1 vs. 1 vs. 1
1 week DQ
50% Damage Cap
Banned Moves: Weather Moves, OHKOs, Direct Healing Moves, and moves that require materials not present in the arena (Rock Slide, Sand Attack, etc.), 3 Chills/Pokemon
Arena: Tri-Spin Dome
The Tri-Spin Dome is located in some Pokemon World version of Las Vegas. People bet on the battles that take place in the dome, but there’s so much luck involved that the “favourite” never usually wins. The dome itself is relatively simple. A giant red ceiling sits above a multi-coloured floor. On the floor are three slightly raised circular pedestals, one green, one blue, and one red, all arranged in a triangular shape. Each Pokemon starts each round on one of the pedestals, and at the end of the Round each Pokemon is required to return to their pedestal, while during the round they can move around freely. Seems simple enough, right?
That’s where the fun begins. Above each pedestal is a giant tube, the same circumference of the raised circle below. At the beginning of each Round (excluding the First Round) the pedestals move in a circular form, clockwise, around the perimeter of the arena, coming to rest under the next tube. There is enough room between the walls and the pedestals that if you have a Steelix, you can balance it on the pedestal and it will still be able to move to the next tube. After the pedestals have gone their distance, a small amount of powder, specially engineered, will fall from each tube giving the Pokemon standing under it a special boost, ailment, etcetera. The tubes are listed below, in clockwise order.
The Status Tube - The Status tube will inflict you with one random status ailment at the beginning of the Round. This can be used to your advantage, as Façade and Guts work well with this tube. The possible ailments are: Burn; Paralysis (severe); Poison; Sleep; Freeze (severe); Severe poison; and Confusion (severe).
The Stat Tube – The much safer version of The Status Tube, the Stat Tube will randomly raise one of your stats. The effects seem safe enough, but who knows how they can mess up your strategy. The possible boosts are: +2 Attack; +2 Defense; +1 Attack and +1 Defense; +2 Sp. Atk; +2 Sp. Def; +1 Sp. Atk and +1 Sp. Def; +2 Speed; and +1 Evasiveness.
The Other Tube – A favourite of most who watch the Tri-Spin matches, the Other Tube can do almost anything to you. Change your ability, remove all attacks of one type, anything! However, those who developed the powder from the other tube have listed all of these effects for your convenience.
Change ability to any other ability; Remove all moves from moveset of a given type (It has to be a type that the Pokemon actually has a move for); Give them a 3-action Encore from their last action of last Round; Have them be Locked-On by all opponents; Taunt them; Torment them; Swap energy and health.
At the End of the Round, when a Pokemon returns to their pedestal, the effects of the powder will wear off, making them normal again. Referees should also inform the participants in their End of Round notes of what powder did what. At the start of the battle, the participants get to choose which tube they wish to start under in the post where they choose which Pokemon to send out. As the pedestals do not change position on the first round, that tube will give them their effect for the First Round.
Additional Rules: No Pokemon that can’t survive out of water (Goldeen, Lumineon, etc.)
Pre-round Notes
This place looks expensive. The trainers flew in on Staraptor rather than the more traditional big expensive car, but they're welcomed into the dome with open arms. The reason is simple: the League is paying a hefty sum for its use. Besides, they're televising this match around the region; people all over are placing bets on the victor, though opinions are split as to who the likeliest is. No matter, though! The trainers take their places and simeltaneously send out their Pokémon, a Scyther, Riolu and Emolga respectively. As the battlers shift uneasily in the light, the tubes above their heads open up and glittering powder falls from each one. Kositi, oddly enough, begins to freeze over, a thick layer of ice froming over most of his body; the other two's effects aren't so obvious. Dawg feels strange, getting an odd "rebel against everyone" urge; and Tavros barely notices his own, but he's ready to dodge attacks with much more ease.
Team Ampharos
Kositi (Male)
Ability: Technician
Health: 100%
Energy: 100%
Status: The things! The people! The lights!
Commands: Swords Dance / Sleep Talk ~ Facade @ Dawg / Sleep Talk ~ Facade @ Tavros / Sleep Talk
Chills: 0/3
Item: Metal Coat
Team ole_schooler
Dawg (Male)
Ability: Inner Focus
Health: 100%
Energy: 100%
Status: I'm somewhat unnerved by these tubes.
Commands: Focus Punch @ Tavros / Work Up ~ Counter @ Kositi / Focus Punch @ Kositi / Work Up ~ Payback @ Tavros / Work Up
Chills: 0/3
Team ole_schooler
Tavros (Male)
Ability: Motor Drive
Health: 100%
Energy: 100%
Status: TOO BRIGHT! TOO BRIGHT!
Commands: Charge ~ Charge ~ Discharge
Chills: 0/3
Round 1 Begin!
Tavros is the first to move, though not much is visible by way of
actual movement. All he's doing is allowing the energy in his body to build up beyond what it normally ever would, prepearing for a move sometime in the future. He begins sparking lightly and, though in this neon-lit place you can't tell, glowing faintly, but other than that he remains completely inert. Kositi is the next one to mive, though hindered as he is by the heavy ice he can't move too well. He begins as best he can an ancient ritual-dance, trying to get the movements right despite being barely able to lift his arms. It works to some degree; he certainly feels more ready to fight, at the very least. Just as he finishes this, Dawg reveals what he's been doing all this time: he charges suddenly at Tavros and smashes his fist into him at an incredible velocity, throwing him straight back into the wall with a loud
THWOMP. Dawg rubs his fist as Tavros slides slowly down the wall.
He reaches the ground dejectedly, but then pulls himself up and attempts the same thing as he already had. While he very briefly feels a surge of energy, it comes to naught as his energy remains level and unchanging. He glares at his trainer: Charge doesn't work twice in a row! Surely he knows that? He's basically given the other two a free attack! Like the Scyther, who is currently flying towards the Riolu; he smashes his frost-encrusted scythe's blade down on the little puppy, who whimpers. A strange red glow suddenly begins to spread slowly out from the spot, and soon coats his entire body; he suddenly leaps up and smashes into Kositi, who was just watching in frozen astonishment; the impact causes several shards of ice to fall away, and knocks the wind from the Scyther himself.
A command I can actually follow this time, mutters Tavros. He charges up a little more electricity and then discharges it in every direction, revealing that apparently no-one has yet thought to insulate the lights around the arena, which explode, plunging it into semidarkness. The only remaining light comes from the bulbs buried deep inside the arena and away from Discharge range. The more important effect of the move, though, is that it arcs to both Kositi and Dawg, causing them to screech and twitch frantically before falling to the ground with a thud. Kositi is the first to recover from it, despite being noticably worse for wear; he flies, with significant difficulty, towards Tavros and then clubs him on the head with his heavy, frozen scythe. Then Dawg manages to get up and stagger towards Tavros; he cloaks his fist in fighting energy and slaps Tavros in the face before turning around and returning to his own pedestal. Kositi returns to
his respective pedestal, and Tavros lands. Suddenly, the ice coating Kositi flakes away, Dawg's feeling of defiance fades away and Tavros's manouverability dies back to normal.
Round 1 End!
Team Ampharos
Kositi (Male)
Ability: Technician
Health: 50%
Energy: 72%
Status: I don't like this place.
Commands: Swords Dance ~ Facade @ Dawg ~ Facade @ Tavros
Chills: 0/3
Item: Metal Coat
Team ole_schooler
Dawg (Male)
Ability: Inner Focus
Health: 69%
Energy: 75%
Status: Grumble grumble stupid Tavros
Commands: Commands: Focus Punch @ Tavros ~ Counter @ Kositi ~ Payback @ Tavros
Chills: 0/3
Team Mawile
Tavros (Male)
Ability: Motor Drive
Health: 68%
Energy: 88%
Status: Well... it's not bright anymore!
Commands: Charge ~ Charge ~ Discharge
Chills: 0/3
Damage / Energy Calculations
Swords Dance - 8% energy
Charge - 2% energy
Focus Punch - 12% damage, 7% energy (accuracy roll 43, needed 90 or above to miss)
Facade - 10% damage, 10% energy (accuracy roll 98, needed 100 to miss)
Charge - failed
Counter - 20% damage, 10% energy (accuracy roll 34, needed 100 to miss)
Facade - 10% damage, 10% energy (accuracy roll 86, needed 90 or above to miss)
Discharge - 31% damage (Kositi), 21% damage (Dawg), 10% energy
Payback - 10% damage, 8% energy (accuracy roll 38, needed 90 or above to miss)
Notes
- The severe freezing limited Swords Dance severely. So it only raised his attack by one stage. Facade was similarly limited. They also both took more energy, naturally.
- Repeated uses of Charge don't stack, they fail.
- Thank Arceus all three are male I did not want to write for a love triangle.
- I am sorry for the delay guys, I don't know why it took so long.
- So's I remember, the current speed order is Scyther (105), Emolga (103), Riolu (60).
Arena Notes
- All of the surface lights have exploded from the Discharge. The only lights are those buried inside the walls and floor.
- The status tube inflicted severe freezing, somehow.
- The stat tube gave a +1 to evasiveness.
- The other tube swapped Dawg's ability for Defiant.
- Currently, Dawg is under the status tube, Kositi under the stat tube and Tavros under the other tube.
Next Round
- ole_schooler attacks
- Ampharos attacks
- Mawile attacks
- I ref