (why won't these things run out already!?!) and absorbs its energy to use a Jump Kick (foot-->kick...get it!?) which brings Frontier within a hair's breadth of being KOed. In response, Frontier smacks Nocturne with a Flash Cannon, using its metallic energy to deal some respectable damage, while Warden opts to use a Body Slam.

Nocturne has definitely had enough punishment this round, so it Digs, avoiding both opponents attacks, at which point it comes up and KOs Frontier. Sure is unfortunate that Stone Edge and Rock Slide missed, as they would have KOed Nocturne! It looks like this thing is just about over, but with Unowns still usable, who knows what will happen!


Eevee, Unown J: Jump Kick (7 energy)=16 damage. Frontier at 2 HP
Frontier, Flash Cannon (6 energy)=11 damage. Eevee 30 HP
…RNG for acting= 92, acts
Warden, Body Slam (7 energy)= 11 damage. Eevee 19 HP
…RNG for hit (<=90)=82, hit!

Eevee, Dig (6 energy)= Frontier KOed
Warden, Rock Slide (6 energy)= misses because Eevee was underground.

End:
Eevee: 19 HP, 35 energy
Warden: 46 HP, 34 energy

Unowns Used: A, B, C, D, E, F, H, J, M, R, S, T, V, W


133.png

HP: 19
Energy: 35
Boosts/Drops:
Other:

vs.

410.gif

HP: 46
Energy: 34
Boosts/Drops:
Other:


iiMK, your move.
 
Hey guys. I just want to let you know I'm super busy today. I'll try to get to this tonight. But if not, I will absolutely do it before the end of tomorrow. Sorry for the delay.
 
133.png

HP: 19
Energy: 35
Boosts/Drops:
Other:

vs.

410.gif

HP: 46
Energy: 34
Boosts/Drops:
Other:


Unowns Used: A, B, C, D, E, F, H, J, M, R, S, T, V, W

Round Six: The Not Quite Final Countdown

The round opens with both pokemon grabbing unowns (man these things are everywhere!), harnessing their respective abilities to assault their opponents. Nocturne opts to use Karate Chop, which actually doesn't deal much damage at all thanks to Warden's high natural defenses. Warden, however, tries some trickery and paralyzes Nocturne with a terrifying Glare.

Nocturne manages to beat paralysis for the time being and attempts to use yet another Dig. Warden managed to think ahead however, and preemptively Protected himself. Wait...nothing happened this round except paralysis and energy loss. BORING!

Eevee, Unown K: Karate Chop (7 energy)= 5 damage. Warden at 41 HP
Warden, Unown G: Glare (7 energy)= Eevee is fully paralyzed.

Warden, Protect (11 energy)= Warden is protected!
Eevee, Dig (6 energy)=Fails
….RNG for acting (<=25)=17, acts

End:
Eevee: 19 HP, 22 energy
Warden: 41 HP, 16 energy

133.png

HP: 19
Energy: 22
Boosts/Drops:
Other: 20% paralyzed

vs.

410.gif

HP: 41
Energy: 16
Boosts/Drops:
Other:

Unowns Used: A, B, C, D, E, F, G, H, J, K, M, R, S, T, V, W

Your actions Leethoof
 
YEAH 4X SUPER EFFECTIVE DOING 5 DAMAGE

TravelLog, you didn't write in the summary that Eevee is paralyzed. Glare did work, though?

Warden, go ahead and Jump Kick that silly Eevee. And then you need to chill. If he Unown P Protects on action 1, change your actions to chill-Jump Kick.
 
133.png

HP: 19
Energy: 22
Boosts/Drops:
Other: 20% paralyzed

vs.

410.gif

HP: 41
Energy: 16
Boosts/Drops:
Other:

Unowns Used: A, B, C, D, E, F, G, H, J, K, M, R, S, T, V, W


Round Seven: Some Progress is Made

Getting things rolling with some fierce attacks, Nocturne summons thousands of leaves, which storm around Warden, dealing heavy damage. Responding in kind, Warden jump kicks Nocturne, leaving the little Eevee at the very brink of unconsciousness...

It looks like both pokemon are exhausted in fact, so much so that they both just decide to chill and regain some energy. Things are drawing to a close here, so tune in for the Grand Finale!

Eevee, Unown L: Leaf Storm (7 energy)= 21 damage. Warden at 25 HP.
….RNG for acting (<=20)=78, acts.
Warden, Jump Kick (7 energy)= 15 damage. Eevee at 4 HP.
…RNG for hit (<=95)=73, hits!

Eevee, chill= +12 energy
….RNG for acting (<=20)=64, acts
Warden, chill=+12 energy

End:
Eevee: 4 HP, 27 energy, 15% paralyzed
Warden: 25 HP, 21 energy

133.png

HP: 4
Energy: 27
Boosts/Drops:
Other: 15% paralyzed

vs.

410.gif

HP: 25
Energy: 21
Boosts/Drops:
Other:

Unowns Used: A, B, C, D, E, F, G, H, J, K, L, M, R, S, T, V, W


iiMK's move.
 
Status
Not open for further replies.
Back
Top