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Old 01-01-2017, 02:55 AM   #1
Chiko
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Manaphy UPN PASBL: TheKnightsFury (GL) vs. GX Prodigy

TheKnightsFury(GL) vs GX Prodigy
6v6
Singles
Slapstick
Equiall 1
Slapstick
72HR Strict DQ (I will not hesitate to DQ)
Switch = OK
Arena: The Isle of Torment
Created by the gods as a place of torment for the most wretched of souls, Challengers find themselves transported to the middle of the ocean. A ring of longboats sections off a portion of the ocean, roughly 100 metres in diameter. In the middle of sectioned off ocean rests a ring of polished stone, runes are carved into its surface and give off a mystical glow. The outer edge of the ring is about 40 metres in diameter, while the inner edge is about 30 metres in diameter. Occupying the centre of the ring is a roaring whirlpool, the swirling water treacherous to those who are not strong swimmers. Rules for the whirlpool follow the whirlpool move description; however the whirlpool tends to be strongest at the edges, growing gentler towards the middle. The ring remains stationary even with the force of the whirlpool. The whirlpool can be accessed by swimming under the ring, however the strong pull prevents a Pokémon from remaining under the ring indefinitely. The magical properties of the ring allow it to float on the water and also cause it to be indestructible and impossible to flip. Due to being stone, moves like earthquake and bulldoze will fail to transmit, unless used by ground type Pokemon or Pokemon that are particularly skilled at manipulating the earth. The ocean currents are quite rough, with various currents and rips flowing in different directions, which follow the same rules as boulders in the rock arena. Water Pokémon and Pokémon that are proficient swimmers may be able to use these currents to their advantage, while Pokémon not familiar with the water will find it harder and more exhausting to swim.

We have our resident Water Big Bad Austo taking on second place of the best newbie award and someone I've faced in my GT position; GX Prodigy, who seems to be eyeing that badge. Which side will win? Only time will tell.

Squad from Austo, if he will.
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Old 01-01-2017, 03:09 AM   #2
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Thanks for picking up the match Chiko. Good luck GX, you will be indeed of much of it ;)

Bringing:
Primary Badge
Global Badge
The Primary Badge is given to those trainers tenacious enough to best Kairne in the Triad Gym. The gems embedded in the badge symbolise the triple threat of Grass, Fire, and Water; and show the owner's mastery over the basic types.
Badge Effect: Type Mastery
When used, each time the owner of this badge sends out a Pokémon for the first time in the battle, he/she can choose 1 damage-dealing move of that Pokémon's type(s). That Pokémon may use that move until the end of the battle, although usage of it will take a light amount more energy than normal. If a Pokémon is returned to their PokéBall and sent out later in the same battle, a new move is not chosen, instead they retain the previously chosen move. Additional move restrictions apply (NO Legend moves, or exclusive moves, such as Sketch, Conversion/Conversion2, Transform, etc. Physically impossible moves also may not be chosen, such as a Voltorb with ThunderPunch, but if the Pokémon can reasonably use it with a small bit of improvisation, such as Magnemite with Steel Wing, that is permissible).

Viking Badge @ Ljos the Lanturn
Attachable Badge
A symbol gifted to those who have managed to survive the Isle of Torment, claiming victory over TheKnightsFury. Consists of an ax and hammer, set behind a polished wooden shield.
Badge Effect: The Berserker's Rage
Although on the surface the Pokemon attached with this badge may seem calm and collected, deep within them lies a rage just waiting to escape. When they reach the final third of health, they will be granted a 20% boost to both their offences as well as a 10% boost to their speed, subject to standard boosting stipulations. Additionally, they will become more enthusiastic in battle when they are trailing in health, granted all the boosts of enthusiasm.

Ljos the Chinchou (Lvl 1 Female)
@ Viking Badge
Hidden Power: Poison
Signature Move: Overload (Electric)
Ljos fires off a burst of intense electrical energy dealing solid damage for solid energy. The voltage carried in this attack causes an overload in electric type pokemon, causing them to take super effective damage from this attack (with mechanics akin to freeze dry). Ljos needs time to recover from this attack and can never use it twice in a row.

Stiarna the Staryu (lvl 1 female)
Hidden Power: Grass
Signature Technique: Star crossed lovers
Stiarna concentrates major typeless energy to form a giant energy construct of a 5 pointed star. The construct fires an incredibly fast and unavoidable beam of energy from one of its points. The beam deals no damage but randomly lowers one of the opponents stats (attack, special attack, defense, special defense, speed) by 20%. The star then sits at the highest point of the arena and will reactivate every time the opponent sends out a Pokemon, lowering one of the Pokemon's stats at random. Standard boost and entry hazard stipulations apply.

Djupr the Clauncher (lvl 1 Male)
Hidden Power: Ground
Typechange: Deep Heat (water/fire)
Due to the prolonged exposure to the volcanic vents, Djupr has mutated into water/fire type with all the associated weaknesses and resistances. He has learnt how to use Mystical Fire, Flame Charge, Will o Wisp and Heatwave. All of his fire type attacks use fire energy instead of actual fire. This allows them to work perfectly in wet environments and underwater and will not be weakened under rain dance. However his water moves will not be boosted under the effects of rain dance but will also be unaffected by hot environments or sunny day. He has forgotten how to use Irontail, Sludgebomb, SwordsDance and Dragon Pulse. Additional due to his hotheaded nature, Djupr is more susceptible to anger and rage based attacks such as Swagger.

Vatneitr the Tentacool (lvl 1 female)
Hidden Power: Dark
Signature Training: Mind Control
Vatneitr has learnt how to use Hypnosis. However it now uses poison energy instead of psychic. Her mind control abilities have drawn away from her physical abilities, causing her to forget swords dance, waterfall and knock off.

Kappi the Squirtle (lvl 1 male)
Hidden Power: Ground
Signature Training: Do your Kappi Dance
Kappi has learnt how to use Fiery Dance, Petal Dance and Teeter Dance with enough offtype for two uses of Fiery Dance and one use of Petal Dance. However he never learnt how to use yawn, reflect, fissure, iron tail and rock slide. He has also lost his resistance to ice, now taking neutral damage.

Rasa the Psyduck (lvl 1 male)
Hidden Power: Poison
Special Training: Nesting Habits
Just like any bird, Rasa has natural nesting instincts. Rasa has learnt how to use Roost and can use it as if he was a flying type.
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Old 01-01-2017, 02:47 PM   #3
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TKF, get ready for your first upset of the year. Thanks for picking up the match Chiko.

Dolus: Level 1 Male Solosis

Species Characteristics:Solosis' body is surrounded by a liquid chemically similar in composition to a cell's cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. They levitate by default.
[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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokemon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.

Special Resistance: Benign Tumor
Dolus' liquid, protective covering is significantly thicker than that of his average species. The damaging effects of weather, such as Hail or Sandstorm have no effect as it will be buffered by this coating of liquid. Statuses, like poison or burn, are severely weakened or distributed. Toxic will take an extra two turns to set in as it diffuses through this thick liquid coat. Because of this thick covering, Dolus moves slightly slower and is also slightly less agile than his regular species.

Hidden Power: Fire

Item: N/A

Bolt: Level 1 Male Elekid

Species Characteristics: Elekid are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.

Special Technique: Lightning
Through training, Bolt is now able to give any of his electric-type moves a quick and bounding nature similar to that of Shock Wave resulting in the moves being somewhat hard to dodge and faster in execution. In order to have any of his electric-type moves gain this nature, he must be commanded !Lightning (Insert Move Name Here). In order for moves to gain the quick and bounding nature Bolt expends an additional moderate amount of energy.

Hidden Power: Ice

Item: N/A

Ares: Level 1 Male Machop

Species Characteristics: The weakest of the Machop line, but not weak Pokémon-wise by a long shot, Machop's punch and chop based moves deal 1.1x damage. Machop can lift twice as much for a particular attack than what is normally stated. They pay for this strength with reduced dexterity and are not as accurate when using physical attacks at speed. They can see in the dark.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.

Special Training: Type Change (Fighting/Psychic)
Ares has the extra type Psychic added to it due to reasons specified above with all of the regular characteristics, strengths, weaknesses and resistances. Due to his training with Gallade, he has picked up the moves Psycho Cut and Zen Headbutt. Due to him gaining the Psychic type, he will no longer use the moves Double-Edge, Close Combat, and Dynamic Punch as he now deems them too reckless. His eyes and ridges on his head are now pink, all other colors remain the same.

Hidden Power: Ghost

Item: N/A

Metus: Level 1 Male Totodile

Species Characteristics: Totodile are the slowest of the Totodile family, but the most agile. As alligator Pokémon, their biting attacks are 1.1x more powerful. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the air holes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.
[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, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.

Special Training: Type Change (Water/Dragon)
Metus has the extra type Dragon added to it due to reasons specified above with all of the regular characteristics, strengths, weaknesses, and resistances. He has learned the moves Dragon Rage and Dragon Rush. He is only .5x resistant to water and no longer resistant to steel. He is also still 2x weak to grass. Due to his change in type, his body forgot how to perform Thrash, Superpower, and Hydro Pump. The yellow patterns are now dark blue while the spikes are now an extremely dark red. All other colors remain the same

Hidden Power: Fire

Item: N/A

Dread: Level 1 Male Duskull

Species Characteristics: Though they can become solid or invisible, Duskull are nearly always ethereal. They levitate by default but have a lower flight ceiling than most levitating Pokémon. Though rather slow, they make up for this with a fantastic ability to hide, able to reside in walls and other solid objects for a little longer than other ghosts and able to pass through thicker walls. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves.

No Sig

Hidden Power: Fighting

Item: N/A

Custos: Level 1 Male Turtwig

Species Characteristics: Turtwig are vulnerable if knocked on their backs as they have a hard time getting up. However, in exchange, attacks on their shell do slightly less damage. Despite being turtles, Turtwig are actually quite fast and have a strong jaw that can be difficult to prise off. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.
[Grass]:Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.

Special Training: I am Custos, the Forest's Guardian!
Custos knows that he is not a species that has massive offensive power or prowess. Through watching his father, he realized the power of defensive moves and now and perfected his technique. All defensive/evasive moves are 10% stronger, executed faster, and require 10% less energy than normal. While offensive moves are 10% weaker, executed slower, and require 20% more energy.

Hidden Power: Rock

Item: N/A

~~~

Dread, you're starting off.
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Old 01-01-2017, 04:17 PM   #4
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Rasa the Psyduck, lets relieve ourselves of this little ghost

Bolster yourself with Amnesia, follow with a Water Pulse
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Old 01-01-2017, 04:55 PM   #5
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Dark Pulse into Shadow Ball
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Old 01-02-2017, 03:45 AM   #6
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Manaphy Round 1: Torment and Dread

Our two combatants arrive at the Isle of Torment, a very dark and treacherous place that none who are sane would even attempt to get to, thankfully, nobody here is sane so that's all well and good. Austo sits atop a mighty throne with a trident in his hand, he greets GX before mocking him like the GL he is. Undisturbed by this, GX mocks back and sends out his trusty Duskull, Austo sees this and decides to send out his Squirtle, with the stage now set... We begin.

Both land on the arena and stretch a teeny tiny bit before getting right down to the nitty and gritty of this here gym match. Rasa looks at Dread for a few seconds, with a very much odd appearance as if to say that Rasa has no clue why he's out there, maybe even the fact that he is suffering from amnesia. Well, obviously enough Rasa is just using Amnesia in order to boost defense for the predicted type of attack that Dread will oh-so dreadfully throw out sooner than later, Rasa waits patiently as Dread starts to charge up a concoction of energy. This concoction being rather otherworldly while giving off a vibe of being extremely painful to Rasa, well, maybe more painful if not for Rasa's current boost. Dread locks onto Rasa and then fires his rings of rather evil intent, the pulsating rings of darkness travel at a speed which is faster than Dread himself can move, so fast that it hits Rasa and causes a nice bit of damage, although, Rasa seems rather unaffected by the attack and prepares for his next order.

Rasa looks around, mostly at the water mind you, but he looks around and decides that it's time to get Dread rather wet and in doing so, take advantage of how Duskull's ghost states work. Rasa conjures up his own sort of pulsation in his hands, this type of pulsation being water-based and looking rather fascinating. Dread, however, is not fascinated by the look of the water and for good reason too. Rasa lets it loose, the water soon turning into one massive pulsating ring of death and destruction wetness, the ring ends up like Dread's Dark Pulse, hitting smack bang on target. Dread dreads the dread he dreaded although he avoids ending up confused, something which he also dreaded. Speaking of dread, Dread decides to make Rasa dread a dread worth dreading. A ball of ghostly wind forms in front of Dread, looking to cause pain and most likely being successful in the process. The ball shoots forwards, ghostly winds following behind it as a rather nice aesthetic due to the sea breeze at this isle, the ball scores a hit on Rasa, a much nicer on than the Dark Pulse did. Rasa shakes it off though, happy that his boost was unaffected by such an attack.

Summary:

Rasa took the most damage, traveling though the first third. Good for two with an amnesia boost.

Dread took a smaller hit but used more energy. Good for two, Dark offt-ype is just under half left.

GX Prodigy to order
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Old 01-02-2017, 10:24 AM   #7
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Double-Edge into Charge Beam
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Old 01-02-2017, 10:40 AM   #8
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It will have to shift solid for the Double Edge, meet it with a Shadow Claw

Screech it out of the Charge Beam
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Old 01-03-2017, 04:35 AM   #9
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Manaphy Round 2: Trading blows

The two brush themselves off, letting go off what had happened in the round prior to this one. They stand their ground, or in Dread's case, float their ground once again before getting to the action that they enjoy, known as a Pokemon battle. Dread starts off by changing his ghost state to solid, as in ethereal Double-Edge would just pass right through Rasa and leave him hella confused. Now changed, Dread builds up a tremendous amount of energy in his body, enough energy to see him move himself forward at a decent speed. Dread has this all come true, naturally, as his built up energy sees use in propelling him forward into the Psyduck who takes the attack to the gut, quacking in pain as the attack moves him oh-so slightly. Rasa smiles, however, despite Dread's attack being a rather dreadful one it did make range easier for Rasa as he charges up some ghostly energy into his left hand, this energy soon takes the form of a claw-like structure. Rasa looks Dread dead in the eye which keeps moving left-to-right and smiles a sweet smile of pain, slashing across Dread's now solid body for a nice deal of damage. Dread, of course, dreads this action made by Rasa and decides to shock his world. Dread starts to charge up some Electric type energy but his fun is soon cut short by Rasa letting out an Arceus awful screech which causes even the undead Dread to cringe in pain, canceling his attack unintentionally in the process.

Summary:

Rasa took some more damage, moving further through the first third. Good for two and Ghost energy is a bit over half left.

Dread had a very light round while taking a nasty blow and moving further through the first third, good for two.

Austo to order
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Old 01-03-2017, 07:53 AM   #10
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QC Sub, set it a drift in one current while you drift away in another

Water Pulse
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Old 01-03-2017, 12:16 PM   #11
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Use Disable then Mean Look.
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Old 01-04-2017, 06:31 AM   #12
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Manaphy Round 3: (Dread)ing Your Own Curses

Rasa sighs a sigh of relief as he rejoices over the fact that he avoided being Charge Beamed right in the face, something which would've massively hurt the tiny duck. Wanting to not being smacked with a Charge Beam this time around, Rasa decides that his best course of action is to set up a decoy of himself and let it loose in the currents, Dread starts working on a disabling curse but by the time it hits, the sub is already up and also unaffected by the Disable as it continues to be dragged along by the currents and, unfortunately for Dread, he still believes it to be the one true Psyduck due to how sub works in all of its silly, silly ways. Rasa then decides that, if his decoy is drifting in once current, he should set himself adrift in a different one. Rasa jumps backwards off of the rocks and into the nice, refreshing, tormenting waters. He allows the water to carry him wherever it goes as he conjures up his next plan of attack against the tiny ghost.

His next plan of attack, I would've said it's something amazing, but it simply isn't. Rasa decides to really, really, really try and confuse the damned ghost that is bugging him to Pokehell and back. He conjures up some of the water around him into a ring which pulsates dimly, not attracting Dread's attention away from the substitute which looks like its having one hell of a time, simply drifting around and not giving a care about the world, but the issue there is Psyducks (Psyducki? Just Psyduck?) aren't known as the Carefree Pokemon. Rasa decides to teach this lesson by firing a swift Water Pulse into the side of the Hoenn ghost who winces from the impact of the water but smugly smiles over not being confused by the attack. Dread then decides that he simply can't afford to let Rasa escape and conjures up another curse this time around, a rather mean one at that. His one single always-moving eye suddenly glows white and so does the Rasa-not-Rasa as Dread says some kind of foreign curse to stop "Rasa" from switching. Dread believes that he has succeeded this time around but little does he know.

Summary:

Dread and Rasa used decent amounts of energy while Dread took less damage than Rasa did from his sub. Both are good for two and Rasa's sub is intact.

GX to order.
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Old 01-04-2017, 06:32 PM   #13
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Make your way over to the ring, if you aren't already there, and use Gravity to force Rasa into the sea. Then shoot a Charge Beam into the sea to electrocute them both.
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Old 01-04-2017, 07:53 PM   #14
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Focus Confuse Ray as you use the currents to pursue, follow with a Toxic
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Old 01-06-2017, 05:54 AM   #15
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Manaphy Round 4: Take The Pressure Down

As Dread remains disappointed from the round before, he starts to think up some kind of plan to really get Rasa back for good. Dread starts thinking of ideas and thinks that drowning is the best course of action against a duck, would work decently well in real life after all. Dread decides that his technique is amazingly good and devotes a bit over half of his Psychic reserves in order to use a certain move which really defies logic in a way that not even Isaac Newton would be able to explain. Dread then says some mumbo-jumbo before launching off an amazing bomb looking thing which explodes throughout the entire arena and causes no damage, however, it does cause the gravity of the arena to intensify which causes Dread's levitation to become closer to the rocks and... Does nothing to the duck which is underwater. Rasa smiles a smug one before focusing a confuse ray on Dread and causing him to forget his orders, Rasa then smiles once more as he coughs up a vile amount of poison and shoots the toxins into Dread which will cause some harm come next round.

Summary:

Neither side took damage, Rasa can manage two while Dread would like a breather.

Toxic kicks in for Dread at the end of next, next round, not to mention the fact that he's hella confused.
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Old 01-06-2017, 06:05 AM   #16
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Switching to Vatneitr (Neitr) with Belch from Primary Badge

Barrier then give them a Bubblebeam
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Old 01-06-2017, 07:01 AM   #17
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Can I get some clarification on how Gravity would do nothing? I believe that gravity effects the whole arena and if the simple act of flying is prohibited grealty, then how would swimming to the top, which requires more movement, not be affected at all? Not to mention, Rasa and Dread don't seem to be close to each other, based on the previous reffings, so how would a blob of toxins fly normally across the water with the increased gravity?
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Old 01-06-2017, 07:28 AM   #18
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So, after asking several people a decision has been made that Toxic would still hit but as a partial, reasons being that he did close the gap in distance (wasn't too far off to begin with) as he did tell Rasa to move in closer, movement in water is barely affected anyway by gravity. The toxic goop is also not really affected heavily by Gravity nor are other projectiles (ref's discretion is a thing with how moves interact and this is personally how I see it). Not to mention Gravity exhuasted you.

It mostly hit but some didn't, meaning it'll take an extra round to set in.
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Old 01-06-2017, 07:50 AM   #19
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Calm Mind into Mean Look
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Old 01-07-2017, 05:15 AM   #20
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Manaphy Round 5: Enter Tentacles

Austo decides to recall Rasa for the time being, confident that Rasa had done his job for the time being and that his next 'mon would be much more useful in the ways of things. Vatneitr the Tentacool appears out of her Poke Ball before landing in the water with a splash, ready to get things done as need be. The monstrosity of a sea creature starts to expend some Psychic energy in order to prepare against future assaults that she may face, whether they be physical assaults or special ones. Dread looks on as he is hella confused and is trying his damned hardest to understand just what GX is ordering him to do. Dread takes a second before he realises that GX is telling him to relax and ease his weary mind, Dread starts to clear his mind of all bad and negative and confusing thoughts in order to not be confused any more, Dread's mind clears up somewhat but due to focusing entirely on curing his confusion he doesn't receive the boost, much to his dismay.

Vatneitr then decides that he best way to deal with a ghost is to soak it entirely and thoroughly in a lot of pretty, shiny bubbles. Vat charges a solid chunk of water energy in front of her before somehow blowing into it and causing a ton of bubbles to charge forwards towards the Duskull who braces slightly before the impact of the bubbles starts a popping frenzy, popping madly. Vatneitr rejoices over the fact that she's slowed the ghost and then makes some kind of remark before being put under a curse of sorts, a 2 round course at that. Dread charges up for a similar move that he performed against Rasa's substitute doll, a rather mean look. Dread releases the energy and the curse shines around Vatneitr, Austo taps her Poke Ball but then realises that it's completely jammed and that she isn't coming back for a while. Dread and Vatneitr then stare each other down intensely as the match starts to progress and become more serious by the second.

Summary:

Dread is now in the second third healthwise and would really like that breather, Toxic starts next round.

Vatneitr took no damage and had a decent round energy-wise, she'll be unable to switch for 3 rounds.

GX Prodigy to order
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Last edited by Chiko; 01-08-2017 at 07:44 PM.
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Old 01-07-2017, 08:33 AM   #21
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(I believe it's five rounds now thanks to the move errata) Switching to Bolt, Thunderbolt into Shockwave.

If you are still in Dread, then Charge Beam into Psychic
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Old 01-07-2017, 08:38 AM   #22
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Muddy Water x 2, followed by a focused confuse ray

3 confirmed
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Old 01-08-2017, 10:27 PM   #23
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Manaphy Round 6: Deeper Water

Re: Mean Look (for future reference)
Spoiler: show
Mean Look (NO) -- Using good energy, the user glares at the opponent, covering it in a blue glow for a moment which quickly fades, placing a Curse on the opponent. This move makes the victim unable to be recalled until it has fainted, including with the use of switching moves like Baton Pass. It also can intimidate the opponent in a fashion similar to Leer. Mean Look lasts 5 rounds and each subsequent use will last 2 fewer rounds and fail after 3 uses. When the user switches out via convention switching or methods other Baton Pass, the curse will automatically fade.


GX decides that it's time to switch things up and give himself the important type advantage, he switches Dread out for an Elekid who goes by the name of Bolt. Bolt stands tall and proud in the face of danger ahead of him. Bolt starts off by winding his arms ferociously in a clockwise position in order to build up a decent amount of energy, Bolt knows that he needs to destroy Vatneitr's Barrier before he causes any damage to the Tentacool who laughs at the attempt, Bolt launches his Thunderbolt all high and mighty before it smashes into Vatneitr's Barrier, causing it to crack slightly as the Tentacool prepares her assault. Vatneitr starts to turn the water around her quite dirty, muddy even. She channels some ground energy and water energy around her before locking onto Bolt, Vatneitr then lets loose a wave of Muddy Water towards the rocks and Bolt, The water washes over Bolt and causes him to yell out in pain, such is the way when Muddy Water is Water and Ground damage in ASB.

Bolt picks himself up, shaking himself off after the brutal attack that he had just faced. Ready to break the Barrier on Vatneitr's end, he charges up another electric attack although this one seems to have less charge than the other one that was used. Bolt decides that the time is right here and right now, he lets loose the charge that he had built up this time around in a very shocking fashion. Just like Vatneitr did to him, Bolt sends a menacing wave of energy slamming towards his adversary. It hits the screen and breaks it, with only the smallest amount of the attack getting through to Vatneitr who sees it as a rather shocking surprise although the damage isn't all that bad. Vatneitr decides to give a repeat of her previous move, sending another wave of Muddy Water into the Elekid to cause a massive amount of damage. Although, Vatneitr isn't quite done there as she lets loose a Confuse Ray which addles with Bolt's mind, leaving him thoroughly confused.

Summary:

Bolt took a massive hit, landing into the second third. Good for two although confused.

Vatneitr took a small amount of damage and is good for two, Barrier is destroyed and Ground is shot.
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Old 01-08-2017, 10:30 PM   #24
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Switching to Ljos the Chinchou with Muddy Water from Primary Badge

QC Sub into an Overload us the currents to quickly distance yourself from your sub.
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Old 01-08-2017, 11:46 PM   #25
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Hah, you thought you could switch?

Meditate into Thunder
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