Test: Capture the Flag #1 ToastTyrant vs Metal Bagon! 4 pokemon per team!
Originally Posted by Fat Fire Blast
Capture the Flag in ASB My 2k post!
Okay, so I have implemented a kind of battle for Capture the Flag. Basically, pokemon move around the field and attempt to get the flag and return it to their side. For those of you who don't know the details, you can go here.
I know that it looks like a lot, but it really isn't. A lot of it is what the ref does, or the basic rules of Capture the Flag.
Try to capture the flag my moving to the spot where it is and then return to your side.
The amount of squares a pokemon can move in on turn is based on its speed after all modifiers. Pokemon with speed between 1 and 30 can move 1 sqaure per turn. Pokemon with speed between 30 and 50 can move 2 sqaures per turn. Pokemon with speed between 60 and 90 can move 3 sqaures per turn. Pokemon with speed between 90 and 120 can move 4 sqaures per turn. Everything else can move 5 squares per turn.
Pokemon cannot move diagonally.
Pokemon lose energy by using attack or moving. A pokemon loses energy using the formula: 1.5 x squares moved. When a pokemon runs out of energy, it must Chill. Chills restore 25 energy.
If a pokemon is on the opposing team's side and takes 20 damage from an opposing pokemon, it must go to jail. This is known as being tagged.
A pokemon can only target a pokemon that is within three sqaures of them. For example, a pokemon can only target a square in which a 70 speed pokemon could go to in one turn.
A pokemon is rescued from jail if another pokemon on the same team reaches the jail without getting tagged.
A pokemon rescued from jail and the rescuer go to square P22 or Q12.
The location of the jail is chosen by the player. For red, it can be: K28-L29 or U28-V29. For yellow, it can be: K5-L6 or U5-L6.
If a pokemon is tagged while holding the flag, the flag is returned to its original spot.
Pokemon can start anywhere behind the halfway line.
A pokemon cannot come within 2 squares of their own flag or jail.
Each pokemon can use the command "Sprint" once to move twice as many squares as they normally would for 5 x squares moved energy. A pokemon cannot Sprint while holding the flag.
The squares: D8 - J15, W8 - AC15, D19 - J26, and W19 - AC26 are special terrain.
At the start of a game, the 4 areas are randomly assigned one of the following terrains: sea, forest, mountain, desert. Each of the terrains has a special effect.
Sea: All Water-type pokemon move one square faster. All other pokemon use 6 extra energy while in the sea. Always raining.
Forest: All pokemon move 1 square slower unless they have a cutting move. If the pokemon has a cutting move, then they must use the energy to move and use the cutting move.
Desert: All pokemon who stay in the desert for more than two turns lose 5 HP and 5 Energy each turn until they get out of the desert. Always sunny.
Mountain: All pokemon alternate between moving 1 sqaure slower (uphill) and 1 square faster (downhill). Pokemon who take more than 25 damage in the mountain fall off and lose 30 HP.
Pokemon who move one square per turn naturally are not affected my the limited movement allowed in the special terrain.
A pokemon who loses all HP is re-spawned at their flag. The pokemon moves one square slower. If they were already moving at one square per turn, they are eliminated.
Playing the Game:
On any turn, a pokemon may either move or attack another pokemon in the vicinity.
When in jail, a pokemon may Idle or Chill.
'Weather' moves affect the entire field for 4 turns.
When on the opponent's side, you cannot attack them. However, you can use non-attacking moves.
There are no combos.
Moves can be used creatively if they are sensible and not overpowering.
Most moves/attacks/abilities have the same effect. Some have been specifically changed:
Move North 4 squares.
Move South 1 square and then go East 2 squares into the Forest.
Attack Machamp with Fire Blast.
Slow down Ninetales with a Thunder Wave.
Place a Light Screen on K12.
Brick Break the Light Screen on K12 so that Ninetales can send Scrafty to jail with a Flamethrower.
Yellow is the flag the Red team is trying to obtain.
Red is the flag the Yellow team is trying to obatain.
Peach is the desert.
Light Blue is the sea.
Gray is the mountains.
Dark Green is the forest.
Dark Blue/Purple is the options for where the jail can be.
Light Green is simply the field.
Okay, those are the rules for ASB CtF in general. This specific game will either be a 4v4 Brawl or a 2+2 vs 2+2 tag team.
4 vs. 4 Brawl or 2+2 vs. 2+2 Tag Team
3 Chills, 3 Recoveries
2 Day DQ players, 3 Day DQ ref
I'll be reffing this!
Originally Posted by Fat Metal Bagon
Drill Claw the Excadrill
Excadrill (*) Drill Claw (M) Nature: Jolly increaded by *; Special Attack reduced by *
Type: Ground 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. 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.
Description: Drill Claw is considered the leader of M.B's team along with Smiley and lives up to his title well. He is partial to helping out the younger pokemon however, they back away because of his giant claws and reputation as a battler which Drill Claw dislikes as he's very jolly at heart. Drill Claw is often on the receiving end of Smiley's pranks but enjoys the mini rivalry.
EC: 6/6 MC: 2 DC: 5/5
Abilities: Sand Rush: (Inmate) 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. Sand Force: (Inmate) 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. Mold Breaker (DW) (Unlocked): (Inmate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.).
Type: Fire/Fighting Fire STAB: immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.. Fighting STAB: ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Blaze: (Innate) When this Pokemonís HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Speed Boost (DW (unlocked): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Toxicroak (Crazy Frog) (F) Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack).
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. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Descrption: Having arrived from Flora through a trade, Crazy Frog was understandably nervous. But he quickly formed a bond with MB during their fight against Icebug. He was then picked to go to the Battle Subway with MB, which drew jealousy from some of MB's older pokemon. But Crazy Frog is adamant that he derserved his place in th subway and is eager to get going. Update: He is currently Metal Bagon's last Pokemon against Ingo!
Abilities: Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion. Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead. Poison Touch (DW) (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.
Shelgon - Metal Salamence (M) Nature: Quiet(Sp.Attack increased by 1; Speed reduced by 15%)
Dragon: 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 Pokemonís hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Overcoat (DW locked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Originally Posted by Fat ToastTyrant13
WOOOOOOOOOOOOOOOOOOO, ALRIGHTY! Let's see how this plays out. :B
Tourmali the Bolderdash
Nature: Modest (+1 Rank to Special Attack, -1 Rank to Attack) Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Levitate, Technician 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. Technician: (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). Mold Breaker (DW LOCKED): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Hidden Power Fighting 6
Entorios the Heracross
Nature: Jolly [+11%(98*/870^) Accuracy; add 15% to speed, subtract one rank from Special Attack] Type: Bug / Fighting Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Swarm: (Innate) When this Pokemonís HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10) Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Gigamp the Voltorb
Voltorb(*)Gigamp(U) Nature: Naive (-1 Rank from SpD, +15% Speed increase, +30% Accuracy towards the opponent) Type: Electric 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.
Abilities: Soundproof: (Innate) 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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar. Static: (Innate) This Pokemonís body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Aftermath(DW LOCKED): (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Nature: Adamant (+1 Rank to Attack; -1 Rank From Special Attack) Type: Water / Flying Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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.
Abilities: Intimidate 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. Moxie: (DW) (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
ToastTyrant is on the Red team.
Metal Bagon is on the Yellow team.
The NW area (D8 - J15) is the Mountains.
The NE area (W8 - AC15) is the Forest.
The SW area (D19 - J26) is the Desert.
The SE area (W19 - AC26) is the Sea.
Metal Bagon chooses items for his pokemon and the location of his jail.
ToastTyrant chooses items for his pokemon and the location of his jail.
Both trainers PM me their starting location.
We go on from there...