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And so, a snoozefest commences. Piplup and Swells both lie completely still, peaceful expressions on their faces. Even the storm has now gone, adding to the tranquility.
Swells eventually wakes up, but not quite ready ruin the moment simply uses Charge rather than attack.
He's going to sleep for a bit, so start off with a powerful Wild Bolt, then charge up some more before he Ice Beams. Lastly, slam him with another Wild Bolt.
At last ready to break the silence, Monohm brings forth his charged up electricity, ready to unleash a vicious powered up Charge. The severe power succeeds in injuring Piplup, but also waking him from slumber. However, obviously not quite back to full mental capacity, it simply yawns.
Swells is affected slightly, but this is of no concern for now as it gathers yet more electrical energy from the atmosphere, charging yet again (though not as Wildly this time :D). Piplup, having shaken of its fatigue gets back into the fray, letting of a chilling Ice Beam at swells. Although Monohm's stored energy bufers the attack, it still packs quite a punch.
But that doesn't stop Swells from being enraged, and it swiftly delivers another fierce tackle of electrical power in the form of Wild Charge. On its last flippers, Piplup repeats his previous move with Ice Beam, with similar effect. However, in spite of the pain, the cool air eases Monohm into a relaxed state, which due to the yawn before sends Swells into a light sleep.
Coolking has exceeded the DQ time. Unless Venser is really patient and kind, and would like to wait to finish the battle, I'm considering Coolking to be disqualified.
I just want to point out that Vesner surpassed the DQ time once before as well.
Anyways, sorry, but if nothing else we should play the match out since each of use is || this close to getting a KO counter.
Use Ice beam and get that stupid dragon. If you are paralyzed use ice beam again, but if you aren't paralyzed and the thing doesn't die, use Pound. If you did KO it on turn 1 chill for the next two turns. If you did KO it on turn 2 Chill on turn 3. If you were struck by parahax twice use ice beam. Actually, lets do this, it makes it easier.
Ice Beam ~ Pound ~ Chill
And if he ever gets KO'd chill from there out. Other wise go in that order no matter what.
yeah let's just go ahead and finish this. sleep out the two turns. ice beam should wake you up early since it's a high-power hit, and on the last two turns use thundershock.
Briused and battered, sweat on their brows, one thing is clear - both pokemon almost done. But so close to the finish line, Monohm is sleeping on the job! Piplup however is more determined to finish this once and for all. He focuses intently, and an aura of coolness gathers around him. Water in the air cools to liquid, then solidifies, forming little icicles from Piplups extremeties and appendages. Before long, the very essence of cold has become tangible, collecting as a ball of brilliant blue light. And finally, with a mighty, enraged breath, Piplup fi- cramps in paralysis?! Indeed, it seems the aftershocks of Monohm's previous attack has once again proven itself a nuisance.
Monohm, in response to all this, opens one eye and makes a small noise which may be a half-asleep chuckle, then goes briefly back to sleep. But Piplup is not discouraged. If anything, the little penguin is now even more determined. He focuses intently, and an aura of coolness gathers around him. Water in the air cools to liquid, then solidifies, forming little icicles from Piplups extremeties and appendages. Before long, the very essence of cold has become tangible, collecting as a ball of brilliant blue light. And finally, with a mighty, enraged breath, Piplup fi- cramps in paralysis?! AGAIN?! Perhaps it's not just the electricity, perhaps the battle is really starting to take its toll. Or maybe...
Whatever the case, the battle weary Piplup manages only to fire a portion of his attack, which misses the mark. Or does it? It seems he has, at the very least scored a glancing strike* - but it seems this may not be good thing. You know that point in your sleep, where your just about to wake up, having just had almost the perfect amount of sleep? But then something wakes you up at the last second and somehow messes it up all up and you feel like crap? Well that's what happened. Swells has been roused from slumber - and he looks pissed. With a furious roar which should not be heard from mortal men, it begins gathering electrical energy from all around itself. Sparks begin to fly in every which way striking nearby objects and crackling with magnificent power. Even the storm returns, out of nowhere, to play a piece in this orchestra of electrical destruction. With another fearsome roar, even mightier than the last - this time amplified for a terrifying crash of thunder - Swells brings forth the very essence of electrical power and, shooting a glare at Piplup menacing enough to make it shit itself, if it hadn't already done so, Monohm unleashes-
A couple of tiny sparks. Apparently, Swells is also starting to feel the battle, and lets of something far less dramatic than the intended Thunderbolt. Nonetheless, Piplup is struck by the attack and falls over, with no will left to fight (Though it may have been sheer fear which caused it to faint), resulting in a markedly anticlimactic end to the battle between Piplup and Swells. Now a let a new anticl- uh, i mean immeasurably entertaining battle begin!
*No actual impact; for dramatic purposes only.
Fun fact, Ice Beam would have finished it...
going to like this.
I could've sworn this was 2v2 but my search indicates otherwise... I'll have to make sure i put that stuff in the opening post next time...
Anyway, Coolking, send out your last Pokemon and issue actions. Also the only reason I broight up the DQ thing was because Venser pointed it out to me, so yeah. I'm not really interested in enforcing the DQ time unless one of you wants me to.
All right, start of using Earthquake. Then Use quick attack, and finally use EQ again, if he isn't fainted yet. If it uses magnet rise (if it even learns magnet rise) use Sand tomb instead.
just for the record, i used thundershock not thunderbolt but i'm willing to guess that a light breeze woulda KO'd piplup n.n i thought this was 2v2 as well, lol.
Anyways, Monohm, you're going to go down after getting that KO counter, so simply Hydro Pump until you die.
After the tight finish with Piplup, Coolking sends out Trapinch to finish off the job.
Trapinch (Female) Nature: Quirky
Type: Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1). Stats: HP: 90 Atk: **** Def: ** SpA: ** SpD: ** Spe: 10
EC: 0/6 MC: 0 DC: 0/5
Abilities: Arena Trap:Type: Innate This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected. Type: Innate Hyper Cutter: Type: Innate This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Sheer Force:Type: 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. (DW not activated yet)
Attacks: Bite Sand Attack Faint Attack Sand Tomb Bug Bite Quick Attack Earth Power EarthQuake Rock Slide Dig
Trapinch runs down the field ever so eager to avenge a fallen teammate, but not before being hit in the face by a much speedier and very powerful Hydro Pump from Swells. The hit is not taken lightly, but Trapinch soldiers on, stomping the ground to induce a hefty Earthquake. The seismic activity is more than enough to topple Monohm, as well as shattering the nearby rocks into gravel.
Sorry, I have mock exams until Friday, so I haven't been too active here. Anyways, what the heck is a rebble? *opens pokedex* ah. Ground type, hasty nature, everything perfect for an earthquake to finish him except... Levitate. :(. At least it doesn't evade ALL ground moves :)
All right, lets kick it off by using Sand tomb. Then use dig to evade the energy ball, but hit it either way. Finally, after the energy ball is gone, Use Earthquake, since he should be trapped on the ground.
Swells returns to Venser and is swiftly replaced by something more rebellious.
Rebble* [Rube] (♀) Type: Rock 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). Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.
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. 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). Mold Breaker (DW): (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.)
Moves:
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
His cause: To avenge a fallen teammate. Rube wastes no time in doing so either, gthering the natural energy of the earth to fire it as a beautiful green Energy Ball at Trapinch. Trapinch inches back but to no avail, the glowing green glob strikes him straight on the noggin, stirring up sand around him. This however gives the orange antlion an idea. It stomps the sand below it, and this seismic disturbance somehow makes its way beneath Rube, who is consequently sucked downward by a swirling Sand Tomb.
The once floating rock does not despair however. Once again relying on earthly energies, Rube immerses itself in time and memory, feeling the Ancient Power of the shattered rocks around it and unleashing it in the form of an energetic wave. Trapinch sees this coming, and hurriedly scurries underground, attempting to Dig away from the offensive. Rube however has moved much more quickly, and most of the wave still catches Trapinch with his head in the sand. This does not interrupt him however. Despite the beachy moisture, Trapinch is at home underground, and his affinity for sand allows him to maintain the Sand Tomb as he makes his way towards the defenseless Rebble.
Rebble looks around nervously, trying to anticipate where Trapinch will emerge from. Desperately, he gathers energy once again, but the resultant Energy Ball goes to waste thanks to Rube's paranoia. And then, without warning it becomes clear what Trapinch's intentions were. Rebble, still stuck, is easily struck by Trapinch as he emerges, having waited for his opponents attack to pass before revealing himself. He bursts from the ground with unexpected velocity, then uses his momentum to slam down, inducing another Earthquake. Rube is severely injured, but luckily Trapinch lost focus in his excitement, causing his Sand Tomb to dissipate.
Goddammit, why does the ASB sand tomb act so differently :(
Anyways Rebble, we're playing the evasive game here. Quickly, Volt Change out to the sea, and hover above the waves -- he probably won't be able to touch us with a dig there OR an earthquake. From there, the sand tomb will only put us back down into the ocean where the earthquake wont do damage, so just fire off two Energy Balls.
Rube starts off by doing nothing. Well, nothing painful anyway - it's super swift Volt Change isn't even noticed by the Ground type Trapinch, but it seems it was more evasive anyway. Rebble abruptly changes direction and speeds off to hover above the ocean as Trapinch Digs beneath the ground in pursuit. Trapinch emerges beneath Rube but it does very little. Rather than the intended massive destruction of all things rocky and airborne, Trapinch finds himself trapped underwater.
As Trapinch scurries back to dry land (unable to swim he just holds his breath and walks along the bottom) Rube begind summoning the mystical energies of nature, gathering yet more green Energy Balls to fire at his opponent. Little does he realise however that said opponent has been stirring up sand as he scurries, trapping Rebble in another Sand Tomb. Fortunately, this time the tomb only manages to pull him into the water rather than underground, and though the sands hurt him, he does feel nice and smooth.
And so, quite smoothly, he fires his two charged Energy Balls with a quick one-two combo, catching Trapinch off guard the minute reaches gets back out of the water. Enraged, Trapinch tries finishing Rube with a vicious Earthquake, but realises that his sand trap hasn't quite worked as planned, rendering his attack useless.
Yes, they seriously both have 2 HP left. I can't be bothered working out the energies since this is over next action no matter what.
and no, i have no fucking clue why there are hide tags between trapinch's sprite and the rest of the pokemons stats, i keep removing them but when i hit save they come back again wtf?
It's going to quick attack you, but since you're still floating out in the water try to smack it with an energy ball as it zooms towards you. if you can't see if you can hit it as the attack smacks you so we'll each get a ko counter.
Confident, Rube makes what may be a laugh. He knows he has the clear speed advantage, and he knows how this is going to go down. Mockingly, he begins drawing together ener-WHOA WHAT WAS THAT?
Let's see the slow-motion replay - there's Rebble, gathering energy and - Amazing! Trapinch is moving at immense speed! Apparently defying the physical limitations of his body and several laws of physics, Trapinch moves rapidly, nothing but a blur - an incredible Quick Attack! How it learns Quick Attack I will never know, but it's done it! Trapinch has defeated Rube, leaving Coolking49 the victor! Congratulations!
You guys get two TC each. I get 3 ref counters.
The standard counters for all pokemon plus Ko Counters for Darumakka, Piplup, Monohm, and two for Trapinch.
Yeah, really close game, and even though there were occasional bouts of inactivity on both sides it ended in a really close, tight finish. thanks for reffing, and good game.