PinkCaptainFalcon/-Charmander-Vs.RedDiamond/DarkAmber[Nyx Reffing]

Anyone up for a team battle? (2 v 2 people)

2v2 (two pokemon per team, one pokemon per person) Doubles (duh).
DQ: 2 Days.
1 use of Rest/Recover etc, 5 chills
1 ability
no items
Switch=KO.
Arena: High up in the mountains!

Our Competitors:

Monohm.png

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: 1/9
MC: 0
DC: 1/5

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*
Hidden Power Ground 7

- - -

366.png

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

- - - - -

200.png

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: 5/6
MC: 1
DC: N/A

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
Hidden Power Fighting 7

66.png

Machop* CapnFalcon (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1)

Abilities:
Guts: Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

No Guard: Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

DW Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Stats:
HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35

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

Attacks:
Low Kick*
Leer*
Focus Energy*
Karate Chop*
Foresight*
Low Sweep*
Seismic Toss*
Revenge*

Ice Punch*
Rock Slide*
Counter*

Bulk Up*
Earthquake*
Payback*

120.png

Staryu* Soryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
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).

Abilities:
Illuminate: Type: 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.
Command: (Ability: Illuminate [does not take up one of your three actions per round])

Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

DW [BAnalyze:[/B] Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85

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

Attacks
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*

Aurora Beam*
Barrier*
Supersonic*

Rain Dance*
Scald*
Thunder Wave*

92.png

Gastly* Sam (Male)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
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.)
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Abilities:
Levitate: Type: 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.

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80

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

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look *
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*

Disable*
Haze*
Will-o-wisp*

Telekinesis*
Toxic*
Venoshock*

VS.

92.png

Gastly [Dablob] Male
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)

Type: Ghost/Poison

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.)

Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


Stats:

HP: 90
Atk: **
Def: **
SpA: ****
SpD: * (-1)
Spe: 92 (80*1.15)

x1.15 To Speed, -1 to Special Defense

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

Abilities:
Levitate 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.

Attacks:

Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *

Fire Punch *
Haze *
Will-O-Wisp *

Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute
Explosion

408.png

Cranidos [Tim] (M)
Nature: Naive (x1.15 to Speed, -1 to Special Defense)
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).

Stats

HP: 100
Atk: ****
Def: **
SpA: **
SpD: * (-1)
Spe: 67 (58*1.15 rounded up)

(x1.15, -1 to Special Defense)

EC: 3/6
MC: 0
DC: 5/5

Abilities

Mold Breaker: 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

Sheer Force (DW, activated): (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

Headbutt *
Leer *
Focus Energy *
Pursuit *
Take Down *
Scary Face *
Assurance *
Zen Headbutt

Hammer Arm *
Iron Head *
Leer *

Earthquake *
Stone Edge *
Ice Beam *
Flamethrower

214.png

Heracross [Flooffy] Male
Nature: Jolly (Adds 15% to Speed, Subtracts * from Special Attack)

Type: Bug/Fighting

Bug: Summary: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost 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:

HP: 100
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98 (85*1.15 rounded up)

x1.15 To Speed, -1 to Special Attack

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

Abilities:
Swarm (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Guts (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

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


Attacks:

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter

Megahorn
Focus Punch
Double Edge

Stone Edge
Swords Dance
Protect

281.png

Kirlia* [Dreamer] (Female)
Nature: Modest (+* Special Attack, -*Attack)

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Stats:
Hp: 90
Atk: *(-)
Def: **
SpAtk: ****(+)
SpDef: **
Spe: 50

EC: 6/9
MC: 0
DC: 2/5

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream Locked)

Attacks:
Growl*
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Healing Wave*
Calm Mind*
Hypnosis

Will-o-wisp*
Shadow Sneak*
Destiny Bond*

Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Fire (7)
Substitute

56.png

Mankey [Nuclear] (M)
Nature: Lonely (+*Att, -*Def)

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

Stats:
HP: 90
Atk: **** (+)
Def: * (-)
SpA: **
SpD: **
Spe: 70

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

Abilities:
Vital Spirit: [Innate] This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action
Anger Point: [Innate] When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Competitive Spirit: [Innate] The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages. [DreamLocked]

Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Fury Swipes
Focus Energy

Close Combat
Rock Slide
Counter

Hone Claws
Taunt
Overheat
U-Turn


274.png

Seedot [LOCKE] (M)
Nature: Adamant (+*Att, -*SpAtt)

Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60

EC: 4/9
MC: 0
DC: 1/5

Abilities:
Chlorophyll:[Innate]During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: [Innate] This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Wicked Thief: [Innate] This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon. [DreamLocked]

Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Extrasensory
Fake Out
Torment
Razor Wind

Bullet Seed
Quick Attack
Leech Seed

Dig
Swords Dance
Sunny Day

--------------------------------------------------------------------------

And Welcome to Today's Nyx Fix! We come to you today from LIVE atop a large, deloate, boulder strewn plateau high up in the mountains! The area is largley flat and earthen, so theres pleanty of room for strategy as our four eager trainers square off!

Team Fire PAWNCH
In one corner, we have a charmander? Oh wait, its -Charmander-! And YES!! there's his partner, PinkCapainFalcon,sporting his usual skintight Pink jumpsuit!Like a Fire Pawnch!

Team Mineral
In the other corner are there opponents, Team Mineral I call them, ReDiamond and his partner, DarkAmber!

They're eager to get underway, as am I! Let' see some battling, Ladies/Gentlemen!

Order of Operations:
1.-Charmander- will send out his pokemon.
2.Rediamond will send out his pokemon.
3.PinkCaptainFalcon will send out his pokemon.
4.DarkAmber will send out his pokemon and issue actions.
5.PinkCaptainFalcon orders>Rediamond orders>Charmander orders
6.The order is 4321, with DarkAmber being four and so forth, then 3214, then 2143.
[To prevent confusion I will post order in each round update]

So,gents,release your Pokemon!
 
Hey, Falcon. You can change your choice after I send mine, as you had the benifits of doing so in this case. Regardless, I'm using LOCKE, who is a Nuzleaf description's wrong. Must have forgotten to change the name before I PM'd but the Sprite should've been a Nuzleaf...

EDIT: Chlorophyll
 
Crap, im really sorry. i just spaced out and posted without reading the ref's rules properly.

I think that im going to throw out SAM then, like i had planned originally (before i posted about staryu)
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80

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

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look *
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*

Disable*
Haze*
Will-o-wisp*

Telekinesis*
Toxic*
Venoshock*
 
Let's do this, then.

I choose FLOOFFY THE HERACROSS! Avec Guts!

214.png

Heracross [Flooffy] Male
Guts
HP: 100
Energy: 100%
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98 (85*1.15 rounded up)


Night Slash Sam straight off the bat, then Swords Dance and Night Slash Sam again!

Be prepared to protect Locke from any non-sleep status moves, kay?
 
Hopy Shit SAM, this guy is comin onto you really strong. He didnt even take you out to dinner first.
There isnt a lot we can do about the First Night Slash
So start off by using Disable Floof
then use Haze to get rid of those stat boosts and obscure some vision
and then while they cant see you well, hit Locke with a Toxic!
 
Okay Breeze, let's start by using Confuse Ray on Nuzleaf! Then, follow up with a Will-O-Wisp on it! Pokemon are allowed to have more than one status condition in ASB, right? If not, use Nasty Plot instead. Finish with Hidden Power Fighting on Nuzleaf.
 
And welcom to Round One of this large, multi-man brawl!
On one hand we have Team Fire PAWNCH, comprised of -Charmander- and his Misdreavus, Breeze and PinkCaptainFalcon and his Gastly, SAM! It seems like they'll be relying on power from the other side!
On the other hand we have Team Mineral, comprising of Rediamond and his wise Nuzleaf, LOCKE, and DarkAmber and his Heracross, Floofy! They're going to combat this otherwordly presence,apparently, with the power of nature!

Let's get underway!

The match starts with Floofy the Heracross buzzing quickly up to SAM and slashing him with a dark-energy boosted Horn slash!A slash as black as night! It hits Gastly hard!
Breeze is up next as she flys up to LOCKE and stares into his eyes as hers begin to flash in rays of light, confusing him!He reels back,confused!
SAM stares down the herculean bug, and reaches into its mind. Floofy feels the intrusion but is helpless as the Gastly disables and erases the memory of Night Slash.
LOCKE finishes up the round by attempting to use his own mental powers to strike out at the Gastly. He reaches deep into his well of might and strikes out with his Extrasensory attack! and it's another solid blow to SAM! It seems Gastly is the target of choice this match!
Floofy backs up a bit, and begins his ceremonial mating dance, which includes a lot of sword-horn thrusting and air slashing! This actually raises his attack!
Breeze doesn't like that vulgar and yet strangely exotic...oh wait,thats right, Will-o-Wisp! She fires forth the little light wisps and they land dead on target to Locke! Now he's burned!
SAM gets his action rolling by floating up a bit and breathing forth a cloying Haze! The fog quickly spreads over the immediate area, obscuring vision! It also returns all boosts to normal!
Locke attempts to begin the tedious process of digging a hole to use Dig! He succeeds in disappearing underground, and tunnels to directly beneath Gastly! as he bursts upward, he notices that he fails to hit anything! It seems Gastly has levitated upward to dodge the incoming attack!
Heracross rushes into the Haze and attempts to find Gastly..but what for again? He just can't seem to remember!
Breeze finishes her round by summoning magical orbs and firing them all at Locke! They hit, unleashing hidden powers of the fighting type upon Locke!
SAM peers into the Haze, attempting to find Locke. He notices a leaf-topped outline ahead in the fog and spews forth a cloud of toxic gas, causing the figure to wheeze and cough,"Nuzlocke..Nuz." Its a HIT! Nuzlocke is now poisoned!
Locke attempts one more time to reach into his mind and use Extrasensory......and succeeds! He slams Gastly again with his mental barrage! SAM won't be taking much more of that!

Let's look at the standings as of now!

HP: 100
Energy: 86%
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98
Night Slash disabled for 1 more round.
HP:47
Energy:82
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
Stats:
HP: 96
Energy:82
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
Burn.
Toxic: 1 dmg/actionn
Confusion has ended.
HP: 100
Energy:83
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85

Actions now are in the order of 3214, or PinkCaptainFalcon, then Rediamond, then -Charmander-, then DarkAmber!
You're up,Gents.
 
Locke attempts to begin the tedious process of digging a hole to use Dig! He succeeds in disappearing underground, and tunnels to directly beneath Gastly! as he bursts upward, he notices that he fails to hit anything! It seems Gastly has levitated upward to dodge the incoming attack!

Levitate:

Type: 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.

Yeah, I know, right? Weird.

Also Flooffy fails at blocking WoW.
 
Well this is Anime Style Battling and even though Levitate says other ground moves can still hit, how would you hit a floating ball of gas with Dig? Thats a bit of a stretch, i always felt a ground attack would need to stay on the ground unless its sand or mud being thrown. And even if the ref was wrong, Gastly gets one ability and thats levitate. Making that ability only work on like 3 moves is like taking his ability way. that makes it worse than Truant. which is a little ridiculous.

Dont know whats up with Floof though, he should have tried to do something about that will-o-wisp
 
Ok SAM that was a lot of damage, holy crap.
First things first Disable that Extrasensory
Then get up close and personal with Floof in the Haze and show him your PHD in psychology through a free session of a little Hypnosis therapy.
Then hit Locke with a Venom Shock from the "relative" safety of your haze cloud
 
Seeing as how Extrasensory is about to get disabled, and you're burned, let's go for what little we can do...

Use Razor Wind to damage Sam and blow away the
haze.
Follow things up with a Bullet Seed barrage on Breeze, with yet another Razor Wind on SAM. If SAM is dead, redirect Razor Wind at Breeze.

Also, remind Heracross he can just close his eyes to avoid Hypnosis.
if we're ever actually at risk, we'll start doing stuff other than my favorite strategy: KILL!!!


(We need a Dark move)
 
I'm not even going to mention what's wrong with that post ^

Well anyway, Nuzleaf is annoying. Let's do Hidden Power Fighting ~ Nasty Plot ~ Hidden Power Fighting, all on Nuzleaf.
 
Royt! Since you're faster, jump in front of Locke and use Swords Dance while taking the Disable and HP Fighting for it, while spinning to spread the Razor Wind and help clear the Haze!

Then Protect against the Hypnosis and Night Slash Sam again!
 
Firstly,let me say that I believe Dig shouldn't hit Gastly, plain and simple. The logics behind those physics are too lose.
Secondly, I decided that Heracross couldn't block the status AND Swords Dance, seeing as how SD costs a good amount of Energy and it just doesn't seem like something requiring that level of concentration could be iina ddition to anything. Seeing as how it wasn't specified to swap actions,I didn't. I'm sorry if that upsets you or you feel shortchanged in some way. I apologize.
Also,as much as I hate to point this out, it seems I forgot the damage down by HP Fighting last turn. That costs Locke 15 more HP(and 1 for toxic damage as well :[). Sorry Bro.

And welcome to Round Two of this large, multi-man brawl!
On one hand we have Team Fire PAWNCH, comprised of -Charmander- and his Misdreavus, Breeze and PinkCaptainFalcon and his Gastly, SAM! It seems like they'll be relying on power from the other side!
On the other hand we have Team Mineral, comprising of Rediamond and his wise Nuzleaf, LOCKE, and DarkAmber and his Heracross, Floofy! They're going to combat this otherwordly presence,apparently, with the power of nature!
"The battle has been going the way of Team Fire PAWNCH so far, but that doesn't mean anything at this early stage of the game! It's still anyone's battle, and we have got to see what happens next! Let's hop right back into the action!"

Recap,first off:
214.png

HP: 100
Energy: 86%
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98
Night Slash disabled for 1 more round.
92.png

HP:47
Energy:82
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
274.png

HP: 80
Energy:82
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
Burn.
Toxic: 1 dmg/actionn
Confusion has ended
200.png

HP: 100
Energy:83
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85

And Floofy beigns the match by positioning himself between Locke and his opponents! He then proceeds to dance violently with his swordshown,boosting his attack! Breeze sees this and fires off another hidden power (fighting) at Locke, but Floofy takes the blow for him! SAM moves next, and he reaches into Locke's mind from across the field and disables his knowledge of Extrasensory! That's a blow to morale for sure! Locke finishes off this turn by summoning up a powerful razor wind, blowing way all the haze ,but doing no damage! *Flips through a book*
That's a normal type move! Ouch, that's going to cost him!
Breeze begins to think some particularly nasty plots and ways to torture her opponents, boosting her SpA! SAM attempts to look deep into Floofy's eyes and give him some sick sleeps, but Floofy sees it coming about a mile away and protects himself with a large green (lantern) shield! Locke finishes this turn out by taking a deep breath and spraying forth a barrage of damaging Bullet seeds!
The next turn starts off with a rather slow beginning as Floofy tries to remember what he was supposed to do... he's still disabled!
Breeze gets of with another Hidden Power,which Floofy isn't able to quite able to get in front of in time, so it hits both Locke and Floofy, albeit for less damage to both!! SAM spews forth a jet of poisonous shocking Venom directly at Locke! Floofy manages to block this one, but he's beginning to look haggard! He can't take much more of that! Locke plays us out with another rousing round of Razor Wind, creating quite a breeze! He then doubles over, remembering his horrible burns and poison at the last minute!

Let's look at the standings, eh?

214.png

HP: 77
Energy: 59%
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98
Night Slash disabled for 1 more action
(actions cost 1 more energy to block moves AND do actions).
92.png

HP:47
Energy:57
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
274.png

HP: 64
Energy:64
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
Burn.
Toxic: is doing 2 dmg/action as of Gastly's 3rd action(1 round since first use)
Extrasensory is disabled for 3 more actions.
200.png

HP: 88
Energy:66
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85

Actions order is now 2143, or Rediamond, -Charmander-, DarkAmber, PinkCapnFalcon!

Note: Please feel free to bring to my attention any errors or whatnot. Nobodys perfect.
 
Lol ^ more immunity troubles.
Well anyway, let's use Confuse Ray on Nuzleaf. Then, use Hidden Power Fighting on it. Finish off with Shadow Ball on Heracross. However, if Heracross uses Night Slash on SAM, replace your action with Shadow Sneak to smack Heracross out of the way and off guard. Then, Gastly can Disable it before it hits him and we'll be fine =)
 
Bah.

EDIT: Swords Dance. use the momentum from the Shadow Sneak to increase the speed of your spinning Night Slash on Sam. If Night Slash is disabled, Aerial Ace out of the way and hit Breeze. If not, take the Shadow Ball and Night Slash Breeze.
 
I cant figure out why your heracross is always spinning.

Ok we are going to have to change plans a little SAM.
After Floofy swords dances hit it with Haze because thats the second swords dance in two rounds he has done
Then do everything you can to keep that misdreavus between you and heracross while you Disable Nightslash again at the soonest opportunity
Once you have that Floof neutered for a couple more turns.
hit Locke with a VenoShock

Sorry mander. but i couldnt let anyone get hit with a +3 attack boosted nightslash. im sure youll understand
 
Also i just want to know if the ref has been calculating the minor energy reduction i get for haze because of my poison typing. just making sure because that 3 energy could possibly come in handy if i survive
 
And welcome to Round Three of this large, multi-man brawl!
On one hand we have Team Fire PAWNCH, comprised of -Charmander- and his Misdreavus, Breeze and PinkCaptainFalcon and his Gastly, SAM! It seems like they'll be relying on power from the other side!
On the other hand we have Team Mineral, comprising of Rediamond and his wise Nuzleaf, LOCKE, and DarkAmber and his Heracross, Floofy! They're going to combat this otherwordly presence,apparently, with the power of nature!

"The battle has been going the way of Team Fire PAWNCH so far, but that doesn't mean anything at this early stage of the game! It's still anyone's battle, and we have got to see what happens next! Let's hop right back into the action!"

Recap,fosho:
214.png

HP: 77
Energy: 59%
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98
Night Slash disabled for 1 more action
(actions cost 1 more energy to block moves AND do actions).
92.png

HP:47
Energy:57
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
274.png

HP: 64
Energy:64
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
Burn.
Toxic: is doing 2 dmg/action as of Gastly's 3rd action(1 round since first use)
Extrasensory is disabled for 3 more actions.
200.png

HP: 88
Energy:66
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85

The Action:
The match starts with Floofy performing his trademark swords dance again! Thats another attack boost! Breeze fires off a confuse ray at Locke, addling him again,causing intense confusion! SAM the Gastly, eyeing that dangerous dance, spews forth more darkening haze, negating all stat boosts! Locke finishes up the round by inhaling deeply and firing off another round of bullet seeds! It strikes the maximum and deals some moderate damage to poor Breeze! Its that cursed burn!
Floofy strikes back against that conniving SAM by dashing towards it, readying a night slash! Suddenly, a shadowy Breeze erupts into being nearby and slaps into Floofy! It knocks a lot of the momentum out of Floofy's swing, but he still manages to strike SAM with his attack!
SAM grunts against the pain and reaches into Floofy's mind again and disables Night Slash again! Locke finishes the round up by summoning his Natural Power( and mental willpower to avoid confusion) and launches a Rock Slide directly at Breeze! It strikes the poor ghost, and she cowers and mewls from the pain!
Floofy begins this turn by buckling his knees in anticipation for the coming attck from Breeze. She delivers the telltale attack, a Shadow Ball, which Floofy gracefully dodges with a swift Aerial Ace attack, as he darts into the air and stabs Breeze with his mighty horn! SAM doesn't like that one bit, so he decides to exact revenge upon the unsuspecting Locke. He fires forth a powerful Venoshock, dealing an incredible amount of damage to poor Locke! Locke finishes the round by charging up to Breeze and pelting her with a shot of Bullet Seed!( and No confusion!)

214.png

HP: 72
Energy: 43%
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98
Night Slash disabled for 5 more actions.
92.png

HP:37
Energy:40
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
274.png

HP: 19
Energy:48
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
Burn.
Toxic: is doing 3 dmg/action as of Gastly's 3rd action(2 rounds since first use)
Extrasensory is disabled no more.
Confusion has ended.
200.png

HP: 57
Energy:54
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85

Arena: Haze lingers over the field, obscuring vision.

Actions are ordered 1432 or -Charmander-,DarkAmber,PinkCapnFalcon, then Rediamond.

Note:I have corrected that minor energy screw up, Falcon. I have double checked all energies to fix such errors.
 
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