Leethoof vs. Danmantincan: 4v4 doubles at the RP Training Grounds (TravelLog refs)

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Originally Posted by Fat Leethoof
Issuing another battle challenge, since this arena is a ton of fun! NFE only!


4v4 Doubles
2 Day DQ
Arena: Roleplaying training grounds - A very high tech arena which can transform to anything the ref wants, to encourage awesome battling. As this is a roleplaying training grounds, each trainer must order at least one roleplaying command/action each round, or use a move in a creative way. If the ref determines the moves use not creative enough, then one random action will fail for that trainer.

Quote:
Originally Posted by Fat danmantincan
Items = No
Abilities = All
Switch = Yes

Quote:
Originally Posted by Fat Leethoof
Me and Danman are still needing of ref...on page 165

Its is a 4v4 Doubles

Danmantincan's Team:

Duohm.png

Duclohm (F) - Ilyana
Nature: Modest (+1 SpA, -1 Atk)

Types: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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 Unlocked): (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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

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

Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane

Heal Bell
Hydro Pump
Signal Beam

Hone Claws
Thunder
Fire Blast
Taunt
Substitute
Thunderbolt
507.png

Herdier (M) - Tauroneo
Nature: Adamant (+1 Atk, -1 SpA)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Scrappy (DW): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 60

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

Moves:
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch

Howl
Pursuit
Yawn

Dig
Facade
Wild Charge
Thunder Wave
343.png

Baltoy (X) - Danved
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Types: Ground/Psychic
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.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)

EC: 2/6
MC: 0
DC: N/A

Moves:
Confusion
Harden
Rapid Spin
Mud-Slap
Psybeam
Rock Tomb
Selfdestruct
Ancient Power
Sandstorm
Cosmic Power
Earth Power

Dig
Psychic
Shadow Ball
Ice Beam
371.png

Bagon (M) - Haar
Nature: Hardy (No effect on stats)

Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

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

Moves:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Double Edge

Hydro Pump
Dragon Pulse
Endure

Dragon Claw
Flamethrower
Shadow Claw


Leethoof's Team:
081.gif

Magnemite (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

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.
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

EC:2/9
MC:1
DC:2/5

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark

Magnet Rise
Discharge
Lock-On
Signal Beam

Thunderbolt
Light Screen
Flash Cannon
299.png

Nosepass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type: Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Surdy:This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15)

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power

Endure
Double Edge
Stealth Rock

Smack Down
Thunderbolt
Sandstorm
410.gif

Shieldon (Bulwark) (M)
Nature: BRAVE (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 26 (30/1.15 = 26)

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Dig
Stone Edge

Body Slam
Counter
Rock Blast
303.png

Mawile (Deception) (F)
Nature:
BRAVE (+attack, -speed)
Type: Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Hyper Cutter:(Passive) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Intimidate:(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Sheer Force (DW): (Can be Disabled) 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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-) (+10% accuracy in opponenets moves)

EC: ...
MC: 0
DC: 0/5

Attacks:
Astonish
Fake Tears
Bite
Sweet Scent
Vicegrip
Iron Head

Fire Fang
Metal Burst
Ice Fang

Brick Break
Stone Edge
Taunt


Order of Operations:
Leethoof sends out mons
Danmantincan sends out mons and actions
Leethoof's actions
I ref
Etc.
 
Lets go Deception and Slag!

Also, what is our current arena, TravelLog? Its kind of hard to pick awesome creative roleplaying commands if we don't know where we are fighting!
 
Since this is simply round 1, I'll keep it simple for now, with additional complexity added later on. To encourage creativity, I will mainly flavor the arenas, rather than instituting defined effects (this first arena has only a couple definitions, the rest is what you make it). I want you guys to be imaginative, so I will mainly be reffing by Rule of Cool (as long as it is also logical/reasonable given the arena), so experiment!

Marvel Comics. A name synonymous with superheroes and supervillains, incredible powers, great responsibility, and dynamic characters. In this world, you are literally in a comic book. Each pokemon will start in Panel #1 (top left corner) and can move freely throughout the panels at the cost of an action (amount of panels you can traverse is defined by Speed/12, rounded down). Each page has 4x4 panel-layout.

Weather, for obvious reasons, is not allowed, and any attempt to tamper with it will be dealt with harshly. Furthermore, as this comic is in mint condition, AOE attacks are also "discouraged." However, they have their BP raised by 3 (after initial reduction for AOE). So gamble if you dare.

Heroes and Villains abound, and may even lend their aid to those creative enough to earn it! Remember, this is Marvel Comics, so if you want someone's help, do what they would do, even if it means breaking (or inventing) your own rules!
 
Let's go, Ilyana and Tauroneo!

Ilyana, start with a Fire Blast to scorch Mawile. Next, combine Hurricane with Thunder to create a massive thunderstorm that would summon Thor and bring his wrath down on Mawile.

Tauroneo, let's start with a Dig on Mawile. Follow that up with a Yawn on Nosepass and finish with another Dig on Mawile.
 
The comic book owners are NOT going to like that thunderstorm. Hes going with the heroes....


Then we'll have to *puts on evil cloak and summons secret lair*
SUMMON THE VILLAINS!!

Deception, in your maiden battle, inflict pain and suffering upon those poor pokemon. Crunch down on Ilyana with a Ice Fang+Vicegrip combo to cruelly show them the might of evil and *teehee* deception. This evil attack should incapacitate her so she is unable to summon that pesky Thor, in addition to showing the Frost Giants who they should help out. Continue crunching down on the dragon by extending your Vicegrip.

Slag, Earth Power Ilyana, then tempt Thor if he does come with a Thunder Wave on Tauroneo. Finish by Blocking Tauroneo's path into the ground, so he is unable to dig. If you have to take the hit, then do so. Just make sure Mawile doesnt get dugged.
 
Duohm.png
507.png

HP: 100 | 100
Energy: 100 | 100
Boosts/Drops: N/A | N/A
Other: N/A | N/A
Speed: 60 | 60

VS.​


299.png
303.png

HP: 90 | 90
Energy: 100 | 100
Boosts/Drops: N/A | N/A
Other: N/A | N/A
Speed: 26 | 43

Round One: Marvel at My Works Ye Mortals

K. So I spent literally 30 minutes writing up the greatest flavor/calcs ever. Only for them to be deleted as I press submit. Basically, it's BS of the worst kind. I really don't want to redo it, so I'll give the highlight. Mawile used Frozen Grasp (14 BP, Ice type) as a combination, while Duclohm used Storm of Ragnarok (17 BP, Electrical Attack, 30% Paralysis and 30% Confusion chances, 70% accuracy). Both combos worked wonderfully, and garnered the attentions of both Thor and Loki. Thor tried to use his Might of Mjolnir (15 BP Electrical Attack, 35% paralysis chance), while Loki attempted Spell of Everlasting Frost (15 BP Ice Attack, 35% Freeze chance). However, the two attacks collided in the middle, damaging all pokemon on the field with Clash Of Asgard (8 BP Ice + 8 BP Electrical Attack, ignoring defensive stats entirely, as a piercing attack. This in turn has rendered all pokemon unable to use Electrical or Ice attacks next round.

Sorry about this guys. It won't happen again.


Duohm.png
507.png

HP: 39 | 84
Energy: 78 | 81
Boosts/Drops: N/A | N/A
Other: N/A | 20% paralyzed
Speed: 60 | 60 (15 due to paralysis)

VS.​


299.png
303.png

HP: 76 | 11
Energy: 80 | 82
Boosts/Drops: N/A | N/A
Other: N/A | Asleep (1 action)
Speed: 26 | 43

Special Field Effects:
No pokemon can use Ice/Electrical attacks for one full round


A wholly digital environment, players must take caution not to anger either Sark and Master Computer or the resistance. Light Cycles and Light Discs may be summoned with an action, the former dealing a flat 10 damage and evading attacks that action, while the later deals a flat 15 damage and has a 25% chance of causing paralysis. Furthermore, wide-ranging attacks or excessive damage to the surroundings can summon Guard Programs, who will deal with invaders mercilessly. Other things may occur, but its up to you to find out what and how!

Leethoof its your actions.
 
I think Herdier should have taken 16 Damage from that Asgard Attack, not 14.

Slag, you gotta carry your (extremely large) weight since those meanies hit Deception hard. Earth Power Duclohm for some more damage, making sure to wreck as much buildings as possible in the process. Since an earth-wrecking attack like that probably attracts the attention of the guards, use Power Gem on yourself just to light up your gems and blend in with the tron population. Finish by supplementing your new costume with a Light Disc at Duclohm. If it is raining by Action three, use Sandstorm that action.

Mawile, sleep in peace. If you do awake, then Iron Head Herdier thrice for flinchhax.

Also, a hint for reffing TravelLog. Because Smogon is a glitchy server, always c/p your reffing to a notepad or word doucment right before you press submit, jsut in case.
 
Hmm, I know nothing about Tron...

Tauroneo, let's start by getting pumped up with a Howl. Follow that up with a Dig to finish off Mawile. Finish with a Crunch on Nosepass.

Ilyana, start by setting up a 20 HP Substitute. Then combine Heal Bell and Signal Beam to get the Guard Programs' attention (and heal Tauroneo of paralysis) and use the Signal Beam to communicate with them and ensure that they deal with Nosepass.

Tauroneo: Howl~Dig (M)~Crunch (N)
Ilyana: Substitute (20 HP)~Heal Bell+Signal Beam (To get guards to attack N)
 
Duohm.png
507.png

HP: 39 | 84
Energy: 78 | 81
Boosts/Drops: N/A | N/A
Other: N/A | 20% paralyzed
Speed: 60 | 60 (15 due to paralysis)

VS.​


299.png
303.png

HP: 76 | 11
Energy: 80 | 82
Boosts/Drops: -1Atk (Intimidate) | -1 Atk (Intimidate)
Other: N/A | Asleep (1 action)
Speed: 26 | 43


Round Two: Digital Devastation

Hey everybody! We’re back, but this time things are a bit different, as we seem to be standing amidst streams of data in some virtual world…Fascinating! In any case, the pokemon seem raring to go, so let’s get to it.

Ilyana opens the round by summoning a doll-like Substitute of herself. What an unusual move. In any case, with his partner Mawile fast asleep Bropopass decides to use his earthen affinity to summon magnificent power, aiming the resulting force at Ilyana. I see! The doll took the attack instead of Ilyana. What a brilliant strategy…and it looks like the doll is still standing to boot. The ruckus seems to have woken the Guard Programs however, who are now stirring at half capacity. Any further damage may just activate them! I don’t think Tauroneo cares though, as he simply Howls at the data streams with increased vigor, overcoming his paralysis.

Hey! It appears Deception finally woke up, and he seems to be charging at Tauroneo with his Iron Head. Ouch! Meanwhile, Bropopass seems to be covering himself in a cascading beam in an attempt to Signal other data pieces. Wow! He’s blending in very well with the population. On Tauroneo’s end, he digs into the ground, only to emerge and knock Deception unconscious!!!! Uh-oh, the Guard Programs are now active, and have engaged Viral Extermination Protocol. But what’s this! Ilyana seems to have created an Aura of Aesclypius, healing Tauroneo of paralysis, and forgoing damage to communicate with the Guard Programs. Gasp! They know about Nosepass’s trick now, and boy are they angry! They’re ganging up on the poor thing…painful, folks. Painful. I think they also changed the program code too, since now pokemon can only use two attacking moves next round.

Whew. They’re gone. I think everyone is a bit fatigued, especially Ilyana who simply cools down, while his partner Tauroneo Crunches down on Bropopass for a bit of damage. To finish out the round, the Nosepass summons a Light Disc, finally breaking Ilyana’s substitute.

This has been a fascinating round, so tune in next time!


Action One:
Duclohm, 20 HP Substitute (17 energy)=20 HP substitute created!
Mawile, sleep. Mawile is fast asleep and will wake up next action.
Nosepass, Earth Power (7 energy)=16 damage to Duclohm’s substitute (4 HP left)
….Guard Programs are at ½ attention. Further damage to arena will result in action.
Herdier, Howl (5 energy)=+1 Atk
…RNG for being able to act (>20)=46, acts

Action Two:
Mawile wakes up! Iron Head (6 energy)=11 damage to Herdier
Nosepass, self-Power Gem (5+3 energy due to special effect)=Nosepass blends in with the population!
Herdier, Dig (6 energy)= Herdier digs underground!
…RNG for being able to act (>20)=67, acts
…Herdier attacks Mawile!=14 damage. Mawile KOed
Guard Programs are active. Viral Extermination Begins
Duclohm, Aura of Aesclypius (8 BP, 23 energy, 10% Confusion Chance, Heals Allies)=Herdier is healed of paralysis. Partially used to communicate with Guard Programs so no damage dealt. Guard Programs are informed of the deception, Nosepass becomes sole target of Viral Extermination
……Viral Extermination (Neutral Type, Multi-Hit 4 BP attack, 5 hits)=Nosepass takes 20 damage. Viral Threat reduces to zero.
New Field Effect= Next round, each pokemon can only use a maximum of two Attack Moves

Action Three:
Duclohm, cool down=Duclohm cools down from the combo.
Herdier, Crunch (6 energy)=8 damage to Nosepass
…RNG for defense drop (<=20)=99, no.
Nosepass, Light Disc (7 energy)=15 damage to Duclohm, substitute breaks!
…No RNG roll because it’s a substitute.

End:
Mawile=KO
Nosepass=48 HP, 58 energy, -1 Atk.
Herdier=73 HP, 64 energy, +1 Atk
Duclohm=19 HP, 38 energy.
New Field Effect= Next round, each pokemon can only use a maximum of two Attack Moves


Duohm.png
507.png

HP: 19 | 73
Energy: 38 | 64
Boosts/Drops: N/A | +1 Atk
Other: N/A |
Speed: 60 | 60

VS.​


299.png
303.png

HP: 48 | KO
Energy: 58 | KO
Boosts/Drops: -1Atk (Intimidate) | KO
Other: N/A | KO
Speed: 26 | KO

New Field Effect= Next round, each pokemon can only use a maximum of two Attack Moves

Welcome ladies and gentle to the circus. At this house of wonder, clowns, acrobats, strongmen and bearded terrors make their home. The inhabitants are ENTIRELY UNPREDICTABLE, so it is strongly recommended that players gain their favor with creativity and SPECTACLE. They care nothing for intention or details, simply entertainment and respect. Tread carefully! The only hint they give to outsiders is this: Respect the ringmaster, play the game, and take risks!

Leethoof, send out a new mon. Then dan, issue actions.
 
Ok then, Tauroneo, start with a Howl to get the crowd riled up. Then give Ilyana a Helping Hand to further the crowd's excitement, and finish with a Dig on Shieldon.
If Shieldon uses Dig on the third action, target Nosepass instead.

Ilyana, start with a Slack Off to regain some of your lost health. Then use Thunder on Shieldon to give the crowed a spectacular light show, and finish with a Hydro Pump on Shieldon.
If Shieldon uses Protect, target Nosepass instead.
 
Lets give them a heavy metal acrobatics show!

First, Slag must activate Magnet Push to send Shieldon flying through the air towards our foes. Then, support him with a Block to impose on Tauroneo and hide his helping hand from both his ally and the crowd. Finish with an Earth Power on Ilyana.

Bulwark, as you fly through the air, use Iron Defense so you look your best for the crowd and also become heavier and stronger, and then use Tackle as you land for massive damage on Ilyana. Finfish by Countering that dig for an impressive show of might!
 
Duohm.png
507.png

HP: 19 | 73
Energy: 38 | 64
Boosts/Drops: N/A | +1 Atk
Other: N/A |
Speed: 60 | 60

VS.​


299.png
410.gif

HP: 48 | 90
Energy: 58 | 100
Boosts/Drops: -1Atk (Intimidate) | N/A
Other: N/A | N/A
Speed: 26 | 26

Field Effect= This round each pokemon can only use a maximum of two Attack Moves


Round Three: The Greatest Show on Earth

Dun dun dada da da da da da da, dun dun dada da da da da dadum. Ah the circus! A place like no other, filled with whimsy and wonder. Well, not for these battling pokemon. They are engaged in a battle to the d***h...er, unconsciousness.

Anyway, Ilyana opens the round by lazily Slacking Off, restoring health at the cost of a lot of stamina. Likewise, Tauroneo prepares for action by Howling, increasing his rage and strength. Laughing like only an Easter Island head can, Slag somehow uses his Magnetic abilities to Push Bulwark across the field towards his opponents, as the little Shieldon uses his Iron body to increase his defense.

Laughing all the while, Tauroneo lifts a Helping Hand, increasing the power of Ilyana's magnificent Thunder, which strikes Bulwark hard, paralyzing him. I think the crowd really loved that tag-team work, as they are applauding like mad! Slag, silly as he is, tries to retroactively Block the helping hand, having apparently forgotten that it has some sort of priority to it. Furthermore, Bulwark's momentum was stopped short by the paralysis and thunder, so he falls flat on the ground, hurting himself slightly, to the crowd's enormous amusement. Poor little guy, though I guess it was funny. In fact, he is so ashamed that he is Lost in the Limelight, making him blind (reduced accuracy by 25%).

Feeling proud at the accomplishment, Ilyana sends a massive Hydro Pump at Bulwark, humiliating him further. Likewise for Tauroneo, who Digs into the ground (getting hit with some Earthly Power summoned by Slag in the process), only to strike the sad Shieldon yet again (!), really hurting him. Still, he manages to get through the pain and deal a Counterblow to Tauroneo.

The crowd is laughing, but the pokemon certainly aren't. Things are about to get messy!

Action One:
Duclohm, Slack Off (12 energy)=+20 HP
Herdier, Howl (5 energy)= +1 Atk
…..The Crowd begins to look interested
Nosepass, Magnet Push (5 energy)= Repulses Shieldon towards foes
….Unique attack, the crowd cheers, as do the circus folk
Shieldon, Iron Defense (7 energy)= +2 Defense

Action Two:
Herdier, Helping Hand (7 energy)=+6 BAP to Thunder.
….Teamwork, the crowd applauds wildly, as do the circus folk
Duclohm, Thunder (8 energy)=21 damage to Shieldon
…RNG for hit (<=70)=63, hit.
…RNG for paralysis (<=30)=30, paralysis!
Nosepass, Block (6 energy)=Nosepass tries to block Helping Hand, but it already occurred!
Shieldon, Tackle+4 BP (3+4 for boost from Iron Defense)=Fails because of Paralysis. Shieldon falls to the ground having done nothing.
…The Crowd is unimpressed and the circus folk boo.
…RNG for paralysis (<=25)=21, fully paralyzed. Paralysis reduced to 20%
Crowd uses Lost in the Limelight on Shieldon=Shieldon -10 HP (Flat damage), blinded by the spotlight, -25% accuracy on all moves next round.
New Field Effect=All pokemon must use at least two attacking moves next round not of their type

Action Three:
Duclohm, Hydro Pump (8 energy)=18 damage to Shieldon
Herdier, Dig (6 energy)=18 damage to Shieldon
Nosepass, Earth Power (7 energy)=16 damage to Duclohm
…RNG for SpD drop (<=10)=18, no
Shieldon, Counter (14 energy)=24 damage to Herdier
…RNG for being able to act (<=20)=86, acts

End:
Duclohm=23 HP, 10 energy
Herdier= 49 HP, 46 energy
Nosepass=48 HP, 40 energy, -1Atk (Intimidate)
Shieldon=23 HP, 72 energy, -25% accuracy on all moves

Duohm.png
507.png

HP: 23 | 49
Energy: 10 | 46
Boosts/Drops: N/A | +2 Atk
Other: N/A |
Speed: 60 | 60

VS.​


299.png
410.gif

HP: 48 | 23
Energy: 40 | 72
Boosts/Drops: -1Atk (Intimidate) | N/A
Other: N/A | Blinded (-25% accuracy to all moves), 20% paralyzed
Speed: 26 | 26 (9 due to paralysis)

New Field Effect=All pokemon must use at least two attacking moves next round not of their type

Now, who doesn’t like football? Well, actually, your pokemon don’t. This is because players are constantly tackling, body slamming, headbutting, and head smashing one another without regard for personal safety. As such, every action, the RNG will determine one of the above for attacks and will randomly target one of the four pokemon on the field. Furthermore, the game’s referees will interfere if they see too much rough-housing, so if any one pokemon deal too much damage to an opponent (30 damage), they will eject that pokemon from the field for one full round.

Leethoof, your actions.
 
THIS IS WHERE WE THRIVE.

Probobass, begin simply by Earth Powering Ohm, and then activate Magnet Push, sending all the football players flying as any metal parts on them are tossed away. This should cause maximum destruction, primarily to the squishier bodies of our foes. Finish by using Earth Power on ohm again, or Thunderbolt Tauroneo if Ohm is down.

Bulwark, the crowd laughs at you now, but you just so happen to be an NFL O-line player. Body Slam+Take Down ohm for an epic sack, and then Dig Tauroneo, or ohm if it is still standing by the time you come up.

Also, I think Bulwarks speed should be 7 in paralysis, not that it matters at all. Hes still dead slow either way.
 
Ilyana, you don't have much energy to do anything fancy. So let's just focus on doing as much damage as possible. Start with a Dragon Rage on Nosepass. Then Chill, and if you are still around, Hydro Pump Nosepass.

Tauroneo, start off by showing how a real tackle is done with Wild Charge+Take Down on Nosepass, and finish with a Crunch on Shieldon.
 
Duohm.png
507.png

HP: 23 | 49
Energy: 10 | 46
Boosts/Drops: N/A | +2 Atk
Other: N/A |
Speed: 60 | 60

VS.​


299.png
410.gif

HP: 48 | 23
Energy: 40 | 72
Boosts/Drops: -1Atk (Intimidate) | N/A
Other: N/A | Blinded (-25% accuracy to all moves), 20% paralyzed
Speed: 26 | 26 (9 due to paralysis)

Current Field Effect=All pokemon must use at least two attacking moves next round not of their type


Round Four: Remember the Titans

Here we are in sunny Miami, Florida to witness one of America's greatest pastimes: football. But what's this, some strange creatures have taken the field! What on earth is happening here.

It looks like the dragon is raging at the little Easter Island Statue, who somehow responds by using some weird Power to gain control of the Earth. How strange! Anyway, the cute dog makes a Thunderous Charge at the statue as well, doing major damage. That was a hit that would make just about any linebacker proud. Wouldn't you agree John?

Oh absolutely Mike. This is what the coaches out here like to see. Take that little dinosaur; he just Body Checked the dragon, knocking it unconscious.

Right you are, John, right you are. And Jason Bennett just delived a massive Headbutt to that dino right back. Ohh. Check this out folks, it seems that while the dog-thing cools down from its assault--with the dino doing likewise--the Easter Island Statue uses his Magnetic power to Push all the players around! They won't be getting up this second that's for sure. And I think it did some damage to both of the other creatures too.

See this is where things get out of hand, you can't risk damaging teammates. As it is, the dog just managed to knock out that dinosaur-shield thing by Crunching down on it. Had the players not been tossed around, that might not have happened.

Well, now there are two creatures left. And I think they're almost done for the moment, given that the Statue summons a bolt of Thunder at the dog, leaving both low on stamina, especially since Todd Michaels just Head Smashed the dog.

Hey, they vanished. Well how about that.


Action One:
Duclohm, Dragon Rage (7 energy)=10 damage to Nosepass
Nosepass, Earth Power (7 energy)= 16 damage to Duclohm
Herdier, Thunderous Charge (21 energy)=20 damage to Nosepass, 5 recoil damage
….18 BP, 21 energy, 92.5% accuracy, 25% recoil
…RNG for hit (<=925)=384, hits
Shieldon, Body Check (21 energy)=Duclohm KOed
…18 BP, 21 energy, 92.5% accuracy, 30% chance of paralysis, 25% recoil.
…RNG for acting (<=20)=72, acts
…RNG for hit (<=675)=420, hit.
Football players use Headbutt (3) on Shieldon (4)=11 damage to Shieldon.

Action Two:
Herdier, cooldown= Herdier cools down from the combo.
Nosepass, Magnet Push (5 energy)=Football players are tossed about! Herdier takes 10 damage, Shieldon take 7 damage, and there will be no Football Player attacks this action!
Shieldon, cooldown= Shieldon cools down from the combo.
No Football attacks this action.

Action Three:
Herdier, Crunch (6 energy)=Shieldon KOed
Nosepass, Thunderbolt (7 energy)=9 damage to Herdier.
Football players use Head Smash (4) on Herdier (2)=15 damage to Herdier

End of Round:
Duclohm= KOed
Herdier=10 HP, 19 energy, +1 Atk
Nosepass=18 HP, 21 energy, -1Atk (Intimidate)
Shieldon=KOed

Duohm.png
507.png

HP: KOed | 10
Energy: KO | 19
Boosts/Drops: KO | +1 Atk
Other: KO | N/A
Speed: KO | 60

VS.​


299.png
410.gif

HP: 18 | KOed
Energy: 21 | KO
Boosts/Drops: -1Atk (Intimidate) | KO
Other: N/A | KO
Speed: 26 | KO

Filled with books from all eras of history, the Eternal Library stands as a testament to knowledge and learning. The halls are extremely flammable, so fire type moves have their power halved. Likewise, water-moves are also at half-strength, as they might cause the books to fall apart. The Head Librarian has forbidden sound of any kind as well. The important thing however, is that By naming a book with an action, a player may summon a related effect. Be careful though, as you won’t know the results until you try it. Two of three actions this round must come from books (also, Book-attacks can be added to a normal attack for a combo, though its unpredictable at best.

New Field Condition: Sound based moves are forbidden! Fire/Water moves are at half-strength. Two of three actions must involve books (see hide-tag).



I believe dan sends out a new mon, then Leethoof does likewise, then Dan issues actions.
 
It's just struck me that I've never done a very RP-esque post, so what better time to start then in an RP Training Grounds battle. Also, since Leethoof has to send out Magnemite, I figure I'll just give my actions in this post.

Dan calls Ilyana back to her Pokéball, thanking her for her hard work in this battle. He grabs his second last Pokéball and tosses it into the air. "Come on out Danved!" Dan begins to think about his next moves and sees Tauroneo awaiting his orders, exhausted. "You've done a great job so far Tauroneo. It's time to take a break." he says, as he calls Tauroneo back and sends out his final Pokémon, Haar the Bagon.

Haar, start off by blasting Nosepass with a Dragon Pulse, while Danved finishes it off with an Earth Power. Then I want you to use Bram Stoker's Dracula to use some kind of life drain attack (Drain Punch). Finish by using The Art of War to learn all about tactics and hopefully make your next attack(s) do some extra damage to your foe. Danved, you will use the Kite Runner, so Magnemite gets butt fucked for a kite (seriously, that's what happens to a little boy in the book). Finish by using Lord of the Rings, to throw Magnemite into a volcano.

Danved: Earth Power (N)~Kite Runner~Lord of the Rings
Haar: Dragon Pulse (N)~Dracula~Art of War
 
Hmmm....Slag, your time is slowly ticking away. Due to this, exceptional use of Star Wars novels should allow you to use the force and detect incoming attacks. Or maybe a death laser will come from the sky and kill us all. Either option works. If that awesome use of jedi-ninja skills works, then proceed to pick up any one of Gordon Korman's Everest novels and show your opponenets a true Blizzard. If the library is burned down (hopefully!), then use Power Gem on Bagon. End the round with a simple Thunder Wave at Bagon.

Maglev, you seem to have failed in every battle I've used you in, but I feel this will work out! Begin with an Everest novel (its a trilogy!) and create a blizzard with its high-altitude epicness. Follow up by grabbing Farenheit 451 and burning the whole library down with censorship and firefighters. Finish with a Light Screen.
 
Quick Note: This round was a little trickier than most, since I wanted you guys to be super creative, but also that I dislike being “railroaded” in terms of desired effects. Because of that, I gave each Book a number of effects, which I then RNGed (for Star Wars, I gave the options of Force Awareness (Detect), Laser Barrage (11 BP Fire attack), Force Lightning (Multi-target Thunder), Force Choke (Vicegrip with doubled BP), etc.


343.png
371.png

HP: 90 | 90
Energy: 100 | 100
Boosts/Drops: N/A | N/A
Other: N/A | N/A
Speed: 47 | 50

VS.​


299.png
081.gif

HP: 18 | 90
Energy: 21 | 100
Boosts/Drops: -1Atk (Intimidate) | N/A
Other: N/A | N/A
Speed: 26 | 45

Current Field Condition: Sound based moves are forbidden! Fire/Water moves are at half-strength. Two of three actions must involve books.


Round Five: A Little Knowledge Goes A Long Way

*whispering* Hey everyone. We're apparently in a library now, so we need to be super quiet. This round opens with Danved and Haar double teaming Brobopass with Earth Power and Dragon Pulse respectively, with the former knocking the Easter Island statue out for the night. It is a library, so at least he's being quiet now. Anyway, with its teammate down and out, Maglev grabs Gordon Korman's Everest from the nearest shelf, releasing frosty energies across the field, doing respectable damage to both opponents.

Taking note of the unusual strategy, Haar pores over Bram Stoker's Dracula, which causes nectrotic vortexes to appear, and Vampiric Fangs to bite deeply into Maglev's steel exterior, siphoning off life-force and restoring some of it as health to Haar. Similarly, Danved cracks open Khaled Hosseini's Kite Runner, which lifts the Baltoy into the upper recesses of the library, before causing him to dash downward, straight into Maglev! In response, the magnemite grabs Ray Bradbury's Farhenheit 451, which summons flames, doing some damage, but not much as the Library's anti-fire system comes into effect.

Haar next decides to glance over Sun Tzu's Art of War, which summons the fists of 1000 warriors to pummel Maglev for real damage. Meanwhile, I think Danved has been taking a crash course in J.R.R. Tolkien's The Lord of the Rings novels, because a Nazgul Sword pierces Maglev's steel body, very nearly inflicting terrible paralysis. The scare was enough for Maglev to get worried though, so it sets up a Screen of Light to grant it some protection.

But will it be enough?

Action One:
Bagon, Dragon Pulse (7 energy)=11 damage to Nosepass
Baltoy, Earth Power (7 energy)=18 damage to Nosepass. Nosepass KO’d
Magnemite, Everest (8 energy)= 18 damage to Bagon, 16 damage to Baltoy
…RNG for effect=4, Multi-target Ice Beam
Nosepass, Star Wars (8 energy)= Nosepass is KOd so it never occurs
…RNG for effect=3, Force Lightning

Action Two:
Bagon, Bram Stoker’s Dracula (8 energy)=10 damage to Magnemite, +3 HP to Bagon
…RNG for effect=2, Vampiric Fang (10 BP Neutral Type attack, 30% healing)
Baltoy, Kite Runner (8 energy)=7 damage to Magnemite
…RNG for effect=3, Sky Attack
Magnemite, Fahrenheit 451 (8 energy)=Power halved b/c field effect. 8 damage to Baltoy. 6 damage to Bagon.
…RNG for effect=5, Inferno Fire (14 BP multi-target Fire attack, 25% burn chance)
…RNGs for burn=2 (no), 4 (no)

Action Three:
Bagon, Art of War (8 energy)=17 damage to Magnemite
…RNG for effect=Fist of Boromir (11 BP Fighting Type Attack)
Baltoy, Lord of the Rings (8 energy)=10 damage to Magnemite
…RNG for effect=Sword of the Nazgul (12 BP Neutral Type attack, 50% paralysis chance)
…RNG for paralysis=2, no.
Magnemite, Light Screen (8 energy)=-5 power for special attacks for 6 actions.

End of Round:
Bagon=69 HP, 77 energy
Baltoy=66 HP, 77 energy
Magnemite= 46 HP, 76 energy, Light Screen (6a)

343.png
371.png

HP: 69 | 66
Energy: 77 | 77
Boosts/Drops: N/A | N/A
Other: N/A | N/A
Speed: 47 | 50

VS.​


081.gif

HP: 46
Energy: 76
Boosts/Drops:
Other: Light Screen (6a)
Speed: 45

507.png

HP: 10
Energy: 19
Boosts/Drops: N/A
Other: N/A
Speed: 60

What looks to be the last round will occur in the regular ASB arena.

Leethoof, your actions.
 
Maglev, I just know you can turn this around. Begin with a combination of Metal Sound and Supersonic to create a grating noise that confuzzles both of them with its loudness. After you rest, Flash Cannon Bagon for some more damage.
 
We aren't going to let that Magnemite get any momentum back!

Haar, start the round of with a Double-Edge. Follow up with a Flamethrower, while it rests, and finish with another Double Edge.

Danved, we can use our own combos! Combine 2 Digs, so you will be underground during that horrible noise. After cooling down, finish with an Earth Power.

Haar: Double-Edge~Flamethrower~Double-Edge
Danved: Dig+Dig~Cool Down~Earth Power
 
343.png
371.png

HP: 69 | 66
Energy: 77 | 77
Boosts/Drops: N/A | N/A
Other: N/A | N/A
Speed: 47 | 50

VS.​


081.gif

HP: 46
Energy: 76
Boosts/Drops:
Other: Light Screen (6a)
Speed: 45

507.png

HP: 10
Energy: 19
Boosts/Drops: N/A
Other: N/A
Speed: 60

Round Six: Wrapping it All Up

Things start off with a bang as Haar launches a nasty Double-Edge at Magnemite for light damage, while Magnemite responds with a Grating Soundwave, which confuses the Bagon and lowers it mental defenses sharply. It looks like Danved managed to Dig underground in a Super-manner, as it immediately emerges to massively injure Baltoy. It's so weak at this point that a quick Flamethrower from Haar is all it takes to knock it out.

GG to both! This was a lot of fun to ref, and I hope you guys enjoyed it!
Action One:
Bagon, Double-Edge (8 energy)=9 damage to Magnemite
Baltoy used Super Dig (32 energy)!=Baltoy dug underground!
Magnemite, Grating Soundwave (15 energy)
....RNG for hit=45, hit
....RNG for confusion length=1 (2 actions)
Baltoy, Super Dig (32 energy)=36 damage to Magnemite

Action Two:
Bagon, Flamethrower (7 energy)=Magnemite KOed!
...RNG for overcoming confusion=2, yes

343.png
371.png

HP: 69 | 66
Energy: 62 | 45
Boosts/Drops: -2 SpD | N/A
Other: Confused (1 action)| N/A
Speed: 47 | 50

VS.​


081.gif

HP: KO
Energy: KO
Boosts/Drops: KO
Other: KO
Speed: KO

Danmantincan is the winner!

Everyone gets 3 TC.
Duclohm=1 EC, 2 MC, 1 DC
Herdier=1 EC, 2 MC, 1 DC, 2 KOC
Bagon= 1 EC, 2 MC, 1 DC, 1 KOC
Baltoy= 1 EC, 2 MC, 1 DC, 1 KOC

Mawile=1 EC, 2 MC, 1 DC
Shieldon=1 EC, 2 MC, 1 DC, 1 KOC
Nosepass=1 EC, 2 MC, 1 DC
Magnemite=1 EC, 2 MC, 1 DC

I, TravelLog, get 8 RC.
 
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