A Showdown of Chaos! Matezoide takes on AOPSUser in a 4v4 Spectacular!

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Real Anime Style Battling right here. Let's go.

The Challenge
Reffing the above and putting up a challenge.

4 vs 4 NFE Singles
Training Items
Switch = KO
All abilities
2 Subs
2 recoveries, 5 chills
Any arena that isnt the ASB Arena.
Accepting Matezoide.

Arena=The Ref's Mind
The Arena
Box' World - Climatic Paradox

Enter Climatic Paradox, where logic fails and senselessness prevails. The land forms the bulk of the arena, and composes of collisions of plains, deserts, forests, crags, volcanic plains and various other biomes. Greenery sprouts in abundance regardless of terrain. The sky is clear, yet fiercely cloudy, and hurricanes brew as often as the sun shines. Ice floe, small icebergs and islands float atop bodies of bubbling magma that mingle with pristine seawater, waves of lava and water washing over the grassy shores where native Pokemon make their home. Small bird Pokemon fly through rain and shine, storms and gentle breezes alike.

You stand atop floating platforms, commanding your Pokemon as they duke it out in an ultimate life-or-KO battle.

Restrictions: All forms of logical flavor can be used. The incredible variety of the surroundings literally allow you to do anything. Overpowered or illogical commands should be ignored or re-ordered, up to the ref's discretion.
The Contenders

Mat's Mafia

<Fiona> [Vanillite] (Female)
Nature: Modest (+ Sp.Attack - Attack)
Type: Ice

Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.


About: Aside from her physical difference betwen other Vanilish (wich Bosco described as ''delicious looking''), Fiona is a highly timid and modest pokemon, refusing to show off no matter what. Sadly, this also causes her to understimate her own fighting abilites. She greatly hates using her Taunt move, but will not hesitate to use it if she feels it is necessary.

Abilites:
Ice-Body (Innate):

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Weak Armor (DW UNLOCKED, Can be enabled):

The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 59
Size Class: 2
Weight Class: 3
Base Rank Total: 16


EC: 6/9
MC: 1
DC: 5/5

Attacks:

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Acid Armor
Mirror Coat
Sheer-Cold

Hail (*)
Blizzard (*)
Hidden-Power (7 BP,Electric) (*)
Flash Cannon
Magic Coat
Signal Beam
Substitute
Toxic
Double Team


Automotize(*)
Water-Pulse(*)
Imprison(*)

<Bulbasaur> [Ozzy] (M)
Nature: Naughty (+ Attack, - Sp.Def)

Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

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.

About: Ozzy was , in fact, Matezoide's first pokemon, being kidnapped by a mysterious group, Matezoide and Ozzy met again on a circus that used stolen pokemon for the shows. After defeating the thieves, Ozzy chose to go with Matezoide again after all this time. He bears no grudge against Steve for ''taking his place''.

Abilites:


Overgrow (Innate):

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


Chlorophyll (DW LOCKED, Innate):

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:


HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 45
Size Class: 1
Weight Class: 1

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

Attacks


Tackle (*)
Growl (*)
Leech Seed (*)
Vine-Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)

Substitute(*)
Venoshock(*)
Hidden Power (Ice, 7) (*)

Endure (*)
Leaf Storm (*)
Skull Bash (*)

<Omanyte> [Mordecai] (M)
Nature: Modest (+ Sp.Attack, - Attack)

Type:

Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Rock:
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

About:
Recently born (and brought back to life), Mordecai has very little memories of his life before the meteor destroyed the world, because of that, he had very little problem accepting Matezoide and his pokemon as a family. Mordecai is very curious to learn about the world he lives in. He is also extremely shy to everyone else, prefering the company of his teammates.

Abilites:



Swift Swim (Innate):


The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Shell Armor (Innate):

This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Weak Armor (DW LOCKED, Can be enabled):

The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.


HP: 90
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1

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

Attacks:


Constrict (*)
Withdraw (*)
Bite (*)
Water Gun (*)
Rollout (*)
Horn Attack (*)
Leer (*)
Mud Shot (*)

Rain Dance (*)
Surf (*)
Hidden Power (7, Electric) (*)

Bide (*)
Toxic Spikes (*)
Spikes (*)

<Shuppet> [Chuck] (M)
Nature: Quiet (+ Sp.Attack, - Speed, -10% Evasion)

Type:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

About:
Chuck used to live by himself on a haunted house, playing pranks on whoever came by.
In fact, Chuck was extremely lonely in the house, but afraid far too afraid to actualy leave it by himself. Eventualy, Matezoide took a look at the house and was constantly tormented, but unlike past trainers, he decided to stay in there (Much to Bosco and Max's complaints), eventualy managing to trap and capture the ghost type, who finally had actual people to talk and play with. Despite his overral quietness and reserved behavior, he feels happy for having some company.

Abilites:

Frisk (Innate):


The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Insonia (Innate):



This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Cursed Body (DW LOCKED, Innate):

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


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5


Attacks:


Knock Off (*)
Screech (*)
Night Shade (*)
Spite (*)
Will-O-Wisp (*)
Shadow Sneak (*)
Curse (*)
Faint Attack (*)
Shadow Ball

Trick Room (*)
Thunderbolt (*)
Psychic (*)

Gunk Shot (*)
Destiny Bond (*)
Imprison (*)


AOPS' Armada


Meditite "Karate Kid" (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +11% Accuracy)

Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW Locked): (Innate) 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 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
+11% Accuracy

EC: 4/6
MC: 0
DC: 3/5

Attacks:

Bide
Meditate
Confusion
Hidden Power (Ice 7)
Swagger
Mind Reader
Feint
Calm Mind
Hi Jump Kick
Recover
Force Palm
Reversal

Fake Out
Bullet Punch
Drain Punch

Protect
Focus Punch
Substitute
Zen Headbutt

Total: 19


Machop "Fists of Glory" (M)
Nature: Quiet (+Special Attack, -10% Speed)

Type: Fighting
Fighting: 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:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (DW Locked): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 14
-10% Evasion

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

Attacks:

Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge

Close Combat
Counter
Encore

Toxic
Fire Blast
Earthquake

Total: 14


Yanma "Sonic" (F)
Nature: Hasty (+15% Speed, -Defense, +28% Accuracy)

Type: Flying/Bug
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Abilities:
Speed Boost: (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).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW Locked): (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 110 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
+28% Accuracy

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

Attacks:

Tackle
Foresight
Quick Attack
Double Team
Sonicboom
Hypnosis
Detect
Supersonic

Reversal
Whirlwind
Silver Wind

Solarbeam
Toxic
Sunny Day

Total: 14


Munchlax "Gordo" (M)
Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)

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

Abilities:
Pickup: (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: (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 (DW Locked): 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 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16
-10% Evasion

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

Attacks:

Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Counter
Whirlwind
Double-Edge

Protect
Thunderbolt
Ice Beam

Total: 16


---​
Ready, set, battle!
 
Restrictions: All forms of logical flavor can be used. The incredible variety of the surroundings literally allow you to do anything. Overpowered or illogical commands should be ignored or re-ordered, up to the ref's discretion.

With this in mind, i will already make a sub in case Box dislikes the flavor action in order to save time.





''Maybe this will work......''

Leech-Seed -> Vine-Whip (Aim at his legs) -> Leaf Storm

If aiming at the legs to make limit Karate Kid's movements isnt acceptable (For the ref), change that action to Poison Powder and A3 to Venoshock.
If Leech Seed misses, use it on A2 and push-back.
 
Pre-Round


Ozzy
Overgrow
HP: 90
EN: 100

3/2/3/2
Size 1/Weight 1
Speed 45

Status: -
Stat modifiers: -

Actions: Leech Seed - Vine Whip (Trip up) - Leaf Storm

Karate Kid
Pure Power
HP: 90
EN: 100

4/2/1/2
Size 1/Weight 2
69 Speed/+11 Accuracy

Status: -
Stat modifiers: -

Actions: Zen Headbutt - Zen Headbutt - Zen Headbutt​

Round 1
And they're off! The players sends out their Pokemon and right away AOPS' Karate Kid charges towards Ozzy, leaving a trail of dust behind him! Before the Bulbasaur can even react, Karate Kid slams into him with a full-force Zen Headbutt, sending him flying and briefly stunning him! The attack is so great that it crushes one of Bulbasaur's ribs! A Critical Hit folks!

Meditite doesn't let up, and continues rushing Ozzy, dodging gushes of steam from the ground! As Ozzy shakes off the first headbutt, Karate Kid hits him with another powerful Zen Headbutt, top-down! The force slams Ozzy's head into the rocky ground, dizzying him yet again! Instinctively, Ozzy lashes out with a clutch Vine Whip, but unfortunately misses thanks to Meditite's quick footwork!

It looks Meditite is gaining the upper hand here ladies and gentlemen! Yet again Meditite rushes Bulbasaur, but this time is intercepted by an eruption of lava from a geyser as the attack connects! The two Pokemon dash backwards to dodge the lava, but are both splattered with heated volcanic rocks! Ozzy takes this chance to finally launch an attack, and absorbs the natural energy of its surroundings! Shortly after his bulb explodes in a flurry of energized blades to create the incredible Leaf Storm! It still connects with Karate Kid, causing some heavy damage!
A1
Meditite used Zen Headbutt!
619 Crit
57 Flinch
Damage: (8 + 3 + 3 + 3) * 1.5 = 25.5 Damage
Bulbasaur flinched!
-5 En

A2
Meditite used Zen Headbutt!
9337 No Crit
304 Flinch
Damage: (8 + 3 + 3) * 1.5 = 21 Damage
Bulbasaur flinched!
-13 En

Bulbasaur flinched!

A3
Meditite used Zen Headbutt!
The attack barely connects thanks to the geyser!
Damage: (8 + 3 + 3) * 1.5

Meditite was pelted with rocks! -5 HP

Bulbasaur was pelted with rocks! -5 HP

Bulbasaur used Leaf Storm!
6543 Hit
1214 No Crit
Damage: 14 + 3 + 1.5 + 2 = 20.5 Damage
-8 En


Post Round

Ozzy
Overgrow
HP: 18
EN: 90

3/2/3/2
Size 1/Weight 1
Speed 45

Status: Overgrow Activated
Stat modifiers: -2SpA

Actions: Leech Seed - Vine Whip (Trip up) - Leaf Storm

Karate Kid
Pure Power
HP: 64
EN: 73

4/2/1/2
Size 1/Weight 2
69 Speed/+11 Accuracy

Status: -
Stat modifiers:

Actions: Zen Headbutt - Zen Headbutt - Zen Headbutt​
 

''Ops.....well, this is bad.''

Endure -> Leaf Storm -> Sleep Powder

If Meditite is Protected A2 or A3, Chill, but dont push-back.
If Meditite uses Recover A2, use Leech Seed that action, but once again, dont push-back.
 
Pre-Round

Ozzy
Overgrow
HP: 18
EN: 90

3/2/3/2
Size 1/Weight 1
Speed 45

Status: Overgrow Activated
Stat modifiers: -2SpA

Actions: Endure | Leaf Storm | Sleep Powder

Karate Kid
Pure Power
HP: 64
EN: 73

4/2/1/2
Size 1/Weight 2
69 Speed/+11 Accuracy

Status: -
Stat modifiers:

Actions: Ultrasonic (Fake Out + Bullet Punch) | Cooldown | Zen Headbutt​

---​
Round 2

Things are picking up fast for AOPS!

We're on to the next round of our battle and it looks like Ozzy is a little under the weather! Trainer Matezoide urges his Bulbasaur to gather the remains of his strength to Endure the final blows, and Ozzy courageously begins taking in energy and glows a faint purple! Seeing this, Karate Kid reacts with light-speed, disappearing from where he stands and reappearing in front of Ozzy in an instant! Bulbasaur is send skittering across the field from an Ultrasonic blow that was too fast to even see! Unfortunately for Ozzy, this blazing quick attack leaves him stunned and unable to gather energy for the Endure!

Ozzy amazingly hangs on by a thread! He notices Meditite sluggish from the last attack, and moves to unleash yet another powerful Leaf Storm!

What's this?

Greenery is erupting from the ground at every corner! Looks like Bulbasaur's Overgrowth is triggering a chain reaction within the earth itself, causing vines, tendrils, shrubs and stems to burst forth from the ground! Noticing this, Ozzy instinctively increases his energy intake from the surroundings in a last-ditch attempt to assault his foe! Glowing a blinding green light, Bulbasaur's back erupts in a torrential Leaf Storm! The attack flies true, its strength bolstered by the power of nature even ignoring Bulbasaur's weakened special affinity! As it travels, it picks up speed and leaves a trail of growing plantlife behind it! Karate kid is hit with a full-force attack, taking a critical hit in the process!

It seems the arena changes to the advantage of each team as their allied Pokemon weaken! Ozzy's strength of will and determination has caused the entire landscape to transform into a rainforest, growing as we speak!

Of course, Meditite manages to land a final Zen Headbutt to knock Ozzy out!
A1
Meditite used Ultrasonic!
543 Crit
Damage: 8 + 3 + 3 = 16 Damage
-12 En

Bulbasaur flinched!

A2
Meditite must cool down!

Bulbasaur used Empowered Leaf Storm!
100% Crit Rate
Damage: 14 + 3 + 3 + 1.5 = 21.5 Damage
-8 En

A3
Meditite used Zen Headbutt!
1044 Hit
Damage 5000321023135071

Bulbasaur fainted!


Bulbasaur fainted send out mons I'm busy
 
Jungle-related flavor now allowed.
-All active Pokemon acquire Jungle Fever, losing 2 HP per action
-Jungle Fever clouds the vision of Pokemon, causing the base Accuracy of all moves to be lowered by a multiplier of 0.9
-Jungle Fever enrages Pokemon, causing their attacks to gain an additional two (2) BAP.


Pre-Round

"Spooked?"
-Chuck @
-
HP: 90
EN: 100
Abilities: Frisk / Insomnia
Stats: 3 / 2 / 4 / 2
Body: Size / Weight
Speed: 39 / -10 Evade
Status:
Modifiers:
Actions: Zen Headbutt | Zen Headbutt | Zen Headbutt

-VS-



"A g-g-g-ghost?"
-Karate Kid-
HP: 42
EN: 46
Abilities: Pure Power
Stats: 4 / 2 / 1 / 2
Body: Size 1 / Weight 2
Speed: 69 / +11 Accuracy
Status:
Modifiers:
Actions: Trick Room | Shadow Ball | Shadow Ball


---

Overwhelmed by posts to be reffed, so no flavor guys.
Meditite - Shuppet

A1
Meditite used Zen Headbutt!
5094 Hit
9553 No Crit
2151 No Flinch
Damage: 8 + 2 + 3 + 3 = 16 Damage
-9 En

Shuppet used Trick Room!
fuck logic!
-10 En

A2
Shuppet used Shadow Ball!
1752 No Crit
6291 No Drop
Damage: (8 + 2 + 3 + 3) * 1.5 = 24 Damage
-5 En

Meditite used Zen Headbutt!
3912 Hit
8405 No Crit
Damage: 8 + 2 + 3 + 3 = 16 Damage
-13 En

A3
Shuppet used Shadow Ball!
9421 No Crit
5532 No Drop
Damage: (8 + 2 + 3 + 3) * 1.5 = 24 Damage
-9 En

Meditite fainted!


---
Post Round

"Nailed."
-Chuck @
-
HP: 52
EN: 76
Abilities: Frisk / Insomnia
Stats: 3 / 2 / 4 / 2
Body: Size / Weight
Speed: 39 / +10 Evade
Status: Jungle Fever
Modifiers:
Actions: Trick Room | Shadow Ball | Shadow Ball

-VS-



"Ooh..."
-Karate Kid-
-FAINTED-

 
Surprise Arena Change

As the trainers and Pokemon rev up for the next round, a sudden explosion sounds and a tree implodes, sending thousands of pieces of razor-sharp splinters rocketing everywhere, dealing 10 Damage to all active Pokemon! Meditite's demise has caused a dimensional distortion! The Kid's untapped psychic potential has ripped a space in the dimensional fabric, and is sucking all matter in!

--

What the hell?

Well it seems we've been sucked into some sort of dream world inside Meditite's head! It smells of sweat and the cheers are deafeaning! This actually looks familiar...

It's Kaxtar's Fighting Gym Arena!

Seems like Meditite's supernatural powers have drawn us into his land of dreams and what he dreams of, apparently, is the ultimate stage for the strongest of Fighting Pokemon; the Japanese Zen Boxing Arena!


-Low ceiling prevents certain Flying-type moves (Fly/Sky Drop/Bounce/Gust/Hurricane and Twister) from being used, but all Weathers are kosher (skylights, sand, sprinklers)
-Rowdy spectators are making tons of noise and cause Special Psychic move users (Psychic, Psybeam, Stored Power, etc.) to lose focus and thus reduce the BP of Special Psychic moves by 2.
-Natural elements include: Polished titanium circular boxing ring, water moat (10 feet deep) around arena, floating island gardens, rustic dirt and sand floor, decorative Japanese black rocks, antique parabolic torches (think Olympics). These elements can be used for simple actions, such as Rock Slide and Grass Knot, to complex RP-like commands, such as Dragon Pulse through the fire to give it a Fire Element and extra BP. These RP actions are completely up to the ref, but they should be very lenient with all creative ASB commands, including arena interactions and combination attacks
-The entire arena, although varied in components, is roughly a cramped 20-foot diameter circle and thus activates Fighting's "Increased senses in close combat." This boost is codified as a +1 Accuracy stage boost and +4 (Final) Speed stat.


It also seems that the arena has imbued all Pokemon with massive amounts of Adrenalite! This purges Jungle Fever and makes all Pokemon's muscle activity to increase tenfold but also causes cell degeneration, causing all attacks to hit for the next stage of effectiveness (2x SE becomes 4x SE, etc)!

Let's see how our battlers adapt to this!
---
The effects of Adrenalite show themselves immediately when Yanma begins taking in light for a Solarbeam! Sonic's energy intake is so explosive that he shines a blinding yellow and causes the spotlight to blow themselves out, causing the arena to dive into a state of darkness! Fortunately, Chuck is unfazed and calls down gigantic Thunderbolts crashing down, using Sonic's glow as a guide! The Adrenalite-boosted Thunderbolt causes incredible amounts of damage and creates a massive explosion that leaves ears ringing! The crowd groans as many cover their ears, but it's a good thing my experience with lightning Pokemon has toughened my eardrums to perfection! The Dragonfly Pokemon quickly retaliates with a maximum-power Solarbeam; an incredibly powerful blast of pure energy that is fortunately contained by the battle-stage's forcefield! You wouldn't like to wake up to that in the morning, folks!

The backup generators have kicked in! Looks like that match can go on!

Sonic takes note of the power getting back up follows up his previous attack by readying another beam! Again, Shuppet assails his opponent with a barrage of lightning bolts, one after another, again causing a massive amount of damage! Though weakened, Sonic perseveres and unleashes a full-fledged Solarbeam that envelops the ghostly figure of Chuck an-

Would you look at that! Chuck has fallen to the ground to the might of the powerful Solarbeam! It seems that neither attack was enough to shatter the alternate reality of Karate Kid's mind though, and it seems like the Zen Boxing Arena battle will persist for at least another round!
Pre-Round

"I feel...deadly."
-Chuck @
-
HP: 42
EN: 76
Abilities: Frisk / Insomnia
Stats: 3 / 2 / 4 / 2 || Speed: 39 / +10 Evade
Status: Adrenalite coursing through veins || Modifiers:
Actions: Thunderbolt | Thunderbolt | Thunderbolt

-VS-



-Sonic @
-

"You're too slow!"
HP: 90
EN: 100
Abilities: Speed Boost / Compoundeyes
Stats: 3 / 1 / 3 / 2 || Speed: 110 / +28 Accuracy
Status: Adrenalite coursing through veins || Modifiers: -
Actions: Solarbeam | Solarbeam | Solarbeam


---
5128 5546 3960 3392 6291
8421 218 6578 3165 1428
6440 9059 4988 2952
A1
Yanma is taking in light!

Shuppet used Thunderbolt!
5546 No Crit
3960 No Para
Damage: (10 + 3) * 2.25 = 29.25 Damage
-7 En

Yanma used Solarbeam!
5128 No Crit
Damage: (12 + 1.5) * 1.5 = 20.25 Damage
-8 En

--
A2
Yanma is taking in light!

Shuppet used Thunderbolt!
33922 No Crit
6291 No Para
Damage: (10 + 3) * 2.25 = 29.25 Damage
-11 En

Yanma used Solarbeam!
218 Crit
Damage: (12 + 3 + 1.5) * 1.5 = 24.75 Damage (Total damage 45)
-12 En

Shuppet fainted!

Yanma's speed rose!


---
Pre-Round

"...."
-Chuck @
-
-FAINTED-

-VS-



-Sonic @
-

"Next! More! More!"
HP: 31
EN: 80
Abilities: Speed Boost / Compoundeyes
Stats: 3 / 1 / 3 / 2 || Speed: 192 / +28 Accuracy
Status: Adrenalite coursing through veins || Modifiers: +Speed (1 Stage)
Actions: Solarbeam | Solarbeam | Solarbeam
 
Hypnosis --- SOLARBLAST (Solarbeam+Solarbeam) --- Cooldown
IF a successful Protective/Evasive move is used A2, THEN Double Team (2) and push actions back.
IF Substitute is up when you would use the combo, replace that action with Whirlwind and all future actions with Hypnosis.
 
Pre-Round

Matezoide
OOOO


|Fiona|
HP: 90
EN: 100
Abilities: Ice Body / Weak Armor
Stats: 2 / 3 / 4 / 3 || Body: 2 / 3
Speed: 59
Status: Adrenalite coursing through veins | Modifiers: -
Actions: Ice Beam | Ice Beam | Ice Beam


-VS-

AOPSUser
OOOO


|Sonic
|

HP: 31
EN: 80
Abilities: Speed Boost / Compoundeyes
Stats: 3 / 1 / 3 / 2 || Body
Speed: 192
Status: Adrenalite coursing through veins || Modifiers: +Speed (1 Stage), Accuracy +28%
Actions: Solarbeam | Solarbeam | Solarbeam

Arena Effects:
Trick Room (2R)


---​

In a stunning display of agility and skill, Matezoide instantly unleashes his Vanillish, who in turn promptly releases an enormous blast of frost! The super-powered Ice Beam hits Yanma, who is sluggish from the Trick Room, and knocks it flat to the ground!

Sonic flutters and twitches slightly, but soon lays still; coated by a layer of frost.

There seems to not yet be an arena change, despite the powerful Ice attack...perhaps a more powerful move is needed to break Meditite's meta-reality!


A1
Vanillish used Ice Beam!
Damage: (10 + 3 + 3) * 2.25 = 36 Damage
-6 En

KO'd
---
Post Round

Matezoide
OOOO


|Fiona
|

HP: 90
EN: 94
Abilities: Ice Body / Weak Armor
Stats: 2 / 3 / 4 / 3 || Body: 2 / 3
Speed: 59
Status: Adrenalite coursing through veins | Modifiers: -
Actions: Ice Beam | Ice Beam | Ice Beam


-VS-

AOPSUser
OOOO


|Sonic
|

KO'd

Arena Effects:
Trick Room (1R)


---​
I'm really fucking sorry for forgetting about this ):
 
Forgot to say, Fiona got a Lucky Egg. Also, dont worry about it, Box.

''This is very bad, but we must press on!''

Hail -> Blizzard + Sheer Cold combo -> Cooldown (Blizzard)

If Close Combat in-combo at any time, use Substitute (15) that action and push-back (Change that to Acid Armor if it can dodge No Guard's physical moves, i couldnt get a proper answer at IRC.....ignore this part if it is illegal).
If Fire Blast in-combo at any time, use Substitute (15) that action and push-back.
 
|Pre-Round|

Matezoide
OOOO


|Fiona
|

HP: 90
EN: 94
Abilities: Ice Body / Weak Armor
Stats: 2 / 3 / 4 / 3 || Body: 2 / 3
Speed: 59
---
Status: Adrenalite coursing through veins
Modifiers: -


-VS-

AOPSUser
OOOO


|Fists of Fury|
HP: 100
EN: 100
Abilities: Guts / No Guard
Stats: 3 / 2 / 3 / 2 || Body: 2 / 2
Speed: 34
---
Status: Adrenalite coursing through veins
Modifiers: Evasion -10%, +Accuracy (1 Stage)

Arena Effects:
Trick Room (1R)


---​

My perception of time must really really be fucked up.

The match begisn with AOPSUser sending out his Machop, Fists of Fury! Seeing this, Vanillish summons a storm of Hail to the arena, pelting not just Machop but everyone in the stadium! Umbrellas up, people! Machop responds promptly with a perfectly accurate Fire Blast! Machop's haphazard fighting techniques are proving to be highly effective in this close-quarters environment, truly a perfect arena for any fighting-type Pokemon! The incredible blast of flame, shot at point blank, envelops Fiona completely and sears her soft-served complexion!

Trainer Matezoide appears to be keen to change the arena, and quickly orders his Vanillish to charge up an extremely lethal combination attack! Machop takes advantage of this preparation time to furiously stamp his feet and clap his hands, yelling to egg on the audience! The audience excitedly follows and they scream at Vanillish for an Encore! Vanillish, seeing this, is flattered and proceeds to follow up with another attempt to summon Hail! Unfortunately, the technique fails as Hail is already in effect!

As Vanillish continues to attempt to summon Hail, Machop jumps up high and releases yet another Adrenalite-boosted Fire Blast! The attack does gargantuan amounts of damage, and Vanillish is beginning to look more than a little weathered!

A1
Machop used Fire Blast!
961 No Crit
7502 No Burn
Damage: 12 * 2.25 = 27 Damage
-8 En

Vanillish used Hail!
It began to Hail!
-9 En
--
A2
Vanillish used Hail!
It began to Hail!
-9 En

Machop used Encore!
-10 En
--
A3
Machop used Fire Blast!
2201 No Crit
3456 No Burn
Damage: 12 * 2.25 = 27 Damage
-8 En

Vanillish used Hail!
It began to Hail!
-9 En
---
|Post Round|

Matezoide
OOOO


|Fiona
|

HP: 36
EN: 67
Abilities: Ice Body / Weak Armor
Stats: 2 / 3 / 4 / 3 || Body: 2 / 3
Speed: 59
---
Status: Adrenalite coursing through veins
Modifiers: -


-VS-

AOPSUser
OOOO


|Fists of Fury|
HP: 94
EN: 74
Abilities: Guts / No Guard
Stats: 3 / 2 / 3 / 2 || Body: 2 / 2
Speed: 34
---
Status: Adrenalite coursing through veins
Modifiers: Evasion -10%, +Accuracy (1 Stage)

Arena Effects:
Hail (3R)


---​
 
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