.: Negrek vs Chiropter :: Round One :.
3vs3 single
DQ: Standard Week
DC: 35%
Restricted Moves: Chills 5/pokémon, direct recoveries 1/pokémon
Arena: The Docklands By Night
The Docklands, a shady backwater town in a shady, backwater region is a shady, shady place to be. Especially when the sun isn't out. Fortunately, battlers here will have the moonlight--or what little moonlight they'll actually be able to see over the city's electric glare, that is.
The battle takes place down at the docks, where the region's major oceangoing vessels come to load up on cargo or unload their goods to local vendors. The place is dominated by a maze of rusted storage lockers, rubbish, and, above all, the cranes.
The cranes are huge machines, standing in rows that stretch on for miles. Rusted and pitted from years of service, they are illuminated by a multitude of lights that cast orange and purplish auras through the hazy, polluted air. From a distance, the place looks like another world watched over by huge, squatting robots. Closer up, though, as in where the battlers will be fighting, the saturation of light only helps to make the shadows starker and paints the scene in a weird glow that is at once unsettling and detached.
Notes: Water pokémon are easily accommodated here, as they can swim up alongside the docks or call water attacks from there. The water is far from clean, but it's not bad enough to do them any damage over the course of only one battle. Weather moves work fine, but sunny day only serves to intensify the moonlight, which, while it will increase recovery from moonlight or morning sun and decrease solarbeam charge time, will not increase the power of fire-type attacks or decrease the power of water-type attacks. It also cannot prevent freezing like normal sun can.
Like many other arenas selected by members of TCoD ASB, the Dockland is not generally the number one place most people would enjoy being in. In fact, most would be paranoid if they knew its reputation as the city with the highest crime rate. At night, this paranoia would only increase – and with good reason.
Nonetheless, Negrek and Chiropter stand on the docks, illuminated by the cold, eerie moonlight and the multitude of electric lights around them. The docks, mostly, are clear of other people who might interfere; the League has managed to reserve a portion of the docks for battle. The few workers or suspicious figures still hovering around the docks would probably not dare to do anything to the battlers or referee; League pokémon are much more powerful than any of theirs, and though some might desire to steal Negrek or Chiropter’s pokémon, none are so stupid.
After most of the formalities, Chiropter selects a pokéball from his belt and tosses it onto the docks, revealing a gastly. Hecate feels quite comfortable in the dark, potentially dangerous town, especially with the stark shadows and almost unreal feel to the area.
A great white flash lights up a cluster of barrels and crates that only exist to be broken; Negrek’s pokémon materialises, unseen, and disappears into the shadows. Negrek identifies him as Infidel the meowth. Hecate blinks, staring blankly where he
thinks Infidel might be. Infidel’s glowing eyes meet his for a second, but then disappear, and Hecate searches for him in vain.
The trainers proceed to give their orders, wait several lifetimes, and nudge the ref, and finally, with the ref’s word, the battle begins.
Negrek [Ooo]
[Infidel] Meowth (M) Technician
Health: 100%
Energy: 100%
Chills: 0/5, Direct Heals: 0/1
Taunt ~ Sing / Hypnosis / Thunderbolt ~ Dream Eater / Bite / Thunderbolt
Status: Skulking silently in the shadows
Chiropter [Ooo]
[Hecate] Gastly (F) Levitate
Health: 100%
Energy: 100%
Chills: 0/5, Direct Heals: 0/1
Taunt / Psychic ~ Psychic / Sleep Talk ~ Psychic / Sleep Talk
Status: “I’m the one that’s supposed to hide in places and avoid getting hit!
Me!”
.: Actions :.
From somewhere within the shadows, Infidel’s voice drifts across the dock. With a sneering, taunting tone, Infidel insults and challenges Hecate, but scoffing at the idea that Hecate might rise up to the challenge. Hecate growls under her breath at the words, and snarls as the taunts continue, clouding her mind with anger. She lashes out with her psychic power, picking up random boxes and slamming them at other boxes on the ground, trying to find any trace of the infuriating feline. Some of the crates knock others aside, while some crack or break enough to spill their various contents. Infidel yowls when a box strikes particularly close to him, knocking away the boxes he was hiding behind – enough for Hecate to see the gleam of his eye and coin.
Hecate cries with triumph, anger, and anticipation of the pain she can now cause Infidel, and Infidel realises that he’s been caught, even if he wasn’t hit yet.
Well, that’s fine. He walks out into the open, eyes gleaming red, and easily locks eyes with Hecate. Hecate, however, doesn’t react to Infidel’s hypnotic waves; her glare only hardens, and she extends her own psychic energy to Infidel. Hers is much more effective: she wraps her mind around Infidel’s body and picks him up off the ground. Infidel flails, suddenly weightless, and screeches as he is suddenly tossed into the ocean and slammed down under the surface with as much force as Hecate can muster. Infidel hastily surfaces, paddling the water.
Snarling and spitting, he gathers static energy to his skin… but as soon as the sparks leap from his fur, the water lights up with a brilliant flash. Infidel shrieks as the electricity goes out of control, burning him and dispersing into the water. He twitches and jerks, and before he can regain control over his body, Hecate, grinning savagely, encases him in psychic energy once more.
Then Hecate pulls Infidel down under the surface of the water, just enough for Infidel to find it impossible to breathe. She cackles, watching Infidel’s futile struggles with glee – just for this, she’s allowed Infidel to move while just holding her head under the water. All too soon, though, the strain overcomes her and she reluctantly releases Infidel. Infidel continues to splash and flail until he realises that he can pull his head above the water, and then he switches to more of a dog-paddle, gasping between harsh coughs. Hecate’s grin widens.
That’s what you get for messing with Hecate.
.: End of Round One :.
Negrek [Ooo]
[Infidel] Meowth (M) Technician
Health: 87%
Energy: 88%
Chills: 0/5, Direct Heals: 0/1
Taunt ~ Hypnosis ~ Thunderbolt
Status: Choking and gasping, having swallowed some water. Slightly burned from the electricity. Very wet. Furious and frustrated.
Chiropter [Ooo]
[Hecate] Gastly (F) Levitate
Health: 100%
Energy: 76%
Chills: 0/5, Direct Heals: 0/1
Psychic ~ Psychic ~ Psychic
Status: “Take that, bastard!” Feeling vicious satisfaction at getting back at Infidel for those taunts.
Battlefield:
- Infidel is in the water
- A section of the crates and barrels is in disarray: some of the boxes are broken and most are out of place
Notes:
- Hecate’s first Psychic missed, but revealed Infidel’s location
- Hypnosis missed
- Infidel’s Thunderbolt dispersed through the water, injuring him, though he didn’t charge it completely so it cost less than usual
- Hecate’s Psychics were weakened for not being used as direct attacks
- Infidel lost a bit more energy for flailing in the water and swimming
Next Round:
- Chiropter attacks
- Negrek attacks