Yarnus of Bethany vs The Wanderer in a messed up Mind (not TMR's though)

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Originally posted by fat Yarnus of Bethany
Challenging the Wanderer
Whatever arena you want
3v3 doubles
2 chills/ 0 recovers
36 hour DQ
nfe
^So what you're saying is you want doubles instead of singles, amirite? Alright then.

Switch = Still KO
Items = Still No
Abilities = Still One
And the arena is...
Yume Nikki (♫High the Dream)
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)

Description: The pokemon fight within the dreams of a little girl who may or may not be severely messed up. Who knows what could happen...

At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:

1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena (See Battlefields).
3. Effect - RNG a player. That player gains an effect (see effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).

Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:

1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, water, or even dust, it is somehow possible to use any move in your repertoire. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: None
Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.

2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.

3. Corpse Road - A rainy, forested highway with a dead body in the center, hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for next three actions, all pokemon in play suffer -2 to their attack and special attack stats.

4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next six actions (or whenever the arena changes, whichever comes first), each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.

5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into your pokemon. All pokemon in play suffer a fixed, typeless 15 damage that bypasses substitutes and any means of evasion.

Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the round. Passive effects take effect the moment you get them, while usable effects take up a single action, do not cost any energy, and has a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:

1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next round.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next round. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next round. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next round. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, cures both itself and its target of taunt, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. The user cannot use such attacks either in that same timeframe. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses substitutes or any means of evasion (like a Machamp with No Guard). If the arena is not the Nexus when Medamaude is used, the RNG at the end of the round will be skipped and the arena will change to the Nexus.
100: Knife (Usable) - The pokemon bypasses substitutes and any and all means of evasion, and stabs a single opponent with a kitchen knife, resulting in an automatic KO - no ifs, ands or buts. A player may not use this effect in a 1v1 singles match, a match where his opponent has only one pokemon left, or if he's already used the knife earlier in the battle. If the ref RNGs a knife in any of these cases, s/he will reroll.
OK, thank you copy and paste! Now onto the teams! We have in the Blue corner Yarnus of Bethany who is challenging The Wanderer who is in the Red corner. I practically ref all of the Wanderer's battles so it was obvious that I would ref this.

Yarnus of Bethany

Munchlax [Zzz!] (M)
Nature: Impish (+1 Def, -1 Spa)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: Type: Innate This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 120
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 5
Size Class: 1
Weight Class: 5
Base Rank Total: 16

EC: 3/6
MC: 0
DC: 3/5

Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch

Counter
Substitute
Zen Headbutt

Earthquake
Focus Punch
Rock Slide
Facade
Protect
Double Team


Porygon [Zap!] (Genderless)
Nature: Modest (+1 SpA, -Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities :
Trace: Type: Can be Activated This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats: HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Moves:
Conversion
Conversion 2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Magic Coat
Tri Attack

Endure
Ice Beam
Thunderbolt
Flamethrower

Toxic
Psychic
Protect


Aipom(*) Pow! (M)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Skill Link: (Innate)(unlocked) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2

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

19 Attacks
Attacks:
Scratch(*)
Tail Whip(*)
Sand Attack(*)
Astonish(*)
Baton Pass(*)
Tickle(*)
Fury Swipes(*)
Swift(*)
Screech(*)
Agility
Last Resort

Fake Out(*)
Revenge(*)
Bounce(*)

Double Edge(*)
Fire Punch(*)
Ice Punch(*)
Seed Bomb
Brick Break
Counter
Taunt
Protect
U-turn
Dig
Endure

The Wanderer

Luxio(*) [Alexander] (Male)
"<BLOOD FOR THE BLOOD GOD!>"
A Luxio the wanderer had caught early in his adventures. The best description of Alexander would be "batshit insane," singing songs of blood and gore as he fights, tearing into his enemies with reckless abandon, and caring not whether it's his blood or his enemy's that's spilled - only that it's spilled. Speaks a lot about a fellow named Khorne (whoever he is...)

Nature: Jolly (+15% speed, +8% accuracy, -1 SpA)
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: Rivalry, Intimidate
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
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 their 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.
Guts (DW): (Innate, Locked) 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 4/9
MC: 0
DC: 4/5

Attacks (19 total):
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Thunder Fang
Crunch
Wild Charge

Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
Double Kick

TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Toxic

Past Gen:
Magnet Rise

Ralts [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A ralts the wanderer had caught en route to the Tower of Heaven.

Nature: Hardy (no effect on stats)
Type: Psychic
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Synchronize, Trace
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (Innate, Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 3/9
MC: 0
DC: 3/5

Attacks (24 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Charm
Dream Eater
Stored Power

Egg:
Confuse Ray
Shadow Sneak
Encore

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Shadow Ball

Zweilous [Lucius] (Male)
"<I am not a barbarian, gentlemen. I'll have you know I enjoy the finer things in life. Like Vivaldi. Or sipping a fine wine. Or dining on the mangled head of that lillipup I just killed.>"
A gentlemanly but truly depraved Zweilous whose origins are unknown. How the wanderer's other pokemon put up with him is anyone's guess.

Nature
: Serious (no effect on stats)
Type: Dragon/Dark
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 4/9
MC: 0

Abilities: Hustle
Hustle: (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Attacks (14 total):
Level Up:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Outrage

Egg:
Earth Power
Dark Pulse
Thunder Fang

TM:
Toxic
Taunt
Protect
Thunder Wave

The air around Mog is pratically glowing, he has never seen anything like it. Where am I? Darn it, what has reffing this battle done to me?

Order:
Yarnus of Bethany Chose your Pokemon and ability
The Wanderer Chose your pokemon and ability and actions
Yarnus of Bethany order Actions
Me do awesome reffing!

Good luck to both sides, and you may BEGIN!
 
Ah, back here again...maybe this time I can find whatever goodies are lurking down here without those bird things jumping me. But in the meantime...Alexander, go! and activate your Intimidate!


"<Blood! I ache for the taste of blood!!!>"

Double Kick -> Thunder Wave* -> Double Kick

*If Yarnus uses taunt within the first two actions, replace this action with Thunder fang.
 
I stand in a pretty cream room, paintings are all over the wall, it has a soothing feel. But there is a hum of danger as our two battlers send out there pokemon. Yarnus of Bethany sends out his aipom Pow! He seems to really like onomatopoeias, about as much as I like food, but enough of that. The Wanderer begins with his old blood thirsty pal Luxio nicknamed Alexander, he has seen many things including an opponent turn into a zombie, but that was another battle. Let the battle BEGIN!

Yarnus of Bethany

Pow! the Aipom (M)
Hp: 90
Eng: 100
Nature: Adament
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: 100
Eng: 100
Nature: Jolly
Stats: n/a
Condition: n/a​

Round 1: Begin!
Luxio is sent out of his pokeball and Intimidates Pow!. Luxio then Double kicks aipom in the face, which aipom merely counters, the trickster he is.
Luxio tries to Paralyze aipom but Pow! is to quick and dives underground, dodging the thunder wave and doing some nice damage.
Aipom isn't done yet though, he makes a U-turn to get rid of his intimidation! Luxio isn't happy at all and double kicks aipoms face.
Can the Wanderer turn this trickster on his head, or will pow continue to monkey around? Find out tomorrow!
a1
Luxio is Intimidating, Aipom's atk lowered 1 stage (P)!
Luxio used Double kick -4eng, (to crit 625/10000=4651,853) It hit twice -7Hp -7Hp aipom
Aipom used counter -11eng, -19Hp Luxio
a2
Aipom uses dig -10eng, It dodged all attacks (C 625/10000=5307) -14Hp Luxio
Luxio uses Thunder wave -6eng, but it missed
a3
Aipom used U-turn -5eng, -9Hp Luxio, all stats reverted to normal!
Luxio uses Double kick -4eng,(C 625/10000=767,3198) It hit twice -7Hp -7Hp aipom


Yarnus of Bethany

Pow! the Aipom (M)
Hp: 62
Eng: 74
Nature: Adamant
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: 58
Eng: 86
Nature: Jolly
Stats: n/a
Condition: n/a​

EDIT: Rolled 2, Change battle field to ... 1 The Nexus! Yah! *why does this look familiar?*

Order:
Yarnus of Bethany order Actions
The Wanderer order
I ref some more
 
No end-of-round RNG? Or you did, but nothing happened? Anyway...


"<Why are you arguing with the ref, when I could be in the thick of slaughter?!>"

Thunder Wave -> Thunder Fang -> Thunder Wave (trololololol)
 
Current Stats

Yarnus of Bethany

Pow! the Aipom (M)
Hp: 62
Eng: 68
Nature: Adamant
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: 58
Eng: 86
Nature: Jolly
Stats: n/a
Condition: n/a​

Round 2: Blah... blah...
Luxio tries to paralyze the eager monkey, but aipom dodged the thunder wave using an evasive agility. Aipom uses a good old Double-edge doing some nice damage, but as we know in pokemon recoil and big damage don't add up well. Luxio then fills its fangs with electricty doing a electifing experence to Pow!. I have some serious dejavo as the first line of actions repeats itself on action three.

It's.... ROLLING TIME!
(1/4=3 , Arena effect! Coin toss 1/2 [1=Yarnus of Bethany 2=The Wanderer] ... 2, The Wanderer gets the effect. (1/100=38)

Luxio gets a Frog! (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next round. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.


a1
Aipom uses Evasive agility -7eng, It dodged all attacks
Luxio uses Thunder wave -6eng, But it missed
a2
Aipom uses Double edge -6eng, -17Hp Luxio, -6Hp Aipom recoil
Luxio uses Thunder Fang -4eng, (to hit 95/100=84 hits) -12Hp Aipom (PAR 10/100=64 no)
a3
Aipom uses Evasive agility -7eng, It dodged all attacks
Luxio uses Thunder wave -6eng, But it missed


Yarnus of Bethany

Pow! the Aipom (M)
Hp: 46
Eng: 54
Nature: Adamant
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: 41
Eng: 70
Nature: Jolly
Stats: n/a
Condition: Has a frog head, and Is now also a water type.​

Order:
The Wanderer orders
Yarnus of Bethany orders
I will ref some more
 
Evasive moves can only work once a round, so thunder wave should have worked the second time.

Also, I think fake out was only supposed to happen if I used thunder wave that action, I might be wrong though. Anyway...

Double Kick -> Thunder Fang - Double Kick

*If Aipom uses dig, replace the first action he does with Magnet rise.
 
Miss read the yarnus's subs. corrected.
Dogfish said
Quote:
Originally Posted by Fat TheMogRunner
Can a protective/evasive move be used more than once in a round for instance...
a1 Protect - a2 V-create - a3 Evasive agility
Originally Posted by Fat Dogfish44
So long as they aren't consecutive it's fine.

Protect ~ V-Create ~ Evasive Agility is legal, Protect ~ Evasive Agility ~ V-Create isn't.
 
Taunt, dig, dig

Though I have lost to Gelady, I will not lose to you! In fact, if I had made proper use of Aipom as I am doing now, Gelady would be long dead.
 
Yarnus of Bethany

Pow! the Aipom (M)
Hp: 46
Eng: 48
Nature: Adamant
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: 41
Eng: 70
Nature: Jolly
Stats: n/a
Condition: Has a frog head, and Is now also a water type.​


Round 3: Crits and fails

a1
Aipom uses Taunt -10eng, Luxio is angered and must attack
Luxio uses Magnet Rise -5eng, but it failed due to Luxio be so dam angry!
a2
Aipom uses dig -10eng, -14Hp Luxio
Luxio uses Thunder Fang -4eng, it missed
a3
Aipom uses dig -12eng, -14Hp Luxio
Luxio uses Double kick -4eng, Attack missed


Yarnus of Bethany

Pow! the Aipom (M)
Hp: 46
Eng: 22
Nature: Adamant
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: 13
Eng: 57
Nature: Jolly
Stats: n/a
Condition: Has a frog head, and Is now also a water type.​

rolling 2 change field, to 5
5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...

Order:
Yarnus of Bethany order Actions
The Wanderer order
ref, right yah
 

"<BLOOD FOR THE BLOOD GOOOOOOOD! LET THE UNIVERSE...DR-R-R-R-ROOOOOWN IN IIIIIIIIT!>"

Lightning Dash (Wild Charge + Quick Attack) -> Cooldown -> Quick Attack
 
You know the current stats

Round 4: Double KO!
Luxio is crashing into aipom with a lighting charge before I can open my eyes, that sure looked like it hurt, but it failed to Ko aipom. Aipom then uses a seed bomb, which KOs Luxio! But aipom falls over, unable to go any further due to lose of energy.

Luxio used Lightning charge -15eng, -18Hp Aipom
Aipom used Seed Bomb -6eng, -17 Hp Luxio, Luxio Fainted! Aipom +1KOC

Yarnus of Bethany

Pow! the Aipom (M)
Hp: 28
Eng: 16
Nature: Adamant
Stats: n/a
Condition: n/a
VS
The Wanderer

Alexander the Luxio (M)
Hp: -4
Eng: 42
Nature: Jolly
Stats: n/a
Condition: Has a frog head, and Is now also a water type.​

The Wanderer send out new poke
Yarn send out new poke and order
The Wanderer order
Me ref more!

Not rolling this round due to there being a lack of pokemon on the field.
 
But you didn't have to send out your pokemon first last time! And first action is not something you want.
But since I'm probably wrong, Zzz! It is your time to shine!

Actually, Pow should be still alive. Dig costs 10 en, not sixteen.
 
Um...I'm pretty sure Dig adds 6 energy only if you EXTEND it.

Regardless...Quass! Time for some footslogging!


"<Onward...>"

Psychic -> Thunderbolt -> Psychic
 
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