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Old 07-03-2015, 06:50 PM   #1
Son_of_Shadows
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UPN PASBL: Mercutio vs. Miror

Kush (C) vs. Miror (A)
4 vs 4
Singles
Slapstick
Switch=KO
Equiall 6
72 hr DQ

Kush's Ghostly Pirate Ship: A large pirate ship, with 'Blackbeard's Ghost' blaring out from somewhere... The deck is large, and wooden, but has clearly seen better days. A cabin is on either side, and the deck is also above them, reached by ladders.. The steering wheel is on top of the right cabin. The cabins can be opened, but are empty, and smell of blood and rum. A large, creaking mast is in the middle of the boat, and the ragged sail bears the legendary skull and crossbones. Breaking through the top of the ship into the hull would be very feasible, and it is up to the ref's imagination to decide what is down there, but general ghost ship badassery and wenches would be a good call. The battle may continue onto the sea, which is salt water, and filled with the detritus of some long forgotten battle. The trainers sit in a ferry that follows the boat.
Special rules: Ridiculously Easily Destroyed, Night Fight, Weather (dense fog), Terrain Edge (rough sea, debris), Wild Pokémon (Sea, Ghosts)

Aww shit son this is going to be amazing and I fucking love this arena. I only hope I can do it justice. You boys know what to do.
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Because I look damn good in a dress.
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Old 07-04-2015, 01:34 AM   #2
Mercutio
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Umbreon

Avast! Thanks for playing Miror, Josh try not to get too distracted by all the wenches.


Shining Badge
Attachable Badge

The Shining Badge is awarded to trainers who successfully best Mercutio, Gym Leader of the Golden Valley Gym. A precious jewel, set in dragon scales, the badge represents the strength and toughness that must be overcome to live to tell the tale of taking it. Those who win in such an epic setting will be granted a defensive shield that can be attached to a pokémon of their choice.
Badge Effect: "Tenfold shields"
When struck by damaging super effective moves, the bearer of this badge will take only 50% of the damage they would normally take after all other calculations have been made. This effect will be triggered for the first two such moves which strike the bearer. Subsequently, this badge will have no effect. This badge must be attached via Squad Submissions.

Smelting Badge
Attachable Badge

The Smelting badge shows a Pokémon’s ability to be involved with their environment, and the strength of the minerals and other materials that have created the world we live in today. By defeating the Steel Gym Leader, Firewater, and his Pokemon that are so engaged with the world around them, a victorious opponent gains a powerful tool. Any Pokémon that wields this badge has the ability to passively regenerate energy over time. This badge only restores a light amount of energy per turn, and caps at 1.5 Hyper Beams of energy regenerated.


Level Seven

Kalessin, the uplevel male Dragonite; Kalessin, "The Eldest", the first of all dragons, immense, scarred, scales iron black, with red wings and yellow eyes, so old that even Orm Embar is but a yearling kid beside him. I caught him in his homeland, an island named the Keep of Kalessin, in the Dragons' Run in the deepest darks of Earthsea. His head, the colour of iron, stained as with red rust at nostril and eye socket and jowel, hung facing me. He did not move throughout. He might have been crouching there for hours, or for years, or for centuries. He was carven of iron, shaped from rock, but the eyes, the eyes I dared not look into, the eyes like oil coiling on water, like yellow smoke behind glass, the opaque, profound and yellow eyes watched me. He was truly fearsome, but from within him I felt great strength. His power was without measure, his might without binds. He was the creator, the one true King of the Dragons. Versed in the True Speech, Kalessin knows the secrets of the Old Ones, even capable of calling upon the Dragon Gods to aid him and pass him their wisdom. He is even capable of asking them to lend him and his brethren a portion of their power, briefly giving him the air of a God himself.
Hidden Power: Poison.
Signature Move: "Call of the Dragon Gods"; Kalessin sounds a trumpet call, his roar resonating with the true speech of the old world. The spirits of ancient Dragon Gods come forth and bless Kalessin and his kin, lowering the defensive stats of the opposing side by 10%. The spirits then retreat to the far corners of the sky. Subsequently, every time an enemy pokémon is sent out, the spirits come forth and curse the new pokémon in the same fashion. This attack costs significant energy. Standard boost stipulations apply. Kalessin cannot use Outrage, Fire Blast or Dragon Pulse.
Attached Item: Shining Badge.

Level Six

Grant, the male Clefable; Grant is a powerful Clefable, well versed in the art of combat. He was formerly of my Normal type Gym Squad and fought hard to destroy the Fighting type interlopers that challenged the Queen's Head Pub Golf Challenge. However, with the coming of Gen VI and the changes in my position, Grant decided to make a change. Going away for a time to reflect and revise, my faithful Pokémon returned to me having undergone a gender reassignment. Now referred to as Grant and considered to be male, Grant excels in controlling the opponent's movement and magically manoeuvring them in to the kill zone.
Hidden Power: Dark.
Signature Move: "Mystical Force" (Fairy); Grant summons an aura of Fairy energy and condenses it in to a series of jagged projectiles, in the same manner as Stone Edge, which are then launched at the foe to deal major damage. Mystical Force has a strong knockback and will throw most foes backwards a moderate amount, possibly interrupting their action, and is a physical projectile in the same manner as Stone Edge. Mystical Force uses major energy.

Ruby, the genderless Starmie; Ruby was a pokémon I captured very early in my journey. With a glowing core and an affinity for special moves, it has always been a valued member of my team. It showed great aptitude at blasting targets to smithereens with ranged moves and, over time, learned to be formidable at close range as well. However, with an aggressive trainer like myself in command, it soon figured out that it needed a way to keep its energy levels up in battle. Often, it would end up running hot after only a few minutes in battle, the toll of constantly churning out high yield attacks too much for it. To this end, it developed a trait that would allow it to use the restoring powers of water to gain back some energy. While no substitute for conservative battling, it does a great job of showing off Ruby's aquatic attributes.
Hidden Power: Dark.
Signature Trait: "Hydro Power"; At the end of every round in which Ruby is touching a decent sized body of water and not at maximum energy, it will restore a light amount of energy. Up to 1/3 of its total energy may be restored in this way. Polluted water will cause slower regeneration, with only minor energy restored, while purified or highly oxygenated water can allow for faster regeneration with mild energy restored. Only decent sized bodies of water such as a river or lake can trigger this effect. Rainfall and small puddles are insufficient. Ruby cannot use Rest or Giga Impact.
Attached Item: Smelting Badge.

Thunder, the female Gyarados; Caught in the Lake of Rage one stormy night after a drinking binge, Thunder is a Gyarados and thus cannot lose. Hers is a tale of great struggle and pain. Her evolution necessitated a great leap atop one of Johto's greatest waterfalls, the subsequent fatigue and madness causing her to wander aimlessly until she came to the lake. She is also a Gyarados with a sense of poetry, or irony as Americans are wont to incorrectly label it. She knows that she has an Achilles heel, but she attacks it with pride and attaches it to her massive frame. Having grown from a Magikarp by leaping over a waterfall, she is quick and strong, able to lithely combat any foe. Her prowess as a leaper has followed through in to a signature move, a fierce display of aerial prowess and draconic might.
Hidden Power: Fighting.
Signature move: "Leaping Karp" (Flying); Surrounding herself with Flying energy, Thunder rushes at her target and tackles them heavily. Given enough of a run up, Thunder can launch herself many metres in to the air in order to strike airborne foes. This attack deals solid damage for considerable energy. Because of the speed and power of the attack, there is a 20% chance that foes will be confused by the attack.

Spike, the male Gengar; Spike has returned, having spent several months training to enhance his skills in a Tibetan monastery, before practising his arts as a ninja in the slums of Beijing. Returning to my squad as a Haunter, he became more assertive and willing to stand up for his beliefs. He finds that his training in the monastery has helped him to focus on the things that are important in life; battling, training and balloon animals. Sadly the latter passion is useless in battle, but luckily he does have a trick to make him awesome anyway. Having trained in the art of indirect combat, attacking foes from where they least expect it, Spike has learned to infect the enemies with their worst fears and watch them lose their fighting spirit. He excels in the art of disruption, able to slip through the tiniest of gaps and hinder his opponents in a variety of ways.
Hidden Power: Fire.
Signature Move: "Reaper's Sweep" (Ghost); Spike forms a scythe shaped construct using heavy energy and slashes at the foe, dealing heavy damage. The construct's blade is incredibly sharp and jagged, meaning that it has a high chance of inflicting injuries in realistic matches. Since the construct is not of this world, the chance of injury is strong on Rock and Steel types as well. However, damage is the same as any other Ghost typed attack.

Kumori, the shiny male Greninja; The consummate ninja, Kumori specialises in disrupting his foes. His arsenal of weapons extends beyond the usual cloak and dagger and includes potent disruption attacks. He can form water in to hard constructs with great precision and imagination, forming weapons with which to strike at his foes and disrupt their momentum. Deep black in colour and preferring to fight in the darkness, Kumori is a terrible foe to face.
Hidden Power: Poison.
Signature Move: "Dew Drop Daggers" (Water); Kumori forms hard water constructs in the shape of sharp sai, one held in each hand, and strikes the opponent for significant damage. The force of the strikes is strong enough that the foe has a 30% chance of becoming dazed, suffering from diminished reflexes and ability to focus for about a round. Kumori may either strike the foe directly or throw the sai as projectile weapons. The move costs significant energy and can be used thrice per battle. Kumori cannot use Hydro Cannon.
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Old 07-04-2015, 05:14 PM   #3
Miror
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Thanks for the opportunity, and thanks SoS for reffing!

Also your Starmie's sig combined with that badge scares me ;;

Cameruptite
Mega Stone

This item allows Camerupt to Mega Evolve into Mega Camerupt when held during battle.

Vin: Level 6 Genderless Lunatone; Residing happily in the coastal town of Canalave for most of its existence, Vin the Lunatone was quite content with its lot in life. Years of watching its sister moon during frivolous nighttime excursions led Vin to become curious about the tidal flows near where it lived, as their motions always intrigued it. Following and tracking the patterns and learning about the moon's affect on the waters, Vin learned how to simulate gravitational pulls using its psychic powers, doing similar motions with telekinesis. Being able to manipulate water worked to Vin's advantage as well while working with ice, and the Lunatone soon became more proficient at relying upon its boosted Ice type energy pools with more moves to play around with. Vin's increased control over the different states of water allowed it to do particular things with certain moves that weren't regularly able to be preformed.
Hidden Power: Fighting
Signature Move: Special Training - Ebbs and Flows
Vin has gained access to the Ice moves Powder Snow and Freeze-Dry, the latter being preformed as if used by an Ice type. Being a lunar body, Vin has control over the tides and has also gained access to Surf. It has the energy for two uses of the move, which take no penalty to their power when used out of the water.

Abraham: Level 6 Male Camerupt; Found on the infamous Jagged Pass, Abraham loves the grassy plains just below his beloved home on the slope of Mt. Chimney. He is much more at peace than others of his species, and just adores anything grass related. Loves to eat it, loves to roll in it, loves to embrace it, you get the picture. Thanks to all this association with grass, Abraham became better acquainted with it, and through emulation of his own home, he found a way to channel his love of all things fauna into a beautiful attack that exemplifies his pure adoration of dat grass.
Hidden Power: Fairy
Signature Move: Special Attack - Grassy Plume (GR)
Functioning similarly to Lava Plume, Abraham spews forth a heavy amount of Grass energy, which deals equivalent damage upon impact. It also has a substantial chance of making the opponent drowzy. This attack can be used up to twice in a match. Abraham, when a Camerupt, will not be able to enter his berserker state.

Hexxus: Level 6 Female Goodra; TBA
Hidden Power: Fire

Cryon: Level 6 Female Toxicroak; TBA
Hidden Power: Ground

Jedondan: Level 6 Genderless Magnezone; Being a interesting combination of assorted magnets and other pieces of metal, Jedondan always was experimenting around with trying to create steel constructs of its own. Its first attempt was to create magnets, similar to the ones that are a major part of its physiology. However, although it succeeded in making a piece of steel that looked exactly like a magnet, the construct didn't have any magnetic properties, as it was simply just a hunk of metal. Discouraged by this setback, Jedondan lashed out in frustration with electricity in its workshop, sending some of the parts lying around flying into the walls. Some of those objects happened to be screws, smaller than the ones in his body but screws nonetheless. Seeing these impaled into the workshop's wooden walls, Jedondan had a new inspiration, and accomplished making screw-like constructs. Using its natural magnetism, it also discovered that it could launch these constructs at high speed away from it in any direction, and that it retained control over them due to its magnetic field.
Hidden Power: Ground
Signature Move: Special Attack - Screw Shot (ST)
Jedondan creates many large, steel screws (about 3 inches long and 2 inches wide at the head) which have extremely sharp points. These 10 screws launch in whatever direction Jedondan chooses (regardless of which way it's facing), moving quickly towards the target, dealing up to heavy piercing damage for high energy. They also function similarly to Psybeam in that Jedondan has control over their course. In realistic, this attack can puncture the opponent and potentially embed themselves in the opponent as well, physical damage being up to the ref's discretion.

Menoptra: Level 6 Male Octillery; Menoptra became part of my squad after Voord (my Kricketune) almost became part of its lunch (Menoptra isn't very good at judging size differences). Although Menoptra doesn't do too well on land, he is an extremely fast swimmer and is very competitive about it, often racing other Water types to show off. It was during one of these periods when he accidentally swam through some electrified water, causing some interesting changes. The volts coursed through his body, but instead of just shocking him, it triggered accelerated growth as well as caused him to gain a new typing. His control over it at first was very limited, often leading to electrical outbursts through his mouth, but through training with Jedondan (my Magnemite), through a lot of practice and hard work (although he became more prone to goofing off), he was able to keep it under control. Then he had to adapt to the physical changes. Having the larger fins was at first quite the hindrance to Menoptra, but after seeing a school of Sharpedo and following after their swimming pattern, he got the hang of it as well. In fact, it allowed him to be more stable both as he floated and as he swam, making his attacks lees likely to go off target. Overall, despite all the changes that occurred, Menoptra was able to adapt and become better than he was before. Once he evolved, the electricity in him became a little less prominent, but some of the changes remained.
Hidden Power: Ghost
Signature Move: Special Training: Zaptastic
After evolution, some physical changes did remain, the red eyes being the same, but the regular yellow suction cups on Menoptra have become electric blue. The additional typing of Electric was lost over evolution, but now contact with the Octillery will now cause 25% recoil in Electric damage as he's still supercharged with electricity. He also remains familiar with the Electric type, and retains the moves Thunderbolt, Zap Cannon, and Volt Switch, while still losing the moves Bounce, Double-Edge, Flail, Thief, Facade, Return, Frustration, Confide, Rest, Sleep Talk, Snore, Recover, Sunny Day, Psychic, Captivate, Endure, Hydro Pump, Blizzard, and Focus Energy.

Abraham, have at it.
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Old 07-04-2015, 06:54 PM   #4
Mercutio
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Unexpected.

Kalessin, begin aloft, rise up in to the fog and Rain Dance above the crows nest. Pull a Firewater - be evasive.
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Old 07-04-2015, 10:34 PM   #5
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Well, at least you reacted how I expected, still not sure what to do with it though lol

Mega Evolve. Let's get that badge out of the way with Hidden Power followed by an Ancientpower.
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Old 07-06-2015, 09:47 AM   #6
Son_of_Shadows
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A foggy night on the briny deep. Entei-slayer Kush against Afroman. Kush's badges glow in the ink as from his Pokéball, a mighty Dragonite appears, rising into the sky; enjoying the effects of the Shining and Smelting Badges. A terrifying foe to be sure. But Miror has his own powerful Pokémon at his beck and call; a volcanic camel. He rolls up his sleeve, exposing a bangle on his wrist. Mega Evolution is his weapon of choice in this high-stakes, high-seas battle.

... If anyone needs me, I'll be with the wenches, warming up.

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Originally Posted by Mercutio View Post
Level Seven

Kalessin, the uplevel male Dragonite; Kalessin, "The Eldest", the first of all dragons, immense, scarred, scales iron black, with red wings and yellow eyes, so old that even Orm Embar is but a yearling kid beside him. I caught him in his homeland, an island named the Keep of Kalessin, in the Dragons' Run in the deepest darks of Earthsea. His head, the colour of iron, stained as with red rust at nostril and eye socket and jowel, hung facing me. He did not move throughout. He might have been crouching there for hours, or for years, or for centuries. He was carven of iron, shaped from rock, but the eyes, the eyes I dared not look into, the eyes like oil coiling on water, like yellow smoke behind glass, the opaque, profound and yellow eyes watched me. He was truly fearsome, but from within him I felt great strength. His power was without measure, his might without binds. He was the creator, the one true King of the Dragons. Versed in the True Speech, Kalessin knows the secrets of the Old Ones, even capable of calling upon the Dragon Gods to aid him and pass him their wisdom. He is even capable of asking them to lend him and his brethren a portion of their power, briefly giving him the air of a God himself.
Dragonite (Dragon/Flying): Despite their short wings, Dragonite can fly well. However, they are more speed fliers than finesse fliers and need a good distance to turn at high speeds. On the ground and in the water, they can move and dodge at a decent speed. They have decent vision in low light environments.
[Dragon]: Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
[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.
Hidden Power: Poison.
Signature Move: "Call of the Dragon Gods"; Kalessin sounds a trumpet call, his roar resonating with the true speech of the old world. The spirits of ancient Dragon Gods come forth and bless Kalessin and his kin, lowering the defensive stats of the opposing side by 10%. The spirits then retreat to the far corners of the sky. Subsequently, every time an enemy pokémon is sent out, the spirits come forth and curse the new pokémon in the same fashion. This attack costs significant energy. Standard boost stipulations apply. Kalessin cannot use Outrage, Fire Blast or Dragon Pulse.
Attached Item: Shining Badge.

Shining Badge
Attachable Badge

The Shining Badge is awarded to trainers who successfully best Mercutio, Gym Leader of the Golden Valley Gym. A precious jewel, set in dragon scales, the badge represents the strength and toughness that must be overcome to live to tell the tale of taking it. Those who win in such an epic setting will be granted a defensive shield that can be attached to a pokémon of their choice.
Badge Effect: "Tenfold shields"
When struck by damaging super effective moves, the bearer of this badge will take only 50% of the damage they would normally take after all other calculations have been made. This effect will be triggered for the first two such moves which strike the bearer. Subsequently, this badge will have no effect. This badge must be attached via Squad Submissions.
Quote:
Originally Posted by Miror View Post
Abraham: Level 6 Male Camerupt; Found on the infamous Jagged Pass, Abraham loves the grassy plains just below his beloved home on the slope of Mt. Chimney. He is much more at peace than others of his species, and just adores anything grass related. Loves to eat it, loves to roll in it, loves to embrace it, you get the picture. Thanks to all this association with grass, Abraham became better acquainted with it, and through emulation of his own home, he found a way to channel his love of all things fauna into a beautiful attack that exemplifies his pure adoration of dat grass.
Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face. A Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Camerupt has been trained not to enter in to the enraged state in this way. In its Mega Forme, Camerupt becomes an active volcano, constantly issuing lava. Its lava-based attacks are x1.2 stronger. Because of the intense heat radiated by Mega Camperupt, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
[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.
Hidden Power: Fairy
Signature Move: Special Attack - Grassy Plume (GR)
Functioning similarly to Lava Plume, Abraham spews forth a heavy amount of Grass energy, which deals equivalent damage upon impact. It also has a substantial chance of making the opponent drowzy. This attack can be used up to twice in a match. Abraham, when a Camerupt, will not be able to enter his berserker state.
Cameruptite
Mega Stone

This item allows Camerupt to Mega Evolve into Mega Camerupt when held during battle.
As the battle begins, Miror immediately activates his Mega Bangle. Henshin-a-go-go baby. Abraham is surrounded by a pink sphere, which breaks apart to reveal that he no longer has feet. Nothing remains but lava. Literally lava. On a rotting pirate ship. This Pokémon is secreting lava. Miror I somehow doubt this was a wise choice. It is perhaps wise of Kalessin to be in the air at this moment in time. He rises even higher, above the Crow's nest - targeting him at this altitude in this darkness will be fairly difficult with the fog. But this isn't enough for the dragon, who performs a light, airy dance of complex movements above the nest, summoning in black clouds. I'm not sure if Kalessin appeased or angered the gods. Just when I thought this ship couldn't get any ricketier... Still, Miror and Abraham are undeterred; pushing an assault against the dancing dragon, which is a shitty Pokémon Shuffle ability.

... I have a problem guys.

Much like its pink sphere, Abraham launches fairy-energy cannonballs from its volcano, using it as a cannon. Yar, he's spotted the white whale; all hands the starboard deck; we're bringing it aboard! I know this isn't normally how Hidden Power is reffed but fuck if you give me a cannon I'm loading and firing it. The majority of the Fairy energy rockets passed the dragon and his fancy... airwork? I hesitate to call it footwork in midair. Acrobatics I guess? I dunno. But a few orbs land dead on. Kush's Shining Badge glows with the activation, but Abraham isn't done yet! Molten rocks condense into a single stone, which flies from his crater straight towards Kalessin and the crow's nest - he does his best, but does get grazed by the stone, which does a fair amount of damage before smashing and splintering the head of the mast; bringing its remains down into the crow's nest. That was quite a nasty Ancient Power. Kush's badge glows again before dimming for good. The Shining Badge has been neutralised; and Miror has a good opening now - if he can land some hits. As the round ends and the heavens open, I'm going back down to the wenches...

Kalessin took a fair hit this round, but sits comfortably and used much less energy. Abraham took no damage, but is out of Fairy and used a little Rock. Rain will last four rounds.
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Why are you always a pretty princess?
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Because I look damn good in a dress.
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PASBL
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Last edited by Son_of_Shadows; 07-06-2015 at 11:00 AM.
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Old 07-06-2015, 09:55 AM   #7
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Smelting is Attachable - only affects Starmie.
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Old 07-06-2015, 11:00 AM   #8
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My mistake, thought it was Global for some reason.
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Why are you always a pretty princess?
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Because I look damn good in a dress.
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Old 07-06-2015, 11:23 AM   #9
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Also your Starmie's sig combined with that badge scares me ;;
You should've seen Concept's Ludicolo.
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Old 07-07-2015, 01:37 AM   #10
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Let out a Roar to put him on his toes, then continue the cannon fodder as you send some Mud Bombs his way.
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Old 07-07-2015, 03:45 AM   #11
Mercutio
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Match his Roar with the Call of the Dragon Gods, then drop to a lower altitude and see how they like a Hydro Pump!
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Old 07-08-2015, 06:20 PM   #12
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As the rain comes falling down on this dark and stormy night, both Abraham and Kalessin roar at the sky - for Abraham it's a show of power to intimidate his opponent; to show him that this fight is far from over and despite this disadvantage, he both can and will still win the day! The power of his mega stone confirms it! The dragon refuses to back down however, and while impressed, he is far from truly intimidated; letting out his own roar to call in the spirits of an ancient world that is long past. Tonight, we feel the presence of the ancient dragon gods, and their ghosts illuminate the sky briefly before rushing through the Camerupt. Abraham shivers, a horrible chill echoing through him that lowers his guard.

However, it seems that dragon gods are not the only spirits who've been called... Beneath the waves, several Frillish lurk, sensing something. They'll be paying attention from there, and several Misdreavus' eyes glow from the fog. But could there be anything else out there?

It's of no concern to the battlers at the moment. As the dragon gods return to the sky, the roars cease and blows are exchanged. The boat rocks from recoil as Abraham strikes first; a volley of mud being slung from his crater-cannon-thing as Kalessin descends, returning to the battle for a more close-quarters offensive. The mud crashes into him, striking his wings (which does rather speed the descent) and torso. The mighty Dragonite is far from done though, using the boost from the rain and his opponent's lowered guard to loose a hideous torrent straight into the Camerupt's face! The sheer heat he radiates protects him somewhat, though the cold night has somewhat taken its toll on this. He manages to remain on deck, though that floorboarding is looking super weak...

Abraham took a massive hit this round and is almost out of the first third, though Kalessin is slowly but surely getting through it too. He might have a bit of trouble flying over the next round but nothing major. Both Pokémon have similar energy reserves but can both manage two. Kalessin has 1/3 of his Water left.
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Why are you always a pretty princess?
Quote:
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Because I look damn good in a dress.
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Old 07-09-2015, 06:00 AM   #13
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Ascend with a Twister. Supersonic.
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Old 07-09-2015, 04:37 PM   #14
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Send a Stone Edge after him. Focus Energy after the Supersonic.
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Old 07-11-2015, 04:24 PM   #15
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Kush's strategy for this battle is slowly becoming clear to me: fly away like a little bitch, swoop down and attack, fly away like a little bitch again. That's what appears to be going on as Kalessin leads by whipping up a storm with his wings, rising back up towards the crows' nest as the twister rips through Abraham and the deck, which loses a few planks in the storm - it's absolutely at its weakest now. The ship is rocking back and forth turbulently, but not turbulently enough for Abraham, whose sure-camelly-footing (roll with it) keeps him steady as he creates two magical rings of stone around him, which are launched straight up towards the Dragonite - he takes the brunt of it, but the remainder crashed through the crows' nest and mast, bringing a good half of it down right on top of Kalessin, knocking him to the deck and through it into the lower hall! Ironically, the Dragonite's height and the darkness has worked against him in this case!

Below deck are the captain's quarters, with a heavy chest of plundered booty, guarded by a mighty lock, a desk filled with memoirs and pirate-themed implements. And ooh! Ancient grog! They're a little confined, but it's hardly going to be an issue for the flying dragon. He retaliates by emitting a high pitched squeal; discombobulating the Camerupt until he manages to focus himself and get ready for the next round.

Kalessin is now to the second third, but still holds a slightly lead. Abraham is down to half of his Rock energy. Both Pokémon would now appreciate a breather really. The Misdreavus in the fog grow more intrigued...

Miror.
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Why are you always a pretty princess?
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Because I look damn good in a dress.
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Old 07-13-2015, 04:53 PM   #16
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Body Slam to pin him. If for whatever reason you're not on him, send a Yawn his way.
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Old 07-13-2015, 05:20 PM   #17
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Crouch behind a Reflect wall, heft Camerupt away and let the bubbles burst against it. Then take flight and get back in to the open. If you do end up pinned, Strength to push the bastard off.
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Old 07-15-2015, 05:06 PM   #18
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Bedazzled and befuddled that it's somehow the flying Pokémon who ended up below decks rather than the fat, lava-spewing camel, Abraham takes the opportunity to leap from the top level onto the second; hoping to smash through to the third level - the basement of the ship. What could possibly be down there you ask? ... Well, you'll see. However, the Dragonite erects a barrier between the two; shielding him from a lava-tastic assault and allowing him to rise to his feet as he begins to fly safely. The Camerupt is simply bounced off a cracked, but not broken, screen. Abraham tries to make him drowsy by yawning and sending a few pink bubbles his way, but due to the fact that they are technically physical projectiles as bubbles; they burst harmlessly against the cracked Reflect wall. Abraham grumbles fruitlessly as Kalessin gets back out into the open once again - his opportunity has been lost.

Nobody took any damage, or used too much energy. In fact, both Pokémon are currently tied on that front and just out of their first third. Abraham would appreciate a breather slightly more than Kalessin thanks to his one attack this round. Kalessin is down to half his Psychic energy though, and Abraham's defences have returned to normal.

Kush.
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Because I look damn good in a dress.
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Old 07-15-2015, 05:33 PM   #19
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Gah orders what are you.

While I think about that what's happening to the lava that Mega Camerupt is spewing inside a wooden ship?
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Old 07-15-2015, 05:37 PM   #20
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Probably fire
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Old 07-16-2015, 05:48 AM   #21
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Yeah that's going to cause problems starting next round. God Kush way to spoil the surprise.
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Old 07-16-2015, 05:58 AM   #22
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Ok, thanks.

Kal, maintain suppressing fire with a Bubble Beam, then drop out of line of sight near the water's surface and use a Dragon Dance.
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Old 07-17-2015, 05:15 PM   #23
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Stone Edge up through the bubbles to strike, then just move yourself away from the explosives if you can.
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Old 07-22-2015, 01:33 PM   #24
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Back at sea, with lava spew really starting to eat away at the ship interior, Kalessin knows that his best option is to keep the Camerupt down as much as he can for now. Exploiting his strongest Water option with what remains of his type energy, the Dragonite blows a VERY THREATENING STREAM OF BUBBLES down into the hold. Many of them are outright evaporated by Abraham's sheer heat, but those that aren't are shredded by a ring of stone projectiles around him. The projectiles are then launched into the Dragonite... but he evades damage thanks to that handy-dandy Reflect wall and his movement over the ship's starboard side, quickly dipping beneath the deck. Abraham has lost sight of him, but at least he's gotten rid of that Reflect now.

Unsure of where his opponent is, Abraham simply tries to stay light on his feet, moving around the Captain's room, just in time for the floor to be further eaten away - this hole reveals what lies beneath - a store of cannons! Conveniently able to be used by quadruped Pokémon! Those might come in handy. But, Abraham senses a sinister presence down there... It might not be too safe. Is it much safer up here though, with a few stray embers starting to smoke? Meanwhile, outside the ship, Kalessin is enjoying the night as the rain comes to an end, celebrating with a dance to appease his dragon brethren. They smile on him from above, as do the Frillish from below - they seem to be very entranced by his work! He is much faster now, but the Frillish seem to be taking more and more intrigue in this battle...

Kalessin is out of water energy, and Abraham is almost out of rock. Neither Pokémon took damage this round. Both pretty good on energy in general.
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Because I look damn good in a dress.
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Old 07-27-2015, 02:36 AM   #25
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Balls to the wall

Head down to the lower deck in whatever way is easiest. Approach the cannons, aiming and lighting one with an ember if you can see the Dragonite. Give a Roar at anything spooky that approaches.
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