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Old 02-07-2014, 12:58 PM   #1
Concept
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UPN PASBL: DavetheFishGuy vs Firewater

2 vs 2
Slapstick
Equilevel
Short DQ
Switch=KO
Lawn Arena
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What can the harvest hope for, if not the care of the reaper man?
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Old 02-07-2014, 01:01 PM   #2
DaveTheFishGuy
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Cheers Concept, g'luck FW.

Sculptor's Token
Attachable Token
The Sculptor's Token symbolises one's skill in navigating and manipulating the beautiful surroundings of a winter wonderland. It can be attached to Ice-type Pokémon only and greatly enhances their species characteristics. The wearer becomes very sure footed and will maintain full mobility and stability regardless of the condition of the arena floor. Ice type moves which have a secondary effect such as freezing or stat drops are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. The token also provides fortitude and good cheer, rendering its wearer more resistant to moves which negatively affect its mental state such as Supersonic and Swagger. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.
Attached to: Maverick the Avalugg


Level 1:

Bruce: Male Pangoro
Pangoro: (Fighting/Dark) - Pangoro chews a branch in its mouth, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. It is quite intolerant of bullying or making fun, and if it or an ally is taunted or provoked, it will be under the effects of the move as well, but will also gain a significant boost in attack.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Dark-types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Under construction
No Signature Move

Hidden Power: Grass

Harold: Male Greninja
Greninja: (Water/Dark) - Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. It has an extremely keen sense of aim, and is able to reliably hit targets with projectiles even at a significant distance. Its water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields.
Water Pokémon are able to hold their breath under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Dark-types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Under construction
No Signature Move

Hidden Power: Poison

Doorman: Male Marill
Marill: (Water/Fairy) - Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Marill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.
Water Pokémon are able to hold their breath under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Fairies are slightly more adept at support moves than most Pokémon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.
Bio: Under construction
No Signature Move

Hidden Power: Bug

Courage: Male Granbull
Granbull: (Fairy) - Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.25x more powerful.
Fairies are slightly more adept at support moves than most Pokémon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.
Bio: Under construction
No Signature Move

Hidden Power: Psychic

Huorn: Male Phantump
Phantump: (Ghost/Grass) - Phantump moves largely by floating, with its flight ceiling being around head height. Its body is considered to be ethereal, but its wooden stump is always solid.
See the Ghost Pokémon rules.
Grass-types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass-types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
Bio: Under construction
No Signature Move

Hidden Power: Ice

Maverick: Male Avalugg
Avalugg: (Ice) - Avalugg's large, hefty body is hard as steel, but also causes it to be relatively slow. Its thick carapace of ice gives it a 20% resistance against physical attacks.
Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
Bio: Under construction
No Signature Move

Hidden Power: Flying
Attached Token: Sculptor's Token

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Old 02-07-2014, 01:04 PM   #3
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Nosepass (Male)
Hidden Power: Grass
Nosepass: (Rock) Nosepass’ nose acts as a magnetic compass, and can track the general direction (though not distance) of a Pokemon by homing in on the electric currents in their body, aiding them in situations where they cannot see the Pokemon in question. This of course works most efficiently against Electric types

[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.

Pineco *Traffic Cone* (Female)
Hidden Power: Water
Pineco: (Bug) Their movement (if anything) consists of mostly rolling, and thus all their body contact attacks (like Tackle and Take Down) are simple variations of Rollout. Pineco can bind themselves to trees as a move, using the tree bark to add additional armor to their shells, which will increase its defense, at the expense of making it more vulnerable to fire attacks. Adding bark happens automatically, provided Pineco has enough time to strip it and add it without being disrupted. When all usable bark is stripped, Pineco will detach from a tree (it may be ordered to detach earlier, if needed). Pineco can see in the dark.

[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.

Bio: Traffic Cone, or TC has developed herself into a successful pokemon, and was used by police forces to help apprehend fleeing criminals, when it was found that Growlithe, Arcanine and other police animals weren't quite as adept at stopping fleeing vehicles as they were at capturing them. As a result, before she joined me, TC had trained herself in the ways of disabling machinery and the ability of criminals to flee.

Signature Ability: Reinforced

Due to many years of stopping criminals from fleeing the cops, TC has found that her best method is through her Spikes ability. Through many trials, popped tires, boats, shoes, you name it, her ability to lay down preventive spikes became legendary in their strength, skill and effectiveness. All of her "Spike" moves (Spikes, Stealth Rock, Toxic Spikes) take more force from attacks to be knocked away. Due to her training, these moves also are faster in how quickly they react, even being quick enough to hit ghosts and other pokemon who may be able to avoid the attack, these moves all take 1.25x more energy to perform. This effect only lasts for two turns after TC is removed from the battle through knockout or switch, but while she is on the field, all stealth rock/spike based moves performed by her allies will obtain the speed boost to their effectiveness.

Klefki [Male]
Sigless

Honedge [Male]
Sigless

Mawile (Female)
Hidden Power: Flying
Mawile: (Steel) Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal. Also, attacks like Charm and Attract are slightly more effective.

[Steel]: Steel types, like rock types, have hard bodies 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 Pokemon prefer cold temperatures to hot ones.

Bio: Mawile was also a pokemon of mine who wished to work in human professions that were different than the usual bit, namely she was an assistant to a physical therapist. She learned a lot from her training, not only in how to heal others, but how muscles, joints and other vital parts of the human and pokemon body were able to work and function. When she decided to join me, it was then that she learned how to use her knowledge of the body to damage her foes in battle, as well as how she would contain unruly patients.

Signature Attack: Morphine (Typeless)

Mawile uses a Solid amount of energy to fire a energy burst at the opponent, that deals Solid damage. This energy, when it strikes the opponent numbs that part of the body, making it ineffective, and less responsive, as if the limb was not attached, or was otherwise not on the pokemon. This is more apparent when it hits a leg, or arm because the numbness is more effective, pokemon may trip while running, or physical attacks with that arm might fail on account of the brain, and the pokemon in mention not being able to feel said arm. This effect is temporary, and even if the Morphine blast is focused, the effect does not last more than a round. Meanwhile, given her training, Mawile has more of a feeling towards fighting types, since their body shape and size is the most similar to the humans she used to help, and Morphine deals supereffective damage to Fighting type pokemon through knowing the physique of the pokemon so well.

Skarmory (Female)
Hidden Power: Ground
Skarmory: (Steel/Flying) Skarmory’s skin is in response to the barbous places in which they live, so piercing or scratching attacks do less damage than normal against them.

[Flying]: Flying Pokemon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.

[Steel]: Steel types, like rock types, have hard bodies 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 Pokemon prefer cold temperatures to hot ones.

Bio: Skarmory worked and worked towards being able to combat foes of all shapes and sizes, but found that electricity was far worse to her than it needed to be for her to always win. As a result, she trained and trained, and eventually found a way to fight this weakness, as she quickly managed to create energy that helped her electrical problem, if only for a small amount.

Signature Attack: Lightning Rod (Steel)

Skarmory uses a Significant bit of energy to fire a rod of energy, that wherever it hits it will remain in the battle until it is destroyed. What happens is that while this rod is on the field, it absorbs a certain amount of electric energy, diverting it away from its owner before the full attack would normally land, so if a Thunderbolt is launched at Skarmory, the rod would take some of the energy before it hits Skarmory. This energy doesn't last forever, as after the rod absorbs enough electric energy (a significant amount), it will shatter, bursting into pieces and returning the damage to the pokemon guilty of the attack. The move only reduces the strength of the electrical damage by a Mild amount at a time, affected by distance, the strength of the electric move in question, and so forth. Should the electricity not be strong enough, the attack will be fully absorbed. Electricity from Skarmory's allies are not absorbed by the Lightning Rod. Because of this, Skarmory can't use Brave Bird. Also, she only can use this twice in a battle, and never against the same foe.


Klefki, your debut please!
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Old 02-07-2014, 01:12 PM   #4
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Fairy fight!

"Doorman, check his I.D.

Bubblebeam followed by a blast of Water Gun."
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Old 02-07-2014, 01:19 PM   #5
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Flash Cannon through the Bubblebeam, strafe away from the water gun as you give it some Spikes.
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Old 02-07-2014, 02:02 PM   #6
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Psyche!

Sorry, got distracted by dinner. I've written the round pretty much, do either of you object to 4/6 for speed? Either way is good by me.
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Old 02-07-2014, 02:03 PM   #7
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Really not fussed.
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Old 02-07-2014, 02:29 PM   #8
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Quote:
Klefki (Steel/Fairy): Klefki collects a large variety of keys on its ring, never letting them go. It can use them to attack physically or jangle them to create a loud sound to threaten or distract its foe. Klefki has limited levitation, allowing it to move low across the ground. Due to being a living keyring, it is inorganic.

Marill (Water/Fairy): Marrill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Marrills may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.
Round the First:

Doorman opens the round and his mouth, spraying a aquamarine stream of bubbles at his floating foe. Klefki cleverly counters the move, flashing brightly for a moment before unleashing a glowing silver orb. The orb punches through the array of water energy and soapy bubbles, being worn down as it forces its way along the stream. The remnants that arrive at the far end appear a mere shadow of their initial appearance but still impacts square into Doorman's face; and thanks to gen VI, he no longer resists it either!

Pleased with his success thus far Klefki spins around on the spot and lets loose many spikes. The small tacks spread out around Klefi's half of the field, making crossing the terrain their precarious. Unfortunately for the floating keychain, this move doesn't do anything which could constitute dodging and this ref isn't weak-minded enough to give them a free dodge just because the trainer said it would happen! Doorman's second jet of water, this one rather more solid looking, strikes Klefki squarely, causing a jangle to sound across the field as the round draws to a close.



Neither side took too much damage there, Klefki looking a little more injured than Doorman but both still with plenty to go. Neither side looks tired either, although in both cases they perhaps used a little more energy than they can get away with using every round if they want to remain on an even keel.
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Old 02-07-2014, 02:58 PM   #9
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Goddammit FW.
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Old 02-07-2014, 03:47 PM   #10
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had to go to campus,

Round, Mirror Shot
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Old 02-07-2014, 04:06 PM   #11
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"Muddy Water, then Muddy Water, using your hearing to find him should you need."
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Old 02-07-2014, 04:28 PM   #12
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Round the Second:

The round begins as your ref realises that Klefki is tiny and readjusts his mental image accordingly. Klefi itselfs makes the entire audience experience synaesthesia by making a lot of rainbow coloured sound. The waves wash over Marill causing its oversensitive ears to curl in pain. Doorman appears less than pleased by these developments, spewing forth another stream of water in retaliation. This one looks positively filthy though. Klefki gets smacked hard, and given its size it would take some seriously pinpoint aiming to not hit its face the poor keyring finds itself semi-blinded!

With Klefki trying to get its bearings for another attack, Doorman seizes the initiative and launches a second identical attack which succeeds just as well. Whilst this does nothing to clear up Klefki's vision, it does give it a good indication of which direction Doorman is in and it combines this information with what it can see (it's not totally blinded or anything after all) to land a really shiny ball of energy clean on Pikablue.


Doorman takes another blow but is still fine; he can stand for many more rounds at this rate. Energy is a little more of a concern; still above half but he really can't afford to keep going at this rate forever. If he tries to keep up the pace for another three or four rounds he'll collapse entirely, getting very inefficient before that. Ground energy is out.

Klefki looks slightly less tired overall but the energy gap isn't anything major. On the health from he looks distinctly less happy than his foe, wincing visibly as he hovers around the halfway mark. His vision is somewhat obscured by mud.
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Old 02-07-2014, 04:31 PM   #13
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"A barrage of Bubble if you please."
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Old 02-07-2014, 05:04 PM   #14
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Goddammit FW.
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Old 02-07-2014, 11:27 PM   #15
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I'm sorry, I really am... ;-;

Flash Cannon, Dazzling Gleam
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Old 02-08-2014, 12:22 PM   #16
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Round the Third:

RF reffing to ninja FW's inevitable fleeing again.

Bubbles happen! They hit Klefki and Doorman is pleased. However Flash Cannon and Dazzling Gleam also happen! This is less pleasing for Doorman, even though they both get partials because of a combination of Klefki's slight blindness and Doorman just sitting around during the second.


Doorman approaches the halfway mark for health but is still clear of it, is suffering some vision problems due to Dazzling Gleam, had a nice break for energy.

Klefki probably wants a break for energy, is approaching the halfway mark there, health took another blow and he's unlikely to last more than a couple of rounds if he keeps taking damage like he has over the past three.
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Old 02-08-2014, 12:25 PM   #17
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...Klefki, why is your movepool so bad.

Mirror Shot, dodge things.
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Old 02-08-2014, 12:29 PM   #18
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"Use your ears to guide you and fire a Water Pulse wave-style. Then stream Supersonic."
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Old 02-09-2014, 09:50 AM   #19
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This is the RF that never ends.

It just goes on and on my friends.
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Old 02-09-2014, 10:20 AM   #20
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What can the harvest hope for, if not the care of the reaper man?
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Old 02-09-2014, 10:48 AM   #21
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>Take RF on the condition that it finishes this weekend
>Don't ref

Dude. Come on.
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Old 02-10-2014, 11:26 AM   #22
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Round the Fourth:

Doorman meditates quietly. Om. Ommmm. Ommmmmmmmmmm. He listens to the wind. It whips around his ears... rustles through the grass.... jangles a set of keys-

*BAM*

And he gets hit in the face with another big shiny ball of steel energy (Klefki being an unimaginative sort of pokemon). The combination of incoming attack and enhanced hearing allow Doorman to overcome his poor vision, and the Pikablu retaliates with a nice wave (which for some reason we're allowed to summon from nothingness but we still can't have magic!surf. Muyo!). As an added bonus it washes away the majority of the spikes which surround Klefki. Klefki winces and looks to dodge any further damage, but has limited way to dodge supersonic and becomes confuzzled.


Doorman drops just below half health by the looks of it, and similarly for energy.

Klefki looks like he'll fall in another round or two if the match continues as it has, distinctly battered but still not on his last legs or anything. The one mover was appreciated, overall energy levels similar to Doormans.
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Old 02-10-2014, 03:20 PM   #23
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"Hydro Pump, Hyper Voice."
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Old 02-10-2014, 03:40 PM   #24
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Reflect, Thunder Wave
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Old 02-12-2014, 04:15 PM   #25
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Only Concept could lose the speedy bonus in an RF.
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