Complications' 1K Spectacular! Dare234 and Madotsuki vs. EM and Texas in Euphoria!

2 Day DQ (3 for Ref)
Switch=OK
Items=All
2 Recoveries/3 Chills per mon
2 Subs per mon
Arena:

(It looks like the bridge on this album.)
Complications loves music. Loves. LOVES!!!!!!!!!!!!! As such, it's not surprising that this arena is influenced by it, with Complications' favorite bands and music thumping around unceasingly. Because the loud music drowns out most noise, the BAP of all sound-based attacks is reduced by 2. Floating through the space near Earth, Euphoria is a massive, multicolored bridge made of an unknown material spanning a distance of many miles through space. Floating around the path is a tunnel of hexagonal tiles in all colors of the rainbow. Somehow these tiles generate an atmosphere akin to Earth's field within Euphoria, allowing the Pokemon to survive, and when attacks that require external sources are ordered, they appear from the tiles. (If a Pokemon uses a move such as dig, they jump into a tile below them and reappear for the attack.) At the beginning of each round, the tiles flash and a new song begins to play (Via Complications rolling an RNG). This song will remain for the rest of the round. The music empowers the Pokemon, and they learn a move for that round based on the song playing. (Complications chooses the move based on the lyrics or music.) If at least one Pokemon on a team doesn't use the given move each round, both teammates will lose 20 HP and energy! (None of the given moves will be completely detrimental to the user.) These attacks are not affected by any negative status effects on the user. THINK YOU CAN HANDLE EUPHORIA? GOOD LUCK!

Well my my it has been a trip, hasn't it? Let's see... I joined ASB at the beginning of last February, so pretty much a year, and ASB is where pretty much all of my posts came from, so...
In places as varied as the Saharan Desert to LA, four trainers are preparing for their next match... Nah, who am I kidding- they're all at the ASB Arena. Anyways...preparing for their next match, when suddenly every TV in the world flickers on to reveal the bespectacled face of an old man, yellow hat on head. "Helloooo," he announces stridently, excitement evident in his voice. "Greetings, trainers. My name is Complications, and I have a special proposition for you today, the only restriction being that your Pokemon must be powerful enough. You see, I am celebrating today a special occasion of my own design: my one-thousandth post on a forum named Smogon. You've probably never heard of it. To honor it, I will be hosting and reffing a battle on a most unique arena of my own device: The Euphoria Bridge!" The screen changes to an image of a massive, orange-yellow bridge floating in space, surrounded by rhousands of multicolored hexagonal panels. The screen changes back to Complications, and he says, "To battle, I need two teams of two. Is their anyone bold enough? I can't wait to find out!" The TVs all flicker to black, and anyone watching falls to brooding silence. To many, Complications was just a crazy old loon. Some where to busy to indulge his challenge. Some where too afraid to go to space. But alas, the four brave souls decided they'd test their metal against the Euphoria Bridge, and the instant they did, they vanished, and when they next opened their euros they where in space...
Team Musical Texans!
Elevator Music said:

Dragonite [Kairyu] (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 69 (80 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
Total Moves: 53

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

Attacks:
Agility
Aqua Tail
Dragon Dance
Dragon Rage
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer
Outrage
Roost
Safeguard
Slam
ThunderPunch
Thunder Wave
Twister
Wing Attack
Wrap

Aqua Jet
ExtremeSpeed
Haze

Aerial Ace
Bide
Brick Break
Dive
Double Team
Dragon Claw
Earthquake
Endure
Flamethrower
Fly
Focus Blast
Light Screen
Protect
Rain Dance
Reflect
Rest
Sky Drop
Sleep Talk
Stone Edge
Substitute
Sunny Day
Surf
Swagger
Thunderbolt
Toxic

Dragon Pulse
Heal Bell
Hydro Pump
Icy Wind
Superpower
Whirlwind


Girafarig [Kirinriki] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal/Psychic
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 4
Weight Class: 3
Base Rank Total: 18
Total Moves: 45

MC: 0
DC: 5/5

Attacks:
Agility
Assurance
Astonish
Baton Pass
Confusion
Crunch
Double Hit
Growl
Guard Swap
Odor Sleuth
Power Swap
Psybeam
Psychic
Stomp
Tackle
Zen Headbutt

Double Kick
Future Sight
Mirror Coat
Razor Wind
Wish

Earthquake
Energy Ball
Facade
Light Screen
Protect
Psyshock
Reflect
Rest
Thunderbolt
Toxic
Trick Room

Endure
Foul Play
Gravity
Hyper Voice
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Snore
Sucker Punch
Swift
Uproar
Texas Cloverleaf said:

Lucario [Jimmy Jean-Louis] (Male)
Nature: Naive (+15% Speed, -1 Special Defense, +12% Accuracy)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Steadfast:
Type: 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.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

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


HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 3
Weight Class: 4

EC: 6/6
MC: 4
DC: 2/5

Attacks:

Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech
Dark Pulse
Metal Claw
Detect
Bone Rush
Me First
Metal Sound
Heal Pulse
Aura Sphere
ExtremeSpeed

Blaze Kick
Hi Jump Kick
Crunch

Ice Punch
Thunder Punch
Drain Punch

Earthquake
Shadow Claw
Focus Blast



Revenankh [Maury Parkman] (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Shed Skin:
(Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock:
(Innate)
This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator (Dream World):
(Innate)
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3

MC: 5
DC: 1/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight

Counter
Mach Punch
Shadow Sneak
Wide Guard

Drain Punch
Ice Punch

Earthquake
Taunt
Torment

Team Daring Psychos!
Madotsuki said:


Fidgit [Feferi] (F)
Nature: Quirky (No change)
Type: Poison/Ground

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.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.

Prankster(DW)(UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.


Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Magic Room
Wonder Room
Circle Throw
Gust
Tailwind
Comet Punch
Helping Hand
Encore
Rapid Spin
Clear Smog
Knock Off
Copycat
Whirlwind
Razor Wind
Wide Guard
Sludge Bomb
Toxic Spikes
Earth Power
Gravity

Spikes
Stealth Rock
Wish

Trick Room
Taunt
U-turn
Thief
Double Team
Protect
Snatch
Rock Slide




Dusknoir [Doc Scratch] (M)
Nature: Impish (+1 Def., -1 Spc. Att.)
Type: Ghost
Ghost

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

Abilities:

Pressure (Innate) - This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 6 (+1)
SpA: Rank 2 (-1)
SpD: Rank 5
Spe: 45
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Curse
Shadow Punch

Memento
Pain Split
Imprison

DynamicPunch
Trick Room
Taunt
Torment
Rest
Sleep Talk
Protect
Earthquake
Sucker Punch
Spite
Dare234 said:
Here it is.


Manectric [Jolt] (M)
Nature: Naive (+10% Speed, +17% Accuracy, -SpD)
Type:
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.

Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
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.
Minus (DW- Unlocked): (Trait) This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 121 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18


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

Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Thunder
Bite

Fire Fang
Ice Fang
Headbutt

Thunderbolt
Flamethrower
Double Team
Rain Dance


Archeops [Terror] (M)
Nature: Adamant (+Atk, -SpA)
Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 4

Attacks:
Leer
Quick Attack
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
Ancient Power
Agility
Quick Guard
Acrobatics
Dragon Claw

Dragon Pulse
Bite
Earth Power

Rest
Rock Tomb
Dig
Roar


The pairs of trainers stand about 100 feet apart from each other on the bridge as Complications and Optimus sit on a floating referee's booth a few yards to the right of the bridge.
Complications: Now down to business, let's see what song will be our opener?
Rng: 70/81=Boulevard of Broken Dreams by Green Day
Complications: Hey! That's a good song! I'm surprised!
Optimus: Of course it is... You picked it...
Complications: ...right. Well how about we do order of ops and then we begin?
Optimus: Wait! They need a move to use! The move to use is... Shadow Claw!
Rng: 1/2
Musical Texans send out and equip one mon each
Daring Psychos send out and equip one mon each and order
Musical Texans order
I ref

Good luck guys!
(Madotsuki I suggest you give Fidgit 100 HP ;) )
 


"Let's go Jolt. Wish I had some items..."



Double Team (4 Clones) - Thunder Wave (Lucario) - Shadow Claw (Girafarig)
 
"Feferi! Show 'em who's boss!"



<Well, technically, wouldn't you be considered my boss?>

Anyway, Feferi must use her inner troll to lay down shittons of entry hazards. Covering the Boulevard with broken dreams? Eh, that's a shit pun. Oh well.

Spikes - Stealth Rock - Spikes

IF Girafarig uses Magic Coat, THEN use Earth Power (Lucario) - Sludge Bomb (Girafarig) - Earth Power (Lucario)
 

HP: 100
Energy: 100
Status: None



HP: 100
Energy: 100
Status: None


HP: 100
Energy: 100
Status: None



HP: 100
Energy: 100
Status: None​
Action 1
Feferi used Spikes!
A layer of spikes were placed on the field!
8 Energy
Jolt used Double Team (4 Clones)!
Jolt created clones of itself!
16 Energy

Jimmy used Substitute (15)!
Jimmy created a Substitute!
12 Energy

Kirinriki used Psychic!
Hit: Irrelevant
Crit: 586=No
Effect: <101/1000=Yes. 698=No
(10+3+6-4.5)1.5+2=23.75 Damage!
7 Energy

Action 2
Feferi used Stealth Rock!
Pointed Stones are floating on the opponent's side of the field!
12 Energy

Jolt used Thunder Wave!
Jimmy's Substitute blocked the Thunder Wave!
7 Energy

Jimmy used Synchroquake!
Kirinriki is immune!
Feferi
Hit: Irrelevant
Crit: 159=No
(7.5+6-6)1.5=11.25 Damage!
Jolt
Hit: Irrelevant
Crit: 205=No
(7.5+6-3)1.5=15.75 Damage!
Jolt’s clones faded!
7 Energy

Kirinriki used Synchroquake!
Jimmy is immune!
Feferi
Hit: Irrelevant
Crit: 587=No
(7.5+4.5-6)1.5+2=11 Damage!
Jolt
Hit: Irrelevant
Crit: 730=No
(7.5+4.5-3)1.5+2=15.5 Damage!
7 Energy

Action 3
Feferi used Spikes!
A layer of spikes were placed on the field!
8 Energy

Jolt used Shadow Claw!
It doesn't effect Girafarig!
5 Energy

Jimmy used Shadow Claw!
Hit: Irrelevant
Crit: 586=No
7+6-3=10 Damage!
5 Energy

Kirinriki used Psychic!
Hit: Irrelevant
Crit: 429=No
Effect: <101/1000=Yes. 484=No
(10+3+6-4.5)1.5+2=23.75 Damage!
7 Energy


And the match is off with a bang! Feferi gagging at awful puns but still sane enough to expect the imminent arrival of Texas’ and EM’s next pair of Pokemon, quickly throws a set of pointed spikes onto the Texans’ side of the field, which will be sure hurt them in the future. Jolt, next to attack, also plays the set-up game, moving so quickly that it looks like there’s five of him leaping around! Apparently, this is teach-your-pokemon tactics day, as Jimmy reaches into one of the colorful hexagons and pulls out a little plush toy, but it appears that the summons took some of his energy. Finally, Kirinriki decides to break the chain and strike Feferi with a Psychic, doing some pretty hefty damage. The next action starts by Feferi once again planning ahead, this time pulling rocks from the portals to line the Texans’ field while Jolt attempts to paralyze Jimmy… but… you can’t paralyze a doll, so nothing happens. Then, Jimmy and Kirinriki launch an earthquake in perfect sync, causing the panels of the bridge to rise and fall like a wave towards Team Psycho, doing massive damage to both opponents and destroying Jolt's clones in the process! As the final act, Feferi sets up another layer of spikes while Jolt uses Shadow Claw on Kirinriki, causing the panels to flash vibrantly. It seems as if they’re excited! However, Jolt’s shadowy claws seem to pass right through Kirinriki’s natural body. Then, Jimmy decides to use his own shadowy claws to strike Jolt, this time dealing damage and pleasing the Euphoria bridge in the process. To finish the round, Kirinriki flexes its brainpower again, hitting Feferi with a powerful Psychic that leaves it clinging on. It looks like Team Psycho is barely holding on, but will their future insurance pay off!?!?!?


HP: 100
Energy: 79
Status: Spikes (2 Layers), Stealth Rocks



HP: 85
Energy: 76
Status: Spikes (2 Layers), Stealth Rocks, Substitute (15)


HP: 59
Energy: 72
Status: None


HP: 30
Energy: 72
Status: None​
Complications: What an exciting round! I can’t wait to see more… but something’s missing….
Optimus: It would appear as though the music has ended.
Complications: Oh right! Then the next song is:
Rng Roll: 30/31=Animal I have Become by Three Days Grace
Complications: ooh, that is indeed a good song. Let’s see… the move you shall have to use is… Outrage! (If opted to, Outrage can be used for a single action and will not cause confusion, however, it still targets a random opponent.)
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Great Song

Outrage ~ Hi Jump Kick Manectric ~ Drain Punch Manectric

If Manectric is covered by a protective/evasive action, Bone Rush Fidgit that action and push back actions
 
Girafarig: Hyper Voice ~ Psychic (Fidgit) ~ Hyper Voice
IF (Fidgit is KOed when you would use Psychic) THEN (use Psychic (Manectric) that action)​
 
"God damn it, Dare! Shadow Claw on a Girafarig?"

Fidgit: Wish - Double Team (4 clones) - Encore (Girafarig)

DO USEFUL SHIT DARE
 

HP: 100
Energy: 79
Status: Spikes (2 Layers), Stealth Rocks



HP: 85
Energy: 76
Status: Spikes (2 Layers), Stealth Rocks, Substitute (15)


HP: 59
Energy: 72
Status: None


HP: 30
Energy: 72
Status: None
Action 1
Feferi used Wish!
19.333 Energy

Jolt used Thunder Wave!
It Failed!
7 Energy

Jimmy used Outrage!
Target: 871=Jolt
Hit: Irrelevant
Crit: 24=Yes!
12+3+6-3=18 Damage!
8 Energy

Kirinriki used Hyper Voice!
Feferi
Hit: Irrelevant
Crit: 32=Yes!
5.25+3+3+6-4.5=12.75 Damage!
Jolt
Hit: Irrelevant
Crit: 18=Yes!
5.25+3+3+6-1.5=15.75 Damage!
7 Energy

Action 2
Fidgit used Double Team (4 Clones)!
Fidgit created clones!
16 Energy

Jolt used Fire Fang!
Hit: Irrelevant
Crit: 647=No
Burn: Irrelevant (It would have burned if not for the sub)
Flinch: Irrelevant
(7+4.5-4.5)1.5=10.5 Damage!
5 Energy

Jimmy used Hi Jump Kick!
Hit: Irrelevant
Crit: 634=No
13+3+6-3=19 Damage!
8 Energy

Kirinriki used Psychic!
Hit: <201/1000=Yes. 701=Clone!
One of Feferi's Clones vanished!
7 Energy

Action 3
Feferi used Encore!
Kirinriki's Psychic was encored!
10 Energy

Jolt used Outrage!
Target: 978=Kirinriki
Hit: Irrelevant
Crit: 24=Yes!
12+3+4.5-4.5=15 Damage!
8 Energy

Jimmy used Drain Punch!
Hit: Irrelevant
Crit: 240=No
8+3+6-3=14 Damage
+7 HP Jimmy
12 Energy
Jolt fainted!

Kirinriki used Psychic!
Hit: <251/1000=Yes. 734=Clone!
One of Feferi's clones vanished!
7 Energy


The round starts with more tactics! Feferi, sensing its doom, folds its hands in prayer and makes a wish to the heavens, sending a bright ball of light into the sky. Jolt follows up by attempting to paralyze Jimmy with a pulse of electricity, but once again, you can't paralyze a doll. Jimmy, not wishing to anger the bridge, unleashes his fury upon Jolt in an outrage, beating him so much that on one strike he hit one of Jolt's weak points! Kirinriki, not wanting to be outdone by the auradog, releases a call at an ear-splitting pitch- but wait! The music partially drowns out the sound, weakening the attack, but alas to a dog's ears the noise is still terrible, causing another critical hit! Apparently the same goes for Feferi, as it is also hit by a critical hit! Feferi, striving to use its Wish, repeats Jolt by moving so fast that it looks like there are five Feferis! (Oh my, so many hands...) Jolt, finally on the offensive, bites Jimmy's substitute with burning fangs, leaving the doll a little scorched, but still intact. Jimmy on the other hand leaps into the air and kicks Jolt, sending the rival canine sprawling back at the damage from the attack. Kirinriki tries to hit Feferi with another burst of Psychic energy, but hits a clone instead! During the final action, Feferi sarcastically applauds Kirinriki's failed attempt at an attack, while Jolt unleashes his fury upon Kirinriki, striking it for yet another critical hit! However, this seems to be the end for the yellow dog, as Jimmy puts an end to it with a punch that not only heals himself, but knocks out Jolt! Kirinriki, being an intellectual and socially awkward and all, doesn't recognize Feferi's sarcasm as clapping and proceeds to use another failed Psychic. It looks like the Daring Psychos are in dire straits! What will they do now!?


HP: 85
Energy: 58
Status: Spikes (2 Layers), Stealth Rocks, Encored (1A)



HP: 92
Energy 48
Status: Spikes (2 Layers), Stealth Rocks, Substitute (4)


HP: DX
Energy: DX
Status: DX


HP: 17
Energy: 27
Status: Wish (After A1), Double Team (2 Clones)

Complications: It looks like the Psychos are receiving a beatdown!
Optimus: Pain would be an appropriate song right about now.
Complications: and with that...
Rng Roll: 57/81=Bring Me to Life by Evanescence
Complications: And for this you must use Wake-Up Slap!
Optimus: Well that's one way to do it...

Dare234 sends out Terror automatically and equips item
Team Psycho Killers orders
Team Musical Texans orders
I ref
 
"We'll, I guess I blew that didn't I? I have to get my crap together. Let's go Terror. Unfortunately, no items."

Dig (Lucario) - Bite (Girafarig) - Dig (Lucario)
If Damaging Electric Type move, use Evasive Agility.
If Earthquake on an action when Dig is used, replace action with Acrobatics (Lucario), do not push back.
 
"We're gonna lose, but we're losing in style."

Wake-up Slap (Lucario) - Earth Power (Lucario) - Circle Throw (Lucario)

IF Lucario uses Substitute, use Taunt A1 and shift actions back
 
(Sorry for the delay. Some... Complications *ahem* prevented me from posting sooner.)


HP: 85
Energy: 58
Status: Spikes (2 Layers), Stealth Rocks, Encored (1A)



*HP: 92
Energy 48
Status: Spikes (2 Layers), Stealth Rocks, Substitute (4)



*HP: 100
Energy: 100
Status: None


*HP: 17
Energy: 27
Status: Wish (After A1), Double Team (2 Clones)​

Action 1
Feferi used Wake-Up Slap!
Hit: Irrelevant
Crit: 241=No
(6+4.5-4.5)1.5=9 Damage!
Jimmy's Substitute faded!
5 Energy

Terror used *Dig!*
Terror burrowed under ground!

Jimmy used Aura Sphere!
Hit: Irrelevant
Crit: 84=Close, but NO cigar
(9+3+6-4.5).67=9.045 Damage!
Feferi's clones faded!
7 Energy

Kirinriki used Psychic!
Hit: Irrelevant
Crit: 633=No
Effect: <101/1000=Yes. 28=Fereri's Specual Defense fell!
(10+3+6-4.5)1.5+2=23.75 Damage!
7 Energy
Feferi fainted!

Terror used Dig!
Hit: Irrelevant
Crit: 111=No
(8+8.5-4.5)1.5=18 Damage!
10 Energy

Action 2
Archeops used Bite!
Hit: Irrelevant
Crit: 643=No
Effect: <301/1000=Yes. 801=No
(6+8.5-4.5)=15 Damage!
4 Energy

Jimmy used Hi Jump Kick!
Hit: Irrelevant
Crit: 160=No
13+3+6-4.5=17.5 Damage!
8 Energy

Kirenriki used Wake-Up Slap!
Hit: Irrelevant
Crit: 38=Yes!
6+3+4.5-4.5=9 Damage!*
5 Energy

Action 3
Archeops used Dig!
Archeops burrowed underground!

Kirenriki chilled!

Terror used Dig!
Hit: Irrelevant
Crit: 28=Yes!
(8+3+8.5-4.5)1.5=22.5 Damage!
10 Energy

Jimmy used Punch that has no plausible name( Ice Punch+Thunder Punch)!
Hit: Irrelevant
Crit: 120=No
Paralysis: <101/1000=Yes. 299=Bo
Freeze: <101/1000=Yes. 152=No
18+6-4.5=19.5 Damage!
18 Energy


The fight must go on!!! Well folks, I can only say that it's not looking good for Team Psycho. Feferi, not wanting to lose all the health it was working so hard to get by angering the bridge, uses a quick Wake-Up Slap on Jimmy, finally destroying that pesky doll that had survived 2 rounds. Then, with a shriek, Terror flies up into the air and run dives hard towards the ground, burrowing with great force, but it down matter, because Jimmy isn't targeting Terror. Focusing all of his aura, Jimmy launches a sphere of energy that detects the true Feferi's aura, striking it and saying it to lose concentration, making the remaining clones disappear! Kirinriki, still accepting applause, launches another barrage of psychic energy at Feferi, finally hitting its intended mark and bringing the many-armed one down for a KO and a leaving a very depressed wish. The Psycho's side of the field is silent when suddenly, Terror bursts out of the earth, striking Jimmy for some heft damage. But, Terror's not done. Using the moment of confusion amongst Team Texans, Terror flies in low and bites Kirenriki, doing decent damage. Jimmy's having nothing of that though, and leaps into the air to kick the mighty bird across the face. Kirenriki, seeking to appease Euphoria, slaps Terror a few times, even scoring a critical hit! In the last action of the round, Terror digs again, but this time the Texans are ready. While Kirenriki chills, Jimmy pulls back a fist, ready to smite the bird when it surfaces. Which it does. Rapidly. So rapidly in fact, that it scores a critical hit on Jimmy, who then unleashed a mighty punch that puts Terror close to pessimistic defeat.


HP: 70
Energy: 58
Status: Spikes (2 Layers), Stealth Rocks


*HP: 51
Energy: 15
Status: Spikes (2 Layers), Stealth Rocks



*HP: 54
Energy: 76
Status: None


*HP: DX
Energy: DX
Status: DX​

Complications: It looks like Team Psycho's in finally doing some real damage! Well, you know what I say to that?*
Carry On Wayward Son by Kansas
(RNG Roll: 68/81)​
Optimus: The move you shall use is Dark Pulse
 

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