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Kratos Aurion vs. Espeon (ref: Squornshellous Beta)

Alright, since you're paralysed, perhaps it would be a good idea to facade a good few times. If the weather changes to benefit Defibrilator, then use Sunny Day. If they protect/detect/substitute then use Dragon Dance.

Facade/Sunny Day/Dragon Dance x3
 
I've noticed that the number of Baldorfish you say is left doesn't match the number still left in the diagram—is there an extra, or should another one of those have exploded?

Either way, I think it's time for a bit of a gamble. Not sure whether you're currently faster than Mars, but hopefully at best you'll only have to take one facade either way. Wild charge, and try to knock him back into whichever Baldorfish is closest to you guys, preferably one of those on land (but without getting too close yourself if that can be helped at all—if not, well sorry, but I want him to hit that Baldorfish and you'll still be fine). With any luck it'll be the water damage one and finish him off for us. If he detonates the Baldorfish on impact but it doesn't knock him out, a charge beam should do the trick; if you can't successfully knock him into the Baldorfish at all, or if he hits it but it doesn't detonate, then a thunderbolt should do just enough damage to end it. If he's still around on the last action, charge beam.

Wild Charge ~ Charge Beam/Thunderbolt ~ Charge Beam
 
Last edited:
3 vs 3 single
DQ: 7 days
Damage Cap: None
Bans/Restrictions: No single-stage or fully-evolved pokémon, 1 direct healing move and 3 chills per trainer

Arena: Doctor Kaminko's Experimental Stadium, Arena #17

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose—his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for Water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist?

Today the trainers will be battling in arena configuration seventeen of sixty-three. Number seventeen is intended to test Kaminko's new Bewildering Ballistic Baldorfish™. The client who requested the Baldorfish wanted some traps for his Water-type gym in Germany, something mine-like that would detonate at regular intervals and provide an extra hazard that his challengers would have to work around. But that, Dr. Kaminko decided, was silly. What's the point of mines that explode at regular intervals? Regular intervals are predictable and a great deal less likely to be hazardous to anyone. He made sure to fix that part, yes sir.

Twenty-five Bewildering Ballistic Baldorfish™, ominous, spiked spheres that resemble tailless Qwilfish in size and coloration, are scattered around the otherwise unremarkable arena. Ten are half-buried in the clay floor, ten are hovering about 5 ft/1.5 m off of the ground and five float in the small central pool. Most, aside from those in the pool, are spaced about 8-10 ft/2.4-3 meters apart, and theoretically are easy enough to step around if moving at a reasonable pace. At the beginning of every action there is a 50% chance that a random Baldorfish anywhere on the field will explode (the ref can decide on the Baldorfish locations beforehand and randomize from there, or just wing it and decide whether it's near a battler or not). Exploding Baldorfish immediately cause 5% typeless damage to any battler in the blast radius, which is usually 5 ft/1.5 m in diameter (but see below) and then disintegrate, leaving no notable shrapnel or other remains behind. The client asked that the Baldorfish simply explode, but Kaminko has taken it upon himself to doll them up with even more interesting and unpredictable effects as noted in the list below. All effects are in addition to the 5% typeless damage, and the effect that happens should be randomized according to the numbers below.

-5 Baldorfish cause the 5% typeless damage and nothing else.
-5 Baldorfish spray a poisonous mist, causing light poisoning to any Pokémon in the blast radius. Being caught in multiple poison explosions will increase the severity of the poisoning by one stage, culminating in toxic poisoning if a Pokémon is hit by all five.
-5 Baldorfish release a wave of water energy when they explode, causing 5% Water-type damage.
-5 Baldorfish have an especially loud explosion that will temporary deafen all Pokémon in the arena; they will remember whatever commands they were given for the remainder of the round and carry them out, but they will be unable to hear the first command given to them for the next round and will perform a random attack from their legal movepools instead (akin to Sleep Talk). They will also be unable to hear sound-based moves until after that randomized move (and so effectively have Soundproof in addition to all other abilities until that time). Multiple deafening blasts in one round do not stack. Pokémon that naturally have Soundproof are immune to this effect, but not the damage if they're within the blast radius.
-3 Baldorfish will cause any Pokémon caught in the blast radius to flinch and lose their next action.
-1 Baldorfish detonates with impressive force and does damage equal in power and type to one use of the move Selfdestruct as used by a Qwilfish. It has a 15 ft/4.6 m blast radius.
-1 Baldorfish detonates with extreme force and does damage equal in power and type to one use of the move Explosion as used by a Qwilfish. It has a 20 ft/6 m blast radius.

Additionally, the Baldorfish are very sensitive to any external stimuli. A Baldorfish hit by an attack with a base power of 50 or more, or by any impact/stimulus the ref considers equally damaging, will explode on the spot and cause its effect immediately on whatever is in the blast radius. Exploding Baldorfish will set off any intact Baldorfish in their range.

Exploded Baldorfish are not replaced, so the battle continues as normal (a.k.a. boring) when all twenty-five have detonated.
Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 69%
Energy: 81%
Status: My tail!
Commands: Thunder / Coil / Discharge ~ Thunder / Coil / Discharge ~ Thunder / Coil / Discharge
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
1imko5.jpg
1imko5.jpg

Charmander
Mars (Male)
Ability: Blaze
Health: 63%
Energy: 76%
Status: So don't touch them then. Attack +2.
Commands: Sunny Day ~ Substitute (10%) ~ Flare Blitz
Chills: 1/3
Healings: 0/1

Round 8 Begin!

Though both battlers look around worriedly, no Baldorfish look like they're going to detonate right off this round.

Looking away from the ominous floaties, Defibrillator turns his attention to Mars. He hurls himself violently at the Charmander and, smashing into him, then whips his tail around to hurl him into the nearest floating orb. The nearest one happens to be the one in the lake, and Mars smashes violently into it; it explodes in a sphere of blue energy and, when the visio clears up, Mars is sinking slowly to the bottom of the pool, his tail-flame kicking up a massive plume of bubbles. After a few seconds, the referee declares the Charmander eliminated, and Espeon recalls his Pokémon to prevent its injury; the round ends as he considers what to use as his final Pokémon.

Round 8 End!

Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 42%
Energy: 56%
Status: Yessss!
Attacks Used: Wild Charge
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Charmander
Mars (Male)
Ability: Blaze
Health: 0%
Energy: 57%
Status: Knocked out!
Attacks Used: [nothing]
Chills: 1/3
Healings: 0/1


Damage / Energy Calculations
Wild Charge - 18% damage, 5% recoil, 10% energy (accuracy roll 69, needed 100 to miss)

Notes
- Frankly I don't know what's happening with the Baldorfish. I'll just make it work.
- Wild Charge wouldn't normally be enough to knock Mars that far, so Defibrillator used some extra energy to make it work. The closest one was also the one in the pond.
- The one Mars was knocked into did happen to be the water one.
- Wild Charge was a critical hit.

Arena Notes
- The battlefield started out like this, these Baldorfish have exploded, and now the battlefield is like this.
- We still have 6 Baldorfish left. One is normal damage, two poison, two water damage, and one flinch.
- The sun is harsh (two more rounds).

Next Round
- Espeon sends out
- Kratos Aurion attacks
- Espeon attacks
- I ref
 
Oopsie, didn't mean to let this slip. Uh, just spam discharge, and coil if he protects or you otherwise can't hit him (destroy all substitutes, though). Blah.

Discharge/Coil ~ Discharge/Coil ~ Discharge/Coil
 
Since we should be faster, open the round using Rage to build attack. Following on from that, use Disable to get rid of its Discharge attacks. Since you're not using protect or detect, it should hopefully be forced to struggle. Afterwards, Waterfall may be a good idea -- keep using Disable until discharge is rendered unusable, though.

Rage ~ Disable ~ Disable/Waterfall
 
3 vs 3 single
DQ: 7 days
Damage Cap: None
Bans/Restrictions: No single-stage or fully-evolved pokémon, 1 direct healing move and 3 chills per trainer

Arena: Doctor Kaminko's Experimental Stadium, Arena #17

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose—his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for Water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist?

Today the trainers will be battling in arena configuration seventeen of sixty-three. Number seventeen is intended to test Kaminko's new Bewildering Ballistic Baldorfish™. The client who requested the Baldorfish wanted some traps for his Water-type gym in Germany, something mine-like that would detonate at regular intervals and provide an extra hazard that his challengers would have to work around. But that, Dr. Kaminko decided, was silly. What's the point of mines that explode at regular intervals? Regular intervals are predictable and a great deal less likely to be hazardous to anyone. He made sure to fix that part, yes sir.

Twenty-five Bewildering Ballistic Baldorfish™, ominous, spiked spheres that resemble tailless Qwilfish in size and coloration, are scattered around the otherwise unremarkable arena. Ten are half-buried in the clay floor, ten are hovering about 5 ft/1.5 m off of the ground and five float in the small central pool. Most, aside from those in the pool, are spaced about 8-10 ft/2.4-3 meters apart, and theoretically are easy enough to step around if moving at a reasonable pace. At the beginning of every action there is a 50% chance that a random Baldorfish anywhere on the field will explode (the ref can decide on the Baldorfish locations beforehand and randomize from there, or just wing it and decide whether it's near a battler or not). Exploding Baldorfish immediately cause 5% typeless damage to any battler in the blast radius, which is usually 5 ft/1.5 m in diameter (but see below) and then disintegrate, leaving no notable shrapnel or other remains behind. The client asked that the Baldorfish simply explode, but Kaminko has taken it upon himself to doll them up with even more interesting and unpredictable effects as noted in the list below. All effects are in addition to the 5% typeless damage, and the effect that happens should be randomized according to the numbers below.

-5 Baldorfish cause the 5% typeless damage and nothing else.
-5 Baldorfish spray a poisonous mist, causing light poisoning to any Pokémon in the blast radius. Being caught in multiple poison explosions will increase the severity of the poisoning by one stage, culminating in toxic poisoning if a Pokémon is hit by all five.
-5 Baldorfish release a wave of water energy when they explode, causing 5% Water-type damage.
-5 Baldorfish have an especially loud explosion that will temporary deafen all Pokémon in the arena; they will remember whatever commands they were given for the remainder of the round and carry them out, but they will be unable to hear the first command given to them for the next round and will perform a random attack from their legal movepools instead (akin to Sleep Talk). They will also be unable to hear sound-based moves until after that randomized move (and so effectively have Soundproof in addition to all other abilities until that time). Multiple deafening blasts in one round do not stack. Pokémon that naturally have Soundproof are immune to this effect, but not the damage if they're within the blast radius.
-3 Baldorfish will cause any Pokémon caught in the blast radius to flinch and lose their next action.
-1 Baldorfish detonates with impressive force and does damage equal in power and type to one use of the move Selfdestruct as used by a Qwilfish. It has a 15 ft/4.6 m blast radius.
-1 Baldorfish detonates with extreme force and does damage equal in power and type to one use of the move Explosion as used by a Qwilfish. It has a 20 ft/6 m blast radius.

Additionally, the Baldorfish are very sensitive to any external stimuli. A Baldorfish hit by an attack with a base power of 50 or more, or by any impact/stimulus the ref considers equally damaging, will explode on the spot and cause its effect immediately on whatever is in the blast radius. Exploding Baldorfish will set off any intact Baldorfish in their range.

Exploded Baldorfish are not replaced, so the battle continues as normal (a.k.a. boring) when all twenty-five have detonated.
Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 42%
Energy: 56%
Status: Yessss!
Attacks Used: Discharge / Coil ~ Discharge / Coil ~ Discharge / Coil
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 100%
Energy: 100%
Status: So what are these things, then? Swift Swim active.
Commands: Rage ~ Disable ~ Disable / Waterfall
Chills: 1/3
Healings: 0/1

Round 10 Begin!

Espeon's third and final Pokémon is a Horsea, which emerges in the pool amongst the floating Baldorfish. He looks around at both them and his opponent with significant nervousness, but then his attention is drawn to a small, flashing light near to him: the Baldorfish to his immediate right is blinking on and off in a definite pattern. After a couple of seconds, it stops flashing and, instead, explodes violently, releasing a wave of rippling blue energy that burns at Elric's skin, but at the same time feels oddly familiar.

Hearing his trainer's command of "Rage", Elric begins summoning up his energy. His eyes take on a red tint as his vision clouds over, and he prepares himself to hurl himself at his opponent. Then he actually looks at the Eelektrik, and realizes how on earth am I supposed to get there? His opponent is far enough on land that he can't just jump out of the water, and he can't propel himself on land... there's no way he can do it. The red-tint and the energy fade away, and Elric looks disappointed. Defibrillator himself, meanwhile, has now finished giggling at the Horsea, and so he gets down to business: charging up electricity in his body, he releases a rippling, flickering wave of charge in every direction. It strikes everything in the arena, barring the referee who, showing her usual paranoid attitude, has called on the Reuniclus to Protect her. The charge detonates every single Baldorfish in its path, which is to say all of them; Elric screams as he is assaulted not only by the shock, but by the simeltaneous explosions of the two Baldorfish near him. One of them simply stings and sears him, but the other also releases a cloud of poisonous gas, which he can't help but breathe in; he chokes and retches, nearly vomiting ink into the pool.

Once he no longer feels quite so vomity, Elric turns to glare at his opponent. Suddenly, an idea occurs to him: he begins muttering an ominous chant, his eyes taking on a bizarrely bright quality as his energy is put into the technique. What appears to be a bright, glowing cage of energy forms around Defibrillator; as he looks around in panic, the cage begins to shrink, quickly vanishing inside the Eelektrik himself. Defibrillator's eyes widen as he feels his earlier technique vanishing from his mind. With no way now to complete his orders as given, he instead moves to his next command: he starts to carefully curl into a defensive pose, his body coiling tightly back on itself.

This time, it seems, Elric can actually do his command. The water around him begins to bubble and rise, forming a little personal bubble of water around him; he, along with his bubble, begins to rise out of the pool. He suddenly hurtles towards Defibrillator, smashing into his side with a significant force. Before the water can dissipate, he hurls himself back into the pool, while behind him Defibrillator hisses and tightens his defensive pose, glaring at Elric.

Round 10 End!

Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 35%
Energy: 43%
Status: Cursssse you... Attack +2, defense +2, accuracy +2; Discharge Disabled (one more round).
Attacks Used: Discharge ~ Coil ~ Coil
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 62%
Energy: 85%
Status: I am in a lot of pain. Poisoned (mild; 2% per round), Swift Swim active.
Attacks Used: Rage ~ Disable ~ Waterfall
Chills: 1/3
Healings: 0/1


Damage / Energy Calculations
Rage - 4% energy
Discharge - 16% damage, 5% energy (accuracy roll 2, needed 100 to miss)
Disable - 4% energy (accuracy roll 58, needed 100 to miss)
Coil - 4% energy
Waterfall - 7% damage, 7% energy (accuracy roll 64, needed 100 to miss)
Coil - 5% energy

Notes
- Aaaaa sorry for the delay! In the chaos of the sysrestore I lost all my tabs, and though I thought I'd got them all I must have missed this one.
- I imagine that Defibrillator would default to his next command, if he was unable to use his first one.
- Elric couldn't use Rage on the landlocked Defibrillator without stranding himself, and possibly suffocating himself.
- Speaking of Rage, it only builds attack when used consecutively.

Arena Notes
- The battlefield started out like this, every remaining Baldorfish was detonated by the Discahrge attack. I'm not going to include those images any more, not least because I lost the templates in the sysrestore.
- The sun is harsh (one more round).

Next Round
- Espeon attacks
- Kratos Aurion attacks
- I ref
 
Uhm, I suppose we should really get rid of those stat boosts with Clear Smog before continuing. Keep doing this until their initial stat boosts are gone. Unfortunately since the sun is strong, we can't really use many water type attacks without them being marginally ineffective so, use Dragonbreath. Should they attempt to use protect or detect, then use Dragon Dance.

Clear Smog/Dragon Dance ~ Clear Smog/Dragonbreath/Dragon Dance ~ Clear Smog/Dragonbreath/Dragon Dance
 
Hrm. Boosting stats was a little silly considering what I ultimately wanted to do, but eelektrik doesn't have a whole lot of options in the event of protect et al so whatever I guess we'll just forget about it! Thunderbolt twice, then thunder wave if Elric isn't paralyzed and acid spray if he is. Acid spray may not be all that great considering he's in water, but nothing ventured, nothing gained, right?

Thunderbolt ~ Thunderbolt ~ Thunder Wave/Acid Spray
 
Last edited:
3 vs 3 single
DQ: 7 days
Damage Cap: None
Bans/Restrictions: No single-stage or fully-evolved pokémon, 1 direct healing move and 3 chills per trainer

Arena: Doctor Kaminko's Experimental Stadium, Arena #17

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose—his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for Water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist?

Today the trainers will be battling in arena configuration seventeen of sixty-three. Number seventeen is intended to test Kaminko's new Bewildering Ballistic Baldorfish™. The client who requested the Baldorfish wanted some traps for his Water-type gym in Germany, something mine-like that would detonate at regular intervals and provide an extra hazard that his challengers would have to work around. But that, Dr. Kaminko decided, was silly. What's the point of mines that explode at regular intervals? Regular intervals are predictable and a great deal less likely to be hazardous to anyone. He made sure to fix that part, yes sir.

Twenty-five Bewildering Ballistic Baldorfish™, ominous, spiked spheres that resemble tailless Qwilfish in size and coloration, are scattered around the otherwise unremarkable arena. Ten are half-buried in the clay floor, ten are hovering about 5 ft/1.5 m off of the ground and five float in the small central pool. Most, aside from those in the pool, are spaced about 8-10 ft/2.4-3 meters apart, and theoretically are easy enough to step around if moving at a reasonable pace. At the beginning of every action there is a 50% chance that a random Baldorfish anywhere on the field will explode (the ref can decide on the Baldorfish locations beforehand and randomize from there, or just wing it and decide whether it's near a battler or not). Exploding Baldorfish immediately cause 5% typeless damage to any battler in the blast radius, which is usually 5 ft/1.5 m in diameter (but see below) and then disintegrate, leaving no notable shrapnel or other remains behind. The client asked that the Baldorfish simply explode, but Kaminko has taken it upon himself to doll them up with even more interesting and unpredictable effects as noted in the list below. All effects are in addition to the 5% typeless damage, and the effect that happens should be randomized according to the numbers below.

-5 Baldorfish cause the 5% typeless damage and nothing else.
-5 Baldorfish spray a poisonous mist, causing light poisoning to any Pokémon in the blast radius. Being caught in multiple poison explosions will increase the severity of the poisoning by one stage, culminating in toxic poisoning if a Pokémon is hit by all five.
-5 Baldorfish release a wave of water energy when they explode, causing 5% Water-type damage.
-5 Baldorfish have an especially loud explosion that will temporary deafen all Pokémon in the arena; they will remember whatever commands they were given for the remainder of the round and carry them out, but they will be unable to hear the first command given to them for the next round and will perform a random attack from their legal movepools instead (akin to Sleep Talk). They will also be unable to hear sound-based moves until after that randomized move (and so effectively have Soundproof in addition to all other abilities until that time). Multiple deafening blasts in one round do not stack. Pokémon that naturally have Soundproof are immune to this effect, but not the damage if they're within the blast radius.
-3 Baldorfish will cause any Pokémon caught in the blast radius to flinch and lose their next action.
-1 Baldorfish detonates with impressive force and does damage equal in power and type to one use of the move Selfdestruct as used by a Qwilfish. It has a 15 ft/4.6 m blast radius.
-1 Baldorfish detonates with extreme force and does damage equal in power and type to one use of the move Explosion as used by a Qwilfish. It has a 20 ft/6 m blast radius.

Additionally, the Baldorfish are very sensitive to any external stimuli. A Baldorfish hit by an attack with a base power of 50 or more, or by any impact/stimulus the ref considers equally damaging, will explode on the spot and cause its effect immediately on whatever is in the blast radius. Exploding Baldorfish will set off any intact Baldorfish in their range.

Exploded Baldorfish are not replaced, so the battle continues as normal (a.k.a. boring) when all twenty-five have detonated.
Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 35%
Energy: 43%
Status: Cursssse you... Attack +2, defense +2, accuracy +2; Discharge Disabled (one more round).
Commands: Thunderbolt ~ Thunderbolt ~ Thunder Wave / Acid Spray
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 62%
Energy: 85%
Status: I am in a lot of pain. Poisoned (mild; 2% per round), Swift Swim active.
Commands: Clear Smog / Dragon Dance ~ Clear Smog / Dragonbreath / Dragon Dance ~ Clear Smog / Dragonbreath / Dragon Dance
Chills: 1/3
Healings: 0/1

Round 11 Begin!

Now that all of the Baldorfish are finally disposed of, the Pokémon can get down to some serious battling. With the natural boost that being in water provides him, Elric darts towards the shore of the water for a better shot; inhaling deeply, he begins to mix up a variety of gases in his body before breathing out, exhaling a thick, rolling fog over the battlefield. It quickly engulfs Defibrillator, and he feels it stinging and burning his skin; in a panic he uncoils himself from his defensive pose, frantically looking round for a way out. Fortunately for him, it is actually only a matter seconds until the fog dissipates, and he can once again focus on the battle. The markings on the sides of his body flicker and glow as he charges electricity in his body. He releases it as a massive jolt, and the flickering glow engulfs Elric, prompting a scream from the Horsea.

He doesn't waste much time screaming, though. Instead, he pauses for a brief second to allow himself to recover, then glares at his opponent; once again inhaling deeply, he breathes out a stream of bright blue flames. They engulf Defibrillator, prompting a lot of pained hissing from the Eelektrik, but he can't maintain the attack for long, and the flames die away. Almost instantly Defibrillator's markings begin flashing once more, and he quickly releases another blast of electricity into the Horsea.

Having got his breath back, Elric once more breathes a tongue of blue fire towards his opponent. He keeps it up for as long as he can, but soon enough he's forced to stop; Defibrillator charges up more electricity, this time of a different quality to the previous two. While it does hit and is absorbed into Elric's body, this time he feels almost no pain; instead, though, he feels all his muscles locking up, and he panics briefly, unable to swim and sinking. Within a few seconds he does regain some control over his muscles, but it's not enough to stop him spasmodically twitching and jerking every so often.

Just as the round draws to a close, the weather-simulating machines around the room suddenly cut out, the temperature quickly falling to a normal level. At the same time, Defibrillator's feeling of a lost memory fades away, allowing him to once more use the Discharge attack.

Round 11 End!

Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 21%
Energy: 31%
Status: At leassst I can ussse the move again.
Attacks Used: Thunderbolt ~ Thunderbolt ~ Thunder Wave
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 36%
Energy: 70%
Status: I- I can't control my body! D: Poisoned (mild; 2% per round), paralyzed (moderate; 20% chance of full paralysis), Swift Swim active.
Attacks Used: Clear Smog ~ Dragonbreath ~ Dragonbreath
Chills: 1/3
Healings: 0/1


Damage / Energy Calculations
Clear Smog - 4% damage, 5% energy
Thunderbolt - 12% damage, 5% energy (accuracy roll 59, needed 100 to miss)
Dragonbreath - 5% damage, 5% energy (accuracy roll 26, needed 100 to miss)
Thunderbolt - 12% damage, 5% energy (accuracy roll 65, needed 100 to miss)
Dragonbreath - 5% damage, 5% energy (accuracy roll 6, needed 100 to miss)
Thunder Wave - 2% energy (accuracy roll 13, needed 100 to miss)

Notes
- Aaaaa sorry for the delay again! I don't even know what happened this time but sorry :c
- None of the Thunderbolts or the Dragonbreaths inflicted paralysis.

Arena Notes
- All the Baldorfish have been detonated; the room is simply a normal battle arena.

Next Round
- Kratos Aurion attacks
- Espeon attacks
- I ref
 
Aggravate the paralysis with another thunder wave because you can and because you need a wider variety of support moves damn you. Then use light screen and volt switch out to Emil for the finale.

Thunder Wave ~ Light Screen ~ Volt Switch (Emil Castagnier)
 
Protect against the initial thunder wave before following up with Dragon Dance and then Facade.

Protect ~ Dragon Dance ~ Facade
 
3 vs 3 single
DQ: 7 days
Damage Cap: None
Bans/Restrictions: No single-stage or fully-evolved pokémon, 1 direct healing move and 3 chills per trainer

Arena: Doctor Kaminko's Experimental Stadium, Arena #17

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose—his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for Water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist?

Today the trainers will be battling in arena configuration seventeen of sixty-three. Number seventeen is intended to test Kaminko's new Bewildering Ballistic Baldorfish™. The client who requested the Baldorfish wanted some traps for his Water-type gym in Germany, something mine-like that would detonate at regular intervals and provide an extra hazard that his challengers would have to work around. But that, Dr. Kaminko decided, was silly. What's the point of mines that explode at regular intervals? Regular intervals are predictable and a great deal less likely to be hazardous to anyone. He made sure to fix that part, yes sir.

Twenty-five Bewildering Ballistic Baldorfish™, ominous, spiked spheres that resemble tailless Qwilfish in size and coloration, are scattered around the otherwise unremarkable arena. Ten are half-buried in the clay floor, ten are hovering about 5 ft/1.5 m off of the ground and five float in the small central pool. Most, aside from those in the pool, are spaced about 8-10 ft/2.4-3 meters apart, and theoretically are easy enough to step around if moving at a reasonable pace. At the beginning of every action there is a 50% chance that a random Baldorfish anywhere on the field will explode (the ref can decide on the Baldorfish locations beforehand and randomize from there, or just wing it and decide whether it's near a battler or not). Exploding Baldorfish immediately cause 5% typeless damage to any battler in the blast radius, which is usually 5 ft/1.5 m in diameter (but see below) and then disintegrate, leaving no notable shrapnel or other remains behind. The client asked that the Baldorfish simply explode, but Kaminko has taken it upon himself to doll them up with even more interesting and unpredictable effects as noted in the list below. All effects are in addition to the 5% typeless damage, and the effect that happens should be randomized according to the numbers below.

-5 Baldorfish cause the 5% typeless damage and nothing else.
-5 Baldorfish spray a poisonous mist, causing light poisoning to any Pokémon in the blast radius. Being caught in multiple poison explosions will increase the severity of the poisoning by one stage, culminating in toxic poisoning if a Pokémon is hit by all five.
-5 Baldorfish release a wave of water energy when they explode, causing 5% Water-type damage.
-5 Baldorfish have an especially loud explosion that will temporary deafen all Pokémon in the arena; they will remember whatever commands they were given for the remainder of the round and carry them out, but they will be unable to hear the first command given to them for the next round and will perform a random attack from their legal movepools instead (akin to Sleep Talk). They will also be unable to hear sound-based moves until after that randomized move (and so effectively have Soundproof in addition to all other abilities until that time). Multiple deafening blasts in one round do not stack. Pokémon that naturally have Soundproof are immune to this effect, but not the damage if they're within the blast radius.
-3 Baldorfish will cause any Pokémon caught in the blast radius to flinch and lose their next action.
-1 Baldorfish detonates with impressive force and does damage equal in power and type to one use of the move Selfdestruct as used by a Qwilfish. It has a 15 ft/4.6 m blast radius.
-1 Baldorfish detonates with extreme force and does damage equal in power and type to one use of the move Explosion as used by a Qwilfish. It has a 20 ft/6 m blast radius.

Additionally, the Baldorfish are very sensitive to any external stimuli. A Baldorfish hit by an attack with a base power of 50 or more, or by any impact/stimulus the ref considers equally damaging, will explode on the spot and cause its effect immediately on whatever is in the blast radius. Exploding Baldorfish will set off any intact Baldorfish in their range.

Exploded Baldorfish are not replaced, so the battle continues as normal (a.k.a. boring) when all twenty-five have detonated.


Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 21%
Energy: 31%
Status: At leassst I can ussse the move again.
Commands: Thunder Wave ~ Light Screen ~ Volt Switch
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 36%
Energy: 70%
Status: I- I can't control my body! D: Poisoned (mild; 2% per round), paralyzed (moderate; 20% chance of full paralysis), Swift Swim active.
Commands: Protect ~ Dragon Dance ~ Facade
Chills: 1/3
Healings: 0/1

Round 12 Begin!

Still spasmodically jerking around, Elric concentrates as much as he can and his eyes take on a flickering green glow; a sphere of the same color materializes around him, and he relaxes very slightly, knowing he's safe. Defibrillator, meanwhile, begins charging another tiny jolt of electricity, his markings lighting up like neon lights; he launches the blast, a flickering charge zapping straight towards Elric, but it dashes itself apart on the shield, and Defibrillator stops, disappointed. The shield, its job done, vanishes.

Hissing, Defibrillator begins flickering again. This time, though, the electricity he releases is emitted in every direction; it actually stops in mid-air, openly defying the laws of physics, and then begins to spread around him in a hemispherical shape, solidifying into a golden shield in the air. Meanwhile, Elric does his best to perform his little dance, fluttering and twirling in the water; it's obvious that the paralysis is a hindrance, though.

Suddenly, Defibrillator's entire body becomes coated in a sparkling electric charge. He rushes straight through his shield and charges at Elric, smashing into his side and giving him a horrible electric shock; the Eelektrik then, oddly enough, converts into translucent red energy, rushing back to the Pokéball held in Kratos Aurion's hand. She replaces the ball on her belt and picks another, calling forward a fluffy brown creature with a greenish rock on a string around its neck, which materializes inside the sparking shield that Defibrillator created. Hearing his final command for the round, Elric turns to glare at his trainer; how is he supposed to use Facade without stranding himself?

Round 12 End!

Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eevee
Emil Castagnier (Male)
Ability: Adaptability
Health: 100%
Energy: 100%
Status: Ooh, sparkly!
Attacks Used: Thunder Wave ~ Light Screen ~ Volt Switch
Chills: 1/3
Healings: 0/1
Item: Thunderstone
In Reserve
Ani603MS.png

Defibrillator (Male)
Ability: Levitate
Health: 21%
Energy: 19%
Status: Hehehe, it can't hurt me >)
Item: Thunderstone


Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 21%
Energy: 61%
Status: How am I meant to attack that thing! Seriously! Attack +1, speed +1, poisoned (mild; 2% per round), paralyzed (moderate; 20% chance of full paralysis), Swift Swim active.
Attacks Used: Protect ~ Dragon Dance ~ Facade
Chills: 1/3
Healings: 0/1


Damage / Energy Calculations
Protect - 4% energy
Thunder Wave - 3% energy (accuracy roll 71, needed 100 to miss)
Light Screen - 3% energy, 1% per action
Dragon Dance - 5% energy
Volt Switch - 13% damage, 4% energy (accuracy roll 32, needed 100 to miss)
Facade - failed

Notes
- Once more, it is very difficult for a water-based Pokémon to attack a land-based one with a physical contact move.

Arena Notes
- All the Baldorfish have been detonated; the room is simply a normal battle arena.

Next Round
- Espeon attacks
- Kratos Aurion attacks
- I ref
 
Last edited:
Get underwater to avoid any physical attacks and rest to restore HP. If you're awoken, then use Flash Cannon.

Dive (stay underwater) ~ Rest ~ sleep/Flash Cannon
 
Did dragon dance not work, or did you just forget to list Elric's stat boosts?

Hm, let's see. Wait for Elric to attempt his dive. If he's too paralyzed to act then you're good to finish him off by spamming natural gift. If he's able to dive successfully, then just leave him alone, let him eat through his energy, and set up a sunny day followed by two growths. Might as well abuse that ridiculous combo while we can since you'll be losing growth come the next update, right?

Natural Gift/Sunny Day ~ Natural Gift/Growth ~ Natural Gift/Growth
 
3 vs 3 single
DQ: 7 days
Damage Cap: None
Bans/Restrictions: No single-stage or fully-evolved pokémon, 1 direct healing move and 3 chills per trainer

Arena: Doctor Kaminko's Experimental Stadium, Arena #17

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose—his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for Water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist?

Today the trainers will be battling in arena configuration seventeen of sixty-three. Number seventeen is intended to test Kaminko's new Bewildering Ballistic Baldorfish™. The client who requested the Baldorfish wanted some traps for his Water-type gym in Germany, something mine-like that would detonate at regular intervals and provide an extra hazard that his challengers would have to work around. But that, Dr. Kaminko decided, was silly. What's the point of mines that explode at regular intervals? Regular intervals are predictable and a great deal less likely to be hazardous to anyone. He made sure to fix that part, yes sir.

Twenty-five Bewildering Ballistic Baldorfish™, ominous, spiked spheres that resemble tailless Qwilfish in size and coloration, are scattered around the otherwise unremarkable arena. Ten are half-buried in the clay floor, ten are hovering about 5 ft/1.5 m off of the ground and five float in the small central pool. Most, aside from those in the pool, are spaced about 8-10 ft/2.4-3 meters apart, and theoretically are easy enough to step around if moving at a reasonable pace. At the beginning of every action there is a 50% chance that a random Baldorfish anywhere on the field will explode (the ref can decide on the Baldorfish locations beforehand and randomize from there, or just wing it and decide whether it's near a battler or not). Exploding Baldorfish immediately cause 5% typeless damage to any battler in the blast radius, which is usually 5 ft/1.5 m in diameter (but see below) and then disintegrate, leaving no notable shrapnel or other remains behind. The client asked that the Baldorfish simply explode, but Kaminko has taken it upon himself to doll them up with even more interesting and unpredictable effects as noted in the list below. All effects are in addition to the 5% typeless damage, and the effect that happens should be randomized according to the numbers below.

-5 Baldorfish cause the 5% typeless damage and nothing else.
-5 Baldorfish spray a poisonous mist, causing light poisoning to any Pokémon in the blast radius. Being caught in multiple poison explosions will increase the severity of the poisoning by one stage, culminating in toxic poisoning if a Pokémon is hit by all five.
-5 Baldorfish release a wave of water energy when they explode, causing 5% Water-type damage.
-5 Baldorfish have an especially loud explosion that will temporary deafen all Pokémon in the arena; they will remember whatever commands they were given for the remainder of the round and carry them out, but they will be unable to hear the first command given to them for the next round and will perform a random attack from their legal movepools instead (akin to Sleep Talk). They will also be unable to hear sound-based moves until after that randomized move (and so effectively have Soundproof in addition to all other abilities until that time). Multiple deafening blasts in one round do not stack. Pokémon that naturally have Soundproof are immune to this effect, but not the damage if they're within the blast radius.
-3 Baldorfish will cause any Pokémon caught in the blast radius to flinch and lose their next action.
-1 Baldorfish detonates with impressive force and does damage equal in power and type to one use of the move Selfdestruct as used by a Qwilfish. It has a 15 ft/4.6 m blast radius.
-1 Baldorfish detonates with extreme force and does damage equal in power and type to one use of the move Explosion as used by a Qwilfish. It has a 20 ft/6 m blast radius.

Additionally, the Baldorfish are very sensitive to any external stimuli. A Baldorfish hit by an attack with a base power of 50 or more, or by any impact/stimulus the ref considers equally damaging, will explode on the spot and cause its effect immediately on whatever is in the blast radius. Exploding Baldorfish will set off any intact Baldorfish in their range.

Exploded Baldorfish are not replaced, so the battle continues as normal (a.k.a. boring) when all twenty-five have detonated.
Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eelektrik
Defibrillator (Male)
Ability: Levitate
Health: 21%
Energy: 31%
Status: At leassst I can ussse the move again.
Commands: Thunder Wave ~ Light Screen ~ Volt Switch
Chills: 1/3
Healings: 0/1
Item: Thunderstone

Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 36%
Energy: 70%
Status: I- I can't control my body! D: Poisoned (mild; 2% per round), paralyzed (moderate; 20% chance of full paralysis), Swift Swim active.
Commands: Protect ~ Dragon Dance ~ Facade
Chills: 1/3
Healings: 0/1

Round 13 Begin!

Elric moves quickly, turning tail on Emil and diving deep into the pool, coming to rest on the very bottom. Emil himself, meanwhile, raises his head to the sky; he lets out a cry, normally intended to cause the clouds to part; the effect here, though, is somewhat different, in that the weather-generating machines kick in instead. With a hum, the heaters and lamps activate, leaving the arena feeling like a sweltering summer's day.

Safe and secure underwater, Elric can focus on his own matters. He curls up and rests on the bottom of the pool, letting his energy go towards something useful: a strong healing aura begins to envelop him, and he falls into a deep sleep. Meanwhile, on the surface, Emil is concentrating hard; his eyes closed, he focuses his energy and, suddenly, his entire body becomes significantly larger, and he inspects himself with delight. Satisfied that he's got what he wanted, he begins the process again, quickly growing again until he's nearly twice his normal size.

Round 13 End!

Team Kratos Aurion
xpqo.jpg
1imko5.jpg
1imko5.jpg

Eevee
Emil Castagnier (Male)
Ability: Adaptability
Health: 100%
Energy: 89%
Status: I'm biiig :D Attack +4, special attack +4.
Attacks Used: Sunny Day ~ Growth ~ Growth
Chills: 1/3
Healings: 0/1
Item: Thunderstone
In Reserve
Ani603MS.png

Defibrillator (Male)
Ability: Levitate
Health: 21%
Energy: 19%
Status: Hehehe, it can't hurt me >)
Item: Thunderstone


Team Espeon
xpqo.jpg
xpqo.jpg
1imko5.jpg

Horsea
Elric (Male)
Ability: Swift Swim
Health: 100%
Energy: 18%
Status: Zzzzzzz... Attack +1, speed +1, asleep (mild; one more action), Swift Swim active.
Attacks Used: Dive ~ Rest ~ [asleep]
Chills: 1/3
Healings: 0/1


Damage / Energy Calculations
Dive - 4% energy
Sunny Day - 5% energy
Rest - restored 79% health (Elric), 39% energy
Growth - 3% energy
Growth - 3% energy

Notes
- If not for the fact that he was asleep, Elric would have been fully paralyzed on the third action.
- Dragon Dance worked, that was just me being a derp.

Arena Notes
- The weather-control devices are mimicking strong sunlight (three more rounds).
- All the Baldorfish have been detonated; the room is simply a normal battle arena.

Next Round
- Kratos Aurion attacks
- Espeon attacks
- I ref
 
Last edited:
Growth should've raised Emil's stats by 2 for each use; that's why I had him use sunny day first.

Commands later, not feeling that great right now.
 
just gonna double post to avoid confusion, ayup.

Growth one more time while he's (almost) unable to get rid of the "sun"; then hit him with swift, which should hopefully be able to reach him even in the water. Simple. If the swift stars can't home in on Elric properly then use natural gift instead; I'd rather you conserved your own energy and used swift if at all possible, though.

Growth ~ Swift/Natural Gift ~ Swift/Natural Gift
 
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