Completed The Ballad of Aweshucks and LupusAter, as sung by Objection

#1
The Rules

I have way too many FE mons that I've never bothered to train
So, I'd like to extend an open challenge

FE Weakmons (low amount of moves) anywhere between 1v1 and 9v9 (singles doubles or triples) <- Accepter can decide this stuff
2 Subs
2 recovers/5 chills
Training Items
Any arena
2 Day dq, more for ref if necessary
Accepting Aweshucks's FE challenge. I think 4v4 doubles sounds lovely, and Pokemon Stadium will be the arena.
Since neither of you decided on abilities, I'm going to say all abilities.

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 two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. 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.


  • Aweshucks chooses his first Pokemon and their items
  • LupusAter does likewise and orders
  • Aweshucks orders
  • Objection sings
  • Aweshucks and LupusAter stick their fingers in their ears
 
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#2
The Teams


Aweshuckle (M)
You don't fuckle with Shuckle.
Nature: Relaxed (+Def -Spe)
Type: Bug/Rock
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).

Rock: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities-
Sturdy:

Type: Passive

This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Gluttony:

Type: Passive

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains two (2) HP per action when holding Leftovers.

Contrary: (DW-Locked)

Type: Toggle.

No default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.

Stats-
HP: 80
Atk: Rank 1
Def: Rank 10 (+)
SpA: Rank 1
SpD: Rank 9
Spe: 4 (-10% evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 22

Counters-
EC: N/A
MC: 0
DC: 0/5

Attacks-
Level Up:
Withdraw
Contstrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw

Egg:
Mud Slap
Final Gambit
Helping Hand
Accupressure
Knock Off

TM:
Toxic
Protect
Gyro Ball
Substitute
Double Team

Keith (Male)
Keith is named after musicians that Aweshucks likes, including but not limited to Keith Richards and Keith Moon
Nature: Naive (+Spe, -SpD)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities-
Intimidate (Toggle): 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 a Command, and will affect all opponents.
Anger Point (Passive): When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Sheer Force (DW-Locked, Toggle): No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.


Stats-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 127 (+10 Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

Counters-
MC:
DC: 0/5

Attacks-
Level Up:
Tackle
Stomp
Tail Whip
Leer
Rage
Horn Attack
Scary Face
Pursuit
Rest

Tutor:
Outrage
Zen Headbutt
Double-Edge
Mimic

Special Giveaway:
Quick Attack

TM:
Protect
Wild Charge
Rock Slide
Substitute
Double Team

John (M)


John is named after musicians that Aweshucks likes, including but not limited to John Lennon, John Paul Jones, Jon Deacon, Johnny Cash, John Bonham, John Fogerty, John Williams, and John Coltrane

Nature: Jolly
Up Spe, -1 SpA

Type: Fighting/Bug
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.
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:

Swarm:

Type: Innate: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts:

Type: 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.

Moxie:

Type: Innate(DW LOCKED): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


Stats:
Heracross
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 98(+)(+11% Accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 1/5

Attacks: 23
Night Slash
Leer
Tackle
Horn Attack
Endure
Fury Attack
Aerial Ace
Chip Away
Counter
Brick Break
Megahorn

Bide
Flail
Pursuit
Focus Punch
Seismic Toss

Earthquake
Protect
Shadow Claw
Stone Edge
Smack Down

Freddie (male)
Freddie is named after Freddie Mercury
Nature: Naive (+Spe, -SpD)
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 bushfire areas.


Abilities-
Run Away (Passive): 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.
Flash Fire (Passive): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (DW-Locked, Passive): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Stats-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+17% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Counters-
EC: 6/6
MC:
DC: 1/5

Attacks-
Level Up:
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Megahorn

Egg:
Double Kick
Double-Edge
Horn Drill
Morning Sun
Thrash

TM:
Double Team
Fire Blast
Will-0-wisp
Substitute
Protect

Feraligatr(*) [Fafnir] (M)
Nature: Lonely
Type:
Water:Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Passive)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force: (Toggle) (DW locked) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Stats:
HP: 100
Atk: Rank 5+
Def: Rank 3-
SpA: Rank 3
SpD: Rank 3
Spe: 78
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC 9/9
MC 2
DC 5/5

Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower
Agility

Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch

Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance
Outrage
Endure
Counter
23 moves

Absol (F) Hel
Nature: Brave
Type:
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.

Abilities:
Pressure: (Passive) 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.
Super Luck: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Justified: (DW locked) (Passive)
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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Atk: Rank 6 +
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65 -
Size Class: 3
Weight Class: 3
Base Rank Total: 18
MC 2
DC 3/5

Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Bite
Pursuit
Swords Dance
Psycho Cut
Night Slash
Detect
Perish Song
Me First

Zen Headbutt
Hex
Sucker Punch

Toxic
Payback
Rock Slide
X-Scissor
Bounce
Stone Edge

23 moves

Sableye Sigyn (F)
Nature: Quiet (+Sp. Atk,-Spe)
Type:
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.
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.
Abilities:
Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Passive) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Passive): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

MC 0
DC5/5

Attacks:
Leer
Scratch
Night Shade
Foresight
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Faint Attack
Power Gem
Shadow Claw
Zen Headbutt
Punishment

Sucker Punch
Recover
Metal Burst
Feint
Trick

Protect
Substitute
Payback
Shadow Ball
Psychic
Taunt
Toxic
Will-O-Wisp
Torment

29 moves
(M)
Nature: Serious
Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Overgrow: (Passive) 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)
Contrary: (Toggle) No default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.


Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 113
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC 9/9
MC 0
DC 5/5

Tackle (*)
Leer(*)
Vine Whip(*)
Wrap(*)
Growth(*)
Leaf Tornado(*)
Leech Seed(*)
Mega Drain (*)
Slam(*)
Leaf Blade
Leaf Storm
Wring Out
Giga Drain
Gastro Acid

Glare(*)
Iron Tail(*)
Mirror Coat(*)

Aerial Ace(*)
Taunt (*)
Swords Dance(*)
Protect
Toxic
Hyper Beam
Reflect
Light Screen
Safeguard
Double Team
Hidden Power Fire (7)

28 moves
 
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#4

Sigyn, Fafnir, get out! Sigyn gets an Exp. Share, the others nothing 'cause I'm a stingy asshole.

Sigyn, Taunt Shuckle- Toxic Shuckle- Psychic Heracross.
IF Shuckle uses Protect A1, change that action to Feint and push down.
Fafnir, Waterfall Heracross- Rock Slide- Waterfall Heracross.
If Heracross uses Bide, change target to Shuckle for A1 and A3, and change A2 to Dragon Dance.
 
#6
Ok, I am rusty... change Feraligatr's A2 to Ice Punch (Heracross), the rest still stands.
Recapping:
Sigyn, Taunt Shuckle- Toxic Shuckle- Psychic Heracross.
IF Shuckle uses Protect A1, change that action to Feint and push down.
Fafnir, Waterfall Heracross- Ice Punch (Heracross)- Waterfall Heracross.
If Heracross uses Bide, change target to Shuckle for A1 and A3, and change A2 to Dragon Dance.
 
#8
Start of round 1

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 80 | EN: 100 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: None


John (M) @ Lucky Egg
HP: 100 | EN: 100 | Spe: 98 (+) (Acc boost: 11%)
Ranks: 5/3/1/3 | Total: 19
Size: 3 | Weight: 4
Abilities: Swarm, Guts
Other: None

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 90 | EN: 100 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: None


Fafnir (M) @ Nothing
HP: 100 | EN: 100 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: None

Arena effects

None

Round 1 flavour

There once was a man best known here as Aweshucks,
Who issued a challenge in our own Battle Tower.
The match was accepted quite shortly by Lupus,
So the two men now fight to demonstrate power.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
4v4 doubles with nothing at stake.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Let's hope the spectators can all stay awake.

Aweshucks sent out John and his namesake the Shuckle,
While Lupus began with Sigyn and Fafnir.
Though John made a wall to Protect his slow ally,
The Sableye's mean Taunt was too quick to not hear.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Shuckle while taunted did nothing at all.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
And Fafnir hit John like a strong Waterfall.

Then Sigyn coughed up clouds of gas that were Toxic,
Which Shuckle soon found he was forced to inhale.
Though John got her good with his horn that was mega,
Fafnir's Ice Punch froze him until he was pale.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Shuckle just Struggled to hurt the Sableye.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Her toxins would slowly ensure that he died.

Aweshuckle the Shuckle continued to Struggle,
As Heracross stood there unable to move.
But John was knocked silly by Psychic from Sigyn,
And Fafnir's own Waterfall threw off John's groove.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Right now it's looking quite grim for Aweshucks.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
I hope for his sake he does not give two ... firetrucks.

End of round 1

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 76 | EN: 86 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: Taunt (3 actions), Toxic (2 DPA)


John (M) @ Lucky Egg
HP: 44 | EN: 86 | Spe: 98 (+) (Acc boost: 11%)
Ranks: 5/3/1/3 | Total: 19
Size: 3 | Weight: 4
Abilities: Swarm, Guts
Other: Frozen (1 action)

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 70 | EN: 77 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: None


Fafnir (M) @ Nothing
HP: 98 | EN: 84 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: None

Arena effects

  • Rock field (2 more rounds)

Round 1 data

Turn order: Sigyn, John, Fafnir, Aweshuckle

Sigyn uses Taunt on Aweshuckle for 9 energy
Aweshuckle is taunted for 6 actions

John uses Protect on Aweshuckle for 7 energy
John is protecting Aweshuckle from attacks

Fafnir uses Waterfall on John for 5 energy
Roll a D16 for crit: 7 - no crit
No flinch roll because John has already acted
John takes (8+3+(5-3)*1.5)=14 damage

Aweshuckle cannot use Safeguard due to Taunt
Aweshuckle's Taunt counter drops to 5


Turn order: Sigyn, John, Fafnir, Aweshuckle

Sigyn uses Toxic on Aweshuckle for 7 energy
Accuracy boosted to 100%
Aweshuckle is badly poisoned

John uses Megahorn on Sigyn for 7 energy
Accuracy boosted to 100%
Roll a D16 for crit: 16 - no crit
Sigyn takes (12+3+(5-3)*1.5)=18 damage

Fafnir uses Ice Punch on John for 6 energy
Roll a D16 for crit: 6 - no crit
Roll a D100 for freeze: 1 - freeze
Roll a D2 for freeze duration: 2 - 2 actions
John takes (8+(5-3)*1.5)=11 damage
John is frozen solid

Aweshuckle uses Struggle on Sigyn for 5 energy
Roll a D16 for crit: 15 - no crit
Sigyn takes (5+(1-3)*1.5)=2 damage
Aweshuckle takes (2*0.4)=0.8 recoil damage
Aweshuckle's Taunt counter drops to 4

Aweshuckle takes 1 poison damage


Turn order: John, Fafnir, Sigyn, Aweshuckle

John is frozen solid
John's freeze counter drops to 1

Fafnir uses Waterfall on John for 5 energy
Roll a D16 for crit: 10 - no crit
No flinch roll because John has already acted
John takes (8+3+(5-3)*1.5)=14 damage

Sigyn uses Psychic on John for (5+4/2)=7 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for special defence drop: 15 - no special defence drop
John takes (6+4+(4-3)*1.5)*1.5=17.25 damage

Aweshuckle uses Struggle on Fafnir for 9 energy
Roll a D16 for crit: 9 - no crit
Sigyn takes (5+(1-3)*1.5)=2 damage
Aweshuckle takes (2*0.4)=0.8 recoil damage
Aweshuckle's Taunt counter drops to 3

Aweshuckle takes 1 poison damage


Aweshuckle's Toxic counter increases to 2
Roll a D8 for new arena: (1 = Rock, 2 = Grass, 3 = Water, 4 = Fire, 5 = Electric, 6 = Flying, 7 = Ground, 8 = Ice) 1 - Rock


How round 2 will go down
  • Aweshucks orders
  • LupusAter orders
  • Objection continues singing
 
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#10
When you use protect to cover your teammate, it becomes normal priority.
As per the DAT:
Protect: The Pokemon erects a barrier that protects them from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Detect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.
 
#11
weeeeeeell fuck

Shuckle: Mudslap ~ Gyro Ball ~ Mudslap (All Sableye)
Heracross: Be frozen ~ Megahorn (Sableye) ~ Earthquake
If tormented A2, change A2 to Stone Edge (Sableye)
 
#12
Fafnir, Waterfall Heracross- Ice Punch Heracross- Waterfall Shuckle.
Sigyn, Psychic Heracross- Shadow Ball Heracross- Will-O-Wisp Shuckle.

KO sub for both: If your target is KO, attack the other one.
 
#13
Start of round 2

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 76 | EN: 86 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: Taunt (3 actions), Toxic (2 DPA)


John (M) @ Lucky Egg
HP: 44 | EN: 86 | Spe: 98 (+) (Acc boost: 11%)
Ranks: 5/3/1/3 | Total: 19
Size: 3 | Weight: 4
Abilities: Swarm, Guts
Other: Frozen (1 action)

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 70 | EN: 77 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: None


Fafnir (M) @ Nothing
HP: 98 | EN: 84 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: None

Arena effects

  • Rock field (2 more rounds)

Round 2 flavour

The battlefield shifted; the terrain was now rocky.
The Heracross stood there and started to thaw,
But Psychically Sigyn tossed John like a ragdoll,
And Fafnir's own Waterfall made him feel sore.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Shuckle fought back with a Mud-Slap attack.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
But Sigyn's perception remained quite intact.

Once John had defrosted, he bull rushed the Sableye,
His Megahorn thrusting right into her chest.
Then Fafnir and Sigyn continued their barrage;
An Ice Punch and Shadow Ball put John to rest.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Shuckle curled up and then started to spin.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
And unleashed a Gyro Ball straight at Sigyn.

With one adversary quite quickly defeated,
The Sableye then conjured some small floating flames.
Her Will-O-Wisps left a big burn on the Shuckle,
Who hoped that he'd somehow get back in the game.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Not with Feraligatr on the block.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
His Waterfall gave the Aweshuckle a shock.

End of round 2

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 60 | EN: 76 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: Toxic (3 DPA), burn (-3 to physical attacks, 2 DPA)


John (M) @ Lucky Egg
HP: KO | EN: 79

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 63 | EN: 54 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: 1 KOC


Fafnir (M) @ Nothing
HP: 98 | EN: 64 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: None

Arena effects

  • Rock field (1 more round)

Round 2 data

Turn order: John, Fafnir, Sigyn, Aweshuckle

John is frozen solid
John's freeze counter drops to 0

Fafnir uses Waterfall on John for 9 energy
Roll a D16 for crit: 7 - no crit
No flinch roll because John has already acted
John takes (8+3+(5-3)*1.5)=14 damage

Sigyn uses Psychic on John for (9+4/2)=11 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for special defence drop: 66 - no special defence drop
John takes (6+4+(4-3)*1.5)*1.5=17.25 damage

Aweshuckle uses Mud-Slap on Sigyn for 3 energy
Roll a D16 for crit: 16 - no crit
Sigyn takes (4+(1-3)*1.5)=1 damage
No accuracy drop due to Keen Eye
Aweshuckle's Taunt counter drops to 2

Aweshuckle takes 2 poison damage


Turn order: John, Fafnir, Sigyn, Aweshuckle

John uses Megahorn on Sigyn for 7 energy
Accuracy boosted to 100%
Roll a D16 for crit: 16 - no crit
Sigyn takes (12+3+(5-3)*1.5)=18 damage

Fafnir uses Ice Punch on John for 6 energy
Roll a D16 for crit: 8 - no crit
Roll a D100 for freeze: 53 - no freeze
John takes (8+(5-3)*1.5)=11 damage

Sigyn uses Shadow Ball on John for 5 energy
Roll a D16 for crit: 13 - no crit
Roll a D100 for special defence drop: 68 - no special defence drop
John takes (8+3+(4-3)*1.5)=12.5 damage
John is KO'd by the attack

Aweshuckle uses Gyro Ball on Sigyn for 7 energy
Roll a D16 for crit: 16 - no crit
Sigyn takes (5+round((43-4)/10)+(1-3)*1.5)=6 damage
Aweshuckle's Taunt counter drops to 1

Aweshuckle takes 2 poison damage


Turn order: Sigyn, Fafnir, Aweshuckle

Sigyn uses Will-O-Wisp on Aweshuckle for 7 energy
Roll a D100 for accuracy (boosted to 85%): 39 - hit
Aweshuckle is burned

Fafnir uses Waterfall on Aweshuckle for 5 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for flinch: 11 - flinch
Aweshuckle takes (8+3+(5-10)+(5-5)*1.5-1)*1.5=7.5 damage

Aweshuckle flinches
Aweshuckle's Taunt counter drops to 0

Aweshuckle takes 2 poison damage
Aweshuckle takes 2 burn damage


Aweshuckle's Toxic counter increases to 3


How round 3 will go down
  • Aweshucks chooses a replacement for John and equips its item
  • LupusAter orders
  • Aweshucks orders
  • Objection moves on to the next verse
 
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#15
Arena description said:
Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. 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.
So from what I understand, it's one round of normal, two rounds of elemental, one round of normal, two rounds of elemental, etc.
 
#16

Now we have to mantain control...

Sigyn, Taunt Shuckle- Will-O-Wisp Tauros- Fake Out Tauros
IF Shuckle uses Protect A1, change that action to Feint and push down.
IF Tauros uses Substitute A1, change A2 to Psychic (Tauros)
Fafnir, activate Sheer Force and Waterfall Tauros- Rock Slide- Waterfall Tauros
IF Tauros attacks you with Wild Charge, change that action to Counter, but not consecutively.
 
#18
Just wondering Aweshucks, who are those Rollouts targeting? You don't have to specify for Outrage since Outrage's target is random, but you do need to specify for Rollout.
 
#20
Start of round 3

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 60 | EN: 76 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: Toxic (3 DPA), burn (-3 to physical attacks, 2 DPA)


Keith (M) @ Amulet Coin
HP: 100 | EN: 100 | Spe: 127 (+) (Acc boost: 19%)
Ranks: 4/3/2/2 | Total: 19
Size: 4 | Weight: 4
Abilities: Intimidate, Anger Point
Other: None

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 63 | EN: 54 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: 1 KOC


Fafnir (M) @ Nothing
HP: 98 | EN: 64 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: None

Arena effects

  • Rock field (1 more round)

Round 3 flavour

A Tauros leapt out and then frighteningly bellowed,
And Fafnir and Sigyn were all shaken up.
Aweshuckle was calm until Sigyn made gestures;
Her second swift Taunt got the Shuckle riled up.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Fafnir augmented his powerful blows.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
And struck like a Waterfall right on Keith's nose.

The furious Shuckle rolled out like a boulder,
While Keith stamped his feet and went on an Outrage.
The Will-O-Wisp burned him and rocks slid upon him,
Then a Fake Out from Sigyn, that stopped his rampage.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
More Waterfalls and then Keith was fatigued.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
Can Aweshucks come back? I'd be really intrigued.

End of round 3

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 44 | EN: 64 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: Toxic (4 DPA), burn (-3 to physical attacks, 2 DPA), Taunt (3 actions), Rollout (used 3 times)


Keith (M) @ Amulet Coin
HP: 59 | EN: 84 | Spe: 127 (+) (Acc boost: 19%)
Ranks: 4/3/2/2 | Total: 19
Size: 4 | Weight: 4
Abilities: Intimidate, Anger Point
Other: Burn (-3 to physical attacks, 2 DPA), confusion (4 actions)

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 40 | EN: 34 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: 1 KOC, -1 attack (permanent), used Fake Out


Fafnir (M) @ Nothing
HP: 84 | EN: 45 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: Sheer Force active, -1 attack (permanent)

Arena effects

None

Round 3 data

Keith uses Intimidate
Fafnir's attack is lowered by 1 stage
Sigyn's attack is lowered by 1 stage

Fafnir activates Sheer Force


Turn order: Sigyn, Keith, Fafnir, Aweshuckle

Sigyn uses Taunt on Aweshuckle for 9 energy
Aweshuckle is taunted for 6 actions

Keith uses Outrage for 8 energy
Roll a D2 for target (1 = Fafnir, 2 = Sigyn): 1 - Fafnir
Roll a D16 for crit: 10 - no crit
Fafnir takes (12+(4-3)*1.5)=13.5 damage

Fafnir uses Waterfall on Keith for 9 energy
Roll a D16 for crit: 11 - no crit
No flinch roll due to Sheer Force
Keith takes (8+3+(5-3)*1.5+2)-(-1-0)*2=14 damage

Aweshuckle uses Rollout on Sigyn for 3 energy
Accuracy boosted to 100%
Roll a D16 for crit: 12 - no crit
Sigyn takes (4+3+(1-3)*1.5-3)=1 damage
Aweshuckle's Taunt counter drops to 5

Aweshuckle takes 3 poison damage
Aweshuckle takes 2 burn damage


Turn order: Sigyn, Keith, Fafnir, Aweshuckle

Sigyn uses Will-O-Wisp on Keith for 7 energy
Roll a D100 for accuracy: 64 - hit
Keith is burned

Keith uses Outrage for 8 energy
Roll a D2 for target (1 = Fafnir, 2 = Sigyn): 2 - Sigyn
Roll a D16 for crit: 11 - no crit
Sigyn takes (12+(4-3)*1.5-3)=10.5 damage

Fafnir uses Rock Slide for 5 energy
Roll a D100 for accuracy against Keith: 3 - hit
Accuracy against Aweshuckle boosted to 100%
Roll a D16 for crit against Keith: 12 - no crit
Roll a D16 for crit against Aweshuckle: 8 - no crit
No flinch roll against Keith due to Sheer Force
No flinch roll against Aweshuckle due to Sheer Force
Keith takes (8*0.75+(5-3)*1.5+2)+(-1-0)*2=9 damage
Aweshuckle takes (8*0.75+(5-10)+(5-5)*1.5+2-1)*1.5+(-1-0)*2=1 damage

Aweshuckle uses Rollout on Sigyn for 4 energy
Accuracy boosted to 100%
Roll a D16 for crit: 7 - no crit
Sigyn takes (7+3+(1-3)*1.5-3)=4 damage
Aweshuckle's Taunt counter drops to 4

Aweshuckle takes 3 poison damage
Aweshuckle takes 2 burn damage
Keith takes 2 burn damage


Turn order: Sigyn, Keith, Fafnir, Aweshuckle

Sigyn uses Fake Out on Keith for 4 energy
Roll a D16 for crit: 2 - no crit
Keith takes (4+(3-3)*1.5)+(-1-0)*2=2 damage

Keith flinches

Fafnir uses Waterfall on Keith for 5 energy
Roll a D16 for crit: 16 - no crit
No flinch roll due to Sheer Force
Keith takes (8+3+(5-3)*1.5+2)-(-1-0)*2=14 damage

Aweshuckle uses Rollout on Sigyn for 5 energy
Accuracy boosted to 100%
Roll a D16 for crit: 7 - no crit
Sigyn takes (10+3+(1-3)*1.5-3)=7 damage
Aweshuckle's Taunt counter drops to 3

Aweshuckle takes 3 poison damage
Aweshuckle takes 2 burn damage
Keith takes 2 burn damage
Keith is confused due to exhaustion
Roll a D3 for confusion duration: 3 - 4 actions


Aweshuckle's Toxic counter increases to 4
The battlefield returns to normal


How round 4 will go down
  • Aweshucks orders
  • LupusAter orders
  • Objection makes another Perform (Sing) check
 
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#25
Start of round 4

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: 44 | EN: 64 | Spe: 4 (-)
Ranks: 1/10/1/9 | Total: 22
Size: 1 | Weight: 2
Abilities: Sturdy, Gluttony
Other: Toxic (4 DPA), burn (-3 to physical attacks, 2 DPA), Taunt (3 actions), Rollout (used 3 times)


Keith (M) @ Amulet Coin
HP: 59 | EN: 84 | Spe: 127 (+) (Acc boost: 19%)
Ranks: 4/3/2/2 | Total: 19
Size: 4 | Weight: 4
Abilities: Intimidate, Anger Point
Other: Burn (-3 to physical attacks, 2 DPA), confusion (4 actions)

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 40 | EN: 34 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: 1 KOC, -1 attack (permanent), used Fake Out


Fafnir (M) @ Nothing
HP: 84 | EN: 45 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: Sheer Force active, -1 attack (permanent)

Arena effects

None

Round 4 flavour

While Shuckle rolled out, Fafnir danced like a dragon,
And Keith lost his bearings and hurt himself bad.
Then Sigyn put Shuckle in a terrible Night Shade,
As Fafnir struck once more and Keith, he got mad.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
One more time, Keith went on a massive Outrage.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
The burn and the poison got Shuckle enraged.

So one more time Shuckle rolled out, but oh dear!
The Sableye quite handily countered the blow.
The battle raged on and the Pokemon tired,
And then poor Aweshuckle could no longer go.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
One shot for Aweshucks to astonish us all.
Whoopie ti-yi-yo, Aweshucks versus Lupus!
He might pull it off if he makes the right call.

End of round 4

Team Aweshucks


Aweshuckle (M) @ Exp. Share
HP: KO | EN: 42


Keith (M) @ Amulet Coin
HP: 12 | EN: 65 | Spe: 127 (+) (Acc boost: 19%)
Ranks: 4/3/2/2 | Total: 19
Size: 4 | Weight: 4
Abilities: Intimidate, Anger Point
Other: Burn (-3 to physical attacks, 2 DPA), locked into Outrage (1 action)

Team LupusAter


Sigyn (F) @ Exp. Share
HP: 3 | EN: 32 | Spe: 43 (-)
Ranks: 3/3/4/3 | Total: 16
Size: 1 | Weight: 2
Abilities: Keen Eye, Stall, Prankster
Other: 2 KOC, -1 attack (permanent), used Fake Out, used 1 chill


Fafnir (M) @ Nothing
HP: 71 | EN: 25 | Spe: 78
Ranks: 5/3/3/3 | Total: 20
Size: 4 | Weight: 4
Abilities: Torrent, Sheer Force
Other: Sheer Force active, -1 attack (1 more round), -1 defence (1 more round)

Arena effects

  • Ice field (2 more rounds)

Round 4 data

Turn order: Keith, Fafnir, Sigyn, Aweshuckle

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Keith hits itself for 3 energy
Keith takes (4+(4-3)*1.5-3)=2.5 damage
Keith's confusion counter drops to 2

Fafnir uses Dragon Dance for 7 energy
Fafnir's attack and speed are raised by 1 stage

Sigyn uses Night Shade on Aweshuckle for 4 energy
Aweshuckle takes 10 damage

Aweshuckle uses Rollout on Sigyn for 7 energy
Accuracy boosted to 100%
Roll a D16 for crit: 14 - no crit
Sigyn takes (13+3+(1-3)*1.5-3)=10 damage
Aweshuckle's Taunt counter drops to 2

Aweshuckle takes 4 poison damage
Aweshuckle takes 2 burn damage
Keith takes 2 burn damage


Turn order: Fafnir, Keith, Aweshuckle, Sigyn

Fafnir uses Waterfall on Keith for 5 energy
Roll a D16 for crit: 7 - no crit
No flinch roll due to Sheer Force
Keith takes (8+3+(5-3)*1.5+2)=16 damage

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Keith uses Outrage for 8 energy
Roll a D2 for target (1 = Fafnir, 2 = Sigyn): 2 - Sigyn
Roll a D16 for crit: 14 - no crit
Sigyn takes (12+(4-3)*1.5-3)=10.5 damage
Keith's confusion counter drops to 1

Aweshuckle uses Rollout on Sigyn for 8 energy
Accuracy boosted to 100%
Roll a D16 for crit: 10 - no crit
Sigyn takes (16+3+(1-3)*1.5-3)=13 damage
Aweshuckle's Taunt counter drops to 1

Sigyn uses Metal Burst for (6+(13/3))=10.33... energy
Aweshuckle takes (13*1.25)=16.25 damage

Aweshuckle takes 4 poison damage
Aweshuckle takes 2 burn damage
Keith takes 2 burn damage


Turn order: Sigyn, Fafnir, Keith, Aweshuckle

Sigyn chills and restores 12 energy

Fafnir uses Superpower on Keith for 8 energy
Roll a D16 for crit: 6 - no crit
Keith takes (12+(5-3)*1.5)*1.5=22.5 damage
Keith's confusion counter drops to 0
Fafnir's attack and defence are lowered by 1 stage

Keith snaps out of confusion
Keith uses Outrage for 8 energy
Roll a D2 for target (1 = Fafnir, 2 = Sigyn): 1 - Fafnir
Roll a D16 for crit: 14 - no crit
Fafnir takes (12+(4-3)*1.5-3)+(0--1)*2=12.5 damage

Aweshuckle uses Gyro Ball on Sigyn for 7 energy
Roll a D16 for crit: 13 - no crit
Sigyn takes (5+round((43-4)/10)+(1-3)*1.5-3)=3 damage
Aweshuckle's Taunt counter drops to 0

Aweshuckle takes 4 poison damage
Aweshuckle takes 2 burn damage
Aweshuckle is KO'd by the burn (KOC goes to Sigyn)
Keith takes 2 burn damage


Roll a D7 for new arena: (1 = Grass, 2 = Water, 3 = Fire, 4 = Electric, 5 = Flying, 6 = Ground, 7 = Ice): 7 - Ice


How round 5 will go down
  • Aweshucks decides what to give Freddie the Rapidash
  • LupusAter orders
  • Aweshucks orders
  • Objection prays that he doesn't lose his voice
 
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