Banryu v. -Charmander- (Reffed by Nyx)

Alright folks,todays battle is between Banryu and -Charmander-!
They've prepped mentally and physically ( having had plenty of time without a Ref!), and are ready to DO THIS THING!

The Rules Are:
Seeking:2v2
Doubles
2 day DQ time
2 Recoveries / 5 Chills
- Ability: JUST ONE!
- Items: HAHAHA no.
-Switches=ok?


Banryu


Charmander (*) Aether (m)
Nature: Rash
Personality: Likes to fight, very aggressive. Has a habit of remorselessly screaming his challenge to the world when sent out.

Type: Fire
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: 90
Atk: **
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 65

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

Abilities: Blaze, Solar Power (DW)
Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power [DW Locked]: (innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw (FRLG level 13)
(*) Dragon Rage
(*) Rage (RSE level 19)
(*) Scary Face
(*) Fire Fang

(*) Dragon Dance
(*) Dragon Pulse
(*) Outrage

(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)



Trapinch (*) Myrmeleon (m)
Nature: Adamant
Personality: Likes to eat and has a terrific appetite for a small Pokemon. Very patient and somewhat malicious.

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Stats:

Trapinch
HP: 90
Atk: ***** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 10

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

Abilities: Arena Trap, Hyper Cutter, Sheer Force (DW)
Arena Trap: (innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Hyper Cutter: (innate) This Pokemon always keeps its teeth extremely sharp, and thus cannot have its attack reduced.
Sheer Force [DW Locked]: (must enable) 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:
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb

(*) Quick Attack
(*) Fury Cutter
(*) Earth Power

(*) Dig
(*) Rock Slide
(*) Protect


Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. A little self-conscious.

Type: Water
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).

Stats:

Feebas
HP: 80
Atk: * (-1)
Def: ** (+1)
SpA: *
SpD: **
Spe: 80

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

Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.

Attacks:
(*) Splash
(*) Tackle

(*) Confuse Ray
(*) Mirror Coat
(*) Haze

(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic




-Charmander-

Pokemon Team:


Monohm* [Cloud] (M)
Nature: Timid

Type:
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).

Stats:

HP: 90
Atk: * (-)
Def: ***
SpA: ***
SpD: **
Spe: 69 (+)

EC: 0/9
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*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
Sonicboom*
Signal Beam*
Hydro Pump*
Heal Bell*
Thunder*
Flamethrower*
Roar*

- - -


Clamperl* [Pearl] (F)

Nature: Bold

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).

Stats:

HP: 90
Atk: ** (-)
Def: **** (+)
SpA: ***
SpD: **
Spe: 32

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

Abilities:
Shell Armor: Protects against critical hits.
Skittish: Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. (DW)

Attacks:
Clamp*
Water Gun*
Whirlpool*
Iron Defense*
Muddy Water*
Confuse Ray*
Aqua Ring*
Scald*
Ice Beam*
Double Team*
Shell Smash

- - - - -

h

Misdreavus [Breeze] (F)

Nature: Modest

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:

HP: 100
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85

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

Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.


Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-o-Wisp
Thunderbolt
Shadow Ball



And todays Arena is a beautiful Corn Maze just outside the Moo-Moo Milk farm!
Qualities:
- clear skies and bright weather in which the corn plants thrive, susceptible to all weather-changing moves
- long-range visibility is reduced just slightly by the corn plants, though their fairly wide spacing means that the combatants can see each other fairly clearly. Diagonal and aerial visibility are much less than the horizontal visibility in between the rows (a la Bomberman)
- soil is loose and soft, perfect for crop growth... or for digging in.
-No water for swimming or to summon water(i.e. Surf,Muddy Water.)

Order of Operations:
1. -Charmander- will send out a Pokémon.
2. banryu will send out a Pokémon and issue actions.
3. -charmander- will issue actions.
4. I will ref.
5. -Charmander- will issue actions.
6. Banryu will issue actions.
7. I will ref.
8. Banryu will issue actions.
9. Start from step 3.
[Battle Flow stolen from Engineer Pikachu/Wilkey]

So send out your first Pokémon, -Charmander-!
 
"Ach, finally, man. xP *points* S'about time you showed up, dog! That's just fine, Aether (Charmander) and Myrm (Trapinch) will take you on."
EDIT: Oh by the way Aether has Blaze and Trapinch has Arena Trap, forgot to mention those.

Aether erupts from his Pokeball with an uproarious cry, (as uproarious a cry as a little Charmander can make) while Myrmeleon just stares vacantly with a casual grunt.

"Allright, let's get this going already. There's nothin' like a good Smokescreen, and that's what Aether's gonna lead off with! Myrm, follow suit with Sand Attack, to assault their eyesight even further as well as their breathing, or Protect if attacked by anyone! Up next, Aether, continue belching out Smoke, giving Myrm some cover as he burrows underground! Finally, round it out by Dragon Dancing up to speed around the area, shifting your postion as much as possible, while Myrm positions himself below Cloud!"
(Myrmeleon will attempt to dig underground again if interrupted the first time.)

Good thing Myrmeleon can tell where the Monohm is through the vibrations in the ground... the Misdreavus is gonna be trouble, though. Myrmeleon should be able to catch Cloud in his Arena Trap... he'll never see it coming. Then Aether should be able to handle Breezey one-on-one. Yeah... that'll work. Let's just hope they choke on all that sand and smoke long enough for this to work...

Charmander: Smokescreen > Smokescreen > Dragon Dance
Trapinch: Sand Attack (if left alone) / Protect (if targeted by any attacks) > burrow underground with Dig > continue burrowing to get underneath Cloud in order to catch him in Arena Trap
 
Okay, let's do this. Cloud, let's use Hydro Pump on Charmander. Then, use Rain Dance to power us up and fire off another Hydro Pump. Breeze, use Confuse Ray on Trapinch, then Will-o-Wisp. Let's finish off with a Nasty Plot for next round.

Cloud: Hydro Pump ~ Rain Dance ~ Hydro Pump
Breeze: Confuse Ray ~ Will-o-Wisp ~ Nasty Plot
 
ALright,Ladies and Gentlemen! Welcome to Today's Nyx Fix!
Today we have a double battle between -Charmander- and Banryu!
-Charmander- has chosen to use Cloud, His Monohm and Breeze,his Misdreavus!
Banryu has chosen his Charmander,Aether,and his Trapinch,Myrmeleon!
Both trainers start shouting commands,which are loudly audible over the minor rustle of the corn in the wind!
The pokemon begin to react, and its clear who's on the ball!
Breeze starts by firing a glowing sphere and trapinch,A Ray of Confusion,I'd say!
Trapinch reacts rather quickly for his poor speed and fires up a Green Orb(ala Green Lantern) to Protect itself. This pays off for Trapinch as the orb simply evaporates against the shield!
Cloud the Monohm fires off a large spray off water from it's lungs and aims it straight at Aether,the Charmander!
His attack hits Head on,dousing Charmander,even hitting his tail a little!That's going to cost him dearly!
Charmander attempts to retaliate shooting some flames,but all that Erupts is a gout of Smoke,creating a Screen!
Breze the Misdreavus looks flustered that it faltered against the Trapinch, and decides to lay down some SICK BURNS on Trapinch's mother with some ghostly Will-O-Wisps! But Trapinch manages to leap out of the wall as they collide harmlessly with the ground!
Cloud the Monohm stares down Aether,the drenched Charmander, and..starts to boogie?
Oh,wait,it starts raining!
*opens an umbrella*
Aether responds by huddling under of the corn and spouts some more Smoke,making it *HACK HACK* really hard to see!The smoke,however,is being forced downward by the rain,so we'll see how effective that is!
Myrm is nowhere in site, seeing as him and the smoke are so close to the ground!
All we can see of him is dirt flying into the air!
Breeze stares around the field,and a smirk comes to her ghostly features! She's definitely plotting something!
Cloud fires off a hydro Pump, but Aether not falling for THAT again! He dives down into the smoke,making himself hard to see. The spout of water flies harmlessly wide!
Aether reappears above the Smoke,and he's doing some mystic Dance, and he appears a little more powerful! Meanwhile Myrm the Trapinch remains completely unseen!

END OF ROUND 1-
-CHarmander-

Breeze:Hp:100
Energy:81
+2 SpA
Cloud:Hp:90
Energy:74

Banryu

Aether::Hp:70
Energy:75
+1 Atk, +1 Spe
Myrm:Hp:90
Energy:73

-Charmander-,you're up!
 
Ok Breeze, I want to you to use Shadow Ball on Charmander. Then, use Thunderbolt. Luckily for us, the pouring rain will greatly power up the electric shock. Let's finish off with another Shadow Ball!

As for Cloud...Trapinch must be coming up at you. Aim for Charmander with Hydro Pump. Then, smack it hit Thunder. Let's finish by jumping onto the grain on the corn field where a dig won't hit you and firing Hydro Pump straight at the ground, hopefully hitting Trapinch for some surprise damage.

Breeze: Shadow Ball ~ Thunderbolt ~ Shadow Ball (all on Charmander).
Cloud: Hydro Pump on Charmander ~ Thunder on (Charmander) ~ Jump onto grain and Hydro Pump at the ground where Trapinch is.
 
(Arena Trap should activate once Trapinch gets close enough to his target, right? Just wanted to make sure that was going to be taken into account. As of the first ref post the distance is still probably safe for Cloud, I think... we'll see how that turns out next round, eh. Muahahahaha.)

All right, a few hiccups in the execution, but on the whole that couldn't have gone much better... Aether took a hit, but then, I was expecting that... it actually went pretty well, considering he didn't get hurt as much as I thought he would. At this point, the rain is the biggest problem for us... ruined the smokescreen, but luckily that's already served its purpose well enough... Let's do something about that rain then, shall we...? The Speed boost Aether got from his last dance session should be enough to bring out the sunlight before any more Water attacks get thrown out.

"All right, first thing's first... This rain is a downer, man, let's bring out the Sun! Next up, nail Breezey with your Fire Fang! Bite down hard, and while doing so, position Breeze between yourself and Cloud... any attacks aimed at you should be absorbed by your new spectral meat shield that way!" >:3 Although if my guess is right, Aether won't be able to keep hold of Misdreavus' ghostly body... "Whether that works or not, you'll still be close enough to let loose with a point-blank Ember to launch her toward her buddy!" By my estimation, Myrmeleon should nearly have Cloud within the grasp of his antlion pit at this point... "Myrmeleon, don't let that little sheep-dragon go anywhere! Soon as it's in range of your Arena Trap pit, lock it down with Sand Tomb, that should screw with the trajectory on its Hydro Pump! Keep sucking it down with Sand Tomb so it can't escape, then unleash the full power of your Dig attack!"

Charmander: Sunny Day -> Fire Fang (Misdreavus) -> Ember (Misdreavus)
Trapinch: Sand Tomb (Monohm) -> Sand Tomb (Monohm) -> Dig attack (Monohm)

(Oh and due to the nature of Trapinch being an antlion and stuff, it can totally use Sand Tomb while still entirely or at least mostly underground. In case I need to be charged energy for that too. Otherwise I can say he pokes his head out to use Sand Tomb, and then busts out all the way for Dig. I'm not really sure how well all that works out so I'll let the ref handle it.)
 
And Welcome back to Round two of today's episode of the Nyx Fix!
Our battle today has been full of strategy and intrigue on part of both of our trainers,Banryu and -Charmander-!
So far this is how the teams stand!

END OF ROUND 1-
-CHarmander-

Breeze:Hp:100
Energy:81
+2 SpA
Cloud:Hp:90
Energy:74

Banryu

Aether::Hp:70
Energy:75
+1 Atk, +1 Spe
Myrm:Hp:90
Energy:73


Things are really heating up as the battle gets back in full swing!
Breeze the Misdreavus fires off a Nastily boosted Sphere of Shadows straight at poor Aether,the Charmander! Aether doesn't manage to avoid in time and takes the full brunt of the shadow orb!
Meanwhile,Cloud the Monohm is looking around for his current nemesis,Myrm the Trapinch,who has seemingly vanished. She instead focuses his efforts on
beating the hell out of the visible opponent,Aether.
She takes a big breath and sprays a fire hoses' worth of water straight at Aether! OHHH and it's dead on, striking Aether head-to-Tail!
Meanwhile,huffing from all the pain, Aether knows he's got to get rid of this rain or else he's finished. He prays to Arceus for sun, and lo and behold his prayers are granted as Heavy Sun parts the clouds!
Monohm starts to shake its head in disbelief,when suddenly the ground under his feet shifts and he begins tumbling downward into a strange cone of soft earth!(almost a pit or Trap! He looks down and sees the huge Jaws of Myrm poking out of the bottom,snapping hungrily!
Misdreavus,seemingly oblivious to her allies distress,squares off against Aether stil. She makes a noise reminiscent of a human chucke, and fires off a bolt of thunder from her magical necklace,aimed straight at Aether! and oh mah goodness,it struck him so hard! its totally a critical hit!
Cloud is busy on his own terms,however,as he attempts to deal with sliding down the horrible cone! She can't see Aether to hit it with Thunder,so she directs it at Trapinch, unaware herself that Trapinch is Ground type!
Aether is looking like he's going down soon,but he's still got a few tricks up his..scales?I guess. He charges Breeze, igniting his sharp chompers with a nasty Fire Fang! It's a hit! And definitely makes Breeze contemplate how Charmander's breath can smell so nice when its on fire!
As this happens,Myrm is slowly gnashing his mouth waiting for Monohm and starts to whip up a dust tornado with Sand Tomb,making sure Monohm doesn't get any thoughts of escape!

As things reach a hectic pioint, Misdreavus still attempts to wrestle with the charmander, Aether. She fires off another Shadow Ball at him, dealing him a BRUTAL AFFRONT! Charmander wavers for a moment, then falls to the floor X.X. Breeze smiles mischieviously >:]
Monohm isn't faring so well. Panicing as she sinks into a Pit Of Doom, she begins to spray wildly the Hydro Pump she was commander to. This doesn't have the desired effect,however, and begins to moisten the earth around her, making sticky mud! She slowly slides closer to the patient Trapinch.
Myrm makes his move. Feeling confident, he bursts from the pit and slams into
Cloud,dealing a massive blow with his Dig!

At That,My Viewers, is the end of round two!
(I'm out of breath from all that reporting!)
Lets take a look at combatants,shall we?

END OF ROUND 2-
-Charmander-

Breeze:Hp:89
Energy:61
+1SpA
Cloud:Hp:52
Energy:74
Mud has caused Mud Sport to be in effect.
Banryu

Aether:Hp:000000 X.X
Energy:/
Myrm:Hp:90
Energy:60


The opponents square of on solid ground now, with only a slight depression of about 3 feet where Trapinch's pit used to be.

Heavy Sun remains in effect for 4 rounds.

EDIT: I thought the Nasty Plot boost would have gone away by now. Shouldn't it? That was in the first round, 3 actions ago..No,you're right. I just tripled checked. HURR DURR REF MISTAKE. EDITED.
And sorry,no turn bonus. :[
 
(What about any boosts/penalties? Missy still has some Nasty Plots boost left, and the mud should have Monohm with like a Mud Sport status or something. Also, you need to remind us whose turn it is after the ref post, I think.)

Ohhhhh, this is bad. D: I knew Aether had low Special Defense, but I didn't think he'd go down nearly this fast... "It's okay, pal, you did your best..." the little lizard, tail flickering weakly, is recalled into his ball, battered and beaten more so inwardly than out. Shadows suppress light... I should have guessed that the principle would apply in this instance too. Very foolish of me. So.... what do we do now....?

"....hey ref, any chance that I get some kind of turn bonus for the 2-on-1 matchup?" This is asked more jokingly than anything, of course, as I know better... with his energy dropping so quickly, Myrmeleon is going to be hard-pressed to take both of these foes out, and that's assuming I can even keep him healthy long enough to do that... I carefully consider my options, knowing well that utmost care must be taken to have even the slightest chance of victory. . .

Okay... right now Cloud is stuck in the Arena Trap-slash-mud pit, that should keep him busy for a while and even if it doesn't, the mud covering him is going to seriously hinder his vision and his electrical attacks... not that that matters, of course. The best thing is probably to focus on Breeze for the moment... But with Breeze being a Ghost-type, and a levitating one at that, there was no way that Myrmeleon is gonna be able to see where she is without exposing himself to her attacks. So... Best thing would be to take advantage of Cloud's helplessness and Breeze's inability to hit him while underground. We may have a shot at this yet.

"...All right, this is what we'll do. Myrmeleon, I want you to Dig back down that hole, deepening it so that the mud/sand trap keeps Cloud occupied for a bit longer. You should be able to escape before Breeze can get in attacking range. Then, staying underground, but close to the surface, just Chill Out a while to recover some Energy and stall out the Nastiness she's Plotting. Since Breeze can't hit you while you're underground, might as well keep on whittling away at Cloud. Go ahead and deepen the Sand (mud) Tomb even further once you've rested up a little." >w> Although I don't expect Breeze to just sit around and watch this... If we can lure her closer, Myrm has a good chance of busting her up with his powerful Dark moves. Question is, will she take the bait, or will she try... something else....?
 
Ok, let's see. With Charmander gone, we can put our full focus on this annoying Trapinch. Cloud, you've done very well this battle, and I know you can get out of that mud. Let's use Rain Dance to get rid of the sun that's been drying up all that mud on you, and instead wash it off! Then, jump up and use your superior Speed to fire off Twister at Trapinch. With the power of that Twister, Trapinch will have to be sucked up above ground. Then, fire off one of your famous, rain boosted Hydro Pumps right at it! Misdreavus, as for you, I want you to use Mean Look on Trapinch. This will trap Trapinch in our favorite Twister. Now, use Confuse Ray on it for added dizziness, and finish off with a +1 Shadow Ball!

Cloud: Rain Dance (jump out of mud) ~ Twister into the hole ~ Hydro Pump on Trapinch that came out of the hole due to Twister you get it
Breeze: Mean Look on Trapinch in the Twister ~ Confuse Ray ~ Shadow Ball
 
ANDDDDDDDDDDDDD... Welcome back to Round Three of today's Corny Nyx Fix!
So far the match has been rough for both combatants, but with Banryu suffering a heavy loss with the fainting of his Charmander,Aether! Well,we'll see if Myrm the trapinch is as good as he appears and can defeat both -Charmander-'s Breeze the Misdreavus and Cloud the Monohm! Let's watch and find out!

First, some recap stats!

END OF ROUND 2-
-Charmander-

Breeze:Hp:89
Energy:61
+1SpA
Cloud:Hp:52
Energy:74
Mud has caused Mud Sport to be in effect.
Banryu

Aether:Hp:000000 X.X
Energy:/
Myrm:Hp:90
Energy:60


The battle gets underway with the swiftest pokemon, Breeze, heading over to the pit to find Trapinch!
She locates him at the bottom fo the pit and fixes him with her Meanest Gaze,surely frightening him!
Meanwhile,Cloud the Monohm is having trouble dealing with all the caked on mud she's dealin g with in the pit trap, and decides to SHAKE IT off! The Sun goes away,and the clouds come to play! It starts pouring rain!

This water quickly slicks the mud off of Cloud's body, but has the unseen effect of re-wetting the Mud,causing Monohm to be stuck again!
Meanwhile,Myrn isn't taking chances! Fearing for his life from both the Cruel Misdreavus and the rain,he retreats underground using Dig!

Breeze responds by firing off a confuse down the hole after Myrm, but it collides harmlessly with the wall as Myrm NARROWLY AVOIDS!
Cloud is getting sick of all this mud, so she fires a powerful twister into the hole, picking up all the loose mud and created an awful Mud Tornado-esque effect! ALL visions are obscured!
Myrm,safely below ground in his own make-shift tunnel, is oblivious to the newest threat and just Chills out,restoring 12 energy!
Misdreavus is completely unable to see through the large MudNado, and must attempt to locate Myrm through less natural means. She uses her innate Ghostly powers and Phases through the ground, searching for Myrm's tunnel. She eventually stumbles upon it and catches him unawares,fires a Nasty Shadow Ball straight for him! Myrm moves to evade but theres no room in the tunnel, and he gets hit!
Cloud,meanwhile,isn't having such good fortune, she's trapped in the center of the MudNado, and must deal with getting hit with the mud and tornado! She is so caught up in her own Twister, she flinches,dispelling the Mudnado and its contents to the ground!
Myrm,sensing the sudden shift in surface vibrations, sends Breeze a little wink and mouths," Watch how Papa do," as he pokes his large mandibles above ground and lets loose another Sand Tomb, pulling Cloud in closer and trapping him even worse!

And.. That ends Round Three!
Let's take a look at our current standings!

END OF ROUND 2-
-Charmander-

Breeze:Hp:89
Energy:45
Cloud:Hp:40
Energy:60
Mud has caused Mud Sport to be in effect.

Banryu

Myrm:Hp:74
Energy:66


-Charmander-, you're up!
 
Umm I don't see how Cloud would get stuck in mud when it's still wet, but okay.

Cloud, let's fire off Hydro Pump right in front of you to shoot you out of the mud twister! Now, you can rest a little with a Chill. Finally, throw another Hydro Pump straight at Trapinch; it won't be there forever. As for you, Breeze, use your ability to go through solid objects to go straight down where Trapinch is. Use Will-O-Wisp directly at it. Then, let's show it your Evil Eye with doubled power! Finally, let's use Confuse Ray for added funsies. Then, use your Levitate ability to escape Arena Trap and return to your position.
 
(Well, maybe it's all thick and squelchy or something. You know, like quicksand. With Trapinch digging that hole right there, that could make sense.)

Perfect. Breeze came right to us... Myrmeleon might not be able to avoid her attacks so much in these tight spaces, but she's gonna have that problem doubly so, since underground in these tunnels is where Myrm is most at home. She'll rue the day she decided to invade your turf.... "Good, we've got her right where we want her, Myrm! First off, Protect yourself from that burn! Then show her your mastery of the tunnels with an approaching Faint Attack! While you're in close range, Bite down on her ass and don't let go, make sure she can't escape!" Aether couldn't keep hold of her with his Fire Fang, but Dark attacks suppress the ghostly phazing ablity... he should be able to keep her trapped in here with more such attacks.

Protect > Faint Attack > Bite
(Note that Faint Attack is probably also executed as a bite, with which he still latches on to follow up with his Bite next turn, if confusion doesn't get him in one way or another.)
 
Firstly,I hadn't forgotten the counter, but I DID forget that you can use it for EC Mid battle,so Breeze gets 1 KO counter.

Next, the mud. As its raining and the soil Cloud is in is soft,fertile soil, it would quickly become thick and molasses-like. It sucks him down,keeping him anchored. He'd need to wash the mud away or dry it up to escape. Can he do it? Let's watch and find out.


Welcome back to the Nyx fix, now at the precipice of Round Four!
Last round our competitors duked it out with some cunning displays by Breeze the Misdreavus and Myrm the Trainch,and some fumbles by Cloud the Monohm!
Banryu's Myrm is still outnumbered and outgunned, but if he can strategize he still might win this! Let's go back to the action,shall we?

Banryu,you're up next!


Breeze leads off this round with the chilling fires of a Will-o-Wisp! Myrm reacts rather speedily for his kind and summons up a green bubble to protect himelf from the evil flames!
Meanwhile,Cloud is having difficulty with the molasses texture mud! He fires a powerful Hydro Pump up the slope of the pit,spraying away lots of the current mud! He quickly clambers up this escape route before it becomes muddy again due to the rain!
Breeze follows up her Will-o-Wisp with a Stare of Evil Power,causing him a large amount of internal pain. He quickly shakes it away however..
Cloud,now on solid footing for the first time in what seems like ages, decides to crack open a Ice Cold Coke and have a Chill.
Myrm begins stalking toward Breeze, when suddenly he seems to falter and pass out! Breeze approaches to investigate and gets slammed with a powerful Faint Attack!
Breeze responds to that assault by filling the tunnel with a blinding,confusing flash of light! Myrm stumbles away from the light,utterly confused!
Cloud,meanwhile,is all alone up on the surface.. Look,a tumbleweed.... He passes his last action unable to fire any water at his completely underground foe.
Myrm is reeling with the intense confusion he's sustained! He stumbles towards Breeze,remembering something about B..Bi..? Bits? no.. Oh Yeah! BITE!!! It unleashes the powerful bite attack against its ghostly foe for a good amount of damage!

At so ends round 4 of Today'ss Nyx Fix! Let's take a look at our competitors!

-Charmander-

Breeze:
Hp:51
Energy:20
(Underground. Since she is unfamiliar with this terrain,unlike trapinch, it costs her energy.)
Cloud
:Hp:40
Energy:62


Banryu

Myrm:
Hp:63
Energy:45
(Underground. Being underground is beginning to cost Energy due to prolonged exposure.)
Intense Confusion- 5 actions left.
 
All right... things are getting tough for us now, but that's equally true of both of them! The confusion is the big issue, that could be a game changer... We'll just do what we can... "Okay Myrmeleon, if you can hear me, you're doing great! We're gonna do our best to take one of them out before going down, you hear me!? You got this! Start off by coming up under Cloud, and nail him with a Dig attack from a new hole! He thinks he's safe now, but he's dead wrong! Next you're gonna entrench him in another Sand Tomb, then burrow back underground to safety! That should also throw Breeze off your trail, she'll have to wander around under there if she wants to get ahold of you for another attack! Hang in there, I believe in you!"

Dig attack (Monohm) > Sand Tomb (Monohm) > burrowing
 
okay then. Breeze, go up to Trapinch and block the Dig using your Levitate Ability. Use Shadow Ball on it. Then, use Will-O-Wisp and fly back up above ground. End with another Shadow Ball. Cloud, use Rain Dance to replenish rain turns. Then, drown Trapinch down there with a Hydro Pump before it can do anything. Finish off with a Twister in the opposite direction of the sand tomb. You get it, two reversing tornadoes hit each other and they both die down.

Breeze] Shadow Ball ~ Will-O-Wisp ~ Shadow Ball
Cloud] Rain Dance ~ Hydro Pump ~ Twister

All on Trapinch^
 
-Charmander-

Breeze:
Hp:51
Energy:20
(Underground. Since she is unfamiliar with this terrain,unlike trapinch, it costs her energy.)
Cloud
:Hp:40
Energy:62



-Banryu-

Myrm:
Hp:63
Energy:45
(Underground. Being underground is beginning to cost Energy due to prolonged exposure.)
Intense Confusion- 5 actions left.



Wooh! This match sure is coming down to the wire! Welcome back to the Nyx Fix and it's fifth round analysis! This match has been full of surprises! In a turn of fate, Myrm the Trapinch has been holding his own against odds greatly not in his favor! Breeze the Misdreavus and Cloud the Monohm are slowly wittling him down however, so it's anyone's game so far!

The match gets started with Breeze firing off a close range Shadow ball directly at Myrm! It deals some serious damage, especially considering that poor Myrm is getting a little on his reserves of health!
Cloud sits up on the surface, and, following on that ole songs advice, He starts a-dancin' a-with him self,Oh Oh oh Oh! It begins to rain again, replenishing the duration of the storm!
Myrm decides its time for some decisive action and tunnels off in the opposite direction of Breeze,right to underneath poor Cloud. He then tunnels directly up, slamming Cloud's underbelly for some serious damage!
Breeze isn't going to let that stand,and decides to retaliate for her poor friend! She fires off a ghostly Will-o-Wisp,which hits Myrm directly, Burning his insides!
Cloud, rising to his feet after that terrible blow, and finally seeing his long hidden nemesis, fires off the long awaited Hydro Pump from his waiting lungs! The spray of water strikes the sluggish Myrm! Its strikes him,taking a very significant chunk of HP indeed!
Myrm isn't ready to crumple just yet,however! He fires of a Sand Tomb, creating another spiraling cone of deadly sand! It begins to suck the poor Cloud downward, towards Myrm's waiting chute!
Breeze is quite done with all this playing,and fires off another Shadow Ball at the pesky Trapinch!
Cloud,recognizing the Sand Tomb strategy from earlier, creates a Twister with a loud ROAR that quickly counteracts the effects of the Sand Tomb, and allowing him to escape its hold!
Myrm quickly retreats underground,however, most likely because he's seeing his hopes of victory crumble before his beady little eyes!

Wow,that match was quite fast! Both teams are anxious to see this end, and it looks like next round may not be so lucky for our little friend Myrm the Trapinch! We can only find out.. Next Time on The Nyx Fix!

Let's look at the Stats!

-Charmander-
Breeze:
Hp:51
Energy:1
Cloud:
Hp:10
Energy:50
Rain will last for 4 more rounds.



-Banryu-
Myrm:
Hp:5
Energy:33
Intense Confusion- 2 actions left.

Burned as well
It looks like our friends Myrm and Cloud are severely low on health, and Breeze is TOO LOW on energy!

Anyways, -Charmander-, you're up!
 
Isn't Myrmeleon burned too? I think you forgot to list it...

Also, I would like it noted that while Twister was indeed successful in stopping the rotation of Sand Tomb (clever move, BTW), the pit would still have formed into another Arena Trap. Filled with mud. Which Cloud will again struggle to escape with those stubby limbs, olololol.

This is pretty intense.
 
Okay guys, we definitely have this. 3 HP and burned? We just need to survive one round, and we're good. Breeze, start by taking a chill! In the mean time, Cloud, use Dragon Rage and try to hit Trapinch through the hole in ground. Then, Misdreavus, pass through whatever solid objects you need to and smack Trapinch with Shadow Sneak! Then, let's both take another Chill!
 
"Wow. Man. Okay, we're not going down without a fight here! Myrmelon, stay deep underground and out of the trajectory of the Dragon Rage, and trigger Earth Power below Cloud, Protect against Shadow Sneak, and Earth Power Cloud again! If you manage to KO Cloud before going down, come on up to the top and we'll forfeit. Do your best, and no matter what happens, know that I'm proud of you for getting this far."

Earth Power (Monohm) > Protect > Earth Power (Monohm)
If Monohm is KO'd before Trapinch is, Trapinch comes to the surface and forfeits.
 
"Its a great name! Much better than before! *The name rater does not gaurantee that the name is better. Change name at own risk*"

AAANNNDD we're back after that word from our sponsors! It's the Nyx Fix ladies and gentlemen, and it may just be the last! With Myrmeleon the Trapinch on his last stuby,little legs, it looks to be a sure win for Team -Charmander-! But I've seen bigger miracles before, so lets just watch,shall we?
The match is up and running!

Breeze the Misdreavus is so tired.. she's going to have to take this time to Chill.
Meanwhile,her partner, Cloud is trying to use his fiery Dragon's Rage to snipe Trapinch through his tunnel entrance. His first attempt flounders,however, as his attack simply explodes against the surface of the hole!
Myrm takes his trainer's advice and stays underground,attempting to use a wave of Earthly Power upwards towards Cloud! His attack does indeed hit.. Himself! All those confusing thoughts from earlier resurface and Trapinch slams himself around his tunnel, dealing enough damage to KO himself!

And with the defeat of Trapinch, the match comes to a sudden end!
Banryu recalls Myrm, whispering how proud he is.
-Charmander- ruhes out to his pokemon,hugging them both and unleashing a uproarious victory cry!

RESULTS:
Breeze and Cloud each get 1 EC,1 MC, and 1 DC.
Breeze gets 2 KO counters for defeating Aether with Shadow Ball and causing Trapinch's confusion with Confuse Ray.


Myrmeleon and Aether each get 1 EC,1 MC, and 1 DC for putting up a damn good fight.

WINNER: -Charmander-
LOSER: Banryu

And I'll claim 2 ref counters.

Thansk for letting me ref guys and being such good sports about me forgetting stuff sometimes! I really enjoyed!
 
Aw. Too bad, I was hoping to nab just one KO counter with that last round. Dx GG, man, GG.

*painstakingly digs the unconscious Trapinch out of the ground, both of us unceremoniously soaked and covered in the filth of defeat*
 
Great game! Breeze was totally my MVP, nice job. Special thanks to Nix for reffing this, thanks! One of the very few refs that can get me to read what they say heh
Nice job everyone, this was definitely a fun battle to play =)
 

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