Volcarona quietly landed back at the party, while Quagsire and Togekiss headed for the basement, the crowd of people cheering them for their awesomeness. Manaphy proceeded to Swap it’s Heart (1) with Volcarona, but unfortunately there was some confusion with who was who, so when Togekiss challenged Volcarona to an underground fight, Manaphy’s trainer referred to Manaphy, who was being controlled by Volcarona’s trainer.
Meanwhile, Volcarona activated it’s ability and used Bug Buzz (2), to which everyone began to block – except those in the basement, who were too busy partying. Mew, Manaphy, Mantyke, and Kabutops countered with a Round (1, 1, 1, 1), while Togekiss’ voice began to bounce off the walls, as an Echoed Voice (1). Rayquaza and Gallade were immune to the vast amount of sounds from their rock tombs, and Froslass had all the sounds – except Bug Buzz – go directly through her.
Mantyke then activated his ability and used Surf (2) to attack everyone. Mew tagged along with a Sludge wave (2), while Quagsire and Manaphy blocked it with their own Surfs (2, 2), and Togekiss Mirrored the Move (2) of Sludge Waving. Meanwhile, Rayquaza created a Whirlpool (2) which removed all his rocks, as Kabutops used Ice Beam (2) to freeze the Surfs, but due to some complications with how the attack was commanded, the Sludge Waves hit the poor Rock-type. Meanwhile, Volcarona created a Tailwind (3) but that was all he could do as he’d used all 3 of his moves, and then the two hearts swapped back as Manaphy exploded.
MANAPHY HAS OVERHEATED DUE TO AN OVERUSE OF MOVES!
Meanwhile, Froslass used Telekinesis (1) to grab a Surf and shield herself from the others. Meanwhile, Gallade took all the Surfs and Sludge Waves head-on, his Rock Tomb shield doing nothing.
Gallade has Fainted!
As the dead carcasses were swept up, the host of the party (that’s Connection even though I’m doing the calculations of cool points!) walked back down from the second floor to announce the coolest cats in the crib.
5.) Mew – Blocking water with toxic sludge? Sure it probably turned several of my partiers into radioactive mutants, but still pretty awesome, although you’re looking tired.
4.) Volcarona – I’m not exactly sure what went on around there, but your heart came shooting out of your body, that was definitely cool. Best part, you’re still in one piece!
3.) Froslass – Grabbing an entire tidal wave and blocking other waves with it? Way to go ghosty.
2.) Mantyke – Only an adorable creature like you could start so much chaos with one attack.
1.) Rayquaza – You took all those hits and blocked them with your own personal WHIRLPOOL! Amazing.
The man then ran back up to his room before more chaos could continue.
~Participants~
Mew (Digipoke)
Togekiss (Sigh!)
Froslass (Gryghaim)
Rayquaza (Rayquaza is Green)
Kabutops (Shazdar)
Mantyke (Grey Walrus)
Quagsire (Charze)
Volcarona (Mug)
~HP~
1.) Rayquaza - 100
1.) Volcarona - 100
3.) Mew - 75
4.) Quagsire - 73
4.) Mantyke - 59
6.) Froslass - 50
7.) Kabutops - 42
8.) Togekiss - 23
~Stamina~
---------MAX--------
1.) Rayquaza - 97
2.) Froslass - 88
3.) Volcarona - 85
4.) Kabutops - 78
5.) Quagsire - 75
6.) Togekiss - 70
7.) Mantyke - 50
8.) Mew - 28
~Ranks~
1.) Rayquaza - 148.5
2.) Volcarona - 142.5
3.) Quagsire - 110.5
4.) Froslass - 95
5.) Mew - 89
5.) Mantyke - 84
7.) Kabutops - 81
9.) Togekiss - 58
~Status Effects~
Mew -
Togekiss -
Froslass - Safeguarded (3 turns left)
Rayquaza - Trapped in a Whirlpool
Mantyke - Burned (Will lose 5 HP every turn. 3 turns left)
Quagsire -
Volcarona -
~Stat Changes~
Mew -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
Togekiss -
Attack (Total: +5) - Silver Wind (+5. 3 turns left)
Defense (Total: +5) - Silver Wind (+5. 3 turns left)
Special Attack (Total: +5) - Silver Wind (+5. 3 turns left)
Special Defense (Total: +5) - Silver Wind (+5. 3 turns left)
Speed (Total: +) - Silver Wind (+. 3 turns left)
Froslass -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
Rayquaza -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
Kabutops -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
Mantyke -
Attack (Total: -5-10) - Burned (-5-10. 3 turns left)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
Quagsire -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
Volcarona -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)
~Ability Bar~
Mew - Synchronize
Togekiss - Serene Grace
Froslass - Cursed Body
Rayquaza - Air Lock
Kabutops - Weak Armour
Mantyke - Water Absorb
Quagsire - Water Absorb
Volcarona - Swarm
~Protect Bar~
Mew - 5
Togekiss - 5
Froslass - 5
Rayquaza - 5
Kabutops - 5
Mantyke - 5
Quagsire - 5
Volcarona - 5
~Announcements~
1.) If I made a mistake in any way, just tell me and I'll edit this.
2.) Gen VI will not be implemented until after URVII, so you may not use any new Pokemon, any Pokemon that are retyped will not be part Fairy, you may not use any of the new abilities, and you may not use any of the new moves
~Current Stage~
The Party
Welcome everyone! For the rumble of reused Pokemon you have been sent back to a wild party where you can kick back, relax, and try to knock each other unconscious with lethal attacks!
You all will be starting out on the main floor. There are several people you may hide behind from certain attacks (how successful depends on your speed, the attack, and current situations), as well as several bowls with snacks scattered around the area. Try to be creative with them even though I can't imagine a single scenario where it would be helpful. There is also alcohol provided but you can't have...on this floor.
Now the main problem with being in the party is since you're WEIRD CREATURES, you don't exactly fit in, as in "not cool". And being cool is important, as then you can go to the basement and upstairs. To be cool, you must do several things in order to get cool points, and if you have a certain amount you can go to other areas. You need 20 cool points to go to the basement, and 60 to go upstairs.
At the end of each turn you might get cool points based on what the referee thinks of you. The top 5 players who according to the ref have been cool will be rewarded cool points. 1st will get 10, and each ranking after that will get 2 less than the previous.
The Main Floor
Starting on the main floor, there are a few methods to becoming cooler. First things first, any time you use an attack that is not for the sole purpose of defending from another, you will impress the people at the party, and 20% of the stamina you used will be added to your cool points. If you use an attack that will defend you as well as doing something else (such as chaining), points will still be added. Furthermore, if you manage to faint another opponent, you will look awesome and gain 10 cool points.
The second way is a bit more complicated. Once per turn, you may challenge an opponent to a street fight if they have not accepted a challenge already or have one pending. Just by doing this alone will give you 3 cool points. If they decline your challenge, the Pokémon will seem like a coward to the crowd and they will lose 5 cool points. If there is no response, it will be considered a decline. However, if they accept, then at the end of the turn both Pokémon will leave the house. From there, for the next turn only they will be completely isolated from any attacks except for each others. For that turn, they will also be able to use 5 moves per turn, and stamina usage will be halved. The street fight will end at the end of the turn, and whoever deals the most damage will gain 10 cool points.
The Basement
Once you have gained 20 cool points, you may go downstairs to the basement. The basement has nothing to help you, just faster ways to gain cool points in order to get upstairs. The only thing remotely useful is the fact that you cannot be targeted by single targeted attacks from someone on the main floor, but still entire course moves. In addition you cannot do damage to anyone upstairs while you are in the basement, and must go upstairs to do so.
As soon as you enter the basement you will meet a new crowd, and instead of you gaining 20% of the stamina you used to your cool points, you will gain 40%. Furthermore, if you ever manage to faint another opponent, you will gain 20 cool points instead of 10. These privileges will happen even if you are not in the basement, but will end if you ever go under 20 cool points.
There are several things that you can do in the basement to increase your cool points:
-The first thing you may do is challenge someone to an underground fight. This is pretty much the same thing as a street fight, except you will gain 6 cool points when you challenge someone, and they will lose 10 if they decline. And whoever does the most damage will gain 20 cool points. You may challenge anyone to an underground fight, even those who have less than 20 cool points.
-Once per turn you may also do drugs. If you do this you will gain 15 cool points. The ref will put 1-20 in the RNG. If it is a 1-11, nothing will happen. If it is a 12-16, you will be busted by the police and be beat up, doing 10 damage. If it is a 17-19, you will experience a bad trip, causing you to be confused. However, if it is a 20 you will overdose, causing you to die and be knocked out of the rumble.
-Once per turn you may also try to hook up with someone. The ref will enter 1-2 in the RNG. If it s a 1, you will succeed and gain 15 cool points. However, if it is a 2, you will be rejected and lose 8 cool points
-Once per turn, you may drink bottles of alcohol from the fridge. Each bottle you drink, you will gain 5 cool points, but the more drunk you get, which increases the likelihood of your attacks failing:
If you drink one bottle, there will be a 1/10 chance of your attacks failing
If you drink two bottles, there will be a 1/5 chance of your attacks failing
If you drink three bottles, there will be a 3/10 chance of your attacks failing
If you drink four bottles, there will be a 2/5 chance of your attacks failing
If you drink five bottles, there will be a 1/2 chance of your attacks failing
If you drink six bottles, there will be a 3/5 chance of your attacks failing
If you drink seven bottles, there will be a 7/10 chance of your attacks failing
If you drink eight bottles, there will be a 4/5 chance of your attacks failing
And if you drink nine (you may not drink anymore than this per turn), there will be a 9/10 chance of your attacks failing.
Once you have decided the amount of bottles you would like to drink, you may not drink anymore until you have become sober. Once you are sober, these effects will wear off. There are two ways to become sober. The first way is to wait until the end of the next turn. The second way is if you throw up. At the end of the turn, the chances you will throw up is the same chances as your attacks missing. If you do so, you will look ridiculous and lose cool points equal to the amount you gained from drinking the alcohol, plus more depending on where you are. If you are on the main floor, you will lose half the amount you gained from drinking, if you are in the basement you will lose 25%, and if you are on the top floor, you won't lose any more.
The Top Floor
The top floor is your main objective, but you need 60 points to get there. Once you are there, you will be completely isolated from ANY attacks from the main floor and/or basement, and because it is overlooking the party, you can also attack anyone on the main floor. There are also nice beds, so if you rest, you will gain 4 stamina per hour instead of two.
But the main reason you want to get here is because on the top floor, there are chambers with different effects which you may enter, and once you receive them you will exit. Once you have chosen a chamber to enter, you will not be able to go in any others so choose wisely:
-There is the healing chamber. This chamber will have a full restore in it, which you may hold and use any time during the duration of the rumble. Once one person enters this though, no one else may so get here quickly!
-There is the stamina chamber, giving you a max ether. Once one person enters this though, no one else may so get here quickly!
-There is the stat chamber. You have a choice of either boosting your attack, defense, special attack or special defense. Once you do that, you will have another choice of either having it fully maximize that particular stat for the next 5 turns, or permanently increasing that stat by 10. Once a stat has been chosen, no one else may chose that stat. Thus, once all four stats have been chosen no one else may enter so get here quickly!
-There is the item chamber. This will let you obtain ANY item excluding full restores, potions, ethers, elixers, revives, revival herbs, or sacred ashs. If you want to know what an item would do, check the itemdex you lazy bum!
So party and rock hard!
~Field Effects~
Togekiss and Quagsire are in the basement
Everyone else is on the Main Floor
Mew has 36 cool points
Togekiss has 49 cool points
Froslass has 26 cool points
Rayquaza has 35 cool points
Kabutops has 25 cool points
Mantyke has 57 cool points
Quagsire has 39 cool points
Volcarona has 20 cool points
~Items on Field~
-Full Restore (Fully restores all HP and cures all status problems except for Perish Song and Curse. Can be held)
-Max Ether (Fully restores the users stamina to the nearest maximum. Can be held)
~Referee Comments~
Meh
~Final Rankings~
1.)
2.)
3.)
4.)
5.)
6.)
7.)
8.)
9.) Winder222’s Gallade (Mantyke’s Surf)
10.) YDT’s Manaphy (Penalty for Excessive Moves)
11.) Sir DJ's Delcatty (Mantyke's Round)
12.) WizardTrubbish's Beheeyem (Togekiss's Silver Wind)