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thunder vs. Patar

First use rock tomb then if it's pinned down earthquake otherwise rock tomb again, finally if it's pinned down earthquake otherwise chill
 
Round 6

The referee surveyed the now worn and torn battlefield, which was currently holding two worn and torn battlers. Despite having only progressed a few rounds, one side already had an easily notable advantage. Holder of such advantage and unnamed Diglett, belonging to a trainer by the name of Patar. On the other side of the field, was a Shinx by the name of Kira, who was busy looking funnily and the ground in front of her. However, both trainers had given their commands, and the round was under way in a flash.
Format: 2 vs 2, single
Style: Set
DQ: 72 hours
Dmg. Cap: 40%
Banned/Restricted Moves: OHKOs, 5 direct healing (health) moves per pokemon.
Arena Name: Haunted Mountain
Arena Description: A tall rocky mountain where an ancient battle was once held, until a rock slide killed all participants, the spirits of the dead are still said to haunt it. An eerie mist often floats over the mountain and ghostly rocks still fall down on some days.
Additional Rules: Ghost type moves gain a 13% boost and cost 1 less energy. Every round there is a 25% chance that a ghostly mist will come in, it has the same effect as mist and lowers accuracy by 5%. Finally there is a 13% chance that ghostly rocks will hit a pokemon, they behave like a ghost typed rock throw.
thunder
(Oo)
diglett
Diglett (M) <Sand Veil>
Health: 54%
Energy: 21%
Status: Wondering why Kira started acting so strangely
Commands: Rock Tomb ~ Rock Tomb/Earthquake ~ Earthquake/Chill

Patar
(Oo)
shinx
[Kira]Shinx (F) <Intimidate>
Health: 24%
Energy: 29%
Status: Looking at the funny pineapple
Badly Poisoned (-4% this round, -5% next round)
Confused (Severe)
Speed -2
Commands: Rest ~ Snore/Ice Fang ~ Snore/Ice Fang

Round 6 Begin

With both side’s commands given, the round begun. Once again, Diglett moved first, summoning the rocks that he had already commanded so many times before. Lifting them above the exhausted and heavily injured Shinx, he dropped them upon her wounded body. The stones tumbled upon her, and she was once again encased inside a stony prison. Despite having so little strength left, the electric-type still gave a struggle, but to no avail.

Not overly happy about being locked inside a stony tomb again, Kira ran over her commands. ”Rest, huh? A sleep sure sounds nice”. Using her powers, she tried to lull her own body into a deep, restoring sleep, but the sheer exhaustion of her body prevented her. Using every last inch of her energy in the attempt, she gave in to the unconsciousness seeping over her. The Diglett who had been enjoying the sight of his opponent trapped inside a prison, again, was shocked at the Shinx randomly fall unconscious inside the rocks.

Round End

thunder
(Oo)
diglett
Diglett (M) <Sand Veil>
Health: 54%
Energy: 16%
Status: Well, that was strange.
Moves Used: Rock Tomb ~ N/A ~ N/A

Patar
(Xo)
shinx
[Kira]Shinx (F) <Intimidate>
Health: 19%
Energy: 0%
Status: KO’d by Energy Loss.
Badly Poisoned (-5% this round, -6% next round)
Confused (Severe)
Speed -2
Moves Used: Rest(failed) ~ N/A ~ N/A

Terrain Notes
Kira is currently unconscious and trapped underneath a pile of rocks.
There is a ghostly boulder near where Kira is fainted.

Referee Notes
Rock Tomb trapped Kira, binding her to the ground.
Kira did not have enough energy to use Rest, and therefore fainted.
The round ended the moment Kira fainted.

Next Round
Patar sends out
thunder commands
Patar commands
I ref.​
 
Last edited:
Aw. You did good Kira. Let's go Cube, mah Spheal. Avenge your teammate!
 
Yes. Chill, my dear friend. Let's use Hail. This oughta be fun. Then go with a super Blizzard. And no more nasty statuses. I'll Protect.

Hail ~ Blizzard ~ Protect
 
The referee quickly thanked the firemen for their help in removing the boulders blocking Kira, and returned his eyes to the battlefield. Whilst he was busy trying to explain what the trainers were doing in such a desolate place, Kira's trainer had already sent out his next pokemon. Said pokemon was a Spheal by the rather strange name of 'Cube'. Cube looked at his battered opponent, partly wondering what had happened in its battle with the Shinx, and partly wondering how much longer the mole would last. However, his train of thought was metaphorically derailed when the referee waved his flags to being the round.

Format: 2 vs 2, single
Style: Set
DQ: 72 hours
Dmg. Cap: 40%
Banned/Restricted Moves: OHKOs, 5 direct healing (health) moves per pokemon.
Arena Name: Haunted Mountain
Arena Description: A tall rocky mountain where an ancient battle was once held, until a rockslide killed all participents, the spirits of the dead are still said to haunt it. An eerie mist often floats over the mountain and ghostly rocks still fall down on some days.
Additional Rules: Ghost type moves gain a 13% boost and cost 1 less energy. Every round there is a 25% chance that a ghostly mist will come in, it has the same effect as mist and lowers accuracy by 5%. Finally there is a 13% chance that ghostly rocks will hit a pokemon, they behave like a ghost typed rock throw.

thunder
(Oo)
diglett
Diglett (M) <Sand Veil>
Health: 54%
Energy: 16%
Status: Well, that was strange.
Commands: Chill ~ Chill ~ Toxic

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 100%
Energy: 100%
Status: Raring to go.
Commands: Hail ~ Blizzard ~ Protect

Round 7 Begin

All but one of the trainers were surprised at how the battle begun. After adapting to the ground-type rushing into action at a moment's notice, the Diglett's first move was rather strange. He simply sat there, seeming at peace, just resting his body, most likely to regain a little energy and take a break from his high-octane battle.

The Spheal, however, took this as a chance to begin building at advantage. Taking a deep breath, and focusing a powerful blue aura around his body, Cube summoned his deep innate affinity for ice, and after reaching a sufficient concentration, shot it into the sky. The result was an almost instantaneous hailstorm. To the Diglett that had been resting, this was even worse then the rain that had fallen earlier, as the cold droplets pelted over his body. However, the opposite could be seen in the Spheal. The icy particles seemed to soak into his body, which appeared to greatly pleasure the round pokemon.

Despite the blistering hail, the Diglett simply continued to rest and relax, slowly getting some energy back, although his ability to calm down has greatly hindered by the snowstorm. Still, the mole rested, hoping that this new reserve would come in handy during his battle.

However, as the Diglett rested, the Spheal proceeded to take advantage of his vulnerable state, focusing his inner core to subzero temperatures, using every inch of his icy type to power it up. Aided by the hail, and the thought of the pain this attack would deal, Cube summoned all his power into one giant ball of energy, which when he released, split into a huge snowstorm, far larger than normal, which combined with the hail to create a devastating attack. Guided by the by ever buffeting hail, the blizzard struck true, and backed by the sheer force behind it, completely froze the Diglett's rather small body, as well as doing an insane amount of damage.

With the Diglett frozen solid in a block of ice, the ice type simply shrugged and proceeded to his next action, namely, creating a green barrier to protect him from some harmful attack. What harmful attack? The enemy's under 2 inches of ice! Regardless, he still threw up the shield, and waited for whatever attack that would come. After a few minutes of nothing, he dropped the shield, just as the referee signalled the end of the round.

Round End

thunder
(Oo)
diglett
Diglett (M) <Sand Veil>
Health: 27%
Energy: 32%
Status: Frozen Solid
Frozen
Moves Used: Chill ~ Chill ~ Frozen

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 100%
Energy: 81%
Status: Heh. Easy battle is easy.
Moves Used: Hail ~ Blizzard ~ Protect

Terrain Notes
It is hailing, and it will continue to do so until the end of Round 9.
There is a radius of rocks near where Spheal is, left over from the fire brigade's work.
There is a ghostly boulder near where Spheal is.

Referee Notes
Both of Diglett's chills recovered less because he was bothered by the hail and such.
Blizzard rolled a critical hit, AND a freeze. It did a whopping 21% damage.
Diglett couldn't use Toxic for obvious reasons.

Next Round
Patar commands first
thunder commands second
I ref.​

*Didn't proofread this. If there are any problems, tell me
 
Yay for frozen mole! You're doing good so Chill for a bit. Then nail it with some Ice Beams. Don't worry if you get hit. Your Ice Body will heal you a bit :D

Chill ~ Ice Beam x2
 
As soon as you thaw turn the weather back nice again with sandstorm, then use rockslide for any remaining turns.
 
As the hail continued rain over the battlefield, all trainers on the field had already moved under the sheltered cove that the referee had already used during the rainstorm. In fact, only one participant was even enjoying the blistering hail, the Spheal who had brought the hail on. He seemed to soak the hail into his body, which didn’t seem to do much, but was obviously very enjoyable, and was overly having fun in this battle. The complete opposite could be said about his opponent, the Diglett, who was encased in a block of ice, obviously immobilised. Despite that, for reasons unexplained, his trainer was still able to commands him, and when he heard that he would be getting rid this blasted hail soon enough, an observer would swear they could see the faintest trance of a smile on his frostbitten face. Right after he thawed out.
Format: 2 vs 2, single
Style: Set
DQ: 72 hours
Dmg. Cap: 40%
Banned/Restricted Moves: OHKOs, 5 direct healing (health) moves per pokemon.
Arena Name: Haunted Mountain
Arena Description: A tall rocky mountain where an ancient battle was once held, until a rock slide killed all participants, the spirits of the dead are still said to haunt it. An eerie mist often floats over the mountain and ghostly rocks still fall down on some days.
Additional Rules: Ghost type moves gain a 13% boost and cost 1 less energy. Every round there is a 25% chance that a ghostly mist will come in, it has the same effect as mist and lowers accuracy by 5%. Finally there is a 13% chance that ghostly rocks will hit a pokemon, they behave like a ghost typed rock throw.

thunder
(Oo)
diglett
Diglett (M) <Sand Veil>
Health: 27%
Energy: 32%
Status: Frozen Solid
Frozen
Moves Used: Chill ~ Chill ~ Frozen

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 100%
Energy: 81%
Status: Heh. Easy battle is easy.
Moves Used: Hail ~ Blizzard ~ Protect

Round 8 Begin

With the Diglett being encompassed in ice, Cube simply moved as he was commanded. Although move may be the wrong term. Because the Spheal did not move, but simply sat there, taking this null as an opportunity to regain some of the energy lost in the moves he had used earlier. So he simply sat there, much like his opponent had before being frozen.

After sufficiently resting and regaining a good amount of energy, the Spheal opened his mouth and began to form a blue orb of frosty power within, charging it up to a sufficient size before taking a deep breath and letting it go in a beam of brilliant icy energy. The attack was a direct hit, and although the cold encasing protected the Diglett somewhat, the attack still did some damage to his tissue, and seeming thickened the ice cage.

And because the Diglett was continued to frozen on the spot, literally, Spheal simply continued his onslaught of ice attacks. Once again, the ice type opened his mouth, charging the familiar icy cold beam inside. However, something seemed to distract him, and the beam was overcharged, yet, by stroke of luck, Cube was able to keep the energies under control. Firing the now oversized beam, It struck the Diglett directly, knocking it out, despite still being under an inch of ice.

And so, with yet another fainted pokemon trapped, the referee sighed and called for an end to the round.

Round End

thunder
(Xo)
diglett
Diglett (M) <Sand Veil>
Health: 0%
Energy: 32%
Status: Fainted.
Moves Used: Frozen ~ Frozen ~ Frozen
Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 100%
Energy: 75%
Status: Huh, easy match is still easy.
Moves Used: Chill ~ Ice Beam ~ Ice Beam

Terrain Notes
It is hailing, and will continue to do so until the end of Round 9
There is a radius of rocks near where Spheal is, left over from the fire brigade's work.
There is a ghostly boulder near where Spheal is.
Diglett is currently trapped inside a block of ice.


Referee Notes
The second Ice Beam was a critical hit. Not that it mattered.
Diglett is fainted. Yeah, that's about it.

Next Round
thunder sends out.
Patar commands.
thunder commands.
I ref.​
 
Chill but if the magnet tries to change the weather, use Hail. Tries to inflict a status, use Protect.

Chill/Hail/Protect x3
 
The referee put the sledgehammer away, wiping sweat off his brow and glad that the Diglett could finally be recalled and the battle could proceed. As the mole disappeared in a beam of translucent red light, a floating one-eyed magnet, with screw on either side of it, staring blankly at his opponent, replaced him. The previously lounging and obviously happy Spheal instantly stiffened. This opponent would obviously be more difficult that the last. And so, with both side’s commands given, the round could commence.
Format: 2 vs 2, single
Style: Set
DQ: 72 hours
Dmg. Cap: 40%
Banned/Restricted Moves: OHKOs, 5 direct healing (health) moves per pokemon.
Arena Name: Haunted Mountain
Arena Description: A tall rocky mountain where an ancient battle was once held, until a rock slide killed all participants, the spirits of the dead are still said to haunt it. An eerie mist often floats over the mountain and ghostly rocks still fall down on some days.
Additional Rules: Ghost type moves gain a 13% boost and cost 1 less energy. Every round there is a 25% chance that a ghostly mist will come in, it has the same effect as mist and lowers accuracy by 5%. Finally there is a 13% chance that ghostly rocks will hit a pokemon, they behave like a ghost typed rock throw.

thunder
(xO)
magnemite
Magnemite (M) <Magnet Pull>
Health: 100%
Energy: 100%
Status: Yum battle.
Commands: Lock-On ~ Zap Cannon ~ Thunderbolt

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 100%
Energy: 75%
Status: Huh, easy match is still easy.
Commands: Chill ~ Chill ~ Chill

Before either side could do anything, a sudden, ghostly mist wafted into the arena, causing a strange aura to float around, as if both sides now had some form of..protection. Seeing nothing particularly strange was happening yet, the referee simply allowed the round to continue.

The Magnemite began the fight, although to the untrained or unfocused eye, with vision hindered by the fog, it would seem to be floating in the air, completely still. However, in fact, it was tracing the energy signature of the opponent, preparing himself so his next attack would strike true to it’s opponent.. It knew his next attack was inaccurate but powerful, so striking true was essential to his cause, which was, of course, defeating the Spheal.

Said Spheal however, simply rested, taking a break from his previous blitz of offensive moves, and resting his body, not paying any attention to what the Magnemite was doing. As far as he cared, it wasn’t trying to destroy him, it was good enough. However, the fog need seem awfully creepy to him.

Suddenly, the Magnemite sprung into action. Charging whatever static electricity that it could find in the air around it, and focusing it into a glowing sphere of pure electrical power that shone through the ghostly mist like a beacon in the darkness. After adding the traced energy signature of his opponent into the mixture, the sphere was fired. With the fog hindering vision, the Magnemite’s aim was off, which was only aided by the unpredictable nature of the sphere. Completely off-target, the sphere zoomed past the target, but quickly swerved around and flew right into the back of Cube. Obviously that time spent locking on was useful.

The electricity coursed through the watery body, pain obviously rushing through Ciube’s veins. The zaps obviously caused a massive amount of pain to the seal pokemon, as well as seemingly locking his muscles up. Said seal however, did his best to ignore the zapping all over his body, and tried to continue resting, still attempting to regain lost energy. Naturally, the pain that lingered within him made this no easy feat. However, the hail that he had been absorbing also cam into play, fixing up some of the more minor woulds and refreshing the Spheal to a certain extent.

Wondering why his opponent was yet to do anything, the Magnemite continued his offense. Gathering electricity into his core, he focused it into his exterior, once again revealing a bright yellow sphere, whose luminescence was enhanced by the strange dark mist, hovering over the arena. However, when the focused sphere was let loose in a wicked bolt, the mist showed its downside. With the Magnemite's eye accustomed to the darkness, the bright ball was somewhat blinding, and so a crucial moment, his aim was off, and the bolt was off-target by mere inches.

The Spheal, who was still busy resting, thanked Arceus for such a stroke of luck, and proceeded to once again, regain the energy he had lost. When complete, Cube was feeling much better than before. That stupid muscle cramp was loosening too. Fantastic for him. And the hail only helped improve his mood.

It did, until it ended at any rate. So with the pelting icy stones finally gone, the referee ended the round so both players could adjust to the new normal conditions.

Round End

thunder
(xO)
magnemite
Magnemite (M) <Magnet Pull>
Health: 100%
Energy: 75%
Status: Yum battle.
Moves Used: Lock-On ~ Zap Cannon ~ Thunderbolt

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 89%
Energy: 100%
Status: Frowning at how the hail is gone.
Paralysed (Moderate)
Commands: Chill ~ Chill ~ Chill

Terrain Notes
It is no longer hailing.
There is a radius of rocks near where Spheal is, left over from the fire brigade's work.
There is a ghostly boulder near where Spheal is.

Referee Notes
Zap Cannon hit thanks to Lock-On. It also paralysed Cube.
Chill healed less because of the pain Zap Cannon caused.
Thunderbolt missed.

Next Round
thunder commands first
Patar commands second
I ref​
 
First use shock wave but if it protects use rain dance then if it is raining use thunder but if it isn't use shock wave finally use thunder if it's raining but magnet bomb if it isn't
shock wave/rain dance ~ shock wave/thunder ~ magnet bomb/thunder
 
... Oh damn. Let's Protect from that nasty Shock Wave. LET IT SNOW LET IT SNOW LET IT SNOW! *shot* Hail after the magnet thingy uses Rain Dance. Then, let us finish with a nice Yawn. If you can't use Hail for some reason, EARTHQUAKE. :D

Protect ~ Hail/Earthquake ~ Yawn
 
All of the participants, save one were happy. The hail had finally passed by, leaving a frosty atmosphere in its wake. The only one to seem dismayed at the departure of the hailstorm was a Spheal by the name of Cube, who’s sorrowful mood was only amplified by the spasms of leftover electricity in his muscles. His opponent, a Magnemite, simply floated, face showing no emotion, primarily because its rather hard to show emotion with only one eye, but was enjoying the battle. Its opponent was yet to even attack, and at the rate it was blitzing electricity, the battle would be over soon. It listened curiously as it’s trainer gave the commands, and visualised what the battle would look like in its mind’s eye. The result was nice.
Format: 2 vs 2, single
Style: Set
DQ: 72 hours
Dmg. Cap: 40%
Banned/Restricted Moves: OHKOs, 5 direct healing (health) moves per pokemon.
Arena Name: Haunted Mountain
Arena Description: A tall rocky mountain where an ancient battle was once held, until a rock slide killed all participants, the spirits of the dead are still said to haunt it. An eerie mist often floats over the mountain and ghostly rocks still fall down on some days.
Additional Rules: Ghost type moves gain a 13% boost and cost 1 less energy. Every round there is a 25% chance that a ghostly mist will come in, it has the same effect as mist and lowers accuracy by 5%. Finally there is a 13% chance that ghostly rocks will hit a pokemon, they behave like a ghost typed rock throw.

thunder
(xO)
magnemite
Magnemite (M) <Magnet Pull>
Health: 100%
Energy: 75%
Status: Yum battle.
Commands: Shock Wave/Rain Dance ~ Thunder/Shock Wave ~ Thunder/Magnet Bomb

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 89%
Energy: 100%
Status: Frowning at how the hail is gone.
Paralysed (Moderate)
Commands: Protect ~ Hail/Earthquake ~ Yawn

Round 10 Begin

The Spheal began the match, forging a green, translucent shield that glistening in the remnants of the frosty hailstorm. It served as a protective barrier to the seal pokemon, promising an impregnable defence and unbreakable wall. Cube sat behind it, enjoying the feeling of security and the time he could take now to just skip the turn.

His opponent, the magnemite, however, busied himself with things other than creating a shield. He focused, using an innate and arcane power to force change the atmosphere and weather around them, creating a localised downpour. So the heavens split and drops, this time not frozen, poured from the sky in droplets, which once again forced the human participants into shelter.

Continuing from his last move, the floating magnemite continued his offensive plan, charging a powerful electric force around him, and shot it into the rain cloud he had summoned earlier, creating a powerful electric current within the cloud. And with a wicked crack it flew down, directly onto the intended target, a Spheal, who once again felt the electricity ravage his body, forcing his already stiffened muscles to lock up even further.

However, the pains were ignored and Cube took his time creating a cold aura within him, building whatever sheer icy powers he could draw upon into a globe of shining frost. Opening his mouth, the sphere took off into the sky, cooling the summoned rainclouds, and changing the pelting rain into a blistering hail. The spheal greedily soaked up the pellets, rejuvenating his wounded body, and weakening the spasms of electricity in his muscles.

The Magnemite, although not overly impressed by the new weather, realized the lack of rain would make a power bolt of electricity hard to handle and keep under control, so he switched to a safer angle of attack. Drawing minerals from the earth and condensing them into a single, weighty lump, the magnet rubbed against it to straighten its electrons and cause it to be a powerful magnetic bomb. Launching it at the small Spheal, the magnet struck true, hitting the icy portion of his body with a satisfying crack. Cube was not impressed.

Cube, in response, did the strangest thing. Despite all the conspicuous electrical burns dotting his body, he simply looked bored, almost sleepy. The lethargic Spheal gave a heavenly yawn, one that would put a Hippowdon to shame, and apparently, it was very contagious. Within seconds, any observe would see that the Magnemite’s single eye was drooping slightly, obviously sleepy, despite being a living magnet.

[/b]Round End

thunder
(xO)
magnemite
Magnemite (M) <Magnet Pull>
Health: 94%
Energy: 53%
Status: ZzZzZ...Oh right, the battle.
Drowsy
Moves Used: Rain Dance ~ Thunder ~ Magnet Bomb

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 65%
Energy: 83%
Status: Not liking the paralysis, but liking the hail again.
Paralysed (Moderate)
Moves Used: Protect ~ Hail ~ Yawn

Terrain Notes
It is hailing.
There is a radius of rocks near where Spheal is, leftover from the fire brigade’s work.
There is a ghostly boulder near where Spheal is.

Referee Notes
Rain was cancelled by the Hail
Thunder was supposed to be a paralyse, but since Spheal was already paralysed, it simply worsened it. However, the Ice Body cancelled out the majority of the paralysis boost.

Next Round
Patar commands first
Thunder commands second
I ref.



Sorry for the somewhat late and unproofread reffing =(. I haven't had much time lately.
 
Last edited:
It's okay. So the magnet's about to sleep. Let's Protect from any move that might damage us or inflict even more status. Use Hail if it tries to change the weather. And finally Facade if it tries to boost its stats. For the next two turns, use Earthquake. If it wakes up,Yawn again on the second action and Facade on the third.

Protect/Hail/Facade ~ Earthquake/Yawn ~ Earthquake/Facade


EDIT: Wait. Wouldn't Magnemite's HP be lower since Hail? Pokemon take damage from Hail on every action.
 
Last edited:
If at any point your awake use magnet rise, if you're asleep use sleep talk and if your awake but have already magnet rised use metal sound.

sleep talk/magnet rise~sleep talk/magnet rise/thunderbolt~sleep talk/magnet rise/thunderbolt
 
Last edited:
It's okay. So the magnet's about to sleep. Let's Protect from any move that might damage us or inflict even more status. Use Hail if it tries to change the weather. And finally Facade if it tries to boost its stats. For the next two turns, use Earthquake. If it wakes up,Yawn again on the second action and Facade on the third.

Protect/Hail/Facade ~ Earthquake/Yawn ~ Earthquake/Facade


EDIT: Wait. Wouldn't Magnemite's HP be lower since Hail? Pokemon take damage from Hail on every action.

Yes it would, yes it would. I'll go fix that now.
 
ASFASf, sorry for the late late late reffing guys. Also, no pre-round since they are completely redundant, often saying the same things, and I won't be doing them except maybe for more important rounds. Unless you guys want me to. So tell me what you think. kthx.
Format: 2 vs 2, single
Style: Set
DQ: 72 hours
Dmg. Cap: 40%
Banned/Restricted Moves: OHKOs, 5 direct healing (health) moves per pokemon.
Arena Name: Haunted Mountain
Arena Description: A tall rocky mountain where an ancient battle was once held, until a rock slide killed all participants, the spirits of the dead are still said to haunt it. An eerie mist often floats over the mountain and ghostly rocks still fall down on some days.
Additional Rules: Ghost type moves gain a 13% boost and cost 1 less energy. Every round there is a 25% chance that a ghostly mist will come in, it has the same effect as mist and lowers accuracy by 5%. Finally there is a 13% chance that ghostly rocks will hit a pokemon, they behave like a ghost typed rock throw.

thunder
(xO)
magnemite
Magnemite (M) <Magnet Pull>
Health: 100%
Energy: 53%
Status: ZzZzZ...Oh right, the battle.
Drowsy
Commands: Sleep Talk/Magnet Rise ~ Sleep Talk/Magnet Rise/Thunderbolt ~ Sleep Talk/Magnet Rise/Thunderbolt

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 65%
Energy: 83%
Status: Not liking the paralysis, but liking the hail again.
Paralysed (Moderate)
Commands: Protect/Hail/Facade ~ Earthquake/Yawn ~ Earthquake/Facade

Round 11 Begin

The flags went down, but nothing appeared to happen. Neither side made any attempts to hurt the opponent, to leave the blistering hail, or to conquer the world. Instead, both pokemon sat there, one metaphorically and one in truth. The Magnemite, however, was doing something, redundant to say the least. Already floating, it simply intensified the reverse magnetic field around it, forcing him higher into the air, reason known only to his commander. And right afterwards, the drowsiness running over his body overwhelmed him, and he gave into a deep, slumbering, whilst floating.

The Spheal however, watched in mild interest, sitting behind a green dome of protection, despite obviously not needing it. So he sat there, staring at the sleeping magnemite, floating there without a care in the world. It was quite a fascinating creature, really. And the hail felt incredible in soothing his wounds. Shame it was starting to end.

Fascinating was an understatement, for the Magnemite did something rather strange. Despite being deep asleep, it began to emit electrical static – its way of talking – and seem to concentratre on something. Very soon after, it let out a high-pitched burst of magnetic sound, causing severe discomfort to anyone around him. Which was the enemy Spheal, and the three humans. The Spheal seemed to be hit the burst worse, the ringing of his ears shown from his facial expression. It concentrated for a minute, but gave up, doing its best to ignore the sound.

As at the moment there were more important things to be done. Like blitzing said interesting creature with an attack that would make his future non-existant children shudder. Jumping into the air in unearthly proportions, Cube slammed into the ground with a deafening bang, shaking the ground around him, and by extension, the battlefield. However, the Magnemite, being a hovering creature, simply slept there in peace, not at all bothered by the shock waves spreading around him. The Spheal was not amused.

However, before the Speahl could attempt another attack, the Magnemite once again began emitting its sounds, obviously using the same technique as it had before. Cube braced himself for the imminent attack. However, none came, as the magnet pokemon simply slept there, nothing happening.

Wondering why his trainer was asking him to make such useless moves and why the attack before didn’t do anything, Cube was about to jump again when a muscle spasms got in the way, stopping him mid-jump, and causing the round pokemon to land with a rather awkward flop. Normally, a pokemon would have sworn at its horrible luck, but this time, the victim of said paralysis didn't mind. ”The attack wouldn't have done anything anyway”

Suddenly, the localised hailstorm once again left the arena, allowing the human participants to finally leave their alcove and survey the battle from a closer vantage point. The referee ended the round, if only to let the trainers adapt to the new conditions.

Round End

thunder
(xO)
magnemite
Magnemite (M) <Magnet Pull>
Health: 85%
Energy: 27%
Status: ZzZzZzZ
Asleep (Severe)
Magnet Rise Active
Moves Used: Magnet Rise ~ Sleep Talk(Metal Sound) ~ Sleep Talk(Magnet Rise)

Patar
(xO)
spheal
[Cube]Spheal (M) <Ice Body>
Health: 74%
Energy: 71%
Status: Ears are ringing.
Paralysed (Mild)
Sp.Def -2
Moves Used: Protect ~ Earthquake ~ Earthquake(failed)

Terrain Notes
It is no longer hailing, although a frosty sheen remains.
There is a radius of rocks near where Spheal is, leftover from the fire brigade’s work.
There is a ghostly boulder near where Spheal is.

Referee Notes
Magnet Rise didn’t do much, since Magnemite is already inherently hovering.
Magnemite fell asleep at the end of his first action.
Sleep Talk rolled Metal Sound and Magnet Rise, the latter of which obviously failed.
The first Earthquake didn’t do anything. Magnemite is inherently hovering, as stated before.
Sleep Talking the expensive Magnet Rise used a LOT of energy.
Cube was fully paralysed on the third action.

Next Round
thunder commands first
Patar commands second
I ref​
 
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