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Jolteon100
11th November 2005, 08:28 PM
1 vs. 1
I choose first
you attack first
DQ: 5 days
Arena: Grass field with a well-sized lake on the side.

I will start with my male Skarmory, Metal Bird

Pichu Luver
11th November 2005, 09:08 PM
[font=garamond]Eh heh I'll battle you . . . I'll use Banjoman my male Spinda.

To start things off Banjoman, please use Safeguard to protect against any status ailments. Next let's use a Double Team and finally use Shock Wave. If Skarmory comes near you use Fire Punch.

[font=garamond]Safeguard/Double Team/Shock Wave

Sub: Fire Punch

Jolteon100
12th November 2005, 09:47 AM
Metal Bird, start with Sand-Attack to blow around the dirt from the ground, then use Spikes around Spinda, then use Sandstorm to further impair Spindas sight and blow everything around.

Sand-Attack ~ Spikes ~ Sandstorm

Pichu Luver
15th November 2005, 07:22 PM
[font=garamond]For whoever decides to ref this, I was wondering if I could have my Spina have a banjo he carries everywhere. He slinges it over his back, or puts it on the ground to fight. You know just to add in for randomness. ^^'''

The_Missing_Link
17th November 2005, 08:47 PM
Round 1

Metal Bird:100%
Sand Attack~Spikes~Sandstorm

Banjoman:100%
Safeguard~Double Team~Shock Wave

With his banjo by his trainer's side, Banjoman begins the battle by concentrating intently. As faint stars swirl clockwise at a diagonal angle, Metal flaps his wings at the ground, trying to raise a whirlwind of sand. However, only clumps of dirt fly towards Banjo and they do little to impair his vision.

With his safeguard successfully up, Banjo grins and splits into a circle of Spindas, all teetering back and forth. Metal screeches in amusement and flaps his wings again. This time, they glow and they expel little solid tacks that litter the ground, destroying Banjo's clones and creating a hazard if the Spinda needs to move around at all.

Drifting to the ground, well away from the spikes, Metal waits as Spinda strains to create sparks. Glowing a bright yellow, Banjo releases a large bolt of electricity that splits into many strands of lightning. As they arc towards Metal, he retaliates by balancing on his hind talons and beginning to spin. It somehow creates a whirlwind of dirt, grass and sand and manages to null all the electricity that comes at him. As soon as he feels safe, he slows down and sneers at Banjo, who teeters around angrily:

Metal Bird:100%
Banjoman:100% Safeguard up (2 more rounds)

Spikes all around

Jolteon100
18th November 2005, 12:45 PM
Skarm, use Whirlwind to blow the spikes and Spinda all around, then use Spikes again, followed by Metal Sound

Whirlwind ~ Spikes ~ Metal Sound

Pichu Luver
19th November 2005, 06:51 PM
[font=garamond] Ok Banjoman, I want you to use[font=garamond] Protect against that Whirlwind. Then I want you to wait until the spikes are laid and then use Psychic to grab those spikes and fling them at Metal Bird. Lastly, let him screech at you then, if he's close enough, use a Fire Punch on him. If he is to far away then use Shock Wave.

Protect/Psychic/Fire Punch or Shock Wave

The_Missing_Link
23rd November 2005, 11:32 PM
Round 2

Metal Bird:100%
Whirlwind~Spikes~Metal Sound

Banjoman:100% Safeguard up (2 more rounds)
Protect~Psychic~Fire Punch/Shockwave

As Metal flaps his wings to whip the spikes into a frenzy, Banjo mutters a few words and a translucent shield forms around him like a dome. He wobbles around happily as the spikes bounce harmlessly off the dome and all across the field, still making the land dangerous but more accessable for Banjo.

As with the last round, Metal flaps his wings and expels more sharp nails. Some hail down and strike Banjo but others completely miss and simply do their job of restricting his movements. However, Banjo has other plans for the minor annoyances and concentrates deeply. Lifting up all the spikes closest to him and a few farther out with his minor psychic powers, he hurls them up at Metal. It doesn't really cause the Skarmory much harm as it does an annoyance. Plus, it lets the Spinda move around again.

Angered at this point, Metal retaliates by emitting a sound that's not exactly a screech but high-pitched enough for Banjo to cringe and try to cover his ears. Leaving the poor Spinda a little deaf, he fights right back by sending multiple strands of electricity at the bird, causing him to shriek and shudder in mid-air, which in its own right is hard to do:

Metal Bird:87% Angry
Banjoman:94% Safeguard up (1 more round), a little deaf

Spikes spread around but not close enough to impair Banjo's movements

Pichu Luver
25th November 2005, 08:40 AM
[font=garamond] Ok let's start off with a [font=garamond]Teeter Dance! Then I'd like you to use Shock Wave, or Fire Puch if he is close enough to get a hit in. Finally use Safeguard to renew your protection.

Teeter Dance/Shock Wave or Fire Punch/Safeguard

Jolteon100
26th November 2005, 08:46 PM
Skarm, when he uses Teeter dance, just look away and make sure not to see him dancing, then use Whrilwind when he uses Shock Wave. then use Metal Sound

"look away" from teeter dance ~ Whirlwind ~ Metal Sound

The_Missing_Link
2nd December 2005, 06:42 PM
Round 3

Metal Bird:87% Angry
Look Away~Whirlwind~Metal Sound

Banjoman:94% Safeguard up (1 more round), a little deaf
Teeter Dance~Fire Punch/Shockwave~Safeguard

Despite Banjo's deafness, he can still hear his trainer's commands and proceeds to dance in a circle, trying to force Metal into confusion. However, the Skarmory is more clever than he seems and looks away, making sure he doesn't view Banjo's ridiculous but deadly dance.

After realizing that Metal won't view his dance, Banjo ends it in a huff and sparks dangerously with electricity. Noticing the Spinda too late, Metal squawks in displeasure as the several strands connect and cause him grief. He responds by flapping his wings and creating a whirlwind in the middle of Banjo and throwing him across the field, which unfortunately lands him in a field of spikes.

Banjo yelps and hops away from the spikes, dangerously gleaming in the sunlight. He remembers that his trainer wants him to use safeguard again but the swirling stars are still revolving around him. Metal takes advantage of Banjo's confusion and let's loose another high-pitched screech. Like before, it drives Banjo to cover his ears and cringe in pain:


Metal Bird:75% Pleased
Banjoman:86% Practically deaf

Jolteon100
4th December 2005, 09:02 AM
Skarm, im not sure if safeguard worked or not, so if it did not, use Toxic, and if it did, then use Double Team, then use Roar end with Swift


Toxic/Double Team ~ Roar ~ Swift

Pichu Luver
4th December 2005, 12:11 PM
[font=garamond]Well . . since poor Banjoman is almost deaf . . . Ahem.

[b]BANJOMAN I WANT YOU TO USE[font=garamond][b] FAINT ATTACK[b] TO AVOID THAT TOXIC! THEN I WANT YOU TO USE PSYCHIC TO CONSTRICT METAL BIRD'S AIR PASSAGE! MAKE SURE HE CAN'T UTTER A SOUND! LASTLY USE SAFEGUARD!

*takes out water bottle*Hope I'm not going to have to do that very often*takes drink* Ah much better

Faint Attack/Psychic/Safeguard

The_Missing_Link
14th December 2005, 05:31 PM
Round 4

Metal Bird:75% Pleased
Toxic/Double Team~Roar~Swift

Banjoman:86% Practically deaf
Faint Attack~Psychic~Safeguard

Although for the most part deaf, Banjo is able to comprehend his trainer's orders and waits while Metal spits out the toxic waste from his mouth. Seemingly disappearing into the background, the deadly spit lands on the spot where Banjo once stood and starts to sizzle into the ground. Banjo reappears seconds later, a few feet away from where he stood.

Opening his mouth to release a threatening roar, the sound is suddenly caught in the Skarmory's throat. Actually, it feels like Banjo is manipulating his powers to throttle the poor bird. It's only temporary though and soon releases Metal from his grasp, letting him gulp in precious oxygen.

To round things out, Banjo puts up another safeguard, letting the shimmering stars swirl about him. Metal releases bright stars from his mouth, bypassing the barrier and knocking the Spinda down to the ground. It's already been a short time but all of the attacks are starting to take a toll on the Pokemon:

Metal Bird:72% A little tired
Banjoman:80% Safeguard up (3 more rounds), a little tired

Pichu Luver
14th December 2005, 08:45 PM
[font=garamond] I am assuming Banjoman can hear now. If not, then I'm yelling this:

I would like you, Banjoman, to pop out a small[font=garamond] Substitute. Not big, just enough to last this round. Make sure you pop it out where there is no spikes for it to land on. Don't need it hurt cause we placed it wrong. The last two turns I just want you to take a chill pill and relax. [font=garamond]

Substitute/Relax x Two

Jolteon100
15th December 2005, 12:36 PM
Metal Bird, use Metal Sound since Spinda can still hear you yell, then 2 Drill Pecks

Metal Sound ~ Drill Peck x2

The_Missing_Link
23rd December 2005, 05:49 PM
Round 5

Metal Bird:72% A little tired
Metal Sound~Drill Peck x2

Banjoman:80% Safeguard up (3 more rounds), a little tired
Substitute~Relax x2

Concentrating rather hard, Banjo works to produce a replica of itself. As it begins to form, Metal releases the familiar high pitched screech that drives Banjo crazy. His concentration shattered, Banjo looks blankly at a half formed, gray version of itself, sitting right in front of him.

Cackling happily, Metal dives down with his beak somehow spinning at a fast speed. Sensing danger, the shabby looking barrier forms a dome around Banjo. Metal's beak collides with the gray barrier and after a second, shatters into many pieces. Banjo gets jabbed a little bit but the brunt of the attack went into destroying the Spinda's barrier.

Pulling up into the air and banking to come down again, Metal's beak glints brightly against the sunshine. With nowhere to go, Banjo is helpless to the Skarmory's attack and moans loudly as the beak hits his soft belly. Needless to say, a nice gash opens up and leaves Banjo with a bloody belly and Metal with a bloodied beak:

Metal Bird:72% Satisfied, more tired
Banjoman:55% Safeguard up (2 more rounds), in pain


Next time, Asayake, give a set amount for substitute. I don't like to do guesses because then someone could complain that the sub was too small or too big (although technically, it's their fault in the first place)

Jolteon100
23rd December 2005, 07:18 PM
Skarm, use 2 Double Teams, then rest with a break


Double Team ~ relax

Pichu Luver
24th December 2005, 03:29 PM
[font=garamond]No biggie TML, I'll remember next time.

Ok Banjoman here's what I want you to do, use[font=garamond] Shock Wave. Make sure you use it after Metal Bird has used Double Team so you get rid of the clones. Then I want you to do the same thing again. Lastly, use Psychic to levitate yourself onto Metal Bird's back while he is relaxing. Make sure to hold on tight!

Shock Wave x Two/Psychic

The_Missing_Link
27th December 2005, 12:01 AM
Round 6

Metal Bird:72% Satisfied, more tired
Double Team x2~Relax

Banjoman:55% Safeguard up (2 more round), in pain
Shockwave x2~Psychic

Told to take it easy this round, Metal concentrates and splits into many copies of himself. Although slightly dizzy from the blood loss, Banjo is still able to comprehend his orders and releases tendrils of electricity at Metal and his counterparts. As expected, all of the duplicates are destroyed and the Skarmory takes damage from the tendril that shocks him. Sullenly, Metal repeats the attack and Banjo responds with the same answer - more electricity and more pain.

Metal squawks in displeasure and just hovers in the air, regaining some lost energy. Banjoman concentrates intensely and lifts himself up into the air with his weak psychic abilities. It is a struggle for him to get himself onto Metal's back and when he does, he gasps violently and tries to hold on for dear life. Metal is annoyed by Banjo's sudden weight on him and squawks when he feels the Spinda's blood taint his backside but doesn't do anything. His trainer will have a plan soon enough:

Metal Bird:60% Annoyed but ok
Banjoman:50% Safeguard up (1 more round), weary from using his psychic abilities and from blood loss

Jolteon100
27th December 2005, 09:29 AM
Im wondering, why would Shockwave elimate all of Skarmory's clones, shockwave doesn't hit multiple targets, wouldn't it elimate one at a time?

The_Missing_Link
29th December 2005, 06:36 PM
Shockwave splits up into many electric bolts that hits the target or hits many objects at the same time. So if Metal has six clones, there are enough tendrils to eliminate the clones and hit Metal

Pichu Luver
3rd January 2006, 10:17 PM
[font=garamond] Ok this is very simple Banjoman, use [font=garamond]Fire Punch,Thunder Punch,Fire Punch on Metal Bird until you fall off! Hang on tight with your other paw, but pound on him unmerciously! If you should happan to fall off, use Shock Wave instead. Even if your falling, make sure you give em a shock on the way down! Should he use Protect take a breather

Fire Punch/Thunder Punch/Fire Punch
Sub: Relax, Shock Wave

Jolteon100
4th January 2006, 06:58 PM
Skarm, use Agility to force Spinda off your back and avoid the attack, then Fly up high enough to be out of attack range, then use Swift

Agility ~ Fly ~ Swift

The_Missing_Link
9th January 2006, 06:27 PM
Round 7

Metal Bird:60% Annoyed but ok
Agility~Fly~Swift

Banjoman:50% Safeguard up (1 more round), weary from using his psychic abilities and from blood loss
Fire Punch~Thunderpunch~Fire Punch

Before Metal can take off, Banjo's fist glows brightly with flames and pounds itself into the Skarmory's back, causing him to squawk in pain. Angered, he shoots across the sky at amazing speeds, trying to loosen Banjo's grip on him. Try as he might to stay on, the Spinda is too weakened from some of his past attacks and falls off, hitting the ground hard.

Banjo struggles to get up as the pain is rather fierce and his stomach wound isn't helping him at all. While Banjo tries to recuperate, Metal soars higher and higher into the atmosphere, trying to distance himself from any of Banjo's ranged attacks.

Finally up, Banjo looks up into the sky and sees that Metal is too far away to attack. Resigned to regaining his strength some more, the rest of the round goes on uneventfully until the Spinda is buffered by the sharp stars that came from Metal's mouth:

Metal Bird:50% Winded
Banjoman:32% Regaining strength but still in pain

Jolteon100
11th January 2006, 12:45 PM
Skarm, use Spikes twice, then another swift

Spikes x2 ~ Swift

Sub: if you cannot maintain your high position in the air use Fly if you have to

The_Missing_Link
20th January 2006, 04:03 PM
Asayake, it's your turn to attack

Pichu Luver
21st January 2006, 04:51 PM
[font=garamond] oo Jeepers Creepers, I forgot about this Oo'''. Ok Banjoman use Disable on the Spike. Then use Wish to give yourself a boost in confidence. Finally use Flash, or Shock Wave if he is close enough.

Disable/Wish/Flash or Shockwave

The_Missing_Link
23rd January 2006, 06:23 PM
Round 8

Metal Bird:50% Winded
Spikes x2~Swift

Banjoman:32% Regaining strength but still in pain
Disable~Wish~Flash/Shockwave

From high above, although not as high as the end of last round, Metal releases a storm of sharp tacks upon Banjo. Unfortunately, his concentration is too shattered and Metal is too high up to control so he's the proverbial rock inbetween a hard place as the spikes strike and leave his movements more restricted than ever.

Low on health, Banjo pleads to some higher being to grant him some strength. Of course, his pleading leaves him defenseless to another barrage of sharp spikes, some hitting him with dangerous precision and others coming dangerously close to him.

Metal glares at his target and prepares to release sharp stars this time around but a bright flash of light originating from Banjo impairs his vision. Unfortunately for the Spinda, he can't move anywhere and already an easy target. Metal is able to send the attack down at Banjo but is unable to see the stars rip through them as his eye sight has faltered. Also unbeknownst to him, his altitude has dipped due to his weakening strength and the fact that Banjo's pleadings have worked, his superficial wounds disappearing but his strength also failing:

Metal Bird:50% Sort of blinded, tired
Banjoman:32% Bleeding has stopped but energy is low

Pichu Luver
1st February 2006, 08:44 AM
[font=sylfaen] Ok Banjoman use an Icy Wind to blow the Spikes away from you. It should also hit Metal Bird, blowing him around and confusing him where you are. Next use Shockwave and then take a break. If he gets to far away to hit by conventional attacks, use Icy Wind, except on the last turn, still take a break.

Icy Wind/Shock Wave or Icy Wind/Relax

Jolteon100
1st February 2006, 02:25 PM
Meta bird, first use Toxic and take your time ot make sure it hits, then Protect from the Shockwave, then Drill Peck while he is resting

Toxic ~ Protect ~ Drill Peck

The_Missing_Link
4th February 2006, 06:50 PM
Round 9

Metal Bird:50% Sort of blinded, tired
Toxic~Protect~Drill Peck

Banjoman:32% Bleeding has stopped but energy is low
Icy Wind~Shockwave~Relax

With his body looking good as new, Banjoman decides to deal with the spikes all around them and breathes out an icy gale that scatters them farther out, allowing him to roam around a little easier. Unfortunately, Metal is above him so his gale has no effect on the Skarmory. Blinking to regain his sight, Metal is able to distinguish Banjo as a shadowy form and hacks up a nauseating purple blob that his Banjo from above. Utterly disgusted, the Spinda tries to shake it off but the toxin just seeps into his skin and then into his bloodstream.

Decidingly pissed off, Banjo looks up at Metal and sparks dangerously. Sending off tendrils of electric bolts into the air, Metal mutters a vague message and lets the bolts vanish into the translucent dome surrounding him. Grumbling audibly, Banjo stops his attack and sits down, attempting to regain his strength. Spotting his chance to do some real damage, Metal goes into a dive, his beak somehow spinning. Although he's unable to get him in the stomach like last time, a sharp jab in the side is enough to send Banjo reeling, crying out in pain as blood starts to pour out again. And the toxic taking effect isn't a pleasant gift either:

Metal Bird:50% Standing on the ground, very tired
Banjoman:17% Poisoned (4% next round)

Jolteon100
4th February 2006, 08:05 PM
Skarm first use Whirlwind to try to blow Spinda away from you, then take the next 2 actions resting to get back energy.

Whrilwind ~ relax x2

Pichu Luver
7th February 2006, 08:39 PM
[font=sylfaen] Ok Banjoman, we may be going down, but let's try our best eh? First stop that bloody bird from blowing you around. Use[font=sylfaen] Psychic to shut his wings. He can't blow and he'll be under the force of gravity, so he'll fall. Now, since he's relaxing, and on the ground, use Fire Punch. Twice. Careful of the Spikes! Now if for some garrrrrrrg reason he isn't on the ground, use Shockwave twice.

Psychic/ Fire Punch x Two or Shockwave x Two

The_Missing_Link
13th February 2006, 06:43 PM
Round 10

Metal Bird:50% Standing on the ground, very tired
Whirlwind~Relax x2

Banjoman:17% Poisoned (4% next round), bleeding
Psychic~Fire Punch x2

Audibly panting, Metal sticks to the ground and starts to blow wind around with his wings. Banjo tries to freeze Metal's wings from throwing him around by using his slight psychic prowess and he partially succeeds, but that last stunt in the air keeps him from immobilizing the Skarmory completely and feels himself being pushed back and having a few spikes thrown into his body, already damaged from the toxic and blood coming out of his side.

Even more tired after straining against Banjo's will, Metal takes a well deserved break and makes himself comfortable. A few spikes obscure Banjo's path in attacking Metal but they're easy to bypass and a hit to Metal's steely hide by a flaming fist causes him to squawk uncomfortably. Another hit produces the same amount of pain but it's not as bad as Metal thought as Banjo is almost ready to collapse:

Metal Bird:34% Regaining strength, body slightly burned
Banjoman:9% Poisoned (8% next round), almost ready to collapse

Pichu Luver
15th February 2006, 07:15 PM
[font=sylfaen] Ah well, good match Jolteon100, it'd be fun to battle you again sometime. Thanks for your excellent reffing of this TML. I am most certain I am going down so let's do our specialty eh Banjo? Be annoying! Use a combo of [font=sylfaen]Swagger, Teeter Dance and Flail if you can hit him! If not Uproar with the other two instead! Mwahahahahahaaaaaaaaa! *meep* *giggles insanely*

Swagger + Teeter Dance + Flail OR Swagger + Teeter Dance + Uproar

Jolteon100
15th February 2006, 08:04 PM
good battle Asyake. unless something really bad happens this should be the last round, anyway Metal Bird simply close your eyes for 2 actions and avoid looking at the Spinda to avoid his taunts and dances, then use Swift to bring this battle to a close.

close eyes x2 ~ Swift

The_Missing_Link
15th February 2006, 08:14 PM
Round 11

Metal Bird:34% Regaining strength, body slightly burned
Close Eyes x2~Swift

Banjoman:9% Poisoned (8% next round), almost ready to collapse
Swagger + Teeter Dance +Flail

Using an odd combination, the exhausted Banjo tries to get Metal riled up by performing a dizzying dance while verbally taunting him so the Skarmory can get into a frenzy. With his eyes closed, Metal is immune to Banjo's alluring dance but his endless verbal tirades sparks fury inside his heart and causes him to open his eyes to attack. Before Banjo can get a hit in, Metal dives forward with beak and wings extended and slash the poor Spinda until the attacks are too much for him to handle:

Metal Bird:34% Pissed off but satisfied
Banjoman:% KO'ed


Good battle to both of you. Jolteon100 and I get two points and Asayake gets one point. I guess if I wasn't caught at such a busy time, it wouldn't have taken me four months to ref this battle

Pichu Luver
15th February 2006, 08:39 PM
[font=sylfaen]Ah heck it probably didn't help I took so long to reply sometimes either. How dare you close your eyes Jolteon100! Grrrrrrr my evil plan was foiled. Lol, thanks again.

Jolteon100
15th February 2006, 09:59 PM
thanks for the good battle and good reffing and I will glady take my points