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

This is going better. *strokes invisible goatee* Let's see...

Keep on trucking! Do Rollout some more until you miss, in which case use Brine. Chill if you can't hit him.

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

Arena: Underground Forest

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

Effects:

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

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

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 38%
Energy: 67%
Status: Whoa, what'd I miss? Badly poisoned (3% this round, 4% next), trapped in Whirlpool (two more actions).
Commands: Will-O-Wisp ~ Pain Split ~ Energy Ball
Chills: 1/3
Healings: 0/1
Item: Dusk Stone

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

Squirtle
Blaise (Male)
Ability: Torrent
Health: 48%
Energy: 49%
Status: Rollin' along~ Cursed (1/10 health per round), Aqua Ring in effect (1% per action)
Commands: Rollout ~ Rollout / Brine / Chill ~ Rollout / Brine / Chill
Chills: 0/3
Healings: 0/1
Item: Expert Belt

Round 4 Begin!

Suddenly, perhaps attracted by the hell-fire that Baron conjured, a Shedinja materializes out of the shadows behind him. It takes a moment to observe the battlers, and then suddenly darts at Baron, who squeals in fear. It would appear his fears are unfounded, though, as it stops dead in front of him, before its halo begins to glow. Baron's flame begins glowing brighter and brighter, and suddenly its black coloration changes to pure white of an almost blinding intensity. The Shedinja disappears back into the shadows.

Baron moves first, the strange temporal distortion suddenly allowing him a tremendous speed. He spits out a little flame that he tries to focus on the wildly careening Blaise; the Squirtle is too fast for him, though, and after he sets a tree on fire he has to end the attack. Seconds after that, the rolling Blaise smashes into Baron, throwing him back; he hits the ground with a thud, and lies there for a while, groaning.

As he sees Blaise tearing towards him for what would undoubtedly be the final strike, he panicks, looking this way and that for an escape route but seeing none; at the very last second, he cries out... and the world changes. Everything stops moving, from the burning tree to the river to the deadly Blaise. The entire world is red-tinted, and various objects, now translucent, have strange, floating red spheres at their centre. Blaise himself, on the other hand, seems to have a yellow sphere... and Baron has a white fire burning at his core.

Is there a way to capitalize on this, wonders Baron. He tests out his motions in this strange new world and finds that he can only move a certain distance away from his body; the only thing within that range, it seems, that he can interact with in any way is the floating sphere at Blaise's centre. So, hesitantly, he jumps to it; a strange white line connects Baron's body and the sphere; and suddenly, Baron feels he can have an influence. He does... something, and what seems to be an arc of electricity jumps over the white line. Baron feels considerably the better for it, and attempts to do it again - but to no avail. A few minutes of experimentation later, it becomes evident that he can't do anything else here; so, reluctantly, he jumps back to his own body and allows time to restart.

And the very next second, Blaise slams into him. But at the same time, as Baron is sent flying, Blaise lets out a gasp - he suddenly has the oddest feeling of being punched in the stomach. Baron lands, feeling considerably the better than he thinks he ought to. The swirling cloud of water that has been following him all this time suddenly dissipates, too, giving him something else to be grateful for.

At lightning speed, Baron leaps back onto his... end, and then begins drawing power from the plants around him. He charges up a ball of green energy that he launches at the fast-approaching Blaise, smashing into him head-on and apparently doing nothing at all - Blaise smashes stright through and collides with Baron, sending him flying once more. The Litwick smashes into the back wall of the cavern, but oddly, he feels completely unhurt.

Suddenly, Baron's pure-white flame darkens rapidly back to black, and Blaise is engulfed in the black fire once more. Suddenly he stops rolling, sticks his head and limbs out of his shell, continues on thanks to inertia until he can find something solid to grab onto, and then just lies there for a moment, allowing his shell to return to a more normal shape. And at that same moment, Dialga finally does something about the borked time: the timestream suddenly untwists itself, leaving everything mostly normal.

Round 4 End!

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

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 25%
Energy: 49%
Status: Why was I not hurt by that? Also, what did I do? Badly poisoned (4% this round, 5% next); Dusk Stone has come into effect.
Attacks Used: Will-O-Wisp ~ Pain Split ~ Energy Ball
Chills: 1/3
Healings: 0/1
Item: Dusk Stone

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

Squirtle
Blaise (Male)
Ability: Torrent
Health: 31%
Energy: 22%
Status: Why do I get the oddest feeling that I've missed something? Cursed (1/10 health per round), Aqua Ring in effect (1% per action)
Attacks Used: Rollout ~ Rollout ~ Rollout
Chills: 0/3
Healings: 0/1
Item: Expert Belt


Damage / Energy Calculations
Will-O-Wisp - 5% energy (accuracy roll 82, needed 75 or above to miss)
Rollout - 22% damage, 7% energy (accuracy roll 70, needed 90 or above to miss)
Pain Split - set both battlers' health to 43%, 5% energy
Rollout - 46% damage, 10% energy (accuracy roll 87, needed 90 or above to miss)
Energy Ball - 12% damage, 8% energy (accuracy roll 65, needed 100 to miss)
Rollout - 101% damage, 10% energy (accuracy roll 12, needed 90 or above to miss)


Notes
- The command order for this next round is the same as the last one because of the ending of Trick Room, just so you guys know.
- ...Pffffft that Rollout would have done a massive amount if not for the damage cap.
- The third Rollout was a critical hit, not that the damage gap let it matter.
- Energy Ball did not lower special defence.
- I'm an idiot forgetting to factor in Trick Room.
- GHOST TRICK REFERENCES WHOOOOOOOO

Arena Notes
- This round, a Shedinja gave Baron Wonder Guard.
- A tree is on fire.

Next Round
- Blastoise Fortooate attacks
- Lord of the Fireflies attacks
- I ref
 
Last edited:
I though trick Room was in effect for the round!

from the last reffing:

Arena Notes
- This round, a Luvdisc would have saved anyone in the river.
- Time is twisted (one more round).
 
Last edited:
But my commands were ordered according on the fact, if time wasn't twisted I would have ordered something else...

This is tricky.

I mean, if TR was in effect then Baron should have used Pain Split first or something...
 
FFFFFF--
I'll redo the round to include Trick Room.

EDIT: Done. It's quite long, too! I guess it goes partway to making up for all my stupidity.
 
Last edited:
Well, let's wrap this up! One final Surf attack, and keep that going until he's just a waxy smear on the ground! Dig down and stay there if you can't find him, chilling afterward!

Surf/Dig ~ Surf/Dig/Chill ~ Surf/Dig/Chill
 
I calculated that Baron would be a 1% health after the Surf. Get under a ray of sun and use Solar Beam combined with Energy Ball, and if you can't, well... just use Solar Beam.

If you're still alive, use Payback.

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

Arena: Underground Forest

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

Effects:

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

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

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

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 25%
Energy: 49%
Status: Why was I not hurt by that? Also, what did I do? Badly poisoned (4% this round, 5% next); Dusk Stone has come into effect.
Commands: Solarbeam + Energy Ball / Solarbeam ~ Payback ~ Payback
Chills: 1/3
Healings: 0/1
Item: Dusk Stone

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

Squirtle
Blaise (Male)
Ability: Torrent
Health: 31%
Energy: 22%
Status: Why do I get the oddest feeling that I've missed something? Cursed (1/10 health per round), Aqua Ring in effect (1% per action)
Commands: Surf / Dig ~ Surf / Dig / Chill ~ Surf / Dig / Chill
Chills: 0/3
Healings: 0/1
Item: Expert Belt

Round 5 Begin!

Before anyone can make another move, a group of Sneasel leap out of the trees and hurtle towards Baron. With him too shocked to move, they tear the Dusk Stone from him and then leap away, leaving Baron even weaker. They then dart towards Blaise and, though he puts up more resistance than the Litwick, they soon manage to tear the Expert Belt from him too. This done, they vanish into the trees.

Baron hops over to a sunbeam, and begins absorbing its energy. As he does so, Blaise begins another series of dramatic gestures, sweeping his arms forward to summon a massive wave, which sweeps over the entire arena, Baron included. He screams as his flame is nearly extinguished, making him feel like he's burning up - ironically enough. When the wave finally drains away, Baron's charging finally finishes; quickly, before Blaise can get in another hit, he fires a beam of concentrated sunlight, searing and burning his skin.

He wearily begins another attack, once again summoning a tidal wave from the river. As it drenches the unfortunate Baron, Blaise takes joy in the fact that, finally, he's triumphed over that irritating Litwick - just before he once more erupts in black fire. Clearly he's not getting off that easy. As the round ends, Lord of the Fireflies recalls his Pokémon and the referee sends the League Staraptor to tail those Sneasel: they're not getting away with a League trainer's hard-bought item like that.

Round 5 End!

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

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 0%
Energy: 39%
Status: Knocked out!
Attacks Used: Solarbeam
Chills: 1/3
Healings: 0/1
Item: Dusk Stone

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

Squirtle
Blaise (Male)
Ability: Torrent
Health: 16%
Energy: 8%
Status: Finally, that thing is disposed of. Cursed (1/10 health per round), Aqua Ring in effect (1% per action)
Attacks Used: Surf ~ Surf
Chills: 0/3
Healings: 0/1
Item: Expert Belt


Damage / Energy Calculations
Surf - 16% damage, 7% energy (accuracy roll 1, needed 100 to miss)
Solarbeam - 16% damage, 10% energy (accuracy roll 15, needed 100 to miss)
Surf - 16% damage, 7% energy (accuracy roll 85, needed 100 to miss)


Notes
- I don't imagine Energy Ball could reasonably combine with Solarbeam, no.

Arena Notes
- This round, the Sneasel stole Baron's Dusk Stone and Blaise's Expert Belt.
- A tree is on fire.

Next Round
- Lord of the Fireflies sends out attacks
- Blastoise Fortooate attacks
- I ref
 
Last edited:
Squornshellous, you seem to have forgotten Curse for at least the last two reffings.

Last reffing, Squirtle had 48% health.

48 + 1 (Aqua Ring) = 49.

Then to 43 after the Pain Split, then + 1 (Aqua Ring).

44 - 12 (Energy Ball) = 36 + 1(Aqua Ring)=37.

Then 37 - 10 (Curse) = 27.

Which means that Squirtle should have ended round 4 with 27% health.

Round 5.

27 - 16%(Solar Beam) + 1(Aqua Ring)= 12.

12+ 1 (Aqua Ring) - 10 (Curse) = 3%

So unless I'm blatantly wrong about something obvious, well Blaise should be at 3% health...

Correct me if i'm wrong, though and i'm sorry for being annoying like that.

(Also the sneasel steal the item or attack each battler)
 
OH!

Well I'm sorry, I didn't know that. Husk is up then.

husk__s_sprite_by_lordfirefly-d3hbdf1.gif
(m)
<Oblivious>
Signature Attribute : Static Fur

OK!

Since Earth Power is a chant making the ground erupt and ancientpower a chnat making stones erupt from the ground, it shouldn't be hard to combine them! Finish with Earthquake if he survived. If he Endures or Protect, move the combo to the second action and use Amnesia instead.

Earth Power + Ancient Power / Amnesia ~ Earthquake
 
Last edited:
Curse is indeed 10% of the current health, and incidentally has now reached the point where Aqua Ring is more than eliminating its effects.
I fixed the Sneasel thing, though; I didn't read carefully enough, sorry.
 
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