Zen Garden Challenge: Engineer Pikachu vs Banryu (ref DA8828)

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Originally Posted by Fat Engineer Pikachu
Challenging Banryu

Rules:
4v4 Doubles
3 Day DQ; extra 48 hours granted to ref.
No Recovers / 5 Chills

Arena: Japanese Zen Garden
The Japanese Zen Garden is a very simple garden designed to instill a sense of serenity and calmness into a person's being. The Garden is designed in a circular way. Around the circle, there is a ring of water three feet wide that goes around the entirety of the circle. In the middle of the circle, there is a relatively shallow pond one foot in radius. There is a small channel in which water Pokemon can go from the pond to the outer ring.

The garden is split into four quadrants. The first quadrant has a zen garden, with rocks and sand raked into cool swirly patterns. There is also a strange rock formation in the middle of the barren-looking garden. For every attacking move used in this quadrant, there is a 5% chance that a Crustle will come out as the quadrant caretaker and fire off Rock Blast at the offender.

The second quadrant is the most natural out of any, and lush green grass grows all over the place. A couple tall oak trees grow within this quadrant, and they can be easily scaled due to the ridges and toughness of the bark. The branches are very sturdy, and the trees grow close enough such that leaping from tree to tree is plausible. All damaging attacks in this vicinity have a 5% chance of triggering the anger of Roserade, this quadrants caretaker. Roserade will use the powerful move Energy Ball should it come out.

The third quadrant is the most man-made one out of all the quadrants. It has a surface made of hard-packed dirt, and there are a couple slabs of marble that serve as rudimentary benches. The marble is light enough for strong Pokemon to lift it, but heavy enough to deal some damage to anyone that gets hit by this. There is also a garbage can in this quadrant that can also deal some damage (albeit slightly less). The caretaker of this quadrant is a human. Any attack that is issued has a 20% chance to summon the caretaker, who will proceed to hit the offender with his most powerful attack: Pound.

The last quadrant is the most stereotypical one. It appears to be in a perpetual state of autumn, and a collection of young Japanese maples mark the border of this quadrant. The yellow and red leaves fall as the match progresses, slowly covering up the ground, which is dirt with some patches of grass growing on it. It is not possible to climb onto the Japanese maples. Each attack issued will have a 5% chance of angering the caretaker, Xatu, who will come out and use Psychic on the offender.
Originally Posted by Fat Banryu
ACCEPT ACCEPT ACCEPT ACCEPT ACCEPT ACCEPT ACCEPT

EDIT ONCE MORE: Only one ability, if it's not too late to change it? D:
No items
Switch=......KO

Was gonna say Okay, but the peer pressure is too great. Dx

EDIT: Wait, we have a gentlemen's agreement that we're using all unevolved Pokemon, yes? :0
EDIT: It is also my understanding that each quadrant is separated by a small stream of water leading from the outside ring of water to the center, is this correct? Or is the channel only in a specific location? Anyway I think we'll figure it out.
EDIT: yup

EDIT 2: yup

EDIT 3: ok


Chillarmy (Kumi) (F)
Nature: Naughty (Atk increased by *, Def decreased by *)

Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats: 55 / 50 / 40 / 40 / 40 / 75

HP: 90
Atk: *** (+)
Def: * (-)
SpA: **
SpD: **
Spe: 75

Evolution Counter: 2 / 6
Move Counter: 0
Dream Counter: 1

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Skill Link (DW Locked): (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap

Aqua Tail
Iron Tail
Fake Tears

Dig
Hidden Power [Ice 6]
Thunderbolt


Timburr (Hurrdurr) (M)
Nature: Adamant (Atk increased by *, Sp.A decreased by *)

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

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

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

Evolution Counter: 0 / 9
Move Counter: 0
Dream Counter: 0

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (DW Locked): (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)

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

Counter
Drain Punch
Mach Punch

Bulk Up
Payback
Stone Edge


Syclar* [Frozo] (M)
Nature: Naive (A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks, Sp.D reduced by *)

Type: Ice / Bug
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats: 40 / 76 / 35 / 74 / 34 / 91

HP: 90
Atk: ***
Def: **
SpA: ***
SpD: * (-)
Spe: 105 (91 x 1.15) (+)

Evolution Counter: 2 / 6
Move Counter: 1
Dream Counter: 1

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW Locked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Attacks:
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz

Earth Power (*)
Water Pulse (*)
Tail Glow (*)

Blizzard (*)
Acrobat (*)
Rock Slide (*)
Hidden Power Electric 6


Nohface
* [Tsuki] (F)
Nature: Jolly (A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks, Sp.A reduced by *)

Type: Ghost / Steel
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.)
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats: 80 / 53 / 85 / 25 / 80 / 10

HP: 100
Atk: **
Def: ***
SpA: (-)
SpD: ***
Spe: 12 (10 x 1.15) (+)

Evolution Counter: 2 / 6
Move Counter: 0
Dream Counter: 1

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

Attacks:
Scratch (*)
Iron Defense (*)
Lick (*)
Odor Sleuth (*)
Faint Attack (*)
Shadow Sneak (*)
Curse (*)
Leer (*)
ShadowStrike
Fake Out
Metal Burst

Meteor Mash (*)
FeatherDance (*)
Flail (*)

Will-o-Wisp (*)
Rock Slide (*)
Dig (*)




Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. The nature of her shabby appearance and equally bland fighting style cause her to be a little self-conscious, and she thus feels the need to work that much harder to impress her opponents as well as her own trainer. Being a fish Pokemon, she is entirely aquatic, and does her best to play a strong defensive game utilizing her high underwater mobility.

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

Stats:

HP: 80
Atk: * (-)
Def: ** (+)
SpA: *
SpD: **
Spe: 80

EC: 3/6
MC: 1
DC: 1/5

Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.

Attacks:
(*) Splash
(*) Tackle

(*) Confuse Ray
(*) Mirror Coat
(*) Haze

(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic


Chikorita Agrith (f)
Nature: Bashful
Personality: Shy and easily frightened, but also kind and warm-hearted as well as very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces.

Type: Grass
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).

Stats:

HP: 90
Atk: **
Def: ***
SpA: **
SpD: ***
Spe: 45

EC: 2/9
MC: 0
DC: 1/5

Abilities: Overgrow, Leaf Guard [DW]
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Leaf Guard [DW Locked]: (innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Attacks:
(+) Tackle
(+) Growl
(+) Razor Leaf
(+) Poisonpowder
(+) Synthesis
(+) Reflect
(+) Magical Leaf
(+) Natural Gift
(o) Light Screen

(+) Leech Seed
(+) Healing Pulse
(+) Nature Power

(+) Attract
(+) Sunny Day
(+) Hidden Power (Fire, 6)


Shieldon Toronero (m)
Nature: Sassy
Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.

Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized.

Stats:

HP: 90
Atk: **
Def: ****
SpA: **
SpD: **** (+)
Spe: 26 (-)

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

Abilities: Sturdy, Soundproof [DW]
Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof [DW Locked]: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.

Attacks:
(+) Tackle
(+) Protect
(+) Taunt
(+) Metal Sound
(+) Take Down
(+) Iron Defense
(+) Swagger
(o) Metal Burst

(+) Rock Blast
(+) Stealth Rock
(+) Counter

(+) Flash Cannon
(+) Ice Beam
(+) Flamethrower


Archen [Dromaeus] (f)
Nature: Naive

Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

Archen
HP: 90
Atk: ****
Def: **
SpA: ***
SpD: * (-)
Spe: 81 (+)

EC: 0/6
MC: 0

Ability: Defeatist
Defeatist:

Attacks:
(+) Quick Attack
(+) Leer
(+) Wing Attack
(+) Rock Throw
(+) Double Team
(+) Scary Face
(+) Pluck
(+) Ancientpower
(+) Agility
(+) Quick Guard

(+) Earth Power
(+) Defog
(+) Steel Wing

(+) Claw Sharpen
(+) Stone Edge
(+) Taunt


Engineer, post ye pokemons and abilities
Banryu, pokemons, abilities, and attacks
Engineer, attacks

Let's gooooooo
 
Allright..... it's gonna be tough, but I think we're gonna go with


Toronero and Phoebus!
Phoebus is Swimming Swiftly around the outer water channel.
Torenero is sittin' Sturdy in the 3rd quadrant of the garden.

Alright, here we go. Phoebus, you're gonna start by nailing that Timburr with Confuse Ray. Toronnero, you screech at Syclar with your Metal Sound, or both of them if possible! In the following turns you're gonna fire off Flamethrower, followed by Flash Cannon at that Syclar! Phoebus, I want you to also target Syclar and inToxicate it, then aim another Confuse Ray his way. If at any point after your first moves Timburr manages to get a Fighting move off on you, Toronero, I want you to Counter it!

Shieldon: Metal Sound > Flamethrower > Flash Cannon (all on Syclar)
(SUB: Counter instead of one of the second two moves if Timburr connects a Fighting attack)
Feebas: Confuse Ray (Timburr) > Toxic (Syclar) > Confuse Ray (Syclar)

Alright, boys and girls! EXECUTE!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Hmf. It seems that they're going to try and eliminate you first, Frozo. I guess we should concentrate on a singular target as well.

Both pokemon start in the third section with the human caretaker.

Frozo, your commands are relatively simple. Summon a powerful Earth Power right underneath Toronero. While damaging Shieldon, try and create a rift that will push it back into the forest quadrant. Hopefully the trees will be set on fire when Toronero uses Flamethrower, causing some caretakers to get riled up. (Also hoping that trees obstruct fire power). Use Tail Glow immediately afterwards to give your attacks some more oomph. Lastly, use another Earth Power to impede Toronero's progress towards you and deal heavy damage.

Hurrdurr, your commands are slightly more complex. You're going to be Syclar's bodyguard. Let the confuse ray hit you, then Mach Punch the Feebas. As soon as you make contact with the fish, use the speed to whirl you around the rush as fast as you possibly can towards Frozo. Next, run towards the Feebas, making sure that you are between Frozo and the Feebas, and smack the Feebas with Drain Punch. Make sure that you completely block the toxic attack; you don't have to attack the Feebas if you can't attack and absorb the hit at the same time. Then, stimulate your muscles with a Bulk Up.

Syclar: Earth Power > Tail Glow > Earth Power (all on Shieldon)
Dokkora: Mach Punch to rush back to Syclar > Run towards Feebas to take the toxic for Syclar (Drain Punch if possible) > Bulk Up
 
So, Japanese Zen Gardens. Good places to relax in. And apparently good places to battle in. And piss off caretakers to boot.

Aaaaand the pokemon are out!


Hurrdurr (Timburr) (M)
HP: 100
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Guts
Actions: Mach Punch (Feebas) ~ Drain Punch (Feebas)~ Bulk Up


Frozo (Syclar) (M)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Mountaineer
Actions: Earth Power (Shieldon) ~ Tail Glow ~ Earth Power (Shieldon)

-------


Phoebus (Feebas) (F)
HP: 80
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Swift Swim
Actions: Confuse Ray (Timburr) ~ Toxic (Syclar) ~ Confuse Ray (Syclar)


Toronero (Shieldon) (M)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Sturdy
Actions: Metal Sound (Syclar) ~ Flamethrower (Syclar) ~ Flash Cannon (Syclar)

Round 1: All Is Peaceful...*Piece-Full

Hurrdurr summons speed with a Mach Punch and smashes Phoebus for the first strike of the match. Frozo follows suit with a vicious Earth Power on Toronero, shoving it into the forest quadrant unceremoniously at the cost of some extra stamina. Phoebus's eyes glow, and it shoots a Confuse Ray at Frozo, but in a fit of gallantry, Hurrdurr takes the hit for it. Toronero releases a shrieking Metal Sound that sharply lowers the defense of Frozo, Hurrdurr, and Phoebus!

And me.

FUUUUUUCK













Okay, we're back!

Frozo's Tail Glows with an ethereal light, and his power levels are over ni through the roof! Phoebus doesn't like the look of that, and fires off a nasty Toxic at him, but Hurrdurr woozily stumbles into its path, once more saving his teammate from a nasty toxicky death. Then it Drain Punches Phoebus back underwater, stumbling drunkenly. Toronero, undamaged, fires a sizzling Flamethrower at Frozo, dealing massive damage, but igniting some brush in the forest!

Blasted backwards, Frozo counters with its own Earth Power, pushing Toronero back into the quickly growing blaze. Phoebus, understandably angry at being cockblocked by a clown with a plank, resurfaces with a leap and Confuse Rays Frozo again. Hurrdurr jumps up to intercept, but doesn't quite make it in his confusion, hitting himself on the head instead. The percussive maintenance applied to his cranium seems to have snapped him out of his confusion! Meanwhile, Toronero ignores the blaze all around him, even as he receives a nasty burn, and collects shining energy from it, blasting a supercharged Flash Cannon at the disoriented Frozo, throwing it to the ground!



Hurrdurr (Timburr) (M)
HP: 91
Energy: 92%
Boosts/Drops: -1 SpD
Others: Toxic'd (1 DPA, 2 DPA next round),
Ability: Guts
Location: 1st quadrant, near center, bordering water


Frozo (Syclar) (M)
HP: 49
Energy: 77%
Boosts/Drops: +2 SpA, -1 SpD
Others: Confused (2 Actions)
Ability: Mountaineer
Location: 2nd quadrant, near center, facing 4th quadrant,

-------


Phoebus (Feebas) (F)
HP: 54
Energy: 83%
Boosts/Drops: -1 SpD
Others: N/A
Ability: Swift Swim
Location: center water area


Toronero (Shieldon) (M)
HP: 50
Energy: 84%
Boosts/Drops: N/A
Others: Burned (2 DPA, *.5 physical attack damage)
Ability: Sturdy
Location: 4th quadrant, two meters into the forest, fire in front and forest behind

Conditions: 4th quadrant 10% ablaze, will increase by 5% per action

Engineer Pikachu has 86.8421053% of his health left.

Banryu has 81.1428571% of his health left.

Banryu, actions please! Engineer, actions please!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
oof. That kind of worked, but it kind of didn't...

Frozo, don't give up yet! Use your powerful Bug Buzz on Phoebus. Follow it up with a Hidden Power, than another Bug Buzz. Should Toronero emerge at any point from the fire, turn around and use Earth Power instead of your current action. If you see fire building in Toronero's system (if he's preparing a flamethrower), replace your action with scuttle behind rocks to hide.

Hurrdurr, excellent job for your nickname. Use your Drain Punch at Phoebus, Bulk Up, and Drain Punch again. If at any point you see Toronero preparing a Flash Cannon, move into the beam to block it for Frozo. Teamwork rocks :D
 
Hmmm. This is one of the toughest battles I've ever been in... clearly I need a higher level of focus and strategic thinking if I'm going to come out on top here. And-- oh...! That... That's right, Toronero's Flash Cannon builds from light energy, which is provided by the flames! Why didn't I think of that before!? I'll have to keep that in mind... Okay... I think I've got a plan. "Alright kids, you're doing just fine. Here's what we do... Phoebus, I want you to swim swiftly through the channels to get behind Frozo, meanwhile release an obscuring Haze throughout the area... and take a route that doesn't go by quadrant 1, Hurrdurr won't be able to hit you from that far away. Toronero, you distract them by charging out into the open! That'll distract Frozo's attention to you, so Metal Burst back the Earth Power that he sends your way! Now... This next bit gets tricky. Toronero, you toast the ass of anyone who jumps in front of your Flamethrower! (Aim it at Frozo, of course.) Phoebus, this is where you come in-- You should be on the outside channel surrounding quadrant 2 at this point. From your vantage point there, Scald Frozo when he retreats from Toronero's Flamethrower! You may not pack Fire moves, but we learned from your last match that boiling water is nearly as good for dealing with Ice-types! >:D (Alternatively, if he decides to nail you with Hidden Power anyway, just Mirror Coat it back.) Good job, Phoebus.... now retreat through the channel on the outside of the field (taking the direction that avoids Hurrdurr) and come to rest in a defensive position behind Toronero. If Frozo tries to attack you while you make your escape, send it hurtling back with Mirror Coat, but make sure you still take cover behind the trees in quadrant 4 at the end of the round. Toronero, cover her escape by firing off a Flash Cannon at Frozo while backing up to take cover behind the burning trees. Gather as much light and heat energy from all the flames in the arena to put into the attack! You got this, kids, now gogogogogo!

Toronero: Metal Burst @ Frozo (drawing his attention) > Flamethrower @ Frozo > Flash Cannon @ Frozo (retreat behind burning trees at end of round)

Phoebus: (swift swimming behind quadrant 2) Haze > Scald Frozo / Mirror Coat Frozo (depending on his action) > retreat behind quadrant 4, Mirror Coat if attacked by Frozo (but get behind quadrant 4's trees regardless)
 

Hurrdurr (Timburr) (M)
HP: 91
Energy: 92%
Boosts/Drops: -1 SpD
Others: Toxic'd (1 DPA, 2 DPA next round),
Ability: Guts
Location: 1st quadrant, near center, bordering water
Actions: Drain Punch (Phoebus) ~ Bulk Up ~ Drain Punch (Phoebus)


Frozo (Syclar) (M)
HP: 49
Energy: 77%
Boosts/Drops: +2 SpA, -1 SpD
Others: Confused (2 Actions)
Ability: Mountaineer
Location: 2nd quadrant, near center, facing 4th quadrant
Actions: Earth Power (Toronero ~ hide behind rocks ~ Bug Buzz (Phoebus)

-------


Phoebus (Feebas) (F)
HP: 54
Energy: 83%
Boosts/Drops: -1 SpD
Others: N/A
Ability: Swift Swim
Location: center water area
Actions: Haze ~ Scald/Mirror Coat (Frozo) ~ move to quadrant 4/Mirror Coat


Toronero (Shieldon) (M)
HP: 50
Energy: 84%
Boosts/Drops: N/A
Others: Burned (2 DPA, *.5 physical attack damage)
Ability: Sturdy
Location: 4th quadrant, two meters into the forest, fire in front and forest behind
Actions: Running Metal Burst (Frozo) ~ Flamethrower (Frozo) ~ Flash Cannon (Frozo)

Round 2: Hazy Prospects

Sensing movement from the forest, Frozo attempts to hold Toronero in place with an Earth Power. Not eager for her and her partner to continue to take powerful boosted blows, Phoebus releases a thick Haze, quickly obscuring vision in a heavy, opaque fog and blocking the glow of Frozo's tail, as well as soothing the mental scars of Toronero's Metal Sound. Hurrdurr charges towards where he remembers Phoebus last swam and throws a blind Drain Punch, which only lands a glancing blow on the slippery fish. Toronero glows white and Metal Bursts the Earth Power back at Frozo, damaging it heavily.

Frozo dashes toward some rocks to block Toronero's crackling Flamethrower, hitting his head on the rocks in his haste and snapping himself out of confusion, but managing to avoid taking most of the blast. He looks relieved...until a jet of Scalding water from Phoebus blasts him meters back. Hurrdurr, suddenly apathetic towards his teammate's predicament, Bulk Ups to light hissing sounds of the steaming liquid splashing against rock.

Frozo aims a piercing Bug Buzz at Phoebus, pissing off a Crustle, who fires a Rock Blast at Syclar! Fortunately, its Mountaineer ability lets it avoid the attack. Unfortunately for the icy-bug thing, Phoebus takes the hit with some difficulty and Mirror Coats it back, while swimming madly for the water behind the inferno! The reflected sound waves rebound at Frozo and KOs it! Frozo's not having a good day with all these reflections! Hurrdurr blocks Toronero's Flash Cannon and throw a wild Drain Punch, KOing and bringing it back to perfect condition in the process!

It looks like things have taken a turn for the worse for Banryu! Can he possibly recover the damage and win the battle? Let's find out!

Later!

After the stats!


Hurrdurr (Timburr) (M)
HP: 98
Energy: 75%
Boosts/Drops: N/A
Others: Toxic'd (2 DPA, 3 DPA next round),
Ability: Guts
Location: 4th quadrant, right before the burning trees


Frozo (Syclar) (M)
HP: 0
Energy: 0%
Boosts/Drops: ded
Others: ded
Ability: Mountaineer
Location: ded

-------


Phoebus (Feebas) (F)
HP: 23
Energy: 62%
Boosts/Drops: N/A
Others: N/A
Ability: Swift Swim
Location: behind 4th quadrant flaming forest


Toronero (Shieldon) (M)
HP: 0
Energy: 0
Boosts/Drops: ded
Others: Burned (2 DPA, *.5 physical attack damage), and ded
Ability: Sturdy
Location: ded

Conditions: 4th quadrant 25% ablaze, will increase by 5% per action
Boiling water all on the 1st quadrant gravel
Haze (3 more actions left)
Rocks have 27/50 hp left (50 hp/100 def/50 spd, rock-type, no nature (duh, it's a rock))
Crustle is now more easily pissed off, 10% chance per attack

Engineer has 75.7894737% of his health left

Banryu has 58% (exactly) of his health left

Notes: Flamethrower 50% blocked by rocks
Flamethrower bp reduced in Haze, because it's like, water

Banryu, pokemon, then Engineer's pokemon, then Banryu's attacks, then Engineer's attacks!

Whoa, Hurrdurr is waaaaay ahead in this game.
 
A turn for a worse, have they now? Nah, I think we're doing just fine.

Dromaeus, time to make your debut!
 
Alright, that's how it is, is it? Okay first off, Dromaeus... you need to stay as healthy as possible as long as possible, so Double Team them with 3 clones to start! Then, increase your Agility so you and all your clones are avoiding their attacks, if possible! Phoebus, you throw them off the trail by blasting Hurrdurr, then Tsuki with a Confuse Ray! And finish by Scalding Tsuki! All of those can be done from a distance, so stay well away from Hurrdurr while you do it all! And finally, Dromaeus-- slap Gurrdurr around with Wing Attack if Tsuki hasn't Faked you Out in the first turn! If she has, just focus on your evasive moves!

EDIT - Trying out a new format for the overview.
Phoebus:
1) Confuse Ray (Timburr)
2) Confuse Ray (Nohface)
3) Scald (Nohface)
Other: staying the hell away from Timburr.

Dromaeus:
1) Double Team (clones x3)
2) Agility (use to dodge attacks if any are aimed at it or clones)
3) Wing Attack (Timburr)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
There really should be a Confusion Clause.

Hurrdurr, you're going to be getting that KO Token from Phoebus. As such, just slam powerful attacks in its face.
Drain Punch - Bulk Up - Drain Punch (all at Phoebus) should work pretty well. I'm assuming that Phoebus cannot run away from Hurrdurr while using a move, correct?

Tsuki, you're going to have to play a more conservative role. Start by using Fake Out on Phoebus. Then, turn your attention to Dromaeus and use Fake Out on it as well. (According to the data thread, it works) Lastly, shoot a slew of feathers at Dromaeus with FeatherDance while Hurrdurr tanks the hit.

Fake Out (Phoebus) - Fake Out (Dromaeus) - FeatherDance (Dromaeus)
 
Thanks for the clarification, Banryu, I wouldn't have got it without you (no sarcasm, it's like three in the morning). And nice format.


Hurrdurr (Timburr) (M)
HP: 98
Energy: 75%
Boosts/Drops: N/A
Others: Toxic'd (2 DPA, 3 DPA next round),
Ability: Guts
Location: 4th quadrant, right before the burning trees
Actions: Drain Punch (Phoebus) ~ Bulk Up ~ Drain Punch (Phoebus)


Tsuki (Nohface) (F)
HP: 100
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Levitate
Location: Center
Actions: Fake Out (Phoebus) ~ Fake Out (Dromaeus) ~ Featherdance (Dromaeus)

-------


Phoebus (Feebas) (F)
HP: 23
Energy: 62%
Boosts/Drops: N/A
Others: N/A
Ability: Swift Swim
Location: behind 4th quadrant flaming forest
Actions: Confuse Ray (Hurrdurr) ~ Confuse Ray (Tsuki) ~ Scald (Hurrdurr)


Dromaeus (Archen) (F)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Weak-Kneed
Location: Flying above center
Actions: Double Team (3 Clones) ~ Double Team (3 Clones)/Agility ~ Agility/Wing Attack (Hurrdurr)

And now the replacements are out!

Round 3: Where The Ref Uses The "One Round Title Without A Semblance Of Wit" Coupon Because It's Fucking Three O'Clock And There Are Like Three Tests Ref Must Take In Like Three Hours But Ref Feels Obligated To Try And Update Once Between Sleeps

Tsuki summons a burst of speed and Fake Outs Phoebus, surprising the fish and making it flinch, becoming unable to use its move. Dromaeus speeds off, moving between points so quick they create after-images, making 3 Double Team clones, which begin circling the battlefield like carrion crows. Hurrdurr takes advantage of his disabled and fleeing opponents and charges through the burning trees, knocking some over and causing getting a burn, but ramming the unprotected Phoebus with a Drain Punch.

Tsuki repeats its Fake Out on one of the clones, reappearing in midair and slamming it with a flowing paw, but (you guessed it), it wasn't the real one. Damn. Dromaeus chuckled triumphantly and sped into an Agility, becoming a whirling blur as she and her clones shot around the garden like arrows. Phoebus recovers from her fright and retaliates with a Confuse Ray on Tsuki, disorienting her as she fell, making a loud splash in the pond as she landed heavily on her side. The sight of such bright lights alerts Xatu to mischief makers, (oh crap), who crispifies the poor Feebas's brain with a Psychic, KOing her! Hurrdurr watches, happily victorious as he claims the KO counter, and headbutts the ground in celebration.

Dromaeus and her clones dive at Hurrdurr, slamming him with a Wing Attack to the face, which sends him staggering, but he flails his fists wildly in a Drain Punch, slamming Dromaeus's torso and dissipating the clones. Hurrdurr sighs in relief as some health is absorbed back into his battered body. Tsuki, meanwhile, pulls a bag of Delibird feathers out of her face and Featherdances with them, which is so...weird...that Dromaeus is disgusted, and his attack is lowered sharply!


Hurrdurr (Timburr) (M)
HP: 73
Energy: 65%
Boosts/Drops: N/A
Others: Toxic'd (3 DPA, 4 DPA next round),
Ability: Guts
Location: 4th quadrant, between the burning trees and the river


Tsuki (Nohface) (F)
HP: 100
Energy: 84%
Boosts/Drops: N/A
Others: N/A
Ability: Levitate
Location: Center, in pond

-------


Phoebus (Feebas) (F)
HP: 0
Energy: 0%
Boosts/Drops: N/A
Others: N/A
Ability: Swift Swim
Location: ded


Dromaeus (Archen) (F)
HP: 73
Energy: 78%
Boosts/Drops: -2 Attack
Others: N/A
Ability: Weak-Kneed
Location: Flying above 4th quadrant

banryu sends out



engineer go

pretty percents later, need sleep ugggggh

also feel free to point out all the mistakes that I probably made
 
((Ach. That could have gone better in sooo many ways... I'm thinking Engineer probably has this, but we're not giving up, eh. Thanks for updating, now go study, man. o___O Priorities. Thanks also @ format junk LOL.))
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Thanks for reffing, though you should study first.

Oof, that did not work out so great. OK Hurrdurr, I'm going to let you pick up one more KO Counter MAXIMUM. That means not murdering everything, k? Good. Start by smacking Dromaeus as hard as you can with Mach Punch. Follow things up with a Bulk Up, then a Drain Punch on the Chikorita. Chikorita has some nasty supporting moves up her nonexistent sleeve, so watch out for that. Tsuki, it's time to do some more supporting. Get above the water and shoot some Will-o-Wisps at Dromaeus. Then, pool your shadow from the pond to somewhere behind Chikorita with a Shadow Sneak to hit Chikorita and escape the water. Then, shoot another Will-O-Wisp, but shoot it at Chikorita this time.

Hurrdurr: Mach Punch (Dromaeus) - Bulk Up - Drain Punch (Chikorita)
Tsuki: Will-O-Wisp (Dromaeus) - Shadow Sneak (Chikorita) - Will-O-Wisp (Chikorita)
 
(I release Chikorita into the fourth quadrant to join Archen.)
"Psh, as if we're gonna let Hurrdurr murdurr everybody. >P All right, Dromaeus... you're gonna have to take this punch this time, but then give them both a rousing Taunt! It's time for them to show us their moves! (Though make sure you at least Taunt Tsuki if you can't get them both to notice you.)Agrith, you just focus on setting up and helping out! Start with a Reflect around the both of you, then peg Tsuki with Leech Seeds! Dromaeus... Double Team up 4 clones and avoid that Wisp at all costs!! Agrith.... not much you can do to deal with Hurrdurr's punches outside of your Reflect, so just peg him with another Leech Seed to wear him down quicker! Dromaeus, I think it's best you attack from afar this time to lessen the chance of Hurrdurr hitting you again, I suppose. Knock him off his feet (try to interrupt his punch on Agrith) with Earth Power! Agrith, if she manages to succeed, then hop into the water channel and nail Hurrdurr with a Nature-Power'd Hydro Pump!"

Dromaeus:
1) Taunt (both if possible, just Nohface if not possible to get both)
2) Double Team (4 clones, being dodgy just like before)
3) Earth Power (Timburr)

Agrith:
1) Reflect
2) Leech Seed (Nohface)
3) Leech Seed (Timburr) / Nature Power Hydro Pump (Timburr, if Earth Power interrupted its attack or lowered SDef.)
 

Hurrdurr (Timburr) (M)
HP: 73
Energy: 65%
Boosts/Drops: N/A
Others: Toxic'd (3 DPA, 4 DPA next round),
Ability: Guts
Location: 4th quadrant, between the burning trees and the river
Actions: Mach Punch (Dromaeus) ~ Bulk Up ~ Drain Punch (Agrith)



Tsuki (Nohface) (F)
HP: 100
Energy: 84%
Boosts/Drops: N/A
Others: N/A
Ability: Levitate
Location: Center, in pond
Actions: Will-O-Wisp (Dromaeus) - Shadow Sneak (Agrith) - Will-O-Wisp (Agrith)


-------


Agrith (Chikorita) (F)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Overgrow
Location: behind 4th quadrant, near water
Actions: Reflect ~ Leech Seed (Tsuki) ~ Leech Seed (Hurrdurr) / Nature Power (Hydro Pump) (Hurrdurr)


Dromaeus (Archen) (F)
HP: 73
Energy: 78%
Boosts/Drops: -2 Attack
Others: N/A
Ability: Weak-Kneed
Location: Flying above 4th quadrant
Actions: Taunt (Tsuki) ~ Double Team (4) ~ Earth Power (Hurrdurr)

Conditions: 4th quadrant 40% ablaze, will increase by 5% per action
Water now lukewarm
Rocks have 27/50 hp left (50 hp/100 def/50 spd, rock-type, no nature (duh, it's a rock))
Crustle isn't pissed off, 5% chance per attack
Xatu is now more easily pissed off, 10% chance per attack

Round 4: Of Conflagrations and Clones

Hurrdurr makes a humongous leap to Mach Punch Dromaeus right out of the air. Recovering altitude, Dromaeus jeers and makes rude gestures with its feet in a Taunt, enraging Tsuki, who is unable to complete her Will-o-wisp. Agrith, fresh from the pokeball, sets up a glowing Reflect around herself and her partner, protecting them against future facepunches.

Tsuki, annoyed at her failure, disappears into thin air, reappearing in Agrith's shadow and attacking with a vicious Shadow Sneak. Dromaeus once again Double Teams, creating a second set of 3 clones that begin circling around Hurrdurr hungrily. Finished with defense, Agrith fires off a Leech Seed...which misses Tsuki completely. Ouch. Hurrdurr watches the birds above him wearily while Bulk Upping, increasing his defense for the inevitable attack...

But it doesn't help him much, as a column of lava blasts Hurrdurr off his feet, charged with Earth Power. Agrith, peeved by her mistake, fires off another Leech Seed at Hurrdurr, this one successful, and happily begins siphoning off health. Hurrdurr, unhappy at all the abuse, retaliates with a Drain Punch on Agrith, punching her into the water.

And Tsuki fails to do anything once more.


Hurrdurr (Timburr) (M)
HP: 53
Energy: 50%
Boosts/Drops: +1 Attack, +1 Defense
Others: Toxic'd (4 DPA, 5 DPA next round), Leech Seed'd (5 Actions)
Ability: Guts
Location: 4th quadrant, between the burning trees and the river


Tsuki (Nohface) (F)
HP: 100
Energy: 81%
Boosts/Drops: N/A
Others: Taunt'd (3 Actions)
Ability: Levitate
Location: behind 4th quadrant, near water

-------


Agrith (Chikorita) (F)
HP: 80
Energy: 72%
Boosts/Drops: N/A
Others: Reflect (3 Actions)
Ability: Overgrow
Location: Floating in 4th quadrant water


Dromaeus (Archen) (F)
HP: 62
Energy: 48%
Boosts/Drops: -1 Attack
Others: Reflect (3 Actions)
Ability: Weak-Kneed
Location: Flying above 4th quadrant

Conditions: 4th quadrant 55% ablaze, will increase by 5% per action
Rocks have 27/50 hp left (50 hp/100 def/50 spd, rock-type, no nature (duh, it's a rock))
Xatu isn't pissed off, 5% chance per attack

Engineer has 67.5% of his health left.

Banryu has 40.5714286% of his health left.

Banryu, go.

I have an excuse for why I didn't update Friday, but not one for why I didn't on Saturday, or why it's so late today.

So...yeah.

Sorry guys.
 
"...hmmm. Alright, alright, nothing we can't fix... Agrith, just launch another Leech Seed Tsuki's way, make sure you get a good flow of recovery going. Next it's time for both of you to focus your efforts on Hurrdurr, that clown has been a pain in our rears for long enough. Dromaeus, you and your clones all get behind some cover and just Chill for the time being, but don't hesitate to dodge their attacks if necessary. After you've had a quick rest, get in there and smack Hurdurr around with another Wing Attack. Agrith, you Attract Hurrdurr with your sassy good looks, and keep him plenty distracted from fighting back. :3 If in the third round Hurrdurr somehow manages to overcome his infatuation and moves in to attack either you or Dromaeus, keep him at a distance with a Nature-Power'd Hydro Pump! If Dromaeus' clones get busted again, then you just issue those two a warning Growl! Dromaeus, you just keep Pluckin' away at Hurrdurr's HP in the meantime!" Man... access to Agrith's healing moves would make this match a breeze. Engineer was smart to outlaw those... but I can see that I've still got him on edge, so if we can continue to tank hits a little longer... We might still have a shot.

Dromaeus:
1) Chill (dodge if necessary)
2) Wing Attack (Timburr)
3) Pluck (Timburr)

Agrith:
1) Leech Seed (Nohface)
2) Attract (Hurrdurr)
3) Nature Power Hydro Pump (Hurrdurr)
* If at any point Dromaeus' clones are dissipated, Chikorita Growls threateningly the following turn instead of the listed action.
(IE, if clones break in turn 1, Chikorita Growls instead of Attract on turn 2)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
It seems that Banryu is pulling out all the stops, now. With Tsuki Taunted, I suppose the only course of action left for me to take is a full-on attacking strategy. Hopefully we can keep the percentage difference, though I see that I'm going to have to let Hurrdurr go sooner or later...

Let's eliminate the largest offensive threat first. Tsuki, use a Rock Slide on all of the clones and identify the real bird. Hurrdurr, wait until Tsuki finds the real Dromaeus, then run up and smack him with your strongest Drain Punch. Follow that up with a Stone Edge aimed at Dromaeus's wing. Don't worry about Agrith's growl, you're going to die soon anyway. Tsuki, slam Agrith with a ShadowStrike, moving between the Chikorita and Hurrdurr. See how she likes that. After that, block the Hydro Pump with your body and reflect it back with Metal Burst. Hurrdurr, allow the Pluck to hit you and counter that with a Counter.

Also, I thought Tsuki moved out of the pond?

Tsuki: Rock Slide (all clones) - ShadowStrike (Agrith) - Metal Burst (Agrith)
Hurrdurr: Drain Punch after Tsuki hits (Dromaeus) - Stone Edge (Dromaeus) - Counter (Dromaeus)

LET'S GET SOME REFLECTING GOING. YEAAAAA

EDIT: Don't ref yet.
 

Hurrdurr (Timburr) (M)
HP: 53
Energy: 50%
Boosts/Drops: +1 Attack, +1 Defense
Others: Toxic'd (4 DPA, 5 DPA next round), Leech Seed'd (5 Actions)
Ability: Guts
Location: 4th quadrant, between the burning trees and the river
Actions: Drain Punch (Dromaeus) ~ Stone Edge (Dromaeus) ~ Counter (Dromaeus)


Tsuki (Nohface) (F)
HP: 100
Energy: 81%
Boosts/Drops: N/A
Others: Taunt'd (3 Actions)
Ability: Levitate
Location: behind 4th quadrant, near water
Actions: Rock Slide (Dromaeus) ~ Shadowstrike (Agrith) ~ Metal Burst (Dromaeus)

-------


Agrith (Chikorita) (F)
HP: 80
Energy: 72%
Boosts/Drops: N/A
Others: Reflect (5 Actions)
Ability: Overgrow
Location: Floating in 4th quadrant water
Actions: Leech Seed (Tsuki) ~ Growl ~ Nature Power [Hydro Pump] (Hurrdurr)



Dromaeus (Archen) (F)
HP: 62
Energy: 48%
Boosts/Drops: -1 Attack
Others: Reflect (5 Actions)
Ability: Weak-Kneed
Location: Flying above 4th quadrant
Actions: chill ~ Wing Attack (Hurrdurr) ~ Pluck (Hurrdurr)

Dromaeus and his clones lazily climbs higher, flapping wings idly while chillin' like villains. Agrith struggles to stay afloat as she fires off another Leech Seed, successfully latching on to Tsuki and draining her health. Tsuki levitates convenient nearby rocks and throws them with deadly accuracy at Dromaeus in a Rock Slide, catching the idle pokemon off guard and hitting it hard, as well as destroying all its clones. Hurrdurr, locking eyes with the real one, kicks off a tree and flies into the air, Drain Punching and sending them spiraling towards the ground.

Dromaeus flutters above Hurrdurr and slams him to the ground with a Wing Attack, making a small-Hurdurr-like crater. Agrith Growls cutely, which lowers the attack of Tsuki and Hurrdurr, because it's damn adorable. Yes, even the girls think so. Haaaaaau...omochikaeri!

Anyway.

Tsuki, in the face of such cuteness, hesitates in her Shadowstrike, reducing the damage of the attack by a tad, as Hurrdurr picks up a fallen rock and bashes Dromaeus' head with a Stone Edge, activating Weak-Kneed!

Uh oh.

Hurrdurr and Tsuki glow with energy as they brace themselves for an incoming assault. Dromaeus and Agrith attack Hurrdurr with a powerful Pluck and Hydro Pump, respectively, Tsuki takes the Hydro Pump and Metal Bursts it back, as Hurrdurr sinks to the ground, the powerful juggernaut KOed at last from a critical hit!


Hurrdurr (Timburr) (M)
HP: 0
Energy: 0%
Boosts/Drops: N/A
Others: Toxic'd (5 DPA), Leech Seed'd (2 Actions)
Ability: Guts
Location: ded


Tsuki (Nohface) (F)
HP: 80
Energy: 62%
Boosts/Drops: N/A
Others: Leech Seed'd (3 Actions)
Ability: Levitate
Location: behind 4th quadrant, near water

-------


Agrith (Chikorita) (F)
HP: 85
Energy: 40%
Boosts/Drops: N/A
Others: Reflect (2 Actions)
Ability: Overgrow
Location: Floating in 4th quadrant water



Dromaeus (Archen) (F)
HP: 36
Energy: 52%
Boosts/Drops: N/A
Others: Reflect (2 Actions)
Ability: Weak-Kneed
Location: Flying above 4th quadrant

Conditions: 4th quadrant 70% ablaze, will increase by 5% per action
Rocks have 27/50 hp left (50 hp/100 def/50 spd, rock-type, no nature)

Notes: swimming and not being a water-type means -3 energy per action

Engineer has 44.7368421% of his health left.

Banryu has 34.5714286% of his health left.

Engineer, new pokemon and actions!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Nothing to do except to send out Kumi the Chillarmy!
Also minor issue: my nature is, in fact, Naughty; I lowered Defense instead of Sp.D xD

Kind of short for time right now.

Kumi: Thunderbolt (Dromaeus) - Hidden Power (Agrith) - Thunderbolt (Dromaeus)
If any opponent uses a non-attacking move on the first action, replace said action with Encore. Then, replace Hidden Power with Thunderbolt on Dromaeus.

Tsuki: Will-O-Wisp (Agrith) - ShadowStrike (Dromaeus) - Rock Slide (all alive enemies)

Will make next command post more interesting.
 
"....hm... ech, this leaves us little wiggle room, so it does. Right, I think we have a shot with this... Agrith, you set up a Light Screen to block their special attacks (and GTFO the water while you're at it)! Dromaeus, you Taunt Kumi before it goes for an encore on Agrith's Light Screen, then smack dat bitch up with Stone Edge! Agrith, I want you to peg Kumi with a Leech Seed to keep up the flow of recovery, then Chill out and relax while it comes in (or, if you fail and miss, just try to hit it with another Leech seed). Dromaeus-- get the frack over your blasted knees, I don't care what trouble they're giving you! Use your wings for all I care, just use your Agility to dodge those attacks, you can't afford to take another hit! Go wherever in the stage it takes to avoid the 3rd round attacks!

Agrith:
* (get out of the water)
1) Light Screen
2) Leech Seed on Minccino
3) Chill / Leech Seed on Minccino if the first Seed missed

Dromaeus:
1) Taunt Minccino
2) Stone Edge on Minccino
3) Agility to avoid attacks
 
FOUR

FUCKING

CRASHES

FUCK

FUCK

FUCK

FUCK

ENGINEER FLUFFY'S ABILITY IS TECHNICIAN DON'T LIKE IT I DON'T CARE


Kumi (Minccino) (F)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Ability: Technician
Location: center
Actions: Encore (Dromaeus) ~ Thunderbolt (Dromaeus) ~ Thunderbolt (Dromaeus)


Tsuki (Nohface) (F)
HP: 80
Energy: 62%
Boosts/Drops: N/A
Others: Leech Seed'd (3 Actions)
Ability: Levitate
Location: behind 4th quadrant, near water
Actions: Will-o-wisp (Agrith) ~ Shadowstrike (Dromaeus) ~ Rock Slide

-------


Agrith (Chikorita) (F)
HP: 85
Energy: 36%
Boosts/Drops: N/A
Others: Reflect (2 Actions)
Ability: Overgrow
Location: 4th quadrant beach
Actions: Light Screen ~ Leech Seed (Kumi) ~ chill/Leech Seed (Kumi)



Dromaeus (Archen) (F)
HP: 36
Energy: 52%
Boosts/Drops: N/A
Others: Reflect (2 Actions)
Ability: Weak-Kneed
Location: Flying above 4th quadrant
Actions: Taunt ~ Stone Edge (Kumi) ~ Agility

Dromaeus sticks out its tongue and Taunts, preventin Kumi from Encoring in her rage. Agrith sets up a Light Screen, but this doesn’t protect her from Tsuki’s Will-O-Wisp.

Dromaeus chuckles with the euphoria of success and dives towards Kumi with a Stone Edge, ramming his sharp rockish feathers into her fluffy white body. Kumi recovers and responds with a wicked Thunderbolt, which stings even behind the cushion of Light Screen. Agrith aims a Leech Seed at the exposed chinchilla, which attaches successfully. Tsuki streaks past and slams Dromaeus with a Shadowstrike out of nowhere.

Dromaeus speeds away in an Agility, desperately clinging to its last dredges of health. Kumi Thunderbolts…misses…Agrithchills…Tsuki triumphantly fires a barrage of boulders in a Rock Slide, crashing through the dissipating Reflect and KOing!



Kumi (Minccino) (F)
HP: 68
Energy: 82%
Boosts/Drops: N/A
Others:Leech Seed'd (4 Actions
Ability: Technician
Location: center


Tsuki (Nohface) (F)
HP: 80
Energy: 44%
Boosts/Drops: N/A
Others: N/A
Ability: Levitate
Location: behind 4th quadrant, near water

-------


Agrith (Chikorita) (F)
HP: 90
Energy: 35%
Boosts/Drops: N/A
Others: Light Screen (3 Actions), Burn'd
Ability: Overgrow
Location: 4th quadrant, near water

Conditions: 4th quadrant 95% ablaze, will increase by 5% per action
Rocks have 27/50 hp left (50 hp/100 def/50 spd, rock-type, no nature)
 
(You gotta be kidding me. Dx Agility only works to dodge one attack? ;A; By the way I said Agrith gets the hell out of the water already, I hope you still aren't charging me energy for that. :\ Please fix if you are. Also, Minccino's status has no mention of Leech Seed, was that taken into account?)

"Well... nothin' left to do but to do the best we can. D: Focus your efforts on Kumi: show your mighty mixed tactics by firing off a Razor Leaf barrage, followed by a Magically-homing Leaf flurry! End the round by using the Nature Power of whatever quadrant you've escaped from the water into! If Tsuki tries to be a hero and take some of the thunder for her teammate, surprise her with your own Hidden Power!"
(which, again, ought to have taken place at the beginning of last round. Dx)

Razor Leaf > Magical Leaf > Nature Power (all on Minccino)
-OR- If Tsuki attempts to jump in front of an attack, sub the current move with Hidden Power (ONLY ONCE though please. And continue to aim other attacks against Minccino if this does happen).
 
(You gotta be kidding me. Dx Agility only works to dodge one attack? yes. ;A; By the way I said Agrith gets the hell out of the water already, I hope you still aren't charging me energy for that. k then done. :\ Please fix if you are. Also, Minccino's status has no mention of Leech Seed, was that taken into account? i actually charged a bit extra)
Sorry about that.

EDIT: yes, it is burned. fix'd too, sorry.
 
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