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Old 07-12-2010, 03:57 PM   #26
Handymankg2
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Dragon Pulse through the water pulse, Extremespeed to dodge the rock tomb and hit your opponent.
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Old 07-12-2010, 05:21 PM   #27
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Round 7: X-TREME!!!

Mudkip launches a now-familiar Water Pulse orb, which is quickly burst by a Pulse of Dragon energies from Dratini's maw, which sail on to hit the mudskipper for good damage.

Getting back up, Mudkip stomps the ground to summon a Rock Tomb around the serpent, but finds herself knocked backward, having been hit blindingly fast thanks to Dratini's Extreme Speed, taking yet more damage.

Mudkip took a load of damage, heading toward 1/4 now. Dratini took no damage, still around 2/3.

Mudkip used decent energy, just above 1/2 now. Rock at 2/3. Dratini used good energy, now between 1/2 and 1/3.

There's a Rock Tomb on the field, about 3 metres/9 feet behind Dratini.

They're about 1 metres/3 feet apart.

Orders from Handy.
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Old 07-13-2010, 03:56 PM   #28
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Focus on Dodging this round. If he taunts you, replace a dodge with Outrage. No three movahs.
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Old 07-14-2010, 06:29 PM   #29
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Take a quick Rest.
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Old 07-14-2010, 08:50 PM   #30
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Round 8: THIS VILLAGE IS SOOOOOOOO DULLLLLLL!!!!

Mudkip settles down for a Rest, leaving Dratini with nothing to dodge. Sheempulz.

No damage for either, same as of last round.

Mudkip is restoring energy. Dratini used none.

Mudkip's sleeping, and will do so until the end of next round unless disturbed. That Rock Tomb's still there.

They're still about 1 metres/3 feet apart.

Orders from Peridot.
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Old 07-15-2010, 08:59 AM   #31
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WAKE UP YOU DUMB MUDKIP!!!!

OR you can just keep sleeping ._.

If you do happen to wake up, dodge stuff with Agility.
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Old 07-15-2010, 12:42 PM   #32
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Outrage. Extremespeed to finish up.
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Old 07-15-2010, 06:50 PM   #33
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Round 9: OUTRAGEOUS!

Mudkip's snoozing. Problems, as Dratini doesn't much like this and gets Outraged at the audacity of the mudskipper to sleep on the job, smacking her with his tail and head, while bathing her with dragon-fire, which deals a load of damage and wakes her up.

Somewhat tired from that tirade, Dratini takes a while to get going again, while the wide-awake Mudkip watches anxiously. With his head cleared, Dratini launches another Extreme Speed, which, as the name implies, is just too fast for Mudkip to dodge, even with Agility, and the land fish reels backward from the hit, before slumping to the ground, eyes swirling.

Mudkip is unable to battle! Your next Pokémon please, Peridot!

Dratini took no damage, still on 2/3.

Dratini used a ton of energy, below 1/4 and into critical.

Pokémon and orders from Peridot.
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Old 07-17-2010, 08:38 PM   #34
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Ugh. Go do some stuff, Derp.

Thunder Wave to Water Pulse.
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Old 07-18-2010, 02:36 AM   #35
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Thunder wave shouldn't stop you using your remaining energy for a Thunder. Good job for your first match, Dratini.
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Old 07-18-2010, 06:27 AM   #36
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Round 10: A Thunderous entrance

Recalling the felled mudskipper, Peridot's next selection is a fantastic Pokémon, a Slowpoke named Derp. But as the new arrival eyes (vacantly) the serpent, the question is: how much will the Psychic-type be herping in the battle?

She starts off by releasing some Thunder Wave tendrils, which make their way across to the Dragon-type. Dratini, however, gathers his own Electrical reserves, and blasts them forth in a massive bolt of Thunder, which fries the Psychic-type and releases Dratini with only minor paralysis, while the attack seems to have locked up Derp's muscles in response.

But this isn't enough to stop her launching a Water Pulse, the orb crashing into Dratini and knocking any semblance of paralysis out of him, and not confusing him either.

Derp took huge damage straight off, below 2/3 already. Dratini took light damage, and, ironically, is just under his foe in that regard, between 2/3 and 1/2.

Derp used decent energy, a fair way from perfect, with Electric at 3/4. Dratini used another load of energy, well into critical, about an MC Hyper Beam left in the tanks. Electric at below 1/4.

Derp is badly paralysed, don't expect much physical movement from her next round.

orders from Handy.
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Old 07-18-2010, 06:30 AM   #37
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You haven't been KOed? Interesting. Let's use Toxic and then Supersonic to set the foe up nicely for our next battler.
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Old 07-19-2010, 04:02 PM   #38
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Try to manage two Ice Beams. If he gets KO'd from the first, Rest.
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Old 07-19-2010, 05:32 PM   #39
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Round 11: Chill out!

Seeing how Dratini is totally shagged out, Derp takes the chance to launch an Ice Beam at the Dragon-type, and it says something when a Slowpoke moves first. Taking the chilling blow, Dratini sluggishly moves over to the not-exactly fast Water-type, and hawks up a horrible load of Toxic chemicals, spraying the vacant-looking hippo IN THE FAAAAAAAAAAAAAAACE! Derp grunts in discomfort as the poisons work into her body.

Once more, Derp charges up cryogenic forces, another Ice Beam smacking Dratini for some good damage, and the RNG rules in favour, a shell of ice forming over the dragon. Dratini emanates Supersonic noise, which seems to be of just the right pitch to smash the ice around his head, though the noise loses its power, and the Slowpoke's non-response brain doesn't really care.

Derp took no damage this round, health still below 2/3. Dratini took major damage, down into critical now, about halfway between 1/4 and empty.

Derp used heavy energy, down to 3/4 overall. Ice at 1/2. Dratini used fair energy, pushing him closer to empty. Seriously running on fumes now.

Derp has Toxic poison seeping into her body, which will take effect in a couple rounds. Dratini is frozen solid, except for his head.

orders from Peridot.
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Old 07-21-2010, 07:57 PM   #40
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End this round with a Psychic. Well done Derp.
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Old 07-22-2010, 01:58 AM   #41
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Return, good job Dratini.

Rotom, go. Thunder into MC Shadow Ball.
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Old 07-22-2010, 03:44 PM   #42
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Round 12: Enter Rotom, stage right

Derp begins to charge her next attack, but is stopped short as Handy recalls his valient Dratini, and replaces him with another new acquisition, this time a Rotom, which poses the question: "What happened to your creative nicknames, Handy? D:"

Either way, Derp launches her Psychic Wave, which deals fair damage to the electroghost. Retaliating, Rotom launches a bolt of Thunder dealing yet more damage to the Water-type, and locking her muscles up in paralysis yet again.

The plasmatic ghoul now charges up a Shadow Ball to the medium level. With Derp's paralysis, she has nowhere to go, and is forced to take the attack full-on. As the ghostly winds envelop her, it looks like the Toxic Dratini spewed in her face was somewhat redundant, as the Slowpoke's normally vacant eyes have gone all spiraly.

Derp is unable to battle! Your final Pokémon please, Peridot!

Rotom took decent damage, a fair way from perfect.

Rotom used heavy energy, a good way from perfect.

Pokémon and orders from Peridot.
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Old 07-25-2010, 02:10 PM   #43
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Argh ><

Do stuff, Chippy. Pursuit it, and if you see attacks/status ailments coming your way, Agility. Otherwise, Pursuit again.
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Old 07-25-2010, 03:16 PM   #44
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Sucker Punch as it comes in for the first pursuit. Thunderbolt as it comes in for the second pursuit.
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Old 07-25-2010, 05:50 PM   #45
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Round 13: Infestation

With the battered Slowpoke withdrawn, the final player for Team Peridot is a frisky-looking Rattata, named Chippy. Will the little rat be able to gnaw through Rotom's cables to short-circuit it? Screw it, Rotom's now a male. Him?

Chippy starts by perparing to typespam his opponent, covering himself in a dark aura as he launches a Pursuit of the ghoul. Rotom watches him approach, raising one of his... feet? antennae? Seriously, what are those things? Anyways, the appendage glows purple with Dark energy, attempting a Sucker Punch of the rodent, but Chippy's dark bubble is carrying him too fast to be distracted, and the aura disperses into Rotom's face for a good super-effective hit.

Watching for any tricksy moves from his adversary, Chippy sees none, and initiates another Pursuit of the Electric Poltergeist. Not wanting to take another hit, Rotom fires off a Thunderbolt of his natural energy reserves, striking the rodent for some good damage, but the bubble of energy pulls him on, which again bursts all over the Ghost, catching him another hit.

Chippy took some fair damage, a decent way from perfect. Rotom took heavy damage, down to between 2/3 and 1/2 health.

Chippy used decent energy, a fair way from perfect with Dark at 1/3, enough for another Pursuit. Rotom used fair energy, just under 3/4 overall.

Orders from Handy.
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Last edited by DaveTheFishGuy; 07-26-2010 at 03:39 PM.
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Old 07-26-2010, 02:48 AM   #46
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Quote:
Originally Posted by Pursuit
ursuit (DK) -- The user becomes covered in a dark veil, and hits the user with a quick attack, which deals light physical damage and light dark damage. No matter what, the attack will always hit, which means that the user will always be able to follow the victim, gaining speed until it hits. The only way to shake the opponent is to hit it somehow, and hard enough to make it lose the concentration holding up the dark energy. In addition, the 'bubble' of dark energy also protects it from ALL psychic attacks, but provides no protection from anything else. The user of Pursuit will be able to go anywhere it could normally go, although once it hits the opponent, the user's shield fades, so be careful in using this move in certain situations. If the target is trying to be recalled and the attack is initiated, it will hit just as the target is turned into light and is in the process of returning to the ball. The surge of dark energy disrupts the 'pattern buffer' of the Pokéball's scan, and causes EXTREME pain for the victim, doing twice the normal damage. A hit at this point has a 20% chance of an automatic KO.
Thunderbolt shouldn't be resisted. Orders in a bit.

Ominous Wind followed by Return due to how happy you are from your upper hand.

Last edited by Handymankg2; 07-26-2010 at 02:39 PM.
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Old 07-26-2010, 03:40 PM   #47
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Apologies, have edited. I swear someone reffed it as reducing all damage before, weird.
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Old 07-26-2010, 08:07 PM   #48
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Get behind it with Agility, while dodging the wind. Make sure you're a good distance away from it, and unleash a medium chargedShadow Ball.
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Old 07-27-2010, 04:05 PM   #49
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Round 14: ValenRotom's Day

Not looking happy at all from that assault last round, Rotom exhales a ghostly Ominous Wind toward his foe, but the feisty rodent puts a burst of Agility to work, dodging the attack, but not managing to get behind the poltergeist, though is a few metres away.

The Electric-type now concentrates on how happy his is from his health lead, getting set to Return the happiness to Chippy. The rat, meanwhile, begins to charge up a Shadow Ball as his opponent makes his way over to him. Rotom follows orders and continues on, dealing a light smack to Chippy, before the orb, at medium charge, detonates in his face. This sends the two skidding apart, having dealt damage to both, though more to Rotom due to his typing.

Chippy took good damage, mostly from his own attack, now just above 2/3 health. Rotom took strong damage, now just below 1/3 health.

Chippy used decent energy, now just above 3/4. Ghost is at 1/2. Rotom used decent energy, now just below 2/3.

Orders from Peridot.
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Old 07-27-2010, 04:36 PM   #50
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Pursuit it once more. If it's not dead, Hidden Power.
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