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The Pokémon Royal Rumble XII

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Sigh!

Bad Taste Everywhere
Togekiss due to the new turn of chilling events use Heat Wave to counter the winds that would overpower your silver wind
 

Charze

Always flyin'
Quagsire, activate your ability and smile because you're at a party! Then use a Surf to block the winds, blizzards, and heat waves that would hit you. Then use a Round to block the sing and rounds chained to it.
 

Charze

Always flyin'
Quagsire, activate your ability and put on some cool shades because you're at a party chilling like a bro. Then pull-out your surfboard to spice up the party and use a Surf to block the winds, blizzards, and heat waves that would hit you as well as pull off some epic tricks. Then use a Round to block the sing and rounds chained to it.
 
Rayquaza, due to the new turn of warm events use surf to counter the winds that would overpower your blizzard
 

Gryghaim

InfernalBlaze
Froslass, use Telekinesis grab a Surf and use it as a shield against the other Surfs and other moves that might be chained to it, also showing off that you have awesome psychic powers.
 

YDT

Positively Ecstatic
Manaphy challenge Volcarona to a street fight

"Samurais never back down from a challenge!" That line from that movie, maybe sylverstar stalon was in it, or some other italian person with a lisp
 

Mug

Sgt. Sunshine
Volcarona, use Fly to avoid the surfs please! I will decide in a bit whether you should fight Manaphy or not...
 

Mug

Sgt. Sunshine
Also Volcarona, decline Manaphy's street fight challenge. We have a long way to go if we want to stop fighting people for every little thing, and this is a good place to start.
 

winder222

Weilder of the Aura
Gallade quickly before the surfs can hit you use skill swap on Quagsire and then activate water absorb to save yourself from the damage from the surfs

If that would fail to work, instead use psychic to grab the one of the waves coming at you and swirl it around yourself to protect yourself.

If that would fail to stop the waves from hurting you, before the surfs hit you ice punch the floor and water to create a dome of ice around yourself.

If that wouldn't work, use telekinisis to lift yourself above the waves so you can't be hurt by them

If that would fail use teleport to port behind Mew, Rayquaza or Manaphy who already used surf immediately after they use surf so you would be with them behind the waves so the waves wouldn't hit you.

I that would fail use Earthquake before you get hot to disrupt the surfs and stop them from hitting you with as much power as they would have done to you before.

I hope one of these works...
 

Charze

Always flyin'
Quagsire, if you would get hit by Skill Swap, use Safeguard to protect yourself from it. But if that would not work, do not use Safeguard and instead use Double Team to avoid it.

Afterwards, challenge Beheeyem to a street fight
 

winder222

Weilder of the Aura
Gallade if Quagsire is able to avoid being skill swapped by either of the means he mentioned above and he is able to do either, then count the plan for using skill swap as failure and then use next plan on the list.
 
The turn begins with all the Pokemon beginning to cut loose and party! However, Froslass decides to bully everyone with an ominous wind (1). This is blocked by Manaphy and Delcatty's Icy Wind (1)(1), and Togekiss's Silver Wind (1) (who manages to get some sweet stat boosts). Rayquaza decides to block with a Blizzard (1), which blows at the Icy, Ominous, and Silver Winders and overpowers them and heads straight for the users. Kabutops and Mantyke also see this as a good idea and decide to also use Blizzard(1)(1)s to do the same thing as Rayquaza. Volcarona and Mew decide to block the attacks with a Heat Wave (1)(1) to block the attacks as well as some if not all of the winds overpowering the Icy Wind's and Blizzard's to go towards the ones that used those attacks (and burns Mantyke)! Gallade uses a Wave of Vacuum around itself which defends it from any winds.

BEEHEEYEM HAS FAINTED!!!!!

Delcatty and Togekiss get worried about these new attacks overpowering their winds and Delcatty decides to copycat (2) Volcarona's Heat Wave, while Togekiss uses its own Heat Wave (2). Quagsire then smiles as it uses a Surf (1) to block itself from all the winds. As the wave of water heads towards all the Blizzard users, it freezes in place but manages to go right through all other winds and aim at their users, including Gallade's Vacuum Wave. Gallade tries to swap its skill (3) with Quagsire in order to absorb the water, but is thwarted by Quagsire's Double Team (3).

Rayquaza, Mew and Manaphy manage to block any attacks coming to them (such as the surf, blizzard, etc) with their own Surf (2)(2)(2) while Froslass uses its telekinesis (2) to grab a Surf and use it as a shield. The Surf shield freezes from a Blizzard, but then is melted by a Heat Wave, but then is frozen again by Blizzard etc etc. Eventually it shatters after all the winds are done though. Meanwhile, Volcarona fly (2)'s out of the way of the Surf's as they are about to hit the moth.

Things are not over you see as Delcatty decides to Sing (3). This is blocked by Togekiss's Echoed Voice (3), Manaphy & Froslass's Safeguard (3)(3), Rayquaza and Gallade's rock tomb (3)(2) and Kabutops, Quagsire (while its clones get destroyed), Mew, and Mantyke's Round (2)(2)(3)(2). Volcarona tries to round but since it is flying it can't. However, it is fluttering parallel to the second floor so it is out or range of the attack anyways. While Froslass is immune to the attacks, Manaphy is not and its safeguard will not block it.

Kabutops then accidentally uses another round (3) which is accidentally blocked by Mantyke's round (3). Rayquaza and Gallade are safe in their rock tomb, and Volcarona is safe while flying. Manaphy decides to challenge Volcarona to a street fight, but the moth declines as everyone BOOS.

DELCATTY HAS FAINTED!!!!

The turn ends with Mantyke taking damage from burn.

Suddenly the host of the party (that's me!) descends from the cool second floor and decides to announce who he thinks has been the coolest.

5.) Volcarona - You set a new trend by heat waving which managed to melt through the Blizzards and do damage. That's kind of cool. However, you flew away from the Surfs and declined the street fight challenge like a sissy.
4.) Gallade - Using a god damn vacuum wave to stop all the winds was really cool, and burying yourself with rocks to avoid hearing terrible rounds and songs was sick. But that's all you did
3.) Froslass - Using a puny Icy Wind was a bit uncool, but GRABBING A GIANT TIDAL WAVE AND HOLDING IT IN FRONT OF YOU TO BLOCK EVERYTHING ELSE was sick man!
2.) Rayquaza - Your Blizzard set a new trend and it was incredibly devastating, however not as devastating as...
1.) Quagsire! That surf managed to frighten everyone and spread water all over my party! You sure know how to be cool. However, I still don't know who invited you strange creatures. Get out of my house.

~Participants~
Manaphy (YDT)
Mew (Digipoke)
Togekiss (Sigh!)
Froslass (Gryghaim)
Rayquaza (Rayquaza is Green)
Kabutops (Shazdar)
Mantyke (Grey Walrus)
Quagsire (Charze)
Gallade (winder222)
Volcarona (Mug)

~HP~
1.) Froslass - 100
1.) Rayquaza - 100
1.) Volcarona - 100
4.) Kabutops - 89
5.) Mew - 75
6.) Quagsire - 73
7.) Mantyke - 64
8.) Togekiss - 23
9.) Gallade - 20
10.) Manaphy - 3

~Stamina~
1.) Gallade - 156
2.) Volcarona - 144
3.) Froslass - 138
4.) Togekiss - 130
5.) Manaphy - 128
---------MAX--------
6.) Quagsire - 117
7.) Mantyke - 114
8.) Rayquaza - 108
9.) Mew - 95
10.) Kabutops - 94

~Ranks~
1.) Volcarona - 172
2.) Froslass - 169
3.) Rayquaza - 154
4.) Quagsire - 141
5.) Kabutops - 136
6.) Mew - 122.5
7.) Mantyke - 112
8.) Gallade - 98
9.) Togekiss - 88
10.) Manaphy - 67

~Status Effects~
Manaphy - Safeguarded (4 turns left)
Mew -
Togekiss -
Froslass - Safeguarded (4 turns left)
Rayquaza - Trapped in a Rock Tomb
Mantyke - Burned (Will lose 5 HP every turn. 4 turns left)
Quagsire -
Gallade - Trapped in a Rock Tomb
Volcarona - Flying

~Stat Changes~
Manaphy -
Attack (Total: 0)
Defense (Total: 0)
Special Attack (Total: 0)
Special Defense (Total: 0)
Speed (Total: 0)

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. 4 turns left)
Defense (Total: +5) - Silver Wind (+5. 4 turns left)
Special Attack (Total: +5) - Silver Wind (+5. 4 turns left)
Special Defense (Total: +5) - Silver Wind (+5. 4 turns left)
Speed (Total: +) - Silver Wind (+. 4 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. 4 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)

Gallade -
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~
Manaphy - Hydration
Mew - Synchronize
Togekiss - Serene Grace
Froslass - Cursed Body
Rayquaza - Air Lock
Kabutops - Weak Armour
Mantyke - Water Absorb
Quagsire - Water Absorb
Gallade - Steadfast
Volcarona - Swarm

~Protect Bar~
Delcatty - 5
Manaphy - 5
Mew - 5
Togekiss - 5
Froslass - 5
Rayquaza - 5
Kabutops - 5
Mantyke - 5
Beheeyem - 5
Quagsire - 5
Gallade - 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~
Everyone is on the main floor
Manaphy has 14 cool points
Mew has 21 cool points
Togekiss has 25 cool points
Froslass has 10 cool points
Rayquaza has 23 cool points
Kabutops has 22 cool points
Mantyke has 27 cool points
Quagsire has 23 cool points
Gallade has 4 cool points
Volcarona has 5 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~
Delcatty: :(
Manaphy: Safeguarding instead of rounding was a moronic thing to do. I mean it cost you so much damage and it didn't even save you all that much stamina
Mew: You did what is necessary but pay attention to the stamina of the moves you use. Try to do things to conserve stamina
Togekiss: That Silver Wind Boost saved you man. If it wasn't for it you'd be done. Let's see if you can pull off a comeback
Froslass: Meh
Rayquaza: You have full HP, but you're at a bit of a stamina disadvantage. Just be careful
Kabutops: I counted your accidental round because you can't retract commands you made. Oh well, it did quite a bit of damage. Even though you haven't been online tanking the heat waves was a smart thing to do. You have most of your HP though your stamina is a bit low
Mantyke: Again, I counted another round to block Kabutops's accidental round because you didn't say which chain to block so I had it as both. If that weren't the case you really should have done something with your extra move.
Beheeyem: I told you this in PM and I told you this again - if you are blocking say the attack is to block. If not I will count it as a separate thing.
Quagsire: The Surf was a really smart thing to do. It really affected a lot of people in terms of HP or stamina. Just be careful of yours. Though I might have used that extra move you had to instead do some damage to everyone. Though it would have put you with REALLY low stamina. Oh well, playing defensively is good too! Plus you managed to really screw over...
Gallade (see what I did there?): Honestly the skill swap was REALLY risky, because it involved him not stopping it, which he did. Plus future failsafes are illegal (Like you can't say not to use a move based on something that hasn't happened yet and you can't change your action after it does...)
Volcarona: Flying put you in a better position than expected, as it managed to get you to avoid the rounds too and saved you stamina. Though I'd descend ASAP!

Connection's Connected Awards:
Bringing this back because I haven't seen it in awhile
Play of the Day: Definitely Quagsire's surf. Forced a lot of people to waste two moves for the price of one and consume a lot of stamina
The Fail Award: Beeheyem in general. Even after I Pmed you on how to survive you still didn't. And ignoring the winds, WTF?
The MVP Award: Volcarona. In an amazing position due to not using that many stamina consuming moves. The Heat Wave is what originally started people getting scared (before the surf happened it still would have hit the Blizzarders). If you play your cards right you can win!​


~Final Rankings~
1.)
2.)
3.)
4.)
5.)
6.)
7.)
8.)
9.)
10.)
11.) Sir DJ's Delcatty (Mantyke's Round)
12.) WizardTrubbish's Beheeyem (Togekiss's Silver Wind)
 
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