3v3 single
Style: Set
DQ Time: 6 days
Damage Cap: (round number + 25)%
Banned Moves: OHKOs, indirect healing, chills (5/team)
Arena: Super-Ultra-Hyper-Mega-Giga-Random Arena
At first glance, this looks like an ordinary office area. However, at the beginning of every round, a spinner will spin, determining the effects upon the arena.
Arena Changes:
- The arena will transform into the site of an exploding volcano, which has a river of lava flowing through the center about 5 feet wide. Pokémon with the ability Flash Fire will have it activated by stepping into the lava, and all other non-Fire-type Pokémon will take 5% Fire-type damage from going into the river. If a Pokémon is foolish enough to stay in the river, they will take 5% Fire-type damage every action. There are also rocks spewing from the volcano, with each Pokémon every action has a (round number + 5)% chance of hitting them, dealing (round number)% Rock-type damage.
- The arena will transform into a nuclear power plant. Each Pokémon every action has a (round number) chance of a radiation beam hitting them, dealing them (round number) random-type damage. In addition, because of this arena being inside a building, no weather moves are allowed, and moves that shake or disrupt the ground (eg. Magnitude, Dig, Earth Power) have a (base power - 20 + round number) chance of knocking over the reactors, dealing each Pokémon (round number + 25)% random-type damage and inflicting them with Toxic poisoning.
- The arena will transform into a dense jungle, where it is always (Rain Dance) raining. The flora here grows so abundantly that it obscures the combatant's vision, decreasing the accuracy of all moves by 20%. However, the area also gives off a strange aura, boosting the Special Attack of Grass-type Pokémon by one stage. Each Pokémon also has a (round number * 5)% chance each action of lightning hitting them, dealing (round number)% Electric-type damage.
- The arena will transform into a desert, with an oasis in the center of the arena. The oasis is about 3 feet deep - letting most Pokémon stand inside it if necessary - and is mostly circular, with a 10 foot diameter. Pokémon standing on the sand will take (round number)% Fire-type damage per action (but will not activate Flash Fire), and Pokémon that need air underwater will use up 3% energy per action to hold their breath.
The same arena cannot be chosen twice in a row.
Other: Only first-stage Pokémon can be used.
Have fun.
Pre-Round
After thinking about it for a moment, Rizadon took out another pokeball and threw it out. From it came a small, dragon-looking fire creature, which was raring to fight. After the orders were given, the ref signaled for the round to begin.
zeKieranator's Team
Rebecca (F)
Ability: Flash Fire
Health: 96%
Energy: 29%
Status: Yay I win this round =D Flash Fire activated. Has 4 clones
Commands: Zen Headbutt / Extrasensory / Howl ~ Zen Headbutt / Extrasensory / Howl ~ Zen Headbutt / Extrasensory / Howl
Rizadon's Team
Charmander (F)
Ability: Blaze
Health: 100%
Energy: 100%
Status: Raring to fight
Commands: Double team (5 clones or more)~Ancient Power/Chill~Dig(Stay down)
Round 6 Begins!
On que, the giant magical spinney thingy appeared and span for a few minutes, eventually landing on the power plant. Immediately, the rain stopped, everybody became instantly dry, and the forest was replaced by a huge, active nuclear power plant.
Uneasily eyeing the reactor, Charmander began to run around in a circle, getting faster and faster with each second. Eventually, she was moving so fast that everybody was having a great amount of trouble keeping up with her. After a few more seconds of that, she stopped, along with 6 perfect clones. Thoroughly confused by the clones, Rebecca just picked one and cleared her mind. After a few seconds, she ran full speed at her target and rammed it with her head, which was filled with psychic energy. Unfortunately for her, however, she had run in to a clone, which disappeared upon impact. Slightly dismayed, she and her clones simply backed off from Charmander and her clones, who were all looking pretty smug at the moment.
After a few seconds of deathly quiet, Charmander decided to be the first one to move. Calling upon the souls of those who had passed on, she commanded them to come up and attack one of the 5 Rebeccas. Immediately, pieces of the battlefield-tables, chairs, etc-began to lift up and become bathed in a blue and purple fire, before flinging themselves at their target. Unfortunately for Charmander, it was all in vain due to the target simply vanishing into thin air upon contact with the first object. Even worse, the spirits had deemed her not worthy yet of gaining some of their power, and thus left her no stronger than before. Amused by Charmander's failure, Rebecca once again picked a target and cleared her mind, before charging full speed. Unfortunately for her, she managed to miss completely, and it took her a moment to stop. Once she did, she simply hung her head in shame at not even hitting anything.
Still, she shook off her failure, and decided to try to hit that Charmander one last time. Clearing her mind of all doubts, she chose her target and charged once again. This time, she managed to actually hit her target, but unfortunately for her it was just another clone, which disappeared into thin air. Amused by Rebecca's continued failure, Charmander decided to dig down into the ground and stay there. Clawing the ground, slowly at first, she quickened her pace until after only a few seconds there was a huge mound of dirt behind her, and she was several feet below.
What she hadn't realized, however, was that by digging she disrupted an extremely delicate balance in the area. By disrupting this balance, the reactor became unstable on its platform and began to tip. The ref, seeing this, had his Gardevoir teleport him and the two trainers out of harms way before it could fully tip over. Once it did, the toxic waste swamped the arena, eliminating all remaining clones and hitting both battlers. While Charmander felt like she was being beaten up by a large group of Mankey's and Machamps, Rebecca felt as if a huge blast of dark energy was dragging her away. After a couple of minutes of this, all of the waste mysteriously disappeared, but the damage that both battlers sustained remained, and they were now severely poisoned. Having his Gardevoir teleport everybody back, the ref signaled that the round was over.
End of Round 6!
zeKieranator's Team
Rebecca (F)
Ability: Flash Fire
Health: 61%
Energy: 11%
Status: Whimpering from the pain and poison. Toxipoisoned(4% this round, 5% next)
Commands: Zen Headbutt~Zen Headbutt~Zen Headbutt
Rizadon's Team
Charmander (F)
Ability: Blaze
Health: 65%
Energy: 72%
Status: OW OW OW OW OW D: Toxipoisoned(4% this round, 5% next)
Commands: Double team(6 clones)~Ancient Power~Dig(Stay down)
Damage/Energy Calcs:
Double team: 12% energy
Zen Headbutt: 6% energy(hit a clone)
Ancient Power: 8% energy(hit a clone)
Zen Headbutt: 6% energy(missed completely)
Zen Headbutt: 6% energy(hit a clone)
Dig(down): 8% energy
Notes:
-Charmander created 6 clones due to that being the most she could
-All attacks this round either missed or hit a clone
-I ref speed ties as RNG'ing it at the beginning of each action. Charmander went first on actions 1 and 2, while Rebecca went first on action 3.
-Charmander using dig caused the reactor to tip over, thus flooding the arena with toxins. Charmander was dealt 31% fighting-type damage(I have no clue how that makes sense) while Rebecca was dealt 31% dark-type damage(no clue why that makes sense either). I also had the poison start at 4% due to it being more severe than regular toxipoisoned.
Next round:
-Rizadon attacks
-zeKieranator attacks
-I ref(hopefully on time!)
If there are any errors, please point them out. I'm almost certain that I made at least one somewhere.