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Old 05-05-2014, 05:15 PM   #1
DaveTheFishGuy
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Hydreigon UPN PASBL - Gym Match: Mercutio VS. Mozz

Here be Dragons. Stats:

Quote:
Originally Posted by Battle format
Mercutio (GL) VS. Mozz (c)
4 vs 4
Singles
72 hr DQ
Realistic
Equilevel 6
Return = KO (Gym Leader) = OK (Challenger)
The Golden Valley
Well, here's a turn-up for the books. With no challengers to come a-calling, Kush has thrown caution to the wind and invited the League Champion himself, Mozz Q. Mozzterson, to come and knock on the gates of the Golden Valley. With the Leader of Dragons seeking to maintain his unbeaten streak against one of the earliest members of the League, he may have to try out some new tricks, though the Champ's lack of a recently updated squad may work in his favour.

Quote:
Originally Posted by Arena
The Golden Valley (Advanced Outdoor Custom Arena)
A large, majestic, mountainous valley. The valley floor is an arid plain, resembling an African savannah. Long grass covers the ground in sparse patches, dusty soil laid bare in other places, a few thin trees and solitary rocks scattered very sparsely here and there. The ground is supple, easily moulded by moves like Earth Power, but there are too few rocks and boulders to allow the use of summoning moves in this part of the arena. The terrain is sandy, easily stirred by Sandstorm and the like. An unnatural air of despair and malice is woven through the dusty soil, negating the buff that Fairy types might usually expect to receive.
A shallow, slow and meandering stream traverses the valley floor, flowing from a cave to the North West, at its deepest no more than six feet in depth and barely that in width. The stream flows to a shallow lake in the South of the arena, its floor a dull gravel. Near the mouth of the stream, the gutted remains of a lake town lie charred and ruined upon rotten stilts. Wooden, the platforms and houses lie burnt out and decrepit, giving nearby Fairy types the spooks owing to the unnatural and urban atmosphere. The timber is mysteriously dry, rendering it flammable and easily destroyed. The valley's water is clear, limiting its use as a hiding place. However, it is polluted by the dark forces residing deep within the cave, meaning that Pokémon will swiftly become fatigued and sluggish if they remain within it for more than a few rounds.
The banks of the valley are rocky and jagged, rising at first slowly but then steeply up to a great height, the higher reaches sporting several large troughs where Pokémon may stop and rest and boulders which may provide cover for a harried champion. Attacks which require the presence of boulders can more easily be used at this part of the arena. Brambles and sharp stones add to the foreboding nature of the slopes.
Battles are fought at midday and the arena is hot and arid. Temperatures are in excess of 40 degrees Celsius/100 Fahrenheit and Sunny Day begins in effect under the baking sun, which means that Water and Ice Pokémon are likely to be uncomfortable and moves of those types reduced in power, particularly at long range. Any uses of Rain Dance or Hail will lower the temperature slightly but will not cause rain or hail in this setting. The water is a little cooler but its shallow reserves may only comfort Pokémon who are directly atop or within the waters and will provide little help to most Pokémon. Thermals rise from the hot floor, acting as currents and allowing Pokémon with flight and other aerial prowess an easier time in taking wing. The effect is much like Tailwind but in an upwards direction.
Challengers begin at the East of the arena, while the Gym Leader begins in the West. Pokémon are released on or above the valley floor.
Kush, squad us up.

Allons-y

Last edited by DaveTheFishGuy; 05-08-2014 at 09:08 PM.
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Old 05-05-2014, 05:47 PM   #2
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Excellent. Mozz, we've fought once before but that was years ago. This time we both get your badge but I get some more. Apologies for the token, really wanted to bring Salamence along for the sig. I know you're rusty so I suggest reading through the "Move Errata" thread that can be found in S/I - it contains many updates to moves that supersede the site because Jeri hasn't necessarily updated it. I expect the best from you so have brought a strong squad. Show me what you have, League Champion!

Dave ilu etc <3


Shining Badge
Attachable Badge
The Shining Badge is awarded to trainers who successfully best Mercutio, Gym Leader of the Golden Valley Gym. A precious jewel, set in dragon scales, the badge represents the strength and toughness that must be overcome to live to tell the tale of taking it. Those who win in such an epic setting will be granted a defensive shield that can be attached to a pokémon of their choice.
Badge Effect: "Tenfold shields"
When struck by damaging super effective moves, the bearer of this badge will take only 50% of the damage they would normally take after all other calculations have been made. This effect will be triggered for the first two such moves which strike the bearer. Subsequently, this badge will have no effect. This badge must be attached via Squad Submissions.



Credit to DaisyInari for badge art.

Mozz Badge (Global Badge)
Badge Effect: When used, all Pokémon on trainer's team will have one minor type have double the energy as it usually would have. A "minor type" is defined as one that is not the Pokémon's primary or secondary type, and the Pokémon has at least 1 but no more than 4 offensive, damage dealing moves of said type. This includes all possible moves that the Pokémon knows, so this includes event moves, added moves via signature trainings, et al. The trainer may select the type for each Pokémon when they are first sent out. If no type satisfies the badge requirements, the type with the least known moves MUST be chosen. This does not increase total energy.


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.


Kalessin (Level 7 male Dragonite); Kalessin, "The Eldest", the first of all dragons, immense, scarred, scales iron black, with red wings and yellow eyes, so old that even Orm Embar is but a yearling kid beside him. I caught him in his homeland, an island named the Keep of Kalessin, in the Dragons' Run in the deepest darks of Earthsea. His head, the colour of iron, stained as with red rust at nostril and eye socket and jowel, hung facing me. He did not move throughout. He might have been crouching there for hours, or for years, or for centuries. He was carven of iron, shaped from rock, but the eyes, the eyes I dared not look into, the eyes like oil coiling on water, like yellow smoke behind glass, the opaque, profound and yellow eyes watched me. He was truly fearsome, but from within him I felt great strength. His power was without measure, his might without binds. He was the creator, the one true King of the Dragons. Versed in the True Speech, Kalessin knows the secrets of the Old Ones, even capable of calling upon the Dragon Gods to aid him and pass him their wisdom. He is even capable of asking them to lend him and his brethren a portion of their power, briefly giving him the air of a God himself.
Hidden Power: Poison.
Signature Move: "Call of the Dragon Gods"; Kalessin sounds a trumpet call, his roar resonating with the true speech of the old world. The spirits of ancient Dragon Gods come forth and bless Kalessin and his kin, lowering the defensive stats of the opposing side by 10%. The spirits then retreat to the far corners of the sky. Subsequently, every time an enemy pokémon is sent out, the spirits come forth and curse the new pokémon in the same fashion. This attack costs significant energy. Standard boost stipulations apply. Kalessin cannot use Outrage, Fire Blast or Dragon Pulse.
Attached Item: Shining Badge.

Thrak (Level 6 male Hydreigon); Legends speak of a terror so old that even God forgets its place in the world. This terror has a name. It is Thrak. Thrak is an evil creature. The kindred spirit of the fell beasts ridden by the Nazgűl in days of old, Thrak is an ancient Dragon who has a pit of eternal hell fire at the bottom of his dark and rancid soul. A fearsome winged creature greater than all other birds and bats, its vast pinions are as webs of hide between horned fingers. A creature of an older world, wreathed in power and magic and terror. Some say he was sent by the Witch King of Angmar himself to wreak havoc upon the worlds of Men. He has lain siege to cities from the bottom of the deserts to the tip of the mountain ranges. His skills match any and all who dare to oppose him. Throughout the ages of Man many have tried to overcome this foe. None have succeeded. He is darkness. He is the night. He is Thrak.
Hidden Power: Poison.
Signature Move: "Eye of Sauron" (Dragon); Thrak uses major energy to call upon the Eye of Sauron, its far sight creating a strange realm in the arena, encapsulating all the battlers on the field, in the same manner as Magic Room. For the next five rounds, Fairy type pokémon take neutral damage from Dragon type attacks, whilst Fairy type moves deal neutral damage to Dragon types. Thrak cannot use Heatwave, Giga Impact or Hyper Beam.

Smaug (Level 6 male Salamence); Smaug, "The Golden", the last of the great dragons of Middle-Earth, rose to prominence by laying waste to the town of Dale and capturing the Lonely Mountain and its treasure. His armour is like tenfold shields, his teeth are swords, his claws spears, the shock of his tail is a thunderbolt, his wings a hurricane, his breath death!"Centuries old, Smaug's brutal ferocity drove the original hoarders of this treasure to flee, taking over a century to recoup their strength enough to try and reclaim their possessions. Legend recounts the tale of a party of dwarves (consisting of a few of the original residents of the Lonely Mountain and their descendants) and the Hobbit, Bilbo Baggins, attempting to recapture the mountain and kill the dragon. Once there, the party found a terrible sight before them. Massive and glorious, Smaug was different from others of his race. His scales were golden red in colour, from his gaping maw to his bludgeoning tail. His eyes burned with the colour of his golden hoard, freezing all who looked upon them with fear and loathing. Centuries spent sleeping atop his exultant wealth caused gold and gemstones to become embedded in the flesh of his belly, augmenting the already essentially impenetrable armour of the scales that covered most of the rest of his body with a mystical strength. His love of his treasure granted him his most magical powers of all, empowering him to extend his fearsome aura to the very souls of his foes even when his presence on the battlefield had long since faded.
Hidden Power: Electric.
Signature Move: "Golden Hoard of Erebor" (Dragon); Smaug lets fly a terrifying roar, intimidating his immediate opponents and simultaneously loosing packages of energy resembling great chests of gold and jewels that secret themselves across the arena. Some of these explode immediately, causing the target's offensive stats to lowered by 10%. Others remain in play. Subsequently, every time an opposing Pokémon is sent out, more packages explode and affect the new pokémon in the same fashion. This attack costs significant energy, deals no damage and can be used once per battle. Standard boost stipulations apply. Smaug cannot use Fire Blast, Heatwave or Outrage.
Attached Item: Birdkeeper's Token

Thyrus (Level 6 female Druddigon); Thyrus, the Dragon of Terni, is a powerful creature with power over the courage of her foes. She once terrorised the forests and cities of Central Europe, killing and taking whenever she pleased and resisting all foes who tried to best her. Champions assaulted her, to no avail, their swords dropped from their gauntlets even as they raised their shields in terror. My encounter with Thyrus came at the outskirts of Krakow, where she was able to cause my Steelix to cower in fear and even retreat in to the pokéball. I was able to defeat and capture her, however, using my Hydreigon. Thrak was as terrifying as his quarry and more besides, using his power over the darkness to bring her to heel. Thyrus took some taming, but time in the Golden Valley left her more willing to focus her rage upon my enemies. She learned to embrace the flow of battle, shredding those who wronged the honour of the Gym but able to interact with other pokémon when left at peace. Her roar is incredible, her red skull causing opponents to cower in fear and try to escape. This Monster's Roar is proving most useful in the Gym.
Hidden Power: Fighting.
Signature Move: "Monster's Roar" (Normal); Using considerable energy, Thyrus roars loudly and terrifies his foe. The target is scared away and forced to retreat into their pokéball as if they'd used a switching move like Baton Pass. This does not pass on any boosts the target may have had and the new pokémon just not gain the same physical and psychological mindset as the target. In Switch = KO matches, this does not count as a KO. The switch is treated as if Baton Pass had been used, with the target's trainer declaring their new pokémon after the round has been reffed; turn order is unaffected. This move will fail if the target is the last remaining pokemon that its trainer may use in the battle. This move is usable once per battle and Thyrus cannot use Crunch, Faint Attack, Payback or Fire Punch.

Vastitas (Level 6 male Flygon); Vastitas hails from ancient wastes, deserts dry and deathly as the oldest bones. He excels at the art of desert warfare, maximising his own advantages whilst punishing the errors of his enemies. He is cruel, savagely draining foes of their reserves and feasting on their flesh. He is the patient hunter of the Golden Valley, humming through it with murmured lethality.
Hidden Power: Electric.
Signature Move: "Salt of the Earth" (Ground); Vastitas spits out a stream of salt and rough sand that hits the foe with great force. Due to the irritating nature of the materials, it can cause the target discomfort if it gets in their mouth, eyes or other sensitive areas, in a manner similar to Brine. More importantly, foes will become dehydrated in the rounds following. They will therefore find it more difficult to use Water and Ice typed moves and will use 10% more energy when using such moves, similarly using a 10% larger proportion of their type energy when using such moves where applicable i.e. if they aren't Water/Ice types. Salt of the Earth uses solid energy and can be used twice per battle. Vastitas cannot use Outrage or Fire Blast.

Ryujin (Level 6 female Kingdra); Ryujin is the ruler of the rivers, the sultan of the seas, bringer of chaos and confusion to all who oppose her. She began in the depths of the Pacific, roaming the ocean in search of worthy opponents and lording over her domain as a Queen. None dared face her without overwhelming odds, odds she defeated time and time again. Such control over the waters had never been seen and none could hope to face her might at all. Seeking greater challengers, she migrated to the ASB, joining my squad after the promise of mighty foes. So far, she remains unimpressed.
Hidden Power: Poison.
Signature Trait: "Sultan of the Seas"; Ryujin has an exceptional ability to control water, attacks involving hydrokinesis such as Whirlpool and Surf requiring 10% less energy. Her Water type attacks remain at full power even in the hottest environments. She is immune to the negative effects of all polluted or corrupted water. However, she cannot use Blizzard, Outrage or Draco Meteor and is particularly vulnerable to moves like Taunt and Swagger.
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Old 05-05-2014, 06:13 PM   #3
Mozz
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Mozz Badge as well.

Athena: Female Dragonite

Hikaru: Female Charizard
With its love of fire, Hikaru has worked on a way to turn one of her most powerful attacks even more powerful..
Special Technique: Fire Arrow (Fire)
Due to training with one of its most powerful moves, Fire Blast, Hikaru is now able to manipulate the attack any way it chooses. She can adjust the Fire Blast in any way now, including making it any pattern, character, or line. The Fire Blast must be ordered as such, and must be the same thickness as a normal Fire Blast (the thickness of the "lines", not the full attack). The most powerful version of this would be the Fire Arrow version, which is a straight line which goes from Charizard to its opponent in a straight line, dealing a constant stream of damage equivalent to taking a full on Fire Blast, but focused on one precise point. Using these versions of Fire Blast consumes no extra energy.

Miss AllSunday - Female Gengar
The partner of Mr. 0, Gengar is just as quiet as he is, typically letting actions do the talking for her. A little more compassionate than Cacturne, Miss AllSunday is still a ferocious battler, especially when pitted against a younger, more inexperienced trainer.
Signature Move - Hana Hana no Te (Dark)
Miss AllSunday is able to use her significant mental ability to recreate her own hands anywhere in the arena. At any one time, the most she can create is 6, but they only last for 2 attacks. This consumes decent energy, increasing exponentially with each subsequent usage.


Mr. 2 - Okama Ditto
A Ditto which likes to wear mascara, Mr. 2 practices ballet on a regular basis, usually transforming into a Kirlia or another graceful Pokemon to do so. Along with ballet, Ditto is, of course, a master of transformation, which enables him to be a master spy and an all around nuisance for enemies.
Signature Move - Mane Mane no Montage (Normal)
As a Ditto can change its own structure at will, Mr. 2 has trained that ability far beyond others of his species. He can transform between forms instantaneously, and without much use of energy (regular Dittos expend next to no energy anyway to use Transform).


Zenchi: Male Alakazam
A member of my squad from before I can remember, he was actually rarely used throughout my career. Over time, though, I realized that a Psychic Gym would more suit my style, so Fudin got a new name, but still retained his inherent power which makes his species so formidable in battle.
Special Training: Naihatsu (Various)
Due to rigorous training using his various energy types, Zenchi can modify any attack he currently knows with any energy type, given that he knows at least one offensive energy-driven attack of that type. His energy levels for each type are dependent on how many of those attacks he knows, so he'll have way more Psychic and Ghost energy than Ice or Fire.
The attacks he can modify to be of any type (which fulfills the aforementioned conditions) are: Hyper Beam, Ice Punch, Shadow Ball, Future Sight, Shock Wave and Psybeam (which keeps its confusion-inducement even with a different energy type).

Male Magmortar
This Pokémon has been trained by the very best Fire trainers in the business. Hence it will have more fire energy than normal Pokémon of its specie. This Pokémon was the first place price in the KAST 2 Final, and hence does not count towards squad limits.
Special Attack: Dragon's Flame (Fire/Dragon)
Magmar summons its extra fire energy, as explained in the bio. Magmar then proceeds to shoot out a massive flame attack, in the shape of a dragon, that is relatively slow, but hits for extremely high Fire and Dragon damage. The attack leaves Magmar drained, thus preventing it from attacking in the next round, while it recharges (like a Hyper Beam attack's recharge). This move may only be used twice per battle.Energy usage is substantial for this move, akin to Hyper Beam.

Best of luck. Dragonite is my uplevel, everything else is 6.

Ikuzo, Metamon.
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Old 05-05-2014, 06:17 PM   #4
Mercutio
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> Ikuzo, Metamon

???

Ditto?
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Old 05-05-2014, 06:19 PM   #5
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Ditto.
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Old 05-06-2014, 02:35 AM   #6
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So I was expecting Gardevoir in place of Magmortar and hoping for Tyranitar. Nice squad, best of luck.

Smaug, double up your Rock energy and start in the air. Open be revealing the Golden Hoard of Erebor then see how they like a Dragon Breath.
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Old 05-06-2014, 02:23 PM   #7
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Transform, then Twister its nonsense dragon energy back to its source.
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Old 05-08-2014, 02:02 PM   #8
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Round 1: Copydragon

Astride his Flygon, the ref is treated to a supreme view of the Golden Valley. From the caves at its far end to the burnt-out lake town in the watery expanse at its mouth, the terrain is perfectly suited to Dragon-types. The challenger, older than most, releases his first Pokémon to reveal one that can perfectly adapt to this, a pink blob by name of Mr. 2. The perfect copycat, the original Transformer could be tricky for the Gym Leader to overcome, but Kush relies on brute force, sending out his loyal Salamence. Smaug roars as his wings open up, preparing for battle with something that can easily match him. Who knows where this battle will go.

With a cry, the battle begins. Smaug releases several packages of energy, gold and treasure chests burying themselves in the ground while some explode around the Ditto, lowering its offensive stats. Mr. 2 is not overly put off, instead analysing his opponent and quickly expanding, morphing, growing... within moments, a second Salamence stands opposite Smaug, ready to battle with fangs and claws bared, only his lesser reserves if Dragon energy being the difference between the two.

Smaug continues his assault, exhaling a stream of green mist at his copycat with intent to status. The mimic has no intent of taking this attack, his wings flapping as he stirs up wind and Flying energy into the form of a tight cyclone before him. With a lunge, the double casts it forth, sucking up the wispy Dragon's breath and dispersing it harmlessly before barrelling into the opposing Dragon. Smaug roars in pain. While his technique has lowered his foe's offensive potential, his being in the air leaves him exposed to more damage from the tornado, and the only damage of the round, leaving Mr. 2 ahead in both health and energy despite the hazard on his trainer's side of the field. This matchup has only just started.
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Old 05-09-2014, 02:44 PM   #9
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Metamon, send over a Round. If he sends an attack over to you, begin a flying routine to dodge whatever it sends.
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Old 05-09-2014, 03:18 PM   #10
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Put a Dragon Pulse through his Round. Grab some altitude and stay at distance horizontally.
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Old 05-11-2014, 12:29 PM   #11
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Round 2: No animesplosions here

Though his offensive stats have been lowered, Mr. 2 is just as capable of attacking as his foe, opening his mouth to release a note of song. A wave of rainbow energy leaves the copycat's mouth, expanding slightly as it streaks through the air toward its target. Smaug is prepared, opening his own maw to release a burst of draconic power, the teal orb passing harmlessly through the incoming soundwaves just before they find their mark, dealing a light shot of damage to the real dragon. The pulse of energy carries on too, finding its mark before the duplicate can take to the air, causing a realistic growl of pain to leave the Ditto's mouth as his health dips. He watches for anything else to dodge, but all he sees is Smaug backing off, gaining height and distance on his foe. That exchanges shifts the health advantage to Smaug, but Mr. 2 remains more energetic, with neither tiring at all.
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Old 05-12-2014, 11:05 AM   #12
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Another Dragon Pulse. Dragon Breath should they come in to close range, Fly to evade ranged fire and head further upwards.
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Old 05-14-2014, 11:46 AM   #13
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Double team, approach your foe, picking up speed, then Dragon Rush when you're close. 3 mover confirmed.
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Old 05-14-2014, 06:12 PM   #14
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Round 3: Dragons, Dragons everywhere

Since his last attack worked out so well, Smaug uses it again, a second burst of teal energy escaping his maw and heading straight for his copy. But Mr. 2 decides to call in reinforcements, flitting around quickly to suddenly create four duplicates of himself, only needing a Substitute thrown in to add some extra mindfuckery. Smaug's attack continues on its path, hitting the Salamence in the original firing line... only for it to vanish into nothingness, one of the clones being taken out, with the remaining quartet gliding closer.

Seeing the squadron appraoching, the real Salamence opts to attack, exhaling a stream of green flame and mist at the fleet. He targets the leftmost one... which also vanishes in a display of bad luck for the Gym Leader. With three Dragons left, they all smirk as they coat themselves with mystical blue energy before pumping their wings, carrying them into their target. With three enemies to track, Smaug is unable to dodge as one of them slams into him, knocking him back through the air. Recovering, he snarls in return, noting that the trio look more confident as his special technique's effect wears off, handing the health lead once again to the copycat.
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Old 05-22-2014, 01:31 PM   #15
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So by way of bumping, is that a three mover? It's debatable because of the distance.

Also, slightly more importantly, in no way should my debuff already have worn off :p
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Old 05-24-2014, 02:06 PM   #16
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It was not a three-mover because I don't class advancing on the enemy as a move.

Also I tend to ref debuffs wearing off after three rounds (while actual buffs last about five) for balance.
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Old 05-24-2014, 03:43 PM   #17
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Well, in large arenas you should do if they're traversing the extreme length of it otherwise you ruin all sense of scale but I agree in this scenario.

Balance? Do fuck off.
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Old 05-31-2014, 06:19 AM   #18
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Mozz this is getting boring.
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Old 07-20-2014, 04:24 AM   #19
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Right, I assume that you're still absent Mozz and since I strong armed you in to this you presumably won't mind that I'm cancelling this match. I'm retiring as a Gym Leader and I don't need this millstone round my neck. Apologies.

Sorry, Dave, it would have been glorious!
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Old 07-20-2014, 06:38 AM   #20
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No worries Kush. Match cancelled, I get 1 SP.
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