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Destiny_Warrior versus Venser ~ SubReffed by Alchemator

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Battle in progress - NO POSTING!

Pokemon Team:
554.png

Darumaka(*) [Daredevil] ()
Nature:
Adamant (+ * to Attack, - * to Special Attack
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50

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

Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Inner Focus (DW) (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.

Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*

Monohm.png

Monohm(*) [Swells] ()
Nature: Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.

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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69 (60 x 1.15)

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

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.)
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Tackle*
Growl*
Dragon Rage*
Charge*
Thundershock*
Rain Dance*
Sonicboom*
Leer*
Twister*
Dragon Dance*
Hydro Pump*
Dragon Rush*
Wild Charge*
Thunder*
Flamethrower*
Aerial Ace*
Thunder Wave*

Gempre1.png

Rebble* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.

HP: 90
Atk: **
Def: *
SpA: ***
SpD: **
Spe: 103 (90 x 1.15)


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


Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Moves:
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*

Trainer Name: Destiny Warrior
Pokemon: Chinchou, Scraggy, Starly
W/L/T: 0-0-0

Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Token Pocket:
Ref Tokens:
Business Tokens:

Ongoing Battles
Vs Darkamber8828

Pokemon Team:

Spr_5b_170.png


Chinchou (Aqua Regia)(Male)

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
Modest Nature(+SpA, - Atk)

HP: 100
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ***
Spe: 67

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

Abilities
Volt Absorb:(Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Illuminate:(Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Dream World Ability(Locked): Water Absorb:(Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.

Attacks:
Bubble*
Thunder Wave*
Supersonic*
Flail*
Water Gun*
Spark*
Confuse Ray*
Take Down*

Agility*
Mist*
Psybeam*

Rain Dance*
Thunder*
Ice Beam*

Spr_5b_559.png


Scraggy (Street Fighter)(Male)

Type:

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Fighting: Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
Adamant Nature(+Atk, - Spe)

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48

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

Abilities
Shed Skin:(Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Dream World Ability(Locked): Intimidate:(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Attacks:
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*

Rock Slide*
Dig*
Bulk Up*

Drain Punch*
Fake Out*
Ice Punch*

396.png


Starly (Sky Raptor)(Male)

Type:

Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
Jolly Nature(+Spe, -SpA)

HP: 90
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 69(15% speed boost)

+5% accuracy flat

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

Abilities
Keen Eye:(Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

Attacks:
Tackle*
Growl*
Quick Attack*
Wing Attack*
Double Team*
Endeavour*
Whirlwind*
Aerial Ace*

FeatherDance*
Foresight*
Roost*

Pluck*
Work Up*
Facade*

Format: 3v3 Singles
DQ Time: 2 Days
No chills no recover
All Abilities
Switch = OK
Items Disabled

Arena: Was not specified, therefore the ref can work his magic!

Lucky Magikarp Casino! An inside building, with slots and croupier Feebas, Magikarp and Goldeen. There is also a giant waterfall with basin, which pumps more water.

Venser, send out your first pokemon please. D_W, you then send and attack.

Good luck!
 
Let's roll Aqua Regia! Give it a swift Ice Beam, and while its stunned, follow up with a Psybeam and send it flying into one of the walls! Follow up with another Ice Beam!
 
Swells, take the Ice Beam and retaliate with a Dragon Rush! Then, try to doge the Psybeam with a Dragon Dance. Finish the round with another Dragon Rush.
 
Feel free to pick up a new ref - I've came down with a mild dose of the flu, and it's making reffing a nightmare.
 
Begin Round 1

Hello and welcome to the Lucky Magikarp Casino, in which you either Bounce away with the jackpot or f(l)ail to get anything at all! As part of the Casino's new event system a heated match is about to begin between Destiny_Warrior and Venser, both relatively experienced battlers. I am sitting here cuddling my lovely Diana the Vulpix and it looks like the match is starting! Let's see what the competitors have brought to the table first.

Being the match seeker, Venser sends out his Pokémon first - a cute lil' Monohm!
Monohm.png

Monohm(*) [Swells] ()
Nature: Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69 (60 x 1.15)

Destiny_Warrior responds with his own Pokémon, Aqua Regia the Chinchou!

Spr_5b_170.png


Chinchou (Aqua Regia)(Male)
Modest Nature(+SpA, - Atk)
HP: 100
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ***
Spe: 67

The two Electric-types are raring to go, and they're off! Aqua Regia takes the initiative and fires off a super-effective Ice Beam which hits hard, dealing good damage! Swells, however, isn't going to take this sitting down and uses Dragon Rush, knocking the Aqua Regia back slightly.

Annoyed, Aqua Regia summons a beam of purple energy and fires a Psybeam at Swells. The latter, however, avoids most of the attack with Dragon Dance, which also raises its stats (taking 25% of the damage).

Now with a Speed advantage, Swells attempts to strike with another Dragon Rush. Unfortunately for the dragon, Aqua Regia is waiting with another Ice Beam. On the flipside, his attack continues on, but only strikes with 75% of the power due to being slowed down by the ice beam.

As things stand, Swells has taken quite a bit of damage from those two Ice Beams, but has dealt two strong blows to Aqua Regia too. No-one can predict who will be the victor, but that's the fun of gambling is it not?

The Pokémon are within three feet of each other in the centre of the casino.

Monohm.png

Monohm(*) [Swells] (F)
HP: 57
Energy: 82
Status: +1 Attack, +1 Speed. Cute.

Spr_5b_170.png

Chinchou (*) [Aqua Regia] (M)
HP:
75
Energy: 84
Status: Fighting fit.

Venser, you're up to attack first.

P.S. Diana is going to sleep in my arms. :3

P.P.S. Note that this is my first reffing, so if there's anything off please tell me.
 
Right. Fast as it may be, Dragon Rush is a contact move, so you can defend yourself. When it closes in, Ice Beam it fast. Next turn, use Agility to boost your speed. Close with another Ice Beam.
 
Here we are again at Lucky Magikarp Casino, slotting a little happiness into your life every day!

Currently, however, no monetary gambles are taking place. There are quite a few risks being taken in this Pokémon battle, however! Let's recap on the state of the combatants.

Monohm.png

Monohm(*) [Swells] (F)
HP: 57
Energy: 82
Status: +1 Attack, +1 Speed. Cute.
Actions: Dragon Rush ~ Dragon Dance ~ Dragon Rush

Spr_5b_170.png

Chinchou (*) [Aqua Regia] (M)
HP:
75
Energy: 84
Status: Fighting fit.
Actions: Ice Beam ~ Agility ~ Ice Beam

Being faster by quite a significant amount thanks to Dragon Dance, Swells the Monohm begins the round by charging in for a Dragon Rush. However, Aqua Regia has just enough time to launch an Ice Beam, connecting at point-blank range. However, Dragon Rush still connects with full force!

Taking advantage of the recoil from both attacks, Swells uses Dragon Dance once more. Aqua Regia, not to be outdone in terms of Speed, uses Agility.

In a déja vu moment, Swells once again charges in with a Dragon Rush, but misses completely! At the same time Aqua Regia shoots out another Ice Beam, which would have been on target had Swells not missed. However now only a quarter of the damage was dealt to Swells.

Will Aqua Regia bolster his lead now that he is faster? Can Swells turn this around, still retaining some of her boosts? Let's see the hands that have been dealt at the end of round two.

Monohm.png

Monohm(*) [Swells] (F)
HP: 29
Energy: 64
Status: +1 Attack, +1 Speed. Nowhere near Cloud Nine.

Spr_5b_170.png

Chinchou (*) [Aqua Regia] (M)
HP:
60
Energy: 65
Status: +2 Speed. As cold as ice.

Having charged forward, Swells is now five feet from the waterfall, with her back to it. Aqua Regia is five feet from Swells, facing her.

If things keep going as they are then we could be seeing an early elimination of Swells! How can Venser turn this around? Let's get the orders from Destiny_Warrior first.
 
Ok dokie. Let's roll out bros!

Ice Beam him for starters, which should leave him almost dead. Then, follow up with a Psybeam to gain a KO on him. Close with an Agility.

If he switches to Darumakka or Meguroko, replace current attack with Bubble, and follow up with Thunder against Darumakka, Ice Beam against Meguroko if another turn remains, and follow up with another Bubble if yet another turn remains.
 
meguroko? who's that?

Anyways good going Swells, let's see what we can do here.

As he starts to Ice Beam you, try to melt the attack with a Flamethrower. It's not important that you hit him, just melt or deflect the attack. Then, Dragon Rush at him twice. If you're still alive, switch out to Rebble.
 
Lucky Magikarp Casino - both fruity and machiney!

It looks as if things are getting really quite heated in here as both trainers search for the jackpot. Here are how things look currently:

Monohm.png

Monohm(*) [Swells] (F)
HP: 29
Energy: 64
Status: +1 Attack, +1 Speed. Nowhere near Cloud Nine.

Spr_5b_170.png

Chinchou (*) [Aqua Regia] (M)
HP:
60
Energy: 65
Status: +2 Speed. As cold as ice.

Being the fast fish type thing that he is, Aqua Regia begins the round by preparing another Ice Beam. Noticing this, Swells shoots off a Flamethrower which melts some of the ice attack but does no damage to Aqua Regia. However, half of the Ice Beam still managed to connect.

Desperate to defeat the lightning cloud quickly, Aqua Regia uses a Psybeam. Unfortunately for the Chinchou, Swells barely hangs on and delivers a powerful Dragon Rush, which is a Critical Hit!

Happy with such success, Swells goes for yet another Dragon Rush, but luckily Aqua Regia improvises and uses Agility to dodge the incoming attack.

Finally Swells is called back to her Pokéball, and in her place appears a floating rock - Rube the Rebble!

Gempre1.png

Rebble(*) [Rube] (F)
HP: 90
Energy: 100
Status: Raring to go!

So let's check the standings at the end of that hard-hitting round!

Monohm.png

Monohm(*) [Swells] (F)
HP: 6
Energy: 41
Status: Drifted away.

Spr_5b_170.png

Chinchou (*) [Aqua Regia] (M)
HP:
27
Energy: 47
Status: +3 Speed. So Dragon Rushed he's almost Russian.

Venser it's your turn to go first.
 
Fuck yeah criticals :D

Start off with an Earth Power, then follow up with an Ancientpower. Then, one more Earth Power.
 
...ok.

Chinchou, this is your last stand. Do what you can!

Bubble(if possible to completely dodge the attack taking no damage, do so, else just use Bubble)~Bubble(if possible to completely dodge the attack taking no damage, do so, else just use Bubble)~Bubble(if possible to completely dodge the attack taking no damage, do so, else just use Bubble)


If you still survive somehow, switch to Street Fighter.
 
Lucky Magikarp Casino - where risks are always worth taking!

We're back in, yep, Lucky Magikarp Casino to watch Venser and Destiny_Warrior duke it out once more. Last round Venser swapped his Monohm for Rube the Rebble. Destiny_Warrior seems to have given up, ordering his Chinchou to simply use Bubble. Let's take a quick recap before watching the outcome of this round!

Venser OOO
Gempre1.png

Rebble(*) [Rube] (F)
HP: 90
Energy: 100
Status: Raring to go!

Destiny_Warrior
Spr_5b_170.png

Chinchou (*) [Aqua Regia] (M)
HP:
27
Energy: 47
Status: +3 Speed. So Dragon Rushed he's almost Russian.

Having boosted his Speed so much, Aqua Regia is the first to strike with Bubble. Rube quickly retaliates with an Earth Power.

Only just hanging on, Aqua Regia goes for one last Bubble. However, it's to no avail as the Chinchou falls to a well-placed Ancientpower.

Rube has gained one KO counter.

So after that round let's check how Rube is doing!
Gempre1.png

Rebble(*) [Rube] (F)
HP: 60
Energy: 89
Status: Chewing Bubblegum.

Destiny_Warrior, please send out your next Pokémon and issue attacks.
 
Go Street Fighter! Fake Out first to get in some free damage, and follow up with a Drain Punch to heal yourself of any damage that Rube does, and close with a Brick Break.
 
dammit, this is going to be annoying. Take the Fake Out, and dodge the Drain Punch with a Volt Change. It doesn't matter if you hit him, just dodge the attack. Then, Disable the Drain Punch and come back!
 
Fresh from his Pokéball comes Street Fighter the Scraggy!

Spr_5b_559.png


Scraggy (Street Fighter)(Male)
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48

Here's a quick recap on Rube.

Gempre1.png

Rebble(*) [Rube] (F)
HP: 60
Energy: 89
Status: Chewing Bubblegum.

Pulled out of his ball, Street Fighter begins the round by using Fake Out, which causes Rube to flinch!

Street Fighter, pleased his current success, moves in for a punishing Drain Punch, but the sneaky Rebble uses Volt Change to dodge it, though doing no damage to Street Fighter. Then, to annoy the Scraggy even more, Rebble uses Disable, putting Drain Punch out of action for a while. Clearly annoyed that probably his best move can't be used, Street Fighter smashes Rebble with a Brick Break.

Rube then takes the wise decision of switching out due to this bad match-up.

So at the end of this round, the results are:
Destiny_Warrior XOO
Spr_5b_559.png


Scraggy (Street Fighter)(Male)
HP:
90
Energy: 84
Status: SHORRRRRRYYYUKKEENN! Drain Punch is disabled for six actions.

Venser OOO
Gempre1.png

Rebble(*) [Rube] (F)
HP: 39
Energy: 78
Status: Chewing Bubblegum.

Venser, please choose your next Pokémon and attack.
 
I think you're best suited to deal with this lowriding wannabe, Daredevil! Go, Darumakka!

Start off with a Will-O-Wisp to get things on our side. If anything should happen that causes it not to hit, try again. If it hits and you don't Encore anything, enable Hustle and slam it with a Hammer Arm. If you don't Encore anything and still have one more action, Fire Punch.

If at any point he tries to use Leer, Sand-Attack, Swagger, or Bulk Up Encore it before he can abuse it.

So, a recap (in order of priority):

[Action 1] If he uses a non-damaging move, Encore it, else Will-O-Wisp.
[Action 2] If nothing was Encored last round, if he uses a non-damaging move, Encore it. If Will-O-Wisp missed last round and nothing was Encored this round, Will-O-Wisp. If Will-O-Wisp hit last round and nothing was Encored this round, enable Hustle and use Hammer Arm.
[Action 3] If nothing was Encored last round, if he uses a non-damaging move, Encore it. If Will-O-Wisp missed last round and nothing was Encored this round, Will-O-Wisp. If Will-O-Wisp hit previously and nothing was Encored this round, use Fire Punch.]
 
Ok.

Street Fighter, start off by using Dig. If WoW connects, use the waterfall to cure your burn. Next up, use Brick Break. Finally, on his Fire Punch, drop a Payback.
 
Oof such a long delay is disgraceful.

We're back once more in Lucky Magikarp Casino, whre the amounts you can win really do make a splash! Last round Venser recoiled Rube the Rebble when it was faced with DW's tricky Street Fighter the Scraggy. Here is the Pokémon that he has now called out, Daredavil the Darumakka!

554.png

Darumaka(*) [Daredevil] (M)
Stats:

HP: 100
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50

Daredevil begins the round by attempting to use Will-o-Wisp, but it seems that Street Fighter only just managed to get his ass into the ground before the ghostly white flames took hold. The Scraggy then retaliated with a tough Dig.

Daredevil, angered at such deceitful tactics, fired off another Will-o-Wisp before being struck by Street Fighter's Brick Break.

Street Fighter, obeying orders, began to run towards the waterfall. However Daredevil was on his tail (almost literally) and knocked him down with Fire Punch before he could reach it.

So at the end of that exciting debut performance by Daredevil, here are the results:
Destiny_Warrior XOO
Spr_5b_559.png

Scraggy (Street Fighter)(Male)
HP:
75
Energy: 73
Status: Drain Punch disabled for 3 actions. Burned.

Venser OOO
554.png

Darumaka(*) [Daredevil] (M)
HP:
73
Energy: 83
Status: On the offensive.

While Darumaka has certainly entered the fray with a bang, it hasn't exactly escaped unscathed!

Destiny_Warrior, please order.
 
Rock Slide~Brick Break~Dig

All the while, move towards the fountain and heal yourself of the burn as fast as possible
 
Daredevil, your goal is to stay between him and the fountain. Start the round by U-turning over to between him and the waterfall as the rocks appear, hopefully dodging them as well. Then, when it Brick Breaks, use Yawn. Lastly take the Dig attack, and push it back (away from the founrain) by enabling Hustle and slamming it with a Fire Punch.
 
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