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Thread: Classtoise vs Papabopp Ref: Oslo

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    Default Classtoise vs Papabopp Ref: Oslo

    This is my first challenge, so preferably a fair fight.
    Rules: 1 week DQ
    Preferred: First level evolving pokemon (Bulbasaur) or babies (Kind of crummy to lose to a Charizard when the best I can use is Joltik )
    I'll send first, you attack first.
    3v3, 1 pokemon at a time.

    Arena: Classy Courtyard
    A very refined and elegant courtyard with a fountain in the middle. The entire field is about 30 feet across, with no discernible protection other than the fountain itself. The weather is clear and sunny.
    Effect: "Unrefined" attacks (underhanded attacks, i.e beat up, fake out; attacks that poison, i.e Toxic, Poison Sting; and attacks that lie/cheat/steal, i.e Covet, Thief, Double Team) are all "Harumph'd!" giving them a 1/3 chance of failing.
    Bonus!: Both Pokemon get a monocle. When receiving more than 30% damage in one attack, the monocle pops off and the Pokemon is quite surprised. This does nothing. It's just hilarious.

    (I'm open to negotiations with the arena, of course :p)

    I'll start up by sending out old (young) reliable, Kid Nickels the Steadfast Tyrogue!
    Last edited by Classtoise; 22nd July 2011 at 10:59 AM.

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    Default Re: Open Challenge: Classtoise vs ??? Ref: ???

    Lol, this looks awesome.

    So reffing.

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    Default Re: Open Challenge: Classtoise vs ??? Ref: ???

    Aww, dammit! I was this close to taking this -- I would've sprited some monocle-wearing chaps to go alongside the battle and everything!

    Looks like I'mma hafta spectate, since I have just one basic pokémon on my roster.
    -Grey

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    Default Re: Open Challenge: Classtoise vs ??? Ref: Oslo

    I'll take you on!

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    Default Re: Open Challenge: Classtoise vs Papabopp Ref: Oslo

    Sweet! Just send/attack and we're good to go!

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    So did you change your mind and just forget to tell me? It's been over 24 hours. I'd rather get this going.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Don't worry Class, sometimes it may take a day or two. Afterall, we all have lives outside the Forums. Which reminds me to pester Oslo into reffing my match.
    ~Mew Master

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Quote Originally Posted by Mew Master View Post
    Which reminds me to pester Oslo into reffing my match.
    *throws book at your face*

    Since MxG just posted her moves today, expect it up at least two days from now. At least.

    Reffing ten battles and two SZ quests takes time.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Quote Originally Posted by Mew Master View Post
    Don't worry Class, sometimes it may take a day or two. Afterall, we all have lives outside the Forums. Which reminds me to pester Oslo into reffing my match.
    Normally I wouldn't be too worried, but he's been posting in other battles, which is kind of rude to ignore a challenge made is all.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Sometimes it's based on if a match slips your mind is all. Which happens. You have a week, throw a fit on day 6 if nothing else.

    Oslo: At least you're more consistent than Grey, you've reffed twice (3x) when he just did once.
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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Quote Originally Posted by Mew Master View Post
    Sometimes it's based on if a match slips your mind is all. Which happens. You have a week, throw a fit on day 6 if nothing else.

    Oslo: At least you're more consistent than Grey, you've reffed twice (3x) when he just did once.
    To be fair, Grey works really hard. He takes on way more battles than he needs to.

    And yeah, Classtoise, I agree with Mew. I get really eager about battles sometimes as well, but ultimately, you just have to wait these things out sometimes. I'm confident Papabopp will post moves within the next day or two.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Meanwhile Oslo, you waste time with our saucy banter when you could be reffing my sexy match. ;D
    ~Mew Master

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Mew, m'dear, our saucy banter is never wasting time. ;D

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Oh my [/George Tekai]
    ~Mew Master

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Quote Originally Posted by Mew Master View Post
    Sometimes it's based on if a match slips your mind is all. Which happens. You have a week, throw a fit on day 6 if nothing else.

    Oslo: At least you're more consistent than Grey, you've reffed twice (3x) when he just did once.
    It's not really "throwing a fit" to gently remind him that "Hey, in the past 24 hours that you've been active, or even in your challenge post, you could've posted something".

    Besides, I'm not even gonna bother DQing. I'll just delete the thread and start a new challenge.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    You do realize you can have more than 1 match at a time right? Up to a max of four.
    ~Mew Master

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Rather not waste the spot, either way.

    EDIT: If I was just waiting for the next round it'd be one thing. I don't even know what he's using or what his attacks are gonna be. THAT'S what's got me so annoyed at the moment. I might as well just re-open the challenge.

  18. #18
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    Default Re: Classtoise vs Papabopp Ref: Oslo

    woah there brosky, I had not been active after I took you up on this challenge. Do NOT suggest that I have paid any less attention to this thread than any other or that you are worth my time more than anyone else here. Also, I was planning on posting anything on ASB till morning but I'm posting here just to keep you cool.
    Anywho, I'll be using Flame, my charmader with blaze.
    Flame, start with a classic flamethrower, then try out a newer move; flamecharge. Finish with an aerial ace

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Alright Kid, start things off with a Protect to keep that Flamethrower from hitting. Next, try and douse his charge with Rain Dance. Then, I want you to Bulldoze to finish things off.

    Protect ~ Rain Dance ~ Bulldoze

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 1 ‡

    I say! Tally-ho, wot wot, cheerio… um… y’know, that sort of thing…

    Okay! Now that I’ve set the tone for this battle, kind ladies and gents, I welcome you to Classy Courtyard! Here, as fops and dandies of every sort queue up along the sidelines, a fierce battle will take place between newcomer-but-not-really-a-newcomer Classtoise and the always interesting Papabopp. The trainers pluck identical Pokeballs from their belts and toss them into the fray, revealing a wiry fighter and a flaming lizard. Well, let’s tarry no further! Begin!

    As the match begins, Papabopp’s Charmander opens wide and begins shooting out a crackling trail of orange-gold flames. The dandies let out a gasp and one of them grows faint and passes out. Kid, however, has no interest in sustaining a hit this early on and throws up a red energy shield. The flames run off the Protect, leaving the Tyrogue unscathed.

    Kid Nickels: <-8 EP>
    Flame: <-8 EP>

    Eager to do at least some damage, Flame rams himself toward Kid as fire consumes his body. The flaming tackle throws Kid onto the ground, eliciting gasps of “My word!” and “Somebody think of the children!” from the onlooker. Flame feels his quickness mount. Kid, however, raises his hands and claps once. Clouds roll in and cold, fat raindrops begin to pelt the field. The dandies pull out umbrellas trimmed with lace, though poor Flame has no such protection. He cups his tail flame with his hands, shooting a dirty look at Kid.

    Kid Nickels: <-7 HP; -4 EP>
    Flame: <-3 EP; +1 Spd>

    Flame now sprints toward Kid and hops into the air, spinning like some kind of gymnast. As he lands, he lashes out with his wicked claws, leaving painful gouge marks across the Tyrogue’s torso. Slamming his foot into the ground, Kid sends tremors throughout the courtyard. Flame’s legs buckles as he slams against the ground hard, losing whatever agility he gained from his Flame Charge.

    Kid Nickels: <-9 HP; -4 EP>
    Flame: <-9 HP; -4 EP; -1 Spd>



    ‡ Post-Round ‡



    Notes:

    > At 0 EP, Pokemon will begin to lose 1 HP for every 2 EP they consume
    > Rain Dance will remain in effect for eight more actions
    > TEAM CLASSTOISE to command next

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Alright Tyrogue, you're doing good. Close whatever distance there might be with Mach Punch. Then, aim for a low Brick Break! Finish things off by knocking him off his feet. Sweep Low! Let's put some stress on those legs.

    If he manages to keep/get away, hit him with Rock Slide instead.

    Mach Punch ~ Brick Break/Rock Slide ~ Low Sweep/Rock Slide

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    counter~counter~aerial ace

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 2 ‡

    As the rain continues, Kid Nickels zooms forward and clobbers Flame in the face with a super-fast Mach Punch. I do declare, that very nearly knocked poor Flame’s monocle clear off his face! However, Flame manages to get the best of this little spar as he grabs onto Kid Nickels’s extended fist and uses it to hoist the Tyrogue into the air! Gasps rush through the ground and three or four dandies faint from the shock. Then, with a burst of strength, Flame tosses Kid Nickels right into the fountain.

    Ahh, such a refined battle…

    Kid Nickels: <-9 HP; -2 EP>
    Flame: <-6 HP; -7 EP>

    Glowering, Kid pulls himself out of the fountain and squeezes some of the excess water out of his jaunty little trousers. First rain... and now this. He goes for another physical assault, striking Flame in the leg with his open palm, but this plan works much the same as his last: with a grunt, Flame grabs hold of Kid’s arm and uses it to toss him into the onlookers.

    Nine more dandies faint. It’s, like, a massacre out here, people.

    Kid Nickels: <-15 HP; -6 EP>
    Flame: <-10 HP; -7 EP>

    Rather than waiting for another strike, Flame bounds toward Kid with an epic flip in the air. He comes down hard with his claws and slices and dices the poor Tyrogue further. In retaliation, Kid keeps things low with a sweep of his extended leg. Flame falls onto his bottom and lets out a cry.

    Kid Nickels: <-8 HP; -4 EP>
    Flame: <-8 HP; -4 EP; -1 Spd>



    ‡ Post-Round ‡



    Notes:

    > Rain Dance will remain in effect for five more actions
    > TEAM PAPABOPP to command next

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    MY LORD! Flame! you've lost ye monacle!
    Thunderpunch~dragon pulse~thunderpunch

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Alright Nickles. First, use Rock Slide to nail him when he gets in close for Thunder Punch. Next, I want you to Protect to avoid Dragon Pulse. Finish things up by Countering his second Thunder Punch.

    Rock Slide ~ Protect ~ Counter

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 3 ‡

    As the next round begins, Flame stomps through the rain toward Kid as electricity sparkles around his closed fist. With a grunt, he clobbers the poor Tyrogue with a super-strong right hook. I say! In retaliation, Kid causes several weight boulders to levitate a few feet above Flame’s head. Then, letting them fall, Kid sends Flame into a world of pain as boulders smother him.

    Kid Nickels: <-8 HP; -6 EP>
    Flame: <-12 HP; -6 EP>

    Shoving those heavy boulders away, Flame grimaces and shoots off a purplish beam of energy. Rather than bearing the brute force of the attack, Kid simply and calmly throws up another red energy shield. The Dragon Pulse slams against the barrier and goes dim, its effects completely nullified.

    Kid Nickels: <-8 EP>
    Flame: <-7 EP>

    Again, Flame goes for a ThunderPunch. The attack connects right in Kid’s gut, causing him to double over in pain, but he’s not gonna be bested. Grabbing hold of Flame’s fist, Kid decides a little karma is in order as he Counters the attack much as Flame did the previous round. He swings the Charmander overhead before tossing him headfirst into the base of the nearby fountain. Mon dieu!

    Kid Nickels: <-8 HP; -7 EP>
    Flame: <-12 HP; -6 EP>



    ‡ Post-Round ‡



    Notes:

    > Rain Dance will remain in effect for two more actions
    > TEAM CLASSTOISE to command next

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Get in close with Mach Punch. If he's gonna counter it, just use Vacuum Wave. Then, Earthquake. Finish things off with a Hi Jump Kick.

    Mach Punch/Vacuum Wave ~ Earthquake ~ Hi Jump Kick

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Dragon pulse~protect~aerial ace to dodge.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 4 ‡

    Our little rain-soaked skirmish continues as Kid sprints to the fountain’s side where Flame is presently pulling himself up off his feet. With a sudden punch, Kid again launches Flame about fifteen feet into the air. He lands with a sudden thud. Just as Kid starts showboating, Flame puts his glee to an end with a quick pulse of indigo energy. The Tyrogue doubles over, grunting.

    Kid Nickels: <-9 HP; -2 EP>
    Flame: <-6 HP; -7 EP>

    The onlookers let out worried cries as Kid slams his foot into the ground. The entire courtyard begins shaking wildly and water begins sloshing out of the fountain. Flame, however, prevents the attack from having any effect by pulling a leaf out of Kid’s book. Enclosing himself in a bright orange bubble, Flame smirks as he avoids harm.

    Suddenly, the rain dies away. The sun returns and the skies are again clear.

    Kid Nickels: <-8 EP>
    Flame: <-8 EP>

    With a gymnast’s poise, Kid bounces atop the fountain and then leaps from its height. Extending a leg, Kid descends like a meteor toward his opponent; however, since Flame doesn’t exactly relish the idea of taking a foot to the face, he uses a bit of an aerial leap to avoid the attack. Kid lands rather painfully, letting out a grunt, and the cherry on the cake comes as Flame lands right atop him. Giggling at his opponent's misfortune, Flame rakes his claws across Kid's face.

    Kid Nickels: <-9 HP; -8 HP crash damage; -11 EP>
    Flame: <-4 EP>



    ‡ Post-Round ‡



    Notes:

    > TEAM PAPABOPP to command next

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Uh, there's literally nothing in Aerial Aces description (in game, anime, or ASB) about dodging anything.
    I mean, it's called "Turning Swallow Cut" originally, after all. How is it used to DODGE?

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Lol, "Aerial Ace to dodge" has sort of become a bit of a standard here at ASB. I could point you to a hundred examples from just about every ref of that tactic being used. The idea is that it's a very speedy, agile move... and thus using it to land a dodge-and-strike is feasible. Faint Attack, Agility and Quick Attack are just a few of the moves used for a similar effect. I could also envision moves like Aqua Jet and Mach Punch working like that as well.

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    sorry if you thought that was too cheap :/
    if his first move is physical use Counter, otherwise go with flame charge if he tries to counter you flame charge then use flamethrower. then double team+firespin

    flamecharge/counter/flamethrower~ doubleteam+firespin

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Keep your distance and Earthquake. If it can counter the quake (i.e you see him coming at you/sending his OWN quake out), use Mach Punch to get out away from him. (:p Two can play at that game, then). Then just keep Earthquaking. Maybe the "Harumph'ing" will do our work with Double Team. If not, the quake should help. You've got enough energy to quake this out!

    Earthquake ~ Earthquake/Mach Punch ~ Earthquake

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 5 ‡

    Kid Nickels leans over and starts wheezing at this point as he begins to circle the drain. Flame, though not exactly rocking a boatload of health himself, folds his arms and peers at his foe confidently as he awaits his next move. Suddenly, Kid uses what little strength he can muster to slam his foot into the ground. As the ground shakes and both battlers lose their footing, Flame is tossed like a screaming, fiery bullet toward Kid. The Tyrogue does his best to keep his distance, but alas, Flame manages to grab hold of his foe and slam him into the ground. Just like that, Kid falls.

    Suddenly, orange light surrounds Flame as his ability activates.

    Kid Nickels: <-10 HP; -8 EP>
    Flame: <-15 HP; -7 EP; Blaze>



    ‡ Post-Round ‡



    Notes:

    > TEAM CLASSTOISE to release and command next

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    Alright then, Gray the (female) Elgyem (@Telepathy).

    Alright, let's avenge your buddy. First up, hit it with Simple Beam. Then, Flash! Finish things off with a Psychic to throw him back into the fountain. If he tries to use any special attacks, set up Light Screen instead of Flash. The important thing is we invalidate Blaze with Simple Beam.

    Simple Beam ~ Flash/Light Screen ~ Psychic

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    Default Re: Classtoise vs Papabopp Ref: Oslo

    okay, after you welcome that simple beam, use swords dance let him use put up a light screen (better than having reduced accuracy) use fire spin. lastly, finish with a souped up crunch
    swords dance~fire spin~crunch

  37. #37
    Jump, little Snorlax, jump! Master Trainer
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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 6 ‡

    Classtoise recalls his fallen Charmander and, with little ado, releases his next Pokemon to the field in a blaze of red light. An adorable widdle alien hops into the battle and waves at her foe excitedly. D’aww. The appropriately named Gray eyes her Blazing foe and targets him with a beam of blinding white energy. As the energy envelops Flame, the crackling orange aura surrounding his body fades away. Flame blinks and appears to have become rather Simple-minded. Rather than lamenting his new circumstances, Flame makes the best of his new ability by doing a little dance. Because he’s too Simple-minded to think about anything but the dance, it receives his full and complete attention. His physical strength subsequently skyrockets.

    Gray: <-4 EP>
    Flame: <-4 EP; Simple; +4 Att>

    Gray prepares to set off a blinding Flash of light but pauses when she realizes that Flame is opening his mouth to release a curling trail of flames. As a result, the Elgyem changes up her tactic and protects herself with a screen of shining golden light. The Light Screen filters out much of the Fire Spin, leaving Gray with only minor damage. Phew.

    Gray: <-3 HP; -4 EP; LSn>
    Flame: <-2 EP>

    Using Psychic energy, Gray hoists Flame up in the air and deposits him in the fountain. The Charmander lets out a shout as the water surrounds him, increasing the damage he takes. He quickly pulls himself out of the fountain and, growling, bears his fangs. With a growl, he sinks them into Gray. Between the type advantage and Flame’s souped up Attack stat, the move deals a shocking amount of damage.

    Gray: <-20 HP; -7 EP>
    Flame: <-13 HP; -6 EP>



    ‡ Post-Round ‡



    Notes:

    > Gray's Light Screen will remain in effect for four more actions
    > TEAM PAPABOPP to command next

  38. #38
    I prefer &quot;Bopp&quot; to &quot;Papa&quot; Cool Trainer
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    Default Re: Classtoise vs Papabopp Ref: Oslo

    DOUBLETEAM+FLAREBLITZ+AERIAL ACE

  39. #39
    Classy Tortoise Chap Beginning Trainer
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    Default Re: Classtoise vs Papabopp Ref: Oslo

    First up, use Wonder Room to screw up the physical attacks. Then use Psych Up to get his Double Teams. Finish it off with Rock Slide.

    If his Double Team was Harumph'd and failed, just use Psychic instead to throw him back in the fountain.

    Wonder Room ~ Double Team/Psychic ~ Rock Slide

  40. #40
    Jump, little Snorlax, jump! Master Trainer
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    Default Re: Classtoise vs Papabopp Ref: Oslo

    TEAM CLASSTOISE
    versus
    TEAM PAPABOPP

    Location: Classy Courtyard
    Rules: "Unrefined" attacks have a 1/3 chance of failing; moves that deal more than 30% damage cause hilarious monocle popping
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 7 ‡

    As the next round begins, Gray starts humming softly to herself. Suddenly, six translucent screens of iridescent light form a cube around the battle, boxing the two Pokemon into a large room of sorts. The air here feels… different. Flame, unable to recognize the consequences of such an arena effect, executes his moves… to less-than-stellar results. Not only is the Double Team promptly harrumph’d, causing it to fail outright, but the combined efforts of Flare Blitz and Aerial Ace have shockingly little effect on Gray. Flame blinks. What the hell, man?

    Gray: <-6 HP; -4 EP>
    Flame: <-10 EP; -2 HP fatigue; -2 HP recoil>

    Having expended all his actions, there’s little Flame can do as Gray goes for a counter-strike. With one massive Psychic burst, Gray hurls her opponent into the air. Limbs flailing, Flame is sent upwards like a tossed pancake and lands… also like a pancake. The little Charmander lets out a moan and closes his eyes, unable to battle.

    Gray: <-7 EP>
    Flame: <-5 HP>



    ‡ Post-Round ‡



    Notes:

    > Gray's Light Screen will remain in effect for two more actions
    > Wonder Room will remain in effect for seven more actions
    > TEAM PAPABOPP to release next
    > TEAM CLASSTOISE to command next

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