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

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
xpqo.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 100%
Energy: 100%
Status: A water-type? You sent me out against a water-type?
Commands: Earth Power + Ancientpower / Amnesia ~ Earthquake
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Squirtle
Blaise (Male)
Ability: Torrent
Health: 16%
Energy: 8%
Status: Finally, that thing is disposed of. Cursed (1/10 health per round), Aqua Ring in effect (1% per action)
Commands: Fake Out ~ Counter ~ Surf
Chills: 0/3
Healings: 0/1
Item: Expert Belt

Round 5 Begin!

The Luvdisc from earlier swims back down the river, looking to see if anyone's in trouble yet. Finding no-one, it swims off sulkily as Lord of the Fireflies sends out an odd-looking Swinub.

Blaise darts towards Skjöldur almost instantly, clearly gearing for a strike. Skjöldur flinches involuntarily and whimpers, but Blaise suddenly stops in front of himwithout attacking. He laughs, then smacks Skjöldur on the nose and runs off, laughing. Skjöldur tries to attack, but Blaise's tactic has driven his commands out of his mind and, no matter how hard he thinks, he can't remember what he's meant to be doing.

After a few seconds, though, he does remember something. Earthquake! His trainer said Earthquake at some point, right? May as well go for it. He begins jumping up and down almost comically, and the ground responds as though made of jelly, ripples radiating out from Skjöldur's location. The attack hits Blaise hard, and he is thrown over backwards; he struggles to get up for a minute, ripples jolting him continuously, until finally one of them knocks him back upright. He immediately runs towards Skjöldur in an attempt to get some last hit in, and manages a light punch, but the exertion is just too much for him and he keels over, exhausted. The round ends with Blastoise Fortooate recalling his Pokémon before anything else can happen to it.

Round 5 End!

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

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 98%
Energy: 92%
Status: Although, actually, that was pretty easy.
Attacks Used: [flinch] ~ Earthquake
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Squirtle
Blaise (Male)
Ability: Torrent
Health: 5%
Energy: 0%
Status: Knocked out!
Attacks Used: Fake Out ~ Counter
Chills: 0/3
Healings: 0/1
Item: Expert Belt


Damage / Energy Calculations
Fake Out - 3% damage, 7% energy (accuracy roll 14, needed 100 to miss)
Earthquake - 11% damage, 8% energy (accuracy roll 19, needed 100 to miss)
Counter - 2% damage, 1% energy (accuracy roll 46, needed 100 to miss)


Notes
- Neither Fake Out or Counter caused Static Fur to activate.
- You hadn't given any commands for what to do should Skjöldur flinch, but your commands said only to push back the combo if he used Endure or Protect.
- You will indeed get the Expert Belt back. Why do you think I got the Staraptor to chase them? :P

Arena Notes
- This round, a Luvdisc would have saved anyone in the river.
- A tree is on fire.

Next Round
- Blastoise Fortooate sends out and attacks
- Lord of the Fireflies attacks
- I ref
 
Last edited:
Hum, the health and energy are the same at the end of the round than at the beginning...

Also I'm not sure I'm getting what happened with the Counter.

EDIT: Coat was named Husk but then I changed it to Skjöldur and hope I won't change it again.
 
I'll fix the health and energy. Counter was at a vastly reduced capacity because Blaise didn't have 11% energy for a full one. So he used his remaining 1% energy for a 1/11 strength Counter; ergo, 2% damage.

EDIT: Fixed.
 
I had better, that's my favorite belt... Mort, you're up.

[Mort] Gastly [♂]
Levitate

Start off with a Fire Punch, nice and toasty... Then Energy Ball, or Giga Drain if you've taken damage.

Fire Punch ~ Energy Ball/Giga Drain ~ Energy Ball/Giga Drain
 
Amnesia, then Odor Sleuth and Endeavor. If you forgot Odor Sleuth, use Curse on the second action and Avalanche on the last instead. If you forgot Endeavor, use Body Slam on the last action.

Amnesia ~ Odor Sleuth / Curse ~ Endeavor / Avalanche / Body Slam
 
Last edited:
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
xpqo.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 98%
Energy: 92%
Status: Although, actually, that was pretty easy.
Commands: Amnesia ~ Curse / Odor Sleuth ~ Avalanche / Bite
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 100%
Energy: 100%
Status: So then what's going on?
Commands: Fire Punch ~ Energy Ball / Giga Drain ~ Energy Ball / Giga Drain
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth

Round 5 Begin!

After a few seconds, Blastoise Fortooate sends out his replacement: a Gastly, holding a bizarre cloth that gives it a fairly intimidating appearance. At the same time, a Slowpoke wanders vacantly onto the field; it yawns widely, and a bizarre distortion overtakes the arena. Time seems to be twisted around, just as from Baron's earlier Trick Room; the Slowpoke wanders away at lightning speed, and the round begins.

Skjöldur moves first, his opponent seemingly moving through treacle. Though "moves" is not an accurate description - he simply stays still and begins to put all unneccesary thoughts out of his mind, decreasing the opportunity for any opponent to break in. In his haste to do this, though, he accidentally puts a move out of his mind as well. Oh well, he thinks, I'd probably not use it anytime soon anyway. Meanwhile, his opponent finally manages to get to him; he's not concentrating very well, but he feels something very very very hot punch him in the back of the head. He looks round to see what it could be - the Gastly has no hands, after all - but his opponent's gaseous form yields no clues.

Putting the matter out of his mind, Skjöldur begins muttering under his breath. He invokes a powerful chant that he learned from the Froslass in his arctic home many years ago; while he knows it's not as effective for him as it would be for them, he still likes its effects. Suddenly, his entire body bulks up and thickens; he ends up about one and a half times as large as previously, and his legs nearly buckle under the unaccustomed weight. As he struggles to get up, Mort draws on the energy of the plants around him, charging up a green, mostly-formless sphere-like thing; he launches it at Skjöldur, shoving the Swinub back onto the ground. Darn it, and I had just managed to get up, too.

Even though, with the modification of time, Skjöldur could move faster than Mort if he wanted, he opts to wait. Mort, on the other hand, has no qualms about attacking first: he once again draws the energy from the plants around him, hurling the resulting semisolid lump at Skjöldur, where it explodes into a shower of tiny green sparks. Skjöldur suddenly makes a move of his own: his eyes take on an ice-blue glow and several boulders tear themselves from the ground, freezing solid in an instant before hurling themselves down on the unfortunate Mort, pummelling and crushing him under their weight.

Suddenly, with another Slowpoke-yawn from off the arena, time returns itself to normal, leaving Mort as faster than Skjöldur once more.

Round 5 End!

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

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 74%
Energy: 74%
Status: Hrm. Satisfactory, I suppose. Special defense +2, defense +1, speed -1, Icicle Crash forgotten.
Attacks Used: Amnesia ~ Curse ~ Avalanche
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 80%
Status: ...Ouch!
Attacks Used: Fire Punch ~ Energy Ball ~ Energy Ball
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth


Damage / Energy Calculations
Amnesia - 4% energy
Fire Punch - 12% damage, 4% energy (accuracy roll 79, needed 100 to miss)
Curse - 6% energy
Energy Ball - 6% damage, 8% energy (accuracy roll 94, needed 100 to miss)
Energy Ball - 6% damage, 8% energy (accuracy roll 12, needed 100 to miss)
Avalanche - 12% damage, 8% energy (accuracy roll 88, needed 100 to miss)


Notes
- Amnesia forgot Icicle Crash.
- Fire Punch was a critical hit.

Arena Notes
- This round, a Slowpoke used Trick Room.
- A tree is on fire.
- There are many large craters next to a pile of rubble.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
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
xpqo.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 98%
Energy: 92%
Status: Although, actually, that was pretty easy.
Commands: Amnesia ~ Curse / Odor Sleuth ~ Avalanche / Bite
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 100%
Energy: 100%
Status: So then what's going on?
Commands: Fire Punch ~ Energy Ball / Giga Drain ~ Energy Ball / Giga Drain
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth

Round 5 Begin!

After a few seconds, Blastoise Fortooate sends out his replacement: a Gastly, holding a bizarre cloth that gives it a fairly intimidating appearance. At the same time, a Slowpoke wanders vacantly onto the field; it yawns widely, and a bizarre distortion overtakes the arena. Time seems to be twisted around, just as from Baron's earlier Trick Room; the Slowpoke wanders away at lightning speed, and the round begins.

Skjöldur moves first, his opponent seemingly moving through treacle. Though "moves" is not an accurate description - he simply stays still and begins to put all unneccesary thoughts out of his mind, decreasing the opportunity for any opponent to break in. In his haste to do this, though, he accidentally puts a move out of his mind as well. Oh well, he thinks, I'd probably not use it anytime soon anyway. Meanwhile, his opponent finally manages to get to him; he's not concentrating very well, but he feels something very very very hot punch him in the back of the head. He looks round to see what it could be - the Gastly has no hands, after all - but his opponent's gaseous form yields no clues.

Putting the matter out of his mind, Skjöldur begins muttering under his breath. He invokes a powerful chant that he learned from the Froslass in his arctic home many years ago; while he knows it's not as effective for him as it would be for them, he still likes its effects. Suddenly, his entire body bulks up and thickens; he ends up about one and a half times as large as previously, and his legs nearly buckle under the unaccustomed weight. As he struggles to get up, Mort draws on the energy of the plants around him, charging up a green, mostly-formless sphere-like thing; he launches it at Skjöldur, shoving the Swinub back onto the ground. Darn it, and I had just managed to get up, too.

Even though, with the modification of time, Skjöldur could move faster than Mort if he wanted, he opts to wait. Mort, on the other hand, has no qualms about attacking first: he once again draws the energy from the plants around him, hurling the resulting semisolid lump at Skjöldur, where it explodes into a shower of tiny green sparks. Skjöldur suddenly makes a move of his own: his eyes take on an ice-blue glow and several boulders tear themselves from the ground, freezing solid in an instant before hurling themselves down on the unfortunate Mort, pummelling and crushing him under their weight.

Suddenly, with another Slowpoke-yawn from off the arena, time returns itself to normal, leaving Mort as faster than Skjöldur once more.

Round 5 End!

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

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 74%
Energy: 74%
Status: Hrm. Satisfactory, I suppose. Special defense +2, defense +1, speed -1, Icicle Crash forgotten.
Attacks Used: Amnesia ~ Curse ~ Avalanche
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 80%
Status: ...Ouch!
Attacks Used: Fire Punch ~ Energy Ball ~ Energy Ball
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth


Damage / Energy Calculations
Amnesia - 4% energy
Fire Punch - 12% damage, 4% energy (accuracy roll 79, needed 100 to miss)
Curse - 6% energy
Energy Ball - 6% damage, 8% energy (accuracy roll 94, needed 100 to miss)
Energy Ball - 6% damage, 8% energy (accuracy roll 12, needed 100 to miss)
Avalanche - 12% damage, 8% energy (accuracy roll 88, needed 100 to miss)


Notes
- Amnesia forgot Icicle Crash.
- Fire Punch was a critical hit.

Arena Notes
- This round, a Slowpoke used Trick Room.
- A tree is on fire.
- There are many large craters next to a pile of rubble.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
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
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1imko5.jpg
1imko5.jpg
1imko5.jpg

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 98%
Energy: 92%
Status: Although, actually, that was pretty easy.
Commands: Amnesia ~ Curse / Odor Sleuth ~ Avalanche / Bite
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 100%
Energy: 100%
Status: So then what's going on?
Commands: Fire Punch ~ Energy Ball / Giga Drain ~ Energy Ball / Giga Drain
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth

Round 6 Begin!

After a few seconds, Blastoise Fortooate sends out his replacement: a Gastly, holding a bizarre cloth that gives it a fairly intimidating appearance. At the same time, a Slowpoke wanders vacantly onto the field; it yawns widely, and a bizarre distortion overtakes the arena. Time seems to be twisted around, just as from Baron's earlier Trick Room; the Slowpoke wanders away at lightning speed, and the round begins.

Skjöldur moves first, his opponent seemingly moving through treacle. Though "moves" is not an accurate description - he simply stays still and begins to put all unneccesary thoughts out of his mind, decreasing the opportunity for any opponent to break in. In his haste to do this, though, he accidentally puts a move out of his mind as well. Oh well, he thinks, I'd probably not use it anytime soon anyway. Meanwhile, his opponent finally manages to get to him; he's not concentrating very well, but he feels something very very very hot punch him in the back of the head. He looks round to see what it could be - the Gastly has no hands, after all - but his opponent's gaseous form yields no clues.

Putting the matter out of his mind, Skjöldur begins muttering under his breath. He invokes a powerful chant that he learned from the Froslass in his arctic home many years ago; while he knows it's not as effective for him as it would be for them, he still likes its effects. Suddenly, his entire body bulks up and thickens; he ends up about one and a half times as large as previously, and his legs nearly buckle under the unaccustomed weight. As he struggles to get up, Mort draws on the energy of the plants around him, charging up a green, mostly-formless sphere-like thing; he launches it at Skjöldur, shoving the Swinub back onto the ground. Darn it, and I had just managed to get up, too.

Even though, with the modification of time, Skjöldur could move faster than Mort if he wanted, he opts to wait. Mort, on the other hand, has no qualms about attacking first: he once again draws the energy from the plants around him, hurling the resulting semisolid lump at Skjöldur, where it explodes into a shower of tiny green sparks. Skjöldur suddenly makes a move of his own: his eyes take on an ice-blue glow and several boulders tear themselves from the ground, freezing solid in an instant before hurling themselves down on the unfortunate Mort, pummelling and crushing him under their weight.

Suddenly, with another Slowpoke-yawn from off the arena, time returns itself to normal, leaving Mort as faster than Skjöldur once more.

Round 6 End!

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

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 74%
Energy: 74%
Status: Hrm. Satisfactory, I suppose. Special defense +2, defense +1, speed -1, Icicle Crash forgotten.
Attacks Used: Amnesia ~ Curse ~ Avalanche
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 80%
Status: ...Ouch!
Attacks Used: Fire Punch ~ Energy Ball ~ Energy Ball
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth


Damage / Energy Calculations
Amnesia - 4% energy
Fire Punch - 12% damage, 4% energy (accuracy roll 79, needed 100 to miss)
Curse - 6% energy
Energy Ball - 6% damage, 8% energy (accuracy roll 94, needed 100 to miss)
Energy Ball - 6% damage, 8% energy (accuracy roll 12, needed 100 to miss)
Avalanche - 12% damage, 8% energy (accuracy roll 88, needed 100 to miss)


Notes
- Amnesia forgot Icicle Crash.
- Fire Punch was a critical hit.

Arena Notes
- This round, a Slowpoke used Trick Room.
- A tree is on fire.
- There are many large craters next to a pile of rubble.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
Last edited:
Anyways, since this isn't going anywhere...

Start by using Curse again, then Odor Sleuth and finish by Endeavor. Revert your first two actions to Bite if you are facing a Substitute or taunted. If by the third action Mort is Odor Sleuthed, use Avalanche instead.

Curse / Bite ~ Odor Sleuth / Bite ~ Endeavor / Avalanche
 
The forum ate your post.
But you edited after I started writing it and I only found out after I finished; I'm allowed to leave it as-is.
 
Hypnosis, followed by Nightmare followed by Dream Eater on his energy. Move everything over to make sure that Hypnosis works before you do anything else.

Hypnosis ~ Nightmare/Hypnosis ~ Dream Eater/Nightmare/Hypnosis
 
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
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1imko5.jpg
1imko5.jpg
1imko5.jpg

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 74%
Energy: 74%
Status: Hrm. Satisfactory, I suppose. Special defense +2, defense +1, speed -1, Icicle Crash forgotten.
Commands: Curse / Bite ~ Odor Sleuth / Bite ~ Endeavor / Avalanche
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 80%
Status: ...Ouch!
Commands: Hypnosis ~ Nightmare / Hypnosis ~ Dream Eater / Nightmare / Hypnosis
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth

Round 7 Begin!

Before the round can begin, that same Tropius from before returns to the arena. It lands next to Skjöldur, bending its neck down to him, and shakes its head so as to dislodge a fruit; then it flies away. Skjöldur eats it, peel and all.

Then, Skjöldur begins muttering that same incantation from before. After a few seconds, his bones suddenly thicken once again, and he collapses to the ground, struggling to support his newfound weight. It's not made any easier by the fact that, suddenly, Mort is in front of him; he looks distractedly into the Gastly's eyes, and then suddenly finds himself unable to tear his gaze away. The eyes glow a sinister red as Mort puts out waves of energy, lulling Skjöldur into an artificial sleep. Within thirty seconds, Skjöldur is snoring, asleep, on the ground.

Mort grins widely - he's got his opponent right where he wants him. Then he extends his mind out to Skjöldur's, probing deep into his subconscious. He grins at what he finds there, and then begins tinkering with the dream; within about a minute it's sufficiently dark and scary, and Skjöldur begins whimpering in his sleep. Something about being alone in a house with someone coming for him.

Still inside Skjöldur's mind, Mort decides to make things even worse for Skjöldur. Suddenly, within the dream, a giant Gastly appears, biting an enormous chunk out of reality and leaving a swirling vortex behind. As Mort withdraws from Skjöldur's mind, he grins; that Swinub is clearly in considerable discomfort.

Round 7 End!

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

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 64%
Energy: 56%
Status: Eeeeeeeep! Special defense +2, attack +1, defense +2, speed -2, Icicle Crash forgotten, asleep (moderate; one more round), having a Nightmare (5% per action).
Attacks Used: Curse ~ [asleep] ~ [asleep]
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 69%
Status: Mwahahahaha. Enjoy that nightmare, little Swinub.
Attacks Used: Hypnosis ~ Nightmare ~ Dream Eater
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth


Damage / Energy Calculations
Curse - 6% energy
Hypnosis - 4% energy (accuracy roll 23, needed 60 or above to miss)
Nightmare - 5% energy (accuracy roll 84, needed 100 to miss)
Dream Eater - 12% energy (Skjöldur), 2% energy (accuracy roll 67, needed 100 to miss)


Notes
- Dream Eater was a critical hit.

Arena Notes
- This round, a Tropius gave Skjöldur a banana.
- A tree is on fire.
- There are many large craters next to a pile of rubble.

Next Round
- Blastoise Fortooate attacks
- Lord of the Fireflies attacks
- I ref
 
Dream Eater on his energy twice, with a Clear Smog in between. Switch Dream Eater to Will-O-Wisp if he wakes up.

Dream Eater/Will-O-Wisp ~ Clear Smog ~ Dream Eater/Will-O-Wisp
 
Hurray a round of sleep talking!

USE HAIL THEN BLIZZARD TWICE IF YOU WAKE UP instead if you wake up on the last action then use Bite.

Sleep Talk / Hail ~ Sleep Talk / Hail / Blizzard ~ Sleep Talk / Blizzard / Bite
 
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
xpqo.jpg
1imko5.jpg
1imko5.jpg
1imko5.jpg

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 64%
Energy: 56%
Status: Eeeeeeeep! Special defense +2, attack +1, defense +2, speed -2, Icicle Crash forgotten, asleep (moderate; one more round), having a Nightmare (5% per action).
Commands: Sleep Talk / Hail ~ Sleep Talk / Hail / Blizzard ~ Sleep Talk / Blizzard / Bite
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 69%
Status: Mwahahahaha. Enjoy that nightmare, little Swinub.
Commands: Dream Eater / Will-O-Wisp ~ Clear Smog ~ Dream Eater / Will-O-Wisp
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth

Round 8 Begin!

Suddenly, that same Shedinja from before materializes out of the shadows behind Mort, its halo glowing white once more. Mort's eyes suddenly begin glowing bright white as the Shedinja gives him a portion of his energy; Mort is suddenly overcome by a strong feeling of invincibility; he grins all the wider. The Shedinja vanishes away into the shadows.

Suddenly, even despite his sleep, Skjöldur begins muttering. Them he stands up, still snoring, and then turns around; he begins scrabbling at the ground with his hindpaws, sending a slew of earth flying towards Mort. Mort bobs lazily up and to the right, and the clods of dirt pass straight by him, completely useless; Mort laughs evilly. Then, he extends his mind towards Skjöldur's, intruding into his dream and beginning to change it. The giant Gastly from before suddenly bites another chunk out of the dreamscape before vanishing; Skjöldur whimpers again.

Then his whimpering begins to turn into something more coherent. In fact, it's a chant, the same one as he's used twice before, and his body once more thickens and bulks up. Mort just laughs - he's going to get rid of that! Ha ha ha. He floats warily down to Skjöldur, and when the Swinub makes no move to oppose him he becomes more confident; he positions himself to envelop Skjöldur's entire body; the Swinub chokes and coughs for a few seconds but quickly settles down, and suddenly his body loses its unusual bulk: he shrinks back down to normal size, leaving Mort with even more of an advantage.

Skjöldur begins muttering again, and then suddenly leaps up, still asleep. He charges out of Mort's gaseous form and then wheels back round, charging straight at him; he passes straight through, as you'd expect, and emerges out the other side. He immediately spins round to try again, with the same results; after the third failed attempt, Mort decides he may as well fight back. Once again entering Skjöldur's dream, he causes the giant Gastly to take another bite from the dream - and this one bites through dream-Skjöldur himself! The shock jolts him awake, and he snuffles and checks what's happening, trying to figure out what's happened in his slumber.

Suddenly, though, the glow of Mort's eyes fades; he gasps and looks disappointed as his invulnerable feeling fades away.

Round 8 End!

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

husk__s_sprite_by_lordfirefly-d3hbdf1.gif

Skjöldur (Male)
Ability: Oblivious
Health: 44%
Energy: 20%
Status: I had the most horrible dream! Icicle Crash forgotten.
Attacks Used: Sleep Talk (Mud-Slap) ~ Sleep Talk (Curse) ~ Sleep Talk (Endeavor)
Signature Attribute: Static Fur
Chills: 0/3
Healings: 0/1

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

Gastly
Mort (Male)
Ability: Levitate and Intimidate
Health: 88%
Energy: 58%
Status: Nooooo my invulnerability ;.;
Attacks Used: Dream Eater ~ Clear Smog ~ Dream Eater
Chills: 0/3
Healings: 0/1
Item: Reaper Cloth


Damage / Energy Calculations
Sleep Talk (Mud-Slap) - 6% energy
Dream Eater - 6% energy (Skjöldur), 4% energy (accuracy roll 93, needed 100 to miss)
Sleep Talk (Curse) - 8% energy
Clear Smog - 5% damage, 5% energy
Sleep Talk (Endeavor) - 22% energy
Dream Eater - 9% energy (Skjöldur), 2% energy (accuracy roll 45, needed 100 to miss)


Notes
- Swinub, when using random moves, are marvelously unsuited to fighting Gastly.

Arena Notes
- This round, a Shedinja gave Mort Wonder Guard.
- A tree is on fire.
- There are many large craters next to a pile of rubble.

Next Round
- Lord of the Fireflies attacks
- Blastoise Fortooate attacks
- I ref
 
Odor Sleuth then Endeavor then Chill. If you are taunted or facing a Substitute on the first action, revert all your actions to Bite. If you are asleep, use Sleep Talk.

Odor Sleuth / Bite / Sleep Talk~Endeavor / Bite / Sleep Talk ~ Chill / Bite / Sleep Talk

Swinub has very limited options :(

P.S. Squorn, don't forget that Static Fur works both ways, meaning Skjoldur using Bite will have the 25% chance of paralyzing Mort. If you didn't ref it like that until now it's okay, BUT PLEASE MY VICTORY DEPENDS ON THAT SIG ATTRIBUTE.
 
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