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-   -   UPN PASBL: Concept (C) vs. Tyoyo3131 (A) (http://forums.upnetwork.net/showthread.php?t=5406)

EmeraldGoblin 01-11-2014 01:12 PM

UPN PASBL: Concept (C) vs. Tyoyo3131 (A)
 
Concept (C) vs. Tyoyo3131 (A)
2 vs 2
Singles
Switch=KO
DQ Time: 72 Hours [This was not stated, so im going to put a moderate time]
Pummelo Stadium #1 (Rock arena with circular pool in the middle0
Equilevel 1

No need for formalities, we are all aware that this is about RFing, and getting them levels in!!! woooo! Post away :)

Concept 01-11-2014 01:25 PM

Level 1:

http://cdn.bulbagarden.net/upload/b/bf/Spr_3r_179.png
Sebastian the Mareep (Male)
Mareep (Electric): Mareep's fur is slightly charged: any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 25% chance of flinching. Mareep have the ability to use the balls on their tails as lights. 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 Mareep to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

http://cdn.bulbagarden.net/upload/a/a2/Spr_3r_041.png
Houdini the Zubat (Male)
Zubat (Poison/Flying): Zubat is completely blind, as it has no eyes. However, it uses sonar to detect things, which means that it cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound attacks.
No sig.

http://cdn.bulbagarden.net/upload/f/fd/Spr_5b_304.png
Julius the Aron (Male)
Aron (Steel/Rock): Aron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses and is resistant to physical moves.
No sig.

http://cdn.bulbagarden.net/upload/b/bc/Spr_5b_622_s.png
Robbie the Golett (Genderless)
Golett: (Ground/Ghost) Golett is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal slightly more damage from physical attacks.
No sig.

http://cdn.bulbagarden.net/upload/7/76/Spr_5b_215_m.png
Maria the Sneasel (Female)
Sneasel (Dark/Ice): A Sneasel can retract or extend its claws at will. When moving and trying to be stealthy, a Sneasel will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Sneasels can move as quietly as a Meowth or Persian can. Sneasel can see in the dark.
No sig.
http://veekun.com/dex/media/pokemon/...es/x-y/704.png
Miranda the Goomy (Female)
Goomy (Dragon): Goomy is slow and slimy, but also rather soft and squishy, giving it a 10% resistance to physical attacks. Its body is amorphous, allowing it to move across the ground by oozing or slithering, as well as making it hard to grasp.
No sig.

Toyo 01-11-2014 02:17 PM

That Mareep is too adorable. =3

Level 1 Female Pumpkaboo (Super)

Level 1 Male Honedge

Level 1 Female Shuppet

http://www.upnetwork.net/fb/sprites/pn355.gif Oliver: Level 1 Male Duskull
In life, Oliver was said to exhibit poise and wisdom in combat as a great paladin, wielding the blade Hauteclere.
Special Training: Paladin's Might
Because of his past life, all of Oliver's Ghost typed attacks are super effective against Dark, the forces of evil. His Ghost typed attacks no longer affect Normal or Fighting types, unless the Pokemon is also part Dark, in which they become neutral as always. Oliver loses access to his Dark energy pool, as a Paladin should not use underhanded tactics, and no longer fights more enthusiastically at night.

http://www.upnetwork.net/fb/sprites/pn622.gif Xerath: Level 2 Genderless Golett - Uplevel
Special Attack: Mage Chains (Ghost)
Using solid energy, Xerath fires off an orb of energy that, when striking the foe will do moderate damage and mark the foe. The next damaging attack to strike the opponent will act as if it was super effective, but will not stack with any other super effective modifiers. This attack can be used three times per battle, and Xerath can no longer use Iron Defence, Gyro Ball, or Curse.

http://www.upnetwork.net/fb/sprites/pn123.gif Yasuo: Level 1 Male Scyther
A wayward spirit with mastery over ancient wind techniques, joining my team to become a force to be reckoned with.

"Death is like the wind; always by my side."
No Signature Move


Pumpkaboo! To battle, let's earn your name!

Concept 01-11-2014 02:29 PM

Houdini, start up in the air. Air slash, air cutter.

I did try to think of something more original but meh.

Toyo 01-11-2014 02:41 PM

Fantastic.

Trick-or-Treat into Shadow Ball.

EmeraldGoblin 01-11-2014 03:01 PM

Another exiting day here in Pumello Stadium. Tyoyo3131 is first to send out his pokeball high in the air, and from it arises Pumpkaboo to take the stage! Concept follows suit and sends out his pokeball, which is a more familiar pokemon overall, Houdini the Zubat takes the stage!

Quote:

Originally Posted by Species Characteristics
Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when it evolves. Pumpkaboo 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 Pumpkaboo to light searchlights. [Grass]: Grass types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
[Ghost]: Unavailable.

Zubat (Poison/Flying): Zubat is completely blind, as it has no eyes. However, it uses sonar to detect things, which means that it cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound attacks.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.

ROUND 1

This round is full of old tricks, and some new. Let’s see what both pokemon have in store for eachother! Houdini starts off with an old fashion air slash against the ghostly pumpkin. The attack hits rather radipdly against the floating ghost, who squeals in pain. Meanwhile, Pumpkaboo unleashes a new trick from his bag in the form of trick-or-treat. The attack sends out an energy wave that coats Houdini in a ghostly aura that will make him subjected to be weak against ghost and dark moves for the next couple of rounds. Yikes! Pumpkaboo is quite pleased and sends out his next attack in the form of Shadow Ball. The ghostly ball of energy makes its way through, but not soo fast! Houdini launches an Air cutter that cuts right through the shadow ball dissipating the attack all together, while getting another mean blow against Pumpkaboo.

Summary
Houdini did not take damage this round, but he is coated in a ghostly aura. Energy usage was okay.

Pumpkaboo took two mean hits from the start. Energy usage was fine.

Toyo 01-11-2014 03:07 PM

Charge Beam, Shadow Sneak.

Concept 01-11-2014 03:14 PM

Distract him from charging with feint attack, then follow up with pluck.

EmeraldGoblin 01-11-2014 04:12 PM

ROUND 2

Pumpkaboo uses an electrifying charge beam against Houdini. Intercepted! Houdini launches an underhanded feint attack which completely knocks pumpkaboo off balance and does not let him perform the attack as expected, while simultaneously dealing some nasty damage. Pumpkaboo is distressed, but he is not stopping there; he launches a shadow sneak to swifly hit Houdini. The attack is too quick for the blind bat, who feels the small hit. Nevertheless, Houdini goes in for a swooping pluck, plucking away at the cute pumpkin for some more damage.

Summary
Pumpkaboo is just taking one beating after the other, with health reaching below the half way point. Energy usage was okay.

Houdini took a very small hit to health. Energy usage was fine.

Concept 01-11-2014 04:44 PM

Drop another air slash, followed by supersonic.

Toyo 01-11-2014 06:12 PM

Jump behind that rock that's next to you with Agility (THE MAGIC OF THE ROCK ARENA) to avoid Air Slash. Round to drown out Supersonic.

EmeraldGoblin 01-11-2014 06:31 PM

ROUND 3

Houdini attacks his opponent by hardering a couple of pocket of air and unleashing a slash against the cute ghostly pumpkin. Pumpkaboo has other plans in mind and decides to burst out of the way with agility, while hiding behind a rock formation. The attack is successfully blocked. No worries though, Houdini sends out a high pitch supersonic against Pumpkaboo to keep up the pressure. Unlucky for the illusionist bat, as The pumpkin pokemon drowns out the move though by using Round. The attack connects with Houdini for some damage, but nothing too drastic.

Summary
Houdini wasted energy this turn. Health was affected minimally though. A break is suggested.

Pumpkaboo is doing okay taking no damage this round. Energy usage was okay.

Toyo 01-11-2014 06:56 PM

Round x2 while circling your rock.

Concept 01-11-2014 07:05 PM

Torment to leave him impotent, then taunt him over it.

EmeraldGoblin 01-11-2014 07:29 PM

ROUND 4

Pumpkaboo opens up the round with another… colorful round. Kids, learn your lesson. Do not use the same move more than once in a row, because then pokemon like Houdini will torment you and will prevent you from executing your attack! Leaving poor Pumpkaboo defenseless, Houdini begins to yell out obscenities and taunts Pumpkaboo toward his direction. The round ends with both pokemon near each other, within melee range.

Summary

Pumpkaboo is enraged, and now wants to tear apart Houdini. Energy usage was non existant.

Houdini took no damage. Energy usage was fine. Break is required at this point though.

Concept 01-11-2014 07:33 PM

Quote:

Originally Posted by EmeraldGoblin (Post 539883)
Energy usage was fine. Break is required at this point though.

Taunt uses almost literally no energy and Torment isn't exactly taxing. Used noticeably less than a secret powers worth and that's not a break? We've only used somewhere about a thunderbolts difference so far this match. I appreciate that Tyoyo has had more break but my energy use has been an average of just over a thunderbolt per round, this is a long way from exorbitant.

EmeraldGoblin 01-11-2014 07:40 PM

Quote:

Originally Posted by Concept (Post 539886)
Taunt uses almost literally no energy and Torment isn't exactly taxing. Used noticeably less than a secret powers worth and that's not a break? We've only used somewhere about a thunderbolts difference so far this match. I appreciate that Tyoyo has had more break but my energy use has been an average of just over a thunderbolt per round, this is a long was from exorbitant.

I based it off this question I asked months ago: Here is the answer I got ._.''

So after four rounds of two movers.. I think its time for a 1 mover, unless I'm wrong about that ;.;

Concept 01-11-2014 07:50 PM

It doesn't really matter that much as I was planning on the one mover anyway and I guess it's ref discretion, but yeah I would personally have considered my last round as a much better break than a round of just one thunderbolt or something. Not all two movers are created equal. A three mover of like, Taunt, Attract and close your eyes is a great breather; a one mover of Blast Burn is not.

Twister, using the flapping of your wings generating it to push you higher and further away.

Toyo 01-11-2014 08:23 PM

Incinerate at his wings as he's headed up. Rock Slide.

EmeraldGoblin 01-11-2014 08:49 PM

Quote:

Originally Posted by Concept (Post 539894)
It doesn't really matter that much as I was planning on the one mover anyway and I guess it's ref discretion, but yeah I would personally have considered my last round as a much better break than a round of just one thunderbolt or something. Not all two movers are created equal. A three mover of like, Taunt, Attract and close your eyes is a great breather; a one mover of Blast Burn is not.

Twister, using the flapping of your wings generating it to push you higher and further away.

Quote:

Originally Posted by Tyoyo3131 (Post 539910)
Incinerate at his wings as he's headed up. Rock Slide.

I would really want to right my wrong... Would you guys allow me to correct the break request? I was dead wrong, and its unfair overall to Concept, who doesnt really mind my mistake, but it matters to me lol

Concept 01-11-2014 08:51 PM

Nah I'd rather this just got going. Kinda expected us to be done several hours ago (neither of the similar matches I reffed recently took more than six hours), it's nearly 2am my time and I'm getting fairly tired. Might have to bow out for the night soon but we can get another couple rounds in. I value speeding up much more than fixing every little thing or other stuff I'd put more emphasis on in a non RF.

EmeraldGoblin 01-11-2014 09:02 PM

ROUND 5
The round starts off with Houdini unleashing a windy twister as he ascends further up into the air. Meanwhile, the cute pumpkin uses incinerate and gets a tickling hit on Houdini right before being smacked by the twister and pushed to the ground of the stadium by the violent winds. Houdini is now a bit high in the air but he is in range for quite for Pumpkaboo to rock slide enough rocks toward the blind bat. With the distance in mind, Houdini is able to instinctively dodge most of the attack.

Summary
Houdini feels quite refreshed after the one mover. Health is doing fine even after those two hits.

Pumpkaboo is bad on health. Energy usage was okay. Rock is over half gone.

Toyo 01-11-2014 09:15 PM

Double Team x2.

Concept 01-11-2014 09:20 PM

>Using a speed related move with biggest, slowest Pumpkaboo
>Ordering the same move twice in a row whilst under Torment

Fine by me! Float lower and spread a heat wave over the clones.

Toyo 01-11-2014 09:30 PM

The alternative was Destiny Bond or Explosion. =P


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