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Old 10-18-2014, 12:35 PM   #1
Extroph
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Darmanitan UPN PASBL [Exhibition]: Machamp-X & MtG versus SoS & TDS

Hello friends, welcome to everyone's first Tag Battle (maybe)! Let's all have fun and be great sports. If you have any questions concerning my reffing as the match progresses, let me know. Since this will be a 6 v 6, everyone will get the possible chance of using a total of 3 Pokemon for the match.

---

Exhibition Match: Machamp-X and Mew The Gato vs. Son_of_Shadows and The Desert Spirit
6v6
Tag Battle
Equiall highest
Slapstick
72 HR DQ
Switch = KO
Arena: Ref's Choice


---

The match will open like this...
1) Machamp-X and MtG will post squads
2) SoS and TDS will post squads and send out their Pokemon
3) Machamp-X and MtG will send out their Pokemon and order
4) SoS and TDS will order
5) I ref the round
6) SoS and TDS will order
7) Machamp-X and MtG will order
Etc etc..

Since the match is Equiall Highest, it shall be Trainer Level 4 (Mew the Gato's level). Please post your squads accordingly.

Now... as for the Arena:

Clay (Outdoor. Standard Arena for Outdoor Battles): A basic, standard terrain. Nothing special. The arena used for the 5th round of the Indigo Pokémon League in the anime is a prime example of a Clay Arena.

The arena I chose isn't very complex because I feel like the battle is complex in and of itself. Squad up, Machamp/MtG!

Last edited by Extroph; 10-18-2014 at 12:41 PM.
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Old 10-18-2014, 01:36 PM   #2
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Mew Having 77 Different Pokemon Between Us Is Fun

Thank you for refereeing, and battling.



Agnibandar: Level 4 Male Infernape (Ug(h)-knee-bun-duhr)

Spoiler: show


Quote:
Infernape (Fire/Fighting): Infernape have flames on their head. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on how intense the battle is, with a larger plume as the situation goes dire. Infernape are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Agnibandar comes from a long line of speedy Pokemon, a fact that he shares with Mendakh. While he was formerly a Chimchar, and Mendakh a Froakie, the two were quite good friends. While Agnibandar sported somewhat better Type versatility, Mendakh was too quick for him. The Froakie always moved with ninja-like speed, and Agnibandar almost, if not always, was left in his shadow when it came to being speedy. In fact, it could be said that Agnibandar was inherently a bit slow for his species. Mendakh did not seem to even know about how jealous Agnibandar was of him. It was as if he had no potential, no talent, and was bound to never improve.

Agnibandar gave up after a while. He had come to the conclusion that he could not possibly outspeed Mendakh. He could not even remember exactly why he actually wanted to do so? Was it because Mendakh was admired widely because of his excellence in speed? Agnibandar noticed that after he finally gave up and was free of the burden of competition, he was actually performing better than before. This is when Agnibandar realized that the stress from envying Mendakh was what was putting him under pressure and preventing him from performing to his full potential. Filled with this new spirit, Agnibandar practiced for a long time to try and improve. He was no longer trying to outshine Mendakh -- he was trying to outshine himself.

Hidden Power: Ice

Special Training: Tivra Gati

Agnibandar has a permanent long term Agility boost, and thus, can move extremely fast, and is more likely to dodge attacks. However, due to this, he can no longer use Swords Dance, Nasty Plot, Hone Claws and Work Up. He also ironically loses access to Flame Charge and Aerial Ace, while also forgetting how to use Close Combat, Poison Jab and Swagger. Also, Agnibandar takes slightly more energy to move around, like normal Pokemon with an Agility boost.

Item Attached: Firebreather's Token





Mendakh: Level 4 Male Greninja (Main-ddhuckh)

Spoiler: show
Quote:
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. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their 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. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Mendakh has always been interested in battling stealthily, taking advantage of moves like Smokescreen and Camouflage to hide and take his opponent by surprise. Due to his lack of diversity with his offensive movepool, he commonly finds himself being walled by quite some opponents. Deep inside him, he wants to take an offensive route, too, but knows that this will just lead to him being taken down soon, the opponent resisting his barrage of attacks. He had always been thinking of ways in which he could safely take an offensive route in battle like most of the other people in the squad could, but he seemed to be stuck at a dead end.

This, however, did not last once he encountered a wild Gloom. The Poison Type managed to inject toxins into Mendakh's body, while resisting his favourite, Water Type attack. Throughout the battle, Mendakh had a sick feeling inside his body. He could feel that the dreadful substance that had been injected inside his body was whittling him down, weakening him slowly and surely. Although he lost the battle when the Gloom paired this strategy with some typespam, he felt that he had finally found what he had been looking for so long. An excellent mix of stealth and reliable damage was... poison, which he proceeded to research about.

Hidden Power: Ground

Special Training: Poison Dart Frog

Mendakh is now familiar with Poison Type moves, and has gained Sludge Wave and Venoshock as moves. However, in return, Mendakh has lost the ability to use Toxic, Giga Impact and Spikes. Mendakh has lost his resistance to Fire Type Moves, too.





Bhoot: Level 4 Male Dusclops

Spoiler: show
Quote:
Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts.
Bhoot is usually very silent and ominous, and seldom speaks. He usually minds his own business, but can creep up on someone extremely silently if needed, and usually does so to scare a squad member who misbehaves. He is excellent at causing fear due to his reputation around the squad, he is often said to be related to death. This has earned him the nickname of "Mriteau", which means "death" in another language. Despite this, Bhoot has never shown signs of being anything but benevolent towards the other members of the squad, never harming them physically, and only scaring them if it is necessary to make them behave properly.

The first signs of a sense of Bhoot having a sense of humour was noticed when Bhoot first heard his nickname. He made a sound that he had never made ever before, as far as the other Pokemon knew, one resembling a chuckle. Bhoot apparently decided that it would be amusing to actually develop a move that shall actually make his opponent feel that way. For a long time, sights of him among the other squad members became even more scarce than usual, until he seemed to just re-appear one day. The next time a Pokemon misbehaved, he felt a feeling of dread more than ever before when Bhoot had scared it, and the Pokemon grew even more wary of Bhoot.

Hidden Power: Bug

Special Move: Terror

Countless projectiles resembling the blades of a scythe appear around the target in the formation of a ring. The target shall be hit by one of the projectiles for mild to moderate damage, and the others shall instantly disappear for that round. Every round, one projectile shall reappear and hit the target for mild to moderate damage. This damage is typeless, and not affected by Type matchups. Each projectile shall always deal mild to moderate damage, regardless of the target's defensive or Bhoot's offensive boosts. This move's effect shall not be passed if the victim uses Baton Pass, U-Turn, Volt Switch or any similar moves, but this move's effect shall still harm the Pokemon that it was initially used on, even if the victim switches out and switches back in. Bhoot spends high energy to use this move. He can only use this move twice at most, and only once on a single target. While developing this move, Bhoot forgot how to use Destiny Bond, Grudge, Nightmare and Embargo. Due to counting as a status effect, anything that cures all kinds of status will cure the victim of this move.




Lucas: Level 4 Male Raichu (Lyu-kaa)

Spoiler: show
Quote:
Raichu (Electric): Raichu are the fastest of their evolutionary line, if not the most agile. They are able to use their tail to channel Electric attacks. Direct contact with the foe using its tail will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.
Lucas has red stripes on his body, not including his head, limbs or tail, and the upper parts of his hands. His cheeks are light pink. Initially, as a Pichu, Lucas used to be very shy, unlike his brother, another Pichu, who was very outgoing. They were raised by a Sunflora. One day, when Lucas was very young, while they were heading back home, they encountered a Tyrantrum, who was covered in a metal coating that made it nearly invulnerable to all attacks. The Sunflora threw Lucas and his brother into the river so that they can escape, and she herself was promptly killed by the Tyrantrum. Although his brother attempted to avenge the Sunflora, he was killed as well. It was rumoured that his brother had displayed the ability to use Psychic powers during the battle.

These experiences frightened and saddened Lucas greatly. In a day that started normally, and on an upbeat note, his family had been torn apart. The only true friend that remained with him was a Vulpix, who accompanied him almost everywhere. Three years later, although Lucas had grown emotionally and physically stronger, the past still haunted him. Once, when he was walking through a train tunnel, looking out for any trains because he did not want to be hit by any, he encountered a masculine Gothitelle bathing in a hot spring.

The Gothitelle said that it could sense a tremendous amount of Psychic power emanating from Lucas. He asked Lucas to draw closer, and the Pikachu did. The Psychic Type promptly pushed him underwater, the Electric Type struggling to get out. At last, the Gothitelle released its grip. Lucas gasped for air, and felt very strange. The Gothitelle revealed that it was how his Psychic powers were supposed to be unlocked, because, the closer he is to the ground, the easier it is for him to obtain the powers. His potential unlocked, life was never the same for Lucas.

Hidden Power: Ice

Special Attack: PK Flash

Lucas unleashes a huge burst of blindingly bright Psychic Type energy in front of him. This attack deals considerable Psychic Type damage, and can leave any victims that see this burst with temporary blindness or blurry vision. In general, it just reduces the target's accuracy by a significant amount. Usual boost stipulations apply to this accuracy loss, although it is more potent from close range. This attack requires heavy Psychic Type energy to perform, and Lucas has the Type energy to use it twice per battle. He never learnt how to use Nasty Plot, Curse, Counter, Swagger or Attract, due to being so innocent and timid.





Fírnen: Level 5 Male Flygon (Uplevel) (Feer-nin)

Spoiler: show
Quote:
Flygon (Ground/Dragon): Flygon are not as proficient at digging as their basic form but can still conceal themselves well within sandy environments and fight more enthusiastically in them. Flygon’s shielded eyes are adapted to seeing in a sandstorm and such are not hindered in heavy sand or fog. Flygon can see in the dark and are resistant to light based attacks targeted at the eyes such as Flash. They are agile fliers, though not exceptionally fast, and are familiar with the Bug type. Because they flap their wings so quickly and produce a near ultrasonic but distracting noise, attacks which use their wings to strike have a 10% flinch chance against its targets.
Fírnen, as expected, had lived in the desert for a long time, and was born in those harsh conditions, having to deal with the lack of water, and arid, hot weather. During his younger years, he struggled to keep up with his burning feet and eyes, his only place of relief being the cool sand inside the burrows that he made. He had to often work extremely hard in search of food, a lot of the desert Pokemon being extremely wary, making sure that they do not get trapped in the traps in the sand that he made. Starvation was constantly a problem, and he had to go without food quite often. Not only that, but the predators were a threat, too. In his weak form, most other desert Pokemon could eat him up.

These conditions, however, only served to make Fírnen tougher. By the time he joined the squad, he was an extremely determined Pokemon, and always made sure to make things that he wants happen. Although his courageous behaviour was hard to cope with sometimes, it was also a source of inspiration for the shier members of the squad, who were not as willing or enthusiastic about performing dangerous deeds. Fírnen has now become a source of hope for the whole squad when things do not look good.

Hidden Power: Steel

Special Training: Persistence

Whenever he takes first super effective damage from an attack, Fírnen shall have his physical Attack boosted out of frustration, depending on how powerful the move was. If the move is super effective (Grass, Ice and Water in the case of Trapinch, Dragon and Fairy in the case of Vibrava and Flygon), he shall get a boost similar to the boost from Power-Up Punch. If he is hit by a doubly super effective attack (Ice in the case of Vibrava and Flygon, not applicable in the case of Trapinch), he shall get a boost similar to one from Swords Dance. Standard boost stipulations apply. Fírnen can only get a boost from this once per match. Due to spending so much time in the desert, Fírnen never learnt how to use Giga Drain, Toxic, Hyper Beam, along with Swords Dance and Giga Impact as Flygon.





Aasha: Level 4 Female Togekiss

Spoiler: show
Quote:
Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss are also capable of minimal levitation, allowing them greater stability. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one.
As a Togepi, Aasha was an extremely excellent runner despite her tiny limbs, having the stamina and speed to match even the fastest of Pokemon when it came to simply running. Even her Pokéathlon statistics gave her the maximum rating for both speed and durability in this field. She loved competing in the Pokéathlon competitions, where she slowly grew faster and faster over time. In the rare occasions when she actually participated in a battle, she focused on speed a lot, appearing to gain sudden boosts in speed when she performed certain motions. It was as if running fast was like an art to her. It came naturally, but still had room for improvement.

However, certain changes indicated that Aasha was about to evolve, and as widely known, a Togepi's evolution are much better at flight than movement on foot, and Aasha decided to prepare for the change as well as she can. She developed a love for jumping, growing extremely light footed. The signs of her evolution becoming surer and surer, she started to become able to maintain bursts of speeds in the air. As evolution drew closer, she only grew better.

Hidden Power: Ground

Special Move: Godspeed

Aasha cloaks herself in white, typeless energy, and flies towards her opponent at a pace rivaling Quick Attack. However, Aasha has great control over this movement, and can make even sharp turns while executing this move. She rams into the target, dealing considerable tyepless damage, then quickly retreats as far from the opponent as possible. After she uses this move, Aasha is left with a speed boost. Standard boost stipulations apply. If Aasha cannot fly for some reason, she shall simply leap as high into the air as possible and use the energy surrounding her to propel herself in the air and perform this move. This move requires severe energy to perform, and can only be used twice per match. While developing this move, Aasha forgot how to use Toxic, Double-Edge, Protect, Detect, Psyshock, Extrasensory, Morning Sun and Soft-Boiled. Upon evolution, she also loses Roost.

Item Attached: Birdkeeper's Token

Last edited by Mew The Gato; 10-18-2014 at 02:03 PM.
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Old 10-18-2014, 03:49 PM   #3
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Agatio the male Blaziken, HP Water. Cath the Magnezone, HP Water.
Mia the female Azumarill, HP Ground.
Scorpius the male Gliscor, HP Grass.
Sig: Flight?

Scorpius can now glide up to ten feet off of the ground, expending mild energy every turn to do so. It has the flight prowess of a Beedrill, and is not particularly fast or agile, but is fast and agile when directly above the ground. Loses Sandstorm, Sand Tomb, Stealth Rock, Aqua tail, Agility, Earth Power.
Chalis the female Honchkrow, HP Ground.
Ancient the male Venusaur.
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Old 10-19-2014, 05:47 AM   #4
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1. Jynx, "Chanteuse", (F), level 5 (uplevel)
Biography: Chanteuse belonged to a small troupe of performers, and she was their star dancer, as well as backup vocalist in many cases. But she longed for the spotlight and centre stage with her beautiful voice, feeling that her cuteness as a Smoochum and later beauty as a Jynx placed her above the rest of her troupe. This attitude got her booted to the kerb, where she happened upon SoS, performing with Theatric at the time. Joining in their performance earned her rapturous applause, and she blew kisses to the crowd... Unfortunately, the passion she put into these kisses turned out to be a little fiery, leading to the trio being run out of town as arsonists. But nevertheless, a lifelong friend and performer was made.
Signature: Special Training - Passionate Kiss
Chanteuse's kissing moves now take considerable energy to perform due to the immense amount of effort and passion in each and every one, but this passion manifests itself in fire energy. Each kiss is now half Fire energy and can deal Fire type damage as a result. The shock of these kisses allow them to inflict paralysis, but only if Chanteuse makes direct contact.
Hidden Power: Ground


2. Starmie, "Gem" (N), level 4
Biography: TBC
Signature: TBC
Hidden Power: Ground


3. Venomoth, "Rydia", (F), level 4
Biography: TBC
Signature: TBC
Hidden Power: Rock


4. Hitmonchan, "Irishman", (M), level 4
Biography: Irishman is known for three things. Chronic alcoholism, remarkable jigging ability, and hating the English, especially Connor. He was encountered when SoS took a trip to his local watering hole, only for the Hitmonchan to have come down from the mountains after stealing the booze of some campers and wanting more. When the bartender refused to serve the Pokémon, he went berserk, starting a bar brawl, which SoS brought to a close by cracking a pool cue on his head. This somehow earned him the boxer's respect, and they split a Guinness in celebration. As it happens, the black stuff has a profound effect on Pokémon biology however, and Irishman learned the power of ranged fighting.
Signature: Special Training - Shadow Boxing
Irishman now has the ability to launch some of his energy-based punching moves as projectiles; specifically Fire, Thunder, Ice, Drain and Dynamic Punch. However, these ranged attacks are not affected by the boosted strength of Irishman's punching attacks as defined in his species characteristic and cost an extra minor in energy to be used in this fashion, though at close range, they function as normal. However, as a consequence, he has forgotten how to use Focus Blast and kicking moves completely.
Hidden Power: Ghost


5. Noctowl, "Bishop", (M), level 4
Biography: Bishop lived in a monastery with a religious order, dedicated to the banishing of evil from the world, represented to them by the Dark and Ghost type in Pokémon. Known as the Holy Shine Order, they conducted regular hunts in the woods and trained Pokémon capable of battling these types. For his natural ability with Foresight and night vision due to being an owl, Bishop was one of the Order's most deadly weapons. However, the Order would soon make enemies of trainers and Pokémon everywhere, leading to the razing of the monastery. Most Order members fled, or were killed in a single night, but one Pokémon was left behind - Bishop, whose cries haunted the empty, ruined halls. Had he not been found by a passing SoS, he would have starved to death, and now travels alongside him, hoping to find information as to the whereabouts of surviving Order members and carrying on their legacy.
Signature: Special Training - Slayer
As part of his training with the Holy Shine Order, Bishop's STAB attacks now do 20% extra damage to Dark and Ghost types, though this does not stack on Pokémon with both of these types (ie Sableye and Spiritomb would still just take 20% more damage, rather than 40%). As a consequence, Bishop has lost access to Night Shade, Shadow Ball, Feint Attack, Thief, Nightmare and Curse, as these unholy techniques do not befit the Order.
Hidden Power: Ground


6. Abomasnow, "Yeti" (M), level 4@Abomasite
Biography: TBC
Signature: TBC
Hidden Power: Ground

Equiall 4 is fun! STARMIE WHEEEEE

We lead with Rydia!
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Because I look damn good in a dress.
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Old 10-19-2014, 09:41 PM   #5
The Desert Spirit
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Grimette: level 4 female Muk
Hidden power: Fighting

Kelly: level 4 female Marowak
Hidden power: Dark

Serenity: level 4 female Gardevoir
Sig: Special attack- Glitter Ray
Serenity fires a pink glittering beam of fairy energy at the foe, dealing decent damage for good energy. Due to the strange glittery energy in the attack, the foe also becomes confused when hit.
Hidden Power: Fire

Raion: level 4 male Luxray
Hidden power: Ice

Feng: Level 4 male Krookodile
Hidden power: Flying

Luminous: level 4 female Malamar
Hidden power: Steel

Go, Kelly!
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Old 10-20-2014, 10:21 AM   #6
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"Our foes are dangerous indeed. Bhoot, appear. Start out as high as possible in the air, shooting Marowak a Confuse Ray. If it confuses him, shoot Venomoth a Shadow Ball. If not, punish the Marowak with Ice Beam."
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Old 10-20-2014, 11:24 AM   #7
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Chalis. In the air as high as you can.
And give 'em a good beating alongside Bhoot, shall we?

Taunt Venomoth, then swoop down with Sky Attack to strike Rydia, swinging back up with the momentum. Remain evasive by circling around, swinging below any attacks fired at you.

Last edited by Chalis; 10-20-2014 at 12:47 PM.
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Old 10-22-2014, 02:30 PM   #8
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Rydia, try a quick Screech to disrupt our opponent's Confuse Ray, before Taunt if you can manage it. Then U-Turn out to Bishop, released as high in the air as we can!
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Old 10-24-2014, 07:28 AM   #9
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Team Shadow Spirit, advance!

Kelly, wait out the screech, if you still get confused, use Focus Energy. If not, Protect from their ice beam. Either way, finish with a Stealth Rocks.
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Old 10-24-2014, 02:20 PM   #10
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ROUND 1
Dusclops|Honchkrow v Marowak|Venomoth

The dust on the ground shifts slightly as the presence of life appears in the Clay Arena. Four trainers, two per side, approach closer toward the arena. The sun's piercing rays are calmed by the shade of the clouds, a gentle breeze to pair with the soothing weather. However, the calm will soon be interrupted by the storms of battle as all four trainers arm themselves with one Pokeball each. They all exchange words of sportsmanship, yet the ultimate goal of victory is concealed within themselves. On one side of the arena stands two trainers, both eager to battle. Son_of_Shadows, a trainer that is well acquainted with many formidable battlers, stands alongside one that calls himself The Desert Spirit. They send out their Pokemon, a Venomoth and a Marowak, both ladies just as eager as their trainers. The Marowak grunts confidently as Venomoth squeals in excitement.

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Marowak (Ground): A Marowak's face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective bone attacks if it is not holding its bone. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Venomoth (Bug/Poison): Venomoth are capable of flying and, despite their lack of the Flying-type, are quite agile. Their spore based attacks are slightly more effective than normal. Venomoth have a sort of radar vision, which allows them to see almost completely around themselves.
[Bug]: Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
[Poison]: Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.

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On the opposite side stands two other trainers. One of them goes by the name of Mew the Gato, a trainer making a name for himself by the second. Accompanying him is Machamp-X, a trainer that the referee has fought himself, though he appears to be more experienced this time around. Like their contenders, they send out their Pokemon. Honchkrow takes to the skies immediately, eyeing her opponents with scorn. Dusclops remains slightly below the Honchkrow, his blank expression making him unpredictable.

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Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Honchkrow (Dark/Flying): Honchkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Honchkrow have influence over Murkrow. If a Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow are quiet fliers and can easily evade detection.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.

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With all four Pokemon in the field, the battle begins!

As they each receive their own orders, all four Pokemon begin to act, all except for Marowak. Honchkrow was the first to act. She envelops herself in Dark energy, a familiar element, and places a curse on the Venomoth. Just as Venomoth was about to Screech, the Taunt suddenly prevents her from making such noise. Dusclops chuckles as Venomoth is interrupted, firing a ray of Ghost energy toward the Marowak. The ray strikes Marowak in the head, confusing her instantly. As Marowak succumbs to confusion, she remembers her orders vividly. She begins to concentrate greatly, gradually removing the effects of Confuse Ray. As Marowak focuses on her inner battle, Venomoth is left by herself to fend off the opponents.

Venomoth begins to concentrate, much like her comrade. Her body begins to be engulfed in an coating of Bug aura, until her body was glowing with energy. However, Dusclops, noticing that Marowak is confused, focuses his attention toward the Venomoth. While Venomoth was attempting to charge her escape plan, Dusclops was charging his counter. Ghost energy began to compress in between his floating hands, forming into a sphere. As Venomoth bursts forward, she aims her U-Turn at the closest opponent, which was Dusclops. Her approach cues Dusclops to unleash his Shadow Ball, striking the Venomoth and causing the sphere to explode into gaseous energy. However, Venomoth remains on track, striking the Dusclops with some of the energy she gathered. The Dusclops, hoping to avoid most of the damage, shifts into ethereal just as Venomoth tackles him. The energy rebounds back toward the Venomoth as it strikes the floating ghost, carrying her all the way back to her Pokeball. A new contender enters the field, the Noctowl making his presence known with a loud hoot. However, his hoot is interrupted as Honchkrow tackles him head on, colliding with him before arcing back up. Below, Marowak shakes her head lightly, clearing her head just as the round ended.

Marowak and Honchkrow avoided damage this round, with Dusclops being ethereal at the moment. Dusclops received a small amount of damage, with Venomoth receiving more, although she is still above her first third of health. Noctowl took some damage but is still above the first third as well. All are relatively fresh, with Marowak and and Noctowl being the fresher of the four.

(Edits made: Venomoth was able to U-Turn out, Dusclops started the match hovering instead of being grounded, and Marowak's Stealth Rock was interrupted because U-Turn ended the round before he charged up energy to use Stealth Rock. If you guys have any more questions/concerns, please let me know!)

Last edited by Extroph; 10-24-2014 at 05:51 PM.
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Old 10-24-2014, 02:27 PM   #11
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Yeah, no, calling bullshit on my U-Turn not working, given freshness and whatnot. Knocking a fresh mon out of concentration should not be that simple.
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Old 10-24-2014, 02:33 PM   #12
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Yeah, no, calling bullshit on my U-Turn not working, given freshness and whatnot. Knocking a fresh mon out of concentration should not be that simple.
Apologies, I should've asked before reffing this~

Edits will be made, and I'll let you guys know when you can order.
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Old 10-24-2014, 05:08 PM   #13
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U-turn ends Rydia's round, i.e the pokemon that takes his place can not use any moves again this turn, but everyone else can.
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Old 10-24-2014, 05:54 PM   #14
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U-turn ends Rydia's round, i.e the pokemon that takes his place can not use any moves again this turn, but everyone else can.
I thought this only happens when the Pokemon who used the U-Turn went first...

I know that if a Pokemon is midway or further into charging up an attack, the move will hit before a switching move ends the round. Sky Attack didn't hit because I was being dumb and judged Honchkrow as charging Sky Attack right as the U-Turn/Shadow Ball ordeal was taking place. Edited though, so everything should be fine. Sorry for the mistakes guys, hopefully no more will be made.

Orders from SoS/TDS please.
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Old 11-18-2014, 07:59 AM   #15
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Ok Kelly, let's give Bhoot a taste of your Earth Power, followed by a Flamethrower on the same target.
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Old 11-19-2014, 11:39 AM   #16
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oh yeah this is a thing

Supersonic on Honchkrow, then smack Dusclops with a focused Hyper Voice, unless Honchkrow isn't confused, in which case you should direct it at him instead.
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Old 11-23-2014, 03:00 PM   #17
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FREEZE THE BIRD

Since Taunt is carried by U-Turn, laugh at Noctowl as you fire it an Icy Wind. Also, fire a second Icy Wind at Noctowl. Try to arc around any incoming attacks.
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Old 11-23-2014, 11:37 PM   #18
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"Stay solid for the round! Thunder Punch Noctowl! Magic Rock Slide Noctowl! Point blank Blizzard Noctowl!"

Three mover confirmed.
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Old 11-24-2014, 08:58 PM   #19
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Hello again guys. I missed you all :']

ROUND 2
Dusclops|Honchkrow v Marowak|Noctowl

Noctowl stretches his golden wings, recovering nicely from the Sky Attack that he just endured. His eyes are stern, looking directly at the Honchkrow who was a few feet above him. He opens his mouth, preparing to bellow with Supersonic. However, his body suddenly glows black with Dark aura, preventing him from performing a non-attacking move. All the while, Honchkrow guffaws as he flaps his wings downward, allowing Noctowl to embrace the chilly wind of ice. Noctowl could not help but be pushed back as he furiously moves his wings in an attempt to stay airborne. As the aerial battle goes on, Marowak and Dusclops are squaring off below. With Dusclops farthest away from the three, Marowak decides to depend on a long range strike. She stomps on the clay, and ground energy suddenly makes its way toward Dusclops from under the earth. It struggles to channel through the hard clay, leaving Dusclops enough time to stop holding his ethereal form and return to normal. Just as he turns solid, a narrow column of glowing energy erupts from underneath him, the powerful attack engulfing Dusclops before fading away. From a distance, the Earth Power strikes Dusclops, but Noctowl and Honchkrow are too busy to take notice. Noctowl opens his beaks once more, this time choosing a damaging move to use. A stern chirp is amplified using energy, the Noctowl's Hyper Voice causing great discomfort to Honchkrow. Still, Honchkrow squawks, challenging his fellow avian with another chilled air. At this moment, Dusclops hovers closer toward the three, fist ready as it crackles with Electric energy. The Icy Wind pushes back Noctowl downward even more as Dusclops closes in. As she is struck by the second Icy Wind, the Dark energy that surrounded her earlier has been dispelled, marking the curse of Taunt being lifted. Protective of her partner, Marowak releases a stream of fire toward Dusclops' way. The Ghost type tanks the hit, still hovering closer and closer to Noctowl while wincing from the overwhelming heat of the Flamethrower. At this moment, the Icy Wind finishes its punishment, leaving Noctowl chilled and sluggish as he struggles to regain the flight height that he had at the beginning of the round. As the flames from Marowak disappear, Dusclops appears, extending his floating hand up at the chilled Noctowl. The Thunder Punch strikes Noctowl in the chest, causing the usually silent bird to squeal. Noctowl grits his beak, not appreciating the sudden attention at all. However, Dusclops is not done. He hovers both hands in front of him, facing his palms toward each other. Suddenly, Rock energy gathers in front of him and in between the palms, until a sizable rock is formed. Then, with one punch, he shatters the rock. Pieces fly toward Noctowl, grazing his body and wings effectively before sliding down and landing on the clay. It seems that everyone but Dusclops has finished battling, standing idly for a few seconds as the ghost type charges up one last large attack. Yeah, that's not gonna happen, thought the referee. With a blow of a whistle, he declares, "this round is now over!"

Honchkrow is above everyone else, flying safely about 3-4 feet above Noctowl. Noctowl is hovering above ground by about 4 feet himself, with Marowak to his right and Dusclops right in front of him though slightly below in aerial height. Marowak and Dusclops are about 3 feet away from each other. Dusclops is currently in solid state. He received a fairly good amount of damage this round, though not enough to blast him outside the first third of health. His partner, Honchkrow, received even less. Both are good for two. Dusclops can provide one more Magic Rock Slide, and Honchkrow can provide one more Icy Wind. Marowak did not receive any damage once more, and is good for two. He can use one more Flamethrower. Noctowl took the most damage this round, already in the final third of health. He is also chilled from the double Icy Wind, but he is fresh.

MtG retains his three-mover. Orders from MtG or Machamp-X please!
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Old 11-25-2014, 12:42 AM   #20
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Why did the round end early? There isn't any WTID in our orders, and Doubles rounds are known for being long.
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Old 11-25-2014, 04:27 AM   #21
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I'm aware of orders happening siMultaneously. I created an order of events of the whole play based on distance between opponents and charge time of their attacks. Dusclops was farthest from everyone else due to Marowak and Noctowl being on the opposite end of the arena as the usual arena placement states. Honchkrow was right above Noctowl when the round started due to previous orders. Dusclops had to shift solid and close the gap between him and all the other battlers before he could start his three mover due to having a physical move as his first move of choice. Plus, while levitating, Dusclops' SC states that he's not particularly fast or agile. Since everyone was fresh, they were able to complete their orders while Dusclops was traveling/using Thunder Punch. In the end, it was only him moving with half his Rock Slide charge remaining and he still had to use Blizzard. I just don't believe that all three Pokemon would just watch the Dusclops charge up one and a half moves (the one being a high energy attack) while all three stood idly. I also inquired another referee about this before putting up the round, and he agreed with my reasoning.
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Old 12-01-2014, 01:07 AM   #22
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Icy Wind nd on Noctowl, using it to hit Marowak instead if Noctowl has already fainted. Confuse Ray on Marowak.
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Old 12-05-2014, 04:21 AM   #23
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"Icy Wind on Noctowl. Thunder Punch if it on it if it still refuses to faint."
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Old 12-12-2014, 08:38 AM   #24
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Just as a note: I've taken this match, and a reffing will be up later today.
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Wins (DQ): 51 (5) Losses (DQ): 27 (6) Draws: 3
KOs: 135 TP: 294 SP (Earned): 0 (0)

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Old 12-12-2014, 08:56 AM   #25
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How will it be up? All four battlers have not ordered.
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