GODZIRRA ATTACK!!!!! Matezoide and Geodude6! Trouble in Tokyo!

Herro! Welcome to Tokyo. Over there, you can see the Nintend- OH MY GOD, GODZIRRA ATTACK, EVERYBODY RUN!!!!!!!

Geodude6's Team:

Code:​
Braviary (M)​
Nature: Adamant (+1 Atk, -1 SpA)​
Type: Norml/Flying​
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:​
Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.​
Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.​
Defiant (DW): (Passive) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.​
Stats:​
HP: 110​
Atk: Rank 6+​
Def: Rank 3​
SpA: Rank 1-​
SpD: Rank 3​
Spe: 80​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 20​
EC: 6/6​
MC: 1​
DC: 5/5​
Attacks:​
Peck​
Leer​
Fury Attack​
Wing Attack​
Hone Claws​
Scary Face​
Aerial Ace​
Defog​
Slash​
Crush Claw​
Superpower​
Whirlwind​
Sky Drop​
Brave Bird​
Thrash​
Toxic​
Bulk Up​
Hidden Power (Grass, 7)​
Sunny Day​
Protect​
Rain Dance​
Frustration​
Return​
Facade​
Rest​
Retaliate​
Shadow Claw​
Giga Impact​
Rock Slide​
U-turn​
Substitute​
Fly​
Heat Wave​
Roost​
Sky Attack​
Sleep Talk​
Tailwind​
Code:​
Blaziken (F)​
Naughty nature (+1 Atk, -1 SpD)​
Type: Fire/Fighting​
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.​
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:​
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)​
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).​
Stats:​
HP: 100​
Atk: Rank 6+​
Def: Rank 3​
SpA: Rank 4​
SpD: Rank 2-​
Spe: 80​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 21​
EC: 9/9​
MC: 1​
DC: 5/5​
Attacks:​
Hi Jump Kick​
Fire Punch​
Scratch​
Growl​
Focus Energy​
Ember​
Peck​
Double Kick​
Sand-Attack​
Fire Spin​
Bulk Up​
Quick Attack​
Blaze Kick​
Flamethrower​
Slash​
Mirror Move​
Brave Bird​
Sky Uppercut​
Flare Blitz​
Agility​
Baton Pass​
Counter​
Featherdance​
Night Slash​
Reversal​
Hone Claws​
Sunny Day​
Protect​
Solarbeam​
Earthquake​
Fire Blast​
Aerial Ace​
Shadow Claw​
Swords Dance​
Rock Slide​
Endure​
Substitute​
Blast Burn​
Bounce​
Dual Chop​
DynamicPunch​
Fire Pledge​
Heat Wave​
Mega Punch​
Mega Kick​
Thunderpunch​
Code:​
Hydreigon (F)​
Naive nature (+15% Spe, +15% Acc, -1 SpD)​
Type: Dark/Dragon​
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.​
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.​
Abilities:​
Levitate:(Passive)This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.​
Stats:​
HP: 100​
Atk: Rank 4​
Def: Rank 3​
SpA: Rank 5​
SpD: Rank 2-​
Spe: 113+ (+15 Acc)​
Size Class: 4​
Weight Class: 5​
Base Rank Total: 22​
EC: 9/9​
MC: 0​
DC: N/A​
Attacks:​
Double Hit​
Tri Attack​
Tackle​
Dragon Rage​
Focus Energy​
Bite​
Headbutt​
Dragonbreath​
Roar​
Crunch​
Dragon Pulse​
Body Slam​
Outrage​
Assurance​
Astonish​
Fire Fang​
Head Smash​
Ice Fang​
Thunder Fang​
Taunt​
Protect​
Frustration​
Return​
Double Team​
Draco Meteor​
Roost​
Superpower​
Zen Headbutt​
Wing Attack​
Code:​
Aurumoth (F)​
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)​
Type: Bug/Psychic​
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).​
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:​
Weak Armor: (Toggle) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.​
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.​
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.​
Stats:​
HP: 110​
Atk: 5​
Def: 4​
SpA: 5+​
SpD: 2​
Spe: 81-​
Size Class: 4​
Weight Class: 5​
Base Rank Total: 22​
EC: 9/9​
MC: 0​
DC: 5/5​
Moves:​
Quiver Dance​
Dragon Dance​
Tackle​
String Shot​
Bug Bite​
Sunny Day​
Heal Pulse​
Ancientpower​
Final Gambit​
Struggle Bug​
Will-O-Wisp​
Ominous Wind​
Wish​
Reflect​
Light Screen​
Zen Headbutt​
Psyshock​
Ice Beam​
Blizzard​
Thunderbolt​
Thunder​
Psychic​
Double Team​
Focus Blast​
Substitute​
Bug Buzz​
Close Combat​
Disable​
Feint​
Megahorn​
Hydro Pump​
Helping Hand​


Matezoide's Team:​
<Dodrio> [Barry] (M)​
Nature: Adamant (+ Attack, - Sp.Attack)​
Type: Normal/Flying​
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.​
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.​
About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, they are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.​
Abilities:
Run Away (Passive):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.​
Early Bird (Passive): 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.​
Tangled Feet (DW UNLOCKED, Passive):
When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.​
Stats
HP: 90​
Atk: Rank 5 (+)​
Def: Rank 3​
SpA: Rank 1 (-)​
SpD: Rank 2​
Spe: 100​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 17​
EC: 6/6​
MC: 1​
DC: 5/5​
Attacks:
Acupressure​
Agility​
Double Hit​
Drill Peck​
Endeavor​
Fury Attack​
Growl​
Peck​
Pluck​
Pursuit​
Quick Attack​
Rage​
Thrash​
Uproar​
Endeavor​
Brave Bird​
Double-Team​
Endure​
Faint Attack​
Flail​
Frustration​
Payback​
Return​
Roost​
Sky Attack​
Substitute​
Taunt​
Toxic​
Aerial Ace​
Torment​
Steel Wing​
Giga Impact​
Fly​
Low Kick​
Mirror Move​
Assurance​
<Magcargo> [Tara] (F)​
Nature: Modest (+ Sp.Attack, - Attack)​
Type: Fire/Rock​
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.​
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.​
About: A Magcargo caught during Athenodoros's many travels and later traded to Matezoide, Tara is extremely mature and mother-like to the younger members of the team. She gets along extremely well with Alice, due to their ''live by the day'' phylosofies, wich she learned from a life-time of being slow.​
Abilities:​
Magma Armor (Passive):
This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).​
Flame Body (Passive):
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.​
Weak Armor (DW UNLOCKED, Can Be Enabled):​
Type: Toggle​
Default effect: None.​
Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.​
Stats
HP: 90​
Att: Rank 1 (-)​
Def: Rank 5​
SpA: Rank 4 (+)​
SpD: Rank 3​
Spd: 30​
Size Class: 2​
Weight Class: 4​
Base Rank Total: 17​
EC: 6/6​
MC: 1​
DC: 5/5​
Attacks:​
Yawn (*)​
Smog (*)​
Ember (*)​
Rock Throw (*)​
Harden (*)​
Recover (*)​
Flame Burst (*)​
Shell Smash​
Flamethrower​
Earth Power​
Ancientpower​
Double Team (*)​
Endure​
Explosion​
Fire Blast​
Hidden Power Ice (7)​
Hyper Beam​
Light Screen (*)​
Overheat​
Pain Split​
Protect​
Reflect​
Refresh​
Rest​
Rock-Polish​
Sandstorm​
Sleep-Talk​
Solar Beam (*)​
Stealth Rock​
Substitute​
Sunny Day​
Will-O-Wisp​
Acid Armor (*)​
Memento (*)​
Heat Wave (*)​
Stockpile​
Swallow​
<Ditto> (Ottis) [No Gender]​
Nature: Quirky​
Type: Normal​
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.​
About: A Shiny Ditto, Ottis is a joker at heart. Although he means no harm, Ottis is unable to not change the opponent's form upon transforming, mostly in an (mostly sucessful) attempt at making other people laugh and annoy the enemy.​
He bonded extremely well with Bosco, given their similar form, shininess and....''unique'' natures.​
Abilities:
Limber (Passive): This Pokemon’s body is well trained and immune to paralysis.​
Imposter (DW LOCKED, Passive): This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.​
HP: 90​
Atk: Rank 2​
Def: Rank 2​
SpA: Rank 2​
SpD: Rank 2​
Spe: 48​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 12​
EC: N/A​
MC: N/A​
DC: 4/5​
Attacks - COMPLETE- 0 CC
Transform​
<Rapidash> [Twilight] (Female)​
Nature: Naive (+17% accuracy)​
Type: Fire​
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.​
About: Caught after being found injured by Matt and nursed back to health, Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and , despite managing to maintain a serious attitude, she is a sweet heart and quickly becomes timid depending on the situation.​
Run Away (Passive):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.​
Flash-Fire (Passive):
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.​
Flame Body (DW UNLOCKED, Passive):
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.​
Stats
HP: 100​
Atk: Rank 4​
Def: Rank 3​
SpA: Rank 3​
SpD: Rank 2 (-)​
Spe: 121 (+)​
Size Class: 4​
Weight Class: 4​
Base Rank Total: 20​
EC: 6/6​
MC: 0​
DC: 5/5​
Moves: - MAXED - 4 CC Bonus​
Growl(*)​
Tackle(*)​
Tail Whip(*)​
Ember(*)​
Flame Wheel(*)​
Stomp(*)​
Flame-Charge(*)​
Fire-Spin(*)​
Bounce​
Agility​
Flare-Blitz​
Poison Jab​
Megahorn​
Quick Attack​
Inferno​
Fury Attack​
Take Down​
Attract​
Baton Pass​
Bide​
Body-Slam​
Curse​
Double Kick​
Double Team​
Drill Run​
Echoed Voice​
Facade​
Fire-Blast(*)​
Flamethrower​
Frustation​
Giga Impact​
Headbutt​
Heat Wave​
Hidden Power (Ice, 7)​
Hyper Beam​
Incinerate​
Iron Tail​
Low Kick​
Mimic​
Natural Gift​
Overheat​
Pay Day​
Protect​
Rage​
Reflect​
Return​
Round​
Secret Power​
Skull Bash​
Sleep-Talk​
Snore​
Solar Beam​
Strength​
Substitute​
Sunny-Day(*)​
Swift​
Thrash​
Toxic​
Wild-Charge(*)​
Will-O-Wisp​
Hypnosis(*)​
Low-Kick(*)​
Charm(*)​
Morning Sun​
Double-Edge​
Endure​
Horn Drill​
4 vs 4 Singles​
Training Items​
1 Day DQ​
5 Chills/2 Recovers total​
Switch = OK​
All Abilities​

Assault on Tokyo
Field Type: Neutral
Complexity: Moderate
Format: Any
Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round

Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?

When the pokemon are 500 feet tall, that's how.

In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.

Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.
 

Geodude6

Look at my shiny CT!
Brave Bird+Superpower~Cooldown (Superpower)~U-turn
IF successful p/e action THEN use Bulk Up and push actions back.
 
Quickly, assemble the SDF! We have to stop these giant monsters attacking our city!

The bird is about to go full American on us! Quickly, hide the oil! Wait, the magma monster just evaporated! The bird just destroyed the Pokemon Center trying to hit it! Now how will we buy our Pokemon merchandise!? The magma monster just made a wall of light! The bird is fighting its way out of the rubble! The bird monster just hit it and ran back to a kid in a helicopter! The magma monster threw rocks at the helicopter! The bird caught them! The magma monster got stronger! The bird disappeared into the kid's Poke Ball! The SDF attacked the bird while it was inside the Poke Ball!

Magcargo > Acid Armor
+2 Def
Evaporated (dodge all phys moves)
-7 EN
Braviary > Eagle Strike (Brave Bird + Superpower)
34 BAP
(13 + 8) * 1.75 = 36.75 = 37 EN
Miss (Acid Armor)
-37 EN

Braviary must recharge!
Magcargo > Light Screen
Matezoide's team is covered by Light Screen (6a)
-10 EN

Braviary > U-Turn
338 (Crit)
(7 + 3 + 1 - 1) * .67 = 6 DMG
-5 EN
Magcargo > Ancientpower
2962 (No Crit)
603 (+All)
(6 + 3 + 1.5) * 1.5 = 15.75 = 16 DMG
+1 Atk, Def, SpA, SpD, Spe
-3 EN

SDF Attack (5000- hits Mate, 5001+ hits Geo): 8514 (Geo)
-10 HP Braviary

How are these Pokemon holding up!?

84 HP
58 EN

84 HP
80 EN
+1 Atk, +3 Def, +1 SpA, +1 SpD
Light Screen (4a)​
Geo sends out and chooses actions, Mate chooses actions, city gets destroyed!​
 
Last edited:

Geodude6

Look at my shiny CT!
Switch to Aurumoth @ Exp Share

Hydro Pump~Hydro Pump~Hydro Pump
IF Endure is ordered THEN use Quiver Dance A1. Takes priority.
IF successful p/e action THEN use Light Screen the first time and Reflect the second time.
 
Mothra has suddenly appeared from the kid's Poke Ball! Mothra just fired sea water at the magma monster! Mothra missed and just took out Odaiba and the Fugi TV Station! The water is flowing down the roads over to the magma monster! It's been stuck to the ground, it can't move! The magma monster just shot a man of fire at Mothra! Mothra is still firing sea water! It missed and hit Nokia's headquarters! The entire headquarters is unscathed because it's made of Nokia phones! It all washed off and hit the magma monster! The magma monster fired a giant explosion of fire at Mothra! Its fire is burning a bit low now! Mothra fired even more sea water! It hit the magma monster! The magma monster's wall blocked most of the water!

A1:
Aurumoth > Hydro Pump
9230 (No Crit)
(12 - 6 + 3 - 1) * 2.25 - 2 = 16 DMG
-8 EN
Magcargo > Fire Blast
8552 (Hit)
6163 (No Crit)
3620 (No BRN)
(12 + 3 + 3) * 1.5 + 2 = 29 DMG
-7 EN
A2:
Aurumoth > Hydro Pump
8562 (No Crit)
(12 - 6 + 3 - 1) * 2.25 - 2 = 16 DMG
-12 EN
Magcargo > Supernova (Overheat+Overheat)
14 * 2.25 = 31.5 BAP
.90 * .90 = 81 Acc + 10 (-Spe) = 91 Acc
3.5 * 10 + 7 - 1 (STAB) = 41 EN
8804 (Hit)
9598 (No Crit)
(31.5 + 3 + 3) * 1.5 + 2 = 58.25 = 58 DMG
-41 EN
A3:
Aurumoth > Hydro Pump > Magcargo
1256 (No Crit)
(12 - 6 + 3 - 1) * 2.25 - 2 = 16 DMG
-16 EN

SDF: 5267 (Geo)
-10 HP Aurumoth

(Benched)
84 HP
58 EN

13 HP
64 EN

36 HP
32 EN
+2 Def, -2 SpA
Light Screen (1a)​
 
Last edited:


Ugh, this is bad.....wheres Giga Woman?



Probably away in another town fighting off monsters, father.




I just hope she makes it on time....


Meanwhile, at Osaka....




I will stop you, Frogsarecool!

<-- Giant!

.......



Switching!

Magcargo out, Dodrio IN!



That was fun, but i would rather not get hit by any more water today.



BRING ME THE BIRD!

Counter-Switch?
 

Geodude6

Look at my shiny CT!
Switch to Braviary @ Exp Share

Brave Bird x3
IF Dodrio is in the semi-invulnerable stage of a damaging evasive action THEN use Bulk Up.
IF successful p/e action THEN use Bulk Up.
 

We *KACAW*
Could *KACAW*

Do some shenanigans, but...

THIS IS WAY MORE FUN!

Brave Bird -> Torment -> Drill Peck
 
Last edited:
The magma monster disappeared into a kid's Poke Ball! The kid sent out a bird-hydra monster! Oh no, it's Prince Ghidorah! The other kid called back Mothra and sent back his giant eagle! Prince Ghidorah made a mad dash for the eagle, causing a lot of damage to the eagle, itself, and the city! The eagle pushes back just as hard! Prince Ghidorah is making fun of the eagle! Saying it's not a real eagle! Its famous cry is actually a hawk's screech! It's actually native to Canada! The eagle can't do anything from all of the insults! Prince Ghidorah bore all three of its beaks into the eagle! The eagle is fighting back with another charge! The Tokyo Tower is nothing compared to these two, they're just using it to roost between fighting!

A1:
Dodrio > Brave Bird
2980 (No Crit)
(10 + 12 + 3 + 3) = 28 DMG
-9.33 HP (Recoil)
-12 EN
Braviary > Brave Bird
3625 (No Crit)
(10 + 12 + 3 + 4) = 29 DMG
-9.67 HP (Recoil)
-12 EN
A2:
Dodrio > Torment
Braviary is Tormented (6a)
-10 EN
Braviary can't attack!
A3:
Dodrio > Drill Peck
5042 (No Crit)
(8 + 3 + 3) = 14 DMG
-5 EN
Braviary > Brave Bird
7535 (No Crit)
(10 + 12 + 3 + 4) = 29 DMG
-9.67 HP (Recoil)
-12 EN

SDF: 3242 (Mate)
-10 HP Dodrio


23 HP
34 EN
Torment (4a)
(Benched)
13 HP
64 EN
(Benched)

36 HP
32 EN

13 HP
73 EN​
 
Prince Ghidorah attacked the eagle! The eagle is down! The SDF ended up killing Prince Ghidorah! Both sides are down!

A1:
Dodrio > Brave Bird
9887 (No Crit)
(10 + 12 + 3 + 3) = 28 DMG
-7.67 HP (Recoil)
Braviary KO
-12 EN

SDF (1+ Mate): 110 (Mate)
10 DMG Dodrio
Dodrio fainted!


KO
(Benched)
13 HP
64 EN
(Benched)
36 HP
32 EN

KO
Mate sends out, Geo sends out and orders, Mate orders, Japan gets leveled
 

Geodude6

Look at my shiny CT!
Go, Blaziken.

Hi Jump Kick~Earthquake~Hi Jump Kick
IF Rapidash is in the semi-invulnerable stage of a damaging evasive action THEN use Sky Uppercut and push actions back.
IF Rapidash is under the effects of a p/e action THEN use Focus Energy the first time and Bulk Up the second time.
 
A giant pony princess and Mega Ultra Chicken just appeared in the city! The giant pony just jumped into the air! Mega Ultra Chicken jumped up and hit her right in her horse face! The pony landed on top of him! The pony set up a wall using a whole city block! Mega Ultra Chicken just jump kicked the pony in the face! The pony jumped back into the air! Why doesn't she just use her wings and fly away from Mega Ultra Chicken giving it a smack to the jaw! At least it landed on its face again!

A1:
Rapidash > Bounce
Rapidash bounced in the air
Blaziken > Sky Uppercut
3120 (Hit)
7976 (No Crit)
(9 + 3 + 4) = 16 DMG
-5 EN
Rapidash > Bounce
7444 (No Crit)
7199 (No PRZ)
(12 + 1.5) * 1.5 = 19.75 DMG
-13 EN
A2:
Rapidash > Reflect
Matezoide's team is covered by Reflect (6a)
-10 EN
Blaziken > Hi Jump Kick > Rapidash
3095 (Hit)
5363 (No Crit)
(13 - 6.5 + 3 + 4) = 13.5 DMG
-7 EN
A3:
Rapidash > Bounce
Rapidash bounced in the air
Blaziken > Sky Uppercut
2840 (Hit)
7593 (No Crit)
(9 - 4.5 + 3 + 4) = 11.5 DMG
-5 EN
Rapidash > Bounce > Blaziken
8156 (No Crit)
1817 (PRZ)
(12 + 1.5) * 1.5 = 19.75 DMG
-13 EN
KO
(Benched)
13 HP
64 EN

60 HP
83 EN
PRZ (15%)


(Benched)

36 HP
32 EN
KO


49 HP
64 EN
Reflect (4a)​
 
Ugh i am playing terribly right now


Bounce -> Morning Sun -> Bounce


If Bounce when you would use Bounce, use Drill Run that action and push-back
If Counter when you would use Bounce, Chill that action the first time and Hyper Beam the second.
 
Last edited:
Pony jumps onto Mega Ultra Chicken! Mega Ultra Chicken tries to cause earthquake! Mega Ultra Chicken can't move! Pony harvest sunlight to heal! Mega Ultra Chicken level half of Japan and many surrounding islands! Pony jumps on Mega Ultra Chicken again!

Rapidash > Bounce
1452 (No Crit)
2809 (PRZ)
Blaziken is paralyzed (20%)
(12 + 1.5) * 1.5 = 19.75 DMG
-13 EN
Blaziken > Fukushima (Earthquake + Earthquake)
1254 (Full PRZ)
It's fully paralyzed!
Rapidash > Morning Sun
+25 HP
-16 EN
Blaziken > Fukushima (Earthquake + Earthquake)
1749 (No Full PRZ)
9959 (No Crit)
(22.5 - 11.25 + 4) * 1.5 = 22.875 DMG
-32 EN
Rapidash > Bounce
4547 (No Crit)
7291 (No PRZ)
(12 + 1.5) * 1.5 = 19.75 DMG
-13 EN

SDF: 5057 (Geo)
-10 HP Blaziken


KO

13 HP
64 EN

10 HP
51 EN
PRZ (10%)


(Benched)
36 HP
32 EN
KO


51 HP
22 EN
Reflect (1a)​
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top