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Unread 04-25-2010, 10:51 PM   #91
Menarker
OMG! WHAT SHOULD I DO NOW?
 
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Do I control all of the NPC characters like Shannon in terms of specific moves or do I just suggest a certain course of action and you RP how they act accordingly?

And yeah, running with Gem's plan.

I'll finish my post in the late evening. Being called to watch movie for family time and all that.

EDIT: I HAVE BEEN HIT WITH A MOMENT OF INSPIRATION!

*Snicker* Those pokebrids are going to wail and weep! :3 *Writing post still*

Last edited by Menarker; 04-26-2010 at 01:45 AM.
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Unread 04-26-2010, 01:46 AM   #92
Astral Harmony
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You could do it either way, Renny. Hell, if you really want to get neck deep in strategy, you can choose their actions right down to which Pokemon are deployed.

And here's a general database on the new Ruin types. All damage types are Ruin unless indicated otherwise.

- Raikner ~ A Ruin Pokemon with a humanoid body and a streamlined form. Uses dual armcannons (from which the Ricewood Rifle is modified from) to deal good damage with high critical hit rates with superb accuracy, making them troublesome to leave on the battlefield for too long.
Moves
- Power Bolt: 110 Power. High critical hit rate. Damage against a single target.
- Dual Wield: 70 Power, two targets. High critical hit rate. Damage against two targets.
- Cluster Fall: 50 Power, random targets up to four. Eight shots hit four targets at random.
- Crippling Shot: 60 Power, one target. Randomly eliminates target's ability to connect with a melee or ranged attack.
Ability: Sniper
Syncstrike: Desperado ~ Attacks in tandem with Orbishriek. Concentrates wild fire on one target.

- Atunhand ~ An unstable monster that resembles a vaguely hand-shaped gelatinous ooze of an azure coloration. Five long, narrow metal spikes protrude from the fingers. The chemical involved has an mutagenic effect on living lifeforms, but Atunhands seem to only inject it into corpses to turn them into Juggernauts. Atunhands have relatively high defenses and evansion, making them difficult to hit and kill.
Moves
- Slime Shot: 60 Power, one target. Lowers a random statistic by one level.
- Fist Formation: Self targeted. Basically a guard ability that makes it highly resistant to attack. Usually uses this move when a lot of offensive and debuff moves target it.
- Stab Frenzy: 25 Power, one target. Target is jabbed with the Atunhand's finger injectors two to five times.
- Explosive Press: 200 Power, one target, fire type damage. Atunhand injects itself and causes an unstable chemical reaction. It then charges the target, knocks him down, and the chemical reaction causes the Atunhand to detonate. The Atunhand is defeated by using this move. Usually used when the Atunhand has taken severe damage.
Ability: Ooze Armor ~ Halves damage from special attacks.

- Orbishriek ~ A large, four-legged arthropod with a large illuminated sphere on its broad back. Basically, the cannons and artillery for the Ruin Pokemon invasion. Uses very powerful long-range special attacks to pulverize its targets quickly and brutally.
Moves
- Divine Breath: 150 Power, one target. A bright blast of painful energy.
- Divine Barrage: 80 Power, two targets. A painful cluster of energy bolts spread out in a narrow cone.
- Absolute Blast: 400 Power, one target. Charges for one turn, fires the next. Target is engulfed in a big, bright, burning beam of doom.
- Interceptor Shot: 80 Power, random targets. Used at the start of the turn. Hits any enemy that tries to hit the Orbishriek with a melee attack.
Ability: Hyper Cutter
Syncstrike: Desperado ~ Attacks in tandem with Raikner. Concentrates wild fire on one target.

- Juggernaut ~ Not really a Ruin Pokemon, this is what a corpse becomes when an Atunhand gets a hold of it. The musculature of the corpse is greatly expanded and mutated. The Atunhand squirms inside the Juggernaut. Juggernauts blend the awesome defenses of the Atunhand with incredible damaging abilities and ridiculous high health.
Moves
- Slam Fist ~ 180 Power, one target, fighting type damage. An oversized, rotting fist slams down on the target.
- Boulder Smash ~ 180 Power, one target, rock type damage. The Juggernaut uses its insane strength to unearth and fling a huge chunk of solid rock.
- Taunt ~ One target. Forces the target to attack the user. Usually used to protect an ally from the highest damaging enemy unit targeting it.
- Terrifying Gaze ~ One target. Charges on the first turn, then terrifies the target on the next. Lowers all statistics by one level.
Ability: Magic Guard
Syncstrike: Vertical Torture ~ Attacks in tandem with Juggernaut. Deals incredible damage and locks the target and users down until the target is defeated. Defeat or use a debilitating status effect (sleep, paralysis, freeze) on one of the users to end this Syncstrike.

- Harpressor ~ A flying Ruin Pokemon that supports deployed Ruin Pokemon. It is relative to the Orbishriek in statistics. High damage and low defenses. The Harpressor is best known for supporting Atunhands directly by airlifting enemy corpses retrieved from the battlefield to where an Atunhand can put it to good use. They do this by flying low and snatching corpses up with their disfigured and hideous hooked and barbed legs.
Moves
- Hook Stroke: 90 Power, one target. Hit critical hit rate. 50% chance of causing flinching. The target is viciously raked with deformed but effective talons.
- Corpse Clubber: 60 Power, one target. Harpressor must have a corpse in hand to use this move. Harpressor dives in and smacks the target with the held corpse. Hits one to three times.
- Corpse Bomber: 300 Power, one target. Harpressor must have a corpse in hand to use this move. The Harpressor injects some kind of explosive chemical that explodes when shaken, then drops it. Look out below...
- Abduct: One target. The Harpressor sweeps in an steals away with a captive. Defeat the Harpressor to save the abductee. Despite being alive, the target can be used for the move Corpse Clubber, and takes damage as well as the target for that move when it is used.
Ability: Soundproof
Syncstrike: Vertical Torture ~ Attacks in tandem with Juggernaut. Deals incredible damage and locks the target and users down until the target is defeated. Defeat or use a debilitating status effect (sleep, paralysis, freeze) on one of the users to end this Syncstrike.

Last edited by Astral Harmony; 04-26-2010 at 01:53 AM.
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Unread 04-26-2010, 03:06 AM   #93
Geminex
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Oh.
Oh dear.
The degree to which this is not good is... staggering.
Absolutely staggering.
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Unread 04-26-2010, 03:19 AM   #94
Menarker
OMG! WHAT SHOULD I DO NOW?
 
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... good thing you got the Kimonos?

*Is totally inspired by my very recent method of boosting up power in my group.*

^^

Last edited by Menarker; 04-26-2010 at 03:21 AM.
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Unread 04-26-2010, 03:32 AM   #95
Geminex
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Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay!
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Quote:
... good thing you got the Kimonos?
The sweet taste of knowing I was right to be a douche is eclipsed by the amount of PAIN I foresee on the horizon. It is a lot of pain.

And very nice. Snorlax+potion. Very nice indeed. Though, yeah. Some moves aren't made for battles that're larger than 2v2, and belly drum is among them. You're not supposed to do it that way. Still, effective.

Edit: Depending on what the Ruin types' response to our attacks is, I might request Dormond from next round onwards. Sorry bout that.

Last edited by Geminex; 04-26-2010 at 03:42 AM.
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Unread 04-26-2010, 03:43 AM   #96
Menarker
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I meant more than just that.

Snorlax now has an attack of 440. Togekiss will protect it long enough for it to be fully healed and for the same turn after it is healed.

Dormond ALSO is boosted thanks to Psych Up effectively copying Snorlax. Now he has the attack power of 460 when he switches to Zangoose form.

Lola using Helping hand on either of them would be nasty, especially when they use a move that hurts multiple foes or use attacks with STAB bonus or hit a foe for their weak point. Taking advantage of Multipliers!

IN ADDITION, Mollesk has the same tactic... but even more brutal...

Mollesk's Simple ability makes it get double the stat changes it gets...

So it would end up with 920 DEF and SDEF after 3 uses of Cosmic Power on top of a very high 118 base hitpoint stat... Use Double Team 3 times, and he'll dodge all attacks 72% of the time. Use Power Trick and he'll have 100 DEF (still above average) and 920 ATTACK!

Also, if Sandstorm is in effect, (say due to Tyranitar or Matt's Castform ability), Mollesk will gain an additional 115 SPEF! (Half his original SPEF)

Oh, and he got Recover to regain tons of health.
Mollesk is slow to get into action, more of a wall, but when he gains momentum, he's impossible to beat by anything that isn't OHKO, Curse, and other Percentage based attacks, or stat reducing moves (which Mollesk will try to get back via Cosmic Power if the situation is safe enough.)

One of the other options that I chosen not to use was the move "Trick Room" which reverses all pokemon's speed. With a speed of 1, Mollesk will ALWAYS go first when Trick Room is in effect except for moves with increased priority like Quick Attack. Attached to a RIDICIOUS DEFENCE and similarly ABSURD offence, this tactic is scary. :3

Anyhow, off to bed!

Last edited by Menarker; 04-26-2010 at 03:51 AM.
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Unread 04-26-2010, 03:51 AM   #97
Geminex
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Yeah, I know. I was gonna protest against the stats distribution you have it, and demand that you give it at least 40 in each stat so it isn't over-specialized, though I've dropped that plan. I'll just make demonic Impact a bit stronger. Because what you have right now (as you've demonstrated) rather OP. In general, (again, as you just demonstrated) you're good at twisting the rules to your advantage.

Quote:
So it would end up with 920 DEF and SDEF after 3 uses of Cosmic Power on top of a very high 118 base hitpoint stat... Use Double Team 3 times, and he'll dodge all attacks 72% of the time. Use Power Trick and he'll have 100 DEF (still above average) and 920 ATTACK!
Though this wouldn't work. You can only boost your stats when they're still <1000. It could use cosmic power once, at best, if we're playing at level 100.
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Unread 04-26-2010, 06:26 AM   #98
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Gah. You know how you hate it when people do things when you're asleep? I hate it too.

We should discuss strategy before anyone actually posts in the RP. Because then whoever goes first doesn't end up looking like an idiot. And Pierce is not an idiot.

Alternately, I could delete my first post, and post again with pierce acknowledging Impact's orders just because I'm a jerk. Then you'd have to edit your post to make sense. Would you like that?
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Unread 04-26-2010, 06:32 AM   #99
Geminex
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Pierce doesn't look too idiotic. Impact went along with most of his orders. And hey, we don't know if that's the right choice. Leave your post, maybe Pierce will have the opportunity to insult Impact and question his leadership if this works out badly.

Though yeah, from now on, we can discuss strategy before we post.
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Unread 04-26-2010, 06:38 AM   #100
Bard The 5th LW
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Quote:
Gah. You know how you hate it when people do things when you're asleep? I hate it too.
Totally with you.
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