Completed Triples in the Colosseum! Rickheg v Tortferngatr (Chris Teke refs, Rediamond tutors.)

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#1
Rickheg v. Tortferngatr
Chris Teke steps out into “his” colloseum. He gets to be Emperor for a match. As this is one of his first matches, rediamond is by his side, guiding him, and halping him make his decisions.

Rules:
6v6, Triple NFE only battle
2 Day DQ
2 recoveries/5 chills
Abilities=all
Switch=ok
Items=Off
Format=Triples
Arena; The Colosseum;
Complexity: Simple
Format: All
Arena Type: None
Restrictions: None

The Colosseum. Yes, the one in Rome. There's a water source, as well as plenty of rocks. If the Emperor (referee) decrees the match to be too boring, then he may order the release of a pokemon into the arena that will attack indescriminately. It can be a legendary like Kyogre or something smaller like Houndoom.


Team Rickheg:

Colosshale (Captain) F
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack

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.

Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

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): (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.

Stats:
HP: 100
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 3
Spe: 85

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

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

Encore
Fake Out
Sucker Punch

Earthquake
Rock Slide
U-Turn


Ralts (Mystic) F
Nature: Modest (Adds 1 to Special Attack; Subtracts 1 from Attack)

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace: (Can Be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Telepathy: (DW 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 0(-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40

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

Attacks:
Growl
Confusion
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Confuse Ray
Encore
Will-O-Wisp

Psychic
Thunderbolt
Hidden Power Ground (7)


Golett (Megazord)
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)

Type: Ghost/Ground
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.

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:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

No Guard: (Innate) (DW Locked) 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.

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

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

Attacks:
Pound
Astonish
Defense Curl
Mud Slap
Roll Out
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Earthquake
Night Shade
Focus Punch

Substitute
Rock Slide
Toxic


Machop (Randy Savage) M
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 2

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch

Bullet Punch
Ice Punch
Thunder Punch

Protect
Earthquake
Brick Break


Tepig (Boarbeque) M
Nature: Quiet (Adds 1 to Special Attack; Divides Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

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.

Abilities:
Blaze: (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)

Thick Fat: (Innate)(DW Locked) 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.)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 39(-)
Size Class: 1
Weight Class: 1

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

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge

Body Slam
Magnitude
Yawn

Grass Knot
Wild Charge
Overheat


Togepi (Serenity) F
Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)

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

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

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck: (Innate)(DW Locked) 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.

Stats:
HP: 90
Atk: Rank 0(-)
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1

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

Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Extrasensory
Nasty Plot
Psycho Shift

Shadow Ball
Flamethrower
Grass Knot


Team Tortferngatr


Drilbur [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)
Type: 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:
Ability 1: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Sand Force: (innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Ability 3: Mold Breaker: (DW, not yet unlocked, innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats: 60/85/40/30-/45/68+

HP: 90
Atk: Rank 3
Def: Rank 2
SAtk: Rank 1 (-)
SDef: Rank 2
Speed: 79 (+)
Size Class: 1
Weight Class: 1

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake

Metal Sound
Crush Claw
Skull Bash

Shadow Claw
X-Scissor
Brick Break
Protect


Voodoll (Frankenstein) M
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Ability 1: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Ability 2: Normalize: (Can be disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Ability 3: Cursed Body (DW not yet unlocked): (Innate) When This Pokemon is struck by an opponents 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.

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

Stats: 60/55+/50-/65/50/70

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2

Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile

Perish Song
Imprison
Screech

Protect
Brick Break
Psychic


Timburr (Flatten) F
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: 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.
Ability 2: Sheer Force (can be activated) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3: Iron Fist (DQ not yet unlocked, innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

EC: 1/6
MC: 0
DC: 1/5

Stats: 75/80+/55/25-/35/35

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm

Drain Punch
Mach Punch
Counter

Poison Jab
Smack Down
Dig


Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
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.
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.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: 30/35/30-/100/35/80+

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1

EC: 0/9
MC: 0

Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Disable
Perish Song
Ice Punch

Toxic
Venoshock
Psychic



Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Ability 1: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Ability 2: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Ability 3: Sheer Force (DW, not yet unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

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

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2

EC: 4/9 (eligible to evolve, but not yet evolving)
MC: 0
DC: 3/5

Attacks:

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Fire Blast
Thunder
Volt Switch
Taunt
Protect
Light Screen
Torment

Dragon Pulse


Embirch (F) Forestflame
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
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.
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

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 60/40+/55/65/50/50-

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3

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

Attacks:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin

Earth Power
Endure
Aromatherapy

Reflect
Light Screen
Toxic


Rickheg sends pokémon, Tortferngatr sends pokémon and gives orders, Rickheg gives orders, I ref.

In order to make the sending a pokémon out due to boredom fair, I will use a formula. This round, I will generate a number between 1 and 75 as the beginning boredom counter. Every round after, I will add anywhere from one to five points to the boredom counter (random). If a move is used twice in a row, I will add five, twice in a round I will add 3 and twice in the match I will add 1. If a move critically hits, I will subtract 5, if a move has an added effect, I will subtract three, and if a move misses, I will subtract one. Ones the counter reaches 100, a pokemon will be chosen at random, use random moves, and target a random opponent. The boredom counter will reset between 1 and 75 once the random pokémon is sent out.

Boredom: 62
 
#3
"Go Flash the Monohm, Flatten the Timburr, and Forestflame the Embirch.

Monohm: Taunt Ralts, then Thunder Colosshale. If Colosshale uses Encore on you turn 2, Taunt him turn 2.
Timburr: Hammer Arm Colosshale twice.
Embirch: Bullet Seed Colosshale, then Light Screen."
 
#4
Hmm...encore a Monohm into doing nothing? Well, if you say so. I hate Monohms.

Colosshale, Fake Out Timburr, Encore Monohm

Ralts, Hidden Power Monohm, Psychic Timburr

Machop, Dynamic Punch Monohm, Brick Break Monohm
 
#5
Hey guys, as an apology for my tutee going over DQ, I'll take over reffing. My free time isn't exactly overflowing, so bear with me. I'll try to have a round up today or tomorrow.

My apologies.
 
#6
Alrighty then, to lazy to do sprites at the moment, so let's do things this way:

Monohm/Embrich/Timburr
HP: 90/90/100
En: 100/100/100
Other: ---/---/---

vs

Colloshale/Ralts(likeaboss)/Machop
HP: 100/90/100
En: 100/100/100
Other: ---/---/---

Arena: Still unchanged

Round One: Fight dirty with me

Chris: "As emporer of this arena, I declare this battle begun!"

One coup later

Red: "As emporer of this arena, I declare this battle begun!"

And thus the combatants are off. Captain the Colloshale jumps into the air, only to slam back down almost immediately. However, his impact with the ground sends a wave of air towards Timburr that he doesn't seem to like very much. Monohm immediately recognizes Ralts as the greatest threat, as he has clearly looked through other battles of Ralts pwnage, and is rightfully terrified. I mean, it's a Ralts. It's a freaking beast. Who wouldn't be scared by it's amazing power? Red's Gardevoir smiles beside him as he concludes his extremely biased rant. She definitely did not mind control the ref to say this. At all. By the time Red's finished his rant, the Taunt is already done, and Ralts is in a RAGE!!! Ouch. Monohm should know not to make something that epic angry. Embrich realizes that the ref is incredibly busy fawning over Ralts, so he's free to do some extremely cheap manuevers really quickly. Like five of them. Five attacks in one action is probably illegal, but no one seems to notice (at least, not the ref), so Embrich gets off free. Ralts is still in a RAGE, and summons the deep, secret, and incredibly epic secret powers of her kind to make the earth itself shake under Monohm, until a small earthquake caused by her mind partially envelops the electric-type. Timburr pulls himself off of the ground, to stunned by his previous experiences with the winds to make an action. Machop doesn't seem to have this problem, and walks straight up to Monohm.

"Oh, yeah it's about to get real. Watch me snap into a" by this point, Monohm realizes that he has been defeated in a rap battle that he wasn't aware he had entered. Great now he's battered, and intensely confused.

Moving on with the fight, Colloshale realizes that he never got the chance to hear what exactly the Monohm said to Ralts during their rap battle that occured last turn while Emporer Red (ooc: if this ever happens in real life, kill me before I can mess things up) was ranting. So, he clicks a replay button to see Monohm rap two more times. However, he's still too confused as to how Randy Savage came from nowhere, and can't finish the battle, only hurting his rankings in confusion as ten more people comment about Randy Savage winning. Embrich tries to salvage things by creating a massive firewall of censorship to prevent viewers from watching the battle. Ralts gets angry with the censorship, and gives a long, logical argument as to how this restricts freedom of speech to Timburr. Randy Savage, who also happens to work at Wikileaks, agrees and slams his fist into the firewall, instantly shattering it. Timburr decides that Colloshale hasn't taken enough hits, and slams his arm into him with a very, very powerful PAWNCH.


Somehow, Red got bored, and orders his Seviper to stir something up. He gladly complies, and causes dirt to fly up throughout the arena, as he continues to chuck it into the air via small Earthquakes that don't reach the combatants. That's right. Mud Sport is in effect.

Monohm/Embrich/Timburr
HP: 49/90/83
En: 80/87/94
Other: Encored one action/---/-1 speed

vs

Colloshale/Ralts(likeaboss)/Machop
HP: 34/90/100
En: 86/91/88
Other: Taunted six actions/Taunted four actions/---

EDIT: Mistake fixed, Tortferngatr go.

Arena: Mud Sport is in effect, likely for the rest of the battle
 
#7
Mud Sport. Interesting. That might actually help me. It certainly doesn't help Monohm, which makes me happy. Seriously, I don't like Monohms.

Let's keep it up, everyone!

Colosshale, Rock Slide, Rock Slide should be good.

Ralts, Hidden Power Monohm, Hidden Power Monohm

Machop, DynamicPunch Monohm, Brick Break Monohm
 
#8
Ralts also needs to show Taunted status...but oh well. This has been long enough.

"Monohm-Taunt Machop, then Torment Machop!
Timburr-Drain Punch Colosshale, then Poison Jab Ralts! If Colosshale is still alive on turn 2, use Mach Punch on him instead!
Embirch-Giga Drain Colosshale, then Light Screen!"
 
#9
Ugh. Sorry, but I have issues reffing in reasonable amounts of time. I'll try to make it up with the reffings though. Oh, and didn't see the 2 day DQ. I'll try to meet it from here on out. But for now here's

ROUND TWO: Failing Colloshalely

Inspired by the Mud falling all around him, Colloshale also decides to throw up the Earth. But with MOAR PAIN!!! He slams his body into the ground again, this time causing several objects to fly into the air. What are they? Birds? Planes? No, it's gigantic rocks that are somehow easily survived by most things unless they dislike rocks. Personally, I think everything should dislike falling rocks. I mean, Bastidon "resists" rocks, and look what one did to the entire species. Regardless, I digress. The falling meteors come down like something from a poorly made apocalypse movie and slam into Monohm who shrugs it off, Embrich who cringes as it crushes his elaborate root system, and Timburr, who made the unfortunate mistake of looking up to see what it was. Ouch. Monohm doesn't quite realize that ERBOH references are so last round, and continues trying to rap against Randy Savage, who doesn't seem to care. He would much rather use his fists on them commies anyways. Embrich decides to pull out his law degree and lecture Colloshale on the various legal reprecussions of throwing rocks at someone else, and eventually winning the lawsuit in a one day Ace Attorney style case, draining large amounts of his health. Blood sucking lawyers... Ralts realizes that she can just slam attacks into Monohm while his screen is down, and fires off a Hidden Power attack that hits the Electric Sheep for decent damage. Randy Savage is angry that in the edited version of his rap battle, he did not outclass Monohm to the point of confusion, so he tries to show him his confusing dance moves again. However, it backfires. Monohm's computer screen is too dusty to watch the battle, and slamming his fist into it only gets Macho Man a faceful of paralyzing electricity. Oh, did I ever mention how this game makes fun of the disabled? I should requit ASB after this battle in protest. Anyways, Macho Man's a bit closer to Steven Hawking than Randy Savage at the moment. Timburr decides to pull out his law degree as well, but he's still cringing from the rock to the face, and accidentally presents his Tax Returns instead of his attorney's badge.

Colloshale begins to throw some more rocks. He jumps into the air and

Timburr finally finds his Attorney's Badge. The sheer mach speed of the Objection causes Colloshale to faint on the spot.


Now that that's out of the way, let's get on with the round.

Monohm remembers how to speak in a German accent, and proceeds to taunt Machop once again. However this time, it's slightly different "When I apply my battle theory minds are relatively blown, so..." It doesn't seem like he's taunted, but simply tormented by how annoying his paralysis is. That's going to be annoying. Embrich casts up yet another wall of light. When in doubt, repeat what failed. Ralts fires yet another Hidden Power at the wall, but it does pathetic damage when the light has filtered it out. Machop is anguished by his paralysis to the point where he is mentally unable to attack, even if his condition wouldn't have actually prevented it.

Emporer Red is decently impressed with the action, but still has his Seviper keep up Mud Sport to make things interesting.

Monohm/Embrich/Timburr
HP: 9/89/78
En: 60/68/91
Other: ---/---/---
Light Screen 5 actions

vs

Colloshale/Ralts(likeaboss)/Machop
HP: KO/90/100
En: KO/77/76
Other: KO/Taunted four actions/Tormented 5 actions (DynamicPunch blocked next round), 20% paralysis(degrades two actions), Guts active

Rickheg sends out his Pokemon, Tortferngatr gives orders, Rickheg gives orders.
 
#12
Why did you tell him my Ralts is such a boss? My entire strategy was to sweep all 6 mons with him, now you've ruined it!

Ralts, Hidden Power Monohm will finish it. Then Psychic Timburr.

Tepig, let's make a grand entrance. Use Ember+Overheat Combo on Timburr.

Machop, DynamicPunch Timburr, then randomly Brick Break Embirch, because we can.
 
#13
Monohm/Embrich/Timburr
HP: 9/89/78
En: 60/68/91
Other: ---/---/---
Light Screen 5 actions

vs

Tepig/Ralts(likeaboss)/Machop
HP: 100/90/100
En: 100/77/76
Other: ---/Taunted four actions/Tormented 5 actions (DynamicPunch blocked next round), 20% paralysis(degrades two actions), Guts active

Round Three: Rock you with a Hurricane

Most Monohms (how I hate thee with every fiber of my being) suck. But this one blows. Hard. In fact, he's doing it so hard that an enormous windstorm comes and slams into Ralts, causing the wind around her to block out the world completely, all sound falling short of reaching her. This would normally bother most Psychic types, and in truth it does, but not nearly as much as the winds that are physically injuring her. Or the two bullet seeds that enter into the storm. In pure fury, she decides to vent her RAGE with her Hidden Powers, but they fall short of a KO when the screen of light blocks most of the damage. Timburr goes on the offensive by slamming his fist into the ground, causing a huge storm of rocks to... wait, I think I've seen this before. The emporer yawns in boredom as the same attack crosses across the field, harming Tepig and Ralts, but pretty much getting shrugged off by Machop. Actually, he hates it, but he can't make any physical expression of pain with the electricity (that is politically incorrect, by the way) coursing through his body. And then Tepig let's loose his unnamed combo. For the purposes of making this round entertaining, I'm going to call it the SUPER AWESOME EPIC ENTRANCE MOVE OF HERCULEAN AND ATLANTEAN PROPORTIONS THAT SHALL BE FOREVER REMEMBERED AS THE MOST POWERFUL MOVE TO EVER BE CREATED FROM COMBINING EMBER AND OVERHEAT IN THIS COLLOSEUM. Yeah, I went there. Tepig shoots out a small stream of fire that barely breaks the light screen. In fact, it's so small, Timburr doesn't even bother to dodge it. Now, I'm trained for coups and ruling an empire, not advanced physics. But even I can tell you this: FIRE. IS. HOT. The flames are far hotter than any normal Ember attack, topping nine thousand degrees on the YEOWCH scale. The cost of heating the fire to that high of a temperature force Tepig to take it easy on his fire sac for a while, but leave a nasty burn on Timburr that unleashes his inner guts.

Embrich and Monohm unleash another Bullet Seed and Hurricane, this time with three seeds in the mix. At this point, the emporer gets bored by attack spam and calls to the Praetorian Gaurd around him and begins to whisper in a rushed voice. After this exchange, the gaurds nod, and one rushes off to a secret area beside the Colloseum. Ralts is busy trying to subdue Timburr with a Telekinetic assault, but the screen greatly hinders her ability to do so. Timburr uses... another... Rock... Slide... zzz.

Machop finally looks back up at his foe, glaring through the screen through his paralysis as he prepares to rally the momentum back to his side... "There are ten million million million million million million million million particles in the Universe that we can observe," Timburr reals backwards from the greatest line in any Colloseum rap battle thus far, and the screen explodes into a million pieces at the sight of a paralyzed Pokemon managing to look incredibly pissed off.

At this point, Emporer Red stands up, and holds out a Pokeball. "Alright, Seviper return before you get hurt." He then rose his hands into the air as all noise in the colloseum stopped. "Ladies and gentlemen of Rome, today I have a very special show for you. A monster far more powerful than imagination that even time can not comprehend it in it's power and was forcibly subdued. I hereby declare that this pathetic showcase is not worth of the colloseum. To both combatants, I put my thumb down."

A huge roar echoed throughout the arena as a portal opened up over the stadium. Slowly, a huge being emerged. It was made of blue crystal, with metallic braces holding his body together. Or perhaps restraining his potential. Either way, the audience cowered into their seats as a massive roar that would not soon be forgotten shook the arena. The show was soon forgotten. A far greater spectacle was about to begin. Enter Dialgia, master of time.

Monohm/Embrich/Timburr
HP: 4/89/37
En: 36/54/75
Other: ---/---/Burned, guts active

vs

Tepig/Ralts(likeaboss)/Machop
HP: 71/16/90
En: 81/68/76
Other: -1SpAtt/Taunted two actions/Tormented 3 actions (Brick Break blocked next round), 10% paralysis(degrades three actions), Guts active

Arena: Dialgia stands prepared to cast judgement


rickheg, go
 
#14
Wow, could that turn have gone worse for me?

Machop, if I did my calcs right, then Bullet Punch Monohm will finish it. Then Dynamic Punch Timburr.

Ralts, you're screwed. Psychic Timburr twice.

Tepig, use Flame Charge on Timburr, then use Body Slam Timburr
 
#15
Monohm-Protect, then ThunderShock Ralts. If Dialga owns Ralts, use Hurricane on Machop turn 2 instead.
Timburr-Evasive Dig, pop up at Machop. If Dialga uses Trick Room action 1, use Poison Jab, then normal Dig turn 2.
Embirch-Flame Wheel Ralts, then Bullet Seed Machop. If Dialga owns Ralts, use Bullet Seed on Machop on turn 1 as well.

also how did Machop take no damage from Rock Slide
and Timburr is a she
 
#16
Monohm/Embrich/Timburr
HP: 4/89/37
En: 36/54/75
Other: ---/---/Burned, guts active

vs

Tepig/Ralts(likeaboss)/Machop
HP: 71/16/90
En: 81/68/76
Other: -1SpAtt/Taunted two actions/Tormented 3 actions (Brick Break blocked next round), 10% paralysis(degrades three actions), Guts active

Arena: Dialgia stands prepared to cast judgement

Round Four: Waaaaaaaaaaaaaaait... Female Timburr exist?

"WHAAAAAAAAAAAAAAAAAAAAAAAAAAAT?! THAT'S IMPOSSIBLE! THIS IS MADNESS! THIS IS A VIOLATION OF ALL CIVIC LAWS EVER CREATED IN THE EMPIRE! NOTHING THAT OBVIOUSLY MASCULINE COULD POSSIBLY BE A GIRL! I SWEAR THAT NOW-"

Gardevoir spoke up telepathically, "Do you realize how much you sound like a sexist pig? The entire point of third wave feminism is to break away the restraining stereotypes of-"

"BUT IT VIOLATES ALL LAWS OF NATURE! THIS IS UTTER INSANITY!"

"...how did you think Conkeldurr reproduced?"

"Look, I don't know what your hobbies are, but I've never really spent much time pondering the sex lives of large fighting types. I don't see Tyrogue going extinct anytime soon either. They do it just fine."

An awkward silence ensued.

"What if one of the battlers is female? They might be offended by the large amount of incredibly sexist material in the reffing and forward?"

Emporer Red waved his hand dismissively, "Then they can just have Flora delete my post and put this up all over the Internet as a testament to how woment are oppressed. I grow tired of this rant, ON WITH THE BATTLE!"
-------------------------------------------------------------​
Everyone in the world of ASB hates the Monohm line. Except Dialgia. Seeing his fellow dragon in dire straights, he felt a wave of pity and loosened the constraints of time around him, allowing him to move much faster. He immediately puts this speed to use by creating a huge shield of energy almost instantly, just in time to block a punch faster than a speeding bullet, more powerful than a locomotive, and able to leap over tall buildings in a single bound. Is it a bird? Is it a plane? ...Superman? No, not him either. It's actually Steven Hawking/Randy Savage venting some rage. Embrich realizes that doing something not named bullet seed is less likely to get the ref, and by extension Dialgia, annoyed, so he slams into Ralts with a wheel of flame. This doesn't do much, as the ref is still displeased uue to the attack on a Ralts as Gardevoir does not use mind control. Ralts is sick and tired of everyone pushing her around, so she breaks the feminine stereotype (see Gardevoir, this reffing is actually third wave feminist) by picking up Timburr into the air and then she THREW IT ON THE GROUND. She ain't gonna be part of your system, man. Tepig recently read an article about a possible climate change disaster in 2000 years. Because the weathermen that can't call today's forecast right can really do that. So, he decides to save energy by not using a combo and just CHARGING UP HIS ROMAN ERA ELECTRONICS!


I never got the environmental movement either.

Anyways, he begins to charge into Timburr with a flaming tackle that releases enough heat to power up his phone and GPS and car and house and private jet and other needed environmental leader accessories that let him move around faster. Timburr feels as if she's being unfairly discriminated against now that her true gender has been made known. So, what's a girl to do? But of course, call CNN and the government to make her case known to the world. Of course, the former isn't around yet and the latter is lead by the emporer, who happens to be busy making extremely sexist comments that are also somehow third wave feminist at times, so no sympathy there either. So she just digs a hole and cries when she realizes how no one likes her.

"That was taking things to far."

*very few people like her

"Try again."

*she can dig a hole to get back to the kitchen

"..."

*she can dig a hole to give her a tactical advantage

"Carry on."

Dialgia decides to continue supporting the adorable little demon... er, dragon and attacks in sync with it, distorting time around Ralts so that it's almost immobile. Of course, all this does is provide us with a slow motion kill shot cam as Ralts goes down to one last thundershock from the demon... er, dragon. Tepig gets as angry as a pig can get from being unable to save his comrade, so he slams into Timburr full force with a crushing Body Slam, only to find that she's still underground. Embrich follows this up with: you guessed it, bullet seed... yay? Three hits on Machop serve to annoy it, but it keeps going. Timburr then resurfaces having finally decided her course of action: destroy all males. What else is there she can logically do? So, she comes up and knocks Machop aside, who is too paralyzed to reply. Dialgia remains above the arena, ready to toy with the combatants for a while before casting down his judgements.

"I thought you hated the Cyclohm line."

"I do."

Then why did you have Dialgia not only aid a Monohm, but help it strike down a Ralts?

"Look, Dialgia's got a mind of his own on this stuff. He does whatever the RNG wants him to do, and there's no controlling him."

"..."

"Fine, I'll make sure the Monohm dies next round, happy?"

"I have no preference. Gengar is the one who wants to watch."

Monohm/Embrich/Timburr
HP: 4/89/9
En: 25/42/62
Other: +2 speed (permanent)/---/Burned, guts active

vs

Tepig/Ralts/Machop
HP: 71/KO/77
En: 71/KO/73
Other: ---/KO/Tormented 1 action (Bullet Punch blocked next round), 5% paralysis(degrades one action), Guts active

Arena: Dialgia stands prepared to cast judgement

Rickheg sends out his Pokemon, Tortferngatr gives orders, Rickheg orders.
 
#18
"Monohm-Hurricane Machop, then Protect! If Machop uses Protect turn 1, switch the order of Protect and Hurricane!
Timburr-Drain Punch+Mach Punch Machop-if Machop uses Protect turn 1, use it on Tepig instead.
Embirch-Leech Seed Machop, then Toxic Golett-switch the order of those two actions if Machop uses Protect turn 1."
 
#19
Well, this isn't good.

Golett, use Focus Punch on Embirch, then use Night Shade on Timburr.

Machop, use Protect, I think that's the best course of action. Then use Brick Break on Brick Break on Monohm.

Tepig, you're gonna use Flame Charge on Embirch twice.

That should KO both Monohm and Timburr. Finally.
 
#20
Monohm/Embrich/Timburr
HP: 4/89/9

En: 25/42/62
Other: +2 speed (permanent)/---/Burned, guts active

vs

Tepig/Golett/Machop
HP: 71/90/77
En: 71/100/73
Other: ---/---/Tormented 1 action (Bullet Punch blocked next round), 5% paralysis(degrades one action), Guts active

Arena: Dialgia stands prepared to cast judgement

Round Five: IT FINALLY EFFING DIED!

"GENGAAAAAAAAAAAAAAR!"

"Alright, Cloak I know you're excited to watch a Monohm get destroyed, but can you please quiet down so I can ref already?"

"Gengar."

"OK then, and now we're off."

Dialgia and his RNG really dislike the Ralts line. Not only did he judge a Ralts, but he completely ignores a Gardevoir. But they like Monohms. He frees Monohm even more from the bonds of time until he zips ahead of all others on the field as he creates another shield of energy. Machop tries to follow, but the Paralysis surges through his body once again until it's all gone, finally freeing his muscles up. At this point, Timburr decides to try out a new move. It's called FALCON PAWNCH! She races forwards with the speed and force of an F-Zero car into Tepig, sending him blasting away as the sheer awesomeness of the attack causes her pride and stanima to swell. Embrich decides to continue being annoying, and blasts a wad of goo at the newly arrived Golett, sending a wave of toxins through his system. They aren't that bad now, but give it some time... And Tepig is pissed. F-Zero cars are horribly inefficient, and Tepig hates energy waste. Therefore, he decides to punish the female Captain Falcon poser by using another flaming tackle to recharge his system, become even faster than the fighting type, and gaining 20% charge on his Geothermic phone. But Golett still hasn't moved. He's preparing to show the world one thing, and one things alone. FALCON PAWNCHing is for men only. He screams to the world, and slams a massive punch into Embrich sending him flying back over the horizon... well, just a few feet. But it really hurt to put it mildly.

By this point, the Emporer is on his feet. "Alright, Dialgia. Get around to killing the stupid Monohm already."

Dialgia looks mildly annoyed at having to take orders from a mortal, but complies anyways and begins to bend and twist the flow of time in the colloseum into some sort of a reverse temporal flow. Tepig's charge makes it harder for him to move through time, while Monohm's "freedom" from normal time crushes him tightly in the new temporal structure. Machop and Golett, now the fastest Pokemon in the match, rush forwards as one, letting out a powerful punch and a shadowy one on Monohm and Timburr respectively. While Monohm falls down for the count, the new vitality from her last PAWNCH keeps Timburr standing. Embrich decides that if we have a Captain Falcon (or two), there has to be his annoying counterpart from the Subspace Emissary. So, Embrich pulls a Pikmin (I DON'T CARE HOW IT'S SPELLED!) from out of nowhere, and chucks it at Machop, causing it to start sucking away his life force. Ouch. Tepig decides to make himself even slower and more wasteful to his alliance (but better for society!) with another Flame Charge on Embrich. How creative. Dialgia, will you... reward his creativity for me?


"GENGAR GEN!"

"...Gardevoir, translation please."

"He asked why Dialgia didn't just kill the Monohm himself."

"Well, you see it's this great thing called a random number generator that Dialgia makes all of his decisions based off of. I just made sure that at least one of them would hurt Monohm to make up for his exceptionally good luck... like three blessings in a row. I didn't actually have to alter it though. He did the mini-trick room on his own. And since the Monohm's dead and the words "GEN" and "GAR" add very little to this reffing, Gengar return!"

"...he does minorly give me the creeps sometimes."

"He's a ghost type. That's what he's supposed to do."

"...I meant that in multiple ways."

"Gardevoir, please tell me if I don't want a translation from now on."

"Gladly."

Monohm/Embrich/Timburr
HP: KO/73/3
En: KO/26/39

Other: KO/---/Burned, guts active

vs

Tepig/Golett/Machop
HP: 55/88/74
En: 62/85/68
Other: +1 speed/Badly Poisoned 1DPA(ups one action)/seeded (5 actions)

Arena: Dialgia stands prepared to cast judgement
Trick Room 2 actions

Tortferngatr sends out his Pokemon, Rickheg orders, Tortferngatr orders, I ref, repeat until battle ends, repeat with more battles until December 2012.
 
#22
And fuck your Timburr, too. That Drilbur is next to fall.

Machop, Bullet Punch Timburr, get rid of that thing. Then Dynamic Punch Drilbur. If Drilbur is underground A2, target Embirch instead.

Tepig, Overheat+Ember Combo Drilbur. If it is underground A1, target Embirch instead.

Golett, Rock Slide twice. That'll show 'em!
 
#24
Monohm/Embrich/Timburr
HP: KO/73/3
En: KO/26/39
Other: KO/---/Burned, guts active

vs

Tepig/Golett/Machop
HP: 55/88/74
En: 62/85/68
Other: +1 speed/Badly Poisoned 1DPA(ups one action)/seeded (5 actions)

Round Six: The ref is busy

Drillbur/Embrich/Timburr
HP: 87/12/KO
En: 72/27/KO
Other: ---/---/KO

vs

Tepig/Golett/Machop
HP: 34/64/9
En: 43/69/58
Other: -2Special Attack/Badly Poisoned 2DPA(ups one round)/seeded (3 actions)

Trick Room three more rounds

Yes, you did take that much damage. Dialgia finally cracked down on the competitors, and blood was shed. Now let's get this thing moving again.
 
#25
BTW, Drilbur isn't actually burned.

Go Gastly.

Drilbur: Shadow Claw Machop,Dig Tepig. If Machop uses Protect turn 1, switch the order of your commands.
Gastly: Shadow Ball Tepig twice. If Machop tries to use DynamicPunch, use Disable on his DynamicPunch turn 1.
Embirch: Endure, Bullet Seed Golett.
 
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