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Thread: Under the Dome of Illusion Battle MxG vs Dragonis (Ref DarkestLight)

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    Default Re: Under the Dome of Illusion Battle MxG vs Dragonis (Ref DarkestLight)

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    Default Re: Under the Dome of Illusion Battle MxG vs Dragonis (Ref DarkestLight)




    ===Stipulations===

    6 VS 6 Single Battle
    Abilities: On
    DQ: 1 Week
    You send, I attack
    Arena: Dome of Illusion

    The battle will take place in a Dome as big as a football field, that not even a nuke can bust through, and there is no way to escape the Dome because it is miles down in the dirt as well. As the battle goes on, the surroundings will change randomly every 5 rounds, and it will seem like you are really there because the dome is as clear as glass. The dome could change to a sky condition or a Landscape. (Not both at once, we are either surrounded by nothing but sky or we see a meadow all around)

    Landscapes (have expected boosts)
    Mountains: Boosts Rock, Fighting and Steel
    Flowery Meadow: Boosts Grass, Bug and Normal
    Swamp: Boosts Poision
    Beach: Boost Water and Ground

    Skies (have extra effects)
    Stormy Skies: Dark clouds are all around, purple lightning flashes and the Thunder mutes all sound moves. Electric gets Boosted
    Bright Skies: There is only bright blue sky around and the Flying types are very happy with a boost. Their evasion goes up also but their speed goes down since they don't want to slam into the dome by mistake!
    Foggy Skies: Fog is everywhere, and it's a little confusing, but Ghosts are pleased. Everyone's Evasion goes up and ghosts get a boost.
    Frosty Skies: Snowflakes all around make Ice Types feel right at home. Ice is boosted, and everyone gets a speed boost.
    Cosmic Skies: You are now seemingly in outer Space with bright stars all around and the big sun shining on you. Both Dark and Fire types like this, In space, all Defenses, both Physical and Special are reduced.
    Mythic White Skies: A white Sky with little sparkles of color. Dragons and Psychics like this place and get a boost. Abillities are nullified here.

    Note: In all Skyscapes, Ground moves and Ingrain are null.



    ===Battlers===


    ===Round 14===

    Jinx takes the initiative this round, and forces more swamp gas to ignite under Platinum. Confusion is quickly replaced by an urgent need to escape, as Platinum soars to a greater height. The gasses haven't circulated that far up yet, giving the magnetmon some relief. In the spirit of retaliation, a flashy bolt of energy strikes Jinx in the back, forcing the bat to crashland in the swamps' murk.

    Pl: -9E/-14H ~~ Ji: -9E/-16H

    That blast was serious! Jinx barely manages to flap out of the murk when Platinum fires off a Thunderbolt. This attack was worse than the previous blow, as it knocked Jinx right back in the murk. Staying face down, Platinum swathed the bat start to sink into the depths. Was it unconscious?

    Far from it, as Jinx reappeared a few feet away, slowly bobbing back up Her eyes were fixed on the sweltering sky now forming above Platinum. Rotating to get a visual of what was happening above, Platinum was subjected to a blast of fire again, leveling its equilibrium.

    Pl: -7E/-13H ~~ Ji: -9E/-15H*

    Platinum now hit the muck with a combination of fear and anger. As it rotated about to try and free itself, Jinx calmly forced the fires down upon it. Platinum reelases an indeterminable set of sounds, before releasing a piece of ..itself? A magnet shaped blast slammed into Jinx, knocking her backwards.

    Pl: -5E/-14H ~~ Ji: -9E/-9H


    ===Stats===


    Drag

    1 rd left..

    Swamp: Boosts Poison


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