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I liek Squirtles vs Skyman

Vipera Magnifica

Aquatic Artiste
Pronoun
he/him
[size=+2]I liek Squirtles vs Skyman[/size]

Arena: Jolly Roger’s Bay/The Belly of the Beast/Davy Jones’s Poop Chute Slip ‘N’ Slide
Format: 3v3 singles
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves/Statuses: OHKOs, infatuation and confusion, direct healing moves restricted to one per team, Chill limited to 3 per Pokémon, Endeavor.

Arena Description:

Arr, me hearties! Welcome to the one and only Jolly Roger’s Bay, the swashbucklin’est place in the Seven Seas. The Pirrrrrate Council has decided to extend an invitation to two lucky Asberrrians to come fight in our lovely trrrade hub. Of course, we recognize the threat Asberrrians pose to our safety, so we took a nice big insurance policy on ourrrr town. We’ve also decided not to evacuate because we’re pirrrates and we love ourselves a good brawl!

The two lucky Trainers will fight on the eponymous Jolly Roger. Its dock has been closed off on all four sides by platforms so all the swashbucklers can see the action. Because of this, the ship’s rocking will be minimal. Remember that the Jolly Roger is made out of wood. Also, attacks that involve earth such as Earthquake and Earth Power won’t be as effective. Rock-typed attacks will work because of the seafloor being littered with rocks.

Be aware, however…

Dangers lurk in Jolly Roger’s Bay.

At the end of the fifth round (or after the ship has been brutally wrecked), Davy Jone’s Beast, better known as Nelly, will eat the boat and the Trainers. Once inside the maw of the Beast, they will fall into the digestive juices which are, incredibly, noncorrosive. A Pokémon can stand in the acid no problem. Near the exit of the stomach there is a garish neon sign that reads, “DAVY JONE’S POOP CHUTE SLIP ‘N’ SLIDE”. At the beginning of the third round inside Nelly, a speaker lodged in her esophagus will announce “LET’S GO ON THE SLIP ‘N’ SLIDE!” The contents of the stomach will empty into the Slip ‘N’ Slide, where Pokémon will still attack as usual. The Trainers will be finally exit Nelly to find that they are suspended in the air; they will begin their descent to Jolly Roger’s Bay and continue their fight in a random spot of the port, with Nelly coming around every fifth round.

I liek Squirtles's active squad

hoothoot Cuckoo the male Hoothoot <Insomnia> @ Wacan Berry
drilbur Sand Man the male Drilbur <Sand Force>
shinx Blue Mage the male Shinx <Intimidate> @ Bright Powder
vanillite Baskin the male Vanillite <Ice Body>
litwick Api Lahir the female Litwick <Flash Fire>
chespin Von Chosais the male Chespin <Bulletproof>
yanma Nyoom the female Yanma <Speed Boost> @ Lucky Egg
duskull Craneo Ominoso the female Duskull <Levitate> @ Mental Herb
mudkip FEROCIOUS SWAMP MONSTER the male Mudkip <Torrent> @ Wacan Berry
omanyte Praise be to the Dancing Queen the female Omanyte <Shell Armor> @ Rindo Berry


Skyman's active squad

riolu Fenris the male Riolu <Steadfast>
marshtomp Jack the male Marshtomp <Torrent>
pikachu Roxas the male Pikachu <Static> @ Thunder Stone
shroomish Loom the female Shroomish <Poison Heal>
kirlia Psy the female Kirlia <Trace>
staravia Star the female Staravia <Intimidate>
ralts Lance the male Ralts <Trace> @ Dawn Stone
gurdurr Rambo the male Gurdurr <Guts> @ Link Cable
growlithe Axel the male Growlithe <Flash Fire> @ Fire Stone
cyndaquil Fireburn the male Cyndaquil <Blaze>

Command Order:
- I liek Squirtles sends out
- Skyman sends out and commands
- I liek Squirtles commands
 
Come on, Jack. Lets get this show on the road.

Since we don't know how much Earthquake's power has been reduced by, lets just start off with Scald x3. If Blue Mage is unhittable for whatever reason, then use Double Team, and then Hail if the situation comes up again.

Scald/Double Team/Hail x3
 
Hmm...

I don't know if the speed difference is negligible or not, Blue, so let's just assume you're always going last.

Start this off with a nice Eerie Impulse so the Scalds won't hurt as much. Follow up with Leer and a Crunch to round out the round. If you're burnt, however, substitute the latter two moves for Facade, but if any of those Scalds miss,

Eerie Impulse~Leer/Facade~Crunch/Facade
 
“Move over, I can’t see the damn fight!” a gruff voice shouted. A rough-faced old pirate dressed in a wet, tattered coat pushed his way to the front of the crowd, past throngs of sailors, deckhands, and wenches. With his one good eye, he set his sights on the great wooden ship in front of him, the Jolly Roger. The old captain spied the two trainers on the main deck, and laughed. “Look at those two landlubbers! Bet they never seen a bloody ship in their lives!” he guffawed, elbowing a young cabin boy in the ribcage.

Perhaps it was true. The two trainers on board the Jolly Roger were dressed in clothes that were more suited to life in the city, not onboard a sailing vessel. If the two trainers had not grown their sea legs yet, the referee certainly hadn’t. The young ref made his entrance wearing the most garish outfit ever – a dark red frock coat that was clearly too large on him, and a ridiculous-looking tricorn hat with a hot pink feather sticking out of the top. As the referee stepped out from the door that led to the cabin, his wooden peg leg caught on a coil of rope and sent him crashing down on his face. A laugh erupted from the crowd as the referee took off the costume piece and threw it into the bay, embarrassed. He then motioned towards the trainers, telling them to send out their Pokémon. Still stifling a chuckle, one of the trainers reached into his bag and pulled out a Poké Ball. He gave it a quick throw, and the capsule snapped open, white light pouring out from it. When the light dissipated, a small Shinx stood on the ship’s deck, poised for battle. A small drawstring bag was tied around his neck, full of a shining powder that made it tough for the spectators to make out his features. Not wasting any time, the other battler pulled a Poké Ball from his bag and deftly tossed the ball onto the wooden deck. The light from the ball coalesced into the shape of a Marshtomp, standing tall and eyeing his opponent. His trainer, smiling, reached into his bag again and pulled out a miniature captain’s hat, and placed it on the Marshtomp’s head. The spectators gave a loud cheer as the two trainers turned to face each other and the referee blew his whistle.

ROUND 1 - START

I liek Squirtles (OOO)
shinx (brightpowder)
[Blue Mage] M <Intimidate>
Health: 100%
Energy: 100%
Status: Taking in his surroundings.
Eerie Impulse ~ Leer / Facade ~ Crunch / Facade

Skyman (OOO)
marshtomp
[Jack] M <Torrent>
Health: 100%
Energy: 100%
Status: Ready to make his opponent walk the plank.
Scald / Double Team / Hail x3

Jack, who had recently been promoted to the title of Captain Jack by his trainer, tipped his head back, gargling up a ball of steaming water. He then lurched his head forward, spitting the scalding water at the Shinx in front of him. Blue Mage gave a yelp, the water stinging on impact. As the Marshtomp laughed, Blue Mage closed his eyes, trying to ignore the pain and focus on his next attack. Electricity began to crackle around the Shinx, and he gritted his teeth as he unleashed a pulse of energy towards his opponent. The electricity flowed through the Marshtomp, making him feel queasy. Although quite put off by this attack, Jack still fared better than the referee, who was now heaving over the side of the boat. The spectators made sounds of disgust, many of them diverting their eyes.

Jack tried to ignore the sick feeling in his stomach as he gargled up another ball of hot water in his mouth. Once again he spat the scalding splash of water at the Shinx, only this time the attack left more than just a sting. Blue Mage gave a yowl as the water burned his skin, leaving him with a painful red mark on his shoulder. The Shinx tried to mask his pain, but it was no use. His eyes welled with tears, and he began to charge at Jack, screaming all the while. Blue Mage leapt towards his foe, biting into his leg. Jack shouted and tried to shake himself free, but the Shinx just bit down even harder. When he finally let go of the Marshtomp, Blue Mage scuttled backwards and snarled at him.

With a look of grim determination, Captain Jack once more prepared the steaming liquids in his mouth, and spat them at the snarling Shinx. The water splashing him in the face, Blue Mage shut his eyes and flailed about, unable to see. When he finally regained his senses, the Shinx pounced at his opponent, knocking him onto his back. Biting down into the Marshtomp’s arm, he attacked with unrelenting fury as his opponent cried out in pain. When the referee blew his whistle to end the round, the little Shinx retreated back to his trainer, tired out from the attack.

ROUND 1 - END

I liek Squirtles (OOO)
shinx (brightpowder)
[Blue Mage] M <Intimidate>
Health: 72%
Energy: 82%
Status: In hot water. Literally.
Burned (2% damage this round).
Eerie Impulse ~ Facade ~ Facade

Skyman (OOO)
marshtomp
[Jack] M <Torrent>
Health: 72%
Energy: 88%
Status: Wincing as he readjusts his hat.
–1 Attack. –2 Special Attack.
Scald ~ Scald ~ Scald

Notes
-Intimidate lowered Jack’s Attack by one stage.
-Jack’s second Scald burned Blue Mage.
-This battle will use 0.67x physical damage reduction for moderate burns, as per the new guidelines on statuses. Facade, however, is not affected by this reduction.

ACTION ONE

Jack’s command: Scald
Energy: 5% - 1% STAB = 4%
Accuracy: 90% --> Roll: (18/100) --> Success
Damage: 8% base + 2% STAB = 10% final damage
Extra Effect: 30% --> Roll: (43/100) --> No effect
Critical: 5% --> Roll: (18/100) --> No crit

Blue Mage’s command: Eerie Impulse
Energy: 2%

Action one results:

Jack
100 health
96 energy

Blue Mage
90 health
98 energy

ACTION TWO

Jack’s command: Scald
Energy: 5% - 1% STAB = 4%
Accuracy: 90% --> Roll: (88/100) --> Success
Damage: 8% base + 2% STAB – 2% boosts = 8% final damage
Extra Effect: 30% --> Roll: (29/100) --> Blue Mage is burned
Critical: 5% --> Roll: (74/100) --> No crit

Blue Mage’s command: Facade
Energy: 8%
Damage: 14% base = 14% final damage
Critical: 5% --> Roll: (73/100) --> No crit

Blue Mage takes 1% damage from his burn.

Action two results:

Jack
86 health
92 energy

Blue Mage
81 health
90 energy

ACTION THREE

Jack’s command: Scald
Energy: 5% - 1% STAB = 4%
Accuracy: 90% --> Roll: (9/100) --> Success
Damage: 8% base + 2% STAB – 2% boosts = 8% final damage
Critical: 5% --> Roll: (50/100) --> No crit

Blue Mage’s command: Facade
Energy: 8%
Damage: 14% base = 14% final damage
Critical: 5% --> Roll: (51/100) --> No crit

Blue Mage takes 1% damage from his burn.

Action three results:

Jack
72 health
88 energy

Blue Mage
72 health
82 energy

END OF ROUND
I liek Squirtles commands first next round.
 
Last edited:
That could have gone a lot worse, but man, do those Scalds sting. Not being able to use STAB will hurt us quite a bit, Blue.

Let's start off with a nice Magnet Rise to prevent any sort of nasty Ground moves. If you see him starting to status you, Protect.

Facade x2 after that, but if an attack misses or Captain Jack is using a status buff, sub the attack for a Light Screen. Only for one missed attack, though.

Magnet Rise/Protect~Facade/Light Screen/Protect x2
 
Before this comes up again, why did you ref Scald as having a 90% chance to hit? It's listed with 100% accuracy in the database, so yeah.

Since he was kind enough to make a condition for him to never move, lets take advantage of that, shall we? Yawn him until it hits, and then use Toxic if you can. If, for some unfathomable reason, you manage to get to turn 3 with this combination having been used up (and I would give a medal if you managed to pull it off), use Scald.

Yawn/Toxic/Scald x3
 
ROUND 2 - START

I liek Squirtles (OOO)
shinx (brightpowder)
[Blue Mage] M <Intimidate>
Health: 72%
Energy: 82%
Status: In hot water. Literally.
Burned (2% damage last round).
Magnet Rise / Protect ~ Facade / Light Screen / Protect x2

Skyman (OOO)
marshtomp
[Jack] M <Torrent>
Health: 72%
Energy: 88%
Status: Wincing as he readjusts his hat.
–1 Attack. –2 Special Attack.
Yawn / Toxic / Scald x3

Looking at his opponent, who had exhausted a lot of energy in his last attack, the Marshtomp smiled as he thought about his next move. He’d use the power of suggestion to fool the Shinx into growing even wearier. Captain Jack took in a deep breath, and let out a loud yawn towards his opponent. The little Shinx, however, knew exactly what the captain was doing, and took measures to prevent his plan from working. Blue Mage had shut his eyes and erected a brilliant energy shield around him. The shield, being mostly soundproof, allowed Blue Mage to ignore the attack completely. There were murmurs in the crowd as the two Pokémon stood facing each other, one yawning and the other shutting his eyes, and the old pirate captain raised his voice. “Ye can’t be tired already! Ye barely even started!” he shouted at the battlers.

Although a bit disappointed that his plan didn’t work, Jack was ready to try again. Once more, he filled his lungs with air and prepared to let out a long, deep yawn. Blue Mage was also ready to defend himself from his opponent’s tricks, and hastily formed a transparent energy shield around himself… only to have the barrier shatter around him, exposing his ears to the siren’s song of slumber. Blue Mage began to yawn himself, only this yawn was genuine. Jack’s manipulation had worked. The Shinx felt his eyelids droop as the temptation of sleep became the only thing he could think about.

Blue Mage began to nod off, but quickly jolted awake when he saw his opponent preparing the attack. The Marshtomp was once again gargling a ball of fluids, only this time the attack was tinged with the sinister purple hue of a Poison-type attack. The little Shinx did all he could to build another shield around himself, but it was in vain, as the shield once again shattered, leaving the small Pokémon defenseless. All was not lost for Blue Mage, however, as the ball of toxins that Jack spat his way went flying over his head, missing its mark completely and landing on the wooden deck behind him. Blue Mage turned around to see the poison seeping its way into the wood, and gave a long sigh of relief. He then lay on his side and started to drift off to sleep, dreaming of home.

ROUND 2 - END

I liek Squirtles (OOO)
shinx (brightpowder)
[Blue Mage] M <Intimidate>
Health: 69%
Energy: 76%
Status: Snoring loudly.
Asleep. Burned (3% damage this round).
Protect ~ Protect (failed) ~ Protect (failed)

Skyman (OOO)
marshtomp
[Jack] M <Torrent>
Health: 72%
Energy: 76%
Status: Laughing heartily.
–1 Attack. –2 Special Attack.
Yawn ~ Yawn ~ Toxic (missed)

Notes
-Blue Mage’s Protect failed on the second action, and so Yawn succeeded.
-Although Blue Mage’s Protect failed on action three, Jack’s Toxic still missed.
-Blue Mage fell asleep at the end of the third action.
-From what I gather, Yawn has perfect accuracy, and is not affected by Bright Powder.
-It’s unlikely I’ll be able to ref this fast for future rounds, but since the commands here were fairly repetitive, it did not take long.

ACTION ONE

Jack’s command: Yawn
Energy: 4%

Blue Mage’s command: Protect
Energy: 2%

Blue Mage takes 1% damage from his burn.

Action one results:

Jack
72 health
84 energy

Blue Mage
71 health
80 energy

ACTION TWO

Jack’s command: Yawn
Energy: 4%

Blue Mage’s command: Protect
Energy: 2%
Accuracy: 50% --> Roll: (58/100) --> Failure

Blue Mage takes 1% damage from his burn.

Action two results:

Jack
72 health
80 energy

Blue Mage
70 health
78 energy

ACTION THREE

Jack’s command: Toxic
Energy: 4%
Accuracy: 80% --> Roll: (91/100) --> Failure

Blue Mage’s command: Protect
Energy: 2%
Accuracy: 50% --> Roll: (87/100) --> Failure

Blue Mage takes 1% damage from his burn.
Blue Mage is now asleep.

Action three results:

Jack
72 health
76 energy

Blue Mage
69 health
76 energy

END OF ROUND
Skyman commands first next round.
 
I can't even blame the bright powder on that toxic miss, since it would have missed even without it.

R I P.

Well, now that he's sleeping, I say you should steal his Bright Powder. Then, after that, get up right close and spit a bit of Toxic into his face. Finish off with a Rock Tomb, and try your best to keep him buried there for a while. Should he wake up, Yawn him again, and if he protects, use Substitute - 15%.

Steal the Bright Powder/Yawn/Substitute(15%)~Toxic/Yawn/Substitute(15%)~Rock Tomb/Yawn/Substitute(15%)
 
Hey, Blue! You can probably hear Captain Jack walk towards you, right? If you can hear me asleep, you can sure as heck sense him. Roll over when he's near, but if he already stole it by the time you roll over (or he can't steal it), use Snore.

Follow up with Snore if you're asleep, Thief if you're awake and he stole your item, or Facade if you're awake, but he didn't steal your powder.

End with the exact same orders, with the exception of switching out Sleep Talk for Snore.

Roll over/Snore~Snore/Thief/Facade~Sleep Talk/Thief/Facade
 
ROUND 3 - START

I liek Squirtles (OOO)
shinx (brightpowder)
[Blue Mage] M <Intimidate>
Health: 69%
Energy: 76%
Status: Snoring loudly.
Asleep. Burned (3% damage last round).
Roll over / Snore ~ Snore / Thief / Facade ~ Sleep Talk / Thief / Facade

Skyman (OOO)
marshtomp
[Jack] M <Torrent>
Health: 72%
Energy: 76%
Status: Laughing heartily.
–1 Attack. –2 Special Attack.
Steal the Bright Powder / Yawn / Substitute(15%) ~ Toxic / Yawn / Substitute(15%) ~ Rock Tomb / Yawn / Substitute(15%)

Grinning, Jack stalked his way over to his opponent and used both hands to grab the thin drawstring cord around Blue Mage’s neck. The Shinx squirmed in his sleep underneath him, but Jack pulled the cord up and over the small Pokémon’s head and put it over his own, after removing his hat. The Marshtomp gave a deep, hearty laugh as he placed the hat back on his head and looked down at the small pouch of shining powder around his neck. Captain Jack had stolen his first treasure and become a true pirate.

Jack took a few moments to admire his booty. Several spectators let out cheers to express their appreciation for the Marshtomp’s booty. “Yarr, if that don’t be some fine booty, then I’m the queen of England!” yelled out the gruff pirate captain as he took a swig of rum. While the Marshtomp was busy marveling at his newly acquired booty, the sleeping Blue Mage rolled over onto his back and let out a tremendously loud snore. Jack was so startled that he stumbled backwards and nearly fell to the ground. The Marshtomp was rather annoyed by this, and began to prepare an attack. Jack once again formed a nasty ball of toxins in his mouth, ready to spit it at the sleeping Shinx. He may have missed the attack last time, but there was no way he’d miss his mark again. Once Jack was done accumulating the toxins, he spat the purple ball of poison at his foe. Blue Mage writhed about as the caustic poison burned his skin, though he did not wake. Instead, the Shinx inhaled sharply and let out another loud snore, catching his opponent off guard.

Having inflicted enough status conditions on his unconscious opponent, Jack finally decided it was time to attack the Shinx directly. Jack stomped his feet on the deck and made a bellowing sound, and the spectators gasped as several medium-sized stones slowly rose up from the murky waters around the hull of the ship. Jack raised his arms, and the glistening rocks hovered in place around the ship. He threw his arms down, and the stones bombarded the spot where Blue Mage was lying in place, trapping him underneath. The crowd murmured as they watched the pile of rocks anxiously. At first, there was no movement. Suddenly, some of the rocks began to stir, and Blue Mage exploded out from his rocky prison, fueled with a blind rage. The Shinx had managed to stay asleep through the onslaught of rocks, but somehow he was on his feet and ready to tear into his opponent. Blue Mage darted towards the Marshtomp and slammed him onto the ground. The Shinx bit down into the Marshtomp’s right foot, using it as an anesthetic to numb the pain of his various burns. When he was done, Blue Mage retreated back to his side of the deck, and lay down again. The look of fury on his face was gone, and had been replaced with the placid smile of a sleeping Pokémon. Jack, still lying flat on his back, was groaning in pain. Captain Jack had fought some tough opponents in his lifetime, but never had he fought an opponent that was this fierce while asleep.

As the referee blew his whistle, both Pokémon were lying flat on the deck of the Jolly Roger. All around the ship, the people on the docks were laughing, drinking, and calling out bets, oblivious to the danger lurking in the bay. Deep below the surface of the water, something began to stir.

ROUND 3 - END

I liek Squirtles (OOO)
shinx
[Blue Mage] M <Intimidate>
Health: 59%
Energy: 55%
Status: Having pleasant dreams.
Asleep. Burned (3% damage this round).
–1 Speed. Severely Poisoned (2% damage this round).
Snore ~ Snore ~ Sleep Talk (Facade)

Skyman (OOO)
marshtomp (brightpowder)
[Jack] M <Torrent>
Health: 48%
Energy: 65%
Status: Booty Acquired.
–1 Attack. –2 Special Attack.
Steal the Bright Powder ~ Toxic ~ Rock Tomb

Notes
-Jack is now in possession of the Bright Powder.
-I reffed stealing the Bright Powder as having the same energy cost as Thief, and causing Blue Mage’s chance of staying asleep to fall by 10%.
-Jack was faster than Blue Mage, and was able to steal the Bright Powder before Blue Mage could roll over. Therefore, Blue Mage used Snore on the first action.
-Rock Tomb lowered Blue Mage’s Speed by one stage.
-I rolled to see if Blue Mage would break out of the Rock Tomb. He broke free, but at the cost of some energy.

ACTION ONE

Jack’s command: Steal the Bright Powder
Energy: 3%
This causes the chance of Blue Mage staying asleep to fall to 90%.

Blue Mage Sleep: 90% --> Roll: (20/100) --> Blue Mage is asleep
Blue Mage’s command: Snore
Energy: 4%
Accuracy: 90% --> Roll: (87/100) --> Success
Damage: 5% base = 5% final damage
Critical: 5% --> Roll: (65/100) --> No crit

Blue Mage takes 1% damage from his burn.
Blue Mage’s chance of staying asleep falls to 85%.

Action one results:

Jack
67 health
73 energy

Blue Mage
68 health
72 energy

ACTION TWO

Jack’s command: Toxic
Energy: 4%
Accuracy: 90% --> Roll: (68/100) --> Success

Blue Mage Sleep: 85% --> Roll: (21/100) --> Blue Mage is asleep
Blue Mage’s command: Snore
Energy: 4%
Accuracy: 90% --> Roll: (24/100) --> Success
Damage: 5% base = 5% final damage
Critical: 5% --> Roll: (18/100) --> No crit

Blue Mage takes 1% damage from his burn.
Blue Mage takes 1% damage from Toxic.
Blue Mage’s chance of staying asleep falls to 80%.

Action two results:

Jack
62 health
69 energy

Blue Mage
66 health
68 energy

ACTION THREE

Jack’s command: Rock Tomb
Energy: 4%
Accuracy: 95% --> Roll: (25/100) --> Success
Damage: 6% base – 1% boosts = 5% final damage
Critical: 5% --> Roll: (83/100) --> No crit
This causes the chance of Blue Mage staying asleep to fall to 70%.

Blue Mage Sleep: 70% --> Roll: (58/100) --> Blue Mage is asleep
Blue Mage’s command: Sleep Talk
Move Called --> Facade
Energy: 8%
Blue Mage expends 5% energy breaking free of the Rock Tomb.
Accuracy: 90% --> Roll: (42/100) --> Success
Damage: 14% base = 14% final damage
Critical: 5% --> Roll: (96/100) --> No crit

Blue Mage takes 1% damage from his burn.
Blue Mage takes 1% damage from Toxic.
Blue Mage’s chance of staying asleep falls to 65%.

Action three results:

Jack
48 health
65 energy

Blue Mage
59 health
55 energy

END OF ROUND
I liek Squirtles commands first next round.
 
Good job, Blue! Let's keep at it!

Keep up those Sleep Talks until you wake up. Immediately use Thief once you're up. If he Counters or Protects, Chill.

Sleep Talk/Thief/Chill x3
 
Torment him so that he'll stop talking in his sleep so damn much, it's getting kind of annoying. Then, use Double Team (Max Clones) and end with Surf. See about sweeping him overboard, too.

Torment~Double Team (Max Clones)~Surf
 
After talking with Eifie, I've decided to disallow the use of emotion-based moves on a sleeping Pokémon, based on this reffing, and also the fact that it just doesn't make much sense flavor-wise. Since I already said Torment would work and am now saying the opposite, I will give you the chance to change your commands, if you so desire.
 
shiiiiiiiiiiiiiiiiiiiiit

Well, uh, I guess I'll do Double Team (Max Clones), then Muddy Water and Surf, trying to sweep him overboard if possible.

Double Team (Max Clones)~Muddy Water~Surf
 
ROUND 4 - START

I liek Squirtles (OOO)
shinx
[Blue Mage] M <Intimidate>
Health: 59%
Energy: 55%
Status: Having pleasant dreams.
Asleep. Burned (3% damage last round).
–1 Speed. Severely Poisoned (2% damage last round).
Sleep Talk / Thief / Chill x3

Skyman (OOO)
marshtomp (brightpowder)
[Jack] M <Torrent>
Health: 48%
Energy: 65%
Status: Booty Acquired.
–1 Attack. –2 Special Attack.
Double Team (Max Clones) ~ Muddy Water ~ Surf

Jack was quick to move as soon as the round began. He dashed across the wooden deck of the Jolly Roger, encircling his sleeping opponent and moving so fast that he appeared to be in many places at once. As Captain Jack slowed to a stop, the spectators gasped as not one, but five Jacks stood on the deck of the ship, tipping their heads back and guffawing in perfect unison. Still asleep, Blue Mage had no way to appreciate his opponent’s trick. Instead, the little Shinx began to mutter in his sleep, and then abruptly sneezed, sending a small shockwave of electricity towards one of the laughing Marshtomps. The electricity crackled around the Marshtomp, and with a quiet puff, the clone burst into nothingness. The other Jacks, now laughing even harder, moved closer together to fill in the gap where one Jack had just vanished.

The four Jacks soon hushed their laughter, and concentrated for their next move. Murky water from the seafloor below began to rise up in columns on either side of the ship as the Marshtomps lifted their arms in one simultaneous motion. As their arms came crashing down, so did the water, assaulting the somniloquous Shinx and covering the entire deck with a thin layer of grime. With his fur covered in mud, Blue Mage quietly muttered something that sounded vaguely like cursing, and unleashed another pulse of electricity. Once again, the attack hit a clone, causing it to disappear into thin air and dropping the Jack count to three.

Grinning, Jack and his clones began once more to draw up the water from the bay around them. Spectators began to shriek and flee as a massive wave loomed over the starboard side of the ship. The wave crashed into the Jolly Roger, and the water rushed over the deck, washing off the grime and almost sending Blue Mage overboard. The Shinx had luckily woken up just in time to grab onto a net hanging off the port side. Clutching onto the net tightly, Blue Mage took a moment to take in his perilous surroundings before springing into action. As Jack and his entourage of illusory clones crept towards the edge to look over the side of the boat, Blue Mage bounded upwards, slamming into Jack and sending him stumbling. As the clones on either side of Jack vanished, the Shinx closed his teeth around the pouch hanging from Jack’s neck. Blue Mage gave a firm pull, and the cord snapped. The Shinx then scampered off towards its trainer, who gave a sheepish smile as he knelt down and helped tie the bag around his Pokémon’s neck. Captain Jack made a pouty face at his own trainer, but the trainer just shrugged it off and looked toward the spot where the referee had been standing. The referee, however, was nowhere to be found. The crowd babbled restlessly as the two trainers looked at each other in sheer bewilderment. After a few moments of this confusion, a shrill noise came from below the edge of the docks. The referee, who had been swept overboard, was treading water as he spat the whistle from between his lips. “I could use some help!” he shouted upwards at the throng of spectators.

ROUND 4 - END

I liek Squirtles (OOO)
shinx (brightpowder)
[Blue Mage] M <Intimidate>
Health: 35%
Energy: 48%
Status: Mbad! Sleep too late
Burned (3% damage this round).
–1 Speed. Severely Poisoned (3% damage this round).
Sleep Talk (Eerie Impulse) ~ Sleep Talk (Eerie Impulse) ~ Thief

Skyman (OOO)
marshtomp
[Jack] M <Torrent>
Health: 44%
Energy: 52%
Status: Sulking over the loss of his booty.
–1 Attack. –2 Special Attack.
Double Team ~ Muddy Water ~ Surf

Notes
-Sorry this round took so long.
-Blue Mage woke up on the third action.
-Thief successfully hit Jack, thus causing the clones to disappear.
-Blue Mage has reclaimed the Bright Powder.

ACTION ONE

Jack’s command: Double Team
Energy: 4%
Jack produces four clones.

Blue Mage Sleep: 65% --> Roll: (22/100) --> Blue Mage is asleep
Blue Mage’s command: Sleep Talk
Move Called --> Eerie Impulse
Accuracy: 90% --> Roll: (76/100) --> Success
Accuracy (Clones): 20% --> Roll: (69/100) --> The attack hits a clone
Jack now has three clones.
Energy: 2%

Blue Mage takes 1% damage from his burn.
Blue Mage takes 1% damage from Toxic.
Blue Mage’s chance of staying asleep falls to 60%.

Action one results:

Jack
48 health
61 energy

Blue Mage
57 health
53 energy

ACTION TWO

Jack’s command: Muddy Water
Energy: 6% - 1% STAB = 5%
Accuracy: 85% --> Roll: (3/100) --> Success
Damage: 9% base + 2.25% STAB – 2% boosts = 9% final damage
Extra Effect: 30% --> Roll: (61/100) --> No effect
Critical: 5% --> Roll: (77/100) --> No crit
This causes the chance of Blue Mage staying asleep to fall to 50%.

Blue Mage Sleep: 50% --> Roll: (45/100) --> Blue Mage is asleep
Blue Mage’s command: Sleep Talk
Move Called --> Eerie Impulse
Accuracy: 90% --> Roll: (79/100) --> Success
Accuracy (Clones): 25% --> Roll: (45/100) --> The attack hits a clone
Jack now has two clones.
Energy: 2%

Blue Mage takes 1% damage from his burn.
Blue Mage takes 1% damage from Toxic.
Blue Mage’s chance of staying asleep falls to 45%.

Action two results:

Jack
48 health
56 energy

Blue Mage
46 health
51 energy

ACTION THREE

Jack’s command: Surf
Energy: 5% - 1% STAB = 4%
Damage: 9% base + 2.25% STAB – 2% boosts = 9% final damage
Critical: 5% --> Roll: (86/100) --> No crit
This causes the chance of Blue Mage staying asleep to fall to 35%.

Blue Mage Sleep: 35% --> Roll: (73/100) --> Blue Mage wakes up
Blue Mage’s command: Thief
Energy: 3%
Accuracy: 90% --> Roll: (37/100) --> Success
Accuracy (Clones): 33.3% --> Roll: (30/99) --> Success
Damage: 6% base × 0.67 burn = 4% final damage
Critical: 5% --> Roll: (48/100) --> No crit

Blue Mage takes 1% damage from his burn.
Blue Mage takes 1% damage from Toxic.

Action three results:

Jack
44 health
52 energy

Blue Mage
35 health
48 energy

END OF ROUND
Skyman commands first next round.
 
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