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[15] Totodile vs Meursault (ref: pathos)

M&F

tikitok
Pronoun
any
1 vs 1
DQ: 5 days
Damage Cap: 35%
Banned/Restricted Moves: OHKOs, Pain Split, moves that KO the user; direct recovery is restricted to 1 use in the match, and Chills are restricted to 5 uses
Arena: Santalune City

Like an emerald in the rough, this town in the center-south of Kalos glows verdant with lush grass and forest green roofs mottled with rustic pavement and ancient stone walls. The battle begins in the circular fountain plaza at the very center of the city, from which most else can be seen, including the majestic Trainer's School right across, the great Bug-Type Gym in the distance, and the tables of several small cafés and restaurants in the fountain area, although most seem dwarfed by comparison to the notable establishment atop a hill nearby.

For this round of the tournament, each trainer's Pokémon will be wearing a specified hat from the Santalune Boutique. Each hat grants its wearer the ability to use certain moves (usually three), and often adds an Ability to the wearer's current Abilities as well. After five rounds, the currently worn hats will be replaced by another set of two hats, again chosen at random. The hats' descriptions and effects are as follows:
  • Bamboo Sprig Hat: A round cap that closely resembles Pangoro, bringing about an aloof sense of menace for the hat seeker that's not to be messed with. Grants the moves Sky Uppercut, Crunch, and Parting Shot, along with the Scrappy ability.
  • Boater: A nifty straw hat that keeps the head cool in sunshine and protected in the storm, perfect for weathering a long voyage. Grants the moves Rain Dance, Hurricane, and Tailwind, along with the Swift Swim ability.
  • Camo Cap: A beanie that blends right into the wilderness with its military-grade motif, complete with grenades and reinforcements, enabling its wearer to move in and out of cover -- or maybe their opponent just doesn't want to be seen with someone who actually wears camo. Grants the moves Egg Bomb, Night Slash, and Attack Order, along with the Sniper ability.
  • Exotic Cap: A repurposed casquette with bold patterns, for those who aim to make an unusual fashion statement and also don't mind looking like they have a toadstool for a head. Grants the moves Hex, Venom Drench, and Infestation, along with the ability Effect Spore.
  • Fedora: A distinctive kind of hat that has been through many associations in pop culture, and we're pretending for our own sake that the most recent one is Indiana Jones. Grants the moves Rock Slide, Bulldoze, and Power Whip, along with the ability Sand Rush.
  • Felt Hat: A porkpie hat famously worn by a trainer that Professor Sycamore placed all of his faith in. Grants the moves Spiky Shield, Mystical Fire, and Water Shuriken.
  • Knit Cap: A woolly, tight-fitting beanie with which one can not only keep warm, but thrive in the cold. Grants the moves Blaze Kick, Frost Breath, and Hail, along with the ability Ice Body.
  • Logo Cap: A snapback with a readily recognizable sigil that's associated with the Kalos Pokémon League. Grants the moves Gyro Ball, Dragon Tail, Flame Charge, and Clamp.
  • Sports Cap: A polyester cap for athletic types who want to sprint and make sparks fly when the sun is out. Grants the moves Quick Attack, Acrobatics, and Electro Ball, along with the ability Unburden.

Totodile's active squad
Assigned hat: Knit Cap

totodile Sobek the male Totodile <Torrent> @ Lucky Egg
luxio Sekhmet the female Luxio <Intimidate> @ Lucky Egg
zubat Camazotz the female Zubat <Inner Focus> @ Black Sludge
ralts Ganymede the male Ralts <Trace> @ Dawn Stone
riolu Anput the female Riolu <Inner Focus> @ Soothe Bell
absol Baí Zé the male Absol <Super Luck>
frogadier Korra the female Frogadier <Protean> @ Lucky Egg
honedge Perry the male Honedge <No Guard> @ Lucky Egg
pancham Poe the female Pancham <Iron Fist> @ Muscle Band
klefki Aeris the female Klefki <Prankster>


Meursault's active squad
Assigned hat: Bamboo Sprig Hat

meowth Bastet the female Meowth <Technician> @ Expert Belt
starmie Michiru the genderless Starmie <Natural Cure> @ Shell Bell
primeape The Mountain Called Monkey the male Primeape <Anger Point> @ Moon Stone
baltoy Ruin the genderless Baltoy <Levitate> @ Sachet
gastly Delve the female Gastly <Levitate> @ Lum Berry
slurpuff Schwyz the female Slurpuff <Unburden>
ferroseed Myryam the female Ferroseed <Iron Barbs> @ Big Root
chimchar Ringi Cordeiro the female Chimchar <Blaze> @ Lucky Egg
ditto the new meta the genderless Ditto <Limber> @ Quick Powder
gyarados Ishidou Natsuo the female Gyarados <Intimidate> @ Cell Battery

Up next:
1.Meursault sends out
2.Totodile sends out and issues commands
3.Meursault issues commands
 
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hhhh i am second guessing myself so hard but i gotta just go with the plan. Schwyz, you're up!
 
I'm not really sure what I'm doing, but let's use Ganymede this time around!

Okay, pal, be careful around her. Hit her with Synchronoise, but she might try to use a status move, so if she does, Magic Coat it back. If she Protects, use Calm Mind.

Synchronoise/Magic Coat/Calm Mind x3
 
oh thank gods it isn't one of those steels or zubat

I want you to open up with a Light Screen to buy us some time against those Synchronoises, then Calm Mind, then Fake some Tears. Stat lowering isn't a status! :^)

Light Screen ~ Calm Mind ~ Fake Tears
 
Santalune City

Like an emerald in the rough, this town in the center-south of Kalos glows verdant with lush grass and forest green roofs mottled with rustic pavement and ancient stone walls. The battle begins in the circular fountain plaza at the very center of the city, from which most else can be seen, including the majestic Trainer's School right across, the great Bug-Type Gym in the distance, and the tables of several small cafés and restaurants in the fountain area, although most seem dwarfed by comparison to the notable establishment atop a hill nearby.

For this round of the tournament, each trainer's Pokémon will be wearing a specified hat from the Santalune Boutique. Each hat grants its wearer the ability to use certain moves (usually three), and often adds an Ability to the wearer's current Abilities as well. After five rounds, the currently worn hats will be replaced by another set of two hats, again chosen at random. The hats' descriptions and effects are as follows:

  • Bamboo Sprig Hat: A round cap that closely resembles Pangoro, bringing about an aloof sense of menace for the hat seeker that's not to be messed with. Grants the moves Sky Uppercut, Crunch, and Parting Shot, along with the Scrappy ability.
  • Boater: A nifty straw hat that keeps the head cool in sunshine and protected in the storm, perfect for weathering a long voyage. Grants the moves Rain Dance, Hurricane, and Tailwind, along with the Swift Swim ability.
  • Camo Cap: A beanie that blends right into the wilderness with its military-grade motif, complete with grenades and reinforcements, enabling its wearer to move in and out of cover -- or maybe their opponent just doesn't want to be seen with someone who actually wears camo. Grants the moves Egg Bomb, Night Slash, and Attack Order, along with the Sniper ability.
  • Exotic Cap: A repurposed casquette with bold patterns, for those who aim to make an unusual fashion statement and also don't mind looking like they have a toadstool for a head. Grants the moves Hex, Venom Drench, and Infestation, along with the ability Effect Spore.
  • Fedora: A distinctive kind of hat that has been through many associations in pop culture, and we're pretending for our own sake that the most recent one is Indiana Jones. Grants the moves Rock Slide, Bulldoze, and Power Whip, along with the ability Sand Rush.
  • Felt Hat: A porkpie hat famously worn by a trainer that Professor Sycamore placed all of his faith in. Grants the moves Spiky Shield, Mystical Fire, and Water Shuriken.
  • Knit Cap: A woolly, tight-fitting beanie with which one can not only keep warm, but thrive in the cold. Grants the moves Blaze Kick, Frost Breath, and Hail, along with the ability Ice Body.
  • Logo Cap: A snapback with a readily recognizable sigil that's associated with the Kalos Pokémon League. Grants the moves Gyro Ball, Dragon Tail, Flame Charge, and Clamp.
  • Sports Cap: A polyester cap for athletic types who want to sprint and make sparks fly when the sun is out. Grants the moves Quick Attack, Acrobatics, and Electro Ball, along with the ability Unburden.

Totodile (O)
ralts
Ganymede (m) <Trace / Icy Body> @Dawn Stone @Knit Cap
Health: 100%
Energy: 100%
Chills: 0/5 | Recovery: 0/1
- ‘:D ~’ Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 100%
Energy: 100%
Chills: 0/5 | Recovery: 0/1
- *bounces with excitement* Knows Sky Uppercut, Crunch, and Parting Shot.

Upon release, Ganymede and Schwyz both take slight bows at each other, neither one taking their eyes off the other. They can each see the familiarities in the their foe, and it fuels a fire inside them, a desire to prove themselves the better - but they must remain mensches, of course. Courtesy above all. And so to start things off right, Ganymede makes a polite comment about Schwyz’s choice of hat, and Schwyz does likewise; neither one actually cares for the other’s hat, but small talk never had to be honest, did it?

Now that that was over, Schwyz wastes no time, quite literally. The little muffin swipes her paws through the air - wax on, wax off - and a reflective banner shimmers before her, just in time to take Ganymede’s screaming. For scream he does, a horrible, mental scream, as if his actual thoughts were alight with noise, and Schwyz has to wonder how her light screen manages to protect her thoughts … though she’s certainly greatful it does. She can’t imagine taking that noise without it.

Her paws rest gently on her temples, still aching from the psychic assault, and she rubs them slowly. Her mind grows calm, washing away the pain, the worry, her paws slow massage taking her to a gentler place. She feels herself growing stronger, hopefully ready to take the next assault head on - and so she does. Ganymede’s screaming resumes, and Schwyz’s paws press now into her skull, the pain driving away her calm and any other thoughts she might have. She can only wait for it to stop, and it does, as quickly as it started. There’s no external sign the attack ever happened at all, except for the expression on Schwyz’s face… that of sheer pain.

Oh, her face is utterly pathetic. Her paws move now to her mouth, hiding how much it’s shaking, her eyes watering, her nose twitching and even slobbering a bit, and it’s entirely too much for poor Ganymede to take. It’s a battle, sure, but no one could want to hurt something so miserable looking… Schywz hadn’t even hurt him all round, just taken hit after hit, and at this point Ganymede really felt the bully. Of course, he resumed his screaming, but it was noticeably weaker; Schwyz still grimaced in pain, but she had the relief of knowing her round of tactics had paid off…​

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 100%
Energy: 82%
Chills: 0/5 | Recovery: 0/1
- ‘Ah … I’m sorry… ._.’ -2 sp def. Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 75%
Energy: 93%
Chills: 0/5 | Recovery: 0/1
- ‘Weh stop hitting me ;n;’ Protected by a light screen (2 more actions); +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot.

Final Notes:
  • I’m listing the hats as held items, but they don’t/won’t affect unburden.
  • Walker next.

slurpuff: light screen (1pp), calm mind (2pp), fake tears (2pp)
ralts: synchronoise (9hp 6pp), synchronoise (9hp 6pp), synchronoise (9hp 6pp)
 
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BEGIN THE SMOOCHES
spam Draining Kiss for health. Magic Coat anything it can reflect, and switch to Play Rough if there's a light screen up.

Draining Kiss/Magic Coat/Play Rough x3

also I want it to be known that I'm adopting a MAD policy on Attract and confusion - I won't use it first, but expect to be Attracted back immediately
 
Fair enough. I'll play by such rules.

But behold! A wild idea appears! Use Draining Kiss in return. Then, shut her down with an Imprison - according to the page on the database, it can't be reflected by Magic Coat. Finally, use Zen Headbutt.

Draining Kiss ~ Imprison ~ Zen Headbutt
 
Santalune City

Like an emerald in the rough, this town in the center-south of Kalos glows verdant with lush grass and forest green roofs mottled with rustic pavement and ancient stone walls. The battle begins in the circular fountain plaza at the very center of the city, from which most else can be seen, including the majestic Trainer's School right across, the great Bug-Type Gym in the distance, and the tables of several small cafés and restaurants in the fountain area, although most seem dwarfed by comparison to the notable establishment atop a hill nearby.

For this round of the tournament, each trainer's Pokémon will be wearing a specified hat from the Santalune Boutique. Each hat grants its wearer the ability to use certain moves (usually three), and often adds an Ability to the wearer's current Abilities as well. After five rounds, the currently worn hats will be replaced by another set of two hats, again chosen at random. The hats' descriptions and effects are as follows:

  • Bamboo Sprig Hat: A round cap that closely resembles Pangoro, bringing about an aloof sense of menace for the hat seeker that's not to be messed with. Grants the moves Sky Uppercut, Crunch, and Parting Shot, along with the Scrappy ability.
  • Boater: A nifty straw hat that keeps the head cool in sunshine and protected in the storm, perfect for weathering a long voyage. Grants the moves Rain Dance, Hurricane, and Tailwind, along with the Swift Swim ability.
  • Camo Cap: A beanie that blends right into the wilderness with its military-grade motif, complete with grenades and reinforcements, enabling its wearer to move in and out of cover -- or maybe their opponent just doesn't want to be seen with someone who actually wears camo. Grants the moves Egg Bomb, Night Slash, and Attack Order, along with the Sniper ability.
  • Exotic Cap: A repurposed casquette with bold patterns, for those who aim to make an unusual fashion statement and also don't mind looking like they have a toadstool for a head. Grants the moves Hex, Venom Drench, and Infestation, along with the ability Effect Spore.
  • Fedora: A distinctive kind of hat that has been through many associations in pop culture, and we're pretending for our own sake that the most recent one is Indiana Jones. Grants the moves Rock Slide, Bulldoze, and Power Whip, along with the ability Sand Rush.
  • Felt Hat: A porkpie hat famously worn by a trainer that Professor Sycamore placed all of his faith in. Grants the moves Spiky Shield, Mystical Fire, and Water Shuriken.
  • Knit Cap: A woolly, tight-fitting beanie with which one can not only keep warm, but thrive in the cold. Grants the moves Blaze Kick, Frost Breath, and Hail, along with the ability Ice Body.
  • Logo Cap: A snapback with a readily recognizable sigil that's associated with the Kalos Pokémon League. Grants the moves Gyro Ball, Dragon Tail, Flame Charge, and Clamp.
  • Sports Cap: A polyester cap for athletic types who want to sprint and make sparks fly when the sun is out. Grants the moves Quick Attack, Acrobatics, and Electro Ball, along with the ability Unburden.

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 100%
Energy: 82%
Chills: 0/5 | Recovery: 0/1
- ‘Ah … I’m sorry… ._.’ -2 sp atk. Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 73%
Energy: 93%
Chills: 0/5 | Recovery: 0/1
- ‘Weh stop hitting me ;n;’ Protected by a light screen (2 more actions); +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot.

Schwyz didn’t feel particularly fond of Ganymede at the moment, honestly, but she supposed love wasn’t always necessary for a good kiss. She waddled over towards the ralts, puckered up her lips, and much to Ganymede’s dismay, planted a big, heavy wet one right on his mouth. Ganymede was too shocked to react, and he felt himself being drained, a wisp of energy he’d rather not think about flowing through his mouth to Schwyz’s as she backed away, looking satisfied. Even worse, he had to do it back now! He didn’t want her thinking he liked that! He closed his eyes and bounced up, smacking his lips lightly against hers, and before she could blink a bit of life was forced out and back to him. It was so little that she didn’t mind, really, blushing a little; what a cutie…

At this point Ganymede was entirely expecting the reciprocation when Schwyz ducked in and smacked another kiss on his heavily blushing face. He tried to push her off but it was no use, she was like a plunger on him, sucking all the joy out of his life through his tiny mouth before he could tell her to stop. She drew back, looking a bit drunk, swaying a bit … and finally he had his chance. No more kissing. A heavy psychic wave rose from Ganymede, making him seem suddenly larger, more threatening, and he yelled at poor Schwyz - how dare she kiss him like that! Doesn’t she see he’s a minor, and she didn’t even ask him, no, she just attacked him - nevermind that he kissed her too, shut up, he doesn’t care about that! NO MORE KISSING! Schwyz looks completely ashamed, and nods quickly at his words, eager to get the yelling over with. Yes, yes… she’ll never kiss again…

She stares blanky at her little paws for a moment, wondering what she should do now. She feels so heavily ashamed of herself that she can’t think quite clearly, but she remembers, maybe, another command… oh, yes. If Ganymede doesn’t like kissing, let’s see how he likes the other option. A slow grin spreads across Schwyz’s little face.

She bends down and slams into Ganymede, her little fist punching him, her tiny feet kicking, doing everything in her power to show how rough she can be. Ganymede yelps and runs away screaming - oh, he’d give anything for those kisses now. He runs a full circle, tucking his head in, and smashes it right into her as she tries to hit him again. Both pokemon fall backwards, a bit stunned from the blow, and get slowly back to their feet.​

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 74%
Energy: 72%
Chills: 0/5 | Recovery: 0/1
- ‘GET AWAY FROM ME AHH’ -2 sp def. Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 70%
Energy: 81%
Chills: 0/5 | Recovery: 0/1
- ‘I can do plenty beside kissing…’ +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot. Draining Kiss imprisoned (2 more rounds).

Final Notes:
  • Schwyz resorted to Play Rough on the last action since it was the only attack that made sense to use.
  • Rounds till hat change: 3
  • Totodile next.


slurpuff: draining kiss (9hp 3pp heals), draining kiss (heals 13), play rough (11hp 4pp)
ralts: draining kiss (4 hp 3pp heals 3 hp), imprison (4pp), zen headbutt (12hp 3pp)
 
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draining kiss recovers 75% of damage and i'm p. sure min shoulda done 10%... (5 +3)*1.25 = 10
 
It occurs to me that I could've just disabled Draining Kiss. whoops

Use Psych Up first to get rid of that Special Attack drop. Then use Psychic, get into her head a little. Magic Coat anything that can be Magic Coated. If he Protects, use Hail or Reflect.

Psych Up/Magic Coat/Hail ~ Psychic/Magic Coat/Reflect ~ Psychic/Magic Coat/Reflect
 
Er, not according to the summary numbers you didnt. You stated my first draining kiss healed blank,y sevond healed 13, and Ganymede's healed 2 (4/2=0.5)
 
Er, not according to the summary numbers you didnt. You stated my first draining kiss healed blank,y sevond healed 13, and Ganymede's healed 2 (4/2=0.5)

Yes, Ganymede's was because I forgot the dawn stone and then edited it in and made a mistake there, but ... 9 x 2 x .75 = 13. :v Just cause I only wrote it into the calcs for the second action, that doesn't actually affect anything... But I'll fix Ganymede's healing.
 
okay, now that the numbers lawyering has ceased:

That imprison stings Schwyz, but no matter! I'm sure we can wait it out. Protect first, to bait away the Psych Up. Then Sunny Day the hail right away, and finish with a Dazzling Gleam.

Protect ~ Sunny Day ~ Dazzling Gleam
 
Santalune City

Like an emerald in the rough, this town in the center-south of Kalos glows verdant with lush grass and forest green roofs mottled with rustic pavement and ancient stone walls. The battle begins in the circular fountain plaza at the very center of the city, from which most else can be seen, including the majestic Trainer's School right across, the great Bug-Type Gym in the distance, and the tables of several small cafés and restaurants in the fountain area, although most seem dwarfed by comparison to the notable establishment atop a hill nearby.

For this round of the tournament, each trainer's Pokémon will be wearing a specified hat from the Santalune Boutique. Each hat grants its wearer the ability to use certain moves (usually three), and often adds an Ability to the wearer's current Abilities as well. After five rounds, the currently worn hats will be replaced by another set of two hats, again chosen at random. The hats' descriptions and effects are as follows:

  • Bamboo Sprig Hat: A round cap that closely resembles Pangoro, bringing about an aloof sense of menace for the hat seeker that's not to be messed with. Grants the moves Sky Uppercut, Crunch, and Parting Shot, along with the Scrappy ability.
  • Boater: A nifty straw hat that keeps the head cool in sunshine and protected in the storm, perfect for weathering a long voyage. Grants the moves Rain Dance, Hurricane, and Tailwind, along with the Swift Swim ability.
  • Camo Cap: A beanie that blends right into the wilderness with its military-grade motif, complete with grenades and reinforcements, enabling its wearer to move in and out of cover -- or maybe their opponent just doesn't want to be seen with someone who actually wears camo. Grants the moves Egg Bomb, Night Slash, and Attack Order, along with the Sniper ability.
  • Exotic Cap: A repurposed casquette with bold patterns, for those who aim to make an unusual fashion statement and also don't mind looking like they have a toadstool for a head. Grants the moves Hex, Venom Drench, and Infestation, along with the ability Effect Spore.
  • Fedora: A distinctive kind of hat that has been through many associations in pop culture, and we're pretending for our own sake that the most recent one is Indiana Jones. Grants the moves Rock Slide, Bulldoze, and Power Whip, along with the ability Sand Rush.
  • Felt Hat: A porkpie hat famously worn by a trainer that Professor Sycamore placed all of his faith in. Grants the moves Spiky Shield, Mystical Fire, and Water Shuriken.
  • Knit Cap: A woolly, tight-fitting beanie with which one can not only keep warm, but thrive in the cold. Grants the moves Blaze Kick, Frost Breath, and Hail, along with the ability Ice Body.
  • Logo Cap: A snapback with a readily recognizable sigil that's associated with the Kalos Pokémon League. Grants the moves Gyro Ball, Dragon Tail, Flame Charge, and Clamp.
  • Sports Cap: A polyester cap for athletic types who want to sprint and make sparks fly when the sun is out. Grants the moves Quick Attack, Acrobatics, and Electro Ball, along with the ability Unburden.

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 72%
Energy: 72%
Chills: 0/5 | Recovery: 0/1
- ‘GET AWAY FROM ME AHH’ -2 sp def. Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 74%
Energy: 81%
Chills: 0/5 | Recovery: 0/1
- ‘I can do plenty beside kissing…’ +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot. Draining Kiss imprisoned (2 more rounds).

Without waiting, Schwyz throws up her little paws, bringing up a protective shield before her. Ganymede frowns, but doesn’t waste any time; he turns his head skyward and begins a short prayer. In no time at all, thick clouds appear, coating the sky entirely and blotting out the sun; a crash of thunder announces the first shard of hail. Soon there’s no escaping them, as sheets of ice fall to the ground, and Schwyz’s shield does nothing to protect her.

She lets the barrier go, and stares daggers at the sky. This will [/i]not[/i] do. The clouds are still thick, having only drained a tiny bit of their weight, when they part, revealing the sun shining harshly behind them. They seem to flee from its warmth, leaving only the ice lying still on the ground as evidence they ever existed. Ganymede whines, picking up leftover ice shards and rubbing them between his hands mournfully. He’ll miss those clouds…

But there’s no use now. He turns his grimace towards Schwyz, no longer feeling much pity for her, and charge into her mind with all his rage. She feels a piercing, aching pain spread through her skull, as if she were being crushed, and she falls to her knees, unable to stay upright. It hurts too much - and suddenly it’s gone, only the dull hammering at her temples left to remind her it was ever there.

She squints her eyes and slowly gets back up. Time to inflict some damage of her own. She spreads her arms, and a brilliant light forms between them, rippling towards Ganymede like a tidal wave. It hits the ralts and nearly knocks him over, but he braces himself as the light washes over him. He wastes no time, quickly diving back into Schwyz’s mind, but he can’t find that spot he’d hit before. It clearly hurts, from the grimace on the slurpuff’s face, but she’s relieved at the slackened pain; another hit like last time would be too much…​

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 60%
Energy: 59%
Chills: 0/5 | Recovery: 0/1
- ‘I can hit hard, too!’ -1 sp def. Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 48%
Energy: 71%
Chills: 0/5 | Recovery: 0/1
- ‘My poor head…’ +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot. Draining Kiss imprisoned (2 more rounds).

Arena Notes:
The sun is shining brightly (7 more actions).

Final Notes:
  • Ganymede’s first psychic was a crit.
  • Ganymede’s sp. def drop lowered to -1 at the end of the round; it’ll disappear at the end of next round.
  • Rounds till hat change: 2
  • Walker next.


slurpuff: protect (2pp), sunny day (5pp), dazzling gleam (13hp 3pp)
ralts: hail (5pp), psychic (crit 16hp 4pp), psychic (10hp 4pp)
 
oh dear running against the DQ now, oops. spam Dazzling Gleam to try and patch up this damage difference, but switch to Play Rough if he boosts special defense (be it by calm minding, psych up, light screen, whatever). as usual, Magic Coat anything that can be reflected.

Dazzling Gleam/Play Rough/Magic Coat x3
 
Santalune City

Like an emerald in the rough, this town in the center-south of Kalos glows verdant with lush grass and forest green roofs mottled with rustic pavement and ancient stone walls. The battle begins in the circular fountain plaza at the very center of the city, from which most else can be seen, including the majestic Trainer's School right across, the great Bug-Type Gym in the distance, and the tables of several small cafés and restaurants in the fountain area, although most seem dwarfed by comparison to the notable establishment atop a hill nearby.

For this round of the tournament, each trainer's Pokémon will be wearing a specified hat from the Santalune Boutique. Each hat grants its wearer the ability to use certain moves (usually three), and often adds an Ability to the wearer's current Abilities as well. After five rounds, the currently worn hats will be replaced by another set of two hats, again chosen at random. The hats' descriptions and effects are as follows:

  • Bamboo Sprig Hat: A round cap that closely resembles Pangoro, bringing about an aloof sense of menace for the hat seeker that's not to be messed with. Grants the moves Sky Uppercut, Crunch, and Parting Shot, along with the Scrappy ability.
  • Boater: A nifty straw hat that keeps the head cool in sunshine and protected in the storm, perfect for weathering a long voyage. Grants the moves Rain Dance, Hurricane, and Tailwind, along with the Swift Swim ability.
  • Camo Cap: A beanie that blends right into the wilderness with its military-grade motif, complete with grenades and reinforcements, enabling its wearer to move in and out of cover -- or maybe their opponent just doesn't want to be seen with someone who actually wears camo. Grants the moves Egg Bomb, Night Slash, and Attack Order, along with the Sniper ability.
  • Exotic Cap: A repurposed casquette with bold patterns, for those who aim to make an unusual fashion statement and also don't mind looking like they have a toadstool for a head. Grants the moves Hex, Venom Drench, and Infestation, along with the ability Effect Spore.
  • Fedora: A distinctive kind of hat that has been through many associations in pop culture, and we're pretending for our own sake that the most recent one is Indiana Jones. Grants the moves Rock Slide, Bulldoze, and Power Whip, along with the ability Sand Rush.
  • Felt Hat: A porkpie hat famously worn by a trainer that Professor Sycamore placed all of his faith in. Grants the moves Spiky Shield, Mystical Fire, and Water Shuriken.
  • Knit Cap: A woolly, tight-fitting beanie with which one can not only keep warm, but thrive in the cold. Grants the moves Blaze Kick, Frost Breath, and Hail, along with the ability Ice Body.
  • Logo Cap: A snapback with a readily recognizable sigil that's associated with the Kalos Pokémon League. Grants the moves Gyro Ball, Dragon Tail, Flame Charge, and Clamp.
  • Sports Cap: A polyester cap for athletic types who want to sprint and make sparks fly when the sun is out. Grants the moves Quick Attack, Acrobatics, and Electro Ball, along with the ability Unburden.

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 60%
Energy: 59%
Chills: 0/5 | Recovery: 0/1
- ‘I can hit hard, too!’ -1 sp def. Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 48%
Energy: 71%
Chills: 0/5 | Recovery: 0/1
- ‘My poor head…’ +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot. Draining Kiss imprisoned (2 more rounds).

Schwyz frowns, head still throbbing, but prepared to hit back. Her little paws spread in front of her and a bright shimmer spreads between them, growing brighter until Ganymede can’t look anymore for the pain, like looking straight into the sun. The brightness spreads from Schwyz’s paws in a spreading wave, searing outwards, slicing through Ganymede; though the ralt’s eyes are closed, it burns through his eyelids, through his skin, light hot enough it could be fire - but it’s suddenly gone, leaving only the pain in his eyes, the tingling in his nerves. Ganymede blinks and rubs his eyes; it’s several moments before sight comes back to him, blurry at first, and still burning.

But he doesn’t need his eyes, not for this. He closes them again and lets them rest, going instead to a place in his mind. He searches through it, a mental maze, searching outwards through the psychic fields spread throughout the arena and yes - he finds Schwyz, and he screams. It’s not a verbal screaming; no one else, besides the two of them, can hear it. No, he’s screaming straight into her mind, so no matter how hard she presses on her ears, how loud she screams to try and block out the din, she can’t shut it out. Everything in her head is noise, overwhelming skull-shattering noise, and just as quickly it’s quiet again. Ganymede flees her mind for his, but her mind still echoes, wordless screams repeating over and over again until she thinks she’ll go mad.

Both pokemon’s eyes are closed now, Schwyz rubbing at her temples again, Ganymede still resting his eyes. Slowly Schwyz opens her, spotting the devil ralts across from her - he hadn’t moved. Good, easier to hit him and smash him and kill him and then spit on him after he’s dead and… Her head his still echoing when her paws draw forth more light, ushering it forth towards the resting ralts; his eyes weren’t ready for the repeated assault, and he lets out a little yelp, stumbling back as if he could dodge the light. But it’s everywhere, spreading like the actual sun, then thinning out to a tiny point and disappearing; but like the noise in Schwyz’s head, it lives on in Ganymede’s eyes, a searing light that burns whether he opens them or not. He can see just fine, but it burns, and all he wants to do is stick his head in warm water and rest.

But he can’t, not yet. Instead he dives back into Schwyz’s mind, finding it easily, and picks up the echo with another burstful of screams. Schwyz first doesn’t realize the sound is back - the echo is just louder, isn’t it? - but then the crushing pain overwhelms. Even as Ganymede retreats again, her mind seems lost, only pain and noise…

Slowly, trembling, she spreads her paws again, unleashing more light. Ganymede shows no visible pain, but he feels it, his eyes watering, his skin burning; he’s not doing much better than the slurpuff. Still, he’s got some fight in him, and he finds her mind again, giving her one more scream. This one’s enough to send her to her knees, clutching at her head, and she stays there, shaking warily in pain.​

Totodile (O)
ralts
Ganymede (m) <Unburden / Icy Body> @Dawn Stone @Knit Cap
Health: 25% (capped)
Energy: 41%
Chills: 0/5 | Recovery: 0/1
- ‘I’ve never hated the sun this much…’ Knows Blaze Kick, Frost Breath, and Hail.

Walker (O)
slurpuff
Schwyz (f) <Unburden / Scrappy> @Bamboo Sprig Hat
Health: 13% (capped)
Energy: 62%
Chills: 0/5 | Recovery: 0/1
- ‘nnnghhh…’ +1 sp atk/def. Knows Sky Uppercut, Crunch, and Parting Shot. Draining Kiss imprisoned (1 more round).

Arena Notes:
The sun is shining brightly (4 more actions).

Final Notes:
  • Schwyz’s second Dazzling Gleam was a crit.
  • Ganymede’s sp def drop disappeared at the end of the round.
  • Rounds till hat change: 1
  • Totodile next.


slurpuff: dazzling gleam (13hp 3pp), dazzling gleam (17hp 3pp), dazzling gleam (13hp 3pp),
ralts: synchronoise (14hp 6pp), synchronoise (14hp 6pp), synchronoise (14hp 6pp)
 
Work your Synchronoise magic some more; that should disrupt any Rest attempts. Magic Coat anything that can be Magic Coated. If she Protects, use Trick Room, but only do that once.

Synchronoise/Magic Coat/Trick Room x3
 
Oof, this isn't going as well as I'd hoped. Well first, let's bait out a Magic Coat by Yawning. And since you're going to be drowsy anyway, might as well try to get a nice good nap for as long as you can. Hopefully resting after drowsiness will make you sleep a little deeper, dear. Chill as long as you're asleep - no need to give up the energy lead so quickly! If you do wake up, uh... Hidden Power, and hope for Steel/Poison/Ghost? gorramn imprison

Yawn ~ Rest ~ Chill/Hidden Power
 
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