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K'yoril vs. Nanabshuckle8

The Omskivar

chah, dude
2vs2 Single
Style: Set
DQ: One Week
Damage Cap: 40%
Banned Moves: OHKO's, Direct Healing, Weather
Arena:Twisted Woods

The Twisted Woods is a forest filled to the brim with small, gnarled trees and thorns, so thick that certain clearings have pockets of still air unaffected by weather conditions elsewhere. The twisting branches and abundance of thorns will occasionally rip an item out of a pokemon's possession.

Other:
-The branches have a 5% chance every round to steal an active pokemon's item, effectively removing it from battle.
-Since the trees are so short, no pokemon above 6 feet can participate.





K'yoril's Active Squad

Kelp the Male Mudkip
Ability: Torrent

Neato the Male Nidoranm
Ability: Poison Point

Wazzat? the Female Spinarak
Ability: Insomnia

Truth the Female Ralts
Ability: Trace

Deception the Male Ekans
Ability: Shed Skin

Cato the Male Nincada
Ability: Compoundeyes




Nanabshuckle8's Active Squad

Bob the Boss the Male Mudkip
Ability: Torrent

Steven Thunderclaw the Male Dratini
Ability: Shed Skin

The Bitter End the Male Nidoranm
Ability: Poison Point


The RNG decides: K'yoril sends out a Pokemon, Nanabshuckle8 sends out and attacks, K'yoril attacks, and I get cracking!
 
Good luck! A Mudkip eh? All right, go Steven! Let's set up some stuff! First use Thunder Wave to slow him down, then use Toxic to be extra nasty and finally bedazzle him with a Dragon Dance.

Thunder Wave~Toxic~Dragon Dance.
 
Hmmm... That's not very nice...
Kelp, use Curse, then if you end up going before Steven, use Ice Ball, but otherwise use Refresh. If you used Refresh last action, use Ice Ball now, but use Refresh if you used Ice Ball last action.

Curse~Ice Ball/Refresh~Ice Ball/Refresh


Also, Omskivar, Just out of curiosity, if I were to use an attack that dealt more than 40% would it be ignored or only deal 40%?
 
I've never seen an attack do 40% damage outside of one-hit KOs, but the damage cap refers to the maximum amount of damage a Pokemon can take in a round. Therefore, if you were to use an attack that did 50% damage, it would only do 40%. If you had done 30% in the first two actions and did 15% on the third, 5% of that would be ignored.

Reffing later, rehearsal now.
 
It's completely possible, though! And, given the right circumstances, actually not that difficult. (Setting up the circumstances, though...)
 
I've never seen an attack do 40% damage outside of one-hit KOs, but the damage cap refers to the maximum amount of damage a Pokemon can take in a round. Therefore, if you were to use an attack that did 50% damage, it would only do 40%. If you had done 30% in the first two actions and did 15% on the third, 5% of that would be ignored.

Reffing later, rehearsal now.

It's completely possible, though! And, given the right circumstances, actually not that difficult. (Setting up the circumstances, though...)

Ok thanks. So just to clarify;
The offending attack doesn't get completely ignored, just the damage that went over the cap?
 
Yes. If you used two non-damaging moves and one that, hypothetically, did 47% damage, the target would only take 40% damage. They still would get capped, but they wouldn't go over it.
 
Yes. If you used two non-damaging moves and one that, hypothetically, did 47% damage, the target would only take 40% damage. They still would get capped, but they wouldn't go over it.

Ok Thanks again.
 
It's completely possible, though! And, given the right circumstances, actually not that difficult. (Setting up the circumstances, though...)

trivial, really -- final gambit does it; normal gem or choice band STAB explosion will do it; normal gem 18% spit up might do it; STAB fire gem +6 v-create under the sun against dry skin paras should do it.
 
trivial, really -- final gambit does it; normal gem or choice band STAB explosion will do it; normal gem 18% spit up might do it; STAB fire gem +6 v-create under the sun against dry skin paras should do it.

Isn't that last one a bit overkill? If I'm right, which admittedly is not all that likely, it should do around 280% damage...

Also, Nanab, Eifie (our new e-ref) says she should have the reffing done soon.
 
uh, a few points less than 134% from rounding errors (they get somewhat significant when you get to numbers that big, but then they don't matter anyway because overkill), no idea where you're getting 280%. it's only slightly overkill, not even an order of magnitude.
 
Round One

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 100%
Energy: 100%
Status: Curiously staring over at Steven.
Commands: Curse ~ Ice Ball/Refresh ~ Ice Ball/Refresh

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 100%
Energy: 100%
Status: Curling up timidly behind a tree stump.
Commands: Thunder Wave ~ Toxic ~ Dragon Dance

------------------------------​

Steven would much rather be fighting in one of the denser areas of the Twisted Woods that he sees around him than in this clearing, where the air is oddly still and there aren't many places to hide. He's not sure what he thinks of battling, never having tried it before, and he wonders if he's really going to get used to feeling so... exposed. With a shiver, he pokes his head out from behind his tree stump, intending to discreetly observe his opponent—only to withdraw immediately because the Mudkip's looking straight back at him! Eep. Well, there'll be plenty of time to look soon enough, he's sure, and right on cue the referee waves her flags, signalling for the battle to start. Maybe that's a bit too soon... he probably ought to try to keep Kelp from coming over here. Bravely raising himself up on his tail, Steven begins to generate a weak current within his body, sparks coming off the fins on the sides of his head, and then fires off a short electric pulse from them.

Kelp lets out a startled cry as the electricity jolts him and causes his muscles to seize up. After a moment he gingerly attempts to test out a front leg, which responds with a jerk in the wrong direction. Aw, come on. Steven's got the upper hand already. Luckily, the Mudkip knows just where to seek help. "Hey, forest gods!" he calls out, and his opponent flinches as his voice echoes weirdly around the clearing. Better keep it down. It wouldn't do for Steven to learn his secrets about the gods of the forest, who are, by the way, completely real. He knows. So Kelp closes his eyes and silently tells the forest gods all about the sparks and his locked-up muscles and how he would really, really like their help to get an edge in this battle, pretty please with Cheri Berries on top? His body takes on a deep red glow for a second, he's sure he can feel the gods working their magic, and when it's done the stiffening in his joints hasn't eased up any (if anything, he feels more sluggish than before), but there's new strength coursing through him, and he feels a bit sturdier, too.

Across the clearing, Steven starts making gagging noises from the back of his throat and Kelp simply stares at him, appalled. Now he's not sure if he was polite enough in addressing them, but he does know that this definitely isn't the way to show respect for the forest gods! And Steven hasn't finished; with a few final coughs he spits out a purple blob of some poisonous-looking mixture that lands right at Kelp's feet and splatters all over his front paws. It looks absolutely disgusting and smells even worse, though at least (at least!) that doesn't last too long as the toxins immediately start seeping through his skin. Ugh. Well, Kelp's not sure he can count on the forest gods for this one; they didn't do anything about his paralysis, after all, so he'd probably be better off taking this into his own paws. He's starting to feel a bit light-headed as the poison enters his bloodstream, but he does his best to push through that as he focuses and tries to replicate a bit of the gods' magic to speed up his own healing processes. A cool wave of energy washes over him, travelling from his top fin to the tips of his paws and leaving a refreshing, tingly sensation in its wake. When it fades away, the dizziness fades with it, and the Mudkip finds that he can move his limbs properly again, too. Look at that! He can be magical all on his own.

It's rather frustrating how his opponent's so easily shrugged off his attacks, but Steven's grateful that it's at least kept him away for a little while. Dropping lower to the ground, he begins twisting and coiling his slender form in strange patterns, his outline blurred by some mystical energy, forgetting his nervousness and annoyance as he loses himself in a dance that sends a rush of strength and vigour through his body. He looks up just in time to see Kelp curl up into a tight ball, a thin layer of ice spreading over him, and propel himself forward with a gleeful "muuuuuud!". Alarmed, Steven makes an attempt to wriggle out of his path, but he's not fast enough; the Mudkip rolls straight over his tail and then curves away. The chill of the ice on his tail makes him wince, but it's not so bad. Steven can handle a lot more of that! He can totally do this. Probably.

------------------------------​

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 100%
Energy: 91%
Status: Rolling around having a grand old time. +1 Attack, +1 Defense, -1 Speed.
Used: Curse ~ Refresh ~ Ice Ball

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 94%
Energy: 90%
Status: Feeling newly confident (probably). +1 Attack, +1 Speed.
Used: Thunder Wave ~ Toxic ~ Dragon Dance

Arena Status
  • None.

Damage and Energy
  • Kelp's Health: 100%
  • Kelp's Energy: 100% - 2% (Curse) - 4% (Refresh) - 3% (Ice Ball) = 91%
  • Steven Thunderclaw's Health: 100% - 6% (Ice Ball) = 94%
  • Steven Thunderclaw's Energy: 100% - 4% (Thunder Wave) - 4% (Toxic) - 2% (Dragon Dance) = 90%

Notes
  • I ref each level of speed boost/drop as ±10 to the Pokémon's base speed. Changes to the relevant attacking stat cause attacks to do ±2% damage for ±1% energy per level.
  • As with Rollout, if no maximum duration is specified the Pokémon will continue using Ice Ball until something stops it or it reaches maximum power.
  • I am uh suddenly feeling like I've totally missed something and I can't tell what it is but if you notice something wrong, please say so!
  • K'yoril posts commands first next round, then Nanabshuckle8 posts commands.
 
Ok Kelp, stop rolling around and use an Avalanche if he attacks you, Icebeam if he doesn't, and just swear like a sailor with Curse if he protects.

Avalanche/Ice Beam/Curse x3

uh, a few points less than 134% from rounding errors (they get somewhat significant when you get to numbers that big, but then they don't matter anyway because overkill), no idea where you're getting 280%. it's only slightly overkill, not even an order of magnitude.

I think I got confused by Dry Skin's description. It says something about x8 against a Parasect, but x4 is more likely and right near 134 so that was probably my mistake. Still overkill.
 
Hmm, troublesome indeed. Alright, at least he didn't say anything about Double Team, so let's try that out shall we? Begin by creating two clones of yourself which hopefully will make him miss. If he does, follow up with a Dragon Dance to increase your power further and then throw in another thunder wave. If he hits just smack him in the face with a dragon rush and a thunderbolt!

Double Team~Dragon Dance/Dragon Rush~Thunder wave/Thunderbolt.
 
Round Two

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 100%
Energy: 91%
Status: Rolling around having a grand old time. +1 Attack, +1 Defense, -1 Speed.
Commands: Avalanche/Ice Beam/Curse ~ Avalanche/Ice Beam/Curse ~ Avalanche/Ice Beam/Curse

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 94%
Energy: 90%
Status: Feeling newly confident (probably). +1 Attack, +1 Speed.
Commands: Double Team (2 clones) ~ Dragon Dance/Dragon Rush ~ Thunder Wave/Thunderbolt

------------------------------​

As his opponent rolls around gaining momentum, Steven is quick to put on a burst of speed himself, slithering away from his tree stump and around the clearing as fast as his serpentine body will allow. Two identical Dratini spring up from the grass behind him, and he regards them with satisfaction as he slows to a stop and they move to flank him, one on each side. He's going to be brave enough to face Kelp directly soon enough, he really is, but for now Steven's just glad for the additional protection that these copies will afford him; he doesn't feel nearly so alone and vulnerable now! In fact, he's feeling quite confident surrounded by these new friends. Confident enough to even... watch his opponent try to attack! (That is confidence aplenty.)

Kelp has the vague feeling that there's something else he should be doing, but he's picked up a lot of speed from circling around the field and realizes with a jolt that he's unable to come to a stop now. What's more, when he peeks up to search for his target, he sees that there are three Dratini where there should be one! How's he supposed to know which one to pick? Making a snap decision (and sending a silent prayer up to the forest gods), he veers off toward the one on the left, but it turns out to be not quite solid, so he goes right through it and just keeps on rolling until he hits a tree stump. Whoops. Kelp slowly straightens himself out, rubbing his head with a forepaw. Stupid tree stump. At least that's one Dratini down.

Grateful that he's avoided yet another confrontation, Steven takes his attention off his opponent and slowly curls and uncurls his body again, his double joining him in the familiar motions of another Dragon Dance. A shimmer of deep red draconic energy surrounds him as he feels increased power surging through him, and his movements become swifter and easier as the dance goes on. As he's finishing, he looks up and cringes, noticing Kelp charging up an orb of ice in his mouth. The Mudkip waits until the sphere grows too big for his mouth to hold, then releases the attack as a sparkling beam of icy energy in Steven's direction. Forgetting about his resolve, Steven screws his eyes shut, expecting the worst, and he waits and waits... but nothing happens. Warily he opens his eyes to see that it's just him and Kelp again, and the Mudkip is sheepishly avoiding his gaze. The Dratini breathes a sigh of relief. It's too bad that his friends are gone now, but thankfully he's still fine!

Kelp studies the grass in embarrassment, not wanting to look up. He must be looking pretty stupid right now, and... and... how could the forest gods have betrayed him like that?! Was he not polite enough? Were they offended that he thought he could try a bit of magic on his own? He doesn't have much time to mull that over before he's struck by another weak jolt of electricity that wreaks havoc upon his muscles again. Oh, give me a break! This time he doesn't bother straining to get through to his non-responsive muscles; he doesn't need to move to fire off another bolt of light blue energy, anyway, and this time there's nothing stopping it from getting to his target. The Dratini cries out in pain as the Ice Beam hits him, a bit of frost forming on his tail before he shakes it off. Now that's more like it! Perhaps he'll forgive the forest gods if things keep going like this.

------------------------------​

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 100%
Energy: 77%
Status: Still a little frustrated at his earlier failures. Paralyzed (severe); 24% chance of failure for attacks requiring movement. +1 Attack, +1 Defense, -1 Speed.
Used: Ice Ball (missed) ~ Ice Beam (missed) ~ Ice Beam

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 80%
Energy: 82%
Status: Shivering from the cold and missing his clones. +2 Attack, +2 Speed.
Used: Double Team (2 clones) ~ Dragon Dance ~ Thunder Wave

Arena Status
  • None.

Damage and Energy
  • Kelp's Health: 100%
  • Kelp's Energy: 91% - 4% (Ice Ball) - 5% (Ice Beam) - 5% (Ice Beam) = 77%
  • Steven Thunderclaw's Health: 94% - 14% (Ice Beam) = 80%
  • Steven Thunderclaw's Energy: 90% - 2% (Double Team) - 2% (Dragon Dance) - 4% (Thunder Wave) = 82%

Notes
  • Still can't stop rolling in the middle of using Ice Ball.
  • Kelp missed and hit a clone both times. Bad luck there.
  • I took "attack" in K'yoril's commands to mean damaging attacks (i.e. not Thunder Wave), but in the future it'd be good if you specified so that I don't end up misinterpreting your commands.
  • Nanabshuckle8 commands first.
 
Sorry, I missed the Ice Ball thing. And I did mean damaging attacks, but I'll try and be more specific from now on.
 
Success! Alright, time to put those dragon dances to use! But first put up a Safeguard and a Light Screen, then Dragon Rush him to the face!
Safeguard~Light Screen~Dragon Rush.
 
Looks like redundancy is coming our way. A Shed Skin Dratini with Safeguard doesn't ruin our plans right? In that case, I want you to try a Blizard on the first action. Next, once he's got his screen up, charge him with a Double-Edge. Lastly, wait until he hits you, then use Counter for some serious damage. If at any time you think you won't be able to hit him, Chill. If Steven misses on the last action, Chill as well.

Blizzard/Chill~Double-Edge/Chill~Counter/Chill
 
Round Three

K'yoril (2/2 left)
Mudkip
Kelp
Ability: Torrent
Health: 100%
Energy: 77%
Status: Still a little frustrated at his earlier failures. Paralyzed (severe); 24% fail chance. +1 Attack, +1 Defense, -1 Speed.
Commands: Blizzard/Chill ~ Double-Edge/Chill ~ Counter/Chill

Nanabshuckle8 (2/2 left)
Dratini
Steven Thunderclaw
Ability: Shed Skin
Health: 80%
Energy: 82%
Status: Shivering from the cold and missing his clones. +2 Attack, +2 Speed.
Commands: Safeguard ~ Light Screen ~ Dragon Rush

------------------------------​

It certainly wouldn't do to go charging at the enemy without the necessary preparation, would it. And Steven still doesn't feel quite ready for that yet (no, he's not stalling! this is just properly strategic), so he instead coils up on the grass and closes his eyes. A pale green bubble forms around him as he concentrates, easily expanding to accommodate his body when he stretches out. Unfortunately, the Safeguard doesn't do anything to deter Kelp from attacking; the Mudkip opens his mouth and unleashes a forceful blast of icy wind and flurries in his direction. The bitterly cold gusts howl in his ears as they blow past, battering him with clumps of snow and covering the surrounding grass with a pristine layer of snow and frost. It doesn't stay that way for long, though—all his writhing around in pain does plenty to disturb it. When the gale finally dies down, all Steven wants to do is curl up and conserve his body heat, but he forces himself to focus his energy as best he can, the fins on the sides of his head taking on a bright glow as he summons up a wall of blue light that hovers in front of him.

Kelp considers his opponent for a moment, a little nervous. That screen of his looks pretty solid... but K'yoril seems sure that this is going to be fine, and it's got to know what it's talking about, right? He tenses briefly as he gathers his resolve, hoping for his muscles to respond properly, and then abruptly bolts forward, a yellow aura shimmering around his body and leaving a golden trail behind him. And his trainer's right: he bursts right through the barrier as if it's not there at all and slams into Steven with full force. The blow pushes Steven some ways back and leaves bruises on his skin, which is great and all, but Kelp does wish he'd had the foresight not to hit him headfirst after rolling into that stump earlier. Ouch.

It doesn't take Steven long to retaliate with a charge of his own, flaring up with vicious blue draconic flames as he propels himself across the field at great speed. Oh, so now Steven's trying to one-up him, huh? Make his own tackle look better by adding in some flashy fire show? No, Kelp's not going to stand for that. He plants his four feet into the ground, anticipating the impact and, when the Dratini crashes into him, resists the force that shoves him backwards with all his strength, so that he comes to a stop a bit sooner than Steven must have expected. Before his opponent can retreat, Kelp hurls himself back at the Dratini in a similar fashion (minus the raging flames) but with even more force, enough to send him spinning through the air right across the clearing. That's right! Kelp wins this round! And he even did it all without the help of the forest gods!

------------------------------​

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.
Used: Blizzard ~ Double-Edge ~ Counter

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

Arena Status
  • Nothing of note.

Damage and Energy
  • Kelp's Health: 100% - 5% (Double-Edge) - 12% (Dragon Rush) = 83%
  • Kelp's Energy: 77% - 7% (Blizzard) - 8% (Double-Edge) - 12% (Counter) = 50%
  • Steven Thunderclaw's Health: 80% - 18% (Blizzard) - 14% (Double-Edge) - 24% (Counter) = 40% (capped)
  • Steven Thunderclaw's Energy: 82% - 3% (Safeguard) - 2% (Light Screen) - 7% (Dragon Rush) = 70%

Notes
  • Safeguard and Light Screen are costing 1% energy/action each for upkeep.
  • Dragon Rush's damage was reduced by 2% due to Counter.
  • Counter hit the damage cap.
  • K'yoril commands first.
 
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