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Lord of the Fireflies vs. Blastoise Fortooate (ref: Squornshellous Beta)

4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.
Team Lord of the Fireflies
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

Shroomish
Mars (Male)
Ability: Poison Heal
Health: 100%
Energy: 100%
Status: I sense bad things happened here...
Commands: Spore ~ [asleep] ~ [asleep]
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

quetzalt.gif

Quetzal (Female)
Ability: Natural Cure
Health: 100%
Energy: 100%
Status: RAAAAAAAAAAAAAHHHHH IMMA BIG SCARY RAYQUAZA
Commands: Twister ~ Heat Wave ~ Ice Beam
Signature Attribute: Rayquazic Envy

Round 15 Begin!

As both battlers send out their replacement Pokémon - a Shroomish and a bizarre-looking Swablu - a dark shadow passes over their heads. The Pokémon look up just as a large, quadruapedal form slides out of the air and lands on the ground besides Mars. The creature - a Tropius - leans down to him and shakes its head, dislodging a banana. It lands next to the Shroomish, and the Tropius flies away; Mars looks at it distastefully and kicks it into the river.

Normally Quetzal would be able to easily outspeed Mars, but she decides to hang back. He, meanwhile, begins producing millions of tiny spores inside his body and, suddenly, when the pressure begins to build up too much he opens his mouth, launching an emormous cloud of shimmering spores at the bizarre Swablu. Seeing the threat coming, Quetzal begins flapping her wings frantically, stirring up the air into a mighty gale and blowing the spores right back at Mars. She begins to concentrate her energy, and suddenly a bright green stream of energy pours from her into the tornado; it begins to swirl around the unfortunate Mars, who can no longer hold his breath and is forced to inhale. The spores begin to take effect almost instantly, and Mars' eyes slide closed and he slumps to the ground, snoring gently. Around him, the Twister continues to rage, searing at him until it finally dies away.

Now that her oppoennt is asleep, Quetzal can attack without fear of retribution. She opens her beak and, concentrating hard, begins exhaling a stream of heat, which shimmers and ripples through the air before engulfing the sleeping Shroomish. There is a distinct sizzling sound as his skin begins to cook under the heat, and she ceases the attack; concentrating a different type of energy in her beak she forms a small orb of ice-cold energy. A pencil-thin beam shoots out of the front and strikes him directly, sapping out the burning heat in an instant; Mars shivers in his sleep as his heat is drained into the energy, and from there to Quetzal; eventually, she snaps her beak shut, not wanting to actually kill the Shroomish.

Round 15 End!

Team Lord of the Fireflies
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

Shroomish
Mars (Male)
Ability: Poison Heal
Health: 67%
Energy: 96%
Status: Zzzzrrrxxx Asleep (moderate; one more round)
Attacks Used: Spore ~ [asleep] ~ [asleep]
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

quetzalt.gif

Quetzal (Female)
Ability: Natural Cure
Health: 100%
Energy: 80%
Status: BIG SCARY RAYQUAZA IS WINNING >D
Attacks Used: Twister ~ Heat Wave ~ Ice Beam
Signature Attribute: Rayquazic Envy


Damage / Energy Calculations
Spore - 4% energy
Twister - 4% damage, 4% energy (accuracy roll 15, needed 100 to miss)
Heat Wave - 15% damage, 8% energy (accuracy roll 3, needed 90 or above to miss)
Ice Beam - 14% damage, 8% energy (accuracy roll 41, needed 95 or above to miss)


Notes
- Twister sent the Spore back at Mars in addition to blocking it. To do which, he sacrificed his normal priority.

Arena Notes
- This round, a Tropius gave Mars a banana. Which did nothing because, you know, full health.
- A tree is on fire.
- There are many large craters next to a pile of rubble.
- There's a pile of iron filings in front of where Nikola once was.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
Last edited:
Alright, go crazy with Sleep Talk and use Spore if you wake and she is asleepable (it is a word screw you), otherwise use, erm... Secret Power I guess.

Sleep Talk / Spore / Secret Power x3
 
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.
Team Lord of the Fireflies
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

Shroomish
Mars (Male)
Ability: Poison Heal
Health: 67%
Energy: 96%
Status: Zzzzrrrxxx Asleep (moderate; one more round)
Commands: Sleep Talk / Secret Power ~ Sleep Talk / Secret Power ~ Sleep Talk / Secret Power
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

quetzalt.gif

Quetzal (Female)
Ability: Natural Cure
Health: 100%
Energy: 80%
Status: BIG SCARY RAYQUAZA IS WINNING >D
Commands: Safeguard ~ Return ~ Ice Beam
Signature Attribute: Rayquazic Envy

Round 16 Begin!

Just before anyone can make another move, the very same Sneasel from before - the leader of them even has the Expert Belt tied around his head. They leap towards the battlers, landing on the ground with a gentle thud, and then look for anything of value. Seeing nothing, they slash at the Pokémon with claws bathed in icy energy, then dart away into the trees, leaving the trainers to stare after them increduously.

Mars, still sleeping soundly, suddenly begins to mutter. As he does, his internal spore-production suddenly goes into overdrive, causing him to swell and bulge grotesquely. He keeps going until, when the pressure becomes too great, he launches them into the air through the hole in his head. The spores cloud the air aand begin slowly to drift down, and at the same time they begin to clump together; within about a minute they're a vague Shroomish shape, which quickly becomes more defined and solid until it's a passable imitation of the real thing. Quetzal, meanwhile, concentrates hard, and a shimmering, flickering translucent green shield materializes in mid-air around her.

Still muttering unconsciously, Mars stands up and, suddenly, launches into a run. He leaps into the air when he gets close to Quetzal, passing straight through her side and smashing into her side in a weak tackle before dropping back to the ground. His spore-filled clone immediately leaps into action, dragging him away from the danger area and Quetzal; Quetzal herself, meanwhile, drops straight out of the sky in a diving attack, hurtling straight at the Substitute. She smashes through it, taking out more than half of its mass in the process, but what remains continues to resolutely drag Mars along the ground.

As he continues to mutter, Mars yet again begins to produce spores, again deforming and swelling as his body expands to hold them. This time, though, he stops before the pressure builds to too great a level, instead leaving his body swollen up. Quetzal looks at him with disgust as she charges up yet another beam of ice-cold energy; she launches it at the spore-clone, which almost instantly disintigrates into a cloud of spores, absorbing the entirety of the attack. Quetzal glares, and as if on cue, Mars' eyes snap open, and he looks around to see what's going on - barely noticing his new, lumbering form.

Round 16 End!

Team Lord of the Fireflies
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

Shroomish
Mars (Male)
Ability: Poison Heal
Health: 45%
Energy: 76%
Status: So uh what's going on then Attack +1, special attack +1.
Attacks Used: Sleep Talk (Substitute) ~ Sleep Talk (False Swipe) ~ Sleep Talk (Growth)
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

quetzalt.gif

Quetzal (Female)
Ability: Natural Cure
Health: 90%
Energy: 61%
Status: GRR WHY DID THAT THING HAVE TO SHIELD HIM >C Safeguard active (three more rounds).
Attacks Used: Safeguard ~ Return ~ Ice Beam
Signature Attribute: Rayquazic Envy


Damage / Energy Calculations
Sleep Talk (Substitute) - 20% health (Mars), 12% energy
Safeguard - 4% energy, 1% per action
Sleep Talk (False Swipe) - 4% damage, 4% energy (accuracy roll 83, needed 100 to miss)
Return - 11% damage, 5% energy (accuracy roll 19, needed 100 to miss)
Sleep Talk (Growth) - 4% energy
Ice Beam - 14% damage, 8% energy (accuracy roll 79, needed 100 to miss)


Notes
- Sleep Talk Substitute was randomized and came out to 20%.
- Quetzal was feeling pretty good but could still get better yet, so Return had 90 base power.

Arena Notes
- This round, the Sneasel attacked the Pokémon.
- A tree is on fire.
- There are many large craters next to a pile of rubble.
- There's a pile of iron filings in front of where Nikola once was.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
Last edited:
Um, I think Quetzal should have 90% health. (4% from False Swipe + 6% from super effective sneasel attack.) Also, I think I should be attacking first...

Okay, I've got a plan forming. Leech Seed until it hits, then Drain Punch. If Quetzal takes the time to set-up a substitute or Double Team, Snatch it. If you just can't leech seed her, Drain Punch.

Leech Seed / Drain Punch / Snatch x3
 
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4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.
Team Lord of the Fireflies
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

Shroomish
Mars (Male)
Ability: Poison Heal
Health: 45%
Energy: 76%
Status: So uh what's going on then Attack +1, special attack +1.
Commands: Leech Seed / Drain Punch / Snatch ~ Leech Seed / Drain Punch / Snatch ~ Leech Seed / Drain Punch / Snatch
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

quetzalt.gif

Quetzal (Female)
Ability: Natural Cure
Health: 90%
Energy: 61%
Status: GRR WHY DID THAT THING HAVE TO SHIELD HIM >C Safeguard active (three more rounds).
Commands: Heat Wave ~ Heat Wave ~ Heat Wave
Signature Attribute: Rayquazic Envy

Round 17 Begin!

As the round begins, a brilliantly white Ninetales darts in from somewhere. It looks at the battlers with some disdain, seeing there are no fire-types there, and then turns and leaps away, disappearing into the trees. It suddenly occurs to the ref to look at the tree that was on fire; it seems to have burned away all the leaves, but the trunk is in mysteriously good shape.

Her attention snapping back to the battle, she watches as Mars manouvres a large, brown seed to the top of his body. Aiming carefully, he launches it at Quetzal; it flies in a lovely parabolic arc towards her and hits, landing in one of her cottony wings and bursting open, a mass of vines beginning to take root and digging into her body. Several buds begin to form, opening slightly; green energy begins to occasionally emerge from them, floating over to Mars, who happily absorbs them. Quetzal glares at him, and then begins to concentrate her energy; she opens her beak and exhales strongly, a rippling wave of heat spreading over the arena and engulfing Mars; he grimaces, but does his best not to show how much it hurts. Meanwhile, Quetzal suddenly notices that her flight's becoming strained and difficult; the vines in her wing are impeding her significantly.

As the attack ceases, Mars immediately runs over to Quetzal. Cloaking himself in a red, fighting-type aura, he leaps up into the flying form and headbutts it hard, and at the same time the energy he's surrounded with saps away some of her health; she winces, while he grins at the recovery it provides. His relief is short-lived, though, as she suddenly exhales another plume of hot air at him; unprepared this time, he can't help but betray his pain, and Quetzal does the beaked equivalent of a grin.

Once more he conjures up an aura of reddish energy, leaping into the air and smashing into her side, once more siphoning away some of her health for his own use. As she breathes out yet another wave of hot air, she notices just how difficult her flight's becoming; she reflects that she might, even, be forced to land sometime soon, should the vines continue to grow.

Round 17 End!

Team Lord of the Fireflies
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

Shroomish
Mars (Male)
Ability: Poison Heal
Health: 18% (CAPPED)
Energy: 55%
Status: Argh, it burns... Attack +1, special attack +1.
Attacks Used: Leech Seed ~ Drain Punch ~ Drain Punch
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
xpqo.jpg
xpqo.jpg
1imko5.jpg
1imko5.jpg

quetzalt.gif

Quetzal (Female)
Ability: Natural Cure
Health: 69%
Energy: 31%
Status: Rgh, I can barely fly. Safeguard active (two more rounds); Seeded (3% per round), wing restricted by Leech Seed (2% energy per action spent in flight).
Attacks Used: Heat Wave ~ Heat Wave ~ Heat Wave
Signature Attribute: Rayquazic Envy


Damage / Energy Calculations
Leech Seed - 5% energy (accuracy roll 19, needed 90 or above to miss)
Heat Wave - 15% damage, 8% energy (accuracy roll 74, needed 90 or above to miss)
Drain Punch - 9% damage, restored 5% health (Mars), 8% energy (accuracy roll 20, needed 100 to miss)
Heat Wave - 15% damage, 8% energy (accuracy roll 82, needed 90 or above to miss)
Drain Punch - 9% damage, restored 5% health (Mars), 8% energy (accuracy roll 12, needed 100 to miss)
Heat Wave - 15% damage, 8% energy (accuracy roll 3, needed 90 or above to miss)


Notes
- Sorry for the lack of description on the second and third actions; I couldn't think of much for the repetitive moves.

Arena Notes
- This round, the Ninetales appeared; it didn't do anything, since there were no fire-types.
- A tree is on fire; its leaves are all gone, but the trunk still seems to be in a bizarrely good state.
- There are many large craters next to a pile of rubble.
- There's a pile of iron filings in front of where Nikola once was.

Next Round
- Blastoise Fortooate attacks
- Lord of the Fireflies attacks
- I ref
 
Hmm, was hoping that Heat Wave would burn off the vines...

Heat Wave once, making sure to hit the vines, followed by Cotton Guard and then Air Cutter.

Heat Wave ~ Cotton Guard ~ Air Cutter
 
Synthesis~Snatch~Drain Punch (energy)

EDIT: Correct me if I'm wrong but I think it is our last Pokémon. (the pokéball icons aren't right.)
 
Last edited:
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.

Team Lord of the Fireflies
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Shroomish
Mars (Male)
Ability: Poison Heal
Health: 18%
Energy: 55%
Status: Argh, it burns... Attack +1, special attack +1, special defense +1.
Commands: Synthesis ~ Snatch ~ Drain Punch
Chills: 0/3
Healings: 0/1

Team Blastoise Fortooate
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Quetzal (Female)
Ability: Natural Cure
Health: 69%
Energy: 31%
Status: Rgh, I can barely fly. Safeguard active (two more rounds); Seeded (3% per round), wing restricted by Leech Seed (2% energy per action spent in flight).
Commands: Heat Wave ~ Cotton Guard ~ Air Cutter
Signature Attribute: Rayquazic Envy

Round 17 Begin!

Once more the Sneasel group reappears from the trees, slicing fresh wounds into the Pokémon when they discover that they have nothing of value.

Quite badly injured by now, Mars shuffles over to one of the patches of brighter sunlight that has managed to make it into the cave. His skin takes on a yellowish glow as he begins to absorb the sun's energy, photosynthesizing it into a useful form; though the process is significantly tiring, he feels much healthier afterwards. Not that Qeutzal wants to let it remain that way for long: twisting awkwardly to be able to target her wing too - and thinking that it's a very, very bad idea - she begins to exhale another wave of heated air, and screams in agony as her wing nearly disintegrates under the attack. Mars is in pain too, of course, but at least he doesn't have an appendage that's in constant motion in severe pain.

Mars simply waits, a dark aura beginning to form around him. Quetzal, meanwhile, begins to move, intending to cause the cotton in her wings to puff up; suddenly Mars springs into action, though, the aura leaping out to enclose Quetzal and then tearing away. While nothing happens to Quetzal, Mars suddenly seems to grow cotton-wool, a thick coat of the stuff coating his entire body.

Though somewhat encumbered by the cotton, he still manages to coat himself in a fighting-type aura, waddle towards the injured Quetzal and leap at her, headbutting her in the side and, once again, siphoning away a portion of her energy. Wincing, she begins flapping her wings faster, slicing through the air; what appear to be blades of air begin to form, hurling themselves at Mars. They slice into his side and make him cringe significantly, but Quetzal can't maintain the attack for long with her wing in the state it's in.

Round 17 End!

Team Lord of the Fireflies
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Shroomish
Mars (Male)
Ability: Poison Heal
Health: 37%
Energy: 21%
Status: Ouch :c Attack +1, special attack +1, special defense +1, defense +3.
Attacks Used: Synthesis ~ Snatch ~ Drain Punch
Chills: 0/3
Healings: 1/1

Team Blastoise Fortooate
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Quetzal (Female)
Ability: Natural Cure
Health: 54%
Energy: 10%
Status: Oooouch :'c Safeguard active (one more round).
Attacks Used: Heat Wave ~ Cotton Guard ~ Air Cutter
Signature Attribute: Rayquazic Envy


Damage / Energy Calculations
Synthesis - restored 50% health, 25% energy
Heat Wave - 23% damage, 15% damage (Quetzal), 8% energy (accuracy roll 84, needed 90 or above to miss)
Snatch - 7% energy
Drain Punch - 9% energy (Quetzal), 2% energy (accuracy roll 23, needed 100 to miss)
Air Cutter - 8% damage, 4% energy (accuracy roll 81, needed 95 or above to miss)


Notes
- Since the vines were embedded in her wing, Quetzal could only destroy them by significantly damaging herself.
- That Heat Wave was also a critical hit.
- That would appear to be correct. My apologies.

Arena Notes
- This round, the Sneasel reappeared, attacking both combatants.
- A tree is on fire; its leaves are all gone, but the trunk still seems to be in a bizarrely good state.
- There are many large craters next to a pile of rubble.
- There's a pile of iron filings in front of where Nikola once was.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
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Shouldn't Drain Punch deal 9% energy damage? (7% +2% stat boost)

ALRIGHT. GIGA DRAIN LIKE CRAZY, SNATCH ANY CHILLS AND CHILL IF SHE PROTECTS. COVER YOUR EARS (PUTTING COTTON IN THEM AT THE BEGINNING OF THE ROUND IS A NICE IDEA) AND USE GIGA DRAIN IF SHE STARTS SINGING ANYTHING.

GIGA DRAIN (ENERGY) / SNATCH / CHILL * 3
 
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4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.

Team Lord of the Fireflies
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Shroomish
Mars (Male)
Ability: Poison Heal
Health: 37%
Energy: 21%
Status: Ouch :c Attack +1, special attack +1, special defense +1, defense +3.
Commands: Giga Drain / Snatch / Chill ~ Giga Drain / Snatch / Chill ~ Giga Drain / Snatch / Chill
Chills: 0/3
Healings: 1/1

Team Blastoise Fortooate
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Quetzal (Female)
Ability: Natural Cure
Health: 54%
Energy: 10%
Status: Oooouch :'c Safeguard active (one more round).
Commands: Attract ~ Captivate ~ Chill
Signature Attribute: Rayquazic Envy

Round 17 Begin!

As the round begins, the Luvdisc swims up the river for what will be the final time. As per usual, it swims away, annoyed.

Quetzal begins to talk in her sweetest, nicest voice. She gives carefully calculated insults, accompanied by subliminal messages to increase the effect; Mars shivers, feeling attraction for her suddenly blossoming in his mind. He thinks quickly, considering his best available option; as far as he can see, the best way is to end the battle quickly so that they can be together. He closes his eyes and concentrates, preparing to draw away Quetzal's own life energy. A green aura begins to manifest around her, pulling itself away from her and being absorbed into Mars' body. It's the final straw for Quetzal; her eyes roll up in her head, and her wings stop flapping; she falls to the ground. Mars runs over to her, concerned; she seems fine, fortunately, just very tired.

Both trainers recall their Pokémon, one with a miserable expression and the other triumphant; the referee hands them their prizes, and all three mount the League Staraptor that the ref sends out, flying out of the cavern.

Round 17 End!

Team Lord of the Fireflies
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Shroomish
Mars (Male)
Ability: Poison Heal
Health: 37%
Energy: 20%
Status: Hurrah! Attack +1, special attack +1, special defense +1, defense +3.
Attacks Used: Giga Drain
Chills: 0/3
Healings: 1/1

Team Blastoise Fortooate
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Quetzal (Female)
Ability: Natural Cure
Health: 54%
Energy: 0%
Status: Knocked out!
Attacks Used: Attract
Signature Attribute: Rayquazic Envy


Damage / Energy Calculations
Attract - 4% energy (accuracy roll 92, needed 100 to miss)
Giga Drain - 14% energy (Quetzal), 1% energy (accuracy roll 81, needed 100 to miss)


Notes
- Giga Drain was a critical hit.

Arena Notes
- This round, the Luvdisc would have helped anyone in the river.
- A tree is on fire; its leaves are all gone, but the trunk still seems to be in a bizarrely good state.
- There are many large craters next to a pile of rubble.
- There's a pile of iron filings in front of where Nikola once was.

Prizes
Baron and Quetzal get 1 EXP, while Blaise, Skjöldur, Mort, Plume, Tesla and Mars all get 2. Lord of the Fireflies gets $32, I get $20, and Blastoise Fortooate gets $12.
 
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Oh, shit.

That was close. Really, I thought I was going to lose this. Really.

Awesome match Blastoise.

EDIT: (for Negrek) Skjoldur is a Swinub now named Keilu. Plume is a Swablu now named Nova.
 
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