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Old May 14th, 2011, 8:56:26 PM   #26
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Alright, so Fellow wants to play dirty, then we shall. Spiroffin, it appears that I have good news for you! Apparently, a Substitute cannot block Disable (?), so that's what we will use! We shall Disable Shadow Ball from Fellow's repertoire temporarily & turn the tables on Solstice! That will turn the tables on Fellow & Solstice greatly & limit him to HP Fire as his only attacking option! And all that will do is a pathetic 3 Damage to us! Either way if Disable works or not, I want you to Calm your Mind next, then use Energy Ball on the Substitute.
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Old May 14th, 2011, 9:23:43 PM   #27
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Spiroffin (M)
HP: 45
Energy:
40
Boosts/Drops:
Others:

Actions: Disable (Shadow Ball) - Calm Mind - Energy Ball

Fellow (M)
HP: 73
Energy:
67
Boosts/Drops:
Others:

Actions: Sub (25%) - Shadow spam

EDIT: 25% of 90 is 23 HP. Oh crap.

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

Round 7: Fellowed

Fellow, thinking he has the advantage, sets up a safe 25% Substitute in front of him. Safe? Did I actually say that? Spiroffin, with a snap of a finger, magically Disables Fellow and any signs of him firing off a Shadow Ball! Aha! And with Fellow's orders to carry out two consecutive Shadow Balls, it is now impossible! Spiroffin takes this happy time to set up a Calm Mind and fire off a Energy Ball! However, as this is an artificial arena, it seems like Spiroffin has some trouble conjuring a perfect sphere - it's filled with flaws! Still, the juices within the ball was filled with critical matter! Not even a Fellow can escape from that! Oh wait, there's a Substitute...

And all of the Yamask stare in surprise...

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

Note: While I normally substitute "Struggle" for a disabled move, I now think it's best to let the mistake be. Sorry Solstice!

Calculations

Spiroffin
A1: Disable (Shadow Ball) > [6 Energy]
A2: Calm Mind > [7 Energy]
A3: Energy Ball > 6 (artificial arena) + 3 (crit) + (2-3 x 1.5) + (1-0 x 1.5) = [9 Damage/6 Energy]

Fellow
A1: Substitute > -23 HP [21 Energy]

Spiroffin (M)
HP: 45
Energy:
21
Boosts/Drops: +1 SpA/SpD
Others:


Fellow (M)
HP: 50
Energy:
46
Boosts/Drops:
Others:
Substitute (14 HP remaining), Disable (Shadow Ball, 4 more actions)

Its_A_Random's actions!

Last edited by Flora; May 15th, 2011 at 12:57:55 AM.
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Old May 14th, 2011, 9:40:30 PM   #28
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Alright, good job, thank goodness it worked, but let's keep things simple! Destroy the Substitute with a Psychic & Energy Ball in succession, & finish up by slamming Fellow into a sarcophagus with Psychic! After that, we'll be left with 1 Energy (I did the calcs), but eliminating the sub is a priority!

Summary of Actions:
Psychic > Energy Ball > Psychic
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Old May 15th, 2011, 12:29:31 AM   #29
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Wait I don't understand, wouldn't he have disabled Substitute? Or does it work differently in ASB?

Ok Fellow we've still got this, just use Hidden Power Fire until your Sub breaks and once it does use Detect to avoid damage.

Hidden Power Fire Until Sub Breaks-Detect Until End Of Round
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Old May 15th, 2011, 12:43:36 AM   #30
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Spiroffin (M)
HP: 45
Energy:
21
Boosts/Drops: +1 SpA/SpD
Others:

Actions: Psychic - Energy Ball - Psychic

Fellow (M)
HP: 50
Energy:
46
Boosts/Drops:
Others:
Substitute (14 HP remaining), Disable (Shadow Ball, 4 more actions)
Actions: Hidden Power Fire - Detect

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

Round 8: ...

With Shadow Ball not an option anymore, Fellow goes for a lesser alternative - Hidden Power Fire! He attacks with as much might as he can with the attack, but it only manages to create a very small burn mark on Spiroffin. Not minding the attack much, Spiroffin goes and uses his Psychic powers to mentally damage Fellow right on the spot! That itself only managed to scratch Fellow's Substitute.

Fellow keeps up with his Hidden Power Fire assault that I think Spiroffin's actually enjoying! Spiroffin takes the hit with delight and retaliates with a grassy Energy Ball made from... I have no idea. Another scratch on the Substitute is made... leaving it completely destroyed!

Now vulnerable to any assaults, Fellow quickly puts on his Detect skills. Alas, they come to great effort when Spiroffin attempts to Psychic. Too bad, it's completely avoided!

As the round ends, Spiroffin feels a little... weaker than usual. Or... it's just that he's back to normal!

I think all the Yamask went to sleep...

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

Calculations

Spiroffin
A1: Psychic > 9 + (2-3 x 1.5) + (1-0 x 1.5) = [9 Damage/7 Energy]
A2: Energy Ball > 6 (artificial arena) + (2-3 x 1.5) + (1-0 x 1.5) = [6 Damage/6 Energy]
A3: Psychic > 9 + (2-3 x 1.5) + (1-0 x 1.5) = [9 Damage/7 Energy]

Fellow
A1: Hidden Power Fire > 7 + (2-4 x 1.5) + (0-1 x 1.5) = [3 Damage/5 Energy]
A2: Hidden Power Fire > 7 + (2-4 x 1.5) + (0-1 x 1.5) = [3 Damage/9 Energy]
A3: Detect > [10 Energy]

Spiroffin (M)
HP: 39
Energy:
1
Boosts/Drops:
Others:


Fellow (M)
HP: 50
Energy:
22
Boosts/Drops:
Others:
Disable (Shadow Ball, 1 more action)

lmao this is so not going anywhere!

Solstice's actions!

Last edited by Flora; May 15th, 2011 at 1:00:44 AM.
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Old May 15th, 2011, 12:50:03 AM   #31
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Ok let's lead off with a quick chill, if he doesn't chill he's toast. Then hit with Shadow Ball, and then finish with a fast 18 HP Substitute.

chill-Shadow Ball-18 HP Substitute
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Old May 15th, 2011, 12:54:42 AM   #32
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Alright, Spiroffin, let's join Fellow with a temporary ceasefire by chilling ourselves! Then we shall Disable Shadow Ball for action two & then use chill #3 final action. Hooray for boring rounds...
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Old May 15th, 2011, 1:14:40 AM   #33
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Spiroffin (M)
HP: 39
Energy:
1
Boosts/Drops:
Others:

Actions: Chill - Disable (Shadow Ball) - Chill

Fellow (M)
HP: 50
Energy:
22
Boosts/Drops:
Others:
Disable (Shadow Ball, 1 more action)
Actions: Chill - Shadow Ball - 18% Sub (aka 16 HP)

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

Round 9: lalala

We begin this AMAZING EVENTFUL round with both opponents chilling off! That was amazing. After that happened, Fellow remembers how to Shadow Ball stuff now! Now chilled, Fellow goes and throws a fresh Shadow Ball from the ghostly hallows that strikes Spiroffin right on! Spiroffin isn't about to let that continue though! SNAP! DISABLED! BOO YEAH! Fellow doesn't mind as he ends the round by getting a nice, round Substitute up as Spiroffin chills again...

I think all the Yamask fainted...

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

Calculations

Spiroffin
A1: Chill > [+12 Energy]
A2: Disable > [6 Energy]
A3: Chill > [+12 Energy]

Fellow
A1: Chill > [+12 Energy]
A2: Shadow Ball > 8 + (2-4 x 1.5) x 1.5 = [8 Damage/6 Energy]
A3: Substitute (18%) > [15 Energy]

Spiroffin (M)
HP: 31
Energy:
19
Boosts/Drops:
Others:


Fellow (M)
HP: 34
Energy:
13
Boosts/Drops:
Others:
Disable (Shadow Ball, 5 more actions), Sub (16 HP remaining)

Its_A_Random's actions!

edit: lol i saw that
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Old May 15th, 2011, 1:18:20 AM   #34
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That was Round 9...

Anyways, subs are annoying, let's begin by using Psychic on the Substitute, then chill off again for the fourth time, & round out with another Psychic. Keeping it simple.
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Old May 15th, 2011, 1:21:13 AM   #35
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Fellow lead us off with a Yawn, then use Hidden Power Fire. Then finish this round with a chill.

Yawn-Hidden Power Fire-chill
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Old May 15th, 2011, 1:29:59 AM   #36
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Spiroffin (M)
HP: 31
Energy:
19
Boosts/Drops:
Others:

Action: Psychic - Chill - Psychic

Fellow (M)
HP: 34
Energy:
13
Boosts/Drops:
Others:
Disable (Shadow Ball, 5 more actions), Sub (16 HP remaining)
Actions: Yawn - Hidden Power Fire - Chill

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

Round 10: halp

From behind his Substitute, Fellow yawns at how boring the match got at Spiroffin who doesn't wanna die. Spiroffin uses Psychic and hurts the sub... *yawn* and then Fellow responds back with a 4 damage Hidden Power Fire. Spiroffin just chills because the attack did like nothing. Fellow's getting a little too comfortable as well and chills. Spiroffin uses Psychic again... and the Substitute... it breaks! IT'S A MIRACLE!!!

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

Calculations

Spiroffin
A1: Psychic > 9 + (2-3 x 1.5) = [8 Damage/7 Energy]
A2: Chill > [+12 Energy]
A3: Psychic > 9 + (2-3 x 1.5) = [8 Damage/7 Energy]

Fellow
A1: Yawn > [6 Energy]
A2: Hidden Power Fire > 7 + (2-4 x 1.5) = [4 Damage/5 Energy]
A3: Chill > [+12 Energy]

Spiroffin (M)
HP: 27
Energy:
17
Boosts/Drops:
Others:
Yawn (sleeps after Action 1 next round)

Fellow (M)
HP: 34
Energy:
14
Boosts/Drops:
Others:
Disable (Shadow Ball, 2 more actions)

(5 chills total... lemme go counting.)

(spiroffin got 1 more, while fellow got 3 more)

SOLSTICE"S ACTIONS

Last edited by Flora; May 16th, 2011 at 12:29:04 AM.
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Old May 15th, 2011, 9:22:48 PM   #37
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Ok Fellow start us off with a quick 15 HP Substitute then chill. Finish with a Shadow Ball!
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Old May 16th, 2011, 12:06:59 AM   #38
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I have 1 Chill left, I've counted them all...

Anyways, 1st action is irrelevant, since we'll fall to sleep. If we wake up action two, we'll use our final chill, then Disable Shadow Ball. If we wake up action three, then just Disable Shadow Ball.
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Old May 16th, 2011, 2:01:25 AM   #39
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Spiroffin (M)
HP: 27
Energy:
17
Boosts/Drops:
Others:
Yawn (sleeps after Action 1 next round)
Actions: irrelevant do nothing action??? - chill? - Disable (Shadow Ball)?????

Fellow (M)
HP: 34
Energy:
14
Boosts/Drops:
Others:
Disable (Shadow Ball, 2 more actions)
Actions: 15% Sub - Chill - Shadow Ball

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

Round 11: zzzzz

Apparently Spiroffin thinks it's an irrelevant action and does absolutely nothing. Fellow goes and makes a 15% sub, which is 14 HP. While that happens, Spiroffin falls asleep! Pretty intense if I say so myself! Taking advantage of Spiroffin's snoozing, Fellow takes a chill pill, which reminds him how to use Shadow Ball, and then fires off a Shadow Ball straight at Spiroffin! How many more babies need to die to satisfy this match????

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

Calculations

Spiroffin
did nothing

Fellow
A1: Substitute > [12 Energy]
A2: Chill > [+12 Energy]
A3: Shadow Ball > 8 + (2-4 x 1.5) x 1.5 = [8 Damage/6 Energy]

Spiroffin (M)
HP: 19
Energy:
17
Boosts/Drops:
Others:
Sleep (1 more action)

Fellow (M)
HP: 20
Energy:
8
Boosts/Drops:
Others:
Substitute (14 HP remaining)

Its_A_Random's actions!

Last edited by Flora; May 16th, 2011 at 1:48:53 PM.
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Old May 16th, 2011, 2:09:50 AM   #40
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I'm going to be boring...

Sleep > Disable Shadow Ball > Psychic
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Old May 16th, 2011, 9:25:04 AM   #41
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We've still got some relaxing to do! Double chill behind your substitute, then attack with a Hidden Power Fire!

Chill-Chill-Hidden Power
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Old May 16th, 2011, 1:53:56 PM   #42
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lol forgot to subtract eevee's hp

Spiroffin (M)
HP: 19
Energy:
17
Boosts/Drops:
Others:
Sleep (1 more action)
Actions: Sleep - Disable (Shadow Ball) - Psychic

Fellow (M)
HP: 20
Energy:
8
Boosts/Drops:
Others:
Substitute (14 HP remaining)
Actions: Chill x2 - HP Fire

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

Round 12: random stuff here

Spiroffin, being the sleephead he is, keeps on sleeping since he's awesome. Fellow just chills twice before Spiroffin finally becomes aware of the illegal drugs that Fellow has been using. With that in mind, he snaps like a wizard and Disables Fellow's ability to use Shadow Ball! The round ends with both mons exchanging fire, with Spiroffin doing an 8 damage Psychic on Fellow's Substitute and Fellow himself doing a 4 damage HP Fire.

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

Calculations

Spiroffin
A1: zzzz
A2: Disable > [6 Energy]
A3: Psychic > 9 + (2-3 x 1.5) = [8 Damage/7 Energy]

Fellow
A1: Chill > [+12 Energy]
A2: Chill > [+12 Energy]
A3: Hidden Power Fire > 7 + (2-4 x 1.5) = [4 Damage/5 Energy]

Spiroffin (M)
HP: 15
Energy:
4
Boosts/Drops:
Others:


Fellow (M)
HP: 20
Energy:
27
Boosts/Drops:
Others:
Substitute (6 HP remaining), Disable (Shadow Ball, 5 more actions)

Solstice's actions!

Last edited by Flora; May 17th, 2011 at 12:21:09 AM.
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Old May 16th, 2011, 2:11:12 PM   #43
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Fellow use Hidden Power Fire, then Sand Attack, finish with another Hidden Power Fire.

Hidden Power-Sand Attack-Hidden Power
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Old May 16th, 2011, 5:23:46 PM   #44
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Spiroffin, let's just commit suicide here, it's no use trying to stall it out, so let's do this.

Psychic > Faint > Faint
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Old May 17th, 2011, 12:26:52 AM   #45
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Suicide is for cowards!!!!!!

(Nah, I'm joking, but I'm glad this will FINALLY be moving somewhere! =D)

Spiroffin (M)
HP: 15
Energy:
4
Boosts/Drops:
Others:

Actions: Commit Suicide

Fellow (M)
HP: 20
Energy:
27
Boosts/Drops:
Others:
Substitute (6 HP remaining), Disable (Shadow Ball, 5 more actions)
Actions: Hidden Power-Sand Attack-Hidden Power

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

Round 13: FINALLY!

At the moment I said that word, life has finally sprung into motion. Yamask start traveling about, the Cofagragius or however you spell it are shifting in their tombs. Revenankh are looking for puppies to kill. IT'S ALL GOOD!

Fellow fires off a Hidden Power Fire at Spiroffin in hopes of defeating it, but it only scratches the little wall. Spiroffin attempts to get off one last damaging Psychic, but seeing how it costs 7 energy and he only has 4, he starts wobbling uncontrollably! It seems like... HE HAS NO ENERGY LEFT! As Spiroffin falls onto the ground, something interesting happens. His eyes finally open...

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

Calculations

Spiroffin
A1: zzzz
A2: Disable > [6 Energy]
A3: Psychic > 9 + (2-3 x 1.5) = [8 Damage/7 Energy]

Fellow
A1: Chill > [+12 Energy]
A2: Chill > [+12 Energy]
A3: Hidden Power Fire > 7 + (2-4 x 1.5) = [4 Damage/5 Energy]

Spiroffin (M)
HP: trollolololol
Energy:
0
Boosts/Drops:
Others:


Fellow (M)
HP: 20
Energy:
22
Boosts/Drops:
Others:
Substitute (6 HP remaining), Disable (Shadow Ball, 4 more actions)

Its_A_Random sends in either deaddrill, Utilitand (with its ability), or Choragon!

Last edited by Flora; May 17th, 2011 at 2:30:55 AM.
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Old May 17th, 2011, 1:56:33 AM   #46
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You forgot about Choragon...

Anyways, go, Utilitand! Your ability is Vital Spirit, which will put to bed any aspirations of being put to sleep. Anyways, perfect time to make your debut Utilitand! Start out with a Sludge Bomb to rid that Substitute! Then finish up this Eevee with a combination of Acrobatics & Earth Power in succession! (Not a combo, I might add). If Eevee decides to use Detect one action, then use Whirlwind final action so we can guarantee that we're up against Bushido next round!

Summary of Actions:
Sludge Bomb > Acrobatics > Earth Power
Substitute Earth Power for Whirlwind if Fellow uses Detect at any point during the round.

Let's do this! Good thing Detect can't block Whirlwind...
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Old May 17th, 2011, 9:08:27 AM   #47
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Ok Fellow all we need now isfor you to try your best! Lead off with a combo of Tackle+Quick Attack to try and smash Utilitand into a sarcofagus. Then finish with a Tail Whip!

Tackle+Quick Attack-Tail Whip
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Old May 17th, 2011, 3:15:24 PM   #48
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Utilitand (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Sludge Bomb - Acrobatics - Earth Power

Fellow (M)
HP: 20
Energy:
22
Boosts/Drops:
Others:
Substitute (6 HP remaining), Disable (Shadow Ball, 4 more actions)
Actions: Tackle + Quick Attack into Sarcophagus - Tail Whip

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

Round 14: Fellow?

As Utilitand emerges from his Pokeball, he gives Fellow's Substitute no mercy. Immediately he spits out a nasty, corrosive Sludge Bomb at the Substitute, breaking it down into acid. As that happened, Fellow was planning has combo! Quick! Look at that Fellow run! Attack! That's an attack! TACKLE! IT'S A GOOOOOOAL! And this successfully pounded the airborne Utilitand into a sarcophagus! What's inside? You know what it is? I see a Revenankh! And it WRAAAAAAAAAAPS its bandages all around poor Utilitand until he thinks of no hope...

Still, he DOES have a little light of hope in him! With his Acrobatics, he tries to kick Revenankh out for freedom... but sadly, he can't because the rules state that either Revenankh or Utilitand must be hit from Fellow. And guess what, Fellow's just doing nothing this action! HOW CRUEL!

While Utilitand attempts to get out of Revenankh's grips, Fellow just whips his tail back and forth. Almost like a Taunt imo. This means that Utilitand is still kinda stuck! But wait... I think I see something weird coming from below Fellow! It's... a Earth Power! POW! POW! POW! It seems a little on the weak side, but the fact that Utilitand could summon it even when immobilize must say something!

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

Calculations

Utilitand
A1: Sludge Bomb > breaks sub [6 Energy]
A2: wrapped by rev
A3: Weakened Earth Power > 5 + (3-3 x 1.5) = [5 Damage/5 Energy]

Fellow
A1: Quick Attack + Tackle
QA: 4 + 3 + 2 + (2-2 x 1.5) = [9 Damage/2 Energy]
T: 5 + 3 + 2 + (2-2 x 1.5) = [10 Damage/2 Energy]
TOTAL: [19 Damage/4 Energy]
Random number 1-3 bonuses for both damage/energy (due to being hit into sarcophagus)
1 for both
[20 Damage/5 Energy]
A2: lalala
A3: Tail Whip > [3 Energy]

Utilitand (M)
HP: 70
Energy:
89
Boosts/Drops: -1 Def
Others:
Revenankh is hatin'

Fellow (M)
HP: 15
Energy:
17
Boosts/Drops:
Others:
Disable (Shadow Ball, 1 more action)

Solstice's actions!
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Old May 17th, 2011, 9:43:03 PM   #49
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Fellow whipped his hair back and forth before it was a song.

Ok Fellow that was a pretty excellent round! Start us off with a awesome Sand Attack then use Tackle. Finish with a Shadow Ball!
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Old May 18th, 2011, 1:50:08 AM   #50
Its_A_Random
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A country full of spiders
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This is bad...curse the stupid Revenankh...

But the good news is that I have an idea! I want you to use Rapid Spin, since being trapped by a Revenankh counts as something like Fire Spin, the we'll be free...Hopefully...If this strategy works, Then I want you to use Acrobatics & deal major damage, then use U-Turn to finish him off & let Deadcadrill have one final voided assault. If if fails, then I want you to use Earth Power & then since we'll be free of the Revenankh, we'll finish up with an Acrobatics.
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