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-   -   UPN PASBL: Dream Breaker vs firewater (http://forums.upnetwork.net/showthread.php?t=1166)

Insidious_Dreamer 01-28-2009 05:40 AM

UPN PASBL: Dream Breaker vs firewater
Welcome one and all to this, the Clay Arena of the UPNetwork. Let me assure you that the only difference is the UPN signs everywhere, rather than the SPPf ones.

Since the Arena is simple, I will just add the rest of the simple data:

3 vs 3
60 HR DQ
L1 only
Clay Arena

And of course you both should know the order. We start with firewater.


Firewater 01-28-2009 11:42 AM

*Swirl* Poliwag (Male) Lv.1
No Sig

*Gull* Wingull (Male) Lv.1
No Sig

*Hothead* Magby (Male) Lv.1
No Sig

*Blimp* Drifloon (Male) Lv.1
No Sig

*Moth* Dustox (Male) Lv.1
No Sig

I only have 5 Lv.1's so...

*Loco* Lotad (Male) Lv.1

Bio- Traveling in a seemingly more cowboyish area, I noticed a small Lotad, who would simply fire off water guns as quickly as he could, but would miss horribly every target that he aimed at. Deciding to help him, I managed to get his accuracy problems under control, as well as keeping the awsome speed that he had obtained. With the help of Frozen, my new Seel we quickly taught him a couple of new moves for his arsenal.

Signature Training- Quick Draw!

Due to his massive training, Loco is able to fire any projectile like attacks (Ice Beam, Water Gun, Hyper Beam, Razor Leaf, ect) 25% faster than normal. However, this increases the energy consumed by these attacks by a tackle's worth. He also has learned Ice Shard, at the cost of his Icy Wind and Nature Power attacks.

is here too, just deleveled.

Deebs 01-28-2009 12:08 PM

Dyrim: Male Squirtle [Level 1]
Jean: Female Ralts [Level 1]
Taranis: Female Phanpy [Level 1]
Aeon: Male Mawile [Level 1]
Will: Male Growlithe [Level 1]
Imrahil: Male Murkrow [Level 1]


Firewater 01-28-2009 04:20 PM

Hothead, you're up first. Fire Spin then Sunny Day.

Deebs 01-28-2009 05:20 PM

"Eh, figures. Aeon, dispel the flames with your Swords Dance, Giga Impact while he's distracted with the weather."

Insidious_Dreamer 01-28-2009 07:19 PM

Round 1: Impact It!
Two PokéBalls appear on the field and one reveals a Magby, aptly named Hothead, the other reveals a Mawile by the name of Aeon. The match begins with the Magby.

Hothead begins things with a Fire Spin which is met with a Swords Dance from the Mawile. As the flames begin to spiral towards the Steel-type, he spins as fast as he can, and the initial flames don't touch him. However, as the attack transforms into a Tornado of Flames around Aeon, he gets less and less happy about it as the Dance stops. He's stuck inside a cyclone of flames, the heat dealing him some good SE damage. While the flames are going on, Hothead sends some energy to the sky, making the few clouds there begin to move away, slowly increasing the power of the sun with a Sunny Day. The flames go away and the Mawile can move again, running at the Fire-type with a swirling red ad white coloured energy around him for a Giga Impact. The attack hits strong and hard.

Hothead took some massive damage this round, and as a result is heading fast for the half-way point, but perhaps a Thunderbolt or so below his opponent. Energy is still ok. Aeon took a strong SE hit, and is above his opponent, heading quickly for the half-way point. Energy usage was greater than his opponent though, but it's still early game.

Deebs 01-28-2009 07:51 PM


Fire Spin (FI) -- The user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, trapping the opponent inside for anywhere from 5 to 30 seconds, depending on the severity of the hit and the amount of flame used into the tornado. Damage done while inside is light, with the most damage coming from the opponent trying to escape.

Giga Impact (XX) -- The user hurls itself at the opponent in an effort to maximize damage, exhausting itself and dealing a massive amount of damage. The user must then spend the next round resting.
Even if Aeon was taking more than light damage, surely a boosted Giga Impact would have done far more than that Fire Spin.

Insidious_Dreamer 01-28-2009 08:43 PM

Soz, I got confused for a second on who took what - it's meant to be the other way around... my bad. is ficksed nao.

Deebs 01-28-2009 09:50 PM

"Take a break, doing so behind the safety of a Rock Tomb."

Firewater 01-28-2009 11:37 PM

Find a opening in the Rock Tomb, then Lava Plume into it.

Insidious_Dreamer 01-29-2009 07:51 AM

Round 2: From Tomb To Plume
So, this round was confusing on my end... I asked Jeri and Joshua for their input, and have come up with this...

Aeon begins this round with a Rock Tomb in order to by himself some time. The rock structure appears on the field in front of the Mawile and he proceeds to hide behind it for protection. Hothead decide he's got a better plan, and once the rocks are in place, he lets loose a Lava Plume, shooting Lava sky-high for a fantastic show. The lava rains down over the little Fire-type, dealing her some good SE damage.

Aeon is feeling terrible, as the lava takes away his health, he meets the half-way point. But he has not used much energy this round, now being back to about level with his opponent. Hothead is feeling perhaps a little cocky, having that work so well for him. Since he took no damage, he is now about a Thunderbolt above his opponent. His energy is about equal with his opponent.

Firewater 01-29-2009 01:35 PM

Great job Hothead. Don't get overconfident though.

I don't think he's that concerned with you, because of the lava and stuff, so go up close to him, and Confuse Ray him, aiming for the eyes. if it works, Dynamicpunch to make the confusion worse. If not, punish him with a Flamethrower.

Deebs 01-29-2009 01:41 PM

"Good luck with all of that.

Just stand in the middle of your tomb and let him fumble around for an opening to make eye contact with you. Concentrate on his position, look for his shadow moving between the cracks, and then collapse that section of the tomb right over him with a Rock Slide. As he fumbles up, get up close and interrupt his Flamethrower with a boosted Ancientpower to the head. Clout him."

Insidious_Dreamer 01-30-2009 09:13 AM

Round 3: Hide And Go Seek
Aeon stays hidden behind the rock structure and Hothead can barely find anything of an massive jaw to stare at let alone any eyes. He gives up on the idea of the Confuse Ray, and just as he changes tact, the whole wall comes crashing down and crumples the Magby. Rock Slide was the culprit here. Hothead, now feeling a little silly, is not so over-confident and pulls himself out of the rubble to get sconned on the head with an Ancient Power, the SE rock damage hurting like hell. The combat this issue, Hothead turns out spouts a Flamethrower all over the Steel-type, him too taking SE damage.

Hothead is feeling a tad tired from the energy loss, but is now doing better on that front than his opponent. Health is not looking good, now almost smack bang on the half-way point. Aeon is happy to not be confused, but the damage hurt, putting him now a good deal below the half-way point. Energy loss is having him breathe a little heavier than normal.

Deebs 01-30-2009 12:05 PM

"Baton Pass to Taranis.


Firewater 01-30-2009 03:36 PM

Confuse Ray on the Phanphy before it starts Rollout, Dodge if nessecary

Insidious_Dreamer 02-01-2009 07:55 AM

Round 4: Pass!
Aeon feels he may be out-battled at the moment and goes for the Baton Pass, leaving a little line of white energy behind. Taranis is called to the field, and a little Phanpy emerges, drawn to the place of the little white line, and feeing her mind change slightly. Then, as if Hothead had some forewarning, purple light ensues from his eyes and the little Phanpy is looking in the wrong place at the wrong time, and gets totally confused, completely forgetting the move she was supposed to use.

Taranis is fresh outta tha ‘Ball, and is now confused, having used little energy and taken no health at all. Hothead feels happy with that last round, and stays put on the health front. His energy was barely touched this round, and as such, is effectively where he was last round.

Firewater 02-01-2009 06:16 PM

Awsome job Hothead, now continue that with another Lava Plume. Dodge attacks if nessecary.

Deebs 02-01-2009 06:26 PM

"You'll be knocked out of confusion once you feel searing lava, and when you do, let's see him dodge an Earth Power to shift the soil around him, and use Aeon's Swords Dance for another Ancientpower while he's down."

Insidious_Dreamer 02-01-2009 08:43 PM

Round 5: Who Says The Earth Can't Move?
Hothead spews Lava everywhere in a Plume-like fashion and some of it lands squarely on the little Phanpy, and the searing pain brings her back to reality, with no confusion, just like was predicted, but a burned spot on her backside.... With the new-found non-confused state, she goes for an Earth Power, changing the ground beneath her opponent, making a small mountain rise directly out of the ground underneath the Magby, toppling him. With the Fire-type on the ground, he is perfectly vulnerable for fresh Taranis to whack it around with some Ancient Power. She surrounds her body in a Rock-typed aura and runs straight into Hothead, dealing some excellent damage. Hothead, stands, but only just, from the assault.

Hothead is standing on his last legs, literally. He won't make it if something hits him next round. Energy is now no longer a concern in comparison. Taranis used a heap of energy this round, and it starts to breathe a little heavier. The little damage she took her off the perfect health status, but the burn will hurt her.

Oh, and the law of matter conservation works here as well. There is now a small mountain in the middle of the arena, or so, and there is a small decline to the base of the mountain, to allow for the earth to have been moved into the mountain shape.

Deebs 02-01-2009 09:23 PM

"Go in for the kill. Rollout, Agility to catch him if you need to."

Firewater 02-02-2009 06:17 PM

well, if you go out, you'll go out in a bang- Hothead, you've done well.

Overheat. follow with Flamethrower if you can manage to stay concious.

Insidious_Dreamer 02-03-2009 09:45 AM

Round 6: Call This A Roll-Out?
Hothead stares into the eyes of the bright light as he releases the blistering hot heat of an Overheat in the direction of the Phanpy, who has begun to roll herself into a ball and race at the Magby in that Rollout-style fun. She gets stopped by the heat, but keeps spinning, and when the attack is over, she manages to keep rolling into Hothead, sending him flying, as the animé just loves to do...

Hothead is unable to battle.

Taranis is feeling ok, but took some damage from that attack. Her energy was used more than normal this round to keep her spinning on the spot, but she is not quite tired yet to show it.

Firewater 02-03-2009 07:12 PM

Fair enough, good job for your first battle Hothead *Returns*

meh, Blimp, you're number two's and are up!

Gust, Secret Power

2 questions though- is Phanphy still in Rollout, and should have Overheat have done more damage?

Insidious_Dreamer 02-03-2009 07:46 PM

"some" is variable, and I like to keep it a bit ambiguous some times... i'll give the health descript better next round. Oh and depending on the order, phanpy will either continue the rollout or move onto to something else.

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