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Old 09-27-2012, 01:03 AM   #1
Sneaze
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Vileplume UPN PASBL - Gym Match: Shadowshocker vs. Celebii151

So... Celebii151 has decided to challenge Shadowshocker for his badge and stuff. I'm not feeling too motivated to make this interesting so let's see the stats. Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!

Quote:
Originally Posted by Match Stats
4-on-4
Equilevel
48 HR DQ
GL Switch = KO
Slapstick
Ground Zero Gym Arena
And the Arena Descript for posterity's sake.

Quote:
Originally Posted by Arena
Ground Zero Gym: The Ground Zero Gym Arena is a square area of 40 metres on each side -- specifically, it's a square block of reinforced concrete measuring 28 metres on each side and of three metres in height, sitting in a moat of sewage which is two metres deep, so a metre's height of concrete is exposed for battle.
On the concrete block lies four reactormajiggers linked by effluent pipe. The reactormajiggers are about three metres high and two metres in diameter, and the pipes about a metre in diameter. The reactormajiggers are indestructible, and the pipes will only break if they're hit by attacks as strong as Hyper Beam, in which sewage will spill out for two rounds until the self-regeneration technology fixes it. The reactormajiggers constantly belch out a combinations of poison gases which will float into the atmosphere, poisoning any Pokemon that stays airborne at heights of about five metres if they stay for over a round. However, as a result of the constant release of gases, the clouds above the gym have been severely affected by the poison. As a result, acid rain will have a 30% chance of falling onto the arena at the end of a round, lasting for four rounds, which will have one of the three following effects due to the cocktail of poisons within:
- A corrosive poison strong enough to make Rock and Ground-types feel more uncomfortable in the rain due to the strengthened acid, unless they're part Poison-type themselves. All Poison-types will be unaffected by this poison.
- Narcotic poisons in the acid rain will make Pokemon using Psychic-type moves feel more drained.
- A specific toxin targeted at the DNA structure of Steel-type Pokemon will make them uncomfortable as well.
Due to environmental concerns even the gym can't overwrite, the usage of Rain Dance is disallowed. However, using Sunny Day will not have the effect of breaking the acid rain spell.
However, at the end of each round, the reactormajiggers do have a 1 in 100 chance of falling out, in which a huge explosion will happen. The reactormajiggers will be destroyed without a trace, as well as their pipes, and all Pokemon on the field will faint (including Sector Shadow operatives). When this happens, the poison gas and acid rain effects will not be in play for the battle's remainder.
And finally the Badge that Shadowshocker will be defending.

Quote:
Originally Posted by Badge
Biohazard Badge
Global Badge
The radioactive skull badge given out by Shadowshocker, leader of the Poison-typed Ground Zero Gym. All of Shadow's Pokemon are designed after some of Jumbaa Jookiba's 628 illegal genetic experiments, though due to general restraints Shadow has not been able to transcribe soopuh-Pokemon abilities to them. No one said anything about the badge, though, and it seems that prolonged exposure to the nasty sides of Poison has turned the badge septically sinister...
Badge Effect: Insult to Injury
If the holder's opponent's Pokemon is under at least one status, the holder's Pokemon does 15% more damage to the statused Pokemon.
You guys should know the order by now. Shadow, a squad if you'd be so kind.
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Old 09-27-2012, 02:28 PM   #2
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The sound of bagpipes echoes through the thin passageway in which the Poison-type specialist is running. With his face a combination of frantic, delirious and insane, he leaps from a vent just as the corridor detonates behind him.

"What makes me a good Poison-type user?" asks the scientist in angry rhetoric, diametrically positioned opposite the young man in front of him surrounded by sickly miasma. "If I were a bad Poison-type user, I wouldn't be sittin' here, discussin' it with you now would I?!"

"Leeeeeeet's do it!" roars the leader, at the forefront of a charge of other toxin-typed creatures. Ahead of him a group of other creatures led by different banners - Ludicolo, Mothim, Tyranitar - heads towards the motley crew. "Not one of ya's gonna survive this!"

"One cross referee; one wayward pinch of banned narcotic substance, one RNG... AND KABLOOIE!"


Biohazard Badge
Global Badge
The radioactive skull badge given out by Shadowshocker, leader of the Poison-typed Ground Zero Gym. All of Shadow's Pokemon are designed after some of Jumbaa Jookiba's 628 illegal genetic experiments, though due to general restraints Shadow has not been able to transcribe soopuh-Pokemon abilities to them. No one said anything about the badge, though, and it seems that prolonged exposure to the nasty sides of Poison has turned the badge septically sinister...
Badge Effect: Insult to Injury
If the holder's opponent's Pokemon is under at least one status, the holder's Pokemon does 15% more damage to the statused Pokemon.

Experiment 276/Remmy: Level 6 Male Gengar
Originally trained to get into the minds of enemies and turn all their dreams into nightmares. By using his haunting and possessing abilities, Remmy was able to cause powerful nightmares in the minds of humans and Pokemon alike. Remmy loves to torment his victims by generating pleasant dreams, then immediately following with disastrous nightmares. Remmy was originally designed to remain in his target's head forever if his target woke up while Remmy was still inside, but he saw no point to staying in someone's head for eternity.
Signature Move: Nasty Nightmare
Remmy's Nightmare attack only kicks in after one round instead of immediately, but if the affected Pokemon remains asleep after one round it will lose energy 1.5 times faster.

Experiment 031/Gotchu: Level 5 Male Drapion
Trained to pinch people with his claws. As a result of his training, Gotchu possesses a psychological complex that thrives on the pain and torment he causes with his pinching. To further the irritation he inflicts, Gotchu thought of a nastier method to perform his pinching.
Signature Move: Pinch Toss
Gotchu grabs the opponent with his tail claw, clamping it into the skin of his target to get as good a grip as he can, and flips his tail backwards to hurl the victim backwards in a overhead toss. This move works like a reverse Low Kick -- the lighter the target is, the further and heavier Gotchu can fling them, and the more damage will be dealt. In fact, Gotchu can't use Pinch Toss on opponents heavier than he is. This attack uses up as much energy as two Clamps, a Seismic Toss and a Crunch. Due to the usage of his venomous tail, this attack has a 10% chance of regularly poisoning the victim when Gotchu's tail penetrates the skin. In addition, this attack can only be used thrice a battle.

Experiment 202/Jam: Level 5 Male Crobat
Originally supposed to jam radar with his supersonic blasts. In order to suit himself to Pokemon battling, Jam had a training session with Dave and has now altered his radar-jamming waves to those Dave emits in Kadabra mode.
Signature Move: Alpha Sonic
Jam emits a stream of waves in a fashion similar to his Supersonic, but instead of causing confusion, Alpha Sonic causes its target to have a headache. Affected Pokemon will have their concentration disrupted for up to three rounds, during which their attacks are 20% more likely to fail. However, Jam has a 10% chance of giving himself a headache since he isn't immune to the original alpha waves. Can be used up to three times a battle and uses up 1.25x times the energy of a Supersonic.

Experiment 501/Yin: Level 5 Male Tentacruel
Trained to spray water. As part of her training, Yin swam in polluted water of various levels of poison to better her resistances against poison attacks. As a result of her prolonged periods of time inside water, she later learned how to use it to improve her attacks.
Signature Move: Liquid Drain
When Yin is swimming in water, she is able to suck up some of the water she is swimming in and use it to power her Water-type attacks by 10%. If she is swimming in polluted water, her Water-type attacks have a 5-10% chance of poisoning depending on the toxicity of the polluted water.

Experiment 601/Kixx: Level 5 Male Toxicroak
Trained to kick-box opponents all over the place. Under the tutelage of Kanocho, Kixx was able to hone his fighting prowess even further, more so than his pudgy sensei. By combining agility with strength, Kixx invented a move of his own.
Signature Move: Triple Flingo
By using the stance of Swords Dance, Kixx starts to spin around, but instead of building up his strength for later use he channels it into his fists, and slams his spinning knuckles into his target, continuing to spin for five seconds upon contact before stopping, dealing damage equivalent to a Close Combat and a Brick Break. This attack requires the energy of a Close Combat and Mega Punch to use, can only be used twice a match, and has a 20% chance of making Kixx dizzy from the spinning.

Experiment 626/Stitch: Level 5 Male Shiny Nidoking
The mascot of the team, originally supposed to be virtually indestructible, to think faster than a supercomputer, to have super sight and hearing, to lift three thousand times his own weight... but none of his senses training did him any good within these aspects. Now he's just a shiny Nidoking that's madly in love with Angel, and has a silly streak a mile long.
Signature Move: Meeka Nala Kweeshta!
If Stitch takes damage from a powerful attack such as Flamethrower or Hyper Beam, Stitch's attacks become 1.25x times as effective but have a 10% chance of missing out of anger and require 10% more energy than usual. This effect lasts until Stitch has dissipated all his anger (like a Pokemon would after being Taunted). This effect will remain if Stitch has <25% of his health remaining.


At this point the scientist bitterly thumps down the mug of grape soda that he has been periodically chugging. "I've got spectacles... I'm a black-haired, Asian lunatic!... They've got more f-*beeeeeeeeeeeeeeep* than they've got the likes of me..."
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Quote:
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"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."
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Old 09-27-2012, 03:32 PM   #3
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Thanks for picking this up Sneezey. SS, I hope this is a truly epic match, good luck.


Megatron: Level 6 Genderless Metagross
Metagross: (Steel/Psychic) Metagross may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metagross cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Bio: Megatron was not always the viciously powerful and brutally direct leader of the Decepticons: he was once brothers-in-arms with Optimus and a student of Sentinel Prime, appointed to be Cybertron's Protector and commander of its Defense Force. But Megatron resented his comrade, knowing he was a Prime and therefore Sentinel's favored son. This anger allowed The Fallen to ensnare him and led to the revival of the Decepticons. Even without The Fallen though, it's not hard to imagine Megatron would have erupted Cybertron into war to rid himself of Optimus. Megatron tends to become so obsessed with the object of his desires that he can ignore "secondary" matters, glaring flaws in his plans. Otherwise, he likely wouldn't have chased after the AllSpark alone, and spent centuries entombed in the Arctic. Trying to talk Megatron out of blindly going for his goals is useless. He will risk his world, his troops, and even his own spark to achieve his goals; these things do not matter to Megatron. Like his master, Megatron feels a violent hatred towards humans and views them as only slightly above bacteria, a feeling exacerbated by spending decades as their prisoner.
Sig Pending


Artix: Level 5 Male Lucario
Lucario (Fighting/Steel): Lucario is very sensitive the energies ("aura") of Pokémon. Using a move, Lucario can close its eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water.
Sigless


Dia: Level 5 Male Sableye
Sableye: (Dark/Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Sableye can see in the dark. Due to their keen eyesight, Sableye's accuracy cannot be lowered.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
See the ghost Pokémon rules and individual Pokémon listing.
Bio: Every team has a prankster. For my team, it’s Dia. He was found on Mt. Pyre, when he set a pitfall trap for me. He helped me out, and was added to my squad. He loves to play practical jokes on the other members of my squad, that coming naturally to a Ghost-Type like him. He is a big talker but usually cannot back it up, relying on verbal assaults and special attacks over hand-to-hand combat. He also has an eternal fear of Fighting-Types, creating a lot of tension between him and Rampage. Thankfully, after countless experiments, he learnt a technique to protect him from the power of Fighting-Type.
Special Training: Mental Combat (Psychic)
Dia is familiar with the Psychic Type, being able to use Extrasensory, Hypnosis and Psyshock. He cannot use Low Sweep, Metal Burst, Foul Play, Fury Cutter or Poison Jab, as he prefers to use his mind to fight. He cannot use Psychic to lift Pokemon/doesn't have telekineic powers.


Apocalypse: Level 5 Male Absol
Absol: (Dark) Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This does not guarantee escape, it merely increases the odds of dodging.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Apocalypse is the offspring of lightning and fire. He is just plain cool. He struggled to find a home for a long time, because wherever he wenat, natural disasters followed. I found him when he disrupted my afternoon training with an earthquake. I angrily battled him and caught him. I helped him control his disaster powers, which involved a lot of pain. He now enjoys causing misery and strife to whoever he can. I'm afraid that I don't know the type of monster I've created. But still, I have to train in fear of him losing control.
Special Training: Master of Disaster (Dark)
Apocalypse has learned to channel his disaster power. Whenever Apocalypse's move fails, (Misses, lack of type energy, etc.) the next move Apocalypse uses will do 25% more damage for 35% more energy. Apocalypse cannot use Perish Song. This can only activate three times per match. Apocalypse cannot be ordered to make his move fail in order to activate this ability.


Sheogorath: Level 5 Male Sigilyph
Sigilyph: (Psychic/Flying) Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.
Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.
Sigless


Chrome: Level 5 Male Steelix
Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Sigless

Apocalypse, you're first.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 09-27-2012, 08:06 PM   #4
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"Eat my dust! Jam, battle stations! Into the sky with you.

Twister up, and Double Team."
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"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."

Last edited by Shadowshocker; 09-27-2012 at 08:10 PM.
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Old 09-28-2012, 12:26 AM   #5
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Take Twister. Detect the real Jam and launch a Thunder.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 09-28-2012, 12:59 AM   #6
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Round The First - Snarky Title Here

And so begins the match. The challenger starts us off by sending out an Absol, appropriately named Apocalypse.

Quote:
Originally Posted by Absol SC
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This does not guarantee escape, it merely increases the odds of dodging.
In response to this, the Gym Leader steps forward and drops a small orb into the water. A brief moment of shining light later and a Crobat bursts forth, taking to the skies immediately. It's none other than Experiment 202, better know as Jam!

Quote:
Originally Posted by Crobat SC
Crobat (Poison/Flying): Crobat is a silent flier: only the most acute listening Pokémon will be able to hear it. Crobat can see in the dark, although it can use sonar like a Zubat if needed.
Jam starts us off rather quickly, beating his wings and whipping up a mighty Twister which rockets towards the Absol and, due to the decent difference in size and weight between the two Pokemon, picks him up and launches him into the toxic moat. Apocalypse waits a moment, no attack coming just yet, and it becomes apparent as to why when Jam begins moving about at a high speed, creating a whopping four Double Team clones for a total of five Crobats flying in the sky. It would seem that Apocalypse has been paying attention and focusing all of his senses to Detect which is the real Crobat, the lack of movement in the air patterns Apocalypse is sensing around the others making Jam stand out. The Absol lets loose a mighty Thunder, the electricity arching up towards Jam who attempts his best to get out of the way of the attack, but is still hit by the majority of it. Unfortunately for Apocalypse, using such a strong Electric attack while in a moat of water has it's downside, and he finds himself having been dealt some nice recoil.

Apocalypse took some nice damage this round, and is almost at the first midpoint already. Energy use was fairly high, but he's got a good bit in the tank still.

Jam took a rather large hit, flying passed the first midpoint already. Energy use wasn't too bad, and he's raring to go.

Celebii, your orders please.
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Old 09-28-2012, 01:19 AM   #7
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Taunt to Future Sight.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 09-28-2012, 02:11 AM   #8
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Should Absol not be at least starting to get poisoned thanks to the moat?

"Yo, a little help here?!

Ranged X-Scissor. Follow it up with a Venoshock."
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Quote:
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"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."

Last edited by Shadowshocker; 09-28-2012 at 03:05 AM.
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Old 09-28-2012, 04:33 AM   #9
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Round The Second - Boosted

Apocalypse starts us off this round, belittling and otherwise attempting to Taunt his opponent. This works fairly well, considering the damage he managed to do last round, and Jam is all sorts of steamed, boosting his damage output until he gets back at the Absol, which is exactly what he plans to do. Not a moment later, an x of Bug energy forms before Jam, and the ranged version of X-Scissor shoots through the air and slams into Apocalypse for eight ends of pain. The Absol then proceeds to concentrate on an attack to come in the upcoming rounds, the Future Sight meaning potential trouble later on. Having gotten back at his foe, and thus his damage boost lost, Jam decides to go with something a bit more energy efficient now, the poisonous moat Absol got blasted into at the start of last round having caused poison to enter the beast's bloodstream not that long ago. This means the Venoshock that Apocalypse finds coming his way does some nice boosted damage to him, and makes it an energy efficient attack that we're sure to see more of later in the battle. The round ends as the clouds up above begin drizzling some acidic rain, and the reactors hum slightly, though not loudly enough to warrant being considered a problem at this exact moment.

Apocalypse took a ton of damage this round, and is on his way to the final midpoint already. Energy use was fine, and he's still got a nice bit left in the tank.

Jam took no damage this round. Energy use was average, and he's got plenty left still.

Shadow, orders if you'd be so kind.
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Old 09-28-2012, 05:36 PM   #10
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"Why don't you bring that little mink stole over here and show me how stupid my wrapping paper is?

Air Slash into Confuse Ray."
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Old 09-28-2012, 11:48 PM   #11
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Take Air Slash. Magic Coat the Confuse Ray. Blizzard. Stone Edge.

Three.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

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Old 10-05-2012, 04:29 AM   #12
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Round The Third: Three

Jam starts off the round by cutting into the air with his wings, the Air Slash ripping into Apocalypse for a nice bit of damage. After a brief second for Jam to prepare his next attack, a Confuse Ray is sent towards the Absol, only for a Magic Coat to appear around Apocalypse, reflecting the confusing attack back at Jam. The Crobat is hit hard by it, and instantaneously becomes incredibly confused. This doesn't last long, however, as a Blizzard rips through the arena, blasting Jam for nasty damage. Now aware of what's going on, Jam has plenty of time to avoid the next incoming attack from Apocalypse, so when a Stone Edge comes at him, he manages to avoid a good bit of the attack, and to Apocalypse's dismay, remains conscious at the end of the round.

Apocalypse took some nice damage, and is passed the final midpoint by a bit. Energy use was huge and needs a break immediately if he doesn't want his energy use to go skyrocketing. Poisoned and stuff.

Jam took a ton of damage this round, and is hanging on by the skin of his teeth. Energy use was average, and is by far the least of his worries.

Celebii, your orders please.
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Old 10-05-2012, 12:22 PM   #13
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Feint, twice if necessary.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 10-05-2012, 05:21 PM   #14
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"This sucks on ice!

There's enough distance in between the two of you. Scream a Supersonic, then while he's exhausted and stuff blast him with a boosted Venoshock. If he's not out, surprise of surprises, use another Venoshock."
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Old 12-27-2012, 12:41 AM   #15
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Round The Fourth: No Cigar

Apocalypse rushes Jam, looking to startle him, but the bat has other plans. Long before the Absol can reach him, Jam lets loose a Supersonic, the sound startling Apocalypse and causing him some good confusion. After a moment of not really knowing what's going on, the Absol is quickly brought to its senses as Jam flaps his wings and surrounds Apocalypse with a Venoshock. The toxins react with the poisons in Apocalypse's body and does spectacular damage. After shaking the the confusion from his head, Apocalypse attempts to stand to face his foe, but slumps to the ground, unconcious.

Apocalypse is unable to battle! Next Pokemon from Celebii151!

Jam took no damage this round. Energy use was about average, and is getting into the lower reaches.

Celebii.
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Daisy wins at life for making this Battle Cut
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Whatever Sneasel says is right
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Old 01-13-2013, 09:56 AM   #16
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Screw this, it's easy.

Artix, Quick Attack x2.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 01-13-2013, 09:17 PM   #17
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"Hey hey, look, you shapeshifted into a dead guy!

Quick Attack upwards to put yourself out of range of his own Quick Attacks. Follow up with a Heat Wave."
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"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."
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Old 02-05-2013, 01:25 AM   #18
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Round The Fifth: Just A Nudge

Apocalypse is recalled and replaced by a Lucario, Artix.

Quote:
Originally Posted by Species Characteristics
Lucario (Fighting/Steel): Lucario is very sensitive the energies ("aura") of Pokémon. Using a move, Lucario can close its eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed.
Artix starts off by rushing in with a Quick Attack, looking to end Jam's time in the battle. The Crobat has other plans, using a Quick Attack of his own to get into the air. Alas, though Artix is fresher, they are moving at the same speed, and Artix could not get to Jam before he got further into the air. The Crobat smirks before turning to face his foe and beating his wings, producing a powerful Heat Wave which rushes over the Lucario for quite a bit of damage. Artix doesn't give up, though, and as Jam is worn down, Artix is able to jump with a second Quick Attack, only just barely smacking the bottom of the bat. Unfortunately for Jam, this is all it takes, and the Crobat crashes to the ground, unconcious.

Jam is unable to battle!

Artix took some nasty damage already, flying passed the first midpoint. Energy use was low and is raring to go.

Shadow, your next 'mon please.
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Daisy wins at life for making this Battle Cut
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Whatever Sneasel says is right
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Old 02-05-2013, 04:55 AM   #19
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"No seriously, you all SUCK."

"Oooh, ruuuuun! Ruuuuuun! I'm coming for yoooooooou! Stitch, battle stations!

Toxic Spikes, and follow with Hone Claws."
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Quote:
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"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."
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Old 02-07-2013, 09:22 AM   #20
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Psychic, Water Pulse, Water Pulse (Wave).

3.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 02-21-2013, 04:08 PM   #21
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Round The Sixth: Rage Inducing

Jam is recalled and replaced by none other than Experiment 626, the Nidoking Stitch, who bellows out upon being released and eyes his opponent hungrily.

Quote:
Originally Posted by Nidoking SC
Nidoking (Poison/Ground): Of the Nido monarchy, Nidoking has the higher offensive power, and any attacks it uses with its tail are 1.25 times as powerful. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Stitch immediately forms a ball of Poison energy in his hand and hurls it out onto the field. Upon contact with the ground, the ball breaks into many different spikes that roll across the entire arena, spewing poisonous fumes. Artix eyes the Toxic Spikes warily. The fumes may be low to the ground for now, but soon enough they will rise and he will inhale the poison, allowing it to bypass going through his toughened coat and go straight to his bloodstream. Not deterred, the Lucario flicks his hand upwards, launching a wave of Psychic energy at the Nidoking who grunts in pain as the attack strikes hard, tumbling backwards for a moment. Upon next eye contact it is apparent that Stitch is none too happy, his signature ability kicking in due to that heavy hit, causing him to fly into a rage. By some stroke of luck, he manages to shake his head off and begins raking his claws on the ground in front of him, sharpening them. This Hone Claws will cause attacks done with with them to skyrocket in damage, and gives Stitch a little bit of focus in his rage. Artix doesn't let up, though, and sends forth a gigantic orb of Water energy at his foe. The Water Pulse strikes and bursts into a gigantic wave upon contact, soaking poor Stitch, and only causing him to become even more angry... as well as confused! This confusion doesn't last long, though, as Artix has one more attack to throw this round, preparing another large orb of water, but instead of throwing it at his foe immediately, he throws this Water Pulse at the ground, causing it to explode into a large wave, washing away the spikes and their fumes before carrying on to do a great deal of damage to poor Stitch, knocking the Nidoking out of his confused state. Artix breathes heavy, and then begins to feel a bit ill... it would seem his actions were not fast enough and the fumes from the spikes have caused him to become poisoned.

Artix took a small amount of damage from poison, and is inching towards the halfway marker, though still a ways to go. Energy use was huge, and while there's still a good bit left in the tank, he needs a break if he doesn't want his energy use to skyrocket. He is poisoned.

Stitch took a metric ton of damage, flying passed the halfway marker already. Energy use was low, and he's raring for a fight. He is currently enraged and has a Hone Claws boost.

Celebii, your orders please.
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Daisy wins at life for making this Battle Cut
Quote:
Originally Posted by Jerichi View Post
Whatever Sneasel says is right
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Old 02-25-2013, 12:43 PM   #22
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Artix, return. Dia, you're next.

Will-O-Wisp, Night Shade.
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PASBL Record
Trainer Level: 5
Referee Grade: B
Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

Anime Style Battling | Fizzy Bubbles | Wild Future
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Old 02-25-2013, 09:38 PM   #23
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"I hear someone building DIAPER-CHANGING STATION.

Water Pulse through the Wisp, and DynamicPunch to follow up."
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Quote:
Originally Posted by No one in particular
"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."
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Old 03-20-2013, 03:32 AM   #24
Sneaze
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Round The Seventh: Switching Things Up

Apologies, didn't realize this was in need of reffing.

Celebii recalls his Lucario Artix for now, replacing the fighter with one of my personal favorite 'mon, a Sableye by the name of Dia.

Quote:
Originally Posted by Sableye SC
Sableye (Dark/Ghost): Sableye is permanently solid, unable to achieve other forms. Due to Ghost not providing immunity against Fighting attacks, they are considered weak to Fighting. All ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Sableye can see in the dark. Due to their keen eyesight, Sableye’s accuracy cannot be lowered.
Dia starts things off by spitting out a few small, slow moving flames. These Will-O-Wisp can be a potential major problem, and Stitch throws an orb of Water Pulse to the ground before him, creating a large wave that engulfs the flames and washes over Dia, pushing the small Pokemon back a bit. The Sableye retaliates with a black bolt of energy firing from his eyes, the Night Shade smacking Stitch for a nice hit. Still quite enraged, Stitch rushes forward, fist charged with Fighting energy. With a clap his fist connects to Dia, causing a small explosion as the energy of the Dynamicpunch sends Dia flying into the poison moat. When the Sableye surfaces it is quite clear that he has been left confused by the attack, however Stitch seems to be a lot less enraged now that he's thrown out a ton of hurt.

Stitch took a bit of damage, getting close to the final midpoint. Energy use was a bit high, but he's still fine. Rage is gone for now.

Dia took a huge amount of damage, flying passed the halfway point already. Energy use was low, and he's raring to go. Currently quite confused.

Shadowshocker.
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Daisy wins at life for making this Battle Cut
Quote:
Originally Posted by Jerichi View Post
Whatever Sneasel says is right
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Old 03-20-2013, 10:48 AM   #25
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"I am Heavy Weapons Guy, and this... is my new weapon.

Be the biohazard. Ice Beam into Dragon Pulse."
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Quote:
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"Never blame yourself for things out of your control. That's a privilege reserved for everyone else."
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