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Old 11-13-2015, 11:53 PM   #1
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Machamp UPN PASBL - Gym Match: Apollo77 vs. Miror

LAAAAAAAAAAAADIES AND GENTLEMEN. WELCOME TO ANOTHER EXCITING MATCH RIGHT HERE IN THE CAGE. OF. DISCIPLIIIIIIIIIIIINE! THIS RAGE IN THE CAGE WILL BE BETWEEN IT'S MIGHTY DEFENDER, THE FEARSOME FIGHTER, APOLLOOOOOOOOOOOOOOOOO. HIS CHALLENGER THIS EVENING WILL BE NONE OTHER THAN THE DANCING DEMON HIMSELF, MIROR. THE SPECS ARE SET AND THE CAGE IS IN PLACE, SO BOTH COMBATANTS TAKE TO YOUR CORNERS AND COME OUT SWINGING!

4 v 4
Singles
Equiall 4
72 Hour DQ
Switch = Gym
Slapstick

The Cage of Discipline
The Fighting Gym Arena is a rather large octagonal fighting ring, with a giant cage trapping the combatants inside. The cage cannot be passed through by ghosts, slipped through by small or fluid Pokémon, broken out of by attacks, or escaped through any other means other than return to a Poké Ball. The cage is about 20 feet high, as to not allow much room for flight. The ring is surrounded by a vast sea of onlookers, who number in the thousands. The roar of the crowd is borderline deafening, and makes it harder for Psychic types to concentrate, weakening their Psychic attacks. Psychic types who are part Fighting are not affected by this. Sound attacks are also partly drowned out by the noise. Red spotlights shine down on the arena, permanently inducing the effects of Foresight. The arena is in a highly urbanized area, making Fairy types that aren't part Fighting uncomfortable. The arena is indoors, so attacks involving the sun, moon, weather, etc will fail. Magic Room will also fail because it basically just makes a bunch of spectators disappear and that's not cool.

APOLLO, YOUR SQUAD PLEASE.
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Old 11-15-2015, 06:11 PM   #2
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Let's get ready to rumbleeeeeeeee

Having dropped my last gym match, and having lost to you in the past, I will not be taking this lightly. Good luck Miror, and thanks for taking this Sneaze.

Bringing the following items:

Birdkeeper's Token: Attached to The Flea the Hawlucha
Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.

Medichamite: Attached to Koa the Medicham

Squad:

Banzai: Level 5 Male Pangoro
Bio: Banzai is just wild, man. He just comes in, all hyped up and stuff, itchin' for a fight. Apollo didn't chose him, he chose Apollo, man. He was chewin' that leaf in his mouth and just waitin' for a real challenge. And then he saw Apollo, and he was like "hey, this guy looks like he knows what he's doin', I'll try 'em on for size". A long, slender branch in hand, Banzai jumped out at Apollo and challenged him then 'n there. Apollo sent out Ippo to take 'em down, but no, Banzai wouldn't have it. He used that branch all skillful-like and wouldn't let Ippo get in for a single punch. Apollo was amazed at his prowess with his staff and added 'em to his team on the spot. Sadly, Banzai couldn't take his staff with 'em. But Apollo was persistent, and he trained with Banzai night 'n day. After long hours o'trainin', Banzai found a way to fight like he had never lost his branch.

Signature Move: Special Attack: Banzai Bo Staff! (Fighting)
Using solid Fighting energy, Banzai creates an energy construct in the shape of a 10 foot long bamboo staff. He attacks his foe with the staff using several fast, light strikes, dealing good damage in total. Because of the length of the staff, this technique can keep opponents just out of melee range, and can interrupt punches/kicks/etc by keeping the foe out of range. Banzai can also use the nature of this attack to chain into another melee attack often before the opponent can react, shifting the staff into his offhand so he can use his dominant hand to deliver the punch/so that it's out of the way to perform a kick. Upon completion of the melee attack chained, the staff disappears.
Hidden Power Type: Ice

Koa: Level 4 Female Medicham
Bio: Koa is serious, very serious. She isn't cold to others, but she prefers to spend the majority of her time meditating in solitude. My squad has always wondered just what all this meditating does for her, but that's something only she and I know. Koa can communicate with the dead. Through her meditation Koa has made contact with spirits, and has used gained knowledge from their ghostly wisdom. With this she has devised a way to purge unwanted spirits from their hosts and grant them rest. Koa has become a spirit hunter of sorts, and people regarded her with a reverence.

Signature Move: Special Attack- Celestial Purge (Fighting)
Koa uses her spiritual knowledge to infuse her fist with a mystical ether, then punches the opponent, her fist going right through, but the ether dealing considerable damage, which deals double damage to ghost types. However, she loses access to Swagger, Mega Kick, Mega Punch, and Recover.
Hidden Power Type: Steel
Item: Medichamite

Halcyon: Level 4 Female Lucario
Bio: Halcyon is a strong, independent woman; fearless in battle, she fights with honor to vanquish those who seek to destroy peace. I met Halcyon atop a craggy mountain peak, where she trained her aura every day. She remained in relative solitude most of the time, but could often be disturbed by commotion from the forest down below. When this happened, Halcyon would reluctantly leave her home on the mountaintop to quell the unrest. I never quite understood how she did so, but somehow, within 15 minutes or so, everything in the forest would calm down. As interesting as that was, that wasn't what really drew me to Halcyon. That came some time later, when while traveling through said forest I witnessed a Teddiursa being harassed by a Nidoking. Halcyon was there once more, and this time I witnessed for myself something incredible. Unable to calm the raging Nidoking, Halcyon took it upon herself to fight in Teddiursa's place. She was fighting a losing battle for sure, but continued to push herself to the extremes to defend the innocent. I stepped in then to ensure she wouldn't be hurt, and Olympia and Koa successfully drove the Nidoking off. I added Halcyon to my squad on the spot, amazed by her courage.

Signature Move: Special Technique- Winds of Tranquility (Flying)
Using good energy, Halcyon releases a gentle breeze. The wind has a naturally soothing effect to it, dissuading foes from attacking akin to Screech. Due to the calming nature of the wind, it is more effective on Pokemon who are easily enraged as well as on aggressive types (Fire, Dragon) but less effective on calmer types (Water, Fairy). The breeze also has a special effect on Flying types, acting as a sort of muscle relaxant on their wings that causes them be far less agile when flying and making flight require more effort to maintain. Due to her peaceful nature, Halcyon has forgotten how to use Nasty Plot, Screech, Work Up, Swagger, Retaliate, and Dual Chop. Halcyon can use this attack twice per battle.
Hidden Power Type: Fairy

Zamus: Level 4 Female Combusken
Bio: Zamus doesn't really agree with the concept of being a flightless bird. What's the point of being a bird if you can't fly? She looked on with envy at Cumulus and The Flea as they flapped their wings, giving them wonderful mobility in the air. How great it would be if she could be so free like the other birds! Unfortunately, I could never do anything to help her achieve her dream of flight, but one day, while I was playing Smash, a particular skill used by Zero Suit Samus caught her attention. She was able to get high into the air and strike airborne foes with ease! Zamus then begged me to help her develop a similar technique herself. If she couldn't fly, she was going to make it her mission to knock everyone else out of the air too.

Signature Move: Special Attack- Rocket Boots (Fire)
Using considerable energy, Zamus ignites her feet with flames that propel herself upwards towards a foe rather quickly. Upon reaching an opponent, she delivers two swift kicks, each dealing moderate damage. The second kick will send the opponent flying backwards at a high velocity, and if he or she crashes into something such as a wall, boulder, or tree, the opponent will fall to the ground and become disoriented, unable to fly more than a foot above the ground until the end of the next round. Zamus can only use this attack twice per battle.
Hidden Power Type: Ice

The Flea: Level 4 Male Hawlucha
Bio: The Flea is a mighty luchador who has a complete and utter disregard for personal hygiene. He is often underestimated for his youth and...filthiness, but he simply takes all his opponents down with his special takedown maneuvers, which often involve farting and dirt. However, underneath this thick layer of dirt The Flea holds something very dear to him: donuts. The Flea's parents run the Slammin' Donuts shop where he eats donuts every single day. They're his fighting fuel, and naturally I couldn't take that away from him. Instead, I make sure The Flea gets his donuts before every match, and it makes him that much better.

Signature Move: Special Training- DONUTS!
When the Flea enters battle, he still has the sugar from donuts in his system, and thus for 4 rounds gets a boost to his speed akin to Long-Term Agility and an attack boost akin to Howl. The sugar in his system requires decent energy to get going. The round immediately after the boost fades, The Flea has a sugar crash, and has these stat boosts reversed for that round only.
Hidden Power Type: Ground
Item: Birdkeeper's Token

Jairo: Level 4 Male Hitmontop
Bio: While Tyrogue that evolve into Hitmonchan specialize in boxing and those that evolve into Hitmonlee specialize in kickboxing, those that evolve into Hitmontop specialize in a completely different and unique fighting style: the art of capoeira. Capoeira is a Brazilian martial art that is really quite dazzling to watch. It involves lots of motion, spinning, and flipping, which makes it a perfect fit for a fighter such as Hitmontop. However, those who observe this display for the first time often underestimate it, viewing it as more of a show than a real martial art. It’s even been called by some as “Sexy Dance Fighting.” Of course, those who practice capoeira can easily prove these doubters wrong, but Jairo has other plans. He’s decided that he really wants to perfect the art of Sexy Dance Fighting, and look damn good doing it.

Signature Move: Special Training – Sexy Dance Fighting

Jairo has trained extensively in the way of Sexy Dance Fighting, and from this all of his moves involving excessive spinning and flipping have become incredibly attractive. These moves include Rolling Kick, Rapid Spin, Gyro Ball, Twister, Drill Run, Rollout, and Triple Kick (some only gained upon evolution). These attacks, being incredibly sexy, apply a Captivate effect to opposing Pokémon of the opposite sex, making them less willing to attack. This effect is weak at first, but increases in strength with repeated uses of capoeira moves. On the other hand, against opposing Pokémon of the same gender, these attacks apply a Swagger effect, making them less willing to defend, as they are jealous they can’t be as sexy when they fight. Likewise, this effect is weak at first, but increases in strength with repeated use of capoeira moves. Jairo is no longer able to use Attract, Captivate, or Covet, now only able to be sexy with his fighting. He has also lost the moves Revenge, Endeavor, Confide, Swagger, and Bulk Up.
Hidden Power Type: Ghost
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Old 11-15-2015, 06:56 PM   #3
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Good luck to you as well App, and thanks Sneaze for reffing once again ^_^

Clan Ru: Level 5 Male Tyranitar
Hidden Power: Grass
Signature Move: Special Training - Distressing Darkness
Clan Ru constantly exudes an aura of fear and intimidation at all times, which breaks the Fighting spirit of any would-be attackers, causing all Fighting energy that approaches him to dissipate into typeless energy. This also means that all of Clan Ru's own Fighting attacks are considered typeless, and he's unable to use Focus Blast or Focus Punch at all. He also loses Hyper Beam, Thunder, Blizzard and Fire Blast.

Baymax: Level 4 Genderless Golurk
Hidden Power: Flying
Signature Move: Special Attack - Phantasm Fists (GH)
Using considerable Ghost energy, Baymax creates two ghostly hands, similar to a Haunter's, that float around the Golurk until called upon. When using any move that would require use of Baymax's hands/fists, it has the option to use one of the spectral hands instead of his regular ones. Each hand can preform two successful attacks before dissipating, and can travel up to 20 feet away from the Golurk. The attacks used by the hands are preformed with the same amount of and type energy as usual with an increase of light typeless energy, and also do the same damage, but the hands move much more quickly than Baymax typically can. This attack can be used twice per match.

Eridgian: Level 4 Male Tropius
Hidden Power: Ground
Signature Move: Special Training - Fat Flier
Eridgian has a thick layer of fat, reducing damage from Fire and Ice attacks to neutral and making him resistant to extremely cold temperatures, but is hit neutrally by Grass and Water, and super effectively by Electric. Eridgian can also now use Hurricane, but he can no longer eat the fruit around his neck due to being sick of it after only eating it for months on end, though other Pokemon may still pick and eat it as per Tropius' SC.

Cryon: Level 4 Female Toxicroak
Hidden Power: Ground
Signature Move: Special Attack - Scarecrow's Shuriken (PO)
Using heavy Poison energy, Cryon releases an array of shuriken-like energy constructs, that immediately plunge into the ground. The shurikens deal no damage, but release an invisible gas that will agitate all Pokemon on the field except for Cryon, with grounded Pokemon even experiencing hallucinations. While they hallucinate, grounded Pokemon will be reluctant to move around, and will be subject to a permeating fear, which makes the Pokemon more reluctant to attack, in addition to being slower in reaction time and much more cautious. After about three rounds the hallucinations and fear will wear off, but the gas will continue to affect the opponent in a way similar to Infestation. Flying and Levitating Pokemon will not hallucinate, but will suffer from the Infestation-esque effects if they come within 3-4 feet of the ground. Scarecrow's Shuriken can be cleared similarly to Toxic Spikes.

Zarbi: Level 4 Female Xatu
Hidden Power: Water
Signature Move: Special Attack - Huitzilopochtli's Vigor (PS)
Spreading her wings wide and cawing towards the Sun, Zarbi channels divine Psychic energy to construct two Maquahitls held suspended in the air. A Maquahitl is similar to a sword, being a close contact weapon around 4' long and 4" wide, its edges having sharp obsidian embedded inside. Zarbi swings these with astonishing speed at her opponent using her mind, and can hit an opponent at most 10 feet away, each cutting for a Decent Psychic-Type hit. The Maquahitls dissipate upon impact, and have a 10% chance each of making the opponent flinch from the impact. In Realistic, these can leave at the worst severe cuts, physical damage being up the the referee's discretion. This attack uses Heavy Psychic-type energy.

Kaio: Level 4 Male Hariyama
Hidden Power: Ghost
Signature Move: Special Attack - Drain Life 19 (FT)
Gripping his foe with both of his large hands, Kaio begins to drain a heavy amount of energy from the target in the space of a few seconds. This move costs no energy and it deals no damage, but its effectiveness is based upon weakness and resistance. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Alrighty Eridgian, start on the ground.
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Old 11-25-2015, 09:20 AM   #4
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I'm so sorryyyyyyy

Alright Flea, into the ring! Use Acrobatics to quickly get in close and strike, then continue with an Aerial Ace!
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Old 11-26-2015, 02:34 PM   #5
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Give him a Twister, then use a Whirlwind to send him crashing into the cage.
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Old 01-02-2016, 02:20 AM   #6
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So after a while of waiting, let's get this match under way. In the Gym's corner, the Leader himself, Bob the Brawler, Punchman Pat, other terrible names referencing shows nobody cares about, Apollo! And his challenger, the Active LO... wow that should not be an actual workable title to describe a singular person... Miror!

The challenger starts us off with a personal favorite of mine, a Tropius, whose name is both horrendously long and filled with way too many random letters, and will hereby be known as Sundae, to which the Leader responds with Flea, a Hawlucha who directly references a rather great show that I should go back and rewatch at some point. Sundae starts us off, whipping up a mighty Twister which rockets itself at the tiny masked bird. But Flea just doesn't care, the power of donuts filling him with a ton of energy and all the speed he needs to get around the vortex with minimal damage before striking repeatedly at his foe from all directions, the crisscrossing Acrobatics taking a serious chunk out of Sundae's health. It's now that Flea attempts to combo into his next attack, making quick circles around his foe, but Sundae is having none of this nonsense, and while he can still spot the frisky fighter, beats his wings powerfully to kick up a massive wall of wind. The Whirlwind sends the smaller Pokemon hurtling into the far side of the cage before collapsing to the ground to shake off the pain.

So things are fairly even at the end of the first round, with Flea just a bit better off than his foe on health as well as energy. At this stage though, it's still anybody's game.

Miror.
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Old 01-02-2016, 05:43 PM   #7
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Body Slam. If he's pinned, wrap him up in a Leech Seed. Otherwise, Air Slash as you keep your distance.
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Old 01-06-2016, 04:47 PM   #8
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Bounce up to avoid the Body Slam, coming back down to strike. Then, rush in and deliver a Poison Jab.
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Old 02-11-2016, 10:47 PM   #9
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Sundae starts things off bum rushing Flea from clear across the cage, looking to put the significant size difference to good use as he comes flying in to smash into the small bird with incredible force. But The Flea wants precisely none of your snarky horseshit and decides to make like a banana and split (ha banana puns in a Tropius match go me). Bounding quickly for the floor he hits and uses his flexible frame to Bounce high into the air and out of the way of the incoming Tropius, as Sundae's Body Slam brings him slamming hard into the cage wall for a small bit of pain. The bird comes back down to strike, but the lack of maneuverable room in the cage leaves the return blow a bit lackluster due to not having much momentum in it and coming from a fairly small 'mon. Regardless, this position works out fairly well for the Leader's strategy, as the bird switches swiftly into a blow from the other wing, glowing with poisonous purple energy. The Poison Jab strikes clean into Sundae's neck, leaving the dino to reel in pain momentarily before looking a bit uneasy, the secondary effect of the strike having taken hold. Deciding that close quarters combat isn't quite his thing at this exact moment, Sundae looks to put some distance between the two combatants once more, flapping his wings to create a singular hardened pocket of air, which rapidly rushes through the short distance between fighters to strike clean into The Flea and send him careening for a bit before righting himself roughly halfway across the arena, shaking off the pain from the Air Slash. The sickening poison ravages Sundae for a moment as the round draws closed.

Damage to both sides pushes things a little further along now, with Sundae the worse of the two by a small margin as they quickly approach the midmarker. Energy isn't much of a worry for either combatant at the moment, though both would appreciate a moment's respite. Poison seeps through Sundae's... veins?

Apollo to order.
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Old 02-13-2016, 03:49 PM   #10
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Close the gap quickly with an Aerial Ace, doing your best to arc around anything he throws at you. Follow up with a Wing Attack if you're in range, Stone Edge if you're not.
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Old 02-14-2016, 03:34 PM   #11
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Blast him away with a Gust as he comes in for the Aerial Ace, then pin him this time with a Body Slam either as he prepares or after the Stone Edge.
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Old 03-11-2016, 08:42 PM   #12
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Welp, never going to get a badge or finish a match the good ol' fashioned way am I XP

Twister, Twister, Hurricane. 3.

(If this isn't going to end in DQ or whatnot, let me know and ignore the orders lol)
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Old 03-11-2016, 08:49 PM   #13
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So it's not gone 5 rounds so DQ isn't going to be a thing, so instead...

APOLLO HAS FORFEITED! MIROR IS THE WINNER!

Miror gets 2 TP (But no badge ;-;)
Apollo gets 1 TP if he ever comes back
I get 2.75 SP for slow reffing of a Gym match. (also event bonus)
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Last edited by Sneaze; 03-11-2016 at 08:56 PM.
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