Telekinesis to hold it in the air, Rock Tomb to trap it, then use Nasty Plot. If he uses Double Team, use Psych Up instead to steal his clones.
Telekinesis ~ Rock Tomb/Psych Up ~ Nasty Plot
you did great for your first match Flame!
Next up is another gen 1 fire type who is also a new addition to my team!
Pepsi female Growlithe intimidate
Telekinesis to hold it in the air, Rock Tomb to trap it, then use Nasty Plot. If he uses Double Team, use Psych Up instead to steal his clones.
Telekinesis ~ Rock Tomb/Psych Up ~ Nasty Plot
toxic~willo'wisp~flame charge
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 8 ‡
Papabopp’s fallen Charmander gets sucked up back into its Pokeball as his trainer plucks a second Pokeball from his belt. He tosses it into the courtyard and calls out an excited doggy which bounces and yips in preparation for battle. Eyeing her foe, Pepsi quickly changes her demeanour and begins growling in an Intimidating fashion, causing Gray to cower ever the slightest. Pepsi then keeps up the heat with a Toxic, which avoids getting harrumph’d by all the nearby dandies. Riiisky! Gray takes the attack to the face and lets out a squeal, arms flailing, as the poison sets. Feeling a little ill, Gray scowls and waves his arms about impressively. Pink light envelops Pepsi’s body as she’s mysteriously pulled into the air.
Gray: <-4 EP; -1 Att; Txc>
Pepsi: <-4 EP; Tel>
Wobbling midair, Pepsi whimpers. Solid ground is simply so much better. Nevertheless, she keeps her stuff together and spits out a tiny guttering flame. The Will-O-Wisp zips across the courtyard and strikes Gray right between the eyes, causing a painful welt to materialize. Scowling, the Elgyem conjures a salvo of boulders and drops them upon Pepsi. Since the attack only does middling damage, it's unaffected by the Wonder Room. The Growlithe only whimpers harder as the rocks tumble off her body and form solid walls on all sides. Where’d everybody go?
Gray's Light Screen fades.
Gray: <-3 EP; Brn>
Pepsi: <-7 HP; -4 EP; -1 Spd>
Pepsi pauses in thought. How exactly to get out of this jam? Suddenly, the Growlithe has an epiphany. Unfortunately for Gray, though Telekinesis prevents Pepsi from being able to deftly avoid attacks, it does not prevent her from going on the offensive. With a yelp, the Growlithe bursts through the rocky walls as flames surround her body. She runs through the air barely a foot off the ground and throws her body forward into a hot and speedy tackle. Gray is overwhelmed by her airborne target and is tossed to the ground like a ragdoll… a creepy, vaguely scaly ragdoll. Again, Wonder Room's effects do not seem to affect this neither underwhelming nor overwhelming attack. Miffed, Gray begins plotting her revenge. Oh, yes. It will be sweet.
Gray: <-7 HP; -4 EP; +2 SpA>
Pepsi: <-3 EP; +1 Spd>
Poor Grey takes the double-whammy from the Toxic <-3 HP> and the Burn <-3 HP>.
‡ Post-Round ‡
Notes:
> Wonder Room will remain in effect for four more actions
> Telekinesis will remain in effect for six more actions
> TEAM PAPABOPP to command next
Last edited by Oslo; 30th August 2011 at 04:51 PM.
Damn, i keep forgetting about the possibility of moves getting harumphed lol but GOOD GIRL! you did great!
Fire spin~thief~mud slap
oh, use protect on any status inducing moves![]()
Alright then. Thunder Wave, then Toxic, and finish things off by hitting it with Shadow Ball.
We won't win a battle of attrition, but we're sure as hell gonna make him easy pickings for the next pokemon, Gray.
Thunder Wave - Toxic - Shadow Ball
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 9 ‡
Crackling with electric current, Gray releases a sudden discharge of sizzling energy that overcomes Pepsi in a single wave. The Growlithe lets out a whimper as her muscles begin to grow stiff and lock up, preventing her from moving. She merely hovers there in the air making ridiculously adorable sad faces. D’aww!
Gray: <-4 EP>
Pepsi: <Par; Can’t move!>
Gray begins hacking up some nasty poison goo of his own while Pepsi, on the other hand, takes a step forward as she prepares to strike with thief-like swiftness. However, the dandies littering the courtyard turn their pointed noses to the air and let out a massive “HARRUMPH!” Both Gray and Pepsi are caught off-guard and immediately stop what they’re doing.
Gray: <Can’t move!>
Pepsi: <Can’t move!>
When play resumes, Gray conjures up a swirling black Shadow Ball and tosses it with perfect pitcher poise. It bursts as it collides with Pepsi, dazing her slightly. Clearing her head, she races toward the fountain and scoops a little silt out of the still water. With a grunt, she then flings it at Gray. Gray begins rubbing at her eyes desperately as her vision becomes compromised.
Gray: <-2 HP; -6 EP; -1 Acc>
Pepsi: <-12 HP; -2 EP>
Gray's state takes a turn for the worse as the Toxic mounts in strength <-5 HP> and while her Burn keeps on sizzlin' away <-3 HP>.
‡ Post-Round ‡
Notes:
> Wonder Room will remain in effect for one more action
> Pepsi will remain under the effects of Telekinesis for three more actions
> TEAM CLASSTOISE to command next
Last edited by Oslo; 30th August 2011 at 04:52 PM.
Err, Wonder Room messes with PHYSICAL attacks, Shadow Ball is SPECIAL based.
Oops, thanks for pointing that out. Still getting acclimated to the new BW moves. Gimme a moment to revise!Mud-Slap, incidentally, is Special as well and should not have been affected.
Oh right Command first for me.
Hit him with Psychic to throw him into the fountain, then use Wonder Room in case he gets any sneaky ideas about hard hitting attacks. Finish things off with a quick Simple Beam.
Psychic ~ Wonder Room ~ Simple Beam
Don't know if we should take a chance with double teaming....hmmm
incinerate~fire spin~incinerate
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 10 ‡
The battle presses on as Gray opts for another quick and effective psionic assault. Pepsi lets out a bark of fear as she's sent spiraling around the courtyard only to land at the base of the fountain in a daze. Giving her head a shake, she pulls herself up with renewed energy and spits out a quick snap of flames at her foe. Gray winces as the flames do what flames do best.
With that, the iridescent box surrounding the battlers vanishes as the physics of the field return to normal.
Gray: <-5 HP; -7 EP>
Pepsi: <15 HP; -1 EP>
Paralysis can be a fickle foe and Pepsi is quickly coming to grips with this fact as her muscles lock up entirely, reducing her to a shockingly realistic Growlithe statue hovering there in the air. Gray takes a moment to once again use her Psychic prowess to mess with the battlefield. She restores the Wonder Room, causing translucent panels of light to box the battlers within.
Gray: <-4 EP>
Pepsi: <Can’t move!>
As the Wonder Room casts the courtyard in a many-coloured glow, Gray resumes her offensive onslaught with a Simple Beam. Pepsi begins to feel a little slower in the ol’ noggin as she pulls herself up from that attack, but not too slow to resume Incinerating her foe. As the flames lick away at Gray, she has the odd epiphany that Pepsi isn’t nearly as Intimidating as she first supposed. Her realization and the confidence that follows results in her Attack stat taking a turn for the better.
Pepsi settles down to the ground as Gray's Telekinetic hoodoo ends.
Gray: <-5 HP; +1 Att>
Pepsi: <-1 EP; Simple>
Gray whimpers as the Toxin <-7 HP> and Burn <-3 HP> take a sizeable chomp out of her remaining health.
‡ Post-Round ‡
Notes:
> Wonder Room will remain in effect for seven more actions
> TEAM PAPABOPP to command next
Last edited by Oslo; 30th August 2011 at 04:52 PM.
uhhhh shouldnt incinerate have done more damage the second time??
How? You did 5 HP both times.
Pepsi should have done more than 5 damage the second time because wonder room was up.
No, because it's only physical attacks.
We like, literally just went over this.
DAMN IT! I THOUGHT IT WAS ONLY SPECIAL ATTACKS!!!
I'm sorry Pepsi. Use flame charge followed by a hopefully point-blank fireblast! then use another flamecharge
Alright, Grey. You're doing fantastically. Teleport as far away as you can and take a Rest.
Teleport ~ Rest
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 11 ‡
Growling, Pepsi is consumed by a fiery nova as he tears toward Gray at top speed. Gray, however, evades the attack by Teleporting at the last second. When she reappears, she’s sitting in the far corner of the courtyard. Judging by that smirk on her face, she has a plan…
Gray: <-4 EP>
Pepsi: <-3 EP; +2 Spd>
Without missing a beat, Pepsi turns to face Gray sitting all the way over there and barks out one hell of a Fire Blast. The blazing ideogram screams across the courtyard and consumes Gray in a crackling swathe of orange flames. However, as the flames dissipate, Gray seems none too distressed… in fact, she looks a little… relaxed? Slowly, her eyes close as her body begins to rapidly restore itself.
Gray: <-14 HP; +40 HP; -26 EP; Cured; Slp>
Pepsi: <-10 EP>
As Gray slumbers, Pepsi just stands there as stiff as a statue.
Gray: <Zzz…>
Pepsi: <Can’t move!>
‡ Post-Round ‡
Notes:
> Wonder Room will remain in effect for four more actions
> TEAM CLASSTOISE to command next
Last edited by Oslo; 3rd September 2011 at 12:37 PM.
toxic~willowisp~rest
*jabs thumb at the command order*![]()
Yeah, I figured I'd be a good sport and not attack as a counter to those, heh. Would be kind of a dick move.
You can issue your commands now, Classtoise.
Welp, Safeguard, Psychic, and Rock Tomb.
That is assuming you wake up anytime soon, dear. Otherwise just continue napping.
Safeguard - Psychic - Rock Tomb
OR
Keep nappin'
lol
Uh... I feel I should point out that all Gen V Pokemon get Snore/Sleep Talk by default here.
Also, papabopp, will you still be using the same moves you posted originally?
WOOOPS lol umm yeah keep'em the same. sorry bout that.
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 12 ‡
As Gray lies there all huddled up in the corner of the courtyard, Pepsi decides to renew the status effects that were cured when Gray decided to Rest. The Growlithe coughs out a sickening splatter of Toxic gunk which leeches into Gray’s skin. She begins to whimper in her sleep.
Gray: <Txc; Can’t move!>
Pepsi: <-4 EP>
Suddenly, Paralysis locks up Pepsi’s whole body. Rigid, he watches as Gray continues dozing.
Gray: <Can’t move!>
Pepsi: <Can’t move!>
All of a sudden, Gray springs to life. Awakened, the Elgyem summons a barrage of rocks which tumble down from the heavens and trap Pepsi within a makeshift tomb of stone. However, there’s no pained grunts coming from within. It almost sounds like Pepsi is… snoring?
Gray: <-3 EP>
Pepsi: <-8 HP; -2 Spd; +40 HP; -26 EP; Cured; Slp>
Gray winces at that oh-so-familiar twinge of poisonous pain <-3 HP>.
‡ Post-Round ‡
Notes:
> Wonder Room will remain in effect for one more action
> TEAM PAPABOPP to command next
Up yours.
Well it's good to know I got completely hosed after trying to do the right thing rather than countering your attacks move for move. Good to know ONE of us is gonna play fair...Speaking of fair, why did the rocks do zero damage?Originally Posted by Oslo
Rock tomb it. Cave its' goddamn skull in if you have to. In fact, let's make that the eventual outcome.
Rock Tomb centered around the sleeping dogs head.
Weeell, you wouldn't have been able to counter his attacks move for move no matter what.If someone accidentally attacks out of turn, those moves are rendered void. The opponent can't counter those moves even if s/he wants to. It just doesn't work like that.
Also, the rocks didn't do 0 HP. They did 8 HP. 66 - 8 + 40 = 98 HP.
Oh, and papabopp was just laughing. There's no point in lashing out at anyone over a pretend Pokemon battle, right?
Now I'll keep in mind that if it does not learn Snore/Sleep Talk naturally it cannot use it in battles I participate in (assuming the opponent accepts).
And you think this is lashing out?
When I used to do ASB, I've seen people order an Espeon to drive railroad spikes through its' opponents feet so it couldn't get away.
That seems like a weird little rule, but it's up to you, I guess. The mods gave Snore/Sleep Talk to the Gen V Pogeys to make things more even.
Also, "lashing out" referred to the "up yours" rather than the skull-smashing.![]()
:O
Its not like i totally re-did my moves to work totally against yours to F**k you over, even though I could have..
dude, this is supposed to be a friendly RP setting here in ASB. I should report you to the Poke-police for that threat against my Growlithe.
also, Am I supposed to go first? I think so...
another also, shouldnt ordering rocktombs in attempt to murder my pokemon be Harumph'd?
sleeptalk~snore~sleeptalk
If/when you wake Crunch~flamethrower~crunch
Classtoise, since you posted your moves prematurely, would you like to keep your commands the same or change them?
Nah, I'm gonna keep the headsquashing.
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 13 ‡
The battle creeps forward as Pepsi begins muttering in his sleep. Suddenly, as his mouth becomes filled with dancing orange flames, he stumbles toward Gray blinds and sinks his Fire Fangs into the alien. After a few agonizing moments, Gray shakes off the attack and, unwilling to be won over by the inevitable charm of a slumbering puppy, commands a barrage of rocks to descend from the heavens. They tumble into the courtyard and build a solid tomb around Pepsi.
The Wonder Room vanishes.
Gray: <-9 HP; -3 EP>
Pepsi: <-8 HP; -5 EP; -2 Spd>
Pepsi suddenly lets out a powerful Snore which sounds not at all unlike a really weird sneeze. The sonic burst smashes through the dormant rocks and wallops Gray right in the gut. The Elgyem retaliates with a second Rock Tomb which does more or less what the first one does.
Gray: <-4 HP; -3 EP>
Pepsi: <-8 HP; -2 EP; -2 Spd>
Pepsi resumes muttering and, from within all those rocks, he lets out a massive Roar. Though slightly muffled and therefore less terrifying, the attack nonetheless manages to dissuade Gray from attacking for the time being.
Gray: <Can’t move!>
Pepsi: <-4 EP>
The Toxin mounts in strength, much to Gray's dismay <-5 HP>.
‡ Post-Round ‡
Notes:
> I don't ref Rock Tomb as the sort of precise move you can precisely aim; rocks fall from the sky and land on your opponent and that's that, really
> TEAM CLASSTOISE to command next
And despite being a tomb they apparently also do not entomb anything and just kinda sit there.
Use Psychic to hold it under water in the fountain.
Psychic x3.
wow, real "Classy", Classtiose....haha get it....
but seriously what the fuck is your problem??
same as previous.
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 14 ‡
It’s impossible to say exactly what’s going on within the Rock Tomb, but Pepsi can be heard continuing to Sleep Talk. Using her Psychic prowess, Gray sifts through the rocks in search of her opponent and eventually extracts… a Rhydon plushie? Overcome by the mind-altering magic of the Substitute, she levitates the plushie toward the fountain while believing she’s actually exerting her power over the real Pepsi. Gray uses her mind to slam the plushie hard into the water and winces all of a sudden as fatigue begins to take its toll.
Gray: <-3 EP; -2 HP fatigue>
Pepsi: <-20 HP; -4 EP; Sub: 5 HP>
Suddenly, Pepsi wakes up! Hooray, consciousness at last! To celebrate, the Growlithe begins to incinerate her opponent with a snaking trail of orange-gold flames. Burning alive, Gray nonetheless continues drowning the Substitute. At this point, pressing the Rhydon plushie against the bottom of the fountain appears to be causing it to come apart at the seams. When the Psychic assault ends, the plushie rises up to the surface, its head clearly severed from its body. RIP, little guy.
Gray: <-12 HP; -3 HP fatigue>
Pepsi: <-8 EP; Sub: Broken!>
Though Pepsi may well be the slower of the pair, Gray’s mounting fatigue proves to be quite a lot to deal with. Pepsi manages to land a quick, super-effective nip on the alien’s arm just as Gray, weak and weary, lifts her up with her mind and hurls her toward the fountain. She does the best she can to hold Pepsi beneath the surface, causing the Growlithe's Special Defence to take a hit which is only doubled by Simple.
Gray: <-12 HP; -3 HP fatigue>
Pepsi: <-15 HP; -6 EP; -2 SpD>
With an unpleasant twinge, the Toxin finishes Gray off <-1 HP>. In a daze, Pepsi quickly bounds out of the fountain and gives her sopping body a shake.
‡ Post-Round ‡
Notes:
> TEAM CLASSTOISE to release next
> TEAM PAPABOPP to command next
Last edited by Oslo; 8th September 2011 at 02:51 PM.
Well, you giant tool, I meant it matter of factly.
Like "Oh, I guess it's not a tomb. Good to know." I've got no problem with Oslo.
Next up, I'll use Deino. (Hustle, Male)