The Holey War: 3v3v3v3 Tag Mewtwo15026+Temperantia vs RitterCat+Acklow (Ref DA8828)

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Geez Mewtwo, why do you have a bunch of annoying-to-memorize numbers in your name.

Shame on you.

Originally Posted by Fat mewtwo15026
Tag Doubles, 3 Pokemon per player (6 per team, 2 players per team)
2 Recoveries, 5 Chills per Pokemon
3 Day Player DQ, 5 Day Ref DQ

One evolved Pokemon per player (can't lead with it)
No evolutions during the match unless an Evolved Pokemon is on the field.

ARENA: Basic Circle Pit

A 50-foot-deep, 100-foot across circular hole in the ground. The top of the hole is covered by a grate; Pokemon can't get out, but weather can get in. While the walls are completely solid, the floor is diggable up to 25 feet. Energy reservoirs in the walls allow the use of any sort of elemental attack, and the pit isn't caving in anytime soon.

Embirch(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
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: 100
Atk: *** (+1)
Def: * (-1)
SpA: ***
SpD: **
Spe: 50

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

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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

(*)Counter
(*)Dragonbreath
(*)Seed Bomb

(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day

Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)

Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:

HP: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60

EC: 1/4/9
MC: 1
DC: 1/5

Abilities:
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)

Volt Tackle(*)
Wish(*)
Encore(*)

Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)

Marshtomp(*) Vladdy (M)
Nature: Relaxed

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: 100
Atk: ***
Def: **** (+ nature)
SpA: ***
SpD: ***
Spe: 43 (- nature)


RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

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

Abilities:


Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)


Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:

(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake

(*)Counter
(*)Mirror Coat
(*)Avalanche

(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall


Whirlipede(*) Dokuto (M)
Nature:Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Bug/Poison
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Abilities:
Poison Point: (Can be Disabled.) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Stats:

HP: 90
Atk: ***(+)
Def: ****
SpA: *(-)
SpD: ***
Spe: 47

EC: 4/9
MC: 2
DC: 3/5

Attacks:
Defense Curl(*)
Rollout(*)
Poison Sting(*)
Screech(*)
Pursuit(*)
Protect(*)
Poison Tail(*)
Iron Defense
Bug Bite(*)
Steamroller

Spikes(*)
Toxic Spikes(*)
Twinneedle(*)

Poison Jab(*)
Double Team(*)
Payback(*)


Mareep(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain

Abilities:
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.
Plus(DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Stats:

HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30 (35/1.15= 30.4.., truncated to 30)

EC: 3/9
MC: 0
DC: 3/5

Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem

Agility(*)
Body Slam(*)
Screech(*)

Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)


Snorunt- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice
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, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:

Hp: 90
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50

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

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Hex
Disable
Fake Tears

Ice Beam
Toxic
Shadow Ball



Deino [Ringo] (Male)
Nature: Modest

Type:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Stats:

HP: 90
Atk: **(-1)
Def: **
SpA: ***(+1)
SpD: **
Spe: 38

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

Abilities:
Ability 1: Hustle
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dark Pulse
Earth Power
Ice Fang
Taunt
Protect
Swagger

Mienfoo [Grace] (Female)
Nature: Hasty

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

Stats:

HP: 90
Atk: ***
Def: *(-1)
SpA: **
SpD: **
Spe: 75(65x1.15)

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

Abilities:
Ability 1: 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.


Ability 2: Regenerator
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Ability 3: Reckless
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Attacks:
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind
Knock Off
Low Kick
Vital Throw
Dig
Stone Edge
Swords Dance

Nohface [Shade] (Female)
Nature: Adamant

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

Stats:

HP: 90
Atk: ***(+1)
SpA: *(-1)
SpD: ***
Spe: 10

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

Abilities:
Ability 1: 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.


Attacks:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Tackle
Leer
FeatherDance
Yawn
Meteor Mash
Dig
Will-o-Wisp
Dream Eater
[/LEFT]




Cacnea * (Male)
Nature: Brave (Adds * to Attack, and a 15% decrease in Base Speed and a +5% increase in accuracy on an opponent's attacks.)
Characteristic: Highly curious. Needles is a silly little cactus Pokemon, and tends to get on his teammates nerves quite often. However, his loyalty to his team is strong and although he tends to be annoying, he knows when to use that trait against his opponents.
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: 30 (35 x 0.85v)

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

Abilities:
Sand Veil: This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW): This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.

Attacks:

Poison Sting(*)
Leer(*)
Absorb(*)
Growth(*)
Leech Seed(*)
Sand Attack(*)
Pin Missile(*)
Ingrain(*)
Disable(*)
Seed Bomb(*)
Worry Seed(*)
Double Team(*)
Payback(*)
Swords Dance(*)
Sucker Punch


Mantine * (Female)
Nature: Modest (Adds * to Special Attack, and subtracts * from Attack.)
Characteristic: Often lost in thought. Finn is a very kind Pokemon, acting as a motherly figure for the other Pokemon in her team. However, she also tends to think ahead a lot and tries to work problems out logically. Her battle style tends involve confusing her opponents by thinking ahead and determining what they will do before they actually do it.
Type:
Water/Flying:
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).
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:

HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: *****
Spe: 70

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

Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Water Absorb: This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Water Veil (DW): Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Attacks:

Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Twister(*)
Mud Sport(*)
Haze(*)
Boiling Water(*)
Hidden Power Ground 7(*)
Ice Beam(*)
Confuse Ray
Bullet Seed
Signal Beam
Psybeam
Air Cutter


Growlithe * (Male)
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60

EC: 2/6
MC: 0
DC: 1/5

Abilities:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): 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 will be maintained at the end of each round.

Attacks:

Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Close Combat
Morning Sun
Iron Tail
Wild Charge
Flame Charge
Dig
Flare Blitz


Mewtwo=1
Ritter=2
Temper=3
Acklow=4

First round: 1234321 (mewtwo sends out pokemon, ritter does, temper does, ack does and attacks, temper attacks, ritter, mewtwo)
Second round: 1432 (mewtwo attacks, then ack, then temper, then ritter)
Third round: 2143 (ritter, mewtwo, acklow, temper)
4th round: 3214 (temper, ritter, mewtwo, acklow)
5th round: rinse and repeat

So, send out your pokemon! Also, if your name isn't mewtwo15026, vote for the switching, item, and ability clauses!

And make sure to give them items and choose the ability, just in case that stuff is relevant, kay?

LET'S GET THIS PARTY STARTED
 

Acklow

I am always tired. Don't bother me.
Prepare for trouble and make it double!!! Come on out, Growlie the Growlithe!!!



Let's get this party STARTED!!!

Okay Growlie, I want you to start this match with some aggressive attacks. Good thing we're the fastest thing in this pit of an arena!! Start out by Leering both of our opponents. A nice defense drop should let them know what they're dealing with. Follow through with another Leer to their faces. Finish off by Flame Charging Cyndi.

So:
1)Leer
2)Leer
3)Flame Charge Cyndi

GOGOGO!!!
 
"Cyndi, show our opponent's that you're no punching bag! Thunder Wave Growlie to cancel that planned Speed boost and then some. Follow up with a Light Screen to help protect our team. Finally, Thunder Wave Shade to show him that you're serious! But if Shade tries to dodge by using Shadow Sneak, Thunderbolt Growlie."

"Ohohoho! How delightfully evil brother. We'll make RitterCat choose between his teammate or himself!"


Thunder Wave @ Growlie-> Light Screen-> Thunder Wave @ Shade/Thunderbolt @ Growlie if Shade tries to dodge
 
Gah, decisions, decisions, what shall they be

Shade, Yawn at Balsamus. Then Dig and wait underground until Cyndi attempts to T-Wave you, then come out and hit her.

We are not avoiding the T-Wave with Shadow Sneak, but we're still avoiding it. Aren't we clever, Shade
 
Sorry about that. I wasn't able to get on until the power outage started... :(

Okay, Balsamus, let's go!

First, Flame Charge Shade to knock her off her feet; use the momentum to run around the wall of the pit so you don't have to look at either of your opponents. Next, use Reflect to bolster your team's Defense. Finally, get Cyndi out of the way of the Dig attack (take it yourself if you have to) and fire a Flame Wheel at Shade!

Flame Charge Shade ~ Reflect ~
Take the DIG attack ~ Flame Wheel Shade
 

Balsamus (Embirch) (F)
HP: 100
Energy: 100%
Boosts/Drops: -1 Attack
Others: N/A
Actions: Flame Charge (Shade) ~ Intercept Dig ~ Flame Wheel (Shade)



Cyndi (Mareep) (F)
HP: 90
Energy: 100%
Boosts/Drops: -1 Attack
Others: N/A
Actions: Thunder Wave (Growlie) ~ Light Screen ~ Thunder Wave (Shade)



Shade (Nohface) (F)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Actions: Yawn (Balsamus) ~ Evasive Dig ~ Offensive Dig (Cyndi)


Growlie (I know it's not the real nickname but don't like it fuck off) (Growlithe) (M)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Actions: Leer ~ Leer ~ Flame Charge (Cyndi)

Round 1: And Then They Beat Each Other Up

Growlie starts things off with an intimidating Leer, baring its teeth and lowering Balsamus's and Cyndi's defense. Indimidatingly. Intimidated by Growlie's intimidation, Balsamus nonetheless charges at Shade with a powerful Flame Charge, knocking the...ghostly fox thing...back. Cyndi aims a Thunder Wave at Growlie, crippling it with a nasty paralysis. Shade recovers from the blow and responds with a Yawn at Balsamus, making it drowsy.

Balsamus moves to block Cyndi from any incoming attacks with its newfound speed. Cyndi sets up a glowing Light Screen, bolstering her team's resistance to Special Defense. Growlie, understandably angry at Cyndi for reducing his movement to the level of legless seeds and toeless tentacled things in humongous shells, Leers a second time, as Shade burrows her way underground in a Dig.

Balsamus Flame Wheels...nothing really. Cyndi Thunder Waves...nothing really. Growlie ends with the glare and rams Cyndi with a Flame Charge, hitting the scared sheep for massive damage, while Shade rises up ominously from the ground and strikes Cyndi with her Dig attack, wounding the poor lamb even further!!


Balsamus (Embirch) (F)
HP: 100
Energy: 93%
Boosts/Drops: -1 Attack, -2 Defense, +1 Speed
Others: Drowsy (Asleep in 1 Action), Light Screen (4 Actions)


Cyndi (Mareep) (F)
HP: 59
Energy: 80%
Boosts/Drops: -1 Attack, -2 Defense
Others: Light Screen (4 Actions)


Shade (Nohface) (F)
HP: 79
Energy: 84%
Boosts/Drops: N/A
Others: N/A


Growlie (Growlithe) (M)
HP: 90
Energy: 88%
Boosts/Drops: +1 Speed
Others: Paralyze'd (20%)

Cyndi's getting hammered! Rittercat and Acklow seem to be at home maneuvering through these attacka! Can Mewtwo and Temperantia turn the tide?

Second round: 1432 (mewtwo attacks, then ack, then temper, then ritter)
 
Well THAT stunk.

Balsa, fire a Leech Seed at Shade; it's gotta be the most dangerous of the two opponents. Next, blast Shade with Flame Wheel and fire some Leech Seed at Growlie.
 

Acklow

I am always tired. Don't bother me.

(This is reference to how smokin' awesome our team is this battle)

Alright, we're blazing in this battle. Good thing too *hi5 Ritter*

Growlie, let's pummel these guys. I want you to Flare Blitz Cyndi. Try to smash her into the wall. Next, I want you to Evasively Dig any attacks that could be targeted towards you for this action and Resurface after Balsa finishes his Leech Seed attempt (you should be slow enough to avoid the Leech Seed). Hit Cyndi with this Dig attack, please.

So:
1)Flare Blitz Cyndi
2)Evasively Dig
3)Resurface and hit Cyndi with Dig
 
"Cyndi, we're not just gonna sit here and take this! Thunder Wave on Shade, but if he dodges in any way, Thunderbolt Growlie. Then, either Thunderbolt Shade or, if he dodges, renew Light Screen. Finally, Agility out of the way of Growlie's Dig."


Thunder Wave @ Shade/Thunderbolt @ Growlie-> Thunderbolt @ Shade/ Light Screen-> Evasive Agility
 
*hi5 Ack* Great work Shade and Growlie, let's keep it up.

Okay, fire a Will-O-Wisp to hit that Leech Seed and burn it up before it hits us. Then Shadow Sneak as you Dig to get down there before any attacks can hit you. Then come up at the end of the round and smack Cyndi
 

Balsamus (Embirch) (F)
HP: 100
Energy: 93%
Boosts/Drops: -1 Attack, -2 Defense, +1 Speed
Others: Drowsy (Asleep in 1 Action), Light Screen (4 Actions)
Actions: Leech Seed (Shade) ~ Flame Wheel (Shade) ~ Leech Seed (Growlie)


Cyndi (Mareep) (F)
HP: 59
Energy: 80%
Boosts/Drops: -1 Attack, -2 Defense
Others: Light Screen (4 Actions)
Actions: Thunder Wave (Shade) ~ Light Screen ~ Agility



Shade (Nohface) (F)
HP: 79
Energy: 84%
Boosts/Drops: N/A
Others: N/A
Actions: Will-o-wisp (Balsamus) ~ [Shadow Sneak+Dig](Cyndi)


Growlie (Growlithe) (M)
HP: 90
Energy: 88%
Boosts/Drops: +1 Speed
Others: Paralyze'd (20%)
Actions: Flare Blitz (Cyndi)~ Evasive Dig ~ Offensive Dig (Cyndi)

Round 2: Do Diggers Dream of Electric Sheep?


Balsamus fires off a Leech Seed at Shade, which is burned out of the air with a Will-o-wisp, but Cyndi takes advantage of the distraction to fire off a crippling Thunder Wave. Growlie fights paralysis while attacking with a blazing Flare Blitz, further battering the wounded Cyndi. Finally succumbing to slumber, Balsumus begins snoring peacefully.

Shade and Growlie both make retreats into the ground with Dig. Cyndi calmly Light Screens.

Cyndi Agilities out of the way of both Dig attacks as she speeds away. Balsamus blinks the sleep out of her eyes and gets ready for another round.


Balsamus (Embirch) (F)
HP: 100
Energy: 84%
Boosts/Drops: -1 Defense
Others: Light Screen (3 Actions)


Cyndi (Mareep) (F)
HP: 38
Energy: 80%
Boosts/Drops: -1 Defense
Others: Light Screen (3 Actions)


Shade (Nohface) (F)
HP: 79
Energy: 66%
Boosts/Drops: N/A
Others: Paralyze'd (20%)


Growlie (Growlithe) (M)
HP: 90
Energy: 71%
Boosts/Drops: N/A
Others: Paralyze'd (15%)

Well, that was eventful.

Third round: 2143 (ritter, mewtwo, acklow, temper)
 
Extremely sorry to all, was away with no internet =(

Okey Dokey Shade, lets deal with Balsamus now. If it tries to attack you on the first turn then Protect. If it doesn't, then Yawn at it. Next turn, Shadow Sneak while Digging if you are attacked by Balsamus to avoid nasteh stuff. If you aren't attacked by it, and yawned last turn, then Meteor Mash its face into the ground. If you aren't attacked by it, and didn't yawn last turn, then Yawn at it. Finally, if you dug last turn, then come up at the end and hit Balsamus. If you didn't dig, the Protect if it attacks you and Meteor Mash if it doesn't attack

Fuck complex attacks
 
Wasn't there something about attack options like Rittercat's in the SotG? I would remember; I'm the guy Atheno was talking about when he stated his case.

Even so, this'll be fun... :D

Balsamus, since Shade's gonna Protect anyway, put it between you and Growlie and fire a Pound at it. Stay next to it after you attack; we don't want Growlie to intercept the attack. Next, use Flame Charge; you'll probably miss as it escapes, but you'll still get the Speed boost. Run in a wide circle until it surfaces, then finish the round with a Flame Wheel to Shade's face!

Pound ~ Flame Charge ~ Flame Wheel (all to Shade)

And PLEASE try to keep at least 20 feet away from Growlie. We don't need to activate Flash Fire. If Growlie tries to take the Flame Wheel, change the final action to Growth.
 

Acklow

I am always tired. Don't bother me.
Alright Growlie we need to defend Shade big time.

It is rather funny that Balsamus is going to attack with a Normal move against a Ghost type, so we have no worries about that first attack that Balsamus is going to throw at Shade, Growlie. HOWEVER, I still want you to move in and try to intercept that incoming Flame Charge. In order to do so, I want you to Close Combat Balsamus so that you are up in his face when he tries to Flame Charge. That way we can get that massive Flash Fire Boost. After Balsamus Flame Charges, I want you to Flame Charge your way over towards Cyndi. With that Flash Fire boost under your belt, you should be knocking stuff over with your sheer power. Upon blasting Cyndi, i want you to finish off the round by Digging under Cyndi and popping up, hitting her with that attack.

So:
1)Close Combat Balsamus (to set up the interception of Flame Charge)
2)Intercept Balsamus and then Flame Charge Cyndi
3)Dig Cyndi
 
"Cyndi, Thunderbolt Growlie on the first action, follow with a Power Gem on Growlie again. Then, while your opponent, Shade is just laying around their third action, Thunderbolt her. This battle will be one by the side with the least errors..."



Note: Shade's Shadow Sneak+Dig should take up two actions...
 
heeeeeeeeee~eeeeeeeeeeeey

Sorry for the delay, computer crashed, lost flavor, lost calculations, sucks.

Anyway

Geez Ritter.

What I’ve decided for SS+Dig to do is cost their combined energies, +3 for staying underground for a turn, plus two for being a combo. Basically, it’s priority-dig, but they have to stay down for a turn.

But that’s just me.


Balsamus (Embirch) (F)
HP: 100
Energy: 84%
Boosts/Drops: -1 Defense
Others: Light Screen (3 Actions)
Actions: Pound (Shade) ~ Flame Charge (Shade) ~ Flame Wheel (Shade)


Cyndi (Mareep) (F)
HP: 38
Energy: 80%
Boosts/Drops: -1 Defense
Others: Light Screen (3 Actions)
Actions: Thunderbolt (Growlie) ~ Power Gem (Growlie) ~ Thunderbolt (Growlie)


Shade (Nohface) (F)
HP: 79
Energy: 66%
Boosts/Drops: N/A
Others: Paralyze'd (20%)
Actions: Protect ~ [Shadow Sneak+Dig] (Balsamus)


Growlie (Growlithe) (M)
HP: 90
Energy: 71%
Boosts/Drops: N/A
Others: Paralyze'd (15%)
Actions: Close Combat ~ Flame Charge (Cyndi) ~ Dig (Cyndi)

Round 4: Complicated Combinations And How They Actually Work Well If Done Right

Shade tries to Protect, but is fully paralyzed, and can’t block Balsamus’s powerful POUND!!!!!!!

Sucks for her.

Anyway, Cyndi shockingly fires off another of her signature Thunderbolts at Growlie, who ignores it and gets into Close Combat with Balsamus.

Balsamus tries to attack Shade with a Flame Charge, but two problems arise in that Shade Shadow Sneak Dig’d into the ground before Balsamus could move, and that he hit a Growlie instead, activating Flash Fire, but not before Cyndi strikes with a bright Power Gem. Growlie summons his new firey strength and Flame Charges Cyndi.

Balsamus, peeved, waits impatiently for Shade to resurface, charging up a Flame Wheel…that dissipates into the air as nothing actually pops out of the ground like a Whack-A-Mole to flame them. Cyndi fires yet another Thunderbolt at Growlie, who tries to avoid it with Dig, but the lightning fries her behind as she disappears under the surface, leaving behind (c wut i did thar) only a hole and an agonized howl. Shade and Growlie reappear out of the ground and attack Balsamus and Cyndi with dual-Digs.


Balsamus (Embirch) (F)
HP: 71
Energy: 75%
Boosts/Drops: +1 Speed
Others: N/A


Cyndi (Mareep) (F)
HP: 19
Energy: 62%
Boosts/Drops: N/A
Others: N/A


Shade (Nohface) (F)
HP: 79
Energy: 43%
Boosts/Drops: N/A
Others: Paralyze'd (15%)


Growlie (Growlithe) (M)
HP: 43
Energy: 53%
Boosts/Drops: +1 Speed
Others: Paralyze'd (10%)

4th round: 3214 (temper, ritter, mewtwo, acklow)

seriously guys kill something already
 
Thunderbolt Growlie -> Power Gem Growlie -> Thunderbolt Shade
If an opponent digs and tries to hit you,wait and Agility out of the way.
 
Okey Dokey, let's go Shade.

Use Protect in front of Growlie to block the attacks on him. After that, Shadow Sneak Cyndi to try and finish her off. Then finish by Will-o-Wisping Balsamus.
At any time, if Balsamus tries to Leech Seed you, then block it with Will-o-Wisp

EDIT: woops, thanks mewtwo for showing me my noobiness
 
Yeah, have fun Will-O-Wisping a Fire-type, Ritz.

Balsamus, we have to protect Cyndi as best we can. First, erect a Reflect to deflect the aggression.
Next, Nitro Charge Shade; the damage and the buff will be appreciated.
With your momentum, run circles around Growlie and finish the round with a Flame Wheel to Shade from any side!

You shouldn't have any problem outrunning Growlie after your Nitro Charge, but if and only if he insists on getting in your way, Counter any attack he uses near you.
 
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