Arena: Kam's House
Prior to the battle, everyone will drink some highly toxic Ultrametronomium Chloride (brand name Motherf&@!in' Metronome Milk!!!). This grants everyone a) infinite energy and b) the ability to use Metronome at the cost of forgetting every other move in existence.
This fight takes place in my house, specifically, my room and the area below it. My room is pretty simple. It is about 5x3 meters. There's a window on the north side of the room, a radiator in the northeast corner, and a bed right below it. There's a desk in the northwest corner, filled with lots of crappy doodles and Mudkip plushes. There's a small rug in the center, and an alarm clock on the radiator.
A medium-size bookshelf is in the southwest corner. It is very easy to knock over, and the books in it may be thrown if necessary for 4% damage.
The door is to the southeast.
The battle starts on the top floor, where my room can be found. Provided that the floorboards are broken, via usage of Earthquake, Draco Meteor, Rock Tomb, what have you; everyone will fall eight feet down to the first floor, taking 8% damage as a result.
Pretty much anything in this house that looks like you could set it on fire is flammable. Anything can be broken. Anything can happen.
On a completely different plane of existence from the ASB world, two people are walking outside near New York City. The first looks at a piece of paper, and walks towards a house on the opposite side of the street. A teenaged child opens the door and welcomes them in. After climbing a flight of stairs, they enter a slightly small room.
The teenaged boy turns right, and one of the others turns to the left, both taking opposite sides of the room. The third waits by the door as the other two take out a shining red-and-white sphere, and chuck it towards the center of the room. When the balls hit the ground, a cow-like creature and a metal robotic hand appear The boy, known to the other two as Kammington, pulls out five bottles of a strange liquid he calls Ultrametronomium Chloride, or UmCl3 for short. One bottle, he gives to his Miltank, and the other he gives to the person opposite him. After staring and thinking for a while, the other pours the liquid on the eyeball extension of the Beldum. The other three drinks go to the people.
Cashcow and Ascalon then perk up as the person by the door raises his flags, counts down, and lowers them.
Round 0 Statistics:
Kammington: 0/2 Pokémon fainted
'Cashcow' the female Miltank
Ability: Scrappy
Health: 100%
Energy: ∞
Attempted Command line:
Metronome~Metronome~Metronome
Status: Looking intently at her owner
Blackthorne Steele: 0/2 Pokémon fainted
'Ascalon' the Beldum
Ability: Clear Body
Health: 100%
Energy: ∞
Attempted Command line:
Metronome~Metronome~Metronome
Status: Desperately attempting to be able to see.
Round 1!
Cashcow immediately moves into action, waggling her hoof as quickly as possible, so that she can move first. When her hooves glow, she feels herself subconsciously gather all of her energy, from all of the hatred she has had throughout the past minute, which is not much, and rush at the opposing creature with all of the fury she can muster, biting and scratching and doing all she can to damage her opponent, the robotic arm on the other side. After this episode, she withdraws back to her side. Unfazed, Ascalon finally manages to clear its vision, and rocks back and forth in the air, waiting for something to happen. As soon as it begins to glow, a reflective coat begins to grow on it, extending throughout its body, protecting it from various tactics the enemy might try to pull. After a minute, it fades, and Cashcow is relieved that it gets to see another moment.
The Miltank then begins to move her hooves again, with even more exuberance than last time, as she got out all of her anger. She hopes to see an even better performance, and is rewarded. Looking around, the Miltank tries to find a large object, and to her owner’s discontent, walks over to his bed, which is right behind Ascalon. With new strength, she dislodges it and slams it toward the now-unhappy Beldum. It begins to rock back and forth again, and starts to rock a bit too far. Rapidly, it starts spinning and zooms at the retreating Cashcow, who attempts to dodge it but comes in contact and falls backwards. The spinning ceases.
The victim of that last attack uses this time to get right back up and begin wagging her finger. A breeze enters the room. It begins to grow, and Ascalon can’t help but be afraid of whatever is going to happen. Ascalon hears eerie noises coming from the wind, and begins to get hit by forces it can’t even see. It shudders in fear, and starts rocking back and forth again. This time, the Beldum again falls and starts spinning, but this time has the elemental power of fire on its side. It approaches the previously happy enemy, and again bowls her over. She gets back up, and waits for her next commands.
ROUND 1 END
End of Round 1 Statistics:
Kammington: 0/2 Pokémon fainted
'Cashcow' the female Miltank
Ability: Scrappy
Health: 89%
Energy: ∞
Command results:
Frustration~Strength~Ominous Wind
Status: Still happy, feeling better off than Ascalon
Blackthorne Steele: 0/2 Pokémon fainted
'Ascalon' the Beldum
Ability: Clear Body
Health: 82%
Energy: ∞
Command results:
Magic Coat~Gyro Ball~Flame Wheel
Status: So… Dizzy…
Arena Notes: Kammington's precious drawings are spread across the floor, some of them burned from the Flame Wheel, a toppled bed is behind Ascalon.
Notes:
-The bed seemed like the best thing in the room to throw
-Frustration was weak since it was the beginning of the battle
-Blackthorne Steele commands first.
-Kammington commands second