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Thread: The Pokémon Royal Rumble X-2

  1. #951
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    Swoobat use a Heat wave.
    Then blue stairs......


  2. #952
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    Ouch, shoulda just Protected from the start. That first Heat Wave was a BRILLIANT move.
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  3. #953
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    Wait, why don't I have my tailwind boost? It says I used it but my speed is still at 0. (Also why isn't my ability active?) Lastly, if having possessed each item gives you a bonus, shouldn't there be a tally for which items you've collected, not just which ones you still have?

    Anyway, Willdreigon, use Roost and activate your ability (again?).
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  4. #954
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    Pretty sure my speed should be at +10. Also, I chained with a Heat Wave in the Entralink too. I hope this doesn't mean I lost HP because I took damage from an attack that I actually blocked.

    Bulldreigon, take the large pillar to go to the Entralink. Once you get there, immediately warp to Chargestone Cave.

  5. #955
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    I should have my tailwind boost, but seeing how it wasn't in the reffing, then I should've at least protected again the second HP chain.

  6. #956
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    Volcarona use Roost then relax and Rest
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  7. #957
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    Actually Volcarona, only use Rest for now
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  8. #958
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    Also, I commanded to use Tailwind at the beginning of the Round, so I should've avoided the Heatwave, and thus been able to counter both HPs.

  9. #959
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    Also Volcarona, in you dreams, wonder how you took damage when you should be safe after starting the Heat wave chain and not getting hit by the blizzards and Heat waves in Dragonspiral tower, or the surf that happened later.
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  10. #960
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    Ok, lets see......

    Archeops, start things off with a quick trip to the Relic Castle.

    If you answer the riddle correctly: Collect the Dark Stone, and head to the sandpits, and jump in one. If you are spit out, jump in a different one. If you are spit out again, then screw that. If any time you make it to the Entralink, head to Chargestone Cave, and just relax.
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  11. #961
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    OK, Willdreigon, push the boulder to exit Chargestone Cave, and from there warp to Celestial Tower, once Swoobat's heat wave has died down. When you're there, activate your Chargestone and go up the staircase it guides you to.
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  12. #962
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    Volcarona WAKE UP!!!! and Roost
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  13. #963
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    Archeops, smile and give yourself a Tailwind.
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  14. #964
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    Archeops, only do that if you're in Chargestone Cave;
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  15. #965
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    Charzeacosta, climb up a large pillar to leave Dragonspiral Tower. If that doesn't work the first time, climb up a large pillar again. If it doesn't work again, do it one more time. If you get out, then go to the Desert Resort. Go to the Brutal Sandstorm area, then visit Relic Castle. If you answer correctly, grab a Dark Stone and jump into a maximum of 3 Sandpits to try to leave the Desert Resort. If you manage to leave the Desert Resort, go to Pinwheel Forest. Then, once you are there, predict that you will use 20 stamina (10 logs) to try to get to the Pinwheel. If you happen to get to Virizion's Grotto and it uses Giga Drain or Sacred Sword on you, Protect from that attack. If you get to the Pinwheel, grab it and jump into a bush a maximum of 3 times (BUUUUUUSH x3) to try to leave. If you do get out, head to Chargestone Cave and relax from your journey for now.
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  16. #966
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    Before you do all of that, Charzeacosta, activate your ability.
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  17. #967
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    Musharnus!

    If you guess correctly, enter the castle, grab the dark/light stone then jump into a maximum of 3 sandpits in order to leave

    if you need to then go to the brutal sandstorm area, then go to relic castle if you answer correctly then grab the dark/light stone and jump into 3 sand pits

    then go to the dragon spiral tower and use your dark/light stone and attack everyone with a round then if druddigon is dead then grab the dragon horn then stay put...

  18. #968
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    Volcarona, jump into a bush 3 times (BUUUUUUSH x3) to try to leave. If you get out, head to the Desert Resort then go to the Soft Sand area, then visit Relic Castle. If you answer correctly, grab whatever stone is available and jump into sandpits until you are sent back to the Entralink. Once you are back to the Entralink, head to Chargestone cave and relax.
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  19. #969
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    I am calling this thing, to ref

  20. #970
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    Audino, guess 10 more stamina
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  21. #971
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    Rigilyph, try a tailwind, gaining speed to push the tombstone and teleport back to the entralink faster that swoobat can heat wave. then, head off to chargestone cave
    If that fails to work, a gust to block the heat wave please.

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  22. #972
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    Rigilyph, if that does not work, protect from heat wave i guess

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  23. #973
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    The turn begins with Musharnus pushing a tombstone, escaping with barely any stamina put in to it, and then warps back to the entralink, where it heads to the Desert Resort. It then goes up to the door of the Relic Castle, says the answer to the riddle, and enters and collects a Light Stone.

    Swoobat then uses a Heat Wave (1) which Victini and the two Sigilyphs do ABSOLUTELY nothing about...except Rigilyph who tailwind (1)s, speeding up fast enough to push a tombstone and warp him to the Entralink. He then arrives at Chargestone Cave Swoobat then goes to the bottom of the blue stairs.

    DIGILYPH HAS FAINTED!!!!!!!!!

    Willdreigon then roost (1)s, while Builldreigon climbs a large pillar, but the warp was on the medium pillar. Volcarona then rest (1)s, while Archeops goes up the the door of the relic castle, says the answer to the riddle, and collects a Light Stone. It then jumps in a sandpit, but gets eaten. It then tries again, but once again gets eaten.

    Willdreigon then pushes the giant magnetic stone, and warps out of Chargestone Cave and arrives at the Celetial tower. It then activates its Chargestone instead of yknow, taking the staircase that Mushanus did last turn to get to the roof? Volcarona then wakes up a mere two hours later (what was the point of that?) and roost (2)s.

    Charzeacosta then activates its ability, and climbs up a large pillar, warping it to the Entralink where it decides to head to the Desert Resort. It then goes in to the brutal sandstorm area, goes up to the relic castle, but does not guess correctly.

    Musharnus then hops in a sandpit, warping it to the Entralink where it then heasd to Dragonspiral Tower. It then sets down the Light Stone, causing a Reshiram to appear. It then round (1)s, fainting the Druddigon (thus gaining itself a horn), and hits everyone else because once again they do ABSOLUTELY nothing about it.

    Volcarona then tries to escape Pinwheel by diving in bushes, but all three do not have a warp.

    The turn ends with Audino traveling 5 logs, but it is still not quite done its journey. Willdreigon's Chargestone causes everyone on the second floor to take the purple staircase upstairs, which becomes a fake and they all get hit by ghosts. It then climbs the yellow staircase to the second floor. A Golett then Shadow Punches Shazcosta....again.

    ~Participants~
    Landorus Incarnate Forme (HydroSwampert)
    Musharnus (Grey Walrus)
    Archeops (Ruby XIII)
    Volcarona (Grim Heaper)
    Rigilyph (Rayquaza is green)
    Charzeacosta (Charze)
    Swoobat (Sir DJ)
    Shazcosta (Shazdar)
    Willdreigon (Will-Powered Spriter)
    Bulldreigon (Bullkid)
    Victini (winder222)
    Excadrill (Hikaru 2000)
    Audino (Psiionic)
    Klinklang (rotrum)
    Samurott (Mean Mr. Snorlax)

    ~HP~
    1.) Landorus - 100
    1.) Musharnus - 100
    1.) Audino - 100
    1.) Klinklang - 100
    5.) Rigilyph – 90
    6.) Willdreigon – 84
    7.) Volcarona – 72
    8.) Archeops – 64
    9.) Charzeacosta – 53
    10.) Bulldreigon - 38
    11.) Samurott – 34
    12.) Victini – 18
    13.) Excadrill – 17
    14.) Swoobat – 13
    15.) Shazcosta – 5

    ~Stamina~
    1.) Landorus – 395
    2.) Klinklang – 363
    3.) Shazcosta – 362
    4.) Audino – 358
    5.) Excadrill – 354
    6.) Musharnus – 349
    7.) Archeops – 344
    8.) Rigilyph - 329
    9.) Victini – 329
    10.) Charzeacosta – 294
    11.) Bulldreigon – 287
    12.) Samurott – 282
    13.) Swoobat – 265
    14.) Willdreigon – 236
    -----------MAX------------
    15.) Volcarona – 189

    ~Ranks~
    1.) Landorus - 198.75
    2.) Klinklang - 190.75
    3.) Audino - 189.50
    4.) Musharnus - 187.25
    5.) Rigilyph - 172.25
    6.) Archeops - 150.00
    7.) Willdreigon - 143.00
    8.) Charzeacosta - 126.50
    9.) Bulldreigon - 109.75
    10.) Volcarona - 119.25
    11.) Samurott - 104.50
    12.) Victini - 100.25
    13.) Excadrill - 105.50
    14.) Shazcosta - 95.50
    15.) Swoobat - 79.25

    ~Status Effects~
    Landorus -
    Musharnus - Has a Celestial Bell, Has a Dragon Horn, 3/5 until full stage power
    Archeops - Has a Light Stone, 1/5 until full stage power
    Volcarona - Has a Dragon Horn, Has a Pinwheel, 2/5 until full stage power
    Rigilyph -
    Charzeacosta - Has a Dragon Horn, 1/5 untill full stage power
    Swoobat - Has a Dragon Horn, 1/5 until full stage power
    Shazcosta - Has a Dragon Horn, 1/5 untill full stage power
    Willdreigon - 2/5 untill full stage power
    Bulldreigon -
    Victini -
    Excadrill -
    Audino - Light Screened (Special Attacks do half damage. 3 turns left), Reflect (Physical Attacks do half damage. 3 turns left)
    Klinklang - Charged (+10 next electric attack)
    Samurott -


    ~Stat Changes~

    Landorus -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Rock Polished (++ Speed. 3 turns left)

    Musharnus -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: 0)

    Archeops -
    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: +5) - Quiver Danced (+5 Special Attack. 3 turns left)
    Special Defense (Total: +5) - Quiver Danced (+5 Special Defense. 3 turns left)
    Speed (Total: +) - Quiver Danced (+ Speed. 3 turns left)

    Rigilyph -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++++) - Tailwinded (++ Speed. 3 turns left), Tailwinded (++ Speed. 4 turns left)

    Charzeacosta -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Rock Polished (++ Speed. 3 turns left)

    Swoobat -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Tailwinded (++ Speed. 3 turns left)

    Shazcosta -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Rock Polished (++ Speed. 3 turns left)

    Willdreigon -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Tailwinded (++ Speed. 3 turns left)

    Bulldreigon -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Tailwinded (++ Speed. 3 turns left)

    Victini -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Tailwinded (++ Speed. 3 turns left)

    Excadrill -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: ++) - Sand Rushed (++ Speed. Expires with sandstorm)

    Audino -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: 0)

    Klinklang -
    Attack (Total: +5) - Shifted Gears (+5 Attack. 3 turns left)
    Defense (Total: +10) - Iron Defense (+10 Defense. 3 turns left)
    Special Attack (Total: 0)
    Special Defense (Total: +5) - Charged (+5 Special Defense. 3 turns left)
    Speed (Total: ++) - Shifted Gears (++ Speed. 3 turns left)

    Samurott -
    Attack (Total: 0)
    Defense (Total: 0)
    Special Attack (Total: 0)
    Special Defense (Total: 0)
    Speed (Total: 0)

    ~Ability Bar~
    Landorus - Sheer Force
    Musharnus - Telepathy
    Archeops - Defeatist
    Volcarona - Flame Body
    Rigilyph - Magic Guard
    Charzeacosta - Study
    Swoobat - Unaware
    Shazcosta - Sturdy
    Willdreigon - Levitate
    Bulldreigon - Levitate
    Victini - Victory Star
    Excadrill - Sand Rush
    Audino - Regenerator
    Klinklang - Plus
    Samurott - Torrent

    ~Protect Bar~
    Landorus - 5
    Musharnus - 5
    Archeops - 4
    Volcarona - 5
    Rigilyph - 5
    Charzeacosta - 5
    Swoobat - 5
    Shazcosta - 5
    Willdreigon - 5
    Bulldreigon - 5
    Victini - 5
    Excadrill - 5
    Audino - 5
    Klinklang - 5
    Samurott - 5

    ~Announcements~
    1.) If I made a mistake in any way, just tell me and I'll edit this.
    2.) For this round ranks will be HP + a quarter of the users stamina

    ~Current Stage~
    Entralink
    Welcome everyone to the Entralink, a small area in the middle of Unova that has five teleportation devices, taking you to different places across the region! You want to get out of here as fast as possible, because for every hour you stay in the Entralink after your first command you will begin to lose 5 stamina per hour. So with your first command, it is highly suggested you tell your Pokemon to go to a different stage.

    Yes, that is not a typo, these teleportation will take you to FIVE DIFFERENT STAGES across Unova. Meaning that if you are in one stage, you cannot attack anyone that's in a different stage at all (not even with field moves, so choose where you want to go wisely.

    Pinwheel Forest
    In Pinwheel Forest, bug and grass attacks will be powered up 5. As well, any damage done to grass or bug types will be reduced by 5 (a Pokemon with both types will have damage reduced by 10). You may leave this stage any time you want by jumping in bushes, but there is only a 1/3 chance it will have a warp. You can jump in a bush as many times as you want during the turn, but after 3 attempts it will start costing you 10 stamina per jump. Your command will not work if you merely instruct to jump in a bush, you must shout "BUUUUUUUSH" and then the amount of times you wish to attempt. Like "BUUUUUUSH x2". Any command not instructed like this will fail. If you get the warp, you will automatically go back to the entralink, but will begin to lose 5 stamina per hour after that command, so it is recommended you instruct where to go next in the same command.

    To obtain Pinwheel Forest's item, the Pinwheel (this will not interfere with your item holding limit, as it is its own thing), you much reach the edge of the forest which can be accessed via two paths. The first path is the simplest, all you do is take the road. However, a trainer will spot you and attack you with one of his or her Pokemon on the way. To see the trainers and their Pokemon click here (plasma grunts will not attack you).

    If you wish to avoid potential great damage, you can take the forest path. There are 1-20 logs you will need to cross on this path and you will then guess the amount of stamina it will take you to get to the edge of the forest. For every 2 stamina you guess, you will cross 1 log (so if you guess it will take up 18 stamina, you will cross 9 logs). If you end up crossing less logs than the stamina you guessed, you will still lose all the stamina which you guessed. Furthermore, if you do not make it you can still continue your journey next turn with the amount of logs left as the number that was determined before. For each log you cross, there is a 1/20 chance you will stumble across a hidden grotto that will contain an item you will collect (the items you can obtain are listed at the bottom of the page of the above link, and then will resume your journey. Key items, TMs, and the max revive are excluded). If you have stumbled across multiple hidden grottos that turn and as a result have collected multiple items, you will choose which one you would like the keep during the next turn. If you do not choose by the end of the turn, you will lose all your items. There is also a 1/100 chance for each log you cross you will find the Rumination Field where the inhabiting Virizion will attack you with either Helping Hand (will boost your next attack by 10), Retaliate, Giga Drain, or Sacred Sword.

    If you have a Celestial Bell, you can summon ghosts to haunt the forest for the rest of the turn. When someone attacks on this stage, there is a 1/2 chance that their attack will be affected by a Spite, causing the stamina of said attack to be doubled. You will then no longer have your bell.

    Desert Resort
    In Desert Resort, ground and steel attacks will be powered up by 5. As well, any damage done to ground or steel types will be reduced by 5 (a Pokemon with both types will have damage reduced by 10). You may leave any time you want by jumping in a sandpit, but there is a 1/2 chance a creature will instead eat you and spit you out, doing 5 damage. You may jump in sandpits as much as you want. If you get the warp, you will automatically go back to the entralink, but will begin to lose 5 stamina per hour after that command, so it is recommended you instruct where to go next in the same command.

    There are 4 areas to the desert resort you may go to:
    -The area you start off. If you are here by the end of the turn a Sandile will attack you with a Crunch
    -The soft sand area. There is a 1/2 chance of you sinking in and becoming trapped (this will prevent your mobility and prevent you from using certain attacks. You can escape with certain attacks). If you have a Pinwheel, you will not suffer from this effect.
    -Brutal sandstorm area. Here, all non rock, ground, or steel types will take 5-10 damage at the end of the turn. If you have a Pinwheel, you will not suffer from this effect and will blow the sandstorm across the field, making everyone on the stage take 5-10 damage at the end of the turn. If you have a pinwheel, anyone but you in this area will take 10-20 damage instead.
    -The Zen Mode Darmanitan area. Here, there are sleeping Zen Mode Darmanitan that have 1/6 chance of waking up at the end of the turn and attacking you with a Thrash, Belly Drum (will do an extra 30 damage to the next one it attacks), Flare Blitz, or Hammer Arm.

    During the turn you can visit the Relic Castle, which you may enter if you solve a riddle describing a certain Pokemon (you have one guess; PM it to the ref). Here is the riddle "I can be seen in blue or yellow but never in red. I will really wrack your head. My type is very puzzling as it is different from what is read..". You will then enter the Relic Castle and obtain either a Dark Stone or Light Stone, and then automatically return to the area you were before. The desert is also very hot. While this does not affect you at all, if you have the pinwheel you can cool off. Upon leaving this stage, the pinwheel will whither and break.

    At the end of the turn everyone has a 1/4 chance of stepping on a web, slowing them down by 1 stage.

    Chargestone Cave
    In Chargestone Cave, electric and rock attacks will be powered up by 5. As well, any damage done to electric or rock types will be reduced by 5 (a Pokemon with both types will have damage reduced by 10, despite no such Pokemon existing).

    While on this stage you may use a dragon horn to summon baby dragons that will be by your side for the rest of the turn and cannot die, which have the power to deal with the electric and magnetic powers here. You will no longer have your horn.

    You may leave any time you want by pushing a magnetic stone, but it will cost 30 stamina. You can get people to help you push it, and for each person that helps it will reduce the amount of stamina consumed by 10 (each person that helps also gains the ability to exit the stage). You may also move the bolder without any stamina if you have a Chargestone, and it will only cost 10 stamina if you have baby dragons to help move it in place. If you get the warp, you will automatically go back to the entralink, but will begin to lose 5 stamina per hour after that command, so it is recommended you instruct where to go next in the same command.

    To obtain the item, you may place your hand on one of the rocks for a certain amount of seconds (between 1-59). At the end of the turn, the Pokemon with their hand on a rock with the longest time will obtain a Chargestone. If there are 5-9 people touching, the top 2 will gain a Chargestone, and if there are 10 or more, the top 3 will gain a Chargestone. However, at a random second the stone will start emitting electricity, causing anyone that is touching the stone at that point to become paralyzed and be disqualified from the contest. You may use your baby dragons to suck up some of the electricity on the stone, causing the rock you are touching to only start shooting electricity after at least 30 seconds.

    Celestial Tower
    In Celestial Tower, ghost and psychic attacks will be powered up 5. As well, any damage done to ghost or psychic types will be reduced by 5 (a Pokemon with both types will have damage reduced by 10, despite no such Pokemon existing). You may leave this stage any time you want by pushing a tombstone, but you have no idea how heavy or light it will be and as a result cost between 1-45 stamina. If you get the warp, you will automatically go back to the entralink, but will begin to lose 5 stamina per hour after that command, so it is recommended you instruct where to go next in the same command.

    There are 5 coloured staircases (red, blue, yellow, green, purple, but not orange because orange sucks). Two staircases will take you to the next floor, two staircases will take you to the roof, and one staircase will be an illusion causing you to be attacked by ghosts doing 10 damage, and then you will be to the next floor. During the round you will choose which staircase you want to climb and at the end of the turn you will climb that staircase, and if you do not choose a staircase you will be attacked by ghosts doing 10 damage and teleported to the next floor. Each floor, the staircase result will be different, and once you have climbed 5 floors you will reach the roof anyways (where there are still tombstones). Upon reaching the roof, you will obtain a celestial bell. If you posses a Chargestone, you may emit its electromagnetism waves to cause all opponents to take the fake staircase, while you will take one of the real ones (chosen by RNG). You will then no longer have your Chargestone.

    Dragonspiral Tower
    In Dragonspiral Tower, dragon and water attacks will be powered up 5. As well, any damage done to dragon or water types will be reduced by 5 (a Pokemon with both types will have damage reduced by 10). You may leave the stage any time you want by climbing either a small, medium, or large pillar which will cost 5, 10, and 15 stamina respectively. The ref will then plug in 1-100 and if it is 1-20 it will be on the small pillar, 21-50 it will be on the medium pillar, and 51-100 it will be on the large pillar. If you get the warp, you will automatically go back to the entralink, but will begin to lose 5 stamina per hour after that command, so it is recommended you instruct where to go next in the same command.


    On this stage there is an observing Druddigon, who holds a dragon horn, an item you can get from either impressing, stealing, fainting, or appeasing it.
    -To impress it you will either need to have fainted 1 pokemon on this stage during the rumble, or 2 Pokemon overall.
    -To steal from it, you will need to have higher speed than it. It is at 0.
    -The Druddigon has 50 HP, and can use one move per turn that the ref will control (it cannot damage anyone though) to defend. Who ever gets it to 0 HP will gain the item, and it will then be revived with full health once again.
    -To appease it you need to give it a sacrifice.

    * If Druddigon is not attacked at all during the turn, he will use scary face at some point during the reffing

    There are also wondering Mienfoos throughout the stage that you can grab, but there is a 1/2 chance it will punch you in the face instead, confusing you. While carrying it, you can throw it at an opponent causing a 1/2 chance of it punching them in the face. At the end of the turn a Golett will Shadow Punch a random Pokemon doing 5 damage, the defense boost form thii stage will not apply, but super effectiveness and type resistances will.

    If you have a Dark Stone/Light Stone, you can set it down here causing Zekrom/Reshiram to appear respectively. If there is a Reshiram/Zekrom, there is a 1/7 chance it will burn/paralyze all opponents. If there is already a Reshiram/Zekrom on the field and you have a Light/Dark Stone, you may set it down causing Reshiram/Zekrom's chances to burn/paralyze increase by 1/7, plus making you immune from this happening to you.

    If you manage to have collected all 5 items (not posses, collected), you will possess the ability to freely move from any stage you want at will, as well as any multiple target moves will hit every single opponent. You will also be able to stay at the entralink without the stamina penalty.

    ~Field Effects~

    Pinwheel Forest
    Audino and Volcarona are here
    Audino has crossed 13 logs

    Desert Resort
    Excadrill, Archeops, Klinklang, Charzeacosta, and Landorus are here
    Excadrill, Archeops, Klinklang, Charzeacosta, and Landorus are in the brutal sandstorm area
    Sandstorm (3 turns left)

    Chargestone Cave
    Rigilyph is here

    Celestial Tower
    Victini, Swoobat, and Willdreigon, are here
    Victini, Swoobat, and Willdreigon are on the second floor

    Dragonspiral Tower
    Bulldreigon, Musharnus, Shazcosta, and Samurott are here
    The Druddigon has 50 HP left.
    Reshiram on field (1/7 chance of burning everyone)

    ~Items On Field~
    Infinite amount of special items
    Hidden items in Hidden Grotos

    ~Referee Comments~
    -A lot of you did absolutely nothing, which is what made this turn kinda slow. You might wanna do more, as most of you were hurt in the long run. I mean I get not defending the round, but the Heat Waves should not have been ignored.
    -I am claiming the reffing

    ~Final Rankings~
    1.)
    2.)
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    5.)
    6.)
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    10.)
    11.)
    12.)
    13.)
    14.)
    15.)
    16.)
    17.) Digipoke's Sigilyph (Swoobat's Heat Wave)
    18.) Pokelegend's Hydreigon (Archeops' Heat Wave)
    18.) Aakash98's Chandelure (Archeops' Heat Wave)
    20.) Paradoxe's Meloetta (Victini's Heat Wave)
    20.) Dusknoirdude23's Ferrothorn (Victini's Heat Wave)
    20.) ReshiZekyurem's Mienshao (Victini's Heat Wave)
    20.) Monster Guy's Musharna (Victini's Heat Wave)
    23.) Gryoine's Scolipede (Victini's Heat Wave)
    23.) Zalbar's Cryogonal (Willdreigon's Heat Wave)
    23.) Pink Lapras' Serperior (Willdreigon's Heat Wave)
    Last edited by YDT; 20th March 2013 at 2:19 AM.

  24. #974
    Join Date
    Jan 2011
    Location
    Unova, got an Isshu with that?
    Posts
    1,021

    Default

    Archeopps, leave the resort by jumping into a sand pit, if you get spit back up......again, then try jumping in another one. If that fails, then it's not worth it.

    If you get to the Entralink, then go to Chargestone Cave..again.
    Pokemon Omega Ruby DexNavlocke


    Badges: 2
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  25. #975
    Join Date
    Oct 2005
    Location
    Oxford, England
    Posts
    3,097

    Default

    Oh, I thought the stairs randomised.

    Willdreigon, try... purple this time?
    Will-Powered Spriter

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