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MurrMurr vs Blaziking

Grass King

New member
6v6 Triple Battle (not for the faint of heart)
Set
DQ Time: 10 days
Damage Cap: 66%
Banned Moves: OHKOs, weather moves
Arena: Outside the Battle Roulette (so completely not stolen from anyone)

The Pokemon are battling in a busy district directly outside of the Sinnoh-famous Battle Roulette, where luck is tested on a daily basis. The League has gotten permission to erect a large roulette wheel outside for the purposes of this battle. The hustling and bustling crowd rarely stop to take stock, and so a passerby may accidentally kick a Pokemon under 2ft tall not flying or levitating for 5% damage. If people do stop to watch, they can do a couple of things: (1 in 3 chance of anything occurring per round)

-Throw a soda can at a random Pokemon, dealing 2% damage and lowering Speed 1 level. (50% chance of out of the three occurring)
-Throw food at a Pokemon, dealing 3% damage. However, it can be eaten to restore 5% health and energy, but with a 65% chance of poisoning. (10% chance)
-What you've all been waiting for: The people can spin the roulette. The roulette has a number of effects, all with an equal chance of happening: (Note, for the purposes of example I've named the teams 1 and 2) (40%)

:Team 1 all gets paralyzed.
:Team 2 all gets paralyzed.
:Team 1 all gets badly poisoned.
:Team 2 all gets badly poisoned.
:Team 1 and 2 switch one random Pokemon each for the rest of battle.
:Team 1 and 2 switch all of their Pokemon for the rest of battle.
:Team 1's Pokemon all are restored by 20% health and energy.
:Team 2's Pokemon all are restored by 20% health and energy.
:Team 1's Pokemon all lose 10% health and energy.
:Team 2's Pokemon all lose 10% health and energy.
:Team 1's Pokemon max out all stats except accuracy+evasion.
:Team 2's Pokemon max out all stats except accuracy+evasion.
:Sunny Day takes effect.
:Rain Dance takes effect.
:Sandstorm takes effect.
:Hail takes effect.
:Trick Room takes effect.
:Gravity takes effect.
:Nothing happens.

MurrMurr's Party:

[Purr] Gabite (Male)
Ability: Sand Veil

[Incinerati] Chimchar (Female)
Ability: Blaze

[Daydream] Ralts (Female)
Ability: Trace

[Gnar] Duskull (Male)
Ability: Levitate
Sig Attribute: Gamma Ray Corruption

[Pancake] Croagunk (Male)
Ability: Dry Skin

[Syrup] Grimer (Male)
Ability: Sticky Hold

[Up] Drifloon (Female)
Ability: Aftermath
Sig Attribute: Mutualism

[Down] Skorupi (Male)
Ability: Sniper
Sig Attribute: Equalizer

Blaziking's Party:

Cyndaquil
Blaziking (M)
Ability: Blaze
Item: None

Bellsprout
Carnage (F)
Ability: Chlorophyll
Item: None

Remoraid
Swimmy (F)
Ability: Sniper
Item: None

Yanma
Sling (M)
Ability: Compoundeyes
Item: None

Spiritomb
Choque (M)
Ability: Pressure
Item: None

Farfetchd
Daffy (M)
Ability: Keen Eye
Item: None


Notes:
MurrMurr sends out his Pokemon
Blaziking sends out his Pokemon & declares attacks
MurrMurr declares attacks
 
I'll lead with Up the Drifloon, Down the Skorupi, and Incinerati the Chimchar. Looking forward to the battle.
-----------
For the good of the people:

[Up] Drifloon (Female)
Ability: Aftermath
Sig Attribute: Mutualism
Up was a bit of the reckless type, always playful enough to stray from the beaten path and get herself into danger. She once even got lost in the desert. Then, everything changed when a Skorupi found her. He stabbed her in the leg and was going to have her for lunch, when Up suddenly took off in an effort to get free. The Skorupi was immensely interested in this "flying", and tried latching on to Up in order to fly. Up, weighing nothing compared to the Skorupi, only succeded in dragging him out of his burrow, where the terrified scorpion turned tail and fled. Up refused to tolerate that sort of "cowardly business", and began to teach the Skorupi how to get out in the wild on its own. Up learned from the Skorupi as well about how to conceal her recklessness (see Down's sig attribute for more info). Then they both got caught by the League and here they are.

Effects:
Up and Down bring out the best in each other. Whenever Down is on the field, Up gains a +1 stage boost to defense (included in her normal +6 maximum and -6 minimum), and gains the ability Battle Armor in addition to Aftermath. However, she has a 10% chance of simply hiding for an action because of the timidity Down instilled in her.
~~~~~
[Down] Skorupi (Male)
Ability: Poison Point
Sig Attribute: Equalizer
Down was a shy Skorupi by nature, only preying on the kills foolish enough to stumble straight into his nest. One such kill was an idiotic Drifloon, moving straight towards the nest without a care in the world. Down stabbed his poison pincer straight through her paper-thin legs, before the Drifloon shocked Down by jumping...and staying in the air. Down was enthralled by this, and was rushed outside by the Drifloon, where he promptly fled back in. He thought that the Drifloon was being "pompus and overconfident", and so began teaching her how to guard herself. He learned a bit as well (see Up's sig attribute for her spin on the story). Then they both got caught by the League and here they are.

Effects: Up and Down bring out the best in each other. Whenever Up is on the field, Down gains a +1 stage boost to Attack (part of the +6 maximum and -6 minimum) and gains the ability Guts in addition to Poison Point. However, his base accuracy is reduced by 10% because of the recklessness Up instilled in him.
 
Okay then, I'll start with Choque the Spiritomb, Sling the Yanma, and Blaziking the Cyndaquil.

I'll start by having Choque use Hypnosis on Down, and continue to use it until the Skorupi is asleep. Once the Skorupi is asleep, use Nasty Plot once, and then follow up with Dark Pulse on Drifloon.

Choque: Hypnosis @ Down ~ Hypnosis @ Down / Nasty Plot ~ Hypnosis @ Down / Nasty Plot / Dark Pulse @ Drifloon

Sling is going to start off by using Double Team for about 3 clones. Then, use Supersonic on the Skorupi, followed by a Screech attack on the Skorupi. If Choque successfully puts Skorupi to sleep, use Dream Eater on the Skorupi.

Sling: Double Team ~ Supersonic @ Down / Dream Eater @ Down ~ Screech @ Down / Dream Eater @ Down

And finally, Blaziking. He'll start off by using Eruption immediately. After that, continue to use Eruption if you have not yet been attacked. If you are attacked, use Attract on Chimchar, followed by another Attract on Drifloon.

Blaziking: Eruption @ All ~ Eruption @ All / Attract @ Incinerati ~ Eruption @ All / Attract @ Up
 
Tough commands, Blaziking. But I shall prevail!

Down, you're faster than Choque, and you really don't want to fall asleep on the job, now do you? So start out with a Double Team, 3 clones if you please. Then, Accupressure twice. If you do fall asleep, though, use Sleep Talk.

Up, your goal is to neutralize the aggrivating Cyndaquil. First, Protect off the Eruption first action, then Disable it next turn. Finish off by destroying Sling's clones and attacking it with Shock Wave.

Incinerati. Your mission, should you choose to accept it (and you will), is to Taunt everyone. Simple, no?

Up: Protect~Disable@Blaziking~Shock Wave@Sling

Down: Double Team (3 clones)~Accupressure/Sleep Talk~Accupressure/Sleep Talk

Incinerati: Taunt@Sling~Taunt@Choque~Taunt@Blaziking
 
MurrMurr
Drifloon Up (Female)
Ability: Aftermath & Battle Armor
Sig Attribute: Mutualism
Status: I better be careful...
Defense +1
10% chance of hiding
Health: 100%
Energy: 100%

Skorupi Down (Male)
Ability: Sniper & Guts
Sig Attribute: Equalizer
Status: I'll destroy them!!
Attack +1
Accuracy -10%
Health: 100%
Energy: 100%

Chimchar Incinerati (Female)
Ability: Blaze
Status: I'm all fired up!
Health: 100%
Energy: 100%


Blaziking
Spiritomb Choque (M)
Ability: Pressure
Status: I'll teach them to be afraid of ghosts!
Health: 100%
Energy: 100%

Cyndaquil Blaziking (M)
Ability: Blaze
Status: I'll teach them not to play with fire!
Health: 100%
Energy: 100%

Yanma Sling (M)
Ability: Compoundeyes
Status: Buzzzzz
Health: 100%
Energy: 100%


Round 1:

As both trainers approach the stadium, they each ready their Pokeballs. MurrMurr sends out his Drifloon, Skorupi and Chimchar. Blaziking sends out his Spiritomb, Cyndaquil and Yanma.

Up begins by surrounding her body in a semi-transparent green sphere of energy. Sling then buzzes around the area at near supersonic speeds, creating identical duplicates of himself, as he comes to a stop. Blaziking, the Cyndaquil, calls upon the lava from the Earths mantle to help him. The ground in front of him breaks apart as molten rock rains up into the air. It quickly solidifies and rains down of Blazikings opponents. The hot substance really hurts Down, and even Incinerati, but doesn't affect Up, due to the barrier she created around herself. Down, after recovering, scuttles quickly around the arena, creating his own clones. Incinerati taunts Sling and his clones, by pulling her eyelid down, and sticking out her tongue. Choque looks at the four Skorupi, before deciding which to try and hypnotize. He looks at one, and fires rainbow-colored rings, however the clone just stares back before fading away.

Sling, eager to get back his opponents is unsure of what to do. He really wants to hurt them, but he can't attack because the Skorupi is still awake. He continues to hover contemplating. Up, meanwhile, begins to call upon some ancient ghostly power. Her eyes glow blue for a moment, before Blaziking is surrounded by the same blue glow. Down, meanwhile uses the claws on his tail to put pressure on one of his stress points. Blaziking, knowing that the stupid Drifloon has prevented him from using eruption again, looks towards Incinerati, and fires red hearts of energy towards her. Incinerati, after getting hit by the hearts, looks at Blaziking with love in her eyes. However, she turns away for a second, to pull a face at Choque, making him angry enough to attack, but unsure of what to do.

Sling, still contemplating what to do about attacking the opponents, just continues to hover. Up, meanwhile takes the opportunity, to fire a beam of blue electricity from her 'legs'. The attack hits all the Yanma, leaving only one left when the attack is done. Down applies pressure to a second stress point with his tail, and he feels even stronger than before. Meanwhile Blaziking hits Up with another set of energy hearts, which causes her to look at him with love as well. Incinerati is too distracted by her love to even think about attacking him. Choque, happy to have something go his way for once, fires purple orbs of shadow energy at Up. The orbs cause her to float to the ground in pain for a moment for a second, before floating again.

End of Round 1


MurrMurr
Drifloon Up (F)
Ability: Aftermath & Battle Armor
Sig Attribute: Mutualism
Status: He is so cute!
Attracted to Blaziking (moderate)
Defense +1
10% chance of hiding
Health: 85%
Energy: 83%

Skorupi Down (M)
Ability: Sniper & Guts
Sig Attribute: Equalizer
Status: I will destroy them!
Attack +2
Defense +1
Accuracy -10%
Health: 75%
Energy: 88%

Chimchar Incinerati (F)
Ability: Blaze
Status: He is so cute!
Attracted to Blaziking (moderate)
Health: 89%
Energy: 94%


Blaziking
Spiritomb Choque (M)
Ability: Pressure
Status: Opponents must be destroyed!
Taunted (2 more actions)
Health: 100%
Energy: 92%

Cyndaquil Blaziking (M)
Ability: Blaze
Status: Oh, so easy to fool.
Health: 100%
Energy: 84%

Yanma Sling (M)
Ability: Compoundeyes
Status: Must kill Chimchar
Taunted (1 more action)
Health: 93%
Energy: 94%


Notes:
MurrMurr attacks first
Sorry it took so long
If I forgot anything then just tell me​
 
Well, that round sucked and we can totally do better than that. Right, guys?

Up, start out nice and simple with a Double Team. Two clones if you please. Then, Shock Wave Sling twice. If he protects, Stockpile on action 2 and Shadow Ball Choque if it's action 3. While doing this, please remember that Blaziking was totally checking Incinerati out a few moments ago and needs to be punished for his impudence later.

Down, please ignore the pathetic whims of the women you're surrounded by, and concentrate on the Cyndaquil. First, Toxic it. Then, Aerial Ace it. Finish off by placing as many of your opponents as you can as far away as possible with a massive Whirlwind (but if you can't hit more than one, Blaziking will do). If Blaziking Protects on actions 1 or 2, Chill. If he Protects on the final action, redirect the Whirlwind to Choque if it's one person and full steam ahead otherwise.

Incinerati, first Double Team (3 clones) for me, 'k? Then Heat Wave the three of them as hard as you can. However, if someone tries to hit you with a physical attack, just Counter it. While doing this, please remember that Blaziking was totally checking Up out a few moments ago and needs to be punished for his impudence later.

Up: Double Team (2 clones)~Shock Wave@Sling/Stockpile~Shock Wave@Sling/Shadow Ball@Choque

Down: Toxic@Blaziking/Chill~Aerial Ace@Blaziking/Chill~Whirlwind@all/Whirlwind@Blaziking/Whirlwind@Choque

Incinerati: Double Team (3 clones)/Counter~Heat Wave@all/Counter~Heat Wave@all/Counter
 
Wow, we did quite well that round!

M'kay, so Choque we're going to have you use Ominous Wind for 2 turns on Up. When your taunt is over, use Hypnosis on Down. Simple, right?

Ominous Wind @ Up ~ Ominous Wind @ Up ~ Hypnosis @ Down

Sling, on the other hand, it looks like you're going to have your ass handed to you. Start off by using Air Slash on the Down, and keep using it on Down.

Air Slash @ Down ~ Air Slash @ Down ~ Air Slash @ Down

Blaziking, since you're still at full health, use Eruption. If and when you fall below 90% health, begin using Toxic on the enemies. Start by using it on Incinerati until she's poisoned, then if or when she is poisoned, use Toxic on Up. If for any reason you cannot do either, use Aerial Ace on Down.

Eruption @ all / Toxic @ Incinerat / Aerial Ace @ Down ~ Eruption @ all / Toxic @ Incinerati / Toxic @ Up / Aerial Ace @ Down ~ Eruption @ all / Toxic @ Incinerati / Toxic @ Up / Aerial Ace @ Down
 
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