The Forty Fraylords

(>^^)>The Forty Fraylords<(--<)​

Hello again, Smogon. It's been months since I posted a warstory, and I enjoyed writing it so much that I decided right after to do another one!​

But this one was going to be different than any other. My first warstory was one team versus one other team. My second was one team versus three different teams. This one, however, is five teams versus five teams!​

Needless to say, this took a while. I started gathering data about battles I had and transcribing their battle videos to text about three months ago. I had the last of the necessary battles last weekend, and have been working every day to complete this since.​

A few pieces of information to clear things up:​

1) I am always the player on the bottom half of the field, beneath the >>>Vs<<< line.
2) Most of the battle video numbers are probably defunct; perhaps the last battle's number is still up, but I haven't checked. I added them all anyway for a sense of completeness.
3) This is the key for the arrows that divide up actions in battle:​

-> My teammates' movements and consequential actions. <-
-> Foe's teammates' movements and consequential actions. <-
-> Switches and consequential actions. <-
-> Supplementary, minor actions. <-

4) There are 8 Pokemon in play in each of the 5 battles, hence the '40' lords of the fray.
5) All of these battles are/were real, and happened as they are described. If you notice an error or hole, please inform me right away.​
6) This is a double battle warstory. I didn't post it in the title because addendums like that look ugly to me.

That said, I hope this is as fun to read as it was to write!​

 
The Last Bout for Blue Magic
49-54312-62775

This team and me go back a ways. It was first rendered as War Soap, and the subject of a warstory, then evolved into Blue Magic and became the subject of three warstories. Now it's survived long enough to appear in one last story before clearing the way for young blood. Let's give 'em hell, boys!

-> Sirk sent out Politoed and Ludicolo! <-
-> Opponent sent out Archeops and Murkrow! <-
-> It started to rain! <-

I have a more or less favorable setup here. Murkrow and Archeops are both Ice-weak, and Ludicolo outspeeds both of them in the rain. Archeops would want to kill Ludicolo with Acrobatics, but probably fears a Life Orb Ice Beam KO from him. What he doesn't know won't hurt him, in this case, because I run Absorb Bulb on Ludicolo in tandem with Surf Politoed.

I suspect Murkrow wears a Focus Sash, so I'll be looking at a 2HKO whatever way I take this unless I Fake Out Murkrow then Surf. But I can't risk Acrobatics coming in to kill Ludicolo; I need both my boys to swim.

Turn 1


---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Opponent returned Archeops! <-
-> Ferrothorn was sent out! <-

-> Ludicolo used Fake Out! <-
-> Ferrothorn took 3% damage! <-
-> It's not very effective... <-
-> Ludicolo was hurt by Iron Barbs! <-

-> Murkrow used Thunder Wave! <-
-> Ludicolo was paralyzed! It may be unable to move! <-

-> Politoed used Surf! <-
-> The Water Gem boosted the attack's power! <-
-> Ludicolo took 23% damage! <-
-> It's not very effecive... <-
-> The Absorb Bulb raised Ludicolo's Sp. Atk! <-
-> Murkrow took 61% damage! <-
-> Ferrothorn took 27% damage! <-
-> It's not very effective... <-

-> Ferrothorn restored some HP with its Leftovers! <-

Okay, I'm certain now that Murkrow is not a Sash-wearer, since Water Gem, Drizzle-boosted Surf often OHKOs even genies. It survived with a healthy chunk left using its Eviolite, and with Fake Out spent it's liable to Thunder Wave again. I make a mental note of how effective priority Thunder Wave spam is. Probably nothing will come of that mental note, though.

Ferrothorn is one of those giants that is so eminent in Singles that whatever role it has in Doubles has to at least be mitigated. Except not, because here is the perpetual thorn in rain teams' collective side, kicking it in every battle mode. It is very difficult slash impossible to run an anti-Ferrothorn Pokemon in tandem with Politoed in the vanguard that is also useful in general situations. All my instincts told me Ferrothorn would appear but sheer lust for a clean sweep said "Aw hell, just bring in the usual two leads." Of course, had I had my Fighting-type Pokemon in the lead, I'd just have switched him out for the same reason I Fake Out'd the Pokemon that I did: fear of aviary gymnastics (which seems to defeat itself... most of the reason acrobats impress me is that they have to work to beat gravity, not shit on it in contempt).

Speaking of my Fighting-type, now that the Defeatist is out of the fray, and Politoed isn't, and a Vine-Whipe-on-steroids is a-coming, I'd better make use of the "switch" button, and maybe one other button will come into play...

Turn 2

---------------
76%
36%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
65%

-> Politoed was returned! <-
-> Go, Hitmontop! <-
-> Hitmontop's Intimidate lowered the foe's Murkrow's Attack! <-
-> Hitmontop's Intimidate lowered the foe's Ferrothorn's Attack! <-

-> Murkrow used Thunder Wave! <-
-> Hitmontop was paralyzed! It may be unable to move! <-

-> Ludicolo used Ice Beam! <-
-> Murkrow took 36% damage! <-
-> It's super effective! <-
-> Murkrow fainted! <-

-> Ferrothorn used Leech Seed! <-
-> Hitmontop was seeded! <-

-> Hitmontop's HP was drained! <-
-> Ferrothorn restored some HP with its Leftovers! <-

-> The opponent sent out Archeops! <-

4-3

As soon as I saw T-Wave hit H-top, I should have known the Whip wasn't coming, or was going elsewhere. If I were in his sandals, I would have gone for Politoed, but maybe he sees more dimensions than I do. Anyway, the Eject Button loosely referenced earlier did not activate, which may be a blessing with its double-edgedness. My unseen fourth member isn't more qualified to handle Ferrothorn than Hitmontop, and I don't (and won't) need to renew rain, so it's better to keep Hitmontop's head firmly planted in the ground.

Murkrow's gone and, since Ferrothorn has Leech Seed, that means that the Thunder Wave-ing is probably done for today. My foe knows that nothing would be gained by more of it anyhow: Ferrothorn, as evidenced above, doesn't beat anything important out speed-wise, and Archeops is fast enough to hit anything that comes in hard with Acrobatics and/or KO either of the things that are PRZ'd.

I can't afford wanton switching--my trump might be KO'd by Acrobatics, and then so would everything else Flying-weak. For the moment let's just get some damage in and let die who will die.

Turn 3

---------------
94%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

88%
65%

-> Archeops used Protect! <-
-> It protected itself! <-

-> Ludicolo is paralyzed! It can't move! <-

-> Hitmontop is paralyzed! It can't move! <-

-> Ferrothorn used Bullet Seed <-
-> Ludicolo took 11% damage! <-
-> Ludicolo took 11% damage! <-

-> Hitmontop's HP was drained! <-
-> Ferrothorn restored some HP with Leftovers! <-

That was much ado about jack crap. All this turn has given me is the certainty that 1) Archeops won't Protect again unless my opponent is more a gambler than he's let on, and that 2) Ferrothorn doesn't carry Power Whip. I've determined that Hitmontop is four times faster than Ferrothorn, too, but probably a crapload too weak to OHKO it with Close Combat.

At the moment I esteem Ludicolo higher than Hitmontop, so I'll save his ass and hopefully survive should Acrobatics choose his partner's now-occupied slot. HP-investment, don't fail me now!

Turn 4

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

75%
43%

-> Ludicolo was returned! <-
-> Go, Scizor! <-

-> Archeops used Acrobatics! <-
-> The Flying Gem boosted the attack's power! <-
-> Scizor took 96% damage! <-

-> Hitmontop used Close Combat! <-
-> Ferrothorn took 85% damage! <-
-> It's super effective! <-
-> Hitmontop's Def fell! <-
-> Hitmontop's SpD fell! <-
-> Hitmontop was hurt by Iron Barbs! <-

-> Ferrothorn used Bullet Seed! <-
-> Hitmontop took 13% damage! <-
-> Hitmontop took 13% damage! <-
-> Hitmontop took 13% damage! <-
-> Hitmontop took 13% damage! <-
-> The Eject Button removed Hitmontop from battle! <-
-> Go, Ludicolo! <-

-> Ferrothorn restored HP from its Leftovers! <-

Two sighs of relief were heard across the globe. Mine was bigger and better, though, because Scizor survived with less than Ferrothorn. Now the Eject Button was a blessing, because Hitmontop really didn't want to take another hit after -1 Def / -1 SpD.

Ludicolo's in with a healthy Fake Out ready to fire off like a mid-day skyrocket, but it isn't the best choice right now. Archeops has no priority moves, so Bullet Punch will KO it anyway, and Ferrothorn is slower than paralyzed Ludicolo, so, all things considered, Ice Beam is the weapon of choice this turn.

Turn 5

---------------
21%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

43%
4%

-> Archeops used Protect! <-
-> It protected itself! <-

-> Scizor used Bullet Punch! <-
-> Archeops protected itself! <-

-> Ludicolo is paralyzed! It can't move! <-

-> Ferrothorn used Gyro Ball! <-
-> Scizor took 4% damage! <-
-> It's not very effective... <-
-> Scizor fainted! <-

-> Go, Hitmontop! <-
-> Hitmontop's Intimidate lowered Archeops' attack! <-
-> Hitmontop's Intimidate lowered Ferrothorn's attack! <-

-> Ferrothorn restored some HP from its Leftovers! <-

3-3

I don't care if the rain lowered the temperature, Ferrothorn, that was not cool. It just wasn't, broheim. Just... get out of the room. Out. Out, before my impotent rage finds some Levitra.

Bad, bad jokes aside, I'm still running pretty strong. Ferrothorn has less Attack than ever and Archeops is going in that direction too. If he suspects (wrongly) that I have Sucker Punch on Hitmontop, he may retreat and reveal member #4. What I know for sure though is that Ferrothorn has neither the moves nor Attack stages to KO either of my Pokemon, and that Archeops, as has been spuriously concluded earlier, won't Protect.

Turn 6

---------------
27%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

43%
7%

-> Hitmontop used Fake Out! <-
-> Archeops took 11% damage! <-
-> It's not very effective... <-

-> Archeops flinched! <-

-> Ludicolo used Ice Beam! <-
-> Archeops took 89% damage! <-
-> It's super effective! <-
-> Archeops fainted! <-

-> Ferrothorn used Bullet Seed! <-
-> Ludicolo took 10% damage! <-
-> Ludicolo took 10% damage! <-
-> Ludicolo took 10% damage! <-

-> Ferrothorn restored some HP with its Leftovers! <-

-> Machamp was sent out! <-

3-2

Things turned around pretty quicly. In spite of what a sharp-plantoid-object Ferro's been in my lower-backside, I'm starting to wonder what his purpose is. Sure, he frustrates rain teams, but he doesn't run up and kick them between the legs. Without Power Whip, he seems neutered.

It's 3-2 now and I could switch Hitmontop out one more time to ensure his two physical attackers aren't so fearsome via Intimidate, but the prospect of KOing Ferrothorn once and for all is too alluring.

Turn 7

---------------
33%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

13%
7%

-> Ferrothorn used Protect! <-
-> It protected itself! <-

-> Machamp used DynamicPunch! <-
-> Ludicolo took 13% damage! <-
-> Ludicolo fainted! <-

-> Hitmontop used Close Combat! <-
-> Ferrothorn protected itself! <-

-> Ferrothorn restored some HP from its Leftovers! <-

-> Go, Politoed! <-

2-2

The ol' circumventing. Painfully classic.

I'm faced with two 1v1 pairings here rather than a 2v2. Machamp will want to confuse/KO the healthy Politoed, who stands the biggest threat, instead of KOing the relatively minor Hitmontop that even poor Ferrothorn can KO now. Fortunately, a No Guard Machamp is a double-edged sword, and I'm going to kick it back in his face. Hitmontop will have to take one for the team when Iron Barbs activates, but he's never minded before (or at least never told me so). Possibly last turn, go!

Turn 8

---------------
40%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
7%

-> Politoed used Hydro Pump! <-
-> Machamp took 100% damage! <-
-> Machamp fainted! <-

-> Hitmontop used Close Combat! <-
-> Ferrothorn took 40% damage! <-
-> It's super effective! <-
-> Ferrothorn fainted! <-
-> Hitmontop was hurt by Iron Barbs! <-
-> Hitmontop fainted! <-

1-0

And yea, the gods did findeth me in their favour. Hydro Pump couldn't miss, and rolled the lucky dice to OHKO Machamp and come out on top. One healthy toad, three writhingly be-pained teammates, ready for another bout after some nursing and drugs. Oh N, who were you kidding about Pokemon suffering at the hands of trainers? Don't you feel ridiculous now?
 
Terrornova vs. Neohorror
69-36127-05400

Remember that mental note I made oh so long ago? Well, something did actually come out of it. I made a team based around the Murkrow I encountered in that battle. No, I'm not kidding. Anyway, it didn't last long because I'm ADD and have to try every new thing that enters my head, but this battle was among the particularly memorable. It was consecutive with another battle that vied for this position, but ultimately lost out. Enjoy!

-> Sirk sent out Hitmontop and Murkrow! <-
-> Opponent sent out Gallade and Tyranitar! <-
-> Hitmontop's Intimidate lowered Gallade's Attack! <-
-> Hitmontop's Intimidate lowered Tyranitar's Attack! <-
-> A sandstorm began! <-

After some fanfare, the vanguards are out. I'm running a bulky Hitmontop due to the Thunder Wave orientation of my team, heavy on HP and offense. While Murkrow can Thunder Wave Gallade, the turn order won't change and, unless it's optimized for Trick Room for whatever reason, Gallade is going to strike first. After Intimidate, it won't be KOing Hitmontop with anything it carries. Still, if it hits me first, I won't be able to take a chunk off of Tyranitar, and I suspect anyhow that he may switch the T-tar out. I'll solve the problems with a cautionary Fake Out.

Turn 1

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Opponent returned Tyranitar! <-
-> Salamence was sent out! <-
-> Salamence's Intimidate lowered Hitmontop's Attack! <-
-> Salamence's Intimidate lowered Murkrow's Attack! <-

-> Hitmontop used Fake Out! <-
-> Salamence took 10% damage! <-
-> Salamence's Eject Button removed it from battle! <-
-> Tyranitar was sent out! <-

-> Murkrow used Thunder Wave! <-
-> Gallade was paralyzed! It may be unable to move! <-

-> Gallade used Psycho Cut! <-
-> Hitmontop took 54% damage! <-
-> It's super effective! <-
-> Hitmontop's Eject Button removed it from battle! <-
-> Go, Togekiss! <-

-> Gallade was buffeted by the sandstorm! <-
-> Togekiss was buffeted by the sandstorm! <-
-> Murkrow was buffeted by the sandstorm! <-

-> Togekiss restored some HP with Leftovers! <-

A turn with a lot of ...action? Reaction? In any case, it won't be happening that way again, both Eject Buttons expended. However, we both have another opportunity to Intimidate the other's others. I can get a good advantage in the late game if I cripple him sufficiently with status and stages-down early on.

Let me tell you a little about Murkrow. He was abused early in life, and learned to get by the hard way. He doesn't fight clean. He doesn't patch up his wounds. And he doesn't, by God, he doesn't take prisoners. He's the lynchpin of Team Terrornova, the boss of the new brutes. This punk doesn't even need to evolve.

Needless to say, he doesn't stop with Thunder Waves. No one-trick-pony here. When he wants to stop your shit cold, he can cover you in down. That's right: soft, comfortable freakin down. Move over, Torquemada, torture has a new mastermind.

(/silliness)

Okay, Gallade could have a bunch of other things I don't know about. I'm a little worried about Will-o-Wisp in the future, but Hitmontop's not on the field right now to fear it. I do not want either of my "birds" to eat a Rock-type STAB, so I'm opting to lower Tyranitar's Attack first. Gallade only has a 30% chance of moving after Air Slash connects, so this turn should go off relatively safely.

Turn 2

---------------
100%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

94%
100%

-> Gallade used Feint! <-
-> Togekiss took 9% damage! <-

-> Murkrow used FeatherDance! <-
-> Tyranitar's Attack harshly fell! <-

-> Togekiss used Air Slash! <-
-> Gallade took 82% damage! <-
-> It's super effective! <-
-> Gallade restored some HP with its Sitrus Berry! <-

-> Tyranitar used Rock Slide! <-
-> Togekiss took 23% damage! <-
-> Murkrow took 27% damage! <-
-> It's super effective on Togekiss and Murkrow! <-

-> Gallade was buffeted by the sandstorm! <-
-> Togekiss was buffeted by the sandstorm! <-
-> Murkrow was buffeted by the sandstorm! <-

-> Togekiss restored some HP with its Leftovers! <-

Not much worse for the wear, while Gallade has been reduced to KO range and Tyranitar is basically BRN'd. My Pokemon are in good enough shape to survive even a critical hit from Tyranitar, but I want Murkrow to be shielded from such violence for later use. Gallade and Tyranitar could use an extra stage down, and Intimitop wants a piece of the rock-monster he was originally denied. I fear Tyranitar can do something like its own Thunder Wave, too, so I'll beat him to the punch.

Turn 3

---------------
100%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

61%
62%

-> Togekiss was returned! <-
-> Go, Hitmontop! <-
-> Hitmontop's Intimidate lowered Gallade's Attack! <-
-> Hitmontop's Intimidate lowered Tyranitar's Attack! <-

-> Opponent returned Gallade! <-
-> Chandelure was sent out! <-

-> Murkrow used Thunder Wave! <-
-> Tyranitar was paralyzed! It may be unable to move! <-

-> Tyranitar used Dragon Tail! <-
-> Murkrow took 9% damage! <-
-> Murkrow was removed from battle! <-
-> Go, Togekiss! <-

-> Chandelure was buffeted by the sandstorm! <-
-> Togekiss was buffeted by the sandstorm! <-
-> Hitmontop was buffeted by the sandstorm! <-

-> Togekiss restored some HP from Leftovers! <-

That was more or less productive. He tallied up 9% damage on me while I got -1 Atk / -1 Atk and PRZ on him. Chandelure-the-newcomer may be carrying a Fire Gem (It surely can't have a sash) in which case Hitmontop will be KO'd before it does its business. My Togekiss doesn't have any Speed investment for reasons given earlier, so Chandelure could hit them both first; not a problem for Togekiss, but I need Hitmontop alive and kicking too.

At the same time, I figure he will switch out Tyranitar, and since Togekiss should survive all else at the moment...

Turn 4

---------------
100%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

62%
40%

-> Hitmontop was returned! <-
-> Go, Nidoking! <-

-> Opponent returned Tyranitar! <-
-> Gallade was sent out! <-

-> Chandelure used Heat Wave! <-
-> Nidoking took 70% damage! <-
-> Togekiss took 30% damage! <-

-> Togekiss used Thunder Wave! <-
-> Gallade is already paralyzed! <-

-> Chandelure is buffeted by the sandstorm! <-
-> Gallade is buffeted by the sandstorm! <-
-> Togekiss is buffeted by the sandstorm! <-

-> Togekiss restored some HP with its Leftovers! <-

In Doubles just like Singles things like this can happen. You can have the momentum all in your favor, then it turns around and headbutts you. My fail-predict, of course, was on me and not the nebulous sense of "fortune."

Chandelure could be scarfed, and that may mean GG given my current situation, so instead of switching erratically I may as well shoot for the odds that it isn't scarfed, in which case there's no way it will outrun my max-speed Nidoking. Probably one of my Pokemon is going to have to faint, and Nidoking has some important value later I suspect.

Turn 5

---------------
23%
88%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

32%
30%

-> Chandelure used Protect! <-
-> It protected itself! <-

-> Togekiss used Follow Me! <-
-> It became the center of attention! <-

-> Nidoking used Earth Power! <-
-> Chandelure protected itself! <-

-> Gallade used Psycho Cut! <-
-> Togekiss took 32% damage! <-
-> Togekiss fainted! <-

-> Chandelure was buffeted by the sandstorm! <-
-> Gallade was buffeted by the sandstorm! <-

-> Go, Hitmontop! <-
-> Hitmontop's Intimidate lowered Chandelure's Attack! <-
-> Hitmontop's Intimidate lowered Gallade's Attack! <-

3-4

I should have learned that that can happen by now, and I audibly slapped my own face for it, but I've gained the knowledge of his knowledge that he can't outspeed Nidoking at the moment. Knowing that I'll just Earth Power again, he won't stay in for it, and knowing that he's only got one auxiliary with Ground-immunity and a 4x Ice-weakness... (Minus 5, carry the 2) ...that means I should:

Turn 6

---------------
17%
82%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

40%
30%

-> Opponent returned Chandelure! <-
-> Salamence was sent out! <-
-> Salamence's Intimidate lowered Nidoking's Attack! <-
-> Salamence's Intimidate lowered Hitmontop's Attack! <-

-> Hitmontop used Fake Out! <-
-> Gallade took 16% damage! <-

-> Nidoking used Ice Beam! <-
-> Salamence took 90% damage! <-
-> It's super effective! <-
-> Salamence fainted! <-

-> Gallade flinched! <-

-> Gallade was buffeted by the sandstorm! <-
-> Gallade fainted! <-
-> Hitmontop was buffeted by the sandstorm! <-

-> Opponent sent out Tyranitar! <-
-> Opponent sent out Chandelure! <-

3-2

Momentum has returned. Togekiss' KO was a blessing, putting Hitmontop in to Fake Out Gallade, stalling it and putting it in natural-KO range, and promptly (possibly) take out Tyranitar.

I'd focus fire on Tyranitar here but there isn't much he can do at this point, so I may as well go for each foe individually. I wouldn't bank on it either way, but if Chandelure doesn't Protect, Nidoking would have already KO'd it with Earth Power before it could KO Hitmontop, and since Tyranitar can't do much now to Hitmontop, he's basically got to bite the dust.

Turn 7

---------------
100%
82%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

34%
30%

-> Chandelure used Protect! <-
-> It protected itself! <-

-> Nidoking used Earth Power! <-
-> Chandelure protected itself! <-

-> Hitmontop used Close Combat! <-
-> Tyranitar took 100% damage! <-
-> It's super effective! <-
-> Hitmontop's Defense fell! <-
-> Hitmontop's Sp. Def fell! <-
-> Tyranitar fainted! <-

-> Chandelure was buffeted by the sandstorm! <-
-> Hitmontop was buffeted by the sandstorm! <-

Looking back, if Tyranitar had had a Chople Berry or a Focus Sash, he could have Earthquaked without fear of hurting Chandelure and KO'd the weakened Hitmontop and the Ground-weak Nidoking. But "if" is a whole series of semantics into which I don't want to delve in this modest story.

3-1

Turn 8

------------------------------
75%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

28%
30%

-> Nidoking used Earth Power! <-
-> Chandelure took 75% damage! <-
-> Chandelure fainted! <-

3-0

And just like that, Chandelure gives up *sunglasses* the ghost.
 
Shuffling Shedinja
15-61213-90988

I don't remember where I came up with the idea for a team centered around Cresselia, namesake of Team Divine Wall. Not that I "came up" with it, but I don't remember the team I faced from which the idea came. Nevertheless, it served me a good thirty battles, and was pretty fun. This one was a close tie with one other battle for the position of being written up and analyzed, yet won out because I knew I could give this one a theme. Enjoy.

-> Sirk sent out Medicham and Cresselia! <-
-> Opponent sent out Salamence and Yanmega! <-
-> Salamence's Intimidate lowered Medicham's Attacks! <-
-> Salamence's Intimidate lowered Cresselia's Attack! <-

My bulk-and-fighter are out, and prepared for the initial Fake Out + Icy Wind combo. Both of my foes are fast enough to outspeed Medicham right now, but neither is fast enough after -1 Spe. Salamence won't stay in most likely, for fear of Ice Punch/Beam from one of us, so my eyes are fixed on the circumstantially more threatening Yanmega. Two supereffective STABs could shorten my vanguard's lifespan, and I can't tell which he's targeting from looking at his eyes (it's one hell of a pokerface). These suspicions combine to tell me that I should do my typical two, and land Fake Out on Yanmega. At least nothing's immune to Ice; no sash is safe from Cress' Icy Wind!

Turn 1

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Opponent returned Salamence! <-
-> Shedinja was sent out! <-

-> Medicham used Fake Out! <-
-> Yanmega took 26% damage! <-
-> Medicham was hurt by Life Orb! <-

-> Cresselia used Icy Wind! <-
-> It doesn't affect Shedinja... <-
-> Yanmega took 20% damage! <-
-> It's super effective! <-
-> Yanmega's Speed fell! <-

-> Yanmega flinched! <-

-> Yanmega's Speed Boost raised its Speed! <-

I could feel the synapses in my mind exploding when I saw Shedinja. I haven't met many cicada shells that can do that (in case you were wondering).

Immediately I have to re-evaluate my game plan. Neither of my leads can touch it, but both of my auxiliaries hit it supereffectively. Switching one in, though, will certainly mean it switches out and plays hard-to-kill, or that it will Swords Dance and produce mass havoc when it hangs on with a sash. Most likely it will do something then run, and as I espect a Shadow Sneak or an X-Scissor, I feel safe with my first switch.

Turn 2

---------------
54%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

90%
100%

-> Medicham was returned! <-
-> Go, Krookodile! <-
-> Krookodile's Intimidate lowered Yanmega's Attack! <-
-> Krookodile's Intimidate lowered Shedinja's Attack! <-

-> Yanmega used Protect! <-
-> It protected itself! <-

-> Cresselia used Light Screen! <-
-> The Light Screen shielded the user's party! <-

-> Shedinja used Swagger! <-
-> Cresselia's Attack sharply rose! <-
-> Cresselia became confused! <-

-> Yanmega's Speed Boost raised its Speed! <-

What Icy Wind cancelled out previously has been regained, as Yanmega is at +1 Spe now, but I got up a screen in the meantime that will likely last all fight, and Krookodile is safely in to hurt both of them while being KO'd by neither. Yanmega may try its luck with a Bug Buzz on Krookodile, but probably neither is going to try to dent Cresselia. Since Bug Buzz probably can 2HKO Krookodile, I should do a probably-safe-switch to my other Shedinja check, as insurance if the faster Yanmega tries to hit Krookodile twice (provided Rock Slide misses).

Turn 3

---------------
54%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Opponent returned Yanmega! <-
-> Rhyperior was sent out! <-

-> Cresselia was returned! <-
-> Go, Chandelure! <-

-> Krookodile used Rock Slide! <-
-> Rhyperior took 6% damage! <-
-> Shedinja took 100% damage! <-
-> It's not very effective on Rhyperior... <-
-> It's super effective on Shedinja! <-
-> Shedinja held on using its Focus Sash! <-

-> Shedinja used X-Scissor! <-
-> Krookodile took 60% damage! <-
-> It's super effective! <-

Rhyperior, who boasts two 4x weaknesses, is probably still going to be quite an obstacle to my current 4-man team. Assuming Solid Rock is in play, HP Ice won't be retiring him or even scaring him away while he uses Earthquake with the friendly fire button OFF (or ON, hell if I've ever played a shooter). Both Chandy and Krook are faster than Sheddy and Rhype, but if Shedinja leaves the field or uses Protect, we could be in dire straits.

Fortunately, a plan is percolating in my head: I need Krookodile off the field right now, and Chandelure has to remain if I want to even think about victory. Together, Chandelure and Medicham could take out Rhyperior and Shedinja all at once.

Turn 4

---------------
94%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

40%
100%

-> Chandelure used Protect! <-
-> It protected itself! <-

-> Shedinja used Protect! <-
-> It protected itself! <-

-> Krookodile used Rock Slide! <-
-> Shedinja protected itself! <-
-> Rhyperior took 4% damage! <-
-> It's not very effective... <-

-> Rhyperior used Earthquake! <-
-> It doesn't affect Shedinja... <-
-> Chandelure protected itself! <-
-> Krookodile took 40% damage! <-
-> Krookodile fainted! <-

-> Go, Medicham! <-

3-4

Rock Slide was kind of counter-productive to the plan of getting Krookodile KO'd since it could flinch Rhyperior, but if it did Shedinja would be exposed this next turn or would switch to one of his Rock-weak Pokemon lying in wait. Regardless, Medicham is out now, with a factory-fresh Fake Out. Rhyperior could Protect, but he gains little for it; if he attacks here, he has the opportunity of building unstoppable momentum for the foe, and he probably knows I can't KO anyway/won't focus fire on him while Shedinja is around. He's right; I need to ignite the little bugger so I can stop worrying.

Lucky for me, Chandelure is well-versed in making multiple things hurt at once.

Turn 5

---------------
90%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

90%
100%

-> Opponent returned Shedinja! <-
-> Salamence was sent out! <-
-> Salamence's Intimidate lowered Chandelure's Attack! <-
-> Salamence's intimidate lowered Medicham's Attack! <-

-> Medicham used Fake Out! <-
-> Rhyperior took 4% damage! <-
-> It's not very effective... <-
-> Medicham was hurt by Life Orb! <-

-> Chandelure used Heat Wave! <-
-> The Fire Gem boosted the attack's power! <-
-> Salamence took 49% damage! <-
-> Rhyperior took 31% damage! <-
-> It's not very effective on Salamence or Rhyperior... <-

-> Rhyperior flinched! <-

That didn't specifically go "just as planned," but I didn't expect it to. Medicham lost more HP than Rhyperior but stopped the momentum-creep that was going to steamroll my team. Salamence is in KO range for both Ice-type attacks I can use right now, and, while faster than either user of them, may have forgotten Light Screen's amazing ability to incinerate meteors to the size of a chihuahua's head.

Very possibly my foe suspects a Fighting-type attack coming towards Rhyperior, so I'll use the one attack that hits both it and Yanmega supereffectively.

Turn 6

---------------
55%
51%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

80%
100%

-> Salamence used Draco Meteor! <-
-> Medicham took 62% damage! <-
-> Salamence's SpA harshly fell! <-

-> Chandelure used Hidden Power [Ice]! <-
-> Salamence took 51% damage! <-
-> It's super effective! <-
-> Salamence fainted! <-

-> Medicham used Ice Punch! <-
-> Rhyperior took 38% damage! <-
-> It's super effective! <-
-> Rhyperior was frozen solid! <-
-> Medicham was hurt by Life Orb! <-

-> Yanmega was sent out! <-

3-3

The Divine Wall's mighty influence is felt turns later when Medicham deftly dodged through the mitigated meteoric swarm and failed to KO Rhyperior. But the god of hax decided "hell, he's had a hard day," and froze Rhyperior for Medicham right where he stood. Okay, over-glorious banter aside, I don't really like hax, but I'm not going to complain here. A better man would be affronted at the unleveled playing field, but I was mostly worried that he would disconnect.

Salamence slain, I still have yet to reach the depths where Shedinja lies, wounded. Chandelure is well alive, but Medicham has only one attack left in him, one way or the other. My foe probably realizes this, and that, Medicham down, I have one super-wall and one SpA-superpower against the title-sake superfoe who probably carries the priority Ghost-type move Shadow Sneak. Meanwhile, the other bug is going to take advantage of his Speed and take out one of my boys. There's one way to guarantee Yanmega goes down if my logic is correct.

Turn 7

---------------
17%
54%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

8%
100%

-> Yanmega used Protect! <-
-> It protected itself! <-

-> Chandelure used Heat Wave! <-
-> Yanmega protected itself! <-
-> Rhyperior took 17% damage! <-
-> It's not very effective... <-
-> Rhyperior fainted! <-

-> Medicham used Ice Punch! <-
-> Yanmega protected itself! <-

-> Shedinja was sent out! <-

3-2

The foe probably saw what I saw, and reacted accordingly. It's 3-2 now, bu if Chandelure is taken down by Air Slash + Shadow Sneak, it's over, as absolutely as if I had forfeited from the start. I swap out my god of hax idol for the god-of-accurate-predictions one before beginning the turn.

Turn 8

---------------
100%
54%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

8%
100%

-> Chandelure used Protect! <-
-> It protected itself! <-

-> Shedinja used Shadow Sneak! <-
-> Chandelure protected itself! <-

-> Yanmega used Air Slash! <-
-> Chandelure protected itself! <-

-> Medicham used Ice Punch! <-
-> Yanmega took 54% damage! <-
-> It's super effective! <-
-> Yanmega fainted! <-
-> Medicham was hurt by Life Orb! <-
-> Medicham fainted! <-

-> Go, Cresselia! <-

2-1

He got too greedy, knowing that he could end the battle in one turn and force a forfeit if it worked. A quick, effecient prayer of thanks to the god-of-accurate-predictions, then I'm back to the god of hax, this time begging to NOT favor my opponent and give him a game-breaking critical hit.

Turn 9

---------------
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Shedinja used Shadow Sneak! <-
-> Chandelure took 50% damage! <-
-> It's super effective! <-

-> Cresselia used Reflect! <-
-> The Reflect shielded the user's party! <-

-> Chandelure used Shadow Ball! <-
-> Shedinja took 100% damage! <-
-> It's super effective! <-
-> Shedinja fainted! <-

2-0

And He in His wisdom did not. Maybe I should become a devotee...
 
Mud Magic
46-42997-82014​

Terra Magic is a team I had long been meaning to try, on the premise of creating a team entirely immune to sandstorm. It was another of those teams that didn't last very long, but seemed predestined to give me two good battles in that duration, one of which I here recorded.​

-> Sirk sent out Scizor and Tyranitar! <-
-> Opponent sent out Heracross and Ludicolo! <-
-> A sandstorm began! <-

My opponent has led wisely with a vanguard optimized to combat sand: Fake Out user, Fighting-type Pokemon, and the probable Politoed not in a lead spot. He's most liable to try and Fake Out Scizor, since both of his Pokemon are Flying-weak and he wants to switch out one to get Politoed in.

At the same time, I can't be sure he will switch out, as Heracross has business being in: he can win the weather war all at once by KOing Tyranitar. But one way or the other, whether he switches or doesn't, I need to get Tyranitar out, to either win back sandstorm later or avoid premature death now. I don't know whether Heracross would use Close Combat or Megahorn, suspecting Chople Berry, but I have a man-in-waiting to take either one.

Turn 1

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Tyranitar was returned! <-
-> Go, Nidoking! <-

-> Ludicolo used Fake Out! <-
-> Scizor took 3% damage! <-
-> It's not very effective... <-

-> Heracross used Close Combat! <-
-> Nidoking took 49% damage! <-
-> It's not very effective... <-
-> Heracross' Defense fell! <-
-> Heracross' Sp. Def fell! <-

-> Scizor flinched! <-

-> Ludicolo was buffeted by the sandstorm! <-
-> Heracross was buffeted by the sandstorm! <-

He didn't switch out, and now his Fake Out is gone; Nidoking probably won't faint to another Close Combat and if Ludicolo tarets Nidoking, he'll be open to Acrobatics from Scizor. Signs are pointing to that Heracross will switch out, yet I can't help but think he'll Scald/Hydro Pump Nidoking while Scizor uses Acrobatics on Ludicolo a little too late, then Heracross will take a chunk off of Scizor with Close Combat THEN switch, shedding his lowered defenses like they were never there. I can't let it be 2-3 (or almost so) this early on.

Turn 2

---------------
94%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

51%
97%

-> Opponent returned Heracross! <-
-> Politoed was sent out! <-
-> It started to rain! <-

-> Ludicolo used Protect! <-
-> It protected itself! <-

-> Nidoking used Fire Blast! <-
-> Politoed took 11% damage! <-
-> It's not very effective... <-

-> Scizor used Acrobatics! <-
-> Ludicolo protected itself! <-

Instead of adhering to how I loosely pictured things going down, he switched Politoed like I imagined before Turn 1. Fire Blast did mock-worthy damage, and now he knows I'm using special Nidoking.

If he goes one-for-one here I might be able to KO Ludicolo with Acrobatics, but he would certainly get Nidoking and might KO Scizor too. Fortunately, I keep my man-eating monster on the team roster for rain partner duos.

Turn 3

---------------
89%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

51%
97%

-> Scizor was returned! <-
-> Go, Gastrodon! <-

-> Ludicolo used Hydro Pump! <-
-> Gastrodon's Storm Drain took the attack! <-
-> Gastrodon's Sp. Atk increased! <-

-> Nidoking used Thunderbolt! <-
-> Politoed took 74% damage! <-
-> It's super effective! <-
-> Politoed restored some HP with its Sitrus Berry! <-

-> Politoed used Scald! <-
-> Gastrodon's Storm Drain took the attack! <-
-> Gastrodon's Sp. Atk increased! <-

Have you ever seen something so fearsome? His mere presence bends space so that airborne water flies into him! It's science.

Two SpA boosts should mean Gastrodon can KO either of his foes, but right now I'm going to do some scouting. I want to both see his Grass-type move of choice and let Nidoking KO the rain-man so that Tyranitar can jump in and nullify Swift Swim for the remainder. Ludicolo basically has to go for Gastrodon, and that's Nido's move to take advantage of the slower Politoed.

Turn 4

---------------
39%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

51%
100%

-> Opponent returned Politoed! <-
-> Heracross was sent out! <-

-> Gastrodon used Protect! <-
-> It protected itself! <-

-> Ludicolo used Grass Knot! <-
-> Gastrodon protected itself! <-

-> Nidoking used Thunderbolt! <-
-> Heracross took 33% damage! <-

I'm racking up damage on the foe's side, but it can't last forever. Now I'll get to see what item Ludicolo is wearing (If it's a Life Orb or a Gem) and possibly start picking up the pace of the battle. Based on how much Thunderbolt did, Fire Blast should come close to KOing Heracross and put me 4-3 in the lead. If Ludicolo Ice Beams Nidoking first, though, and Gastrodon's attack doesn't perform as well as it should, it could be just the opposite, 3-4. Nidoking could Protect for all he knows though... well, no time to consult the oracle on this. Go!

Turn 5

---------------
61%
94%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

51%
100%

-> Ludicolo used Grass Knot! <-
-> The Grass Gem boosted the attack's power! <-
-> Gastrodon's Rindo Berry lowered the attack's power! <-
-> Gastrodon took 72% damage! <-
-> It's super effective! <-

-> Nidoking used Fire Blast! <-
-> Heracross took 61% damage! <-
-> A critical hit! <-
-> It's super effective! <-
-> Heracross fainted! <-

-> Gastrodon used Ice Beam! <-
-> Ludicolo took 55% damage! <-

-> Kingdra was sent out! <-

4-3

In retrospect, the critical hit was probably necessary. Had Gastrodon's Ice Beam done more (Seriously, that is a bulky-assed Ludicolo) I might have won the weather war and started a fiesta, complete with strippers, beer, and lampshades. Gastrodon can still serve as a pseudo-drain, Protecting and thus summoning Ludicolo's attack towards him, but he likely won't be firing off another attack. I should have used Muddy Water so that Heracross would fall to it and Nidoking could do some damage to Ludicolo, but I don't trust its accuracy.

I'm in a rather unfortunate position here, at this moment. The premier duo of Doubles Swift Swimmers are staring down at two beaten up old cowboys, with fire in their eyes. I can use the "pseudo-drain" tactic to stop Ludicolo, but Kingdra will surely KO Nidoking. It's not as bad as it could be, yet couldn't it be not as bad?

Turn 6

---------------
100%
39%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

51%
28%

-> Gastrodon used Protect! <-
-> It protected itself! <-

-> Kingdra used Dragon Pulse! <-
-> Gastrodon protected itself! <-

-> Ludicolo used Grass Knot! <-
-> Nidoking took 51% damage! <-
-> Nidoking fainted! <-

-> Go, Scizor! <-

3-3

The opposite of what I expected, and yet the same end. Kingdra didn't want to Hydro Pump, of course, and my foe knew his weight tiers well enough that Nidoking would have to fall to Ludicolo. Scizor stands to take a crapload of damage from Hydro Pump/Scald if Kingdra KOs Gastrodon first. I don't want to gamble with consecutive Protects, so I'll let Gastrodon go gentle into that good night while Scizor finishes Ludicolo's field dominance.

Turn 7

---------------
100%
39%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

97%
28%

-> Kingdra used Dragon Pulse! <-
-> Gastrodon took 28% damage! <-
-> Gastrodon fainted! <-
-> Kingdra was hurt by Life Orb! <-

-> Ludicolo used Hydro Pump! <-
-> Scizor took 90% damage! <-

-> Scizor used Bug Bite! <-
-> Ludicolo took 39% damage! <-
-> It's super effective! <-
-> Ludicolo fainted! <-

-> Politoed was sent out! <-
-> It started to rain! <-
-> Go, Tyranitar! <-
-> A sandstorm began! <-

2-2

The weather war is officially won, but typewise I'm at a great disadvantage. Tyrantiar is a tank in his self-spawned weather, but two Water-types, one of which may have Surf so that he can gang up on Tyranitar with the other and KO Scizor, is a recipe for disaster.

Scizor's only shot appears to be Bullet Punch prior to taking damage, but... thinking, thinking ...Aha! There is one way I can possibly still make it. It will require cunning, and... yeah, cunning.

Turn 8

---------------
90%
39%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

7%
100%

-> Politoed used Protect! <-
-> It protected itself! <-

-> Scizor used Protect! <-
-> It protected itself! <-

-> Kingdra used Surf <-
-> Politoed protected itself! <-
-> Scizor protected itself! <-
-> Tyranitar took 49% damage! <-
-> It's super effective! <-
-> Kingdra was hurt by Life Orb! <-

-> Tyranitar used Thunder Wave! <-
-> Kingdra was paralyzed! It may be unable to move! <-

-> Politoed was buffeted by the sandstorm! <-
-> Kingdra was buffeted by the sandstorm! <-

Now Scizor should be faster than Kingdra, and if Politoed doesn't carry Surf and decides to Scald Tyranitar, Scizor may be able to Acrobatics Kingdra and put it in KO range for Rock Slide. Or, if Politoed Scalds Scizor, Tyranitar can Rock Slide, KO Politoed, and have the flinch rate combine with paralysis and Hydro Pump's less-than-stellar accuracy to stop him, then Crunch next turn for the win! It's so convoluted, it has to work!

Turn 9

---------------
74%
33%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

7%
51%

-> Politoed used Scald! <-
-> Scizor took 7% damage! <-
-> Scizor fainted! <-

-> Tyranitar used Rock Slide! <-
-> Politoed took 32% damage! <-
-> Kingdra took 39% damage! <-

-> Kingdra used Hydro Pump! <-
-> Tyranitar took 51% damage! <-
-> It's super effective! <-
-> Tyranitar fainted! <-

0-2

But it didn't. The opponent saw right through that and got rid of Scizor, and none of the impediments to Kingdra successfully attacking made any difference. Politoed surviving with 1% HP didn't matter because of sandstorm. Where are flinchax when you need them?
 
Musketeer Infighting
41-55345-96297​

For the last match, I've taken a team based off (and perhaps stronger than) Team Terrornova. Instead of Murkrow I decided to use Kaphotics' Thundurus to spread paralysis and cause general mayhem. Enjoy the finale!

-> Sirk sent out Thundurus and Terrakion! <-
-> Opponent sent out Kingdra and Terrakion! <-

Again, I'm facing an obvious rain team, though this one's a little different. I've got a chance to redeem myself against them and I'm not going to pass it up.

Kingdra's the slowest of everyone on the field right now, and that can only change if the foe makes a shift in his leads, which could cost him if done this early. I am fairly sure that Rock Slide unboosted will not KO Thundurus, meaning probably both foes are going to be paralyzed in a couple turns. Figuring the foe's Terrakion will go for mine, I'll do a little circumventing:

Turn 1

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Terrakion used Protect! <-
-> It protected itself! <-

-> Kingdra used Protect! <-
-> It protected itself! <-

-> Thundurus used Thunder Wave! <-
-> The foe's Terrakion is paralyzed! It may be unable to move! <-

-> The foe's Terrakion used Taunt! <-
-> Thundurus fell for the Taunt! <-

Thundurus won't be status-ing for a little while, but both of my Pokemon are now comfortably ahead of the competition in terms of Speed. My Terrakion isn't wearing a Focus Sash, so he needed the speed advantage over the other. He'll make short work of the foe's Terra if it isn't sashed either.

I don't want to switch out Thundurus, as my auxiliaries are Water-weak or Water-neutral. I know Politoed has to come in eventually, in one slot or the other If Terrakion has his twin covered, I may as well try and predict a Kingdra-to-Politoed switch.

Turn 2

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
100%

-> Opponent returned Kingdra! <-
-> Politoed was sent out! <-
-> It began to rain! <-

-> Thundurus used Thunderbolt! <-
-> Politoed took 78% damage! <-
-> It's super effective! <-
-> Politoed restored HP with its Sitrus Berry! <-

-> Terrakion used Close Combat! <-
-> The foe's Terrakion took 100% damage! <-
-> It's super effective! <-
-> Terrakion's Defense fell! <-
-> Terrakion's Sp. Def fell! <-
-> The foe's Terrakion held on with its Focus Sash! <-

-> The foe's Terrakion used Rock Slide! <-
-> Thundurus took 93% damage! <-
-> Terrakion took 28% damage! <-
-> It's not very effective on Terrakion... <-
-> It's super effective on Thundurus! <-

A winpredict? In my warstory?

My Terrakion is in OHKO range after the lowered defenses and with the advent of rain. In fact, every Pokemon on the field is pretty enfeebled. Thundurus won't survive long if Terrakion-two has Quick Attack, which is unlikely since it has Taunt in that nebulous fourth moveslot after its STAB moves and Protect have occupied the others.

I expect a Protect somewhere, but at the same time I expect Politoed to switch. Whatever switches in would have to be valuable at the moment, so if I gang up on Politoed's field position I can eliminate whatever comes in as it comes in. And if Politoed stays in and is KO'd by Thunderbolt, Terrakion's Close Combat will be redirected to the other lead!

Turn 3

---------------
1%
45%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

7%
72%

-> Politoed used Protect! <-
-> It protected itself! <-

-> Thundurus used Thunderbolt! <-
-> Politoed protected itself! <-

-> Terrakion used Close Combat! <-
-> Politoed protected itself! <-

-> The foe's Terrakion is paralyzed! It can't move! <-

Paralysis saved me from my own foolishness. Politoed's Protect is gone, which signifies pain a-coming his way. In case it does switch out, I don't want all my focus to be on that tiny sliver of HP the foe's Terrakion is holding onto, so I opt for Rock Slide in order to hit both.

Turn 4

---------------
1%
45%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

7%
72%

-> Thundurus used Thunderbolt! <-
-> Politoed took 45% damage! <-
-> It's super effective! <-
-> Politoed fainted! <-

-> Terrakion used Rock Slide! <-
-> The Rock Gem boosted the attack's power! <-
-> The foe's Terrakion took 1% damage! <-
-> It's not very effective... <-
-> The foe's Terrakion fainted! <-

-> Thundurus' Taunt wore off! <-

-> Virizion was sent out! <-
-> Kingdra was sent out! <-

4-2

The second batch is out, hot and smoking in the rain. Taunt wore off just in time, as I have a feeling one or both of my foes will need a speed check if I'm going to succeed, even as it's 4-2. He surely thinks that Kingdra is his more valuable member at the moment, so if he has the same line of thinking as during Turn 1, he'll Protect it. And Virizion, Virizion will want to get her weakened fellow Musketeer out of the way like the usurping bitch she is. Therefore:

Turn 5

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

7%
72%

-> Kingdra used Protect! <-
-> It protected itself! <-

-> Terrakion used Protect! <-
-> It protected itself! <-

-> Thundurus used Thunder Wave! <-
-> Virizion is paralyzed! It may be unable to move! <-

-> Virizion used Leaf Blade! <-
-> Thundurus took 7% damage! <-
-> It's not very effective... <-
-> Thundurus fainted! <-

-> Go, Scizor! <-

3-2

No more mischief for Thundurus, but boys will be boys. (And he's a hell of a boy. You thought that was his tail?) Kingdra won't be slowed today, and is likely now to wreak havoc on a poorly rain-prepared team. However, there's a reason I chose Scizor of the two on the bench to appear promptly.

Turn 6

---------------
100%
100%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

100%
72%

-> Virizion used Protect! <-
-> It protected itself! <-

-> Kingdra used Muddy Water! <-
-> Terrakion took 72% damage! <-
-> Scizor took 87% damage! <-
-> It's super effective on Terrakion! <-
-> Terrakion fainted! <-
-> Kingdra was hurt by Life Orb! <-

-> Scizor used Acrobatics! <-
-> The Flying Gem boosted the attack's power! <-
-> Kingdra took 75% damage! <-

-> Go, Krookodile! <-
-> Krookodile's Intimidate lowered Kingdra's attack! <-
-> Krookodile's Intimidate lowered Virizion's attack! <-

Indeed, Scizor could have OHKO'd Virizion, but that's too obvious. Kingdra was the one that really needed a good old fashioned beating, and Terrakion wasn't even close to being up for the job. With the help of Life Orb, Kingdra is within Bullet Punch KO range.

Krookodile was perhaps not the ideal choice for this position, as all three of his attack moves are soundly resisted by Virizion. But all, all, all he has to do after Bullet Punch is stall, and it's the weakest of his moves that will actually let him do so.

2-2

Turn 7

---------------
100%
15%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

13%
100%

-> Scizor used Bullet Punch! <-
-> Kingdra took 15% damage! <-
-> It's not very effective... <-
-> Kingdra fainted! <-

-> Krookodile used Rock Slide! <-
-> Virizion took 21% damage! <-
-> It's not very effective... <-

-> Virizion is paralyzed! It can't move! <-

2-1

Between paralysis and Rock Slide's flinch rate, Virizion stood only a little more than a half-chance of moving this turn. Now the barely-alive Scizor is giong to dish out some quad-weak pain. Are you ready for the exciting conclusion?

Turn 8

---------------
79%

>>>>>>>>>>>>>>>>>Vs<<<<<<<<<<<<<<<<<

13%
100%

(Opponent forfeited the match.)

Now where have I seen this before?
 

Stratos

Banned deucer.
In one instance I saw, you said Ferro was hurt by Iron Barbs. Otherwise, I really like the whorestories, though maybe five at once was a little overload, because some of the comments seemed overly succinct.
 
Thank you very much, although someone pointed out that error to me in a PM and I fixed it as you were writing.

Also, I added the KO count after each KO and whited out the hyphens that were used to shift over the opponent's Pokemon.
 
Amazing set of Warstories. Alot of in-depth thought process and it looks great. I never knew how it would end until the final turn. The battles weren't absolutely perfect but thats wifi. 9/10
 
I so far read 1/5, and i must say it was quite fun reading. I was interested in how politoed's hydro pump ohko'd machamp. do you run 252 sp.atk? Also the commentary was very enjoyable.

I will continue reading it after this post, but I do like your idea of the absorb bulb combo.
 

verbatim

[PLACEHOLDER]
is a Smogon Discord Contributoris a Battle Simulator Moderatoris a Battle Simulator Admin Alumnusis a Community Leader Alumnus
I take it you saw among amarth get his warstory shut on the premise of him posting three separate ones over the course of two days and decided to circumvent it (you used circumvent a lot in your descriptions).

If I ever tell anyone that they need to write better warstory commentary, this is what I'm referring too. Be like Ash.



EDIT: Our Ash, the good one.
 
The effort you put in are fantastic. I don't really have time to read them now, but when I do, I'll let you know how I think. I just wanted to commend the sheer dedication you have towards these. It's brilliant.
 
Top marks for effort, but the standard of battle weren't exactly great. As said before, I appreciate the work gone into it so kudos for that!
 
Very good. All of the battles were very enjoyable to peruse.


As much of a douche as it makes me feel like for saying this: the story I enjoyed the most was the battle you lost.
This is not because I want you to lose by any means but because a) it was probably the most exciting battle b) you explained your clear and well thought out predictions that went awry, showing us the caliber of your opponent as well as your own aptitude.

I'm also glad you included several battles as the Official Nintendo format leads to significantly shorter battles than 6x6 Singles.

Excellent job, I look forward to reading any and every story you post in the future.
9.5/10
 
Nice warstories, though I should mention that in battle 4 you said you wanted to scout for Ludicolo's Life Orb or Gem. However, Ludicolo already used Fake Out that battle without recoil, so you could have known it was a Gem already.

But overall, nice work!
 

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