Completed Jigglypuff battles with the best band on Earth! (Pwnemon vs. MK Ultra)

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#1
3v3 Training Singles
No DQ
Switch=KO
2/5 R/C
2 subs
all abilities
training items

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for one round before changing again. After two rounds on a type-based field, the arena returns to the normal field for one round. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:


Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).


Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).


Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.


Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).


Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.


Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.


Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.



Complications: "Muse is da best."

Optimus: "Is that bias?"
Complications: "... n-no. I have no idea what your talking about... uh, let's look at the competitor's teams!"

Pwnemon:

(Gallade) Rodney (M)

Types:
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.
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.

EC: FULL
MC: 1
DC: FULL

Nature: Impish (+Def, -SpA)

Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21

Abilities:

Steadfast: (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.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Moves:
Calm Mind
Charm
Close Combat
Confusion
Double Team
Dream Eater
Feint
Fury Cutter
Future Sight
Growl
Heal Pulse
Helping Hand
Hypnosis
Imprison
Leaf Blade
Lucky Chant
Magical Leaf
Night Slash
Protect
Psycho Cut
Psychic
Slash
Stored Power
Swords Dance
Teleport

Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Will-O-Wisp

Body Slam
Defense Curl
Double-Edge
Drain Punch
Dual Chop
Endure
Fire Punch
Fury Cutter
Headbutt
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Recycle
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Swift
ThunderPunch
Trick
Vacuum Wave
Wonder Room
Zen Headbutt

Aerial Ace
Ally Switch
Attract
Brick Break
Bulk Up
Bulldoze
Captivate
Charge Beam
Cut
Dream Eater
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Hidden Power
Hyper Beam
Light Screen
Low Sweep
Natural Gift
Poison Jab
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Telekenesis
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Work Up
X-Scissor


Sing
Wish

48 moves

(Colossoil) Sid (M)

Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 14% flat acc boost to attacks)
Type: Dark/Water
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.
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.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

EC: FULL
MC: 0
DC: FULL

Stats:
HP: 120
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 110+
Size Class: 5
Weight Class: 10
Base Rank Total: 22
14% flat acc boost

moves:
Bite
Body Slam
Bounce
Bubblebeam
Crunch
Dig
Drill Run
Horn Attack
Horn Drill
Leer
Magnitude
Megahorn
Muddy Water
Peck
Pursuit
Rapid Spin
Spit Up
Stockpile
Swallow
Tackle

Double-Edge
Encore
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Mud Bomb
Mud Shot
Sand Tomb
Screech
Sucker Punch
Thunder Fang
Water Spout


AncientPower
Aqua Tail
Dark Pulse
Dive
Earth Power
Iron Tail
Knock Off
Rollout
Snore
Superpower

Attract
Brick Break
Bulldoze
Captivate
Double Team
Dragon Tail
Earthquake
Echoed Voice
Embargo

Endure
Facade
Frustration
Giga Impact
Hidden Power
Hyper Beam
Natural Gift
Payback
Poison Jab
Protect
Quash
Rain Dance
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Snarl
Snatch
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Taunt
Thief
Toxic
U-turn

35 moves

(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
Fire: 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.

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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: FULL
MC: 0
DC: FULL

Attacks:
Absorb
Amnesia
Bullet Seed
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon

Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport

AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed

Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp

42 moves


MK Ultra

Pansear [Kikazaru] (F)
Nature: Mild (+Spa, -Def)
Type: Fire
Fire: Fire STAB; immune to burn, 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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 64
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Blaze (DW Locked): (Innate) When this Pokemon’s 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).

Moves (15):
Scratch
Leer
Lick
Incinierate
Fury Swipes
Yawn
Bite
Flame Burst
Amnesia

Low Kick
Heat Wave
Sleep Talk

Protect
Substitute
SolarBeam


Colosshale [Painkiller] (M)
Nature: Adamant (+Atk, -Spa)
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16

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

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Moves:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Fake Out
Fire Fang
Thunder Fang

Earthquake
Rock Slide
Protect


Kitsunoh(*) Banquo (M)
Nature: Adamant (Attack increased by *; Special Attack decreased by *)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by
Acid and Acid Bomb, can be magnetized.
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.)

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (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.

Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 110

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

Attacks:
Tackle(*)
Scratch
Tail Whip
Odor Sleuth
Copycat
Iron Defense(*)
Lick(*)
Leer(*)
Faint Attack(*)
Shadow Sneak(*)
Curse(*)

Meteor Mash(*)
Yawn(*)
FeatherDance(*)

Will-O-Wisp(*)
Swagger(*)
Trick Room(*)

Taunt
ShadowStrike
U-Turn
Metal Burst
Rock Slide
Earthquake
Substitute
Fake Out
Torment
Brick Break
ThunderPunch
Perish Song
Revenge
Iron Head
Shadow Claw
Endeavour

Complications: "And let's begin!
MK Ultra sends out mon.
Pwnemon sends out mon and orders.
MK Ultra orders.
I ref.
You get the rest. Good luck guys and have fun!
 

Stratos

Banned deucer.
#3
i feel like i came overprepared

Gallade let's get it

oh for future reference all three of my mons are holding exp shares

Close Combat ~ Brick Break ~ close combat

IF protect and protect not used last action then sub (15) the first time and reflect the next
 
#5

Rodney @ Exp. Share
HP: 100
Energy: 100
Status: None

Painkiller
HP: 100
Energy: 100
Status: None

Action 1
Colloshale used Fire Fang!
Hit: <951/1000=Yes. 403=Hit!
Crit: 704=No
Flinch: <101/1000=Yes. 489=No.
Burn: <101/1000=Yes. 239=No.
7+4.5-6=5.5 Damage!
5 Energy

Gallade used Close Combat!
Hit: Irrelevant
Crit: 522=No
(12+3+7.5-3)1.5=29.25 Damage!
Gallade's Defense fell! Gallade's Special Defense fell!
8 Energy

Action 2
Colloshale used Earthquake!
Hit: Irrelevent
Crit: 489=No
10+4.5-6+1.75=10.25 Damage!
7 Energy

Gallade used Brick Break!
Hit: Irrelevant
Crit: 627=No
(8+3+7.5-3)1.5=23.25 Damage!
6 Energy

Action 3
Colloshale used Fire Fang!
Hit: <951/1000=Yes. 25=Hit!
Crit: 326=No
Flinch: <101/1000=Yes. 565=No.
Burn: <101/1000=Yes. 712=No.
7+4.5-6+1.75=7.25 Damage!
5 Energy

Gallade used Close Combat!
Hit: Irrelevant
Crit: 233=No
(12+3+7.5-3)1.5=29.25 Damage!
Gallade's Defense fell! Gallade's Special Defense fell!
8 Energy

Stadium:
5=Electric Type Stadium!



Complications: "Hmm... a tactical decision on Pwnemon's... well played."

Optimus: "Tactical! It's just dirty! Where's your honor? Pwnemon how can you live with yourself!?"
Complications: "Well folks it looks like Pwnemon has started the match with the upper hand. An NFE vs. a FE Pokemon isn't a very good matchup to begin with, but when that FE is Gallade and when that Gallade is super-effective to the NFE... *Shudders.* Well, anyways, the submariner Painkiller starts the offense by latching onto Rodney with burning hot fangs, maybe hoping for a burn, or a flinch, or both the level the playing field. Gallade, showing his excellent training, ignores the pain from the bite, and, taking advantage of the close proximity of the battlers, starts to let loose a flurry of kicks and punches, dealing massive damage but leaving Gallade exposed to attacks. (Guys my parents are making me get off NOW I'll finish the flavor later. The next arena is Electric.)



Rodney @ Exp. Share
HP: 77
Energy: 78
Status: -2Def, -2SDef

Painkiller
HP: 18
Energy: 84
Status: None
 
#8

Rodney @ Exp. Share
HP: 77
Energy: 78
Status: -2Def, -2SDef

Painkiller
HP: 18
Energy: 84
Status: None
Action 1
Painkiller used Fake Out!
Hit: Irrelevant
Crit: 573=No
4+4.5-6+3.5=6 Damage!
7 Energy

Rodney flinched!
Rodney's Steadfast raised its speed!

Action 2
Rodney used Drain Punch!
Hit: Irrelevant
Crit: 960=No
(8+3+7.5-3)1.5=23.25 Damage!
Rodney recovered 12 HP!
15 Energy

Painkiller fainted!

Stadium
1=Rock!

The round starts as Painkiller gives his best attempt to quickly lunge over the treadmills of the newly formed arena, faking Rodney out and causing him to flinch in the sheer surprise that a whale was able to move over such a speedy treadmill in the first place. However, Rodney calms himself down, and to prevent flinches, prepares to move faster, which he does. Immediately after flinching, Rodney leaps across the treadmills and plants a powerful punch into Painkiller's face, draining energy and damaging it at the same time, leaving Rodney with more health than he started with in the round! As Rodney pulls away, Painkiller prepares to attack again, but suddenly collapses, unconscious. As he faints, a faint rumble can be heard, and the treadmill under Rodney's feet bulges upwards as a rocky cliff shoots into the air, Rodney perched on top.


Optimus: "Fear not Painkiller, you did your best under the circumstances. As for Rodney... HMPH!"



Rodney @ Exp. Share
HP: 83
Energy: 63
Status: +1Spe (Permanent), -1Def, -1SDef

Painkiller
HP: DX
Energy: DX
Status: DX
MK Ultra sends out and equips.
Pwnemon orders.
MK Ultra orders.
 

Stratos

Banned deucer.
#10
Will-O-Wisp ~ Earthquake ~ Earthquake

IF WoW is used then use encore that action
IF Taunt a1 then use eq ~ fire Punch ~ eq instead
 
#12

Rodney @ Exp. Share
HP: 77
Energy: 63
Status: -2Def, -2SDef

Banquo
HP: 100
Energy: 100
Status: None
Action 1
Rodney used Earthquake!
Hit: Irrelevant
Crit: 673=No
(10+7.5-4.5)1.5=19.5 Damage!
7 Energy

Banquo used Taunt!
Hit: Irrelevant
Rodney was taunted!
10 Energy

Action 2
Rodney used Fire Punch!
Hit: Irrelevant
Crit: 602=No
Effect: <101/1000=Yes.695=No!
(8+7.5-4.5)1.5=16.5 Damage!
Rodney moved onto the platforms to attack!
6 Energy

Banquo used Will-O-Wisp!
Hit: <751/1000=Yes. 661=Hit!
Rodney was burned!
7 Energy

-2HP Rodney
Action 3
Rodney used Earthquake!
Hit: Irrelevant
Crit: 375=No
Platforms collapse: <334/1000=Collapse. 792=No collapse.
(7+7.5-4.5)1.5=15 Damage!
8 Energy

Banquo used ShadowStrike!
Hit: <951/1000=Yes.994=Miss! (Ermahgerd)
Banquo's attack missed!
6 Energy
Banquo moved onto the platforms to attack!

-2HP Rodney
Stadium
2=Grass!

The round starts with both Pokemon facing off against eachother on opposite cliffs. Rodney, with its newfound speed, launches a powerful earthquake across the stadium, shaking Banquo to his core. Despite the powerful attack, Banquo puts on a game face and... flicks Rodney the bird? Rodney, enraged by the insult, lunges across the field onto a platform and punches upwards with a burning fist, striking Banquo in the chest, who in turn responds by casting a trail of eerie, fiery wisps onto Rodney, burning him. Rodney once again launches an Earthquake, weakened by his burn. Though the platform shakes from the force, Rodney is lucky; it does not collapse, which would send him crashing onto the cacti. As the final act of the round, Banquo vanishes, and reappears behind Rodney on the platform, preparing to strike him, but Rodney is ready and dodges. As the Pokemon finish fighting, the ground rumbles once again, and the cliff faces shrink into gentle, grassy hills.


Optimus: "But... but... how can a bully be so strong?"

Complications: "I think that you mistook tactics for cheapness..."


Rodney @ Exp. Share
HP: 79
Energy: 41
Status: +1Spe (Permanent), Burned, Taunted (4A)

Banquo
HP: 49
Energy: 77
Status: None
 
#16

Rodney @ Exp. Share
HP: 79
Energy: 41
Status: +1Spe (Permanent), Burned, Taunted (4A)

Banquo
HP: 49
Energy: 77
Status: None

Action 1
Banquo used Meteor Mash!
Hit: <851/1000=Yes. 53=Hit!
Crit: 664=No
Effect: <201/1000=Yes. 930=No
10+3+6-6=13 Damage!
7 Energy

Rodney used Earthshatter! (Earthquake+Earthquake combo)
Hit: Irrelevant
Crit: 434=No
(19.5+7.5-4.5)1.5=33.75 Damage!
31.5 Energy!

Action 2
Rodney must cool down!

Banquo used ShadowStrike!
Hit: <951/1000=Yes. 664=Hit!
Crit: 874=No
Effect: <501/1000=Yes. 493=Yes.
(10+3+6-6)1.5=19.5 Damage!
7 Energy

Action 3
Rodney used Earthquake!
Hit: Irrelevant
Crit: 918=No
(7+7.5-4.5)1.5=15 Damage!
15 Energy!

Banquo fainted!
Rodney fainted from exhaustion!


I feel like I made a mistake... I was distracted. Just double check the calcs if you think something's up.



Rodney @ Exp. Share
HP: DX
Energy: DX
Status: DX

Banquo
HP: DX
Energy: DX
Status: DX

 

Stratos

Banned deucer.
#19
go Colossoil!

(mk auto-sends out pansear)

Earthquake ~ drill run ~ earthquake

IF Yawn and you don't have a sub up then sub (15)
IF Low Kick and not in combo then dig
 
#24
Ugg I have to copy and paste 2 sprites! ;P


HP: 120
Energy: 100
Status: None

HP: 90
Energy: 100
Status: None

Action 1
Sid used Earthquake!
Hit: Irrelevant
Crit: 801=No
(10+3+7.5-1.5)1.5=28.5 Damage!
7 Energy

Kikazaru used Low Blow! (Low Kick+Low Kick combo)
Hit: Irrelevant
Crit: 335=No
((16x2.25)+3-4.5)1.5=51.75 Damage!
(9+13)1.75=38.5 Energy

Action 2
Sid used Drill Run!
Hit: Irrelevant
Crit: 273=No
(8+3+7.5-1.5)1.5=25.5 Damage!
6 Energy

Kikazaru chilled!

Action 3
Sid used Earthquake!
Hit: Irrelevant
Crit: 533=No
(10+3+7.5-1.5)1.5=28.5 Damage!
7 Energy

Kikazaru used Low Blow! (Low Kick+Low Kick)
Hit: Irrelevant
Crit: 576=No
((16x2.25)+3-4.5)1.5=51.75 Damage!
(17+21)1.75=66.5 Energy

Kikazaru fainted from exhaustion!


As MK Utra sends in his final Pokemon, Kikazaru the Pansear, Pwnemon sends in what is only his second: Sid the Colossoil. Sid, grinning like the Joker, launches a mighty earthquake that knocks Kikazaru off his feet. However, Kikazaru quickly gets back up, scampers towards the demonic land-whale, and kicks its... tail(?) out from underneath it, sending it flopping to the ground for massive damage. (Someone cue the crab) Sid, enraged by this act of defiance, simply flips itself into the air, spinning as it goes, and crashes into Kikazaru as it recovers from flipping out a 1500 pound whale. Sid, not intending to stop any time soon, plants itself back in the ground and uses another powerful Earthquake, causing the water in the pond to splash around. Kikazaru, desperate to KO the giant cetacean, kicks its tail out again, but the massive amount of energy it takes to attack causes Kikazaru to simply pass out from exhaustion, giving Pwnemon the win!



HP: 16
Energy: 80
Status: None

HP: DX
Energy: DX
Status: DX

Awards:
Pwnemon gets 2 CC and a win.
Rodney gets 4 MC and 2 KOC.
Sid gets 4 MC and 1 KOC.

MK Ultra gets 2 CC and a loss.
Painkiller gets 1 EC, 2 MC, and a DC.
Banquo gets 3 MC and a KOC.
Kikazaru gets 1 EC, 2 MC, and a DC.

I get 7 UC.

GG guys and thanks for having me!
 
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