• Welcome to The Cave of Dragonflies forums, where the smallest bugs live alongside the strongest dragons.

    Guests are not able to post messages or even read certain areas of the forums. Now, that's boring, don't you think? Registration, on the other hand, is simple, completely free of charge, and does not require you to give out any personal information at all. As soon as you register, you can take part in some of the happy fun things at the forums such as posting messages, voting in polls, sending private messages to people and being told that this is where we drink tea and eat cod.

    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

Lord of the Fireflies vs. Blastoise Fortooate (ref: Squornshellous Beta)

Squornshellous Beta

Active member
Pronoun
she/they/any
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.
Lord of the Fireflies's Unevolved Squad
Swablu
Plume (Female)
Ability: Natural Cure

Swinub
Blitz (Male)
Ability: Oblivious
Body Mod: Static Fur

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Held Item: Dusk Stone

Surskit
Peach (Female)
Ability: Swift Swim

Shroomish
Mars (Male)
Ability: Poison Heal


Blastoise Fortooate's Active Squad
Squirtle
Blaise (Male)
Ability: Torrent
Held Item: Expert Belt

Magikarp
Wiggles (Male)
Ability: Swift Swim

Gastly
Mort (Male)
Ability: Levitate
Held Item: Reaper Cloth

nik3.gif

Nikola Tesla (Male)
Ability: Static
Held Item: Wise Glasses

Swablu
Quetzal (Female)
Ability: Natural Cure

Cyndaquil
Cocoa (Male)
Ability: Blaze

Corphish
Deadly Red (Male)
Ability: Shell Armor

Elgyem
Gemini (Male)
Ability: Synchronize


First Round
- Lord of the Fireflies sends out
- Blastoise Fortooate sends out and attacks
- Lord of the Fireflies attacks
- I ref
 
Last edited:
Blaise!

Go!

Use Water Spout, Hydro Pump, then Muddy Water. Use foresight once if he does anything ghosty.

Water Spout/Foresight ~ Hydro Pump/Foresight ~ Muddy Water/Foresight
 
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.
Pre-round Notes
It is a strange group of travellers that falls into a hole in the ground and thinks "this is the perfect spot for a battle." These three were on their Saharan expedition when they fell in, and, of course, they had their Pokémon with them; so when they fell through the ground and emerged into the underground cavern - conveniently landing on some springy plants, so they didn't die - they could send them out and begin battle.

Team Lord of the Fireflies
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 100%
Energy: 100%
Status: Too damp here for me.
Commands: Curse ~ Pain Split ~ Chill
Chills: 0/3
Healings: 0/1
Item: Dusk Stone

Team Blastoise Fortooate
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

Squirtle
Blaise (Male)
Ability: Torrent
Health: 100%
Energy: 100%
Status: Nice and humid here!
Commands: Water Spout / Foresight ~ Hydro Pump / Foresight ~ Muddy Water / Foresight
Chills: 0/3
Healings: 0/1
Item: Expert Belt

Round 1 Begin!

Before anyone can do anything, a swarm of Whimsicott and Jumpluff fly overhead, drifting in the breeze and trailing millions of tiny cotton spores behind them. Many of those spores drift down onto Baron, sticking to his waxy exterior - though the ones that get caught up in his flame burn amusingly quickly.

Blaise looks up to the sky, then suddenly launches an enormous jet of water from his mouth straight up into the air; it jets up to a massive height, then comes straight back down to land on Baron. His flame very nearly goes out on the spot, and he screams in pain; he collapses, shaking, for a while, then finally gets up; he begins, in a weak voice, to chant a long and complex incantation, and as he does his voice gains power. By the end, it is resonating through the entire cave, and suddenly his flame turns jet-black. It grows and grows and suddenly engulfs Baron, burning the cotton away and searing the unfortunate Litwick, who screams once again.

When the flame finally returns to its normal intensity - though remaining jet-black, oddly - Baron simply sits there, seemingly inanimate. Blaise seizes on the opportunity, spitting a massive torrent of water at his opponent. The blast throws Baron back, slamming him into a nearby pointy rock; the Litwick just sits there, moaning, for a while. When he finally comes round, he glares at his opponent with sheer hatred, then begins another chant; both his and Blaise's eyes take on a purple glow, then a portion of Blaise's life-force tears itself away from him, a purple aura forming around him before hurling itself at Baron.

Baron remains insensate after this point, seemingly too tired to move. Blaise, meanwhile, begins concentrating his energy on the river; a wave begins to form, and then suddenly a massive, brownish tsunami emerges, shredding parts of the Bibarel bridge and hurtling for Baron. It goes wide, though, and hurls itself off to his left; it smashes itself to pieces on a tree nearby. Blaise glares at his failed attack, but his anger is suddenly interrupted as a massive black flame engulfs him, burning him up from the inside out. He screams, and drops to the ground, lying there as the round ends.

Round 1 End!

Team Lord of the Fireflies
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 64%
Energy: 71%
Status: Such pain...
Attacks Used: Curse ~ Pain Split ~ Chill
Chills: 0/3
Healings: 0/1
Item: Dusk Stone

Team Blastoise Fortooate
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

Squirtle
Blaise (Male)
Ability: Torrent
Health: 59%
Energy: 71%
Status: It burns... Cursed (1/10 health per round).
Attacks Used: Water Spout ~ Hydro Pump ~ Muddy Water
Chills: 0/3
Healings: 0/1
Item: Expert Belt


Damage / Energy Calculations
Water Spout - 36% damage, 11% energy (accuracy roll 92, needed 100 to miss)
Curse - 32% health (Baron), 4% energy (accuracy roll 65, needed 100 to miss)
Hydro Pump - 21% damage, 10% energy (accuracy roll 10, needed 80 or above to miss)
Pain Split - set both battlers' health to 64%, 35% energy
Muddy Water - 8% energy (accuracy roll 34, needed 85 or above to miss)
Chill - restored 10% energy (Baron)


Notes
- Snow being there was an oversight on my part, but Peach wasn't evolved when I copied it out and therefore can be used in this battle, as a Surskit.
- Water Spout was a critical hit.
- I assume by 'something ghosty' you mean phasing or invisibility? That's how I took it anyway.
- For the record, I only reffed Curse as burning the cotton away because it was not going to affect anything in the round. If he was going to be the target of a physical move, the cotton would have stuck around till the end of the round.
- ...That was an intense round!

Arena Notes
- This round, a group of Jumpluff and Whimsicott flew over Baron, dropping cotton spores.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
Last edited:
Because I'm an idiot and typed the wrong number. I forget what the actual one was but it was over 85. My apologies.

Not like it affected anything - my status roll said it didn't lower accuracy (because yes I do those before the accuracy rolls) and Baron had already hit the cap.
 
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.

Team Lord of the Fireflies
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 64%
Energy: 71%
Status: Such pain...
Commands: Trick Room ~ Energy Ball / Calm Mind ~ Energy Ball / Calm Mind
Chills: 0/3
Healings: 0/1
Item: Dusk Stone

Team Blastoise Fortooate
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

Squirtle
Blaise (Male)
Ability: Torrent
Health: 59%
Energy: 71%
Status: It burns... Cursed (1/10 health per round).
Commands: Yawn ~ Toxic ~ Whirlpool
Chills: 0/3
Healings: 0/1
Item: Expert Belt

Round 2 Begin!

Quivering in sheer pain, Blaise remains incapacitated for a few minutes. When he finally staggers to his feet, he stops suddenly: a giant, green-and-brown dinosaur has landed next to him. It lowers its head down to him and indicates the fruit on its neck, inviting Blaise to take one; he warily obliges, picking one and peeling it, eating the soft fruit inside and finding it reviving. The dinosaur suddenly hurls itself back into the air, flying away.

Now that Blaise is ready to begin the round, he makes sure he's visible to Baron before yawning widely, at the same time putting out a strong hypnotic signal. Baron catches it and yawns himself, but tries not to think about it for the moment. He begins a complex chant, punctuated by the occasional yawn; as he finishes, time suddenly twists itself into a bizarre rearrangement. In another dimension, far away, Dialga bellows with rage, but the battlers know nothing of it; besides, it's sure to be a while before anything comes of it.

With time in its bizarre state, Baron can move first: he begins drawing on the nature around him, pulling energy from the plantlife and concentrating it into a vague, nearly-formless blob. As Blaise moves in slow-motion, Baron launches the blob; it wobbles on its path but stays fairly straight, smashing into Blaise's head and exploding in a shower of green sparks. Blaise, meanwhile, finally finishes his move; having drawn toxins from his body, he launches it, as one condensed (and foul-tasting) blob, at Baron. It hits, and begins soaking into his waxy body, causing him to feel violently sick, very quickly.

Suddenly, though, the yawn that Baron had been repressing returns to the front of his mind, stronger than ever. With his cylindrical shape he stays upright, but he droops significantly as he falls into a deep sleep. Blaise grins, then begins a dramatic gesture, throwing his arms into the air; a stream of water lifts itself out of the river and, with more dramatic (and swirling) arm gestures from Blaise, coils itself around Baron and begins swirling, occasionally splashing over Baron's flame.

Blaise looks mightily pleased with himself for a few seconds, before that same hellish black fire erupts around him once more, searing and burning him. It dies away and Blaise drops, panting, to the ground once more.

Round 2 End!

Team Lord of the Fireflies
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 57%
Energy: 57%
Status: zzzzzzzzzz... Badly poisoned (2% this round, 3% next), asleep (moderate; one more round), trapped in Whirlpool (five more actions).
Attacks Used: Trick Room ~ Energy Ball ~ [asleep]
Chills: 0/3
Healings: 0/1
Item: Dusk Stone

Team Blastoise Fortooate
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

Squirtle
Blaise (Male)
Ability: Torrent
Health: 50%
Energy: 64%
Status: Aaaargh... Cursed (1/10 health per round).
Attacks Used: Yawn ~ Toxic ~ Whirlpool
Chills: 0/3
Healings: 0/1
Item: Expert Belt


Damage / Energy Calculations
Yawn - 5% energy
Trick Room - 6% energy
Toxic - 6% energy (accuracy roll , needed 90 or above to miss)
Energy Ball - 10% damage, 8% energy (accuracy roll , needed 100 to miss)
Whirlpool - 7% damage, 5% energy (accuracy roll , needed 85 or above to miss)


Notes
- Energy Ball did not lower Special Defense.

Arena Notes
- This round, a Tropius landed near Blaise, offering a banana.
- Time is twisted (two more rounds).

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
Last edited:
Three things:

1- At the beginning of the 2nd paragraph you wrote Blaise instead of Baron.
2- I'm pretty sure Trick Room won't last for three more rounds.
3- Blastoise is the one who should be attacking first iirc.

Apart from that everything looks fine, good job Squorn.
 
Last edited:
Now this is more like it. Thank you, Lord Tropius!

Begin with an Aqua Ring, time to mitigate some of the damage from that Curse. Follow through with Rollout. If you see a ninetales, hit that instead.

Aqua Ring ~ Rollout ~ Rollout
 
Trick Room scuppers the normal command order, remember. Lord of the Fireflies should indeed be attacking first.

(Also I ref Trick Room with the same duration as weather effects)
(Also I fixed the typo)
 
...I never actually read the A&A entry for it, my apologies. Fixed, and the command order is still backwards so Lord of the Fireflies is still attacking first.
 
Now this is more like it. Thank you, Lord Tropius!

Begin with an Aqua Ring, time to mitigate some of the damage from that Curse. Follow through with Rollout.

Aqua Ring ~ Rollout ~ Rollout
 
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).

Arena: Underground Forest

Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.

Effects:

-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:

1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.

Team Lord of the Fireflies
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 57%
Energy: 57%
Status: zzzzzzzzzz... Badly poisoned (2% this round, 3% next), asleep (moderate; one more round), trapped in Whirlpool (five more actions).
Commands: Chill ~ Sleep Talk / Flash ~ Sleep Talk / Thief
Chills: 0/3
Healings: 0/1
Item: Dusk Stone

Team Blastoise Fortooate
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

Squirtle
Blaise (Male)
Ability: Torrent
Health: 50%
Energy: 64%
Status: Aaaargh... Cursed (1/10 health per round).
Commands: Aqua Ring ~ Rollout ~ Rollout
Chills: 0/3
Healings: 0/1
Item: Expert Belt

Round 3 Begin!

As the round begins, a Luvdisc swims up the river. No-one notices it, though, since they're not in the river. With a feeling of dejection, it swims away, having had precisely no effect.

Blaise struggles to his feet. Then, shakily, he spits out a thin stream of water, which (in total defiance of the laws of physics) loops back around him, wrapping itself into a veritable cocoon of swirling water. Blaise, on the other hand, shows no signs of stirring.

Now something odd begins to happen. Blaise pulls his limbs, head and tail into his shell, which seems to be taking on a more rounded shape. When it's roughly spherical, he begins rolling towards Baron, hitting him in the side and bouncing away.

Curving back round, he heads in for another strike. He smashes into Baron with considerably more force than before, and this time it's the Litwick who goes flying, coming to a halt when he slams into a rock. The impact jolts him awake, his eye opening and glowing faintly. He pulls himself up straight and stares at the situation, trying to take in what happened while he was sleeping. Suddenly, one more thing adds to the confusion: the hellish flame engulfs Blaise once again, though he seems to be handling it better.

Round 3 End!

Team Lord of the Fireflies
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

iaza15247870719400.gif

Baron (Male)
Ability: Flame Body
Health: 38%
Energy: 67%
Status: Whoa, what'd I miss? Badly poisoned (3% this round, 4% next), trapped in Whirlpool (two more actions).
Attacks Used: Chill ~ [nothing] ~ [nothing]
Chills: 1/3
Healings: 0/1
Item: Dusk Stone

Team Blastoise Fortooate
1imko5.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

Squirtle
Blaise (Male)
Ability: Torrent
Health: 48%
Energy: 49%
Status: Rollin' along~ Cursed (1/10 health per round), Aqua Ring in effect (1% per action)
Attacks Used: Aqua Ring ~ Rollout ~ Rollout
Chills: 0/3
Healings: 0/1
Item: Expert Belt


Damage / Energy Calculations
Aqua Ring - 4% energy
Chill - restored 10% energy (Baron)
Rollout - 3% damage, 5% energy (accuracy roll 16, needed 90 or above to miss)
Rollout - 7% damage, 6% energy (accuracy roll 87, needed 90 or above to miss)


Notes
- Litwick don't get Sleep Talk.

Arena Notes
- This round, a Luvdisc would have saved anyone in the river.
- Time is twisted (one more round).

Next Round
- Blastoise Fortooate attacks
- Lord of the Fireflies attacks
- I ref
 
Last edited:
Back
Top Bottom