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Old 03-20-2012, 11:18 PM   #1
Rangeet
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UPN PASBL: Jerichi vs Sneezey12 IN THE BATTLE FOR MOUNT OLYMPUS

If only Sneezey was a little more famous. This could have been a Titan vs God conflict.

:p

Let's have a look at the stats, then. Along with the arena, which is all quite new.
Spoiler: show
Jeri sez: So here's how this breaks down.

Battles are all a series of 1 vs. 1s. Best 3 out of 5 wins - if there are 3 wins in 3 or 4 matches, the match ends. I, the leader, am restricted to a pool of 17 Pokémon, one for each possible type, each of which must be pure or close to pure (Noctowl and Aggron being exceptions, though Aggron is sigged to be pure Steel). Upon the start of the battle, the challenger will choose 6 types, choosing a Pokémon of their own to represent each of the 6 types (no doubling up!). I will be using my Pokémon of the types they declare. They will also declare in the same post which Pokémon of mine they which to fight first. I will post which 6 of mine I will be using and then choose which of their 6 Pokémon I would like to battle. They will send out and order and I will order. Things will go on as normal until a KO.

When a Pokémon is KO'd, the winner will chose their Pokémon first, the loser will choose and get first order and the battle will proceed as normal.

Stats are as follows:
3 vs. 3 to 5 vs. 5 (round style)
Switch = KO
Equiall 6
Slapstick
96 HR DQ
Singles

Additionally, x1.5/x3 SE/NVE is enforced.

Each of my Pokémon have a corresponding arena in which their battles will be fought.

The Pantheon Gym - The Pantheon Gym is a gigantic complex specially constructed for the newest incarnation of the Seventeen Gym. This gym represents each of the seventeen types of Pokémon in existence, each type represented by a pure member of its constituency. Each of these types has their own respective arena within the gym, representing the essence of their type and the Pokémon themselves. When one of the Gym's Pokémon is challenged within this Gym, they can only be fought in their respective environments.

Bug: The Garden of Eden (Advanced Indoor Arena) - This garden is located in a special chamber within the complex which simulates a humid and lush environment ideal for the insect inhabitants. Despite its confines, the garden is extremely extensive, and locating its edges is nearly impossible in any practical window of time. The arching ceiling of the garden is set to simulate ideal outdoor conditions, and while it can simulate sun, it is nearly always set to a nighttime setting during battle to facilitate its denizen, Aphrodite. The "moon", however, is relatively bright, bathing the environment in a soft glow.
The garden itself is overgrown with all types of vines and plants, many stretching nearly 15 feet high. The bulk of the battle is held in the very center of the garden near a clearing and central watering hole where many wild Pokémon gather. Though all types of Bug Pokémon inhabit the garden, its main constituents are wild Volbeat and Illumise, who tend to gather during the night phase. Though these Pokémon are relatively timid, they can be angered and will likely attack if sufficiently disturbed.
The battle can extend beyond the opening into the maze of vines and plants beyond, which stretch out well past the center area. These plants are extremely flame retardant and hard to navigate for larger Pokémon due to their thickness. They serve as ideal hiding places, especially in the relative dark of the night. However, they are often inhabited by sleeping Bug Pokémon, many of which will not be very happy to be awoken.

Dark: The River Styx (Advanced Indoor Arena) - Located in caverns deep below the earth, the River Styx serves as the boundary to the underworld. Its waters teem with the souls of the dead, whose moans can be heard constantly. Battles are held on its banks, a near-pitch-black, rocky and foggy cavern. Though the river itself is composed of water, it is not recommended that one swims in it, lest they be attacked by the dreaded souls within. It can be easily crossed due to a strange repellant force that suspends the living above it, but if one is to linger too long, they are likely to be assaulted by the grieving souls below. Ever so often (about 10% chance per round), these souls will release a stinging cry that has a chance of frightening the battlers. Due to the constant stirring of the souls below, the river itself gives off a faint glow that allows for some level of sight, though it is quite restricted.
Dark Pokémon often lurk about, but are hard to see and rarely linger long. Its denizen, Nyx, however, is always just beyond its shores, waiting for her next challenger.

Dragon: The Oracle at Delphi (Advanced Outdoor Arena) - This temple is located upon the peak of a mountain just beyond the complex, well above the clouds, exposed to the thin open air and bright sunlight. The summit itself is actually a fairly broad and rocky plateau covered with crumbling stone pillars, allowing just enough space for two Pokémon to do battle. It is flat and free of boulders or other larger rocks and is made from a very hard granite, making it very difficult to dig or otherwise manipulate the ground. It is not recommended that anyone disturb the ground, however, as there is a risk of avalanches or other potential destruction -- not to mention, many mysterious Dragon Pokémon are said to live in caves just around the peak and would likely not take kindly to any disturbances.
Being well above the cloud line, the weather here is always sunny, though, in spite of the thin air, it is surprisingly warm year-round, nearly always a balmy 90 degrees F. Weather alteration is simply not an option since it is extremely hard to gather clouds in such an environment. Though few of its inhabitants are ever seen, one occupant spends his whole day upon the summit - Apollo, the denizen of the Dragon-type.

Electric: Mt. Olympus (Advanced Outdoor Arena) - Mt. Olympus is the throne of the Gods and the realm of Zeus, the Electric denizen. His domain is the location of the Electric challenges, atop a crown of solid clouds that drift over the peak of the grand mountain. A large peristyle of cloud pillars surrounds the main arena, just beyond Zeus's throne. This area is perfectly level and made from snowy white clouds, giving battlers a bit of a spring in their step due to the rubbery nature of the floor. This also prevents any arena manipulation, due to the fact that it is neither ground nor does it move very easily.
Being amongst the clouds, it is very easy to manipulate the weather for the worse, making Rain Dance extremely effective, causing rain to start almost immediately when summoned. There is also a slight chance (about 10%) of rain storms starting on their own. The relative warmth of the arena, however, makes hail difficult to start and the cloud density makes sun last only two or so rounds before the cloud cover takes over again. The rain from these clouds is particularly pure, making it a somewhat poor conductor of electricity, making rain recoil much less frequent.

Fire: The Vulcan Forge (Advanced Indoor Arena) - The Pantheon Complex holds a specialized geothermal core that powers the whole of the Gym, doubling as an arena for the representative of Fire, Hephaestus. The arena centers on a gigantic stone platform, cooled by a spring of ground water that throws steam into the air and keeps the platform a bearable temperature. This platform is fairly fragile due to the intense heat, making any arena-manipulating moves potentially very dangerous and likely to cause extreme destruction before any damage is caused. It is surrounded by a sea of lava that radiates heat all about, making the temperature extremely hot. The geothermal generators draw enough heat off the lava to facilitate most non-Fire Pokémon, but still leave the arena in a state just under unbearably hot. Though indoors, the intense heat and radiation from the surrounding lava puts the arena in a constant state similar to Sunny Day, with the glowing lava giving off an intense light that is reflected by the shining metal dome. The heat and steam causes many Water attacks to evaporate quickly, weakening them greatly before they can make their target.

Fighting: The Hellenic Colosseum (Advanced Indoor Arena) - This dusty arena in the center of the complex serves as the training grounds for many Fighting-type Pokémon that inhabit the area, though it doubles as a local for challenges against the Fighting denizen, Atlas. This arena is especially designed to focus on hand-to-hand combat. Special generators cause the gravity to be a good bit higher in this area, forcing floating or flying combatants to the ground. The arena itself is somewhat cramped, confined to a 30 by 20 yard oval in a pit, forcing close quarters for a majority of the match.
Just around the oval is a large seating area, which is nearly always full with rowdy, violent crowds. These crowds are loud and rather disturbing and may be disruptive to some psychically sensitive contenders, who run the risk of having their concentration broken. The arena is also lit with a fairly bright and obtrusive light which can easily reveal the location of Ghost types and makes forms other than solid very uncomfortable and often unachievable.

Flying: The Aviary (Advanced Indoor/Outdoor Arena) - The Aviary is a high, winding tower standing tall over the Pantheon complex's grounds, extending hundreds of feet into the air. This menacing structure is made entirely out of special wood said to be cut from Yggdrasil, able to withstand the highest heats known to man and Pokémon and take the punishment of a million storms before it even begins to swell. A series of wood beams cut through the spire's center, acting as perches and nest-building sites for hundreds of Flying Pokémon who have made the building their home. The only other areas to stand aside from these beams are a wide spiral staircase that hugs the edges of the structure and the relatively small platforms that are placed every few hundred feet. Though many holes expose the Aviary to the environment, they block out much of the effect of the outside space, making weather moves only half as effective but allowing for manipulation of the wind.
Khronos, the Flying denizen, holds his challenges within the tower. He battles only at night when the moon is high, casting the tower in a faint light that makes its inner recesses particularly dark.

Ghost: The Underworld (Advanced Indoor Arena) - Beyond the River Styx lies the realm of Hades, the denizen of Ghosts, filled with the tortured souls of the deceased. Hades' throne sits in the center of the Underworld, serving as the site of any challenges against the Ghost-type. A small arena has been formed from the flow of the water of the dead, outlining a tight circular stone area lit by eerie ethereal flames, casting a dim light over the battlefield that eliminates shadows. The water surrounding the battlefield is filled with malicious spirits that are attracted to Dark energy, and those employing Dark techniques run the risk of a quick assault by spirits, causing a bit of collateral damage.

Grass: The Cedar Forest (Advanced Outdoor Arena) - An enchanted forest lies just beyond the main complex, stretching for miles in all directions. These trees are tall and robust and heavily resistant to fire, making them nearly impossible to burn. Do to their great size and number, they are rather tightly packed, leaving little room for movement at their base. Their canopies hold a series of interlocking branches, however, allowing for swift treetop travel. This forest is a temperate rainforest, casting it in a perpetual state of fog and rain. The weather is practically unchangable, making it extremely difficult to change the rain to hail and impossible to dispel the clouds.
Demeter, the denizen of Grass, makes her home in this forest, keeping the grounds fertile and fresh. She lives among the trees' canopy and has become intimately familiar with its network of branches. Battles are often held deep within the forest, which she protects with her life.

Ground: The Proving Grounds (Advanced Outdoor Arena) - Near the base of the mountain lays a dusty and barren land, whipped by violent winds and beaten down with sandstorms and powerful gales. This is the training ground of the legendary Ares, the denizen of Ground. The sun beats down hard upon this desert, making it extremely hot and parched. The mountain's rain shadow prevents clouds from ever gathering, making it constantly hot and dry. Its proximity, however, prevents it from becoming full-on desert, with some boulders littering the field and the ground being somewhat packed and firm, though still softer than normal dirt. It is rumored that this wasteland was once a graveyard for unfortunate souls who managed to make it this far before dying of thirst, though nothing has ever quite proven this legend. However, one may find an occasional bone laying in the dirt, ready to be equipped by those skilled enough to use them.

Ice: Marathon Pass (Advanced Indoor/Outdoor Arena) - Just to the east of Mt. Olympus lays a frosted, frozen mountain. This sizable peak is covered in a thick layer of snow year-round, making it difficult to climb or traverse. A path cuts through this part of the range, and, despite the dangerous conditions, is a well-traveled road leading to the fertile and bustling city of Neothenas just beyond. Many travelers often get lost or stuck in the deep, snowy valley, named Marathon Pass for its length of exactly 42 kilometers. Countless are saved and guided through by Hermes, the denizen of Ice and protector of this land. While he is fond of travelers, Hermes does not take well to aggressive interlopers.
Hermes can often be found near his den, one of the few spots in the area that can be considered habitable. The den lays just off a frozen lake cut into the side of the mountain, where he often confronts challengers and interlopers. Though generally covered in a thick layer of snow, this ice can be broken with only some effort, exposing the icy waters beneath. The pass is almost always blowing with violent blizzards, making it extremely unpleasant for Pokémon who are not used to the cold. Some Pokémon run the risk of frostbite after prolonged exposure, which could lead to frost burns or otherwise painful afflictions.

Normal: The Chamber of Mirth (Advanced Indoor Arena) - A room of great revelry and festivities sits near the center of the complex, serving as a grand hall for the leader to entertain guests or hold grand galas or feasts. These chambers are decorated lavishly with gold and tapestries, decked in purple and burgundy. The floor is crafted from fine, loose granite tiles sitting atop a firm foundation of hard bedrock. When it is not being used, however, it serves as the dwelling of Dionysus, the denizen of Normals. This room is rather unique in its architecture, occupying a long, narrow space with a low, pitched ceiling, though a circular dome serves as the spot for the great feasts. Many of its features celebrate the glory of one of the oldest and most adored imbibements. Streams of strong, fruity, burgundy-colored liquid flow from the hall's center to its either ends. Ingestion of this liquid will give the imbiber a bit of an improvement in their attacking abilities but will also cause them to lose some of their accuracy and agility. Grape vines grow all about, bearing sweet fruits with slight restorative properties which can be eaten to restore a slight bit of energy, though eating more than one or two can cause some ill effects, including random statistic drops.

Poison: Lake Lerna (Advanced Outdoor Arena) - This toxic lake is said to be the abode of a legendary creature, the Hydra. Though none such creature has been found, the swampy lake does greatly resemble the poisonous swamp in which the beast of myth was said to reside. As such, it has taken on the name of the Hydra's home, Lake Lerna, and has become home to many Poison Pokémon, including their denizen, Thanthos. Thanthos lives among the shallows, lurking among the dead plants and noxious waters. Battles are conducted just off shore in the murky and muddy waters. The footing, though solid enough to stand on, is rather muddy and wet, making movement along it difficult and slow. The water, as well, is extremely toxic, and ingesting it can very easily lead to poisoning. A light haze almost constantly covers this area, reducing visibility somewhat and potentially tiring Pokémon who are not used to the gases, making them wear down a bit faster.

Psychic: The Temple of Neothenas (Advanced Indoor Arena) - This temple stands at the base of the mountain, just beyond the edge of the main complex. A gigantic and majestic building dedicated to an ancient and archaic goddess which has miraculously stood the test of time, it is considered to be one of the first structures ever built in this region. Many have ventured to the temple to pray at the feet of the statue inside, which is cloistered away behind many heavy doors and mysterious passageways. In its very center is where the Psychic denizen, Athena, dwells. This hallowed space is where she conducts her challenges, taking advantage of the mystical properties it holds.
This space is always lit faintly by torches standing along the walls, casting a shadowy and dark aura over the whole of the arena. Incense burn constantly, causing a faint haze to fill the room, lowering visibility somewhat and invigorating those with telekinetic abilities. The ground is extremely hard and sturdy, and any effort to manipulate it will likely fail. In the very back of the room, opposite from the heavy, latched doors stands a gargantuan statue of the temple's goddess, who watches over the battle with a wise and discerning eye. Legend holds that she can see the true nature of any who enter her domain, casting any evil or darkness out of their souls, to counteract the effect of Darkness on Psychic type moves, much as Miracle Eye does.

Rock: The Hearth (Advanced Indoor Arena) - Deep within the mountain runs a series of caves. Though many of them dead end, one path eventually leads you to a massive inner chamber, a dark and surprisingly hot cavern just above a magma floe that is home to many young Rock Pokémon. Here is where Hera, the denizen of Rock, lives, taking care of many young cave-dwelling Pokémon. Hera is very protective of her home turf and will do most anything to defend it.
The center of the cave is where most challenges take place, a hot and sandy pit dimly lit by the glow of faint crystals on the walls. Larger rocks are scattered about (falling to the rules of the Rock Arena, but are never much bigger than the average Rampardos), usable for attacks or simply hiding. The heat is intense in this cave thanks to the magma just beyond the walls, making moist Pokémon very uncomfortable and causing some Water attacks to evaporate slightly. The walls and ceiling of the cave are quite stable, however, moves that shake the ground run the risk of dropping heavy crystals or stalactites upon the battlefield and their use is discouraged. Though some of the younger Pokémon steer clear of the center arena, it is not uncommon to find a wild Rock Pokémon in this area, many of which will attack if provoked.

Steel: The Titan's Lair (Advanced Indoor Arena) - This structure is the newest in the complex, nicknamed the Titan's Lair for its menacing look and sharp construction. This building is rather simple - consisting of a broad and flat plane of steel. Everything is covered in firm steel, making the ground impenetrable and unshakable. The whole arena is cast in darkness, making it difficult to see. Though normally dwelling in the mountains, the denizen of Steel, Gaia, has recently taken this facility up as her training ground and holds challenges within, preferring the total darkness and low temperatures to the warm mountain caves.

Water: Tethys Sea/The Ruins of Atlantis (Advanced Outdoor Arena) - At first glance, this is nothing but an endless expanse of sea, broken up only by a few small, sandy islands. To those unable to breach the sea's surface, it is just that. But if one is brave enough to venture down below the surf, a huge complex of ruins can be found. A gigantic temple stands, or used to stand, in the center of this, the perfect site for underwater battle. There is not much to say about these ruins, however; though they are majestic, they are fairly simple. Some of the fallen pillars and ruined chambers, however, serve as ideal hiding places. The water here has a strange quality; despite being a large body of water, it seems to be extremely fresh and pure, fed by the pure rain off Mt. Olympus. This facilitates the use of Ice attacks, making them strangely effective even underwater, and hindering electricity somewhat, making Electric attacks somewhat less accurate.


Wow. Certainly a mouthful. Looks like Jeri has split his soul into seventeen parts. Now if only we could find the Horcruxes...

Sneezey.

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Last edited by Rangeet; 03-20-2012 at 11:21 PM.
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Old 03-20-2012, 11:20 PM   #2
Sneaze
I'm sorry, Talon :(
 
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Actually Jeri posts his huge summary of all 17 'mon first. =o
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Whatever Sneasel says is right
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Old 03-20-2012, 11:21 PM   #3
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Oh I thought that was decided. Well then, Jeri it is!
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Old 03-20-2012, 11:22 PM   #4
Sneaze
I'm sorry, Talon :(
 
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It is, it's just that he usually posts that first just for formality. *waits patiently*
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Old 03-20-2012, 11:44 PM   #5
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Sorry. Here's my 17.

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Bug
Aphrodite - Female Illumise (Level 6)
No sig

Dark
Nyx - Female Absol (Level 6)
No sig

Dragon
Apollo - Male Dragonair (Level 6)
No sig

Electric
Zeus - Male Electivire (Level 6)
Old Bio.
Signature Technique - Mystical Magnetism (Electric)
Over the years, Penn has devised means of using his electrical abilities to augment his illusions. One of his favorite tools is magnets, which he employs in a variety of ways. Often, he finds his magnets frequently demagnetize, and he's found a quick way to recharge them. Along with that, however, he also is able to apply this to things that typically aren't magnetic (i.e. Pokemon), using this technique to turn his foes into gigantic electromagnets.
Penn releases intense pulses of polarized electrical energy, which, upon contact with a foe, magnetizes them. At first glance, it seems to do nothing (aside from causing any fur or fluff to stand on end for a round or so until the electricity equalizes), but this newly magnetized state gives Penn a few benefits. First of all, the field attracts Electric attacks, making them more accurate and giving them a somewhat "homing" quality. Secondly, since it keeps the electrical energy in the body longer since it has to travel through the magnetic field, it increases the chance of paralysis, giving all Electric attacks a 10% boost to paralyze an opponent. Also, while magnetized, the Pokemon may accumulate small amounts of metallic debris and, if near or standing on metal, may be a little slowed due to the pull. After the Pokemon has taken damage from electric attacks equal to that of a Thunder, the magnetism fades. This technique does no damage and uses the energy of a Thunderbolt and a Shock Wave. It may be used twice a battle and once per Pokemon.

Fire
Hephaestus - Male Magmortar (Level 6)
Old Bio
Signature Attack - Magic Flare (Fire)
Utilizing his ability to make flames magically appear, Teller releases a small, compressed flame, which he has limited control over and can change the direction of for small amount of energy. When the flame touches the enemy, it will immediately erupt into a pillar of flames in the opposite direction to which they are moving, pushing them away and inflicting damage equal to a Flamethrower. Larger, sturdier Pokemon will generally not be deterred by the flame, and smaller Pokemon will generally be stopped short, but an average-sized Pokemon (around the size of Teller himself) will usually be pushed back slightly, but not completely stopped. This attack has 10% chance of burn, uses the energy of a Flamethrower and 2 Embers. Directing it also takes minor energy equivalent to an Ember for every 10 seconds it is under Teller’s control.

Fighting
Atlas - Male Machamp (Level 6)
Bio: Upon evolution, Hermes has undergone a name change to better fit his newfound strength and bulk. Because of his gain in muscle mass and arms, he's shifted his focus away from speed and more towards precision and fancy moves. His new sig reflects this.
Signature Attack - Mercury Mash (Typeless)
Atlas gathers energy in one, two, three or all of his hands, and then stabs the air (or foe) with the energy, sending forth a high-speed wave of typeless energy to hit the target. He can use just one hand, dealing decent damage for slightly greater energy, or all four for heavy damage for slightly higher energy (two = good damage/energy, three = considerable damage/energy). With each added fist, charge time increases slightly, to where a full, four-fisted attack would take 2-3 seconds, where a single fist attack would take only 1. Atlas has given up learning Bullet Punch in favor of learning this signature move, and also refuses to learn Power Trick and Thief, as he fights fair. Three uses per battle.

Flying
Khronos - Male Noctowl (Level 6)
Bio: Khronos, as most Noctowl are, is a very serious, silent and stoic Pokémon. He frequently sits unmoving in deep thought, though the nature of Khronos’ thought is a mystery. He blocks out all other Pokémon, and even my Psychic Pokémon can’t penetrate the strange barrier he’s set up in his mind. Once in battle, this barrier seems to disappear, but Khronos has such intense focus that it completely rids his mind of other thoughts. Having taken a Greek name like some of his teammates, he is considered part of the Olympians, and is considered by the others to be very powerful, having earned the name of the leader of the Titans. Having focused on his powers and trained extensively, Khronos displays abilities beyond those of his species.
Special Training - Athena's Wisdom (Psychic)
Khronos is familiar with Psychic abilities and has significantly more Psychic energy than others of his species, but is unable to perform Dark attacks.

Ghost
Hades - Male Dusclops (Level 5)
Bio: Hades is the personification of death, haunting the thin void between the realm of Giratina and the physical world, working to retrieve the lost souls wandering beyond death. This powerful creature is one of many so-called "reapers" and has lent his abilities to me after an accidental confrontation. Since La Parca lurks about the tropical zone, he has taken the Spanish word for the Grim Reaper, and the fiery attitudes of the Latin kind have rubbed off on him, making his style both haunting and aggressive at the same time, and his sig reflects this spooky aggression.
Signature Move - Guadańa Muerta (Ghost)
In his hands, Hades creates a dark scythe shape of energy, swiping it at the ground, leaving a trail of red and black energy that resembles a gash in the fabric of space itself. For a second, it trembles and shakes, before 3 demonic forms rise from it, all quickly rushing directly at the foe and striking. While it seems like spirits or demons attacking the foe, it's truly masterfully manipulated ghost energy sent at the foe, dealing fairly high damage, but the particularly frightening nature of the attack will intimidate Pokemon of smaller size than Hades, much like Leer. This attack can be used more than once, but every time after the first use on the same Pokémon, it becomes considerably less frightening, as the imperfections of the energy quickly begin to show. This attack takes the energy of 3/4ths of a Fully Charged Shadow Ball and does the damage of a Thunderbolt and is considered a special attack.

Grass
Demeter - Female Sceptile (Level 6)
No sig

Ground
Ares - Male Marowak (Level 6)
Bio: After what can only be considered an extended cosplay stint and more than a few failed weapon modifications, Ares has finally given up on all his proposals, deciding to stick with his old sig, especially after it's usefulness in the fight against Jesus (the Magmar).

GO GO PAGANSIM!
Signature Attack - Brandish (Ground)
From his many alleged battles with the Pig Solders, Ares has developed an ability which he used to take out multiple enemies at once. First, he charges his bone with Ground energy. Secondly, he swipes it through the air with considerable force, creating a shockwave of Ground energy which travels forward at a quick pace. The arc is fairly large, and while far from impossible to dodge, its speed and size makes it difficult to evade. Also, due to the nature of the wave, it can easily hit two Pokémon in Double Battles. The attack does about the damage of an Air Cutter, and takes slightly more energy than one due to the sheer force needed to execute it.

Ice
Hermes - Male Beartic (Level 6)
No sig

Normal
Dionysus - Male Snorlax (Level 7)
Old Bio
Special Training - Stomp Stomp Stomp (Normal)
Laxxy likes to stomp things sometimes. Now, Laxxy can use Stomp.

Poison
Thanthos - Male Muk (Level 6)
No sig

Psychic
Athena - Female Gardevoir (Level 6)
No sig

Rock
Hera - Female Rampardos (Level 6)
No sig

Steel
Gaia - Female Aggron (Level 5)
Bio: Gaia was born in an iron mine as part of a group of Larion and Aggron used to mine for iron to use in steel. With this extremely iron-rich soil, Gaia quickly developed a harder-than-normal shell and her rocky body parts would take on a steel-like sheen. Every time she shed her shell, the one under would have a finer grain and stronger surface, and her body became progressively harder and more ferrous, until eventually she became practically a pure, living hunk of iron and steel. As she worked in the mine, her body took on a particularly shiny luster as it rubbed and scraped against the hard rocks. While she grew heavier from the increased density of her carapace, her firm body began to hold up much better against hard physical attacks and was far less susceptible to the grinding erosion from the ground, although fire began to affect her more and she eventually quit her position in the mines when the heat from the nearby steel foundry began to make her sick. After coming upon her wandering from the mines, I took her in, training her in battling, and finding that her new, steely exoskeleton has some advantages in the field of battle.
Special Training - Steely Demeanor (Steel)
Gaia is now pure Steel type, with all associated weaknesses and resistances. While she has lost her natural affinity for Rock attacks, she still has a fairly high amount of Rock energy, more than other natural Steel types (much like a Steelix would). However, since she did not train as much in Rock attacks, they are slightly slower and take slightly more energy to execute than they would if she were a Rock type. Also, due to her increase in weight (about 10% more of the normal weight of those of her species) with higher density of iron and steel, she has become somewhat less agile and slightly slower.

Water
Poseidon - Male Blastoise (Level 6)
Old Bio
Signature Attack - Blue Hawaii (Water/Ice)
Referring more to the strangely named flavor of shaved ice syrup popular in Japan more than the Elvis movie or cocktail, Blue Hawaii is a technique that Ka-wai concocted to help himself cool off after a long day of surfing in the hot Hawaiian sun. Using his Ice ability in conjunction with his Watery ways, he devised a way to create refreshing slushies on demand. Employing this ability, Ka-wai can chill his water attacks, introducing slush crystals into them for energy equal to that of a Mist. This causes the attack to have a slight Ice typing to it, as well as slow the opponent down when hit. Also, the attack has a 5% chance of freeze in the contact site. Water attacks that aren't fired or don't use water from within his body can not be used Blue Hawaii style.

Pick 6 and post your representatives, s.v.p.
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Old 03-20-2012, 11:46 PM   #6
Sneaze
I'm sorry, Talon :(
 
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Fighting:
Maxim: Male Machamp (level 7) (level-up)
Bio: Maxim has a slight problem with his belt. This problem is that he doesn't like the fact that it only has two settings. So what did he do? He tried to "crank it up to 11". Unfortunately that didn't quite work and he just ended up breaking it. So instead he decided to attempt to crank up the power of any boosts he lays upon himself. Though they have to rely on Maxim's "protective" nature.
Special Training: MAXED OUT!
Any boosting move Maxim uses that boosts his Defense, or Speed grants an extra bonus to that stat of roughly 25% that of the original boost itself, and uses 25% more energy. Maxim cannot adjust the settings on his belt at any time. Any boost to Maxim's Special Attack or Special Defense only grants 75% that of the normal boost.

Flying:
Amelia: Female Noctowl (level 6)
Biography: Amelia is a wise and courageous Noctowl, often offering sage advice to those who need it. It is her firm belief that any battle can be won if you push yourself to your limit and beyond, and it is this belief that she instills in her teammates.
Special Training: Stand and Fight!
Once per match, in any match that Amelia has a battle partner, should her partner be knocked out due to running out of health, the partner will instead remain conscious, but only with enough health that they will be knocked out with even the lightest of blows. This effect does not occur if the partner would be knocked out due to energy loss or via Destiny Bond and the like.

Ghost:
Anasazi: Male Dusknoir (level 6)
Biography: Anasazi is the ghost of a deceased tribal chief, known for his unrelenting war tactics and brutal power. His entire tribe was massacred and his land razed in the dead of night by another tribe, himself included. He holds a connection to the rest of his tribe that allows him to shift into their plane of existence with great effort.
Special Training: True Power
Anasazi can use Shadow Force once per match. Anasazi no longer benefits from fighting more enthusiatically at night, as most Ghosts do. Additionally, he is considered weak to Fire type moves, and can no longer use any Fire type moves. His connection to other spirits means that he does not have full control over his own being, let alone having control over that of others, and as such can no longer use Curse, Pain Split, or Destiny Bond.

Fire:
Tuan: Male Rapidash (level 6)
Biography: Tuan's coat is a pure white, with swirling dark purple flames and bright yellow eyes. Dispite the demonic appearance, however, Tuan is actually a decendant of the guardians of the underworld. As his bloodline was meant to protect against demons and their ilk, his flames carry an odd attribute to them.
Special Training: Purging Flame
Tuan's flame based attacks are filled with purging energy, causing them to turn a dark purple. These flames deal extra damage against Dark and Ghost types, which would be considered super effective damage, however they are not meant for use of those of good stature, and as such do half damage against Normal and Fighting type Pokemon. All attacks that fall under this description also cost 25% more energy than they normally would.

Dark:
Keaira: Female Sableye (level 6)
Biography: Keiara, being a Sableye, has always had a deep connection to the shadows around her. Inspired by her abilities involving shadows, Keira decided to go under training to use shadows further to her advantage, forming a strong attack out of them.
Special Attack: Totally Not Shadowball (Ghost/Dark)
Keiara draws shadows around her into a ball of energy which she then hurls at the target for extreme damage. If the arena is very dark, the charge time will be reduced slightly, but if there is very little shadow to draw from, it will take longer, at ref's discretion. Obviously if for whatever reason there are no shadows about, the attack is unusuable. This attack takes extreme energy, and can be used twice per battle, once as a Ghost type attack, and once as a Dark type attack. Charge time in an average arena is just over that of a Hyper Beam.

Normal:
Angeli: Female Blissey (level 6)
Biography: Angeli was given to me by a retired Nurse Joy. Angeli does not like fighting and will try to calm her opponent immediately upon entering battle. She emits a faint glow that soothes others.
Special Training: Pretty Pink Glow!
Angeli utilizes calm and soothing energy to constantly emit a faint pink glow. The glow will take any Pokemon out of states of aggresiveness, such as having been Taunted or having gone berserk. Also, Angeli is unnaffected by moves that would attempt to anger her. If a Pokemon has already become calmed without the effects of Angeli's glow, then there is a 10% chance of putting that Pokemon to sleep. As a result of her passive nature, Angeli will not use the moves Frustration, Rage (at higher evolutions), or Swagger. Angeli expends energy equal to about one and a half Attracts per turn in order to maintain this glow.

I wish to first challenge Hades.
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Old 03-21-2012, 01:44 AM   #7
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My squad.

Dark
Nyx - Female Absol (Level 6)
No sig

Fire
Hephaestus - Male Magmortar (Level 6)
Old Bio
Signature Attack - Magic Flare (Fire)
Utilizing his ability to make flames magically appear, Teller releases a small, compressed flame, which he has limited control over and can change the direction of for small amount of energy. When the flame touches the enemy, it will immediately erupt into a pillar of flames in the opposite direction to which they are moving, pushing them away and inflicting damage equal to a Flamethrower. Larger, sturdier Pokemon will generally not be deterred by the flame, and smaller Pokemon will generally be stopped short, but an average-sized Pokemon (around the size of Teller himself) will usually be pushed back slightly, but not completely stopped. This attack has 10% chance of burn, uses the energy of a Flamethrower and 2 Embers. Directing it also takes minor energy equivalent to an Ember for every 10 seconds it is under Teller’s control.

Fighting
Atlas - Male Machamp (Level 6)
Bio: Upon evolution, Hermes has undergone a name change to better fit his newfound strength and bulk. Because of his gain in muscle mass and arms, he's shifted his focus away from speed and more towards precision and fancy moves. His new sig reflects this.
Signature Attack - Mercury Mash (Typeless)
Atlas gathers energy in one, two, three or all of his hands, and then stabs the air (or foe) with the energy, sending forth a high-speed wave of typeless energy to hit the target. He can use just one hand, dealing decent damage for slightly greater energy, or all four for heavy damage for slightly higher energy (two = good damage/energy, three = considerable damage/energy). With each added fist, charge time increases slightly, to where a full, four-fisted attack would take 2-3 seconds, where a single fist attack would take only 1. Atlas has given up learning Bullet Punch in favor of learning this signature move, and also refuses to learn Power Trick and Thief, as he fights fair. Three uses per battle.

Flying
Khronos - Male Noctowl (Level 6)
Bio: Khronos, as most Noctowl are, is a very serious, silent and stoic Pokémon. He frequently sits unmoving in deep thought, though the nature of Khronos’ thought is a mystery. He blocks out all other Pokémon, and even my Psychic Pokémon can’t penetrate the strange barrier he’s set up in his mind. Once in battle, this barrier seems to disappear, but Khronos has such intense focus that it completely rids his mind of other thoughts. Having taken a Greek name like some of his teammates, he is considered part of the Olympians, and is considered by the others to be very powerful, having earned the name of the leader of the Titans. Having focused on his powers and trained extensively, Khronos displays abilities beyond those of his species.
Special Training - Athena's Wisdom (Psychic)
Khronos is familiar with Psychic abilities and has significantly more Psychic energy than others of his species, but is unable to perform Dark attacks.

Ghost
Hades - Male Dusclops (Level 5)
Bio: Hades is the personification of death, haunting the thin void between the realm of Giratina and the physical world, working to retrieve the lost souls wandering beyond death. This powerful creature is one of many so-called "reapers" and has lent his abilities to me after an accidental confrontation. Since La Parca lurks about the tropical zone, he has taken the Spanish word for the Grim Reaper, and the fiery attitudes of the Latin kind have rubbed off on him, making his style both haunting and aggressive at the same time, and his sig reflects this spooky aggression.
Signature Move - Guadańa Muerta (Ghost)
In his hands, Hades creates a dark scythe shape of energy, swiping it at the ground, leaving a trail of red and black energy that resembles a gash in the fabric of space itself. For a second, it trembles and shakes, before 3 demonic forms rise from it, all quickly rushing directly at the foe and striking. While it seems like spirits or demons attacking the foe, it's truly masterfully manipulated ghost energy sent at the foe, dealing fairly high damage, but the particularly frightening nature of the attack will intimidate Pokemon of smaller size than Hades, much like Leer. This attack can be used more than once, but every time after the first use on the same Pokémon, it becomes considerably less frightening, as the imperfections of the energy quickly begin to show. This attack takes the energy of 3/4ths of a Fully Charged Shadow Ball and does the damage of a Thunderbolt and is considered a special attack.

Normal
Dionysus - Male Snorlax (Level 6)
Old Bio
Special Training - Stomp Stomp Stomp (Normal)
Laxxy likes to stomp things sometimes. Now, Laxxy can use Stomp.

I'll face your Machamp.

And I should probably mention that uplevels don't apply here. Since it's a series of 1 vs. 1s, uplevels give a bit of an unfair advantage. Really should mention that in the rules. :x
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Old 03-21-2012, 01:54 AM   #8
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Oh look! A predictable matchup! lol

"Start things off simple with a Foresight. Then complicate things with Metronome."
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Old 03-21-2012, 01:58 AM   #9
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Look! Predictable counter-orders!

"Pop him with a pair of Psychics before/during each move."
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Old 03-21-2012, 05:21 AM   #10
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Uh, Jeri, Dusclops or Dusknoir?
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Old 03-21-2012, 09:24 AM   #11
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It's a Dusclops.
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Old 03-21-2012, 09:48 AM   #12
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The arena for this battle shall be Hades' domain:
Ghost: The Underworld (Advanced Indoor Arena) - Beyond the River Styx lies the realm of Hades, the denizen of Ghosts, filled with the tortured souls of the deceased. Hades' throne sits in the center of the Underworld, serving as the site of any challenges against the Ghost-type. A small arena has been formed from the flow of the water of the dead, outlining a tight circular stone area lit by eerie ethereal flames, casting a dim light over the battlefield that eliminates shadows. The water surrounding the battlefield is filled with malicious spirits that are attracted to Dark energy, and those employing Dark techniques run the risk of a quick assault by spirits, causing a bit of collateral damage.

With quite enough Greek Mythology in this match, I shall try not to make any more references lest the wrath of Zeus be upon me.

The Gym Leader will battle with, of course, Hades, who is a Dusclops, despite being trained enough to be a Dusknoir.
The challenger shall battle with a Machamp, named Maxim. And the battle begins!

Maxim seems distinctly uncomfortable in this environment. Seeking to undo at least one of the advantages Hades has over him, he uses Foresight, making sure that no trickery can occur for the next several rounds: probably more than enough for this particular battle. Hades smirks at this, and taps into his Psychic powers, a wave of energy flying across the arena to strike the Machamp for considerable damage. Wincing, but far from done, Maxim uses a quite...undignified move in this arena, waggling his fingers back and forth for a while in a Metronome-like motion. Nothing seems to happen, until Maxim suddenly inhales, then exhales, blowing walls of flames beneath the Dusclops in a Fire Bledge, burning the ghost for decent damage. Hades shrugs off the damage, however, and releases some more Psychic energy, though slightly weakened. Maxim winces, in a decidedly one-sided first round.

Maxim is exactly at the midpoint of health. Used good energy.
Hades took some damage, used some energy. Out of Psychic.
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Old 03-21-2012, 11:55 AM   #13
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"Bulldoze, Confuse Ray."
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Old 03-21-2012, 02:35 PM   #14
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Not sure how he's that low on health when it's forced 1.5/3 scale... Unless your wording is just ugly.

"Rolling Kick to keep from getting shaken up. Immediately grab him in a Submission and keep him facing away from you so he can't confuse you."
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Old 03-23-2012, 10:22 PM   #15
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I ref Dusclops as having more Psychic energy, but I messed up a little. You get a light bit of health back, hopefully shouldn't matter.

Maxim having more energy, but Hades having initiative, they both manage to get off their attacks at the same time. Hades starts stomping on the ground while Maxim starts rollin' rollin' rollin' rollin'. The shockwaves passing through the ground cause some damage to Maxim and makes him go off course. Cursing, Maxim manages to leap off the ground and quickly catch the Dusclops in a double armbar Submission, its four hands coming in handy. Facing away from the Machamp, it's unlikely to use Confuse Ray, and is taking a little damage every second...

Maxim took more damage, below the midpoint. Used some more energy, still not burned through a quarter.
Hades took some damage, still hasn't gotten through a quarter, but is in a Submission. Getting close to the three-quarter mark now.
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Old 03-24-2012, 02:42 AM   #16
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"Use your Strength to twist him about as you hold him so he can't concentrate on anything. Make sure he neither faces your nor the floor, though. Since your hands are busy, hit him with a pointblank Flamethrower."
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Old 04-05-2012, 02:36 PM   #17
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"Flash. Go for a Dynamicpunch while he's vulnerable."
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Old 04-07-2012, 06:02 AM   #18
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Being held in a quite painful position, Hades is quite desperate to escape. Focusing some energy into his body, he suddenly lights up like a few hundred light bulbs in the darkness of the arena. Momentarily stunned, Maxim releases his foe and takes several steps backwards, rubbings his eyes in pain. Managing to blink them open temporarily, all Maxim sees is the intimidating sight of a Dusclops heading at him, one fist charged with a lot of energy. He tries to block it, but it's too late, the Dynamicpunch finding its mark perfectly and making Maxim go several more steps back, being a little too heavy to go directly flying. The Machamp narrowly escapes hitting the walls of the arena, but perhaps this is good for his opponent, because it seems that Maxim is quite confused, ruining any opportunity to use a Flamethrower.

Maxim took some more damage, but used no energy. Is confused, though.
Hades took a very tiny amount of damage, and has less than three-quarters of his energy remaining.
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Old 05-01-2012, 05:40 PM   #19
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"Blizzard as you go slink away to hide in the shadows."

I should probably specify that there are actually shadows in this arena, beyond the bit of water.

>>;
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Old 05-01-2012, 07:45 PM   #20
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...you just used Flash and there are still shadows how? XD Might want to write something special into the arena for next time.

"Once that Blizzard knocks you out of your confused state throw on a Curse. Then hit hard with a Dynamic Punch of your own."
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Old 05-01-2012, 11:48 PM   #21
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Flash is only long term if I want to make it long term.
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Old 05-02-2012, 12:13 PM   #22
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Ladies and gentlemen, I present to you all of the experience I have with Flash.
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Old 05-07-2012, 11:53 PM   #23
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Quote:
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Flash is only long term if I want to make it long term.
Yeah, this, I'm pretty sure the key word in the description is "can".

As Maxim staggers around, trying to clear his head, Hades takes advantage of this. "Inhaling", as much as a ghost can do, he draws from his icy pools for a massive Blizzard, chilling the Machamp to the bone. Maxim's head instantly clears, but by the time he has recovered from the attack, Hades is already disappearing. Maxim's eyes try to follow him, but even a Machamp's eyes cannot locate him hidden in the shadows.

Maxim took some more damage, and now has only about a quarter of his health remaining. Still used no real energy.

Hades took no damage, but is starting to get slightly tired. Has not yet hit the midpoint, though.
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Old 05-08-2012, 11:03 PM   #24
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Machamp's movepool is garbage, and I'm pretty sure I've lost this matchup. But, instead of recalling him, I guess I'll just go for lulz.

"Metronome followed by Frustration. If you still can't see him, replace the latter with an Incinerate."

Seriously Machamp is bad, and I'm so getting a Mankey. >>;
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Old 05-09-2012, 12:37 PM   #25
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"Just stick to the sidelines and shadows for now and take some time to charge a Hyper Beam. Finish with an Ominous Wind if you need."
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