Darkamber8828 vs BlocksRcool [Ref: Venser]


Gastly [Dablob] Male
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)

Type: Ghost/Poison

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


Stats:

HP: 90
Atk: **
Def: **
SpA: ****
SpD: * (-1)
Spe: 92 (80*1.15)

x1.15 To Speed, -1 to Special Defense

EC: 1/4
MC: 0
DC: 1/5

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

Attacks:

Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *

Fire Punch *
Haze *
Will-O-Wisp *

Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute


Yuniran/Solosis [Deblob] (Female)

Nature: Quiet (+1 to Special Attack, x20/23 to Speed)

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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: ***** (+1)
SpD: **
Spe: 18 (20*20/23 rounded up)

(+1 to Special Attack, x20/23 to Speed)

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

Abilities

Magic Guard: Innate This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Regeneration Innate When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Dustproof (DW, not activated) Innate This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks

Psywave *
Reflect *
Rollout *
Snatch *
Hidden Power Fire (7 power, 5 energy cost) *
Light Screen *
Charm *
Recover *
Psycho Shock *

Acid Armor *
Confuse Ray *
Imprison *

Trick Room *
Shadow Ball *
Calm Mind *


Cranidos [Tim] (M)

Nature: Naive (x1.15 to Speed, -1 to Special Defense)

Type: Rock

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats

HP: 100
Atk: ****
Def: **
SpA: **
SpD: * (-1)
Spe: 67 (58*1.15 rounded up)

(x1.15, -1 to Special Defense)

EC: 1/4
MC: 0
DC: 2/5

Abilities

Mold Breaker: 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

Sheer Force (DW, not activated): (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.

Attacks

Headbutt *
Leer *
Focus Energy *
Pursuit *
Take Down *
Scary Face *
Assurance *
Zen Headbutt

Hammer Arm *
Iron Head *
Leer *

Earthquake *
Stone Edge *
Ice Beam *
Monohm(*) [Cloudy] (M)
Nature: Sassy. Adds * to SpD; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Type: 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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)


Stats: 48 / 50 / 68 / 62 / 40 / 60

HP: 90
Atk: **
Def: ***
SpA: ***
SpD: ***(+)
Spe: 52(-)

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

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): (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.

Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Twister(*)
Spark(*)
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)

Timburr
Timburr [Bob] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ****(+)
Def: **
SpA: (-)
SpD: **
Spe: 35

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

Abilities:
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.
Sheer Force: (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.
Iron Fist (DW): (Innate) This base attack power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)


Frillish (Bubble Buddy)

Nature: Bold (Adds * to Defense, subtracts * from Attack)

Type: Water/Ghost

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)


HP: 90
Atk: * (-)
Def: *** (+)
SpA: ***
SpD: ***
Spe: 40

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

Abilities:

Water Absorb:

Type: Innate

This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.

Cursed Body:

Type: Innate

When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp:

Type: Dream World

This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:
Bubble(*)
Water Sport(*)
Absorb(*)
Night Shade(*)
Bubblebeam(*)
Recover(*)
Water Pulse(*)

Acid Armor(*)
Confuse Ray(*)
Pain Split(*)

Ice Beam(*)
Shadow Ball(*)
Scald(*)

Rules:
2 vs 2
Singles
3 Day DQ
2 Rest/Recover, 5 Chills
One Ability
No Items
Switch - OK

Arena:[box]An enormous underground stone maze, with only minimal light given off by large glowing crystals. A thin veil of mist obscures most of the maze, limiting the sight of combatants. While the battle will begin in a very large, circular room, combatants may move to any of the three paths. Each is dark and pretty narrow, but with high ceilings. The surface is pretty damn far away, so no weather reaches the battlefield. Each usage of Earthquake damages the maze, so be careful. [/box]

Darkamber, post your first Pokemon. BlocksRcool, send out your Pokemon and declare your actions.
 
I Choose you! Cloudy the Monohm

We don't have much to do here buddy so use

Thunderbolt~Thunderbolt~Thunderbolt

In the rare occasion he uses will-o-wisp, extinguish it with a Hydro Pump.

(t-bolt~t-bolt~t-bolt, swap current action with hydro pump if gastly uses w-o-w).

BTW - I have Shield Dust on Monohm, Sheer Force on Timburr, and Water Absorb on frillish
Sorry for inactivity, was busy yesterday and most of today.
 
woah that took 3 days? holy shit i should get ref dq'd. totally sorry guys!

anyways:

Cloudy the Monohm and Dablob the Ghastly, recently sent out of their Pokeballs, stare each other down across a circular room in a foggy maze. Both trainers issue fairly simple orders, and the round begins!

Dablob starts by lulling softly in an attempt to put the Monohm to sleep, but the clever cloud-sheep manages to anticipate and dodge the attack. Rolling to the side, he fires off a Thunderbolt which slams through the phantasm and causes him to reel.

However, the Ghastly recovers from the electric attack and summons a thick haze through the arena, reducing the visibility of both combatants and lowing accuracy as well. However, this doesn't faze Cloudy, who summons another stream of electrons and directs it towards Dablob.

Enraged, Ghastly searches his inner self and levitates some of the poison residing within him outside, which he then launches at the Monohm. The attack hits solidly, but doesn't affect Cloudy enough to prevent him from carrying out his orders. Another Thunderbolt hits Ghastly and he goes reeling.


HP: 80
Energy: 79%

VS


Energy: 77%
HP: 51

Darkamber post, if you both post i can ref again tomorrow morning :D
 
BS, I can't use heal bell to prevent hypnosis either.... (or in sleep)

Only thing i can do is continue to fire off t-bolts =(.

Thunderbolt ~ Thunderbolt ~ Thunderbolt

good going cloudy.
 
damn ghastly's spdef is weak

The dark fog of the arena, combined with the Ghastly-summoned murk, decreases visibility by a lot and forces the combatants to move closer if they want to see each other. Dablob begins the action by attempting to hypnotize the opposing Monohm to sleep, but the sounds are obscured by the murk and the unaware Monohm fires off a thunderbolt at the would-be-hypnotist, which shocks him.

Frustrated, the Ghastly summons a cloud of toxic energy, which it haphazardly slings at Cloudy the Monohm. The attack hits true, but doesn't prevent Cloudy from performing its orders well, and once again a bolt of electricity hits the Ghastly hard.

Dablob, clearly weakened by the shocks from repeated thunderbolts, moves close and Hypnotizes the opposing Monohm to sleep. It dozes away peacefully, blissfully unaware of the grining phantasm slowly closing in on him.


HP: 70
Energy: 79%
Dozing away

VS


Energy: 50%
HP: 22

BlocksRcool, your post.
 
Well, i think frillish can win this pretty easily now(esp. w/ 2 recovers), but monohm could too.

Use Heal Bell if you can (unsure about mechanics...)

If you can't use Heal Bell, just try using thunderbolts.

Heal Bell/Thunderbolt ~ Thunderbolt ~ Thunderbolt
 
Goddamn i'm lazy :| new sleep mechanics are on your side, BlocksRcool.

Using his inherent abilities to see through the haze and fog encompassing the arena, Ghastly fires off a deadly-accurate Sludge Bomb which slams into the dozing Monohm. Unfortunately for Cloudy the attack doesn't shake him enough to hasten his waking-up.

Taking advantage of his foe's sleepiness, the Dablob creates a doll to serve in place of him as he floats inside it. However, perhaps wakened by the ritual, Cloudy the Monohm wakes up in time to zap the substitute with a stream of electrons. This only shakes it a little, unfortunately.

Dablob, hiding within his fortress-of-sorts, fires of another murky blob at the awake Monohm. The attack, despite barely making its target, spreads an infection throughout Cloudy's body. Reeling, the Monohm spews another Thunderbolt at Ghastly, which throws his doll aside and forces him to reveal himself.

HP: 46
Energy: 79%
poisoned...

VS


Energy: 19%
HP: 2
 
Fcuk.

In case something misses from the mist and your Haze, Dablob, chill ~ Sludge Bomb ~Shadow Ball.

Also

WHY THE HELL DID DECK CHANGE THE SLEEP MECHANICS NOW?

WHYYYYYY
 
LOL HECK YEAH I GOT POISONED. NOW I CANT GET HYPNOTIZED AGAIN.

What're the new sleep mechanics....?

Thunderbolt ~ Thunderbolt/Heal Bell ~ Thunderbolt/Heal Bell/Magnet Rise

Thunderbolt until you kill him. After you kill him, use Heal bell. If you managed to kill him on the first thunderbolt, then use heal bell followed by magnet rise. On the second, just use heal bell for your 3rd action. On the third, just.... do it.
 
Dark, you messed up big-time :p

The round begins with Ghastly simply standing still, hoping to recover enough energy to throw out a couple attacks before dying. However, it doesn't look like it will survive long enough to do so, as the Monohm fires off a simple Thunderbolt which deals lethal damage. As Dablob returns to his Pokeball, the round ends.

HP: 44
Energy: 72%
still poisoned...
 
How did I mess up?

Deblob the Yuniran, you're up! Psycho Shock ~ Shadow Ball ~ Psycho Shock until it's dead, then chill for the rest of it!

Also, not even ONE miss. That is pure bs.

EDIT: fuck Frillish
 
i don't really know....
what's j/s.

Monohm, good work buddy, just continue doing what you do best

Thunderbolt ~ Thunderbolt ~ Thunderbolt

Frillish got dis in dah BAGGGG (since he has recover too..) once you die monohm.
 
Wait.

Why is Monohm's energy at 79% for three round, none of which Monohm was asleep the whole time? >_>

Also, I mistook energy with hp, because his energy is at the top, and mine is at the bottomm.

FUCK.

Also, Venser, did you know consecutive attacks cost two more energy each time they're used in succession? ie, 7 the first time, 9 the second, 11 the third?

That means Monohm only has 7 energy left right now, if my calculations are correct.

Which means...

It can only attack once more.

KIHIHIHIHIHIHIHI
 
WELL my reffing process apparently leaves out the steps of removing Monohm's energy. FAIL on my part. anyways you are not quite correct, i just recalculated cloudys energy and he has 32. so if you want to revise go nuts. sorry guys!


HP: 44
Energy: 32%
 
Yeah, i'm pretty sure i have more than 7 energy... But i'm still changing my plans.

Dragon Pulse ~ Thunderbolt ~ Chill

Just give it your all before you die (gonna spam t-bolts next round again).
 
Yuniran/Solosis [Deblob] (Female)

Nature: Quiet (+1 to Special Attack, x20/23 to Speed)

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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: ***** (+1)
SpD: **
Spe: 18 (20*20/23 rounded up)

(+1 to Special Attack, x20/23 to Speed)

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

Abilities

Magic Guard: Innate This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Regeneration Innate When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Dustproof (DW, not activated) Innate This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks

Psywave *
Reflect *
Rollout *
Snatch *
Hidden Power Fire (7 power, 5 energy cost) *
Light Screen *
Charm *
Recover *
Psycho Shock *

Acid Armor *
Confuse Ray *
Imprison *

Trick Room *
Shadow Ball *
Calm Mind *

as a reminder: i am lazy as FUCK. Apologies, had a term project due as well. Will actually post during the school week in the future. Anyways:


The round begins with the electric sheep firing off a wave of energy from his mouth, which condenses into a sphere and moves slowly towards the opposing green blob. Yuniran watches the attack coming and prepares itself for the blow...but nothing hits her! Disoriented by the haze and fog and murk floating about in the maze, combined with the already-low visibility, Monohm has missed its target! Seizing the oppurtunity, Deblob shoots off a psychic wave which slams Cloudy backwards.

Unwilling to give up, the maze is lit up as the Monohm charges electric energy and condenses it into a single Thunderbolt, shooting it towards the green blob. This time, his accuracy is dead-on, and the Yuniran cringes from the shock. She squeezes a bit out of her magical blob and it glows dark as she charges it with dark energy, flinging it across the room to hit the sheep.

She follows up the attack with another wave of psychic energy, which slams the Monohm back. But Deblob is surprised by Cloudy's reaction: he simply flies into a wall and lands sprawled out. And stays there. For a while. But eventually Monohm bounds to his feet, sparks leaping through his fur, ready to finish the battle.


HP: 14
Energy: 30%

VS:

HP: 77
Energy: 82%
 
Darkamber8828 said:
Psycho Shock! If he's not dead, Shadow Ball, then Calm Mind! If he is, Recover and Calm Mind!

Psycho Shock ~ Shadow Ball/Recover ~ Calm Mind
Received via PM. Will ref tomorrow morning.
 
Or not, lol. Anyways:


The round begins with the Deblob the Yuniran staring down Cloudy the Monohm, who is clearly in no shape to win this. However, he's not going down without a fight, as he shoots off a powerful bolt of lightning which hits Deblob hard, and forces her backwards. But as the green blob spins backwards, she focuses her psychic energies and a resounding crunching noise is heard from Monohm, who is being compressed inwards. Cloudy manages to break free of the compression, but not before being severely weakened.

About to die he fires off a wave of mystical energy which Yuniran takes without flinching and shoots a ball of dark energy at the Monohm. The attack is too much for him to survive, and he faints!


HP: 52
Energy: 70%
BlocksRcool, send out your Pokemon and declare your actions.
 

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