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Old 03-12-2015, 01:28 PM   #51
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Double Team spread on the switch. Flash Cannon.
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Old 03-13-2015, 06:11 PM   #52
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Round Twelve: Storm of Swords

(Note for both battlers: Katana is uncomfortable because of the effects of the arena, but this effect has been lessened by the open-space enthusiasm given to Flying types in their SC. As such, ‘Champ’s Fairy Pokemon will have an advantage over her, but not as great as if she were pure Steel--her Flying type will help her in her movement around.)

Jenna waves bye-bye to the foe above her as a red recall beam hits her, sucking her back into her Pokeball. It seems like we can hardly get anyone to stay on the battlefield here… Anyhow, Machamp tosses out her next combatant, a powerful upleveled Clefable named Aeria. Released into the air, the vaguely star-shaped Pokemon cries out gleefully, her wings sparkling and shimmering as she hovers a ways above the clouds. She’s certainly going to be a bit more on level ground with her flying opponent...or, I guess that would be level air.

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Clefable (Fairy): Clefable are a bit reclusive and naturally shy, so they don't fight enthusiastically around large amounts of people and are easily intimidated. Clefable can jump high and far and can levitate, though not with much speed or agility. They can see in the dark. They suffer from having slightly less type energy in the same way that pure Normal-types do.

Candymaker's Token (10 SP) - The Candymaker's Token drips with syrupy sweet sugar and hums with the pleasant aroma of fresh baked poffins. It can be attached to Fairy-type Pokémon only and greatly enhances their natural abilities. The bearer will become acutely attuned to almost any arena and use techniques which manipulate the environment for half the usual energy cost and with much greater effectiveness than usual. Techniques which aid an allied Pokémon are similarly diminished in cost and enhanced in effect. This item causes the move Fling to deal Fairy type damage if it is thrown. This token may be purchased during the Christmas 2014 event and may be purchased up to one time per trainer.
...but it appears that there’s something Aeria didn’t account for, a look of dismay crossing her face as her eyes go back and forth between not two, not three, but SIX Skarmories flapping their weighty metal wings. While the switch was taking place, Katana was busy shifting herself back and forth in the air at practically invisible speeds, creating a Double Team illusion to confound her new opponent. Keeping herself fluttering afloat, Aeria tries to discern which Katana is the real one. Closing her eyes, she forms a trio of pulsing energy wisps in front of her; one yellow, one blue, and one red. Pointing her stubby pink arms at one of the clones, she fires a spinning Tri Attack at it...only to have it whiff right through, fizzling out as the clone fades away. Aeria cries out in a mixture of anger and disappointment, before deciding that this time she really does have the right bird. Swiveling around in midair, she forms a ring of light brown orbs that spin around her form. She sends the Hidden Power assault at another Katana...only for the energy projectiles to, once more, harmlessly pass through an illusion, which shimmers and disappears. Aeria swings herself back and forth, panicking, mouth agape as the four remaining Katanas all charge up a luminescent Flash Cannon in their sharp beaks. The beam smacks into her plushie-like body, the Steel energy washing over her and making her wince--though thanks to her relative maturity and the banks of floating mist around the arena, it doesn’t sting as much as it could. As Aeria steadies herself above the arena, she bravely faces all four of her opponent, keeping a strong front up.

Summary:
Aeria has a respectable lead over Katana still in health, but it’s anyone’s game at this point. Aeria had an average-energy round, with her Ground now gone, and Katana is good for two but starting to pant a bit. They're at standard ranged attack distance from each other in the air, due to Katana's height not changing and Aeria being released ~8 feet up.

Last edited by captainmisato; 03-13-2015 at 06:22 PM.
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Old 03-13-2015, 06:22 PM   #53
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Spread the remaining clones as you lower your head and use Iron Head, banking back up after you crash into her. Sweep a Flash Cannon as you back away, side to side if you need to eliminate multiple opponents.
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Old 03-14-2015, 04:12 AM   #54
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Spread a Hyper Voice just enough to hit all Skarmory, then move forward in an arcing manner to try dodging Flash Cannon, and fire Flamethrowe
. Replace Flamethrower with another Hyper Voice in the same manner as the first, if any clones remain.

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Old 03-14-2015, 12:05 PM   #55
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Round Thirteen: Overall Enthusiasm

The four Katanas lower their heads, a steely aura covering their craniums as they shift their bodies, swooping down through the air in tandem. Aeria braces herself for impact as the clones converge on her, the real one’s Iron Head walloping her and pushing her back a few feet through the air. Aeria, however, is nothing if not prepared. While the clones are still relatively close together, she lets out a deafeningly high pitched scream, waves of energized sound resonating through the air and shaking up Katana as she flaps her wings to ascend back upwards. The Hyper Voice is spread out just wide enough to dissipate the remaining clones, Aeria grinning as her plan comes to fruition. Katana begins backing away and up into the air, charging up another Flash Cannon as she does. Aeria, however begins following her forward, floating in an evasive arc as she gathers up energy of her own for a Flamethrower. Though the Clefairy isn’t quite so fast, the powers of the mist and her slight freshness advantage allow her to move a bit quicker than normal, and as both fire their respective attacks, Katana’s energy beam hits her slightly off center, as the bird has to adjust for both of their motions. The flames spewing from Aeria’s mouth lick and roast Katana, heat rising in waves off her iron body.

Summary:
Aeria’s lead is still there, growing slightly. She’s close to the midpoint while Katana is now under it. Aeria is good for two but beginning to pant a little, while Katana would appreciate a break. Aeria’s Fire is over half gone. The battlers are now at standard ranged distance, with Aeria not very far horizontally from Katana but a ways below her.
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Old 03-14-2015, 01:39 PM   #56
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Flamethrower to Tri Attack. Replace either with a spread-just-enough Hyper Voice if you see multiple Skarmory. Dodge stuff as needed.
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Old 03-14-2015, 02:25 PM   #57
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Return, Katana (Skarmory).

Andrew (Venusaur) Mega Evolve.

Sludge Bomb. Sludge.
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Old 03-14-2015, 02:37 PM   #58
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The switch should give you time to move far backwards while ascending. (By the way, do you give Clefable extra Psychic due to sheer number of moves?)

Utilizing the force of gravity, blast a Psychic through Sludge Bomb to return it to Andrew. Blast a Psychic through Sludge to give it back to sender.

Last edited by Chalis; 03-14-2015 at 04:46 PM.
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Old 03-15-2015, 12:36 PM   #59
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Round Fourteen: Clefable: Right Back At Ya

(No. I will for some Pokemon where there’s a strong theme and/or they might need the help (e.g. Pumpkaboo line with Fire) but Clefable has one of the hugest movepools in ASB, and there’s not much to suggest an association with Psychic now that the Fairy type is a thing.)

Deciding that his Skarmory might not be in the best situation right now, Aposteriori recalls the metal bird to live another day, tossing up another Pokeball to replace her with Andrew the Venusaur. The bulky reptilian Grass-type rears up, his stumpy front legs pawing the air as he roars to announce his arrival. Aeria is busy fluttering her fairy wings, retreating away from the huge beflowered lizard and staying at her levitation ceiling in the air. But as she does so, another important event occurs…

*shwiiiiing* *sparkle sparkle* Andrew’s Venusaurite is reacting to Aposteriori’s Mega Ring!

Andrew is completely ensconced in a multifaceted sphere of energy, which gleams and cycles through a rainbow of colors before dissolving to reveal his newly mega-evolved form. With his foliage much more expansive and his pink flower even larger, Andrew slams his front quarters down on the springy clouds and roars again, this time with much more confidence. He’s going to be a truly tough opponent for Aeria, that’s for sure…

Quote:
Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health. In it's 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.
Andrew suddenly feels kind of ill, which is a bit ironic for a Poison type. He winces and tries to ignore the aura of purity emanating from the mist swirling around his legs, gathering up a sizeable volume of disgusting toxic matter in his maw. He takes aim at Aeria, who has managed to float some distance away from him, and fires several hardened Sludge Bombs at her. His hesitation, however, allows the Clefable plenty of time to tap into her mental powers, the fairy concentrating to send a rolling wave of Psychic force at the purple projectiles. Aeria grins as her pulse of psionic energy catches Andrew’s attack, the power of gravity aiding it in reversing the course of all the Sludge Bombs. The Psychic wave slams into Andrew, though weakened, and several (but not all) of his own projectiles burst on his ferns, splattering him with goop. He grunts in pain and annoyance before deciding to try...well, almost exactly the same thing. He hacks up a rancid ball of Sludge to spit up at Aeria, and once again, from her high position in the air, she sends a Psychic wave at it. Her attack is somewhat weaker than before, however, due to her using the last of her Psychic type reserves. The sludge splatters against the wave, some of it showering against Aeria and stinging her skin, but some of it just falling like toxic raindrops to the ground. Andrew narrows his eyes at Aeria, who remains fluttering in the air, happy to not take full damage from the nasty poison but now breathing pretty heavily.

Summary:
Andrew took a lot of damage this round due to both Aeria’s Psychic and his own Sludge Bomb being leveraged against him, though the former was weakened and the latter was a partial and siphoned of power by the mist. He retains a very respectable lead against Aeria, however, who has dropped below the midpoint with the Sludge partial. Aeria would appreciate a break, and her Psychic is dry. Andrew used an average amount of energy and is still moderately fresh, but the arena is bothering the hell out of him. Aeria is at the maximum distance where she can comfortably have her ranged attacks hit away from Andrew.

Last edited by captainmisato; 03-15-2015 at 01:36 PM.
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Old 03-15-2015, 01:23 PM   #60
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Ridiculous arena Enthusiam buff/debuff aside

Query: Any particular reason why a Stab Sludge was reflected fully against a weakened Psychic? That is the only part I could really see being off-kilter.
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Old 03-15-2015, 01:31 PM   #61
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In hindsight, it is kind of a little much for it to be fully reflected back at Andrew with a weakened Psychic, but the distance was a lot to overcome so the Psychic would still be able to "pop" it as it reached her. I'll change the outcome to something more reasonable.
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Old 03-15-2015, 01:32 PM   #62
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Switch to Ivan. Psychic. Zen Headbutt. If the switch fails somehow, Aeria, use a Sweet Kiss.

My orders will stand even after the edit.
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Old 03-15-2015, 01:48 PM   #63
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Actually, I don't want to get this wrong again.

4) Only one conventional switch may be performed in total per round. Once one side switches, the other must wait a round. This prevents switching chains which hamper a battle. This includes rounds where a trainer sends out a new Pokémon after their last one was KOd or otherwise forced out of battle. Using a switching move is fine in these instances.

One full round has not occurred yet, so Clefable has to stay in. I think.

Last edited by Aposteriori; 03-15-2015 at 01:53 PM.
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Old 03-15-2015, 02:17 PM   #64
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...I'm pretty sure that clause just means that once somebody decides to switch in their orders, the other can't switch and force another reorder. I think where I've read Switch=OK matches there can only be one switch occurring in the set of orders for one given round, which means having one trainer switch out in one round and the other switch out in the next is okay. I'll take it to Q&A just in case but I think Machamp's orders are fine.
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Old 03-15-2015, 02:23 PM   #65
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Sleep Powder on the switch in. Toxic.
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Old 03-16-2015, 06:06 PM   #66
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Round Fifteen: Statuses, Wheeee

Machamp continues the wonderful chain of switches by recalling her Clefable, the red beam hitting Aeria in midair and turning her into swirling energy. In her place, our would-be Fairy GL sends out Ivan the Mr. Mime, her final Pokemon for the match. As her Pokeball soars into the air, both trainers view the ensuing flash with a grim look of finality.

Quote:
Mr. Mime (Psychic/Fairy): Mr. Mime are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) almost instantaneously. As a mime, they are very adept at using Mimic. Their Mimic takes less energy to use and they can Mimic a greater variety of attacks.
Ivan starts doing his cutesy mime thing, pretending like he’s trapped behind a wall as a way of saying hi. Andrew, however, is having none of it. The massive lizard took advantage of the switching time to cough up a huge cloud of Sleep Powder, and it looks like Ivan was released right in the middle of it. Ivan looks around confusedly in the midst of the bank of spores with his stupid baby face, suddenly feeling drowsy. This isn’t the mist that he was told would be here...no, he has to stay awake! Calling on all the sharp focus available to him, he squints, straining hard to fire a wave of Psychic energy...but as Ivan’s eyes close for good, the wall of physical force that emanates from him ends up coming out a bit weaker and much more delayed than he’d like. Even the bulky, squat Andrew has enough time to hop out of the way of the attack, grimacing slightly as the very far side of it buffets him but then scoffing as he sees the completely helpless Ivan standing as he sleeps. Andrew begins concentrating on ramping up his natural toxin production, and soon enough, the many mottled red petals above his back are dripping with oily sludge. Tilting his back up slightly, the Venusaur fires a Toxic spray onto the snoring mime before him from the yellow center of his flower, droplets of it splashing off Ivan and disappearing into the mist below. Ivan continues snoring essentially uninterrupted, completely unaware of the hideous purple gunk covering him and currently seeping into his body.

Summary:
Andrew took an alright hit. He’s good for two, but his breathing is getting heavier. Ivan took no damage but he’s sleeping soundly and Toxic will be a thing next round. He also used very little energy between what he’s getting back from sleep and the interrupted Psychic.

Last edited by captainmisato; 03-16-2015 at 06:23 PM.
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Old 03-16-2015, 06:07 PM   #67
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Andrew, return for now.

Katana (Skarmory)

Rock Tomb your opponent. Roost for health purposes as far away from your opponent as you possibly can.
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Old 03-17-2015, 02:36 AM   #68
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(Wouldn't enthusiasm shorten the sleep time by a bit?) Hopefully the switching time and the impact of Rock Tomb let you wake up. Teleport out of the Rock Tomb when awake, then Thunder, Hidden Power once out. 3.

Last edited by Chalis; 03-17-2015 at 02:46 AM.
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Old 03-18-2015, 04:59 PM   #69
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Round Sixteen: Things Don't Happen

(Unfortunately, no, for much the same reasons given when you asked in Q&A. The only status I really would reasonably see enthusiasm helping with is confusion and maybe paralysis.)

More switching! Andrew leaves the battlefield to be replaced by Katana in a burst of energy, who flaps her wings, steadying herself in the air and eyeing her opponent. She grins, or she would if she had lips that could move, upon seeing that Ivan is snoring calmly away where he stands. She lowers herself slowly to the ground, touching down and folding her wings into her sides. Cocking her head to the side, she narrows her eyes, doing some rudimentary distance calculations to ensure that her next technique will be accurate. Satisfied, she stomps her talon roughly into the ground to summon up a Rock Tomb. Boulders from the mountains burst through the puffy pink cloud floor, sending fluff everywhere before the holes in the arena suddenly close up. The gigantic stones fall into place around Ivan, creating a giant craggy dome and obscuring him from view. Happy with her work, Katana jumps up and flaps to push herself backwards, making sure that the tomb is quite a distance away before settling in a perching position for a nice Roost. Focusing her energies into healing herself, she closes her eyes and enjoys some me time. After a few seconds of glowing, she stretches out and blinks, feeling a little more ready to face what the next round brings. Inside the darkness of the tomb, Ivan’s eyelids twitch slightly as the Toxic poison delivers its first sting to his body, but he settles back into slumber.

Summary:
Not much changed, except Katana is now a respectable bit above the midpoint; she used a bit of energy but is still moderately fresh due to Roost's effects. Ivan is at full energy, and he’ll wake up like a little before middle of next round due to the switch, Katana moving herself from standard to long distance, and Roost eating up some time. Katana is used a bit of energy for Rock Tomb, still plenty of Rock left.

Also important to note is that Katana will be more uncomfortable on the ground than she would in the air, due to magic mist etc.

Last edited by captainmisato; 03-18-2015 at 05:21 PM. Reason: Move Errata wheeee
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Old 03-18-2015, 05:27 PM   #70
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Sleep Talk to bust the tomb, and Hidden Power once awake. If you remain in a Tomb, though, Teleport out instead.
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Old 03-18-2015, 07:27 PM   #71
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Ascend passively as you ready to Fly in order to dodge Hidden Power and strike. Should he not reveal himself, use Autonomize as you keep ascending into the sky instead. Finish the round with Taunt as you continue to ascend.

Last edited by Aposteriori; 03-19-2015 at 11:46 AM.
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Old 03-20-2015, 08:50 PM   #72
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Round Seventeen: Things Do Happen

Ivan stirs in his slumber, muttering to himself as he shifts about in the dark Rock Tomb. Talking in his Sleep, he summons up a wave of Psychic force, shifting his hands about. The psionic wall instantly slams into the rocks in front of him, a decent-sized hole appearing as a few boulders are knocked astray and tumble to the clouds. Katana, seeing the sunlight stream in through the opening, decides that now would be a good time to get moving before her opponent wakes. She spreads her wings and flaps, lifting off the ground and beginning to rise in the air. As the beams of light hit Ivan’s rosy-cheeked face through the opening, he yawns, rubbing his eyes as he returns to the land of the living. Seeing his opponent attempting an aerial getaway, he suddenly snaps into battle mode, calling a circle of brown Hidden Power orbs into being. He aims carefully, sending the components of the swirling ring shooting one by one through the hole. Katana, however, has had plenty of time to prepare a plan. She Flies in an erratic figure eight pattern, twisting, rising and diving as she makes her way deftly through the onslaught and towards Ivan. Unfortunately, the space in the tomb is kind of awkward for her to try and slash her beak through, and Ivan manages to jump partially out of the way of her dive-bomb, backing himself up against the rocky walls. Miffed, Katana begins rising upwards once more as she extracts herself from the stone trap. She spits a few venomous Taunts at Ivan as she begins to ascend, a dark aura covering the unaware mime as he glowers with anger.

Summary:
Katana took no damage while Ivan took a partial hit. Ivan’s HP use is gone and he’s under Taunt’s effects. Ivan is a ways fresher than Katana. Plenty of Dark left for her as well. There's a hole in the Tomb big enough for Ivan to aim out of, or he could get out but it'd be a little awkward.

Last edited by captainmisato; 03-20-2015 at 08:55 PM. Reason: Explaining Rock Tomb shenanigans in summary
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Old 03-20-2015, 08:52 PM   #73
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Fly to dodge and strike up to twice. Rise back up after each strike.
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Old 03-21-2015, 02:11 AM   #74
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Yeah how would Fly (a move which cannot be aimed well due to speed) manage to enter the tomb, if Mr. Mime will have trouble leaving?

Also, since Mr. Mime was to wake up over halfway through the round, wouldn't the round end before Katana used Taunt, since she had to wait for Ivan to wake, with the 'if' delaying her further?
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Old 03-21-2015, 08:39 AM   #75
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Eh. He really only took like mild damage from it; I reffed it as Skarmory being able to poke at him through the hole with her beak. The reason Fly was able to successfully dodge and hit was because she was delaying and preparing her first move for Ivan's second. Ivan will only have like a ~1 to 2 second delay if he tries to hop out to do something; that sentence is basically there to denote that he has to climb out instead of being able to walk through it.

As for round time: I edited the previous round after I reffed Roost wrong, which meant he woke up earlier than halfway through due to Roost eating more time. Generally I'll be flexible and allow "use one move after it's done" in terms of round time, but not "WTID then use two moves". Taunt is also a quick move.

Also because I'm a horrible person I forgot Toxic damage. Ivan also took a little more of that.
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