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Old May 21st, 2011, 10:45:21 PM   #1
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It's Hammer Time!
Default Cirque du Solrock: deadfox081 vs. Son_of_Shadoo! (4 vs 4 Doubles)

Come one and all to the Cirque du Solrock! Buy your tickets, take your seats, and prepare to be amazed by Pokemon performing feats of skill, strength, and agility in a giant circle with a bunch of boxes and crates around it! I’m your ringmaster, Dummy007, and I would like to introduce our first two competitors in this ridiculous arena: deadfox081 and Son_of_Shadoo! The crowd goes wild!

Here at the Cirque du Solrock we have a very specific layout for our battlefield. It’s designed to inflict as much damage as possible to both competitors while also providing plenty of aesthetic appeal! Here’s the full description:

Full Arena Description


And the summary (which is, ironically, longer than the description it’s summarizing):

Arena Summary


Our two competitors have decided on a set of rules to follow underneath the big top. I personally would love to ignore them all, send out every Pokemon we have, and have our circus band play Yakkity Sax for an hour straight, but apparently you can’t do that in ASB (or the United States). Here are the rules I’m being forced to comply with:

From deadfox081:
Quote:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills


And from Son_of_Shadoo:
Quote:
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!


Finally, the presentation of the teams.
deadfox081's Team


Son_of_Shadoo's Team


The Order of Performances:
deadfox081 sends out 2 Pokemon.
Son_of_Shadoo sends out 2 Pokemon and gives orders.
deadfox081 gives orders.
I announce the results, while also providing cynical commentary.
Son_of_Shadoo gives orders.
deadfox081 gives orders.
I yell the results at the spectators through my megaphone.
Repeat ad infinitum.

deadfox081, it’s your turn to die- I mean, send out Pokemon. (And beware the puppet master…)
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<18:06> *** SoS is now known as AwesomeSoS
<21:49> Dummy007: TL, read the channel title
<21:49 TalkingLion: im a talking lion not a reading lion i cant

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Old May 21st, 2011, 10:51:21 PM   #2
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Hmm, this does not look like a friendly team for us to face.. Oh well let's see what happens.

I'll send out Shocta with its Analytic active and Slica with Keen Eye!
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Old May 22nd, 2011, 3:48:21 AM   #3
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I took a look at your team and thought "Shit. Better bring my best and brightest. And The Wizard." FOR HIS MAGIC SHALL DESTROY YOU!

Out of curiosity, how does Analytic work in Doubles? Is it still second, fourth, or any action after first?

George, The Wizard, standby! You'll be using Own Tempo and Static respectively. Ok, these guys are pretty scary, but we're pretty scary ourselves. And we're coming out swinging!

The Wizard, I'm sorry, but you can't hide behind the curtain today. The first thing I need you to do is paralyse that Sneasel with Thunder Wave. Then use a Cross Chop on it. Finish with a Fire Punch on Magneton. Maybe we'll get lucky and burn him! If Sneasel uses Fake Out on you, just push your actions back, the first two are the most important.

Thunder Wave (Sneasel) >>> Cross Chop (Sneasel) >>> Fire Punch (Sneasel)
If Sneasel uses Fake Out on him action 1, push all actions back.

George, my most trusted partner. No point setting up a Double Team like we usually do, because they're packing Magnet Bomb and Aerial Ace. But it's time to be downright nasty. Use Supersonic on Sneasel first. Parafusion is fun. Then smack him with Hammer Arm. Flamethrower him as well at the end. If you get Faked Out, you push your actions back one.

Supersonic (Sneasel) >>> Hammer Arm (Sneasel) >>> Flamethrower (Sneasel)
If Faked Out, push actions back one.
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Old May 22nd, 2011, 4:07:22 AM   #4
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Wow Slica, they really don't like you. Lets rely on Supersonic's shoddy accuracy while we Fake Out the Elekid! Then get in before he speed drops you with his Thunderwave with a Brick Break on George. In fact, why not make it two.

Shocta looks like you're free to do your own thing here, which is fine by us. George's movepool is far too versatile for us to let him stick around too long so kick off with a Thunder Wave to try and parahax him back, then fire off a Flash Cannon and a Magnet Bomb! Go ahead and activate your Analytic on both those attacks, because there's an opponent moving before you.

Summary
Slica: Fake Out (The Wizard) > Brick Break (George) > Brick Break (George)
Shocta: Thunder Wave (George) > Analytic Flash Cannon (George) > Analytic Magnet Bomb (George)
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Old May 24th, 2011, 10:42:57 PM   #5
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It's Hammer Time!
Default

Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!

deadfox081's Pokemon

Son_of_Shadoo's Pokemon


Round 1 Begin!

All right, let’s get this show underway! Who knows what tricks we have in store for our competitors (wink wink)? Slica wastes no time in firing off a lightning-fast Fake Out that catches The Wizard completely off-guard and causes him to flinch! It appears that he was distracted watching Shocta fire a Thunder Wave at George, paralyzing him! George, however, is unimpressed and simply begins to screech really obnoxiously. “Vegeta, what’s the scanner say about his decibel level?” “IT’S OVER 9000!!!!!!!” Sorry, just had to throw that out there. Anyway, the waves are supersonic and result in Slica looking around frantically, confused that it could hear that without visible ears. Many of the caged Pokemon are visibly disturbed by this screamo music, and some appear to be slightly angry.

Slica has been practicing breaking bricks, so it’s only natural that attacking George like that would deal a hefty amount of damage. The Wizard waves his wand (swish-and-flick) and yells, “Petrificus totalus!” A ball of lightning is released from his wand, paralyzing Slica! Seeing that Thunder Wave, Shocta is eager to demonstrate its skills as the “superior” Electric-type, so it shows its variety by launching a Flash Cannon at George, inflicting a pretty serious invisible wound. Despite this, George is able to use Hammer Arm, sending Slica flying across the floor and into a box. The box splinters, revealing one of our (many) props: Spikes! The Spikes scatter onto both sides of the field, 1 layer each! Isn’t the circus fun? (Heh, heh, heh…)

The Wizard has first move now, and he takes the opportunity to use Cross Chop, which he, unfortunately, does not have a spell for. Shocta laughs at poor spell-less The Wizard while also firing off a Magnet Bomb! The attack connects with George, but the magnetic field surrounding the attack rips the bars off of one of the metal cages! Which Pokemon appears? None other than our strong man, Machamp! At this point, he seems glad to be free, but he’s still mad about being locked up for so long (TOTALLY not my fault…). I can tell from his eyes that at the end of the next round, he’s going to Dynamicpunch all the battlers! That should be exciting. Anyway, Slica does a little more Brick Breaking, dealing even more damage to George, but George responds by Returning something to Slica. I don't know what he borrowed, but it apparently did a lot of damage.

Now the puppet master attacks. With a roll of his 999-sided die, he picks 188; now, with a flourish of his hands, his marionette minions fire an odd-looking grid onto the field. Guess what that means: The next round will have Trick Room up! Thanks for keeping things lively, PM!

End Round 1

deadfox081's Pokemon

Son_of_Shadoo's Pokemon


Just the Facts


deadfox, prepare for the next round. It will be your last...
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<21:49> Dummy007: TL, read the channel title
<21:49 TalkingLion: im a talking lion not a reading lion i cant

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Old May 25th, 2011, 2:47:40 AM   #6
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Wow this circus is not a fun place to battle. Why on earth did we come here?

Slica, you certainly took the brunt of that round. I don't know how much longer you will be standing so just go ahead and Quick Attack that Lickilicky for every action you remain, using your priority to at least do some damage. If at any stage you end up still standing while George is down then Ice Punch Elekid instead.

Shocta, you can just do more or less that you did last time around. Keep on firing off those surprisingly potent steel attacks at George, with a Flash Cannon followed by a Magnet Bomb. Then finally you should Thunder Wave the Elekid.

Summary
Slica: Quick Attack (George)x3
IF George is KOed then Ice Punch (Elekid)
Shocta: Flash Cannon (George) > Magnet Bomb (George) > Thunder Wave (The Wizard)
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Old May 25th, 2011, 3:03:22 AM   #7
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I disagree, I'm having oodles of fun. Granted, that DynamicPunch is going to freaking suck, but hey. Rough with the smooth.

George, finish off Slica nice and quick with a Hammer Arm. You're first this round thanks to the Trick Room. Quick Attack won't be fun, but, meh. But with him out of the way, turn your fire on Shocta.

Hammer Arm (Slica) >>> Dig (Shocta) >>> Flamethrower (Shocta)
Sub Hammer Arm as second action if the first misses. Because life trolls me like that sometimes.

The Wizard, unfortunately, you're going last over the next few turns, but don't worry. Paralyze Shocta first. If he's doing it to you, you're doing it to him. Then I guess just Cross Chop and Fire Punch.

Thunder Wave (Shocta >>> Cross Chop (Shocta) >>> Fire Punch (Shocta)
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Old May 27th, 2011, 5:41:43 PM   #8
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It's Hammer Time!
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Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!

deadfox081's Team

Son_of_Shadoo's Team


Round 2 Begin!

Welcome back, everyone. This looks like it should be an interesting round, since Trick Room's up and all. Oh, wait: Slica ignores Trick Room with its priority Quick Attack. The attack was quick, but the damage was really low. George, on the other hand, is ready to strike and Hammer Arms Slica with all its might, sending it flying into the Machamp released last turn! Son_of_Shadoo, expect a letter from my lawyer soon for injuring one of my employees on the job. Anyway, the attack easily KOs Slica, and it also sends Machamp far enough away to delay Dynamicpunch for four turns! Shocta is eager to attack and uses its Flash Cannon to leave another dent in George. The Wizard casts another electrical spell, paralyzing Shocta in the process!

George now moves again, attempting to Dig its way under the floor and avoid damage. However, that paralysis he got comes back to bite him, and he is fully paralyzed! Shocta laughs mechanically before charging a Magnet Bomb aimed at George. However, The Wizard truly gets the last laugh as that paralysis is somehow contagious and fully paralyzes Shocta for the turn! Now The Wizard can attack and be the only one to cause damage! His Cross Chop aimed at Shocta goes perfectly- until it misses at the last second. That was a total waste of my time.

George opens the third action with a Return. Shocta appears pretty beaten from this attack, but it does manage to paralyze The Wizard, which ticks The Wizard off. A lot. So much, in fact, that he goes for a Fire Punch against Shocta, resulting in further damage to Shocta's rugged exterior. Now is the time for the Puppet Master to make his move. His 999-sided die rolls an 836, and he pulls a Poke Ball out of his belt. In a sinister voice, he calls out: "Go, Houndoom!" He then pulls out a 59-sided die to determine what move Houndoom will use. He rolls a 41: "Houndoom, use Embargo!" This prevents the use of hold items for two rounds! It has no effect here, but whatever.

End Round 2

deadfox081's Team

Son_of_Shadoo's Team


Just the Facts


deadfox, send out your next Pokemon. Then, S_o_S issues orders.
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...and as soon as I get back, my computer dies. I will have really limited computer access for an undefined period of time, so please bear with me.
<18:06> *** SoS is now known as AwesomeSoS
<21:49> Dummy007: TL, read the channel title
<21:49 TalkingLion: im a talking lion not a reading lion i cant

Last edited by Dummy007; Jun 1st, 2011 at 10:53:24 PM.
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Old May 28th, 2011, 6:04:02 PM   #9
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Staba the Rhyhorn, let's do this shit
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Old May 29th, 2011, 4:20:24 AM   #10
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Guys... I completely goofed. George doesn't even HAVE Flamethrower. You'll need to recalc the last round, sorry Dummy! STUPID SOS!

I thought you'd pick him, somehow... Ok guys, the RNG fucked us up a little bit, but we're still 4-3 up. The DynamicPunch is coming up soon though, and that is going to STING us all like a... Something better then a Beedrill that stings. At least George is protected from confusion, and Staba takes Spikes damage!

George, give Staba a friendly welcome to the battlefield by spitting in our opponents' faces with Muddy Water. Hopefully we can get an accuracy drop. Follow up with a Hammer Arm on Shocta. If you're still alive, use another Muddy Water on both of them.

Muddy Water >>> Hammer Arm (Shocta) >>> Muddy Water

The Wizard, I want you to create a 25% Substitute of yourself. PAY NO ATTENTION TO THE ELEKID BEHIND THE SUBSTITUTE! Then I want you to try using a Low Kick on Rhyhorn - he's pretty heavy as a Rock type. Finish up with another Cross Chop on Shocta.

25% Sub >>> Low Kick (Staba) >>> Cross Chop (Shocta)
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Old May 30th, 2011, 3:51:21 AM   #11
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Ok, wait, what? You just used a move you didn't have for 2 rounds? Awesome. Not sure where you're gonna get that Muddy Water from either.

Anywho, Shocta you should make the most of the Special D drop while it lasts with a Thunder on that cheater George. Then Flash Cannon him too for good measure. If he's still standing then fire off a Magnet Bomb at him, otherwise use Magnet Rise.

Staba, even with all this paralysis you're still one of the slowest out there, that sucks. First use your Drill Run to break the sub, then Bulldoze that silly little wizard and finally Drill Run him again. You should do some massive damage.

Summary
Shocta: Thunder (George) > Flash Cannon (George) > Magnet Bomb (George)/Magnet Rise if George is KOed
Staba: Drill Run (The Wizard) > Bulldoze (The Wizard) > Drill Run (The Wizard)
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Old May 30th, 2011, 4:21:21 AM   #12
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Yeah, I know, I don't know why I thought I had it... My deepest apologies, guys, I dun goofed. And Muddy Water seems to be generated from inside the body, according to the movedex here.
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Old May 30th, 2011, 9:42:13 PM   #13
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Oh, gosh, this is going to be really hard to fix. I already edited the first turn with Lickilicky's attack failing completely, but that means that Sneasel survives all the way through this turn. S_o_S, could you just pick another move to sub in its place both times, preferably one that has no effect? I think Return would be a good choice, but it's up to you.
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Old May 31st, 2011, 7:55:47 AM   #14
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Return it is then. That make things better, Dummy?
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Old Jun 2nd, 2011, 2:15:07 PM   #15
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It's Hammer Time!
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Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!

deadfox081's Pokemon


Son_of_Shadoo's Pokemon


Round 3 Begin!

The Wizard (Harry Potter? Septimus Heap? Gandalf? Who knows?) opens this round by conjuring up a Substitute that uses 25% of his health. Shocta ignores this sleight of "hand" and instead opts to use its Thunder on George. Poor Lickilicky can't catch a break, can 'e? Staba takes his place on the battlefield and charges at The Wizard with a Drill Run. Unfortunately for Staba, it only hit The Wizard's Substitute, which is so durable it doesn't break. However, the Substitute posesses all of The Wizard's magical properties, allowing it to activate Static! Poor Staba...can't use a single move without hax kicking in...Anyway, George had a few glasses of water before this battle started, and he also had some mud (ew). His large belly, swollen in the extreme, has the ability to retain everything it eats, allowing George to cough up some Muddy Water. The vomit strikes both Shocta and Staba, inflicting particularly heavy damage to Staba. The attack also leaves a little mud in both Pokemon's eyes, reducing both their accuracies!

From behind his Substitute, The Wizard somehow manages to kick Staba down low. Staba trips and falls flat on his face. Shocta ignores the loud boom of a falling Rhyhorn and prepares a Flash Cannon. It charges for some time before...



George cringes at such a powerful blow; then, his immense blubber jiggling comically, he falls over, fainted. Staba laughs and decides to remove the body from the arena; he decides to do it himself, with a bulldozer. In the process, he also shatters Mr. Wizard's Substitute and inflicts severe damage to Shocta.

Mr. Wizard, agitated at the loss of his perfectly good Substitute, Cross Chops Shocta...even though Staba is the one that destroyed it. Maybe he's having an off day or something. Shocta does not take kindly to this, but he's a little more concerned about his demonic bulldozer-wielding ally. He magnetically rises, ensuring that he won't be hit by another Bulldoze for 6 turns. Staba ends the main actions by running with not scissors, but something far more dangerous: a drill! I'm getting the feeling that Staba might be a psychopath, because he aims for a few of Mr. Wizard's vital organs, landing a critical hit in the process. The Puppetmaster, eager as always to add to the torture, breaks out his 999-sided die again and rolls a 52. He pulls out his pocketwatch and dangles it in front of the three Pokemon's faces; as they gaze on in wonder (the Puppetmaster has a few hypnotic tricks up his sleeve; I don't fall for them because I have a digital watch, so I can just check the time there instead of looking at him), he whispers a few commands: "Come to me." All three Pokemon suddenly decide to walk across the room. "You are getting very sleepy." The three Pokemon, as if noticing this for the first time, begin yawning (not the attack). "Now, listen to me. The Wizard, your nature isn't Rash, it's Mild." The Wizard, eyes closed, ponders this for a moment before nodding in agreement. "Staba, your stats are wrong. You have 3 Special Defense and 2 Defense. I wonder why no one ever noticed that before." Staba looks a little worried, but he agrees with his new (Puppet)master. "Shocta...actually, your stats stay the same. Darn." Shocta, still recovering from firin' his lazor, has no energy to actually respond to that. "Now, obey your Trainers, entertainment Mankeys." With this, he casually slides back into the shadows, leaving the three Pokemon to do as they wish. The arena looks a little weird...there's some sort of grid all over the walls...

End Round 3

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Just the Facts


Wonder Room is active next turn, in case you hadn't guessed. I fixed everything in Rounds 1 and 2 by replacing Flamethrower with Return, which gave George 2 Energy back and Shocta 8 HP back. S_o_S, send out your next Pokemon; deadfox, you issue actions afterward.
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...and as soon as I get back, my computer dies. I will have really limited computer access for an undefined period of time, so please bear with me.
<18:06> *** SoS is now known as AwesomeSoS
<21:49> Dummy007: TL, read the channel title
<21:49 TalkingLion: im a talking lion not a reading lion i cant

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Old Jun 2nd, 2011, 2:54:49 PM   #16
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Really? The "Pay no attention to the Elekid behind the sub" didn't give it away?

Ah well. Get your butt out there, Spiffy!

Also, shouldn't Staba and Shocta both have -1 Acc in their boosts because of Muddy Water?
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Old Jun 2nd, 2011, 11:58:44 PM   #17
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I had no idea Bulldoze hurt everyone, good to know.

I've become highly confused by this arena and all the moves changing and whatnot, so let's just keep it simple.

Staba: Earthquake > Drill Run (Spiffy) > Earthquake
Shocta: Magnet Bomb (Spiffy) > Thunder Wave (Spiffy) > Magnet Bomb (Spiffy)
IF Spiffy Protects the T-Wave THEN use Flash Cannon instead to make it waste energy
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Old Jun 3rd, 2011, 3:38:04 AM   #18
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LEAVE SPIFFY ALONE! SHE DIDN'T DO ANYTHING TO DESERVE THIS! *weeps*

Yeah, had to do it. Spiffy, you're in a bit of a pickle here, so Protect the first action. We should be ok to take the Thunder Wave, as being an Electric type, you have a reduction in paralysis from Electric attacks! ... Does that apply to Thunder Wave? Regardless, hit Staba with a Hydro Pump, and Flamethrower Shocta.

Protect >>> Hydro Pump (Staba) >>> Flamethrower (Shocta)

The Wizard, create another 25% Substitute. CONTINUE PAYING NO ATTENTION TO THE ELEKID BEHIND THE SUBSTITUTE! Hit Staba with another Low Kick, and Cross Chop the crap out of Shocta.

25% Sub >>> Low Kick (Staba) >>> Cross Chop (Shocta)
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Old Jun 3rd, 2011, 6:22:43 AM   #19
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Quote:
Originally Posted by Fat Son_of_Shadoo View Post
Also, shouldn't Staba and Shocta both have -1 Acc in their boosts because of Muddy Water?
Whoops. Let me go edit that in.
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Old Jun 4th, 2011, 8:44:26 PM   #20
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It's Hammer Time!
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Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!

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Round 4 Begin!

(The flavor will be short, since I have three other matches to ref. Sorry, but a ref's gotta do what a ref's gotta do.)

Spiffy, who is affected by Wonder Room despite not being there for its activation, decides to Protect herself from damage. The Wizard, who is under The Puppetmaster's influence, conjures up another 25% Substitute at his trainer's request, despite the fact that it leaves him with 3 energy. Shocta fires a Magnet Bomb at a weak point on Spiffy; however, in his hypnosis-induced haze, he doesn't notice that what would have been a critical hit is easily Protected against. Staba is feeling even more sluggish; plus, his paralysis acts up, meaning that powerful Earthquake will never come to pass.

Spiffy gathers a massive amount of water from the atmosphere and blasts Staba with a Hydro Pump. It snaps Staba out of his hypnosis, though Wonder Room still affects him. The Wizard, unfortunately, is not as lucky; he obeys his trainer's request for a Low Kick, but he lacks the energy to do so! Shocta makes an attempt to paralyze Spiffy with Thunder Wave, but Spiffy's Electric typing allows it to circumvent the attack. Staba, in less of a haze, runs with another power drill, inflicting massive damage to Spiffy.

Spiffy gets mad, really mad, FLAMING mad, in fact. She whips out a flamethrower (which she has a license to carry, unlike George) and torches Shocta. Again, The hypnotized Wizard tries to attack, but he lacks the energy to Cross Chop. Shocta finally has a little success this round, nuking Spiffy with a Magnet Bomb. Unfortunately for everyone, the attack opened up the cage of our tightrope walker, Gardevoir! She's been in a relationship with our Machamp strongman for quite some time, and at the sight of her free, he comes running. His pace has quickened to the point that he'll be here in one turn instead of two! The thought of this paralyzes Staba with fear.

Now the Puppetmaster moves back out onto the battlefield. Rolling his die again, he gets a 258. He cancels the Wonder Room, returning The Wizard and Shocta to full consciousness. To The Wizard's envy, he uses his magic to warp the room further. No one can use items next turn! As the Puppetmaster slinks back off into the shadows, The Wizard laughs at the knowledge that this spell does nothing in the context of this battle. The Puppetmaster looks annoyed, maybe a little TOO annoyed...

Round 4 End

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Old Jun 5th, 2011, 4:22:59 AM   #21
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Damn it, forgot about energy...

The Wizard, chill, then Low Kick Staba, then chill again.

Spiffy, Flamethrower til Shocta dies, but if it decides to Protect, change that action to Hydro Pump (Staba).
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Old Jun 6th, 2011, 10:03:17 PM   #22
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Shocta: Tri Attack Spiffy 3 times.

Staba: Earthquake > Earthquake > Drill Run on Elekid if the sub is down, else Drill Run Duchlom
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Old Jun 7th, 2011, 5:26:05 PM   #23
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Rules:
4 vs 4 Doubles
3 Day DQ
2 Recoveries/3 Chills
Switch = KO
1 Ability
NO! ITEMS! EVERRRRRRRRRRRRR!!!!

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Round 5 Begin!

While the Puppetmaster sits on the sidelines waiting for another chance to mess with the battle, Spiffy prepares some Magneton flambe. Whipping out a flamethrower, she torches Shocta, leaving the magnet trio REALLY low on health. The Wizard chills out, protected by his amazing Substitute, while Shocta gets revenge on Spiffy with a Tri Attack. The Ice element of the attack is particularly effective against Spiffy, even to the point of freezing her mouth shut! Staba smashes his foot against teh ground, causing an earthquake that leaves Spiffy much lower on health and The Wizard's Substitute on the verge of breaking.

Spiffy whips out her flamethrower again, this time opting to melt the ice around her mouth. The Wizard attempts to Low Kick Staba, but his paralysis acts up, preventing the attack from occurring. Paralysis appears to be contagious this round, as Shocta is also unable to attack because of it. Staba, on the other hand, is able to move enough to Earthquake, shattering The Wizard's Substitute and dealing a fairly high amount of damage to Spiffy.

Spiffy once again breaks out her flamethrower, finally doing enough damage to Shocta to finish off the poor little fridge magnet. Although he's now out in the open, The Wizard just keeps on a-chillin', leaving himself completely open to a Drill Run from Staba. The attack is just as effective as an Avada Kedavra to The Wizard, and he knows it. His wand falls from his hand, and his spectacles fall from his face. He's fainted, the poor chap!

Now it's the Puppetmaster's turn to play. His primary target has fainted, so he can mess around with the other two instead. After he cancels Magic Room, his 999-sided die rolls 865, and he sends out his Houndoom again. He pulls out his 59-sided die to see what move Houndoom will use. It gets a 28: "Houndoom, use Double Team!" Houndoom creates several copies of itself, positioning them all over the arena. The Puppetmaster sighs, knowing that this attack will do absolutely nothing in the long run. "At least there's the Machamp," he mutters. Speaking of the Machamp, he's finally arrived back at the battlefield. He looks angrily around, daring anyone to come near him. Both Spiffy and Staba look absolutely petrified, but Machamp decides to DynamicPunch them both for good measure. He takes it easy, only doing 10 damage times the effectiveness multiplier. However, Staba still suffers the confusion that Spiffy avoids due to Shield Dust. Machamp takes Gardevoir in his arms and the two run off into the sunset. Well, there went half the show...

End Round 5

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I'll send out your Pokemon for you.

deadfox081: Go, Flicka (Chandelure)!
Son_of_Shadoo: Go, Eoleo (Arghonaut)!

deadfox, actions!
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Old Jun 7th, 2011, 9:54:18 PM   #24
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Staba: Keep trying to Drill Run Spiffy until you are likely dead.

Flicka: Will O Wisp Eoleo, Shadow Ball Spiffy, Will o Wisp Eoleo (if already burned then Night Shade instead)
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Old Jun 8th, 2011, 4:34:27 AM   #25
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Stupid SoS. WHY DIDN'T I MAGNET RISE?! Ah, whatever. Spiffy, if the first Will-o-Wisp hits, use Heal Bell then Hydro Pump spam. If it doesn't, just Hydro Pump spam.

Hydro Pump Flicka x3
Sub Heal Bell on the first action if Will-o-Wisp hits.

Eoleo, are you ready!? I can't let you get burned, but Spiffy will take care of that first one. Use Aqua Jet on Staba, then a 25% Substitute. Then Yawn at Flicka.

Aqua Jet (Staba) >>> 25% Sub >>> Yawn (Flicka)
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