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K'yoril vs. Nanabshuckle8

Woohoo! Great Job Kelp. Sadly, you're looking a little haggard. Let's fix that eh? Start off with a Whirlpool to keep him in place, then Dig yourself a protective hole and Chill. If he damages you on the first or second action, use Avalanche. If you miss or get trapped by Paralysis, just Chill for the first two. If you've already chilled, use Refresh on the last action. If he shows his face down your hole, give him a close range Icebeam.

Whirlpool/Chill/Avalanche~Dig(Down)/Chill/Avalanche~Chill/Refresh/Icebeam
 
Allright, let's see if we can pull off something nice 'ere shall we? First use the supreme speed of Agility to dash around and dodge his whirlpool, and using that speed you'll hopefully be able to hit him hard with a Dragon Rush and since you'll be worked up from that agility you should be able to produce some more clones with Double Team, say 5 perhaps? And spread them out around him though so you're no just standing in a line, okay?

Agility~Dragon Rush~Double Team
 
Round Four

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 83%
Energy: 50%
Status: Celebrating his little victory. Paralyzed (severe); 21% fail chance. +1 Attack, +1 Defense, -1 Speed.
Commands: Whirlpool/Chill/Avalanche ~ Dig (down)/Chill/Avalanche ~ Chill/Refresh/Ice Beam

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 40%
Energy: 70%
Status: Frostbitten and bruised. Safeguard (2 more actions) and Light Screen (3 more actions) in effect. +2 Attack, +2 Speed.
Commands: Agility ~ Dragon Rush ~ Double Team (five clones)

------------------------------​

A quick glance around the clearing is enough to tell Kelp that there's no pond nearby, but he continues looking frantically around anyway, desperately searching for some source of water, because there must be something, right? Steven seems to be watching him closely as he finally gives a sigh of frustration, finding nothing. The dragon Pokémon continues to stare at him, looking confused; after a few seconds, Steven apparently gives up and begins slithering in large circles, getting faster and faster until his form is just a blur. Kelp stares down at the grass, preferring not to watch. How could the forest gods have let him go and embarrass himself again?! Could they not have sent him a river or something? Surely that wouldn't be difficult...

Kelp forces himself to look up as his opponent's form becomes more distinct again, his movements now looking smoother than ever. Steven doesn't even give him another moment of peace to rage at the forest gods; cloaking himself with more of those fierce blue flames, the Dratini speeds back up and heads straight for him. The Mudkip barely has time to concentrate as he stands on his hind legs and summons up a cluster of pale, icy rocks that remain suspended in the air before his opponent smashes into him powerfully. The attack connects with his vulnerable underside too quickly for him to lower himself back down, dragon flames hissing and biting viciously at his exposed skin as Steven drives him forcibly backward. Kelp wants nothing more than to turn tail and run, but through the haze of pain he forces himself to shove his foe in return, his muscles miraculously responding, and releases his hold on the frozen stones above him so that they go showering down. The avalanche crashes upon the Dratini unhampered by the Light Screen and buries him in a pile of snow and frozen rocks that muffle his cries as he struggles to escape. His movements soon dislodge enough rubble to allow for a small opening that he can slither out through, but he does look much worse for the wear, new bruises and patches of frost covering his skin.

Breathing heavily, Steven watches in dismay as his green Safeguard bubble grows dimmer and then dissolves into the air. He can definitely feel himself weakening now, and it occurs to him how much he sorely misses his friends from earlier. Perhaps it would be a good idea for him to make some more. With a short nod to himself, Steven sets off around the field again. His muscles have loosened up a lot from his dash through the clearing earlier, and he finds himself able to peak at a higher speed than last time, leaving a larger number of clones behind him that leap up from the grass and join him in circling his opponent. When he slows to a stop, five identical Dratini now accompany him, forming in a ring around the Mudkip. There's no way Kelp can get to him now! Feeling much braver, Steven looks to see his opponent's reaction, but Kelp doesn't seem to be paying attention. In fact, the Mudkip doesn't seem to be about to attack at all; he's just curled up on the grass, apparently taking a break. Well, that's just fine by him. Steven's content to put off the fighting for as long as possible. Greatly cheered, he instead gives his new friends a wave of his tail in greeting, and they all wave back at the exact same moment. How polite of them. The blue wall of light he's been holding up is now fading into nonexistence, too, but he can deal with that. He's got his friends back now!

------------------------------​

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 62%
Energy: 52%
Status: Grateful for the short break. Paralyzed (moderate); 18% fail chance. +1 Attack, +1 Defense, -1 Speed.
Used: Whirlpool (failed) ~ Avalanche ~ Chill

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 20%
Energy: 51%
Status: Bolstered by his clones' presence. Has 5 double team clones. +2 Attack, +4 Speed.
Used: Agility ~ Dragon Rush ~ Double Team (five clones)

Arena Status
  • A small pile of snow and icy rocks lies near the center of the clearing.

Damage and Energy
  • Kelp's Health: 83% - 21% (Dragon Rush) = 62%
  • Kelp's Energy: 50% - 8% (Avalanche) + 10% (Chill) = 52%
  • Steven Thunderclaw's Health: 40% - 20% (Avalanche) = 20%
  • Steven Thunderclaw's Energy: 70% - 2% (Agility) - 7% (Dragon Rush) - 5% (Double Team) - 2% (Safeguard) - 3% (Light Screen) = 51%

Notes
  • Kelp continues to get very lucky with his paralysis rolls.
  • Whirlpool requires a water source, and since the description doesn't mention one, I'm assuming there isn't any in this clearing. No energy was taken off for the failed attempt.
  • Dragon Rush scored a critical hit.
  • Nanabshuckle8 commands first.
 
Hmm, looks like you're a bit beat eh, Steven? Well, we'll just have to give it our all then! Now then, your clones should come in handy here...I want you to use ExtremeSpeed in a combination with a Dragon Rush for maximum damage output, but here's the thing: before you dive into him do some fake attack movements and confuse him using your clones then attack him from behind. We'll just have to pray to the almighty gods of randomness to make him flinch. Since that should swing him around a little just Protect for the last action,we can't be too careful now can we?

ExtremeSpeed+Dragon Rush~Protect
 
Hrmm... This could be troublesome. First, use Counter to stop this piece of nastiness.If their is any reason Steven is still alive, then use a Blizzard to try and remove as many clones as possible. If for whatever reason this doesn't work, Refresh instead. Chill on the last action, assuming their is one.

Counter~Blizzard/Refresh~Chill
 
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Round Five

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 62%
Energy: 52%
Status: Grateful for the short break. Paralyzed (moderate); 18% fail chance. +1 Attack, +1 Defense, -1 Speed.
Commands: Counter ~ Blizzard/Refresh ~ Chill

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 20%
Energy: 51%
Status: Bolstered by his clones' presence. Has 5 double team clones. +2 Attack, +4 Speed.
Commands: Extremespeed + Dragon Rush ~ Protect

------------------------------​

Kelp is really not pleased with all these copies that Steven's been making. Three was pushing it, and now six?! He's had his paws quite full with one Dratini, thanks. The dragon Pokémon are weaving a wide ring around him, making fake jabs at him in turn that he can't help starting away from. They all appear to be totally solid and it is really unnerving. Kelp attempts to fix each one in his gaze, spinning around in a few frantic loops, hoping that if he peers hard enough at all of them he might somehow be able to discern the real thing. But there's nothing. No moment of sudden clarity, no miraculous revelation sent to him from the forest gods. And then the Dratini all flare up in blue flames at once and he stumbles backward with a loud gasp, jumping forward again almost immediately as he realizes that the movement's only brought him closer to the Steven behind him. Kelp looks desperately from one Dratini to another, completely at a loss as for what to do. He settles for tensing all his muscles, holding as still as he can and screwing his eyes shut as his aggressors abruptly dart forward, closing in on him in an instant. The impact comes from the Dratini at his back, with more force and speed and power and everything behind it than ever before, sending devastating shocks shooting through his body. All thought of defending himself is driven from Kelp's mind by the extreme pain, as he cowers from the raging flames that snap at every inch of him they can reach, crackling furiously. The momentum shoves him way back into a tree and he stays there curled up for a while, not daring to move.

Once he's sure that the Dratini and his flames must be gone by now, the Mudkip gingerly opens his eyes and raises his head to look, and indeed Steven is lying all alone some distance away, panting almost as heavily as Kelp is as he recovers from the exertion of the attack. Kelp nervously tests out one limb, then another. If he wants to stop that from happening again, this is probably his best chance. Taking a deep breath, the Mudkip pulls himself to his feet, the temperature of the inside of his mouth dropping rapidly. He blows out a few experimental puffs of air and is pleased to see them taking shape in front of him from the cold. Here goes... Opening his (now rather numb) mouth wide, Kelp lets loose a gust of bitterly cold winter wind filled with flurries and particles of ice. The storm, raging more furiously than the last time he'd tried, meets its mark and engulfs Steven in its unforgiving wrath, covering his scaly skin with sheets of snow. The Dratini valiantly struggles against the winds for a few seconds, but his cries soon cease, replaced by the sound of his teeth chattering wildly. Even that eventually fades away as the storm takes its toll on Steven; when the howling wind finally dies down, Kelp sees only a stark white heap of snow with his opponent buried under it, not moving at all.

------------------------------​

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 38%
Energy: 45%
Status: Relieved. Paralyzed (moderate); 16% fail chance. +1 Attack, +1 Defense, -1 Speed.
Used: [flinch] ~ Blizzard

Nanabshuckle8 (1/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 0%
Energy: 37%
Status: Knocked out!
Used: Extremespeed + Dragon Rush

Arena Status
  • A small pile of snow and icy rocks lies near the center of the clearing.

Damage and Energy
  • Kelp's Health: 62% - 24% (Extremespeed + Dragon Rush) = 38%
  • Kelp's Energy: 52% - 7% (Blizzard) = 45%
  • Steven Thunderclaw's Health: 20% - 25% (Blizzard) = 0%
  • Steven Thunderclaw's Energy: 51% - 14% (Extremespeed + Dragon Rush) = 37%

Notes
  • I interpreted the confusing Kelp with the clones thing as using Double Team for increased accuracy, so the clones disappeared afterwards.
  • Dragon Rush did, indeed, roll for a flinch.
  • But don't thank the random number gods just yet, because Steven would've survived that Blizzard if it hadn't gotten a critical hit.
  • Steven fainted at the end of the second action.
  • Used this to calculate damage for the combo; the energy cost resulted from the combined costs for the two attacks, accounting for stats, plus 2% for it being a combo.
  • Nanabshuckle8 sends out, then K'yoril posts commands, then Nanabshuckle8 posts commands.
 
You fought well, young guardian, your time has yet to come. But for now it has come to The Bitter End. Go forth my comrade, make your poisonous bunny ancestors proud!
 
Nice job. For the first action, use Endeavor, unless you can't hit him (includes subs and double team clones) in which case just Chill. Then on the second, use Mud bomb. On the last, use Scald. If he ever damages you, use Avalanche, unless you fall below 33% health, in which case use Hydro Pump, but not on the first action.

Endeavor/Chill/Avalanche~Mud Bomb/Avalanche/Hydro Pump~Scald/Avalanche/Hydro Pump
 
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Hmm, all right, this should be simple enough. First use Double team and create three copies around him, then use Toxic and try to take the mud bomb like a man, and lastly just Dig down and stay there, and close up behind you so he doesn't drown you or something.

Double Team~Toxic~Dig (down)
 
Round Six

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 38%
Energy: 45%
Status: Relieved. Paralyzed (moderate); 16% fail chance. +1 Attack, +1 Defense, -1 Speed.
Commands: Endeavor/Chill/Avalanche ~ Mud Bomb/Avalanche/Hydro Pump ~ Scald/Avalanche/Hydro Pump

Nanabshuckle8 (1/2 left)
Nidoranm
The Bitter End
Ability: Poison Point
Health: 100%
Energy: 100%
Status: Totally not scared. Nope.
Commands: Double Team (3 clones) ~ Toxic ~ Dig (down)

------------------------------​

The Bitter End glances rather nervously over at his first opponent. A bedraggled-looking Mudkip, lying panting on the grass. The little tidbits of strategy that he's carefully memorized before this battle run once again through his head, and he mutters them to himself under his breath, trying to relax a bit with the knowledge that this Mudkip's probably not got any significant advantage over him. He can totally do this, right? Of course he can. His trainer's prepared him as much as possible beforehand, and The Bitter End's going to do his very best! His opponent won't know what's hit him!

... Well, first he's going to hide—that is, cloak himself in a veil of mystery. Or something.

With a few agitated pawings at the ground, the Nidoran sets off across the field, glad for this chance to work off some of his pent-up nervous energy. He accelerates until his form melts into a blur, carving progressively smaller circles around his opponent as one Nidoran, and then what looks like several more at the speed he's going, leap up from the shadows to join him. When he slows down, he sees that really, he's only made three clones... it's a bit of a disappointment, but three's surely plenty, right? Kelp certainly seems to have been struck dumb by this display; the Mudkip hasn't moved one inch from his spot on the grass, instead choosing to settle down there and stare around at the four Nidoran with a look of pained resignation.

The real Nidoran waits and waits, but the Mudkip doesn't budge. Well, okay. The Bitter End's got no problems with this free opportunity. So he begins coughing and retching, his clones instantly following suit, though he knows from his studies that he's the only one actually bringing up a solution of toxins and bile from the back of his throat. It's incredibly gross even by his own standards as a Poison-type, and the repulsed look on Kelp's face, directed at each Nidoran in turn, tells him that the Mudkip shares this sentiment. With a final gagging noise, The Bitter End hacks up a noxious-smelling blob of inky, purple-black goop, his clones vanishing the moment the Toxic leaves his mouth. His opponent, at this point with his back to the real Nidoran, has got no hope of escaping in the right direction, and only manages to wheel around just in time for the mixture to splatter all over his top fin.

Kelp's loud yelp drowns out some of the toxins' hissing as the substance slowly oozes down his forehead and through his skin, and his attempts to brush the poison off only give it a chance to seep into his paws as well. Ugh, he... doesn't feel so good... The Mudkip wobbles unsteadily on the spot as a faint wave of nausea sweeps over him, making his best effort to push it to the back of his mind for the second time this battle. This is so not a good day. Groaning, Kelp scrapes at the grass until he's managed to scoop up a few pawfuls of the earth beneath it. He wets the dirt with a thin spurt of water from his mouth, and, applying all of his best coordination skills, quickly fashions it into a... vaguely round thing of mud. It's pretty crudely-made, but passable. Bigger than he expected it to be, actually. And at least that Nidoran's clones are all gone. Hoping for the best, the Mudkip hurls the almost-ball of dirt through the air, grinning a little to himself as it flies in the direction he wants. It explodes with an even louder bang than he'd anticipated over his opponent's ears, spraying bits of muck everywhere and knocking the Nidoran backward. The Bitter End jerks his head back and forth with a hiss, spitting clumps of mud from his mouth. His spikes are covered with the stuff, and he ends up rolling over and over in the grass in an attempt to get it all off. Kelp is content just to watch. He's rather impressed with himself.

The Bitter End is looking a little rattled as he sits up and starts scratching at the soil himself with his claws and teeth, and for a moment Kelp is nervous that he might be about to try making a mud ball of his own. The Nidoran's digging is much faster than Kelp's was, however, and he quickly disappears into the ground, clumps of earth flying out of the hole behind him. Soon the flurry of dirt slows down as well and only the muffled scraping sounds coming from somewhere underneath Kelp give any indication that his opponent is still there. The Mudkip waits nervously until everything seems quiet, and then lifts a paw to make his way over to the hole and investigate... only to have his limbs stiffen beneath him. No, no, come on! Kelp's paralysis hasn't been making too much trouble for him as of yet and indeed he's half-forgotten it, but now it returns in full force as a reminder, and he falls helplessly onto his side, front legs twitching. He struggles and struggles to get his muscles to respond properly, but they stubbornly refuse. Argh, this might take a while. He'll just have to wait it out, then.

------------------------------​

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 37%
Energy: 50%
Status: Resignedly waiting to regain control of his limbs. Paralyzed (moderate); 14% fail chance. Badly poisoned (1% this round, 2% next round). +1 Attack, +1 Defense, -1 Speed.
Used: Chill ~ Mud Bomb ~ [fully paralyzed]

Nanabshuckle8 (1/2 left)
Nidoranm
The Bitter End
Ability: Poison Point
Health: 84%
Energy: 92%
Status: Hiding—er, coming up with his next brilliant tactical maneuver—safely underground.
Used: Double Team (3 clones) ~ Toxic ~ Dig (down)

Arena Status
  • A small pile of snow and icy rocks lies near the center of the clearing.
  • A tunnel on Nanab's side of the clearing leads down in the direction of the center of the field. The Bitter End is at the far end of this tunnel.

Damage and Energy
  • Kelp's Health: 38% - 1% (poison) = 37%
  • Kelp's Energy: 45% + 10% (Chill) - 5% (Mud Bomb) = 50%
  • The Bitter End's Health: 100% - 16% (Mud Bomb) = 84%
  • The Bitter End's Energy: 100% - 3% (Double Team) - 3% (Toxic) - 2% (Dig, down) = 92%

Notes
  • I'm guessing that Nanab wanted Double Team for accuracy again? The clones disappeared after Toxic was used as a result, but Mud Bomb rolled to hit the real Bitter End and Toxic would have hit anyway, so it didn't end up making a difference. Hope that's what you meant, though.
  • Mud Bomb scored a critical hit.
  • A Pokémon using Dig can't close up the hole behind it on the same action.
  • Kelp was fully paralyzed on the third action.
  • By the way, Kelp wouldn't be able to tell when he fell below 33% health. Pokémon don't really have a handle of gauging their health in percentages like that, and 33% isn't a significant amount that they'd be able to guess at. If that situation had arisen, he'd probably just have chosen randomly.
  • Nanabshuckle8 commands first.
 
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Auh, sorry for the delay fellas >.<
Okay, so first fill up fill up the entrance to that hole, next use Hone Claws followed by Amnesia. If that mudkip comes down there hit him with with a Venoshock to teach him a lesson

Fill Hole/Venoshock~Hone Claws/Venoshock~Amnesia/Venoshock
 
Alright Kelp. First use Refresh, so that Paralysis and Toxic don't get in the way anymore. Then Dig down near TBE's hole, making sure they intercept, but give you enough room to charge him. Then, wait until he hits you with Venoshock, and use Endeavor.

Refresh~Dig~Endeavor
 
Round Seven

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 37%
Energy: 50%
Status: Resignedly waiting to regain control of his limbs. Paralyzed (moderate); 14% fail chance. Badly poisoned (1% this round, 2% next round). +1 Attack, +1 Defense, -1 Speed.
Commands: Refresh ~ Dig ~ Endeavor

Nanabshuckle8 (1/2 left)
Nidoranm
The Bitter End
Ability: Poison Point
Health: 84%
Energy: 92%
Status: Hiding—er, coming up with his next brilliant tactical maneuver—safely underground.
Commands: fill hole/Venoshock ~ Hone Claws/Venoshock ~ Amnesia/Venoshock

------------------------------​

Things are pretty calm down at the end of The Bitter End's tunnel. The Nidoran crouches with his ears perked upward, listening for any signs of life up above him, but there's no movement at all. His opponent's not coming down here to bother him just yet, then. Now, to keep it that way... he should probably do something about that gaping hole to the surface over there, right? The Bitter End wanders over to the tunnel's entrance and stares at it for a moment, perplexed. Filling up the hole sounds like a pretty good idea, but he's not quite sure how exactly he should be going about it. With a shrug, the Nidoran whips around and begins kicking up clods of dirt left behind from his earlier digging toward the hole with his hind legs. The eventual result is a thin wall of earth that serves as some sort of barrier between himself and the entrance and throws the tunnel into near-complete darkness. It's not the sturdiest thing ever, but it'll probably do. He feels a whole lot safer now, anyhow.

Meanwhile, on the other side of the ground, the white glow is fading away from Kelp's top fin as the Mudkip finishes his prayer to the forest gods and opens his eyes. He's already done something like this once before in this battle, and his nausea is fading away just as he's expected, but he's sort of unsure anyway as he warily tests out his four paws. A wave of relief washes over him when they all smoothly respond. Kelp can't even remember what it's like to have muscles that move properly, it's been so long! So unbearably long. (He's completely forgotten about the fact that it wasn't much of a problem for him until a minute ago.) It takes him a few seconds to remember that he hasn't got much time to celebrate before he begins burrowing into the ground with renewed vigour, angling in the direction of The Bitter End's hole. After sinking a few feet into the earth he pauses for a moment, listening for any clues to his opponent's location, but there's nothing. Kelp takes a deep breath and tries not to fly into a panic; he's close, he must be! Indeed, some more scrabbling about finally leads him to a spot where the dirt seems thinner than usual. It gives way when he knocks into it headfirst, sending him stumbling straight into The Bitter End's tunnel. A few sudden scramblings catch his attention to the right, and without a second thought he turns that way and goes barreling into a very surprised The Bitter End, who staggers away from him with a startled cry.

There's not much time for Kelp to get his bearings, though. From the scraping noises and the dim light filtering in from the entrance to his own burrow, the Mudkip is vaguely aware of his opponent getting back to his feet before he's blasted by a dark stream of foul-smelling chemicals that bring back memories of the previous poisonings he's endured. The stinging poisons sink rapidly into his skin with a sickening bubbling sound, but this time most of the nausea that overcomes him momentarily is simply due to the smell. In this enclosed space it doesn't fade away very quickly, either, so all he can do is concentrate on... on something, and try very, very hard not to breathe. Closing his eyes for a second, he feels a bit of new strength coursing through him like a rushing river, making his skin feel slightly wetter and cooler, and decides to focus on that.

But of course it's not over. The Nidoran, apparently really peeved that the Venoshock hasn't managed to scare Kelp off, backs up a couple of steps and unleashes another one. Kelp just manages to duck his head and start to cover his nose and mouth with his paws as the spurt of liquid hits him straight in the head fin, splattering his face with droplets of the noxious substance. The venom is absorbed, hissing, into his skin, leaving his top fin stinging and tingling. It's not a very powerful attack, but the Mudkip feels it more intensely in his weakened state and can't help letting out a pained whine. He'd like nothing more than to get out of this cramped tunnel and away from that horrible stench, but orders are orders, so he instead flings himself at The Bitter End, knocking him backward, and begins pounding away at him with his little limbs. Kelp's determined to try and make his opponent suffer as much pain as he has, and it's quite gratifying to hear his target's squeals as he continues pummeling every inch of the Nidoran that he can reach. So caught up is the Mudkip in his flailing frenzy that he fails to notice when his opponent stops crying out, apparently oblivious to the rest of the beating he's going through, and it's not until Kelp feels that he's paid The Bitter End back for every one of his struggles that he finally stops and collapses onto the dirt, panting heavily.

------------------------------​

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 21%
Energy: 17%
Status: Exhausted. Torrent activated. +1 Attack, +1 Defense, -1 Speed.
Used: Refresh ~ Dig ~ Endeavor

Nanabshuckle8 (1/2 left)
Nidoranm
The Bitter End
Ability: Poison Point
Health: 44% (capped)
Energy: 82%
Status: Totally freaked out.
Used: fill hole ~ Venoshock ~ Venoshock

Arena Status
  • A small pile of icy rocks lies near the center of the clearing.
  • A tunnel on Nanab's side of the clearing leads down in the direction of the center of the field. There is a thin wall of dirt very close to the entrance. Kelp and The Bitter End are inside the tunnel near this wall of dirt.
  • A second tunnel on K'yoril's side of the clearing slants down toward the center of the field, and intersects with the first tunnel near its entrance.

Damage and Energy
  • Kelp's Health: 37% - 8% (Venoshock) - 8% (Venoshock) = 21%
  • Kelp's Energy: 50% - 4% (Refresh) - 4% (Dig) - 25% (Endeavor) = 17%
  • The Bitter End's Health: 84% - 14% (Dig) - 49% (Endeavor) = 44% (capped)
  • The Bitter End's Energy: 92% - 2% (fill hole) - 4% (Venoshock) - 4% (Venoshock) = 82%

Notes
  • Exams are coming up, so I apologize if reffings are a little late.
  • Without being given any specific instructions or an attack to use, all The Bitter End could think of to do to seal up the hole was try to make a barrier of dirt near the tunnel's entrance.
  • I deducted some energy from Dig because there was no digging-upwards part.
  • The Bitter End went last on the first two actions because he had to wait and see if Kelp would show up in the tunnel.
  • Torrent was activated after Kelp was hit by the first Venoshock.
  • The Bitter End hit the damage cap on action three.
  • K'yoril commands first.
 
Ok Kelp. Good job. First, Dig up to the surface, away from TBE. For the next two actions, use Counter if he attacks you physically, Mirror Coat if he attacks you from afar, and Scald if he does anything else.

Dig(Up)~Counter/Mirror Coat/Scald~Counter/Mirror Coat/Scald
 
Hmm, well that could've gone better, so let's try to make up for it shall we?
He's not getting away from us! Bite on to his tail and hold on as he digs, once you reach the surface you should be in a good position to use strength, tossing him towards those thorny plants. And then...use toxic spikes as a bit of preparation.

Bite on to Kelps tail+Strength~Toxic spikes.
 
Round Eight

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 21%
Energy: 17%
Status: Exhausted. Torrent activated. +1 Attack, +1 Defense, -1 Speed.
Commands: Dig (up) ~ Counter/Mirror Coat/Scald ~ Counter/Mirror Coat/Scald

Nanabshuckle8 (1/2 left)
Nidoranm
The Bitter End
Ability: Poison Point
Health: 44%
Energy: 82%
Status: Totally freaked out.
Commands: Bite onto Kelp's tail + Strength ~ Poison Spikes

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In his alarm at his opponent suddenly going berserk on him, The Bitter End must have misheard his trainer's orders. Bite, and... hold on? He's never tried using his teeth for that kind of thing; they might get chipped, or get hurt, or get stuck and fall out, or... well, that's probably taking it a bit too far. The Nidoran does his best to dismiss these thoughts with a quick shake of his head. He might as well give it a shot. So he apprehensively turns his gaze on his opponent, and when Kelp turns and starts scraping at the wall of the tunnel, The Bitter End lunges and does his best to sink his front teeth into his tail. The Mudkip lets out a grunt of what seems to be more annoyance than anything and continues digging, dragging The Bitter End along a short way and showering him with dirt as he lengthens his tunnel. The movements knock the Nidoran against the rigid earth and, despite his struggles to hold on, his teeth easily come loose. Kelp's tunneling accelerates without the Nidoran hanging off of his tail, so that The Bitter End is quickly left all alone in his little shelter under the ground.

At least his teeth are okay. The Nidoran sits up and regards the tunnel exit, spitting some dirt out of his mouth. It doesn't look quite his size, but how else is he supposed to reach his opponent like he's supposed to? Ducking his head, The Bitter End crawls into the newly-made hole, and it's as cramped as he anticipated but he manages to squeeze his way through without too much trouble. It takes him some time, though. When at last he warily pokes his head up above the surface, his opponent's waiting for him. He frantically claws his way back onto the grass, and the Mudkip promptly unleashes a torrent of water from his mouth that gives off swirling clouds of steam as it shoots toward him. Acting on instinct, The Bitter End crouches very low and screws his eyes shut just before he's assaulted by the stream of scalding-hot water that makes him squeal as it scorches every inch of his exposed skin. He rolls over in the grass in some attempt to keep the boiling water off him, but that leaves his belly vulnerable instead and the Mudkip's resources seem nearly inexhaustible. At last the Mudkip stops to take a breath, a blue aura that The Bitter End hadn't noticed before shimmering around his body.

Panting with effort, Kelp slumps onto the ground, unwilling to even expend the energy it takes to remain upright. It's a struggle to keep his eyes open and he's more than ready for the longest nap of his life, but Kelp forces himself to focus as his opponent tenses across from him, the spines on his back beginning to glow. A moment later he's firing off a purple orb of energy from them that hovers inches above the Mudkip's head and then bursts, scattering spikes in every direction except straight down. The layer of spikes forms a tight ring around him, beads of a dark, nasty-looking substance glistening at their tips. It'd certainly be difficult for him to move anywhere without impaling himself, but thankfully movement's not necessary for him to heat the water gushing up in his throat again to the highest temperatures he can stand and then send it bursting forth into the Nidoran's face. Through his exhaustion, Kelp feels a tiny glimmer of satisfaction watching The Bitter End get thrown backward, letting out more agonized cries as he's struck by the rush of blistering water. It's as much of a relief to Kelp as it must be to his opponent, however, when the stream of water trickles off and he has a short moment to concentrate on his fight to simply remain conscious.

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K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 21%
Energy: 7%
Status: Just about ready to collapse. Torrent activated. +1 Attack, +1 Defense, -1 Speed.
Used: Dig (up) ~ Scald ~ Scald

Nanabshuckle8 (1/2 left)
Nidoranm
The Bitter End
Ability: Poison Point
Health: 14%
Energy: 77%
Status: Not sure how much more he can take.
Used: Bite onto Kelp's tail (failed) ~ get out of tunnel ~ Toxic Spikes

Arena Status
  • A small pile of icy rocks lies near the center of the clearing.
  • A tunnel on Nanab's side of the clearing leads down in the direction of the center of the field. There is a thin wall of dirt very close to the entrance.
  • A second tunnel on K'yoril's side of the clearing slants down toward the center of the field, and intersects with the first tunnel near its entrance. It goes on in a direction perpendicular to the first tunnel, leading back up to the surface on the right side of the field.
  • Kelp is closely surrounded by a ring of Toxic Spikes.

Damage and Energy
  • Kelp's Health: 21%
  • Kelp's Energy: 17% - 2% (Dig, up) - 4% (Scald) - 4% (Scald) = 7%
  • The Bitter End's Health: 44% - 15% (Scald) - 15% (Scald) = 14%
  • The Bitter End's Energy: 82% - 1% (Bite, failed) - 2% (get out of tunnel) - 2% (Toxic Spikes) = 77%

Notes
  • Nidoran♂ can't learn Bite. I realize you didn't actually order the attack Bite, but the only move it learns that uses its teeth (as far as I can see) is Super Fang, which I assume would just be sort of stabbing its opponent with those front teeth; it wouldn't be very good at actually holding on to a moving opponent. He gave it a try, but quickly lost his grip.
  • The Bitter End ran out of the tunnel in his attempt to reach his opponent and attack, but he didn't have time to use Strength that action.
  • Nanabshuckle8 posts commands first next round.
 
Hmm, this looks bad, but his energy will be drained soon, so that's good.

Right, now listen carefully. I want you to always wait for what he does, you don't move unless he does something first, okay? If he at any time chills or does some ritual (boosts stats) or you know, pretty much just stands there I want you to use Hone Claws. If he's about to attack you I want you to use Sucker Punch, and then Disable to stop him before he can finish it. If he does anything else than that throw out some more Toxic Spikes, okay?

You got that? It's very simple: Wait for him to move, if he attacks; you strike first, if he basically just stands still you use Hone Claws, for anything else Toxic Spikes. You can do this!

Hone Claws/Sucker Punch+Disable/Toxic Spikes~Hone Claws/Sucker Punch+Disable/Toxic Spikes~Hone Claws/Sucker Punch+Disable/Toxic Spikes
 
You're doing great Kelp. Lets finish this off as quickly as we can.

First off, use Yawn to put him to sleep, then Chill while he uses Hone Claws. Once he's asleep, use Scald for some damage.

Yawn~Chill~Scald
 
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