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Old 07-27-2014, 12:30 PM   #1
Charminions
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Blaziken UPN PASBL: DaveTheFishGuy vs Connor

Two dudes with massive squads, hashing it out with RNG'd squads to make use of their lesser-used members.

Quote:
DaveTheFishGuy (c) vs. Connor (a)
6 vs. 6
Singles
Equiall 6
Slapstick
72 Hour DQ
Referee's Poison for Arena
PMs with squads have been sent, and since it is my choice for arena, I've been asked to pick one that is rather fair to the two RNG'd squads. So without further ado:

Quote:
Shopping Mall: The battle takes place in, around, or on top of a large indoor shopping mall (Californians, think the Galleria in Roseville). Amongst the various A/C and filtration systems on the rooftop, there are also some glass skylights (including a Hugh Jass one in the middle of the roof), which, if broken, open up a way into the mall, which is like a standard concrete indoor arena with 2 levels (with the second level being walkways along the wall: thus, a Pokemon can see the second level from the first level, and vice versa), a bunch of onlookers, and lots of property to destroy. There's also some parking lots and the occasional outdoor promenade on the outside of the mall. Finally, since there are some larger retailers here (Sears, JC Penny, The Blonde Mecca (C)) parts of the rooftop are about a couple stories higher than the others. Battles can start anywhere in the arena, be it on the roof, or around or inside the mall itself.
Special Rules: Artificial Lighting (inside mall and parking lot), Building Edge (inside mall/mall roof), Terrain Edge (parking lot), Onlookers, Easily Destroyed, Fire Sprinklers (inside mall only), Roof Level (mall roof only)
I'm assuming this is not Hidden Squad, so Dave, go ahead and post your squad up.
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Old 07-27-2014, 02:15 PM   #2
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Cheers Charm. Good luck Connor, I look forward to seeing what you can do.


Onslaught Badge
Global Badge
The badge of the Donnybrook Shopping Mall, emblazoned with a flaming fist representing justice. This badge is given to trainers who triumphed in the Mall, and represents their skill and determination to win in an all out assault.
Badge Effect: Furious Onslaught
This badge allows the wielder to use one additional Three Move Combo in all of their matches.

Venusaurite
Attachable Token
A Mega Stone, Venusaurite allows Venusaur to Mega Evolve. In its Mega Form it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire-type attacks.
Attached to: Raffle the Venusaur


Level 6:

Slim: Male Dusknoir
Dusknoir: (Ghost) - Dusknoir is relatively solid and prefers that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, it can levitate with decent speed and agility, and can achieve a little more height (about 5 feet). Its defence and special defence are slightly higher than those of other Ghosts.
See the Ghost Pokémon rules.
Bio: Having benefited from recent revamps to his specialist attack, Slim has left his manipulation of illusions behind, now focused on the generic Dusknoir role of big fat tanky Ghost. Noticing that one of the key drawbacks of his species is its lack of recovery, he resolved to focus on restoring his health in order to last longer in battle, drawing inspiration from the various Water-types on the team with their access to a passive healing move.

Special Technique - Evil Deeds (GH):
Slim summons several rings of dark, shadowy energy which interlock and surround his body, using heavy energy. At the end of each round, one ring will return to his body to restore mild health, which lasts for five rounds. Essentially a variant on Aqua Ring and as such counts as a healing move.
Hidden Power: Bug

Albert: Male Abomasnow
Abomasnow: (Grass/Ice) - Abomasnow is able to disguise itself well in blizzards and snowy areas.
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.
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

Raffle: Female Venusaur
Venusaur: (Grass/Poison) - Venusaur is the fastest of the Bulbasaur family: however, it is the heaviest, and it lacks the agility of its lower evolutions. It is also incapable of standing on its hind legs, which means it has more trouble executing moves like Earthquake. Venusaur have multiple vines, which means they can hit and grab multiple things with their Vine Whip attacks.
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.
If not completely immune, Poison-types are highly resistant to poisoning.
Bio: Encountered deep within a tropical forest, I was lead to Raffle's location by Harbinger, his sharp nose once again coming in handy. Having long been fascinated by the Bulbasaur line, I was keen to capture the impressive creature, but the Venusaur mounted a strong defence. Despite her size, she was able to swiftly blend into the undergrowth, attacking unseen by manipulating the vegetation. However, her tactics proved no match for a Houndoom's sense of smell, and a Flamethrower soon found its mark. Roaring in pain, the mighty creature responded with a very strange attack, slamming into the ground and causing what looked like branches of rock to burst out of the ground, striking my Fire-type for a nasty return blow. This just made me even more determined to catch her, and after a few more attacks from each side the battle was won, Raffle joining my team. After she warmed up to being on the squad, she demonstrated the attack she'd created. Being so in-tune with nature, she'd managed to control it even after it was long-fossilised.

Special Attack - Petrivines (RK):
Slamming her forelegs to the ground, Raffle channels energy into it, similar to Frenzy Plant. Instead, this attack calls forth petrified plantlife, which strike the opponent for heavy damage, possibly inflicting piercing/scratching injuries in realistic, before shattering from the stress. This costs Raffle heavy energy, her Rock reserves fuel two uses per battle, and she can no longer use Frenzy Plant.
Hidden Power: Ghost
Attached Token: Venusaurite

Kesha: Female Jynx
Jynx: (Ice/Psychic) - Jynx, being part ice, are surefooted, and are less likely to slip on slippery surfaces. Their kiss attacks are also more effective.
Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
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: Another victim of a pop act that-Dave-really-shouldn't-like-but-somehow-does, Lizzie the Jynx became a bit obsessed with Kesha, taking on the persona of the singer, becoming yet another Jynx in the League to become a flamboyant female pop singer. The Ice-type followed her idol's theories of partying hard and applying ice based glitter, often waking up with some harsh hangovers, but she's not let that dampen her spirits. In fact, all this partying has given her inspiration for a new attack.

Special Attack - Flaming Shots (FI):
Kesha quickly launches five small flaming balls of vapour, which streak across the arena and hit the opponent. Each fireball deals light damage, adding up to heavy overall, and each carries a stackable 10% confusion chance (so if just one hits the opponent, there is a 10% chance of confusion, but if all five hit there is a 50% chance). Flaming Shots costs major energy to use, and Kesha's Fire energy fuels one use of this move, but her lack of serious concentration leaves her unable to use Psywave.
Hidden Power: Ground

Darktan: Male Raticate
Raticate: (Normal) - A Raticate's whiskers give it better balance than most Pokémon. However, if they are cut off, it will slow their speed and agility. Rattata and Raticate have powerful biting attacks, and any biting attack used by a Rattata or a Raticate does 1.25 times the damage. Raticate can see in the dark and have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Normal-types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. They are resistant to nothing, and are weak to Fighting, taking double damage.
Bio: One of a numerous clan of highly-intelligent Raticate, Darktan is an especially bright individual. Having grown up around a magical rubbish dump, he, like all other members of the clan, named himself from the words on one of the cans scattered about, fitting in with others such as Dangerous Beans, Peaches and Hamnpork, clan leader. Having gained sentience and the ability to speak, the clan went on numerous journeys with a similarly-affected Persian by name of Maurice, and a stupid-looking kid to pull various pied piper-esque scams on numerous towns. On the last of these, escaping from a hostile Arcanine lead him into the jaws of a rat-trap, but the archaic device was unable to finish him, instead leaving a nasty scar in his belly.
Using his specialist knowledge of mechanisms like this, Darktan was able to identify the weak-spot in the trap's design, putting his incisors to work and chipping through the tough metal, freeing himself. After finishing the scam, the clan parted ways, Darktan going off by himself to see if he could apply his skills elsewhere. After a while, he stumbled across the training area, where he was reunited with Maurice and joined the group. Using his previous actions, he was able to better prepare his teeth for biting through hard substances, and following training with various of my Rock and Steel-types, he was able to show that being tough wasn't always guaranteed protection from a rat's bite.

Special Training - Toolmaster:
Darktan's Hyper Fang and Super Fang attacks now deal 1.5x the regular damage to Rock and Steel-type Pokémon, but always cost 1.25x the normal energy, even if against softer opponents.
Hidden Power: Ground

Jack: Male Shiny Gallade
Gallade: (Psychic/Fighting) - Gallade is able to extend its arms and elbows. Its arms are also very sharp, and cutting attacks do slightly more damage.
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.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Bio: When the demon known as Aku arrived in the world and began to extend his influence across the land, there were many pockets of resistance. Spearheading this campaign was the Gallade chieftain of the neighbouring land, who received guidance from the three deities who defeated the original ancient evil that was the origin of Aku. Through strategy and cunning, the chieftain was able to defeat the demon, sealing him away and leading to a time of peace, restoring the land to its former glory and allowing the battle-weary army to settle down and raise their families.
However, after a few years of peace, Aku was freed from his defeat, allowing him to rampage across the land once more, capturing the chief who had defeated him. The noble was able to send his young son, a rare blue Ralts, away with his wife into hiding. The Gardevoir was able to guard her child well, sending him across the globe to receive training that would allow him to return and vanquish Aku once again. After many years studying with many different martial arts masters, the Ralts, now a proud blue Gallade, returned to his mother, who had hidden in a temple. There, the monks were able to pray to the gods who had helped before, who bestowed their power upon the young Gallade, infusing their energy into his armblades, power usually held by Pokémon of Legend.
With his training complete and his new weapon in hand, the warrior set off to avenge his father, engaging Aku in mortal combat. The shapeshifter held his own, but in the end was outmatched by the righteous young samurai, who was about to deliver the final strike with his new attack. However, the demon was able to trick his adversary one more time, sending him through a timewarp into the future, so that he could deal with him later. Emerging in the present, the Gallade adopted the moniker 'Jack' from some slang used by local youths before happening upon my squad. Seeking our help, we assisted him in defeating Aku, capturing the demonic Ditto while also acquiring Jack voluntarily, the Gallade wishing to stick around to keep an eye on Aku. Since then, he's seen plenty of battles of his own, using his unique attack to its fullest, notably helping me capture my Regice, Dorfl, during which battle he acquired a nasty superficial scar to the area around his right eye.

Special Training - Three Heavenly Kings:
Jack has gained access to Sacred Sword, and is able to use it twice per match.
Hidden Power: Water

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Old 07-27-2014, 02:23 PM   #3
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Good luck to you Dave, though given my squad, I reckon I'll need it more.

Bringing the Birdkeeper's Token.

Level 6

Hisano: Female Malamar
Malamar: Malamar is able to bioluminece, allowing it to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Its light-based attacks are slightly more potent than normal. Though it cannot levitate and its body makes it somewhat slow, its arms are long and quite stretchy, allowing them to attack from a distance. It is also a fairly able swimmer.
Biography: Hisano, aggravated that her species' light-based attacks are more potent without her species actually learning any which deal damage, poured her heart and soul into rectifying this vicious wrong.
Signature Training - Let There be Light!:
Hisano can now use Flash Cannon, Aurora Beam and Dazzling Gleam. She has type- energy enough to use each twice per battle. She can no longer use Psybeam, Destiny Bond, Flash or Retaliate. She also loses access to Giga Impact and Reversal as a Malamar.
Hidden Power: Fire

Sanageyama: Male Donphan
Donphan: The strip of black, leathery skin acts as treads for when Donphan is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Donphan are sure-footed, even though they cannot see their own feet.
Biography: Sanageyama is an inherently passionate Pokemon. His passion is first and foremost reserved for his leader Satsuki, but is otherwise channeled into honing his fighting spirit. His absolute dedication to both his leader and his sword like trunk have led to startling development's in the Ground- type's battling prowess.
Signature Move - Men! Dou! Kote!:
Concentrating, Sanageyama tenses the muscles within his trunk, before igniting his powerful fighting spirit. He then rushes the opponent, delivering three swift strikes with his aflame trunk. The three strikes in total will deal Massive Fire- type damage, but the third strike has a fairly high chance to be dodged, down to referee's discretion. The chance of avoiding is obviously dependent on factors such as tiredness of the two combatants. If only two strikes land, this attack deals Considerable Fire- type damage. This technique requires Significant Fire- type energy, and Sanageyama has type energy enough to use this technique twice per battle, but the technique will leave him drained somewhat immediately after use akin to Fury Cutter.
Hidden Power: Ground

Kano: Male Archeops
Archeops: Archeops is much closer to a raptor than a bird and despite being able to fly, prefers to run. Due to its fairly primal wings, it needs to get a running start in order to take off.
Biography: Kano loves to be in the air. He finds it a great injustice against his species that they be cursed with poor flying capabilities. As such, he trained to remedy this heinous act of nature.
Signature Training - Reach for the Stars!:
Kano has developed much more powerful wings, allowing him to fly as well as any other Flying- type.
Hidden Power: Grass
Attached: Birdkeeper’s Token

Jabberwock: Male Seismitoad
Seismitoad: The lump-like structures on Seismitoad's sides act as amplifiers, giving Seismitoad a boost to moves that involve sound or vibrations, including moves like Earthquake. Also, using a move, Seismitoad can cause its lumps to vibrate, giving a slight boost to its next physical attack.
Biography: Jabberwock, acting Head of the 34th Division Pillar Squad, son of the previous Head Behemoth. As a young Tympole, Jabberwock would constantly be mocked as a weakling, much to his chagrin given his families stature. This lead to him training relentlessly, fueled by his inconsolable rage. Eventually, Jabberwock went on to mercilessly defeat every single Pillar Head of his father's organisation, only falling to Behemoth himself. This led to Behemoth accepting his son as a powerful entity, and left him to to be the Head of his organisation.
Signature Move - Fly King's Servant:
Channeling a Major amount of Bug- type energy over his body, Jabberwock charges forwards with an incredible speed, slamming into his opponent brutally. This attack will deal Major Bug- type energy, and Jabberwock has enough type energy to use it twice per battle.
Hidden Power: Flying

Gamagoori: Male Swalot
Swalot: Swalot is stretchy and elastic, allowing it to easily change its shape and size. It can inflate to raise its defense. It can swallow almost anything, and can do so as a move.
Biography: Gamagoori was once a picture of valiance. He stood up for all the underdogs, his single purpose in life was to live by his code of justness. That was until he met Satsuki. Powerless before her overwhelming power, he felt himself fall into despair, before deciding to pledge himself to his mistress for the remainder of his life. He slowly fell into anger and rage, discovering that he had powers held within which he could never have hoped to access in his previous condition.
Signature Training -Mine is the Power!:
Gamagoori can now use Dark Pulse, Snarl and Pursuit, with type energy enough to use Dark Pulse twice per battle. He no longer has access to Gunk Shot, Explosion, Selfdestruct, Fire Punch, Shock Wave or Pain Split.
Hidden Power: Fighting

Uri: Male Luxray
Luxray: Luxray's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.
Biography: Under Construction.
No Signature Move.
Hidden Power: Grass


Kano, grace the skies.
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Old 07-27-2014, 02:29 PM   #4
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"Guess who's back? Back again? Slim.

Mean Look. If it fails, then do it again. If not then fire off a Shadow Punch."
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Old 07-27-2014, 02:34 PM   #5
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Kano, spew him a Taunt, fast as you can now. Follow with U-Turn to the obvious. Hisano, emerge.
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Old 07-28-2014, 09:23 PM   #6
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Round 1: The Real Slim Shady

With all preparations settled, both trainers enter the Shopping Mall with their set squads in mind. First to be sent out is Kano the Archeops on the side of Connor, while Dave responds with Slim the Dusknoir.

Quote:
Archeops (Rock/Flying): Archeops is much closer to a raptor than a bird and despite being able to fly, prefers to run. Due to its fairly primal wings, it needs to get a running start in order to take off.

Dusknoir: (Ghost) - Dusknoir is relatively solid and prefers that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, it can levitate with decent speed and agility, and can achieve a little more height (about 5 feet). Its defence and special defence are slightly higher than those of other Ghosts.
Kicking things off, the two foes stare each other down. A whole mind game ensuing as dark energy brims around the two combatents. Slim's look is one of malicious intent, packed with energy in the hopes of locking the Archeops into this match-up, while Kano is working on placing a curse of his own to prevent the said lock down. Fortunately for Slim, his initiative allowed his Mean look to finish just before the curse is placed. With a wild grin, Slim rears his fists back- encasing them with his primary energy. With two swings, the energy flies towards the Archeops in the form of ghostly fists, who simply banks to the side- avoiding a fist while the other smacks him for an alright strike. Slightly deterred by the Mean Look and unable to switch out, Kano continues hovering in the air a good few feet with little to do.

Summary:

Some damage to Kano, everyone feeling quite healthy. Both are still quite fresh.
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Last edited by Charminions; 07-29-2014 at 11:37 AM.
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Old 07-29-2014, 04:37 AM   #7
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Move in quick and fast. Night Slash, transitioning neatly into Dark Pulse as you move beyond him, making sure to put some distance between you both.
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Old 07-29-2014, 08:33 AM   #8
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Would the initiative of Mean Look not beat out Taunt? Seeing how they are now both curses that take similar amounts of time (and Mean Look is capable of disrupting a straight switch) and Taunt's near-instant verbal element doesn't really exist anymore.
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Old 07-29-2014, 11:35 AM   #9
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Rushed reffings aren't fun and I forgot initiative is a thing. Edited.
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Old 07-29-2014, 12:22 PM   #10
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Mid Charge Hyper Beam as you ascend as quickly as you can. Continuing to put as much distance between you both, lay down an Ancient Power.
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Old 07-29-2014, 12:28 PM   #11
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Cheers Charm, no worries.

"Icy Wind, then increase the Gravity."
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Old 07-30-2014, 02:05 PM   #12
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Round 2: Fly No Mo'

Kano kicks off the round with a few heavy flaps of his wings, getting a good distance up into the air as bright orange energy emits from his mouth. With a loud caw, the Archeops opens his mouth wide, casting a beam which slams into the Dusknoir for a sizable blow. Slim grunts upon the impact, but retaliates swiftly, exhaling a frosty wind whose widespread nature easily washes over the raptor bird. Chilled by the blast, Kano has a harder time continuing to ascend, but continues on with her orders- forming more energy into her mouth, this time tinted brown to indicate the Rock-typed base before releasing the energy in a compact orb. The orb strikes true as another sharp grunt echoes the mall, though Kano isn't grinning for long as the gravity around him suddenly heightens. The pressure becomes too much for the Archeops' wings to bare, forcefully grounding him and eliminating any ascension distance he created in the round- leaving them a good couple meters apart. On the bright side, the raptor still has his strong legs for running- a form of transportation he seems to prefer anyway.

Summary:

Damage exchange was more or else the same, both still good ways before reaching the end of their first third. Kano feels better on the energy front, however, as Slim is no longer fresh, but should be able to manage a two-mover.
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Old 08-04-2014, 01:17 PM   #13
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"Shadow Ball. Add in a Sucker Punch if he comes close, otherwise relax and try to dodge what you can."
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Old 08-04-2014, 01:38 PM   #14
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So I'm fairly sure the conditional for Sucker Punch requires him to stay solid, so.

Heat Wave, see if you can't dull the impact of that incoming Shadow Ball. Follow up by throwing him a Stone Edge to think about.
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Old 08-05-2014, 03:39 PM   #15
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Round 3: Rock Solid

Starting off the round, Slim Shady accumulates his ghostly energies into a focal point between his hands. With a heavy 'whoosh' sound that makes everyone in the mall awe, he casts the energy off in the form of a Shadow Ball. Kano begins to flap his wings in response, generating powerful heated winds which whirl towards Slim. Largely composed of wind, the Heat Wave doesn't do much to weaken the assault, though it slowed down the orb enough for Kano to react. Beginning to run to the side, the ethereal ball explodes on the ground inches away, leaving the Archeops still hurting from it in the end. The Heat Wave on the other hand, got through to its target just fine, as Slim instinctively solidifies and stands his ground. Remaining solid, the Dusknoir watches the prehistoric carefully, prepared to retaliate for any close-up assault. Kano doesn't seem to mind, maintaining his distance as he releases his natural Rock energy around him. The energy soon forms into jagged stones, which briefly circle around its caster before soaring off towards the Dusknoir. Slim was focused throughout, reacting in time to bank to the side, though he still takes some stones to his body before the barrage is over.

Summary:

Both Pokemon are pretty neck and neck, both close to reaching the end of their first thirds now. Slim is refreshed after the one-mover, while Kano would like a one-mover round himself.
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Old 08-05-2014, 04:00 PM   #16
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Just get a Tailwind blowing behind you, staying evasive as possible.
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Old 08-05-2014, 04:12 PM   #17
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"Nail him with a Blizzard, then watch him dodge an Earthquake."
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Old 08-06-2014, 03:05 PM   #18
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Round 4: Wind on Wind

With some heavy flapping, Kano generates a lasting wind coming from his side of the mall. This could prove to challenge Slim's forward movements while helping Kano's own. The Dusknoir doesn't seem too bothered, however, huffing in a tremendous amount of air as he infuses all of his Ice-type energy into the mix before blowing forth a devouring Blizzard. The Tailwind does little to buffer the concentrated snowstorm, the frosty elements blowing through and nailing the Archeops' side for some big damage. The prehistoric shudders, the cold chilling part of him greatly and potentially affecting his mobility for the time being. This forces a grin on the Dusknoir, as he charges Ground-type energy into his fist before slamming the ground- only, the floor is compact concrete and very little of the energy actually makes it to the Archeops.

Summary:

Kano's health dove below the half point. Energy-wise, he's refreshed and raring to go. Slim had a pretty energy intensive round and will require an immediate break. Ice is gone and Ground can fuel another Earthquake.
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Old 08-06-2014, 03:13 PM   #19
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Not even a partial on Blizzard? Sure, Tailwind would have done little, but it's also meant to improve the agility and Kano has Birdkeeper's attached.
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Old 08-06-2014, 03:21 PM   #20
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Edited.
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Old 08-06-2014, 03:46 PM   #21
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Pretty sure the mall isn't completely solid concrete as I've seen Ground attacks be used there with no problem many times in the past.
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Old 08-06-2014, 04:00 PM   #22
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That's ... extremely silly. Irrespective of what the flooring is made of, it should be pretty sturdy, and Ground moves should almost certainly not function at all that well. I mean, come on.
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Old 08-06-2014, 04:25 PM   #23
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Well yeah but you'll forgive me for questioning why my use of Earthquake does bugger-all compared to the dozens of times I've seen it work perfectly in this arena.
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Old 08-06-2014, 04:30 PM   #24
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Oh yeah, if you've seen it work in the arena before then I can understand.

I just still don't comprehend what kind of a mall would have flooring which is Earthquake-able when you consider what the League defines as being a good medium for Earthquake.
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Old 08-06-2014, 07:25 PM   #25
Charminions
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I've never personally seen EQ work in the mall, but regardless, EQ has been defined enough at this point to make it pretty obvious that it would not work well in a two-leveled indoor concrete arena. I granted a small amount of damage to pass through due to Dusknoir's size, but I don't see myself budging much on that one. I'm not sure who let that slide before or at what period of time in the league's history it was allowed, but I just don't agree with their logic.
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