Teleportation! Solstice v Its_A_Random!

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Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
4v4 Doubles
2 Day DQ Time
Max 2 Recoveries/5 Chills per Pokemon
Switch=KO
One Ability
No Items
Arena: Well, there isn't really an arena, as the location constantly changes! Each Round, participants are teleported to one of 10 different arenas by random, through the roll of an RNG. Below is the list & the battle it was used in.
1. Tin Tower
2. Busy Highway
3. Crimson Plateau
4. Oasis Arena
5. Obelisk Temple
6. The Circus Tent
7. Dragon's Den
8. Aisenfield, Ivalice
9. Landslide Cave
10. Boiler Room

Why is it that these teams look sort of familiar???
Solstice:

Murkrow(M) (Rogue)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *.)
Type: Dark-Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91x1.15)

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

Abilities:
Insomnia:
(Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster(DW): (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Peck(*)
Astonish(*)
Pursuit(*)
Haze(*)
Wing Attack(*)
Night Shade(*)
Assurance(*)
Roost(*)
Confuse Ray(*)
Perish Song(*)
Snarl(*)
Shadow Ball(*)
Psychic(*)

Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Normal
Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (53x1.15)

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

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)

Baltoy (*) (N) (Itzamna)
Nature: Bold (Defense increased by (*), Attack Decreased by (*)
Type: Ground/Psychic
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).
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: Rank 1
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 55

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

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud-Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Cosmic Power (*)
Earth Power (*)
Extrasensory (*)
Grass Knot (*)
Psycho Shock (*)
Dig (*)

Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
Type: Grass
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).
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: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 81 (70x1.15)

EC: 6/6
MC: 0
DC: 4/5

Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Technician(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:

Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Stone Edge

Random:

Zubat Flapper (M)
Nature: Mild

Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 55

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

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter

Zen Headbutt
Faint Attack
Giga Drain

Shadow Ball
Sludge Bomb
Venoshock

Tynamo Sheeldon (M)
Nature: Brave

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

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)

EC: 0/9
MC: 0
DC: N/A

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam

Golett Robolem (-)
Nature: Adamant

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Abilities:
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

No Guard (DW): (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 benefited by No Guard, they will have their normal accuracy.

Attacks:
Pound
Astonish
Defence Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude

Earthquake
Hammer Arm
Focus Punch

Rock Slide
Substitute
Double Team

Gliscor(*) Capers (M)
Nature: Impish

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

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

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab

Night Slash*
Agility*
Baton Pass*

Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break

Aqua Tail


RNG roll for arena:
2/10


We are on the Busy Highway! (fond memories for me, too)

Random starts with Pokemon.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
So, we're on the highway first, eh?

This looks like the perfect job for Flapper & Sheeldon!

Ability: Inner Focus | Levitate
 
I'll be using Itzamna the Baltoy and Fellow the Eevee! Sorry if this is kind of brief, I'm on my iPod. I know, checking the Internet in traffic, I'm terrible.

Ok well what we need to try and accomplish is staying on these cars and bot taking unnecessary damage! The teleport will be a blessing here! Ok Fellow let's lead off with a Sand Attack on Sheeldon and then set-up a 25 HP Substitute so we can have a strong support next round! Attack with a Shadow Ball on Flapper.

Itzamna lead off with a Cosmis Power, then try Psybeaming the car out from under Sheeldon then attack Flapper with a Confusion!

Fellow: Sand Attack-25 HP Substitute-Shadow Ball
Itzamna: Cosmic Power-Psybeam-Confusion
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Ahhh, the Highway, how I missed this car-hopping arena, & the bshax battle I had here with LJ, then sadly, a battle with Doran that never got going due to DQ...

Anyways, enough reminiscing & let's get onto the action! Flapper, your going to need to learn to battle this one without your Cheri Berries, since items are disabled for this battle. Now, time to deal some damage! Lucky us it will be unlikely that we'll be hit by Petrol Tankers or any other car, thanks to our floating capabilities! First Action, & Flapper, try to win the speed tie against Itzamna & deliver a Shadow Ball at Itzamna! He probably won't like the impact, but if we apply enough force, we'll be able to knock Itzamna off the car! Sheeldon, I want you to focus your attention on Fellow & strike him with a combo of Tackle & Spark! I imagine this combo to hit with a higher force, & retain the same paralysis rate. If we hit, it will be certain that Fellow will fall onto the highway itself, so do your best not to miss Fellow as we'll only have a 75% chance of hitting after taking the Sand Attack into account...

Now for action two, & Flapper, your the only one to make an action this round, so I want you to continue your rampage on Itzamna & give it a nasty surprise with Confuse Ray! We shall confuse it, & give it rough time, as rough as possible!

Last action, & Sheeldon will be able to attack again. Anyways, Flapper, your job is still to annoy Itzamna, but this time, we'll use Faint Attack! Strike it with as much force as possible before returning into the air! Sheeldon, I also want you to attack Itzamna, but we only have one option here & that's to Tackle it! I'm not the least bit concerned about the Substitute, as when we go to a different arena, the Substitute won't go with it, so he wasted 21 Energy for nothing! Meh-heh-heh...

Look familiar Engineer Pikachu?
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Because I didn't see anything about it in the Battle Tower description, I don't believe that Substitutes don't carry over from teleportation to teleportation.

Random, you can change actions if you want.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Adaptability is assumed as you wouldn't be using Run Away. Please confirm. Also, as a 90 HP mon, Eevee can make 25% Subs, but not 25 HP Subs.
Random: OOAA
Damage Taken:
0 / 380 (0.00%)

Flapper (M)
HP: 90
En: 100
2 / 1 / 3 / 2 / 55
Inner Focus

Sheeldon (M)
HP: 90
En: 100
3 / 2 / 2 / 2 / 52 (N)
Levitate

Solstice: OOAA
Damage Taken:
0 / 360 (0.00%)

Itznama (U)
HP: 90
En: 100
1 / 3 / 2 / 3 / 55
Levitate

Fellow (M)
HP: 90
En: 100
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

Round One!

The match on the highway starts with all four Pokemon safely (subjective and relative) perched in the beds of green pickup trucks. It's quite lucky that we're seeing more of these today; these poor Pokemon would have to be on the hoods of Priuses if these weren't around!

Fellow starts the match off by kicking the sand from the bed of the pickup truck into the next land, smattering the small electric eel, Sheeldon! This lowers his accuracy by 25% for the next two rounds; that wasn't very nice! Itznama the Baltoy goes next, summoning the strange power of the cosmos to raise both its defenses by one stage! That's pretty nice! Flapper zooms up right in front it and hurls a ball of shadowy material. That's right, a bat just shot a Shadow Ball! It deals some damage, cushioned by Itznama's spiffy boost. Sheeldon bravely floats over to Fellow and attempts to use a Tackle + Spark combo! Sheeldon manages to connect with the Eevee, and the force of the tackle with electricity is enough to knock Eevee onto the highway ground! Two cars come... and they're two more pick-up trucks! They both steamroll over Fellow, dealing quite a bit of damage. Fellow isn't looking so great right now...

Taking the hit in stride, Fellow rips out some of his own soul and stuffs it into a stuffed doll he takes out from his fluffy tail. The Substitute is complete, and Fellow disappears from the highway. Where could he go next? Flapper manages to go before Itznama this time, firing off a strange ray of light at the floating Baltoy. Hmm? It seems that Itznama has been lightly confused! Though Confused, Itznama still has a clear head and fires off a Psybeam at Flapper. The damage dealt is enough to knock it onto the highway ground! What's that? It seems that in his exhaustion, Sheeldon has also fallen off the truck and onto the ground! Uh-oh, what cars are coming now? Whew! It's nothing too scary. A small hybrid car and a pickup truck come zooming over the horizon, dealing some damage to the three Pokemon. It seems that Flapper is especially hurt as the tires crunch over his wings. The Substitute holds strong.

Suddenly, Fellow reappears out of the blue, throwing his own ball of shadow towards Flapper! It hits, dealing some minor damage. Flapper retaliates by getting back up in the air with a groan, then zooming towards Itznama in a Faint Attack! It deals some damage, but again, the cosmic power cushions the blow for Baltoy. Itznama counters the hit with a confusion at Flapper, dealing some decent damage! As Sheeldon Tackles Eevee, the Substitute takes some more damage. Two more cars come, a tanker and a pickup truck. They deal damage, yadda yadda.

Suddenly, everybody teleports! We are now on the Oasis Arena.

End.

Random: OOAA
Damage Taken:
85 / 380 (22.37%)

Flapper (M)
HP: 34
En: 86
2 / 1 / 3 / 2 / 55
Inner Focus

Sheeldon (M)
HP: 61
En: 90
3 / 2 / 2 / 2 / 52 (N)
Levitate
-1 Acc

Solstice: OOAA
Damage Taken:
76 / 360 (21.11%)

Itznama (U)
HP: 74
En: 87
1 / 3 / 2 / 3 / 55
Levitate

Fellow (M)
HP: 30
En: 72
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

Random's turn.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Sheeldon's regular Tackle was aimed at Itzamna, not Fellow...Anyways, time for another Wall of Text action post...

Well, I'm glad that we're out of that highway for now, it did too much damage to my Flapper...But now, here we are, at the Oasis Arena, a place where I've battled Three times, against Bynine, where I won, against Rediamond, where I lost in a tough struggle, & against Lord Jesseus, where I won...Enough reminiscing, time to duel on this oasis! Flapper your first again, & we need some health, & fast! So, I need you to go ahead & use Giga Drain on Itzamna & sap some health from it! In the meantime, Sheeldon, since the substitute was destroyed, I want you to quickly fire a Thunder Wave at Fellow & cripple it! If he gets a Substitute up, then pile on some damage to the decoy with Spark instead.

Action Two time, & Flapper, this time, I want you to turn your attention to Fellow, & use Confuse Ray on him. Of course, if he has a Substitute up, then help to destroy the Substitute with Air Cutter. Sheeldon, on the other hand, I want you to use Tackle on Fellow, regardless of the situation.

Final action, & Flapper, I want you to turn your attention back to Itzamna, & fire off another Giga Drain for the sake of health recovery. Sheeldon, I want you to use Spark on Fellow & try to finish him off, of course, if he's already gone, then just fire up a Tackle at Itzamna.

And that concludes my actions for the round. Not as wall-of-textish as before, but it'll suffice...
 
Another mobile update so this will be brief. Ok I want Flapper to be out this round! Fellow lead off with a Sand Attack. Hit Sheeldon, hopefully since we're in the desert you can get a lot of sand up to try and also diffuse his Thunder Wave. Then Tackle Flapper. For your final action use Quick Attack.

Itzamna I want you to Psybeam Flapper until he's down and if you still have actions left Earth Power Sheeldon!

Fellow: Sand Attack-Tackle-Quick Attack
Itzamna: Psybeam until Flapper is gone, afterwards Earth Power Sheeldon
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Random: OOAA
Damage Taken:
85 / 380 (22.37%)

Flapper (M)
HP: 34
En: 86
2 / 1 / 3 / 2 / 55
Inner Focus

Sheeldon (M)
HP: 61
En: 90
3 / 2 / 2 / 2 / 52 (N)
Levitate
-1 Acc

Solstice: OOAA
Damage Taken:
76 / 360 (21.11%)

Itznama (U)
HP: 74
En: 87
1 / 3 / 2 / 3 / 55
Levitate

Fellow (M)
HP: 30
En: 72
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

Round Two

We're out of that scary highway and into the calming oasis now! Unfortunately, there's no spring here for the Pokemon to nurse their wounds; these Pokemon have to keep fighting 'till the end!

Fellow starts us off with another Sand-Attack to Sheeldon's face. The plentiful sand also hits the small spark of electricity that Sheeldon is attempting to send; does it manage to hit Fellow? We'll see later. Flapper and Itznama once again duel over who gets to go first. Itznama wins this time, sending a powerful Psybeam towards Flapper, dealing significant damage. Flapper retaliates with a Giga Drain, which also deals a fair amount of damage. It seems to have healed Flapped a bit as well! Nice. Remember what we said about the spark maybe getting diffused? It turns out it didn't matter, as the spark flies way over the Pokemons' heads and into the beyond.

Fellow goes for an offensive approach now, jumping high and slamming into Flapper with a Tackle. It deals some extra damage thanks to Fellow's amazing adapting skills; it looks like Flapper is almost down! Itznama goes before Flapper can react, finishing off the small bat with a Psybeam. Boom. Sheeldon weakly tackles the tackling Fellow, dealing some minor damage.

Fellow quickly attacks, running at Sheeldon faster than the eye can see. The swift attack deals some minor damage, but Itznama quickly piles it on with an Earth Power, dealing some good damage. A bit battered, Sheeldon attacks Fellow with a electrical tackle, dealing a good bit of damage. Maybe a Tynamo isn't completely useless after all...

End.

Random: OOAX
Damage Taken:
136 / 380 (35.79%)

Flapper (M)
HP: KO

Sheeldon (M)
HP: 34
En: 83
3 / 2 / 2 / 2 / 52 (N)
Levitate
-1 Acc

Solstice: OOAA
Damage Taken:
107 / 360 (29.72%)

Itznama (U)
HP: 62
En: 77
1 / 3 / 2 / 3 / 55
Levitate

Fellow (M)
HP: 11
En: 64
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

solstice.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Okay, a couple of things, Shouldn't Earth Power miss a levitating Pokemon? Also, you forgot to roll for an arena, & I'm supposed to send out a new Pokemon now, & I shall do exactly that, sending out Robolem, my Golett!

Ability: Iron Fist

Now it's Solstice's actions...
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
woops, forgot about that. Addressing everything here.

Don't I have to wait until Random sends out another Pokemon?
Correct. That's already happened, though, so I don't know why I'm talking about this.
Shouldn't Earth Power miss a levitating Pokemon?
According to the ability description, Levitate only affects Earthquake, Level Field, and Magnitude. Sorry!

Also, you won't believe what I rolled for the arena...
RNG Roll: 2/10

We're back on the Busy Highway! (I didn't see a note that said we had to go to everything before repeating)
 
Not this again. Ok, well let's try VERY hard not to fall off this time!

Fellow you don't have a ton of HP here, I wanted to get you a KO counter but looks like this won't be the match! Try leading off with a strong Shadow Ball on Robolem. Then attack Sheeldon with a Tackle then a Quick Attack.

Itzamna I want you first to blast the car out from under Robolem with an Earth Power, and attack Sheeldon with a Psybeam followed with a Confusion.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I'm completely fine with repeated arenas, even if we teleport to the same arena twice in a row...

Anyways, not this arena again...And the fact that we're on crappy Priuses this time around makes things worse. :(
Well Sheeldon, time to net yourself a nifty KO Counter! I want you to deliver that Spark + Tackle combo on Fellow & get yourself a KO Counter & turn Fellow into roadkill! In the meantime, I want Robolem to whack Itzamna with your Shadow Punch + Mega Punch combo & knock it down onto the highway!

Second action, we'll do a lot of nothing due to combos...

Last round & I want Sheeldon to deliver a Tackle at Itzamna, or Spark at Fellow if he's still alive, & I want Robolem to use Focus Punch on a car, & send the car at at Itzamna for heavy damage!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Random: OAAX
Damage Taken:
136 / 380 (35.79%)

Robolem (U)
HP: 100
En: 100
4 / 2 / 1 / 2 / 35
Iron Fist

Sheeldon (M)
HP: 34
En: 83
3 / 2 / 2 / 2 / 52 (N)
Levitate
-1 Acc

Solstice: OOAA
Damage Taken:
107 / 360 (29.72%)

Itznama (U)
HP: 62
En: 77
1 / 3 / 2 / 3 / 55
Levitate

Fellow (M)
HP: 11
En: 64
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

Round Three!

We're back at the horrifying highway, where cars regularly run over poor little Pokemon. Actually, looking at the results of this round, I wouldn't say little Pokemon, and I wouldn't say that the Pokemon were the ones getting owned by the cars... perhaps the cars were getting owned by the Pokemon?

A weakened Fellow starts us off with a Shadow Ball aimed directly at a newcomer, Robolem the Golett. Itznama deals some more damage by blasting the car beneath it upwards, making the pick-up truck slam into Robolem! Ouch! It seems that the original attack also makes contact with Robolem, albeit with some less power. Sheeldon aims at Fellow with another Spark + Tackle combo, but he misses due to the sand in his eyes and lands on the highway ground! Robolem, after tanking all these hits, finally attacks with a Mega Punch + Shadow Punch combo, dealing absolutely massive damage to Itznama, who is also knocked to the highway ground! And... it's a Prius and a pick-up truck, hitting Sheeldon, Robolem, and Itznama!

While both of Random's Pokemon recharge from their respective combos, Itznama and Fellow prepare an unresisted assault - Tackle and Psybeam. Both attacks deal decent damage to Sheeldon, who barely survives! Which cars come? It's a Prius and a tanker! The cars roll over Sheeldon, knocking him out!

Fellow attempts to use Quick Attack on Robolem, but Robolem doesn't seem affected by the attack at all. After attacking, Fellow is on the highway ground as well! As Robolem attempts to charge up a Focus Punch to hit a nearby tanker, Itznama attempts to disrupt its focus with a weak telekinetic shock. Does it? I think it does! Robolem is unable to use his attack! Two more cars come... but they're just two regular hybrids. Itznama is knocked out, and Fellow is almost unconscious!

End.

Random: OAXX
Damage Taken:
250 / 380 (65.79%)

Robolem (U)
HP: 30
En: 89
4 / 2 / 1 / 2 / 35
Iron Fist

HP: KO

Solstice: OOAX
Damage Taken:
181 / 360 (50.28%)

Itznama (U)
HP: KO

Fellow (M)
HP: 1
En: 54
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

We are now at... Landslide Cave!

Random!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Random, I think you have to post actions as well as Pokemon; you were the last person to post actions the round before.

e: woops, I forgot your Pokemon died too.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Solstice was correct.

Anyways, Capers, let's get Fellow over & done with by using Quick Attack. Then use the nearby rocks to deliver a Rock Slide, which will ensure Fellow goes down in case he does use Detect, & finish up with a Thunder Fang on Rogue.

Robolem, start out with a Rock Slide, the use Hammer Arm on Rogue, & finish up with another Rock Slide.

Keeping it simple.
 
Ok I have a plan! Fellow lead off with a Detect, and then attack Capers with a Quick Attack. If you're amazingly still alive finish by Yawning Capers.

Rogue we're in a bit of a pickle here with alll the Rock moves, I want you to focus on removing Robolem early. If you Night Shade 3 times in a row he's definitely down! Go to it!

Fellow: Detect-Quick Attack-Yawn
Rogue: Night Shade-Night Shade-Night Shade
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Random: XXAA

Robolem (U)
HP: 30
En: 89
4 / 2 / 1 / 2 / 35
Iron Fist

Capers (M)
HP: 100
En: 100
3 / 6 / 1 / 3 / 95
Poison Heal

Solstice: XOAA

Rogue (M)
HP: 90
En: 100
3 / 1 / 3 / 2 / 105 (P: 22)

Fellow (M)
HP: 1
En: 54
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

Round Four!

Rogue starts us off now! Woot, a round starter that isn't slow! Casting a strange, shadowy beam of light at Capers, Rogue deals exactly 10 points of damage with Night Shade! This might seem interesting, but it's gonna get stale fast, people. As Capers uses an impossibly fast (read: weak) attack on Fellow, Robolem causes a large tumble of boulders to fall on both Fellow and Rogue. Rogue takes significant damage from the attack, but Fellow emerges unharmed by either two of the attacks. Fellow also emerges looking more tired. whatisthisidonteven

Seemingly trying to get one last hit in, Fellow uses the impossible fast attack himself, actually dealing some damage to Capers. Rogue uses the shadow beam move again on Robolem, dealing exactly 10 points of damage. Capers retaliates by sending a Rock Slide of his own, dealing significant damage to Rogue and knocking out Fellow. Robolem gets another hit off with a powerful HAMMER ARM. Bam.

Rogue uses the shadow beam move yet again, dealing exactly 10 points of damage. Again. I told you you would get tired of it. Robolem faints. No more Night Shade. Everybody happy? Good. Capers finishes the round with a electrifying bite to the wing, dealing significant damage to Rogue (more than 10 -_-)

End.

Capers (M)
HP: 97
En: 86
3 / 6 / 1 / 3 / 95
Poison Heal

Solstice: XXOA

Rogue (M)
HP: 32
En: 70
3 / 1 / 3 / 2 / 105 (P: 22)
Super Luck

Fellow (M)
HP: KO
En: 39
2 / 2 / 2 / 3 / 64 (P: 8.2)
Adaptability

Solstice!
 
K, well I don't have a new location but I want to get this written down now so I'll keep it generic. C'mon out Bushido the Breloom! Poison Heal!Ok it's two on one, we have a majoy advantage here! This is how it's going to go!

Bushido last time we were against this trainer you didn't get to really shine, this time it'll be different! Lead us off with a Spore! Then use Poisonpowder on yourself and finish with Facade! If he somehow gets out of being hit with Spore I want you to keep Sporing until he's asleep. If you have actions left after Sporing a second time finish with Headbutt!

Rogue your actions aren't super difficult! Lead off with a combo of Snarl+Astonish to really shock him! Then finish with a Roost!

Bushido: Spore-Self Poisonpowder/Spore-Facade/Spore/Headbutt
Rogue: Snarl+Astonish-Roost
 
Ok, I've battled there before, no need for action changes, but Astonish has it's energy cost nullified. Random can go with no problem.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Rock Slide > Sleep > Rock Slide

Will need a little leeway as I'll have limited access over the next couple of weeks due to real life problems.
 
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