• Welcome to The Cave of Dragonflies forums, where the smallest bugs live alongside the strongest dragons.

    Guests are not able to post messages or even read certain areas of the forums. Now, that's boring, don't you think? Registration, on the other hand, is simple, completely free of charge, and does not require you to give out any personal information at all. As soon as you register, you can take part in some of the happy fun things at the forums such as posting messages, voting in polls, sending private messages to people and being told that this is where we drink tea and eat cod.

    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

[11] Ampharos vs Grass King (ref: Squornshellous Beta)

Okay start off by setting up a Substiute. Then use Trick to get back your Leftovers. Finish off with a Facade.

Substitute (15%) ~ Trick ~ Facade
 
1 vs 1
DQ Time: 3 Days
Damage Cap: 35%
Banned Moves: OHKO's, attacks that require terrain resources (e.g. water, rocks, or plants), weather attacks
Terrain: Nimbasa City Music Hall

As the TCoD League championship moves on from Castelia City, the next stop is Unova's recreation hotspot, Nimbasa City. There are all kinds of attractions to choose from: the ferris wheel, the sports domes, and even the battle subway, perhaps a natural choice for a pokémon tournament. But let's be serious--these all pale into comparison to the real reason you'd want to visit Nimbasa City. After all, you haven't really lived until you've stuck a moustache on your Arceus and then chuckled to yourself as you watched the creator of the pokémon world prancing and rolling across the stage next to a patrat wearing cowboy boots.

Yes, the league is taking to the stage and setting its next round of battle to music. The battle takes place on one of the four Music Hall stages (Stardom, Forest Stroll, A Sweet Soiree, or Exciting Nimbasa), selected at random. The different backdrops have no effect on the battle. In addition, trainers may dress their pokémon up in any way that they wish, although costumes will also have no effect on the battle (even if they include things like weapons or props that would ordinarily be useful in a fight). However, they can also choose the music that will play during each round, and different tunes will have different effects on the pokémon battling.

Battles for this round will begin with the posting of each player's active squad as usual. After that, however, each player PM's their choice of pokémon, a description of that pokémon's costume, and their selection of songs and their effects to the referee. Each player chooses five songs and comes up with effects for them (appropriate effects are described below); these will be played in order, one during each round of battle, and the player who is ordering first in that round is always the one who will have his or her song playing during that round. Once the pokémon and songs have been received from both players, the referee will randomize which player gives commands first, then posts what pokémon each player will be using and the song (and the effects it will have on the battle) that will play for the first round--the first song on the list for the player who orders first in the first round. From that point forward, commands proceed as normal, with the referee posting the next song and its effects at the end of each round. If neither pokémon has been knocked out at the end of ten rounds, the winner will be determined by totaling each pokémon's health and energy, the same way it was during the previous round.

Any sort of music can be specified as the song for a given round, but please don't pick something offensive. Don't make me regret not restricting you to songs without lyrics, that is. A song can have a variety of effects on the battlefield, whether raising the power of some kinds of attacks for that round to healing status ailments. However, they must affect both pokémon equally--you can't have only your pokémon get an attack boost, for example. However, it's fine if you specify an effect that, due to the nature of your pokémon, will not affect the opponent the same as your pokémon; for example, if you specify that both pokémon will become severely poisoned but send out a steel-type, then your pokémon will not be poisoned even though your opponent's might. Effects that would ordinarily last multiple rounds (like trick room, weather attacks, or status conditions), if caused by a song, will last only for that round, and you can ask for weather effects even though pokémon won't be able to create them with their attacks. Effects always come into play at the beginning of the round, before either pokémon has the opportunity to act; thus, if a song will cause both pokémon to be burned, they will start out the round burned, and the burn can't be prevented by any of their attacks (i.e. you can't block a first-action burn with a safeguard).

Songs are restricted to causing damage/energy swings of no more than 3% (e.g. "All fire attacks cause 3% more damage after all effects" or "All fire attacks cost 3% less energy after all effects) and causing stat boosts/reductions of no more than two levels. They may also have only one effect: they cause hail to come into play or they increase fire-type attack damage by 3% or they cause both pokémon to fall asleep or they cause both pokémon to become paralyzed, etc., not any combination thereof. They also may not prevent the pokémon from acting in a round, e.g. "neither pokémon can use damaging attacks this round" or "neither pokémon can act this round", ban one or more attacks for the round, or alter the pokémon's movepools.

If you don't want to go to the trouble to figure out a set of songs for yourself and/or don't want your pokémon to fight in costume, then just let your referee know when you choose which pokémon to send out. They will come up with a list of randomly-selected pokémon-related songs with associated effects and then PM them back to you, so that you retain the advantage of knowing what will happen on each one of "your" song rounds. (Or, if the referee doesn't want to do that either, they can PM me and I'll provide the music for that player instead.)
Team Ampharos
1imko5.jpg

Buneary
Romero Diazi (Male)
Ability: Run Away
Health: 83%
Energy: 64%
Status: My diiiignity D: Badly poisoned (2% this round, 3% next)
Accessories: Muddy white cape; muddy white top hat; black bow tie.
Commands: Fire Punch ~ Fire Punch / Low Kick / Copycat ~ Fire Punch / Low Kick / Copycat
Item: Leftovers

Team Grass King
1imko5.jpg

Metagross
Monopole (Genderless)
Ability: Clear Body
Health: 76%
Energy: 80%
Status: [Untranslatable] Attack +2, defense +1, speed -2, accuracy +2; paralyzed (moderate; 20% chance of full paralysis).
Accessories: Superman cape; claws painted red; red "S" painted on head.
Commands: Substitute ~ Trick ~ Facade

Round 4 Begin!

As usual, another song begins to play over the stereo system. By now the referee has managed to begin tuning them out, as it happens.

Once again, Romero hops towards Monopole, his fist bursting into flames as he goes. He's still careful to avoid catching his clothing alight, muddy though it now is; he still doesn't want to burn them, after all. He lands directly in front of the Metagross, dealing a burning uppercut to the X on its face, drawing a growl of pain from it. As he leaps away, Monopole's eyes take on a bright pink glow; psychic energy begins to swirl around in the air in front of it, quickly coalescing into a much smaller Metagross-shape.

As soon as it finishes doing that, Romero leaps in for another strike. He tries to cut around the Metagross clone to attack Monopole directly, but the clone raises one of its legs and Romero, to his dismay, finds himself up against an invisible wall. He tries to find some weakness in it, but can't find anything; giving up, he turns and attacks the clone, which is apparently solid enough to strike; it doesn't seem to react, but it is nearly falling apart from merely that one attack. As Romero moves to leave, Monopole makes its next move: a dark shadow passes over its eyes, and then suddenly over Romero's, as Monopole begins to manipulate the Buneary's mind; Romero stops dead in his tracks, then turns, slowly and robotically walking over to the titanic Metagross. Still in a zombie-like state, he pulls the apple core out of his fur and hands it to the Metagross, which takes it and places it back in its hiding place, before releasing Romero.

The Buneary blinks a couple of times, wondering just what happened. Instinctively, he also goes in for an attack, being in such close proximity to his opponent; he catches his fist on fire, nearly singing his cloak, and tries to hit Monopole. Before he can, though, the psychic clone raises its claw again and, with a rush of energy, Romero is hurled backwards and away from the real Metagross. He smashes into the floor next to the clone, and not wanting to let his attack go to waste, he punches clean through it; it implodes in a swirl of psychic energy, vanishing as mysteriously as it appeared. As he wallows in triumph over the clone, though, he fails to notice the real Metagross sneaking up behind him; it raises its leg high, and then freezes as its paralysis kicks in again. It strains against the hindring stiffness, and suddenly regains motion again - the force it was applying overshoots, and its arm slams into the stage with significantly more force than originally intended, smashing another section of the stage and leaving Romero groaning.

As Monopole retreats, the song draws to an end, the hall falling to a relative silence once more - with the exception of the creaking of the broken and breaking floorboards beneath Monopole's hideous weight.

Round 4 End!

Team Ampharos
1imko5.jpg

Buneary
Romero Diazi (Male)
Ability: Run Away
Health: 55%
Energy: 46%
Status: Ouch... Badly poisoned (3% this round, 4% next)
Accessories: Muddy white cape; muddy white top hat; black bow tie.
Attacks Used: Fire Punch ~ Fire Punch ~ Fire Punch

Team Grass King
1imko5.jpg

Metagross
Monopole (Genderless)
Ability: Clear Body
Health: 47%
Energy: 60%
Status: Things are going satisfactorily. Attack +2, defense +1, speed -2, accuracy +2; paralyzed (moderate; 20% chance of full paralysis).
Accessories: Superman cape; claws painted red; red "S" painted on head.
Attacks Used: Substitute (15%) ~ Trick ~ Facade
Item: Leftovers


Damage / Energy Calculations
Fire Punch - 16% damage, 6% energy (accuracy roll 89, needed 100 to miss)
Substitute - 15% health (Monopole), 7% energy
Fire Punch - 9% damage, 6% energy (accuracy roll 64, needed 100 to miss)
Trick - 4% energy (accuracy roll 28, needed 100 to miss)
Fire Punch - 9% damage, 6% energy (accuracy roll 95, needed 100 to miss)
Facade - 26% damage, 9% energy (accuracy roll 79, needed 100 to miss)


Notes
- The first Fire Punch was a critical hit.
- So was Facade.

Arena Notes
- The stage is Exciting Nimbasa.
- There are two Buneary-sized holes in the stage, connected by a tunnel.
- There is a significant network of cracks where the first Hammer Arm struck.
- There is a very clear and distinct Metagross footprint where the second stuck, along with very large cracks around it.
- There is also a broken area where Facade struck.
- This round, the song was Lucky. Each damaging attack used by a Pokemon had its Critical Hit domain increased by 1.
- Next round, the song will be Superman (It's Not Easy). Both Pokémon will be considered to be under the effects of Gastro Acid.

Next Round
- Grass King attacks
- Ampharos attacks
- I ref
 
Okay Monopole, use Zen Headbutt, Hammer Arm and finish off with Iron Defence. If he protects or you can't hit him for whatever reason (eg. Dig), then use Iron Defence. If you don't use Hammer Arm on the second action, then use it on the thrid, unless the previous statement is true. If for some reason you would be using Iron Defence but can't, then use Hone Claws.

Zen Headbutt/Iron Defence/Hone Claws ~ Hammer Arm/Iron Defence/Hone Claws ~ Iron Defence/Hammer Arm/Hone Claws
 
Last edited:
OK Romero, let's hope this works. Low Kick two more times, then WAIT and Encore the Iron Defence. Hopefully this'll work out for next round.

Low kick x2 ~ (WAIT) Encore
 
1 vs 1
DQ Time: 3 Days
Damage Cap: 35%
Banned Moves: OHKO's, attacks that require terrain resources (e.g. water, rocks, or plants), weather attacks
Terrain: Nimbasa City Music Hall

As the TCoD League championship moves on from Castelia City, the next stop is Unova's recreation hotspot, Nimbasa City. There are all kinds of attractions to choose from: the ferris wheel, the sports domes, and even the battle subway, perhaps a natural choice for a pokémon tournament. But let's be serious--these all pale into comparison to the real reason you'd want to visit Nimbasa City. After all, you haven't really lived until you've stuck a moustache on your Arceus and then chuckled to yourself as you watched the creator of the pokémon world prancing and rolling across the stage next to a patrat wearing cowboy boots.

Yes, the league is taking to the stage and setting its next round of battle to music. The battle takes place on one of the four Music Hall stages (Stardom, Forest Stroll, A Sweet Soiree, or Exciting Nimbasa), selected at random. The different backdrops have no effect on the battle. In addition, trainers may dress their pokémon up in any way that they wish, although costumes will also have no effect on the battle (even if they include things like weapons or props that would ordinarily be useful in a fight). However, they can also choose the music that will play during each round, and different tunes will have different effects on the pokémon battling.

Battles for this round will begin with the posting of each player's active squad as usual. After that, however, each player PM's their choice of pokémon, a description of that pokémon's costume, and their selection of songs and their effects to the referee. Each player chooses five songs and comes up with effects for them (appropriate effects are described below); these will be played in order, one during each round of battle, and the player who is ordering first in that round is always the one who will have his or her song playing during that round. Once the pokémon and songs have been received from both players, the referee will randomize which player gives commands first, then posts what pokémon each player will be using and the song (and the effects it will have on the battle) that will play for the first round--the first song on the list for the player who orders first in the first round. From that point forward, commands proceed as normal, with the referee posting the next song and its effects at the end of each round. If neither pokémon has been knocked out at the end of ten rounds, the winner will be determined by totaling each pokémon's health and energy, the same way it was during the previous round.

Any sort of music can be specified as the song for a given round, but please don't pick something offensive. Don't make me regret not restricting you to songs without lyrics, that is. A song can have a variety of effects on the battlefield, whether raising the power of some kinds of attacks for that round to healing status ailments. However, they must affect both pokémon equally--you can't have only your pokémon get an attack boost, for example. However, it's fine if you specify an effect that, due to the nature of your pokémon, will not affect the opponent the same as your pokémon; for example, if you specify that both pokémon will become severely poisoned but send out a steel-type, then your pokémon will not be poisoned even though your opponent's might. Effects that would ordinarily last multiple rounds (like trick room, weather attacks, or status conditions), if caused by a song, will last only for that round, and you can ask for weather effects even though pokémon won't be able to create them with their attacks. Effects always come into play at the beginning of the round, before either pokémon has the opportunity to act; thus, if a song will cause both pokémon to be burned, they will start out the round burned, and the burn can't be prevented by any of their attacks (i.e. you can't block a first-action burn with a safeguard).

Songs are restricted to causing damage/energy swings of no more than 3% (e.g. "All fire attacks cause 3% more damage after all effects" or "All fire attacks cost 3% less energy after all effects) and causing stat boosts/reductions of no more than two levels. They may also have only one effect: they cause hail to come into play or they increase fire-type attack damage by 3% or they cause both pokémon to fall asleep or they cause both pokémon to become paralyzed, etc., not any combination thereof. They also may not prevent the pokémon from acting in a round, e.g. "neither pokémon can use damaging attacks this round" or "neither pokémon can act this round", ban one or more attacks for the round, or alter the pokémon's movepools.

If you don't want to go to the trouble to figure out a set of songs for yourself and/or don't want your pokémon to fight in costume, then just let your referee know when you choose which pokémon to send out. They will come up with a list of randomly-selected pokémon-related songs with associated effects and then PM them back to you, so that you retain the advantage of knowing what will happen on each one of "your" song rounds. (Or, if the referee doesn't want to do that either, they can PM me and I'll provide the music for that player instead.)

Team Ampharos
1imko5.jpg

Buneary
Romero Diazi (Male)
Ability: Run Away
Health: 55%
Energy: 46%
Status: Ouch... Badly poisoned (3% this round, 4% next)
Accessories: Muddy white cape; muddy white top hat; black bow tie.
Commands: Low Kick ~ Low Kick ~ Encore

Team Grass King
1imko5.jpg

Metagross
Monopole (Genderless)
Ability: Clear Body
Health: 47%
Energy: 60%
Status: Things are going satisfactorily. Attack +2, defense +1, speed -2, accuracy +2; paralyzed (moderate; 20% chance of full paralysis).
Accessories: Superman cape; claws painted red; red "S" painted on head.
Commands: Zen Headbutt / Iron Defense / Hone Claws ~ Hammer Arm / Iron Defense / Hone Claws ~ Iron Defense / Hammer Arm / Hone Claws
Item: Leftovers

Round 5 Begin!

Once more the stereos come to life, yet another song booming across the arena.

Quickly, Romero leaps into action. Bounding across the stage, he builds up as much momentum as he can in the small space available - he'll need it for what he's about to do. He hurtles at his opponene and, aiming for the leg with the buckled armor, simply throws himself at it; he strikes with an impressive force, and the leg shifts - slips! Suddenly, Monopole is left with nothing holding it up: it slowly topples to the floor, landing with an enormous crashing sound that makes Romero glad he got out of the way. It takes fully thirty seconds for the Metagross to heave itself upright, and by this point it looks very annoyed. It slowly moves its legs into formation that it is hovering in the air, the legs sticking out in some manner of X-shape - coincidentally enough, the X-shape on its face is becoming relevant at this point too, slowly beginning to glow pink with psychic energy. When it's bright pink and glowing intensely, Monopole begins to move forward in the air - quickly building up momentum and, despite Romero's attempts to flee, he finds himself backed into a corner and can't escape as the entire twelve-hundred-pound weight of his foe comes crashing into him, crushing him into a wall, the psychic energy only adding insult to injury. By the time he recovers enough to get up, Monopole is once again in its place on the ground at the other end of the stage - and yet the crowd is still cheering wildly for its attack.

Shakily, he pulls himself upright. It takes a good few seconds of steadying himself against a wall before he trusts himself to stand unaided, much less run - but within a few seconds, run he does, once more building up as much momentum as he can in order to knock out a support under the Metagross' vast weight. Trying not to reflect on how impossible this should be - don't want to invoke any The Flight of Dragons rules here - he hurls himself into his foe's leg, once more knocking it out from beneath it in direct defiance of physics. Once again, Monopole topples to the ground with an enormous sound - though for the Pokémon, it seems louder than the rest of the hall, who thankfully have the benefit of listening to the battle at a reduced volume, the songs providing ambient sound. As Monopole heaves itself upright, it simeltaneously moves towards Romero; before he even realizes what's happening, Monopole is on top of him in the most literal sense. The creature slams its previously-buckled leg down on him with as much force as it can muster, nearly punching a hole in the stage; Romero can do nothing but reflect how fast the Metagross can be when it wants to be. It feels like an eternity before Monopole removes its leg and alows Romero to breathe once more.

Retreating, Monopole begins working on a defensive strategem. It focuses carefully, pumping a measure of psychic energy into its metallic hide to convert it to something significantly harder - and shinier, for that matter. Romero looks in apparent wonderment; he slowly begins to clap, doing his best to look in awe of the tactic. He compliments the technique, commenting on how he could never do that and that it looks so impressively shiny and he bets it's much tougher now, right? All the while, he looks directly into Monopole's eyes, putting out as much of a hypnotic impression as he can manage at his young age. It takes hold: the supercomputer-like brain still has rome for praise, and also hypnosis. Monopole is imprinted with the idea that perhaps repeating the teqhnique is the way to go.

Before he can do anything, though, the song draws to a close, and the round ends.

Round 5 End!

Team Ampharos
1imko5.jpg

Buneary
Romero Diazi (Male)
Ability: Run Away
Health: 20%
Energy: 28%
Status: Well, at least that part worked. Badly poisoned (4% this round, 6% next)
Accessories: Muddy white cape; muddy white top hat; black bow tie.
Attacks Used: Low Kick ~ Low Kick ~ Encore

Team Grass King
1imko5.jpg

Metagross
Monopole (Genderless)
Ability: Clear Body
Health: 30%
Energy: 43%
Status: Hm. Perhaps repeating this move could be a... strategic advantage. Yes. Call it that. Attack +2, defense +3, speed -3, accuracy +2; paralyzed (moderate; 20% chance of full paralysis), Encored (three more actions).
Accessories: Superman cape; claws painted red; red "S" painted on head.
Attacks Used: Zen Headbutt ~ Hammer Arm ~ Iron Defense
Item: Leftovers


Damage / Energy Calculations
Low Kick - 10% damage, 6% energy (accuracy roll 69, needed 100 to miss)
Zen Headbutt - 11% damage, 5% energy (accuracy roll 56, needed 100 to miss)
Low Kick - 10% damage, 6% energy (accuracy roll 18, needed 100 to miss)
Hammer Arm - 20% damage, 9% energy (accuracy roll 71, needed 100 to miss)
Iron Defense - 3% energy
Encore - 6% energy (accuracy roll 79, needed 100 to miss)


Notes
- Still no paralysisfails from Monopole. Huh.
- I wonder why I can write these tournament battles so much more easily and descriptively than normal battles? Action one there was about the length of an entire round of many of my other battles.

Arena Notes
- The stage is Exciting Nimbasa.
- There are two Buneary-sized holes in the stage, connected by a tunnel.
- There are many cracked and broken areas where Monopole has used an attack.
- This round, the song was Superman (It's Not Easy). Both Pokémon were considered to be under the effects of Gastro Acid.
- Next round, the song will be Born This Way. Each Pokémon will revert to their lowest stage of evolution for the round.

Next Round
- Ampharos attacks
- Grass King attacks
- I ref
 
Last edited:
Alright Romero, triple Thunderbolt. We can win this with a Critical Hit. If not, and if my calculations are correct, it'll be 14% to 6% come the next round.

Thunderbolt x3
 
Okay, Monopole, this may be the end, but if you manage to break out of Encore on the first or second action, then use a Zen Headbutt and Iron Head combo. If you use that on the first action, then use Iron Head on the second action. If you only manage to break out of it on the last action, then use Iron Head.

Zen Headbutt + Iron Head ~ Zen Headbutt + Iron Head/Iron Head ~ Iron Head/Nothing
 
1 vs 1
DQ Time: 3 Days
Damage Cap: 35%
Banned Moves: OHKO's, attacks that require terrain resources (e.g. water, rocks, or plants), weather attacks
Terrain: Nimbasa City Music Hall

As the TCoD League championship moves on from Castelia City, the next stop is Unova's recreation hotspot, Nimbasa City. There are all kinds of attractions to choose from: the ferris wheel, the sports domes, and even the battle subway, perhaps a natural choice for a pokémon tournament. But let's be serious--these all pale into comparison to the real reason you'd want to visit Nimbasa City. After all, you haven't really lived until you've stuck a moustache on your Arceus and then chuckled to yourself as you watched the creator of the pokémon world prancing and rolling across the stage next to a patrat wearing cowboy boots.

Yes, the league is taking to the stage and setting its next round of battle to music. The battle takes place on one of the four Music Hall stages (Stardom, Forest Stroll, A Sweet Soiree, or Exciting Nimbasa), selected at random. The different backdrops have no effect on the battle. In addition, trainers may dress their pokémon up in any way that they wish, although costumes will also have no effect on the battle (even if they include things like weapons or props that would ordinarily be useful in a fight). However, they can also choose the music that will play during each round, and different tunes will have different effects on the pokémon battling.

Battles for this round will begin with the posting of each player's active squad as usual. After that, however, each player PM's their choice of pokémon, a description of that pokémon's costume, and their selection of songs and their effects to the referee. Each player chooses five songs and comes up with effects for them (appropriate effects are described below); these will be played in order, one during each round of battle, and the player who is ordering first in that round is always the one who will have his or her song playing during that round. Once the pokémon and songs have been received from both players, the referee will randomize which player gives commands first, then posts what pokémon each player will be using and the song (and the effects it will have on the battle) that will play for the first round--the first song on the list for the player who orders first in the first round. From that point forward, commands proceed as normal, with the referee posting the next song and its effects at the end of each round. If neither pokémon has been knocked out at the end of ten rounds, the winner will be determined by totaling each pokémon's health and energy, the same way it was during the previous round.

Any sort of music can be specified as the song for a given round, but please don't pick something offensive. Don't make me regret not restricting you to songs without lyrics, that is. A song can have a variety of effects on the battlefield, whether raising the power of some kinds of attacks for that round to healing status ailments. However, they must affect both pokémon equally--you can't have only your pokémon get an attack boost, for example. However, it's fine if you specify an effect that, due to the nature of your pokémon, will not affect the opponent the same as your pokémon; for example, if you specify that both pokémon will become severely poisoned but send out a steel-type, then your pokémon will not be poisoned even though your opponent's might. Effects that would ordinarily last multiple rounds (like trick room, weather attacks, or status conditions), if caused by a song, will last only for that round, and you can ask for weather effects even though pokémon won't be able to create them with their attacks. Effects always come into play at the beginning of the round, before either pokémon has the opportunity to act; thus, if a song will cause both pokémon to be burned, they will start out the round burned, and the burn can't be prevented by any of their attacks (i.e. you can't block a first-action burn with a safeguard).

Songs are restricted to causing damage/energy swings of no more than 3% (e.g. "All fire attacks cause 3% more damage after all effects" or "All fire attacks cost 3% less energy after all effects) and causing stat boosts/reductions of no more than two levels. They may also have only one effect: they cause hail to come into play or they increase fire-type attack damage by 3% or they cause both pokémon to fall asleep or they cause both pokémon to become paralyzed, etc., not any combination thereof. They also may not prevent the pokémon from acting in a round, e.g. "neither pokémon can use damaging attacks this round" or "neither pokémon can act this round", ban one or more attacks for the round, or alter the pokémon's movepools.

If you don't want to go to the trouble to figure out a set of songs for yourself and/or don't want your pokémon to fight in costume, then just let your referee know when you choose which pokémon to send out. They will come up with a list of randomly-selected pokémon-related songs with associated effects and then PM them back to you, so that you retain the advantage of knowing what will happen on each one of "your" song rounds. (Or, if the referee doesn't want to do that either, they can PM me and I'll provide the music for that player instead.)

Team Ampharos
1imko5.jpg

Buneary
Romero Diazi (Male)
Ability: Run Away
Health: 20%
Energy: 28%
Status: Well, at least that part worked. Badly poisoned (4% this round, 5% next)
Accessories: Muddy white cape; muddy white top hat; black bow tie.
Commands: Thunderbolt ~ Thunderbolt ~ Thunderbolt

Team Grass King
1imko5.jpg

Metagross
Monopole (Genderless)
Ability: Clear Body
Health: 30%
Energy: 43%
Status: Hm. Perhaps repeating this move could be a... strategic advantage. Yes. Call it that. Attack +2, defense +3, speed -3, accuracy +2; paralyzed (moderate; 20% chance of full paralysis), Encored (three more actions).
Accessories: Superman cape; claws painted red; red "S" painted on head.
Commands: Zen Headbutt + Iron Head ~ Zen Headbutt + Iron Head / Iron Head ~ Iron Head / Nothing
Item: Leftovers

Round 6 Begin!

As the battle enters what will be its final round, the stereo system booms into life yet again. This time, though, the effect is much more pronounced than in previous rounds: Monopole suddenly becomes wrapped in the white light of evolution, looking rather surprised since it has already reached the highest stage of maturity that its line can attain. But it's not going to get bigger or more powerful this time, oh no: it begins to shrink, its legs withdraw into its body, and its entire body structure shifts and alters. When the light fades away, the Metagross has been replaced with a creature almost a quarter of its size, with no legs and a vaguely cylindrical body: a Beldum.

As Monopole looks round - a full 360° - in considerable confusion, Romero moves in to take advantage. He doesn't know what's happening or why it's happening, but he knows an opportunity when he sees one: Beldum are a whole lot weaker than Metagross. He begins to bounce around, rubbing together patches of fur specially designed to build up static electricity, and begins to sparkle lightly. Leaping towards the floating Monopole, he daintily bounces towards him and places a paw lightly on its metallic hide; a tremendous jolt of electricity is passed to it, accompanied by a harsh zapping sound. His hand stinging very lightly, Romero bounds away and lets Monopole repeat its move again, which it does: its head spinning wildly in place, it concentrates, and its skin turns shimmering silver for a second, fading to its normal color again in a couple of seconds.

Romero has a distinct feeling that this next attack will make or break the battle. He once more begins to bounce across the stage, moving about as much as he can to build up more static electricity; once his fur is noticably sparking he leaps to Monopole, lands on him with a mighty ZAP, and bounces away. The Beldum lets out a horrible, strangled grating noise, and suddenly stops moving, limp in midair; as it floats, it slowly begins to glow once more, growing to nearly four times the size, its body changing shape, legs sprouting out of the sides. The glow fades away, and it falls to the ground with an enormous noise, leaving the stage to nearly shatter beneath the weight; Grass King quickly recalls the titanic form before it can damage the stage. Meanwhile, Romero is bowing and showing off to the crowd, having felled a foe nearly four times his size and over one hundred times his weight.

The referee grins, striding to center stage in a very-rehearsedly-fluid way while the trainers move in more slowly. She shakes hands with the winner and the loser, handing the compensation prize to Grass King and the cash prize, as well as a small blue candy and a winner's ribbon, to Ampharos. Running through the routine that she so carefully memorized beforehand, she bows to the audience, gets the trainers to do the same, then takes them offstage without a single slip-up.

The effect is completely undermined when she then runs back on to fetch Romero, who had been left there.

Round 6 End!

Team Ampharos
1imko5.jpg

Buneary
Romero Diazi (Male)
Ability: Run Away
Health: 15%
Energy: 16%
Status: I won! I beat that monster! Badly poisoned (5% this round, 6% next)
Accessories: Muddy white cape; muddy white top hat; black bow tie.
Attacks Used: Thunderbolt ~ Thunderbolt

Team Grass King
xpqo.jpg

Metagross
Monopole (Genderless)
Ability: Clear Body
Health: 0%
Energy: 38%
Status: Knocked out!
Accessories: Superman cape; claws painted red; red "S" painted on head.
Attacks Used: Iron Defense
Item: Leftovers


Damage / Energy Calculations
Thunderbolt - 16% damage, 6% energy (accuracy roll 52, needed 100 to miss)
Iron Defense - 5% energy
Thunderbolt - 16% damage, 6% energy (accuracy roll 57, needed 100 to miss)


Notes
- Amazingly enough, both the Thunderbolts were critical hits.

Arena Notes
- The stage is Exciting Nimbasa.
- There are two Buneary-sized holes in the stage, connected by a tunnel.
- There are many cracked and broken areas where Monopole has used an attack.
- This round, the song was Born This Way. Each Pokémon reverted to their lowest stage of evolution for the round.

Prizes
Monopole recieves 1 EXP, Romero Diazi recieves 2 happiness. Grass King recieves $10, I recieve $15, and Ampharos recieves $15 and a Rare Candy, and can advance to the next round.
 
Last edited:
REEEEVEEEEENGE

No, I kid. That was a great battle Grass King, I really only had a chance because I predicted you would use your Metagross. And I got lucky there at the end, but there's nothing we can do about that. I would say we should do this again sometime, but we already have :)

I also liked that ending Squorn

(Also, it should be 2 happiness points, not EXP points, but that doesn't really matter)
 
What are you talking about it always said happiness

That ending is actually exactly what I would have ended up doing. Everything I did in that battle was in-character. I'm just that clumsy.
 
Yeah, good match Ampharos. Thanks for the quick and excellent reffings Squornshellous Beta.

I should have definatley not used Iron Defence at that point, or maybe I should have noticed that Buneary get Encore, but live and learn.

Don't worry Ampharos, we'll probably end up battling in the next tournament as well.
 
All right, I'd been meaning to change up the prize progression for this tournament for a while, and now... I'm going to have to actually do so. So the prizes given out here are actually $20 to Ampharos, $10 to Grass King, and the same amount for Squornshellous Beta: $15. Sorry about that.
 
Back
Top Bottom