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-   -   UPN PASBL: KamenAeons vs. Lanturn (http://forums.upnetwork.net/showthread.php?t=6695)

Connor 04-13-2015 09:03 AM

UPN PASBL: KamenAeons vs. Lanturn

Originally Posted by Lanturn
KamenAeons vs. Lanturn
4 vs. 4
Equiall 4
Switch = KO
72 Hour DQ
Team Plasma's Castle
Spoiler: show
Long abandoned to the annals of time, Team Plasma's Castle has fallen into disrepair. Battles will take place in the expansive courtyard, littered with debris from the collapsed building. In the center of the courtyard is a large water feature, the intricate statue standing at the center having eroded into obscurity. The waters are both deep and wide enough for Pokemon to comfortably swim in, but at at their deepest roughly 10 feet. Vines hang down from the edges of the courtyard, and nimble Pokemon will be able to use them as a climbing frame. As always, within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement.

Should be pretty fun! Get those squads in.


KamenAeons 04-13-2015 10:06 AM

Here's to chaos! I had a hard time picking out the squad >>;

Iskander: Male Hariyama [Level 4]
Hariyama (Fighting): Hariyama are slow and lack agility but are sturdy and difficult to knock over. Hariyama have large, powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.2x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take slightly less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.
Bio: "A cowardly thief would sneak away in the night; the King of Conquerors leaves with his loot amidst songs of victory!"
A true king amongst his subjects, Iskander and his army of Makuhita were renowned for overthrowing the oppressive Geodude Army of Mt. Mortar, but soon left their conquered land to pursue the sea believed to be down the south of Johto. His comrades fell in battle with rival nations, but Iskander pushed on, their wills in his heart as he strived to charge forth, creating a chariot of energy to carry the wounded with himself pulling the reins. Meeting me at the end of the line, I promised him a world of exploration, ripe for the conquering. He happily obliged, with the dreams of conquering the world alongside his companions.
Special Technique: Gordius Wheel (FIGHTING)
Slamming his hands together brimming with considerable Fighting energy, Iskander creates a glorious chariot of fighting spirit in front of him, with two giant palms of energy adorning the front of the chariot. These palms are the size of Iskander himself, and are physical manifestations of his own palms. He may choose to ride the chariot himself, or send it flying towards his opponent with a palm thrust, but regardless, the impact of the chariot's wide palms will deal considerable Fighting damage, with a 20% chance to cause confusion. The chariot disintegrates back into energy after colliding with the opponent, allowing Iskander to land safely on his feet if he rode it. Gordius Wheel does not deal super-effective damage to Dark or Rock types, but does not deal not-very-effective damage to Psychic or Flying types. Instead, Gordius Wheel deals neutral damage to Dark, Rock, Psychic and Flying type Pokemon.
Hidden Power: Ghost

Re-kyuu: Female Scolipede [Level 5 Uplevel]
(Notes: Monochromatic colour scheme, predominately white, with varying shades of black and grey. Eyes are blue with wisps extending from them.)
Scolipede (Bug/Poison): The arm-like extensions on their neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, does not stack with any poison chance in a move). Thanks to the adaptation of their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.
Bio: "Gonna wreck you~!"
All things originate from the sea. Even the largest of creatures were once creatures of the deep, their primal instincts having been to swim at some point in their evolution. Re-kyuu is a strange case, her growth into the Scolipede stage not impeded by the pressure of the sea, in fact, her diet consists primarily of fish and ships. And helpless sailors on the brink of despair. When I encountered her, you didn’t even have to ask for my reaction. I was terrified. The fact that she appeared in the sea was one thing, to appear 200 metres below the sea's surface was a completely different thing with flaring eyes and a white carapace of thick armour. Her destructive capabilities were insane, keeping more than thirty Gulpin at bay for some time. Only with Akagi's support and the Gulpin colony's assault were we successful in subduing her, her power now restricted under my command so that she doesn't terrorise the seas as much as she used to.
Special Training: Bane of Admirals
Re-Kyuu now knows how to use Dive, Roar, Surf and Scald, gaining Water familiarity as a result. She is now able to swim quite well, on par with a Seaking for speed, and average agility in water. Re-kyuu is also capable of breathing underwater for long periods of time. Re-kyuu has forgotten the use of X-Scissor, Sludge Bomb and Double Team.
Hidden Power: Water

Amatsukaze: Female Togekiss [Level 4]
Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss are also capable of minimal levitation, allowing them greater stability. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one.
Bio: "I wonder which direction is the wind blowing..."
So I met Amatsukaze while out on a training trip to an archipelago, perfect for training my birds and floating Pokemon. Amatsukaze had been living on her lonesome for a while it seems, and she was delighted to see another face on the island that we arrived on. While affectionate to the majority of my troupe, she's on bad terms with Kuroha. Then again, not much of my team likes him. Not like he gives a damn anyway. So back to the archipelago. Turns out Kuroha had invited himself along, hoping that there would be something for him to break, such as a Togepi. As the black snake lunged forward to try eat Amatsukaze, she screamed really loudly. Not out of fear, but out of sheer annoyance and anger at Kuroha, which caught him quite off guard. Amatsukaze's family trademark was how they could bring the winds of the skies and earth together for a devastating combination, as Kuroha found out after being walloped by a burst of earth-infused sound.
Special Training: Winds of Heaven and Earth
Amatsukaze can use a Ground type variant of Hyper Voice, Twister, Fairy Wind and Air Slash as they become available to her with evolution. These are ordered as "Earth's [Hyper Voice / Twister / Fairy Wind / Air Slash]". In addition, she has 1.2 HBs of Ground energy to use these variants. She is no longer able to use Fire Blast, Drain Punch, Soft-Boiled, Double-Edge or Curse.
Hidden Power: Ground

Rutee: Female Super Sized Gourgeist [Level 4]
(Note: Changed colour from the average orange and black colour scheme to a pale blue and white colour scheme)
Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Super size has a good deal more HP than average (about major damage more), but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks.
Bio: "I'm baaaaaack! And cooler than ever!"
Having embraced her inner wintermelon, Rutee has returned to my squad, cooler and more gorgeous than ever! Having trained in the chilling lands of Kuno's old gym, her body has changed colour from the average orange and black of most Pumpkaboos to a pale blue and white colour scheme, able to hide in blizzards as a result! It seems she also picked up a nifty lil' thing during her stay from a behemoth that Kuno left hidden in the depths of the ice, in the caverns beneath… Kyurem!
Special Training: Embrace End (Ice)
Rutee can now use Icicle Crash, Icy Wind and Powder Snow, with the Ice energy to use Icicle Crash twice. Due to her frigid training regime up in Siberia, she now only takes neutral damage from Ice type attacks, but now takes neutral damage against Ground and Grass type attacks. Her Ice type attacks are unaffected by heat, but she may no longer use Destiny Bond, Fire Blast and Incinerate. Rutee no longer recovers energy from strong sunlight and does not have the extra enthusiasm that Grass types normally have in strong sunlight either. She isn't bothered by the cold though.
Hidden Power: Water

Gipsy Danger: Genderless Golurk [Level 4]
Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time.
Bio: "ELBOW ROCKET! *smashes stuff*"
Uncovering the ruins of a giant mecha during an expedition through a cavern that collapsed months ago, Gespenst took a look at the databanks that were salvaged from the decommissioned robot to find that it was from an alternate dimension. One where humanity was at the brink of annihilation... This particular mecha ended up falling through a dimensional fissure and ended up here after fighting the monsters that had wiped out massive proportions of humanity. The combat data was a wealth of information for Gespenst though, who adopted the name of the fallen mecha to honour its legacy, learning how to optimise its own punches by making them hit like a 747 to the face.
Signature Attack: Elbow Rocket (GHOST)
Gipsy Danger pulls back its fist, charging major Ghost energy into it and drawing the opponent's attention. With a burst of massive speed, Gipsy Danger sends its fist crashing into the foe for major Ghost-typed damage and interrupts their move if they were about to use one. In realistic, this can cause severe bruising, even broken bones from the sheer speed of the attack. It can also leave the foe to be somewhat disoriented from the impact, but Gipsy Danger will have a 10% speed reduction for the following round to recover from the attack.
Hidden Power: Flying
Attached Token: Reaper's Token

Reaper's Token (10 SP) - This attachable item can only be given to Ghost type Pokémon. If the Pokémon wearing this token has the ability to change in to the Invisible state, they are able to do so for three turns instead of the usual two and enjoy perfect invisibility where they might usually have left an icy glimmer or some other give away. If the selected Pokémon does not already possess the ability to change in to the Invisible state, they gain the ability to do so for two turns, leaving a slight give away when they do so such as the glint of an eye or the glow of an ectoplasmic body. Ghosts wearing this token are also granted an increased ability to trick their opponents. This item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.
Harusame: Female Cradily [Level 4]
(Notes: Her tentacles are bright pink as normal Lileep have them. They taper off to a fluorescent shade of blue rather than darkening though. Her body is a much lighter shade of purple, becoming completely pink when she evolves into Cradily)
Cradily (Rock/Grass): Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Cradily's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark.
Bio: "Nothing beats my Mapo Harusame!"
Working part time as a noodle chef, Harusame knows that the best broth takes time to prepare, mostly to bring out the ultimate in flavour. Finding that Pokemon enjoy eating in battle as well, Harusame tried to make some special broth for her opponents to have to whet their appetite. Initial taste tests showed that only the spicy broths were able to be made best in the short time frame, so I guess it works with all the excess Spelon Berries I just happen to have stashed away in the inventory. Spicy noodles best noodles, nuff said. Everyone in the troupe loves noodles. \o/
Signature Move: Super Spicy Mapo Broth (FIRE)
Brewing up considerable Fire energy in her mouth, Harusame draws in additional nutrients from her surroundings to perfect her soup. Once the broth is ready, the scalding hot broth of energy is poured over her opponent to deal considerable Fire damage, with a 30% chance to cause burns and a 30% chance to flinch. These are rolled separately, and a Pokemon may flinch and be burned at the same time as a result of this attack. However, if the broth makes contact with any organs involved in tasting food, Super Spicy Mapo Broth will have an increased chance to flinch from 30% to 50%. If Harusame is in water or in an environment under the effects of Rain Dance on the turn that preparation begins, Super Spicy Mapo Broth fires in an almost rapid-fire like fashion from Harusame's mouth. Otherwise, Super Spicy Mapo Broth will function similarly to Future Sight. In this variation, a beam of translucent energy will be fired into the air and disperse into the surroundings, stewing in the heat of battle for two to three rounds, depending on round length. A gurgling rumble will resound just before the searing-hot finished broth condenses around the target and drenches them. Harusame has the Fire energy to use this twice, and Super Spicy Mapo Broth is not weakened by the effects of Rain Dance or water in general.
Hidden Power: Flying

Lanturn 04-14-2015 07:06 AM

Level 4 Female Alakazam
Signature Attack: Wedge of Steel [ST]
Kir concentrates, creating an energy construct made out of significant Steel energy before driving it hard into the opponent's body. For the next three turns, all offensive Dark moves used by the opponent will inflict an additional 50% worth of energy use by the Wedge of Steel, which also counts to their fatigue. During this period, Kir may not use any defensive manuevers. Kir may use this twice per battle, though only once per opponent. She has lost Nightmare, Dream Eater, Submission, Barrier, Nightmare and Psyshock.

Hidden Power: Dark


Level 4 Female Wormadam-Steel
Signature Training: WORMADAM POWAH [GR/GO]
When Mushimushi is sent in, he may choose the Plant Cloak or the Sand Cloak. By choosing one of the cloaks, he has access to a combined movepool of his cloak and the cloak of his choice. He also gains familiarity based on the cloak chosen (Plant = Grass, Sand = Ground). Extra moves learnt require 20% more energy in typeless energy to use and Mushimushi no longer resists Steel type.

Hidden Power: Flying


Level 2 Female Kecleon
Signature Attack: Mekakushi Code [NO]
Using a heavy amount of energy, Kido immediately vanishes, completely camouflaging into the background as she delivers a surprise attack against her opponent, dealing considerable damage and due to the surprising nature of this attack, cannot be dodged, protected or countered. Kido's sudden disappearance will surprise the enemy, and should a physical attack be used against her, the opponent may stop mid-way due to being unable to aim. For example, if a Dynamic Punch is used against Kido, she may use this attack, which may cause the opponent to stop the punch halfway due to the surprise factor. Kido can use this twice per match.


Level 5 Female ORANGE Wigglytuff (uplevel)
Signature Attack: Otsukimi Recital [FA]
Momo sings a upbeating song, surrounding the area with a sense of good cheer. If there is an open roof, the sky may flash cheerful colours in response of the song. This effect will last for four rounds. During this period, all sound-based moves used by Momo will be 20% stronger with no extra energy cost incurred, and Momo will fight more enthusiastically and become more cheerful, harder to tire and less vulnerable to anger-based moves. As a result, Momo has forgotten how to use Mega Punch, Teleport, Bubble Beam, Submission and Wild Charge.

Hidden Power: Dark

Candymaker's Token Attached

Candymaker's Token (10 SP) - The Candymaker's Token drips with syrupy sweet sugar and hums with the pleasant aroma of fresh baked poffins. It can be attached to Fairy-type Pokémon only and greatly enhances their natural abilities. The bearer will become acutely attuned to almost any arena and use techniques which manipulate the environment for half the usual energy cost and with much greater effectiveness than usual. Techniques which aid an allied Pokémon are similarly diminished in cost and enhanced in effect. This item causes the move Fling to deal Fairy type damage if it is thrown. This token may be purchased during the Christmas 2014 event and may be purchased up to one time per trainer.

Level 4 Female Togekiss
Signature Training: Marry no Kakuu Sekai
At the beginning of every battle, Marry may choose to 'combine' (aka lose access to that certain offtype energy) two offtype energy pools to double the energy pool of one of those two chosen. For example, Marry has the ability to "combine" her Electric and Fire offtype to lose access to all electric energy while her Fire offtype pool will be doubled from its usual amount. The types chosen to be combined must have at least two moves, one of which must be attacking and the Normal, XX, Fairy and Flying types cannot be combined.

Hidden Power: Rock

Birdkeeper's Token Attached

Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.

Level 4 Female Walrein
Signature Training: Dry-Freeze
Frosty has learnt the move Freeze Dry and is able to use it more proficiently than others, dealing significant damage for significant amount of energy. In return, Frosty has forgotten how to use Ice Beam.

Hidden Power: Electric

Sculptor's Token Attached

Sculptor's Token (10 SP) - The Sculptor's Token symbolises one's skill in navigating and manipulating the beautiful surroundings of a winter wonderland. It can be attached to Ice type Pokémon only and greatly enhances their species characteristics. The wearer becomes very sure footed and will maintain full mobility and stability regardless of the condition of the arena floor. Ice type moves which have a secondary effect such as freezing or stat drops are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. The token also provides fortitude and good cheer, rendering its wearer more resistant to moves which negatively affect its mental state such as Supersonic and Swagger. This item causes the move Fling to deal Ice type damage if it is thrown. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.

Kir, start us off.

KamenAeons 04-14-2015 09:18 AM

Hmm, she wouldn't happen to be the one formerly named Miko, would she?

Ah well, let's just think about how nice this evening wind is. Won't you join me, Amatsukaze? High in the air, if you may, dear heart.

Dragon Twister to lead off, ascending with your wing flaps. Continue your ascent and drift to the side a bit, sending Air Cutters crashing down on Kir.

Lanturn 04-14-2015 09:21 AM

"Let's knock him down with a fun little Gravity. If he's in range, smack him with a Ice Punch. Otherwise, Cubic Light Screen up."

Connor 04-14-2015 11:39 AM

The derelict castle stands all around, sparse light trickling down to illuminate the surroundings with an eerie glow fitting of the stature. Tumbled pieces of rock lay strewn all around, the central water piece seemingly the only feature to have escaped the erosion of time by some brilliant miracle. Without warning, the crumbling rocks tumble downwards, and two figures manage to make their way into the courtyard, their scheduled coming together imminent now. Walking to their respective places, they produce their Poke Balls in silence, the unspoken respect transmitted between the two permeating the air. A flourish later and the dank light is chased away, consumed by purest light. With two figures coming into view, one takes to the skies, while the other rests on the ground, turning her gaze to follow her foe.

Wasting no time, Amatsukaze cheers daintily as she begins to rise into the air, bringing her pale white wings crashing through the air. Despite her awkward motions, a churning turbulence fills the arena, currents coming together to form a compact vortex of wind before the Togekiss. With a small cry, she sends the construct churning towards Kir, who hunkers down to withstand the blow. Thrusting her arms apart to dispel the trailing vestiges of the attack, she engulfs each of her spoons in a brilliant pink glow, intensifying the gravity of the surroundings and causing Amatsukaze to be jerked from the air. Remaining barely a foot above the the ground, the Togekiss once again sends a churning wind towards her foe, this time small blades concealed within the blast nicking at the body of Kir, but she remains determined. Rushing forwards with a dogged mindset, she engulfs her right fist in a fine aura of cyan energies, lancing out and crashing the blow into the back of her foe.

Little separates them in both distance and health right now, and both remain pretty peppy. Ice at half for Kir.

Lanturn 04-15-2015 08:30 AM

"Cubic Light Screen into Psychic."

KamenAeons 04-15-2015 09:15 AM

Thunder Wave then Toxic, circling behind and away from Kir while you perform them.

Connor 04-16-2015 04:13 AM

Hovering just above the ground, Amastukaze grunts with effort as she struggles to maintain her altitude, slowly beginning to move around her foe. Watching the Togekiss intently with one raised eyebrow, Kir spreads her arms wide, shifting her attention for a moment to gather surrounding energies. With a trembling cry, the Alakazam becomes dyed in brilliant pink energies, the substance flowing together to form a translucent cube around the body of the Alakazam. Ignoring the new construct, Amatsukaze sends crackling tendrils oy yellow energy surging forwards, entwining them around the ankles of her foe. Struggling against the abrupt current, Kir is left grimacing as it courses throughout her body, sending her muscles into slight spasm. Chuckling at her indisposed foe desperately trying to turn towards her, Amatsukaze spews a blob of horrifying toxins towards her foe, looking dreadfully malicious as they begin to seep into the bloodstream of Kir.

Kir is both paralysed and under the influence of Toxic, which kicks in next round. Has a Light Screen boost for the next few turns, and is refreshed. Amatsukaze has a good amount of Electric and half her Poison remaining, and remains good for two.

KamenAeons 04-16-2015 07:33 AM

Where is Amatsukaze positioned relative to Kir, Cibbir?

QC Substitute, then hover behind those boulders and Roost to restore energy. If you find yourself unable to use your attacks when you want to, whip an Air Slash into her chest.

Connor 04-16-2015 07:56 AM

Somewhat behind the Alakazam, but no great distance between them.

Lanturn 04-16-2015 08:28 AM

"Utter a curse of Taunt. Then fire off a Psybeam."

Connor 04-17-2015 10:16 AM

Watching her indisposed foe with a wide grin, Amatsukaze begins to concentrate intently on her own form, taking vestiges of health and energy and melding the substances together. With a sharp chirp, a second Togekiss comes into existence, the substitute grinning widely and whistling as she begins to move towards a nearby formation of debris. Grumbling, Kir turns to the best of her abilities, but any attempts made by her to attack are left utterly futile, the spasms in her muscles preventing any sort of concentration. Managing to get behind the debris, Amatsukaze lands on the ground, resting languidly and allowing energy to return to her body. Safely guarded by the debris, the Togekiss is left in a position unable to be assaulted by Kir, the Alakazam struggling to move to a position from where she can strike.

Kir remains fairly paralysed, and Toxic has kicked in. Amatsukaze refreshed herself this round and had an overall gain in energy.

Lanturn 04-21-2015 09:49 AM

"When you can Psybeam the Togekiss, then a projectile Psycho Cut to follow."

KamenAeons 04-21-2015 10:54 PM

Start strafing to new cover, sending off an Ominous Wind! Break into Silver Wind before taking refuge behind said cover!

Connor 04-23-2015 09:28 AM

Err, sorry to say, but that would technically be a three mover, Kamen. The way you've worded it has Amatsukaze move behind cover following the use of Silver Wind, and movement which gains some sort of defensive advantage is typically a move in of itself.

KamenAeons 04-23-2015 11:24 AM

Welp, how do I passive movement OTL

I guess just strafe while using Ominous Wind then Silver Wind. Increase distance between the two of you by using the force of the wind(?).

(How do I physics)

Connor 04-24-2015 07:08 AM

With paralysis still surging throughout her muscles, Kir is left to the machinations of her foe, and the Alakazam grimaces as Amatsukaze begins to bring her wings churning through the air. A faint gust rises in the arena, before the Togekiss grins maliciously, a pale purple haze shifting towards Kir and engulfing the Alakazam. Besieged by pain, Kir falls to her knees, but quickly recovers, glaring at her foe with a determined constitution. Channeling a faint pink aura in her right spoon, she thrusts it through the air, sending a winding beam into the body of Amatsukaze. Without warning, the Togekiss disintegrates in a sharp burst of green smoke, the real Amatsukaze standing some distance away from the clone. With a triumphant cry, she sends a gusting wind intermingled with glistening golden energies into her foe, but Kir remains staunch, whipping her spoon through the air and sending a sharpened blade of condensed energy towards Amatsukaze, the Togekiss unable to evade.

Amatsukaze has a lead now, with Kir being not far from the midpoint. Both remain good for two, with Amatsukaze retaining enough Ghost for a Shadow Ball and enough Bug for one more Silver Wind.

KamenAeons 04-24-2015 07:22 AM

*fistpump at successful transparent image*

Also Silver Wind is a beam?

Connor 04-24-2015 07:28 AM

I might have totally misread that as Signal Beam. Edits!

KamenAeons 04-24-2015 07:47 AM

Air Slash as you sway to the side, then send a Dragon Twister (or a normal one if you can't) with some of those rocks in the way over to Kir!

Lanturn 04-24-2015 12:14 PM

When does gravity end?

Connor 04-24-2015 12:30 PM

Round after the next.

Lanturn 04-25-2015 11:21 AM


"Seize this last opportunities to get close, smacking his wing with Ice Punch then a sock of Thunder Punch to the body. Try your best to aim the specific parts."

Connor 04-26-2015 10:07 AM

Continuing to move backwards away from her foe, Amatsukaze brings her right wing crashing through the air, the simple sharp motion sending a hardened blade of wind surging towards Kir. With a crunch, the projectile shatters over the Alakazam's body, but she is not deterred. Charging forwards, she channels a surging yellow energy into her right fist, slamming the appendage down into the skull of her foe. Shrieking in agony, Amatsukaze begins to bring her wings through the air in a much more rhythmical motion, the beating thrusts generating a familiar towering column of swirling turbulence. As crimson energies are injected, the roaring construct billows forth, sending Kir staggering from side to side within it's clutches, but as it passes, the Alakazam seizes her opportunity. Once again cloaking her fist in an aura of energy, she this time cracks a chilling blow against her foe's skull, leaving a small patch of adhered ice on the stricken area.

Both almost tied, just beneath the midpoint. Both showing signs of tiring, and Gravity lets out at the end of next round. Kir pretty much out of Ice and has a Zap Cannon of Electric remaining.

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