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Old 06-23-2015, 10:59 PM   #1
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Vileplume UPN PASBL Gym Match: Shadowshocker (GL) VS. Charminions

Quote:
Originally Posted by Shadowshocker View Post
Shadowshocker (GL) VS. Charminions (c)
4 vs 4
Singles
96 hr DQ
Slapstick
Equilevel
Return = KO (Gym Leader) = OK (challenger)
Ground Zero Gym:
The Ground Zero Gym Arena is a square area of 40 metres on each side -- specifically, it's a square block of reinforced concrete measuring 28 metres on each side and of three metres in height, sitting in a moat of sewage which is two metres deep, so a metre's height of concrete is exposed for battle.
On the concrete block lies four reactormajiggers linked by effluent pipe. The reactormajiggers are about three metres high and two metres in diameter, and the pipes about a metre in diameter. The reactormajiggers are indestructible, and the pipes will only break if they're hit by attacks as strong as Hyper Beam, in which sewage will spill out for two rounds until the self-regeneration technology fixes it. The reactormajiggers constantly belch out a combinations of poison gases which will float into the atmosphere, poisoning any Pokemon that stays airborne at heights of about five metres if they stay for over a round. However, as a result of the constant release of gases, the clouds above the gym have been severely affected by the poison. As a result, acid rain will have a 30% chance of falling onto the arena at the end of a round, lasting for four rounds, which will have one of the three following effects due to the cocktail of poisons within:
- A corrosive poison strong enough to make Rock and Ground-types feel more uncomfortable in the rain due to the strengthened acid, unless they're part Poison-type themselves. All Poison-types will be unaffected by this poison.
- Narcotic poisons in the acid rain will make Pokemon using Psychic-type moves feel more drained.
- A specific toxin targeted at the DNA structure of Steel-type Pokemon will make them uncomfortable as well.
Due to environmental concerns even the gym can't overwrite, the usage of Rain Dance is disallowed. However, using Sunny Day will not have the effect of breaking the acid rain spell.
However, at the end of each round, the reactormajiggers do have a 1 in 100 chance of falling out, in which a huge explosion will happen. The reactormajiggers will be destroyed without a trace, as well as their pipes, and all Pokemon on the field will faint (including Sector Shadow operatives). When this happens, the poison gas and acid rain effects will not be in play for the battle's remainder.
Squad up, gentlemen.

Last edited by Charminions; 07-02-2015 at 07:52 PM. Reason: Needed a cute Post Icon
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Old 06-28-2015, 10:32 AM   #2
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"Really inactive, I'm so inactive."

Biohazard Badge
Global Badge
The radioactive skull badge given out by Shadowshocker, leader of the Poison-typed Ground Zero Gym. All of Shadow's Pokemon are designed after some of Jumbaa Jookiba's 628 illegal genetic experiments, though due to general restraints Shadow has not been able to transcribe soopuh-Pokemon abilities to them. No one said anything about the badge, though, and it seems that prolonged exposure to the nasty sides of Poison has turned the badge septically sinister...
Badge Effect: Insult to Injury
If the holder's opponent's Pokemon is under at least one status, the holder's Pokemon does 15% more damage to the statused Pokemon.


Experiment 300/Spooky: Level 7 Male Gengar
Originally trained to get into the minds of enemies and turn all their dreams into nightmares, Spooky was repurposed due to the limitations surrounding sleep mechanics, and now feeds off the fear of his opponents' worst nightmares. The undisputed combat veteran of the Ground Zero Gym, Spooky is the terror that haunts the dreams of those who seek to conquer the gym and obtain the Biohazard Badge - the Gengar knows this, and the tears of those he has downed in battle sustain him.
Signature Move: Worst Case Scenario
Spooky's presence on the battlefield causes the opponent to be paranoid, fearful and unfocused. While Spooky is present, all of the opponent's attacks have a 10% chance of costing a moderate more amount of type energy. If the opponent switches out by any means, the fear induced by Spooky's presence causes them to use 50% more energy to execute a switching move. Spooky's fear-inducing effect cannot be ignored by Pokemon who possess anti-intimidation characteristics as his effect is derived from the victim's worst fears and weaknesses.

Experiment 031/Gotchu: Level 6 Male Drapion
Trained to pinch people with his claws. As a result of his training, Gotchu possesses a psychological complex that thrives on the pain and torment he causes with his pinching. To further the irritation he inflicts, Gotchu thought of a nastier method to perform his pinching.
Signature Move: Pursuit Punisher
Gotchu's Pursuit has a 50% chance of reducing the target's physical defence by 20%; this probability is not reduced regardless of how much of the attack hits. If the opponent is switched out, Gotchu will instantly replace one of his moves to use Pursuit on the opponent. In this case, the defence drop is guaranteed.

Experiment 202/Jam: Level 6 Male Crobat
Originally supposed to jam radar with his supersonic blasts. In order to suit himself to Pokemon battling, Jam had a training session with Dave and has now altered his radar-jamming waves to those Dave emits in Kadabra mode.
Signature Move: Alpha Sonic
Jam emits a stream of waves in a fashion similar to his Supersonic, but instead of causing confusion, Alpha Sonic causes its target to have a headache. Affected Pokemon will have their concentration disrupted for up to four rounds, during which their attacks requiring some concentration are 30% more likely to fail. Alpha Sonic uses up 1.75x times the energy of a Supersonic and can be used up to three times per match.

Experiment 501/Yin: Level 6 Female Tentacruel
Trained to spray water. As part of her training, Yin swam in polluted water of various levels of poison to better her resistances against poison attacks. As a result of her prolonged periods of time inside water, she later learned how to use it to improve her attacks.
Signature Move: Hydro Booster
When Yin is swimming in water, she is able to automatically suck up some of the water she is swimming in and use it to power her Water-type attacks by 20% for an equivalent increase in energy use. If she is swimming in polluted water, her Water-type attacks have a 10-50% chance of poisoning depending on the toxicity of the polluted water. All of Yin's Water attacks are considered to break Reflect, Barrier and Light Screen without suffering damage reduction while in the water.

Experiment 602/Sinker: Level 6 Male Dragalge
Designed to sink enemy navies. As the only Poison-type family unique to the Kalos region, Sinker came from a legacy of sinister ship-sinking specimens, which commandeer an empire of sunken ships in a graveyard worthy of being considered an empire. For safety reasons his poisons had to be toned down, but their nastiness pertaining to metals remained.
Signature Training: Potassium Reaction
Sinker knows Acid Spray, and all his Poison-type moves are considered neutral against Steel-types, at the cost of requiring 20% more energy.

Experiment 626/Stitch: Level 6 Male Shiny Nidoking
The mascot of the team, originally supposed to be virtually indestructible, to think faster than a supercomputer, to have super sight and hearing, to lift three thousand times his own weight... but none of his senses training did him any good within these aspects. Now he's just a shiny Nidoking that's madly in love with Angel, and has a silly streak a mile long.
Signature Move: Meeka Nala Kweeshta!
If Stitch takes damage from an attack dealing at least significant base damage, Stitch's offences gain a 1.2x boost but have a 10% chance of missing out of anger. Stitch must take at least half of the damage from said move for this effect to trigger. This effect lasts until Stitch has dissipated all his anger (like a Pokemon would after Swagger). This effect will remain active if Stitch has <25% of his health remaining. If Angel is on the same team, Stitch's anger effect is ignored.
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Old 07-02-2015, 07:48 PM   #3
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Hey look, my Ground-types actually have HP Ground this time!


Bobo-bot Level 6 Genderless Metagross (Uplevel)
Hidden Power (Water)
I found Bobo-bot lurking through an abandoned laboratory. Having nothing to do, it honed its skills in harnessing its luster and light. Upon entering the room at which it laid, I found myself blinded as soon as I stepped in before watching it run off. It took days to find it again, only to suffer from the same trick twice. After a week long trek of searching for it, I finally managed to capture Bobo-bot and learned to harness his skills for battle.
Special Attack - Flash Bomb (Steel)
Bobo expends significant energy to hurl a large ball of steel energy into the air. A small portion of the ball splits off into a smaller ball, launching itself into the enemy as the rest sinks into the arena for later. This smaller bomb explodes in a bright flashing light, dealing no damage, but disrupting the victim's vision and startling them in a fashion similar to Flash for the same duration time. Every time a new enemy Pokemon is sent out, another Flash Bomb will pop out of the arena and launch itself into the enemy in the same fashion, much like Stealth Rock and other entry hazard sigs. Pokemon that are blind or do not rely on vision will not be affected by this move. This signature move can only be used once per battle.



Bones Level 5 Male Marowak
Hidden Power (Ground)
Special Attack - Bone Switch (Ground)

This is basically a Ground type Volt Switch. Bones charges a significant amount of ground energy into his bone. He then throws the bone at his target, dealing moderate damage to it. Then the bone returns to his hand, similarly to a Bonemerang. The rest of the energy is used to force Bones into his pokeball while a different pokemon takes his place with the same Psychological and physical mindset as Bones. The bone is set to return to Bones' hand so even if the attack were to miss, the bone would return back in his hand and the switch would occur unless the bone was physically stopped before returning to his hand. This is allowed in a Switch=KO match like Volt Switch, U-turn, and Baton Pass. This can only be used once per battle.



Garnacia Level 5 Male Donphan
Hidden Power (Ground)
Special Attack - Super Rolly (Various)
Garnacia infuses his trunk with a good amount of energy of a specified type he has access to while rolling forth as he would in a normal Rollout attack before colliding with his target. The collision deals a good amount of damage of the type he utilized along with the amount of Rollout damage he would deal in that instance, and thus the energy usage would equate to a good amount of type energy along with the energy used for Rollout. Garnacia can only use Super Rolly with damage dealing types he has access to. He can use Super Rolly up to 4 times per battle, and only up to two times with one type.



Gilan Level 5 Male Absol
Hidden Power (Flying)
In his previous life, Gilan was a member of the Rangers Corps. of the kingdom of Araluen. Known as a calm, cool, and collected individual, Gilan was also the only member of the Corps. who was well versed in the art of swordsmanship.
Special Training - Master Swordsman
All attacks that involve Gilan's head scythe will do 10% more damage, however, all attacks that involve his tail, claws, and teeth will do 10% less damage.



Manny Level 5 Male Mamoswine
Hidden Power (Ice)
Manny grew up in the times of the Ice Age, going through the realms of the frozen and accustoming himself to his environment. Upon one fateful day, Manny fell into a large icy crevice which trapped him until he was eventually frozen within it. Thousands of years passed and Manny was finally freed, suddenly forced to adapt to a new non-frozen world. The powers of his time didn't leave him, however, granting him special control over the ancient ice powers within him.
No Signature Move



Alena Level 5 Female Lanturn
Hidden Power (Poison)
No Signature Move


Bones, start us off.
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Old 07-05-2015, 08:04 PM   #4
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"Jam, battle stations!

Mean Look up, then Twister."
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Old 07-06-2015, 04:55 PM   #5
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Screech his sensitive ears from giving such a look. Then Blizzard after his Twister.
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Old 07-07-2015, 08:56 AM   #6
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ROUND 1: Do You Wanna Build a Snowman?

ROUND 1: Do You Wanna Build a Snowman?
Crobat vs Marowak


Welcome to the Ground Zero Arena. While a brittle, concrete slab hovers above churning sewage, four iron-clad reactormajiggers pump noxious fumes throughout the arena. Scraps of decaying matter float among grey scum, and a putrid stench clings in all directions, reminding the referee of rotten meat. A fine whine, like that of a petulant toddler, keens from effluent pipes, which connect to the rusted torsos of the reactormajiggers. From a hidden vantage point, the Sector Shadow Operatives watch the Gym Leader adjust the neat buttons of his collar-shirt, when a fiery challenger strides towards the podium. Raw determination burnishes the challenge's expression, which twists into a tight but weary smile. Flitting across the Pokéballs on his belt, the challenger chooses one and tosses it. The metallic capsule clicks in his fingers, erupting red light.

The Referee, a young man wearing a hazmat suit, speaks aloud:

"We now begin the Poison Gym Match between Shadowshocker and Charminions," he says, opening his palms. "Here is the data on their chosen Pokémon."

Quote:
Originally Posted by Pokédex
Crobat (Poison/Flying): Crobat are silent fliers and only Pokémon with excellent hearing will be able to hear them. Unlike Zubat, they can see, though they can use sonar if needed. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. Draining attacks used by Crobat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.
[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.
[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.

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.
The Referee announces, "And let's begin in three... two... one. Release!"


Both Trainers fling their Pokéballs, which click open to splash the familiar flash of crimson in mid air. One jet of red flickers into the aerial form from the Crobat species, and the other spins across the concrete, morphing into a tawny biped whose skull helmet identifies him as a Marowak. Hastily, Jam the Crobat tries to summon his first move. Charging his eyes with crepuscular energy, Jam starts forming a Mean Look, with the aim to trap his opponent in this match-up. Bones the Marowak refuses to play into that game, though. Indeed, Bones opens his mouth and starts screaming. A shrill Screech tears through the air, ringing out like a widow's wail. Automatically, Jam flinches, as he reels back in muted horror. The glow in his eyes fade, while Jam inadvertently aborts his own attack in mid-charge. Attempting to lock down a match-up can be difficult in the face of unbearable noise.

Scowling, Jam shakes his head and concentrates. Buoyed with hope, Jam flaps his wings furiously, as he whips up a whirling Twister. The tornado blusters through the concrete, when it barges into Bones. Sucked upwards by a gust of wind, Bones howls in equal parts of outrage and fear. When he plummets into the blank concrete, Bones grimaces before he glares at his foe. Pure enmity frosts Bones's expression, which hardens into something inscrutable but cold. Channelling this callous loathing, Bones aims at Jam and exhales. Immediately, a gale of snow and sleet billows from Bones's mouth, whooshing towards Jam. Although Jam tries to flee to safety, a great majority of the Blizzard clips Jam's wings, coating them in a powdery layer of snow. Jam stiffens; he adjusts his flight, knowing that he is not entirely impeded. Perhaps he should refrain from complicated manoeuvres, though. At least for now.


Bones has opened up a nice lead for himself, with Jam's wings a tad bit rigid. He will be okay in a round or two, but his range of motion isn't completely stellar. While Bones will want to catch a breath, Jam is peppy. Ice off-type is more than half gone.

-Charminions to order.
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Old 07-17-2015, 03:27 PM   #7
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Hidden Power. Move about, evading what you can.
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Old 07-22-2015, 11:06 AM   #8
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"If you have to, eat the Hidden Power. Feign a Tackle to force the dodge, then shoot Hypnosis in his face."
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Old 07-25-2015, 05:01 AM   #9
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ROUND 2: I Put A Spell On You

Back after TAs.


ROUND 2: I Put A Spell On You
Crobat vs Marowak


Feeling rather pleased with himself, Bones at his chilled foe and pumps up with bloodlust. Maybe he should utilise this window of opportunity. Swiftly, Bones swishes his left hand, which releases a harmonic pulse of Hidden Power. When the shimmering energies materialise as a constellation of iridescent orbs, Bones thrusts out his fist. Lurching forward, the spheres of earthen power ricochet into Jam, who wails like a widow. Bombarding his body with super-effective power, the onslaught of energy explodes over Jam. As Jam drops a few feet, the Crobat blearily extends his faulty wing, and he swoops into a shaky glide only inches from the concrete. Jam shivers. This ordeal is far too a close call of his liking. Indeed, the Crobat knows that he needs to initiate defensive actions if he is to stand a chance.

Jam glances at his foe, who adopts the chary stance of a caged animal. Even the slightest of motions may prompt Bones to dodge. But could Jam circumvent this obstacle. After he mulls over the options, Jam smirks as a plan sparks up in his mind like a lightbulb. Flapping his incapacitated wing, Jam strains himself and wrenchingly gains height. Quickly, he flutters towards Bones in some approximation of a Tackle. When the Marowak easily pivots around Jam's motions, the Crobat smirks: Bones has no idea. Right as Bones wheels around, Jam reveals his actual intentions and discharges a swathe of psionic energy. Rings of Hypnotic power break over Bones who, in his attempts to clear only the Tackle, is unprepared for this attack. Before Bones can move away, the telepathic essences waft over him, and he starts to slump down, drowsy.


Only Jam took damage in this round, extending Bones's lead. However, Bones is very drowsy and is likely to fall asleep in the next round if something else does not happen. Psychic off-type is fine, and both battlers are still peppy. Jam's wing is better now.

-Shadowshocker to order.
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Old 07-26-2015, 09:24 PM   #10
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"U-turn against the side of the moat, summoning in Yin.

Yin, Acid Armour in the moat."
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Old 07-26-2015, 11:22 PM   #11
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Focus Energy to clear your mind, then aim a Hidden Power.
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Old 07-28-2015, 04:12 AM   #12
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ROUND 3: Anything Can Happen

ROUND 3: Anything Can Happen
Crobat vs Marowak


Shadowshocker wears a canny grin, as Jam coats himself in a sheath of Bug energy and then U-Turns back to his Pokéball. After Jam returns to red light, Shadowshocker tosses out a second Pokemon to take the bat's place. In a flourish of crimson light, a blue jellyfish materialises across from the moat. Long, dark tentacles glisten, and two ruby-red eyes gleam from the poisonous atmosphere. The jellyfish sneers. The referee clears his throat.

"Here is the data on Shadowshocker's newest Pokémon," he announces, reading off his datapad.

Quote:
Originally Posted by Pokédex
Tentacruel (Water/Poison): Tentacruel have ten tentacles. While they are good swimmers, they can move on land. They do this by slithering across the ground on a mess of tentacles and can use some of their others for other actions simultaneously. If a Pokémon makes contact with Tentacruel's tentacles for more than five seconds they have a 10% chance of being poisoned. They can see in the dark. They fight more enthusiastically when submerged and in a sizeable body of water.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
[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.
While Yin the Tentacruel settles in the moat, Bones grits his teeth and tries to Focus his drowsy mind. Dynamic Energy thrums through Bones, who awakens from his sleepiness. Although he does not receive a palpable boost to his attacking prowess, Bones clears into alertness and glowers at Yin. His accuracy sharpens like a knife's edge, and Bones smirks. Sinking into the sewage, Yin emanates an unctuous Acid which starts to cover her body. As she camouflages, the Tentacruel wears the ooze as an Armour. Her physical defence rises, but Bones notices this change and decides to circumvent this obstacle. Summoning a wide array of iridescent orbs, Bones imbues his fists with a Hidden Power. A second later, Bones launches the spheres.

Ricocheting through the air, the glittery globes crash into Yin. Bombarded by this widespread attack, Yin grimaces from the super-effective attack. She has no fear, though. Indeed, she hides in the moat, waiting for revenge. Anything can still happen. Especially in this sort of a neutral match-up, buttressed by physical defence boosts.


Yin falls below Bones in terms of overall health, but both remain within the first third of health. While Yin is fresh, Bones pants visibly and wants a breather.

-Charminions to order.
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Old 07-28-2015, 03:54 PM   #13
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Switching to Bobo-bot.

Swagger into Psychic wave.
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Old 07-28-2015, 10:36 PM   #14
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"Muddy Water its eyes. Scald its underside."
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Old 07-30-2015, 03:07 AM   #15
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ROUND 4: Burn

Yes, Metagross is Genderless but I'm going to use male pronouns for Bobo-bot because I loathe using "it". What a terrible pronoun.


--

ROUND 4: Burn
Metagross vs Tentacruel


Charminion wears a canny grin, as he returns Bones to his restful Pokeball, before he tosses out a second Pokemon to take the skull-creature's place. In a flourish of crimson light, a multi-limbed gargantuan materialises across from Yin. Sleek metal glistens, and two red, beady eyes gleam from a criss-crossed face. The robotic titanic sneers, as the referee clears his throat.

"Here is the data on Charminions's newest Pokémon," he announces, reading off his datapad.

Quote:
Originally Posted by Pokédex
Metagross (Steel/Psychic): Large and bulky, Metagross now prefer to walk than to levitate. They can levitate but are slower than their pevious forms, with a lower flight ceiling. They are inorganic. Metagross are extremely intelligent and are more difficult to confuse or trick than normal. In its Mega Forme, Metagross's body doubles in its size and weight yet again, incorporating 4 new arms. In this Forme, it constantly levitates, though it is able to ground itself if desired. It can levitate with a good deal of speed, roughly at the same speed as Metang. Its claw or arm based attacks are x1.2 more effective.
[Steel]: Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
While Bobo-bot the Metagross arrives on the field, Yin does not waste the window of opportunity granted to her by the switching time. Before Bobo-bot can react, Yin churns some brackish Water in her mouth and shoots at Bobo-bot. The Muddy torrent splatters across Bobo-bot's eyes, and the Metagross lets out a garbled scream. Partially blinded, Bobo-bot stumbles from the super-effective attack. He remains undeterred, though. After he takes a calming breath, Bobo-bot sheathes himself in a crimson light. The scarlet shimmer dances off him, like flickering flames, while Bobo-bot adopts the cocksure attitude of a Varsity athlete. Carrying an immeasurable Swagger in his gait, Bobo-bot saunters and swans around. Captive, Yin watches her opponent's arrogant posturing, and her disdainful anger towards Bobo-bot reaches a crescendo. She bristles, all thoughts of defensive tactics abandoned.

Fuming fury fuels Yin, as she summons as seething anger into torrid energy. When she fills her mouth with water, Yin aims at Bobo-bot and fires. A Scalding torrent slams into Bobo-bot, steaming around his underside. Hydro-boosted, the sweltering blast of water drenches Bobo-bot, who grimaces as a burn welts across his front-left leg. The raw wound brands him like cattle, and Bobo-bot twitches in palpable pain. While Yin smirks and basks in the Biohazard Badge's benefits, Shadowshocker notes the irony of utilising the Fire Gym Leader's signature status against Charminions. Such is kismet. Bobo-bot has no intentions to surrender, though. Grunting, the Metagross reorientates his bearings, when he dredges up a psionic storm. Bobo-bot discharges the Psychic energies, which hurtle outwards as an invisible tsunami.

The telekinetic wave crashes into Yin, who whimpers from the stinging blow. Yin has the last laugh, though. Finally, the sprinklers above activate and start showering a corrosive rain, which hisses against metal. Bobo-bot's eyes widen in discomfort, as his steel coating abrades under this acrid shower. Combined with the burn, this situation may not be the easy match-up that Charminions had anticipated.


While Yin dips into the second third of health, Bobo-bot hovers only slightly above his foe and has a burn on his left-front leg. Yin is under the influence of Swagger, but her Fire and Ground reserves are still fine. Neither battler needs a breather yet. The corrosive rain will continue for four rounds, making Steel-types uncomfortable.

-Shadowshocker to order.
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Old 08-01-2015, 10:51 AM   #16
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Old 08-05-2015, 02:12 PM   #17
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Shift your body enough so your non-burnt legs get the brunt of the attacks as you fire two Psychic waves.
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Old 08-06-2015, 03:54 AM   #18
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ROUND 5: Soap

ROUND 5: Soap
Metagross vs Tentacruel


While Bobo-bot winces from the narcotic rain sprinkling over his body, discomfort dulls his senses, as though a chloroform cloth is enshrouding his face. He struggles to move out of way in time. Camouflaged inside the moat, Yin enjoys the acidic change in environment, as she fills the insides of her mouth with Water. Aiming at Bobo-bot, Yin expectorates the pressurised torrent, which boosts under the auspices of Yin's signature abilities and the Biohazard Badge. When the aquatic jet blasts into Bobo-bot, the coarse waters abrades Metagross's burnt legs. Despite Bobo-bot's best intentions, the Metagross is unable to swivel around in time, slowed by the vitriolic rain above. The Gun shot of the oceanic attack pushes Bobo-bot backwards, and Bobo-bot grimaces. He shudders in pain.

Bobo-bot remains dauntless, though. Instead of capitulating, the Metagross represses his shivers and channels a maelstrom of Psychic power. As psionic energy coalesces in front of Bobo-bot, the Metagross guesses Yin's approximate location within the moat. After all, Yin may be camouflaged, but her last attack may have revealed her coordinates. Scowling, Bobo-bot unleashes the telekinetic blast, which roils outwards as an invisible wave. When the supernatural tsunami crashes into Yin, the Tentacruel cries aloud from the super-effective attack. Assailed, Yin sinks, scrounging together her forlorn thoughts. However, Yin recovers quickly enough. Shaking her head, Yin hones onto Bobo-bot again, while she hunkers down again. The Tentacruel gathers a swerve of detergent, before she spits a deluge of Bubbles at her foe.

Hurtling outwards as an iridescent Beam, the soapy stream clatters against Bobo-bot, who tries to shield his burnt legs to minimise damage. This time, Bobo-bot manages to adopt a swivelling position that minimises the exposure of his burns, although he is unable to cover the burns in their entirety without using a move. After all, the narcotic rain blunts the Steel-type's concentration, like the blow from a warhammer. As the detergent coats Bobo-bot's body, the Metagross grimaces, feeling his mobility falter. The soapscum permeates his joints, which squeak and grind without ease. Brought down in speed, Bobo-bot bemoans his situation, but he continues to prepare his second attack. Now is not the time for desperation. Dredging the depths of his Psychic power, Bobo-bot summons and then blasts out an invisible wave. The telekinetic tsunami smashes into Yin, who whines in muted horror.


Although she expended less energy than Bobo-bot in this round, Yin will enjoy a breather. Bobo-bot is okay for two, but the soap coating it and the narcotic rain will slow down Metagross. Still burnt, Bobo-bot approaches the final third of health, while Yin drops into that final third. Acid Armour is beginning to fade.

-Charminions to order.
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Old 08-10-2015, 12:37 PM   #19
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Continue covering your burns as best you can as you launch Psyshock into a Psychic wave.
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Old 08-12-2015, 07:56 PM   #20
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"Dive out of sight and move about the moat. Make sure he can't locate you."
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Old 08-14-2015, 08:34 AM   #21
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ROUND 6: The Climb

ROUND 6: The Climb
Metagross vs Tentacruel


Bobo-bot grimaces from the acidic rain which corrodes his Steel overcoat. Despite his best efforts, he cannot focus readily under the acrid shower. While Bobo-bot strains, the more fatigued Yin Dives like an Olympic swimmer, sinking into the depths of the moat. Right before Yin can disappear from sight, Bobo-bot manages to eke out enough of his concentration and hurls an iridescent Psionic orb. When the globe catches Yin's leftmost tentacles, Psychic energy Shocks the Tentacruel. Nevertheless, Yin manages to avoid a reasonable portion of the super-effective attack, as she submerges into the fathoms of the moat. Thankfully for Yin, her Acid Armour rebuffs the rather physical nature of this blow, or else she may have suffered more greatly. Hiding her sigh of relief, the Tentacruel swathes within the sewage with the hopes that her camouflaging armour stays.

While Yin skitters within the waters, Bobo-bot squints his opaque eyes for his disguised foe. Ignoring the tiring rains above, Bobo-bot prepares a squall of Psychic energy, which he hurtles blindly into the moat below. An invisible, telekinetic wave surges through the sewage, crashing into Yin. Although a noticeable portion misses Yin due to Bobo-bot's inaccurate aim, most of the attack still clouts the Tentacruel. Keening, Yin cries in agony. Although her special defence remains intact, Yin does not enjoy the blow, which stings like a pustulant graze. The Tentacruel's only consolation is that Bobo-bot appears discomfited and slowed under the drain. Indeed, moving around seems difficult for the Metagross. What will happen next? This next battle may be a climb, but there is always be another mountain for Yin.


The burnt Bobo-bot reamins hovering above the final third, while Yin drops into critical health. Expending enough energy to fall underneath Yin in overall energy, Bobo-bot will want a breather under these narcotic rains. Acid Armour has nearly worn off completely.

-Shadowshocker to order.
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Old 08-15-2015, 07:45 PM   #22
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Old 08-16-2015, 06:12 PM   #23
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Aim a Confusion. Psyshock, if she's still not down.
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Old 08-18-2015, 12:41 AM   #24
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ROUND 7: Iron Maiden's Trooper

ROUND 7: Iron Maiden's Trooper
Metagross vs Tentacruel


Swishing through the slimed sewage, Yin seizes the initiative over the drained Bobo-bot. Her signature ability activates, as she starts siphoning some of the industrial influents. Determined, the Tentacruel summons a veritable squall of Hydronic energy. Aiming at Metagross, Yin expectorates the pressurised torrent at Bobo-bot. Pumping like a wound, the blast of water crashes over the fatigued Bobo-bot, and some of the deluge even clips the Metagross's burn. Agonised, Bobo-bot screams as though he is inside an iron maiden. Reeling from the Biohazard Badge, Bobo-bot tries to steady himself. The Metagross is dauntless, though. Indeed, Bobo-bot scowls as he dredges the depths of psionic prowess. Swivelling, Bobo-bot fires a pale blue beam, which ricochets into Yin. With the Acid Armour fading, Yin cannot hide within the moat, and the Confusion assails the Tentacruel. Wailing, Yin convulses, before she faints. She may be a trooper, but this battle is over.

Yin has been KOed and cannot battle. Shadowshocker, please send out your next Pokémon.


Feeling more refreshed, Bobo-bot approaches the midpoint for energy. Still burnt, Bobo-bot drops through his final third of health, but still ways from critical.

-Shadowshocker to send out.
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Old 08-20-2015, 10:46 AM   #25
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"Bravely done, Numbuh 501. Return!

Gotchu, battle stations! Infestation into Dark Pulse."
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