Twitch Plays Algebra Style Battling Part 2: Anarchy Harder Feat. Avnomke and GemoftheDay

Team Avnomke

Female
At a Glance:
90/1-/3/7+/3/80 2/3 19

Flash Fire/Flame Body/Infiltrator
Modest Nature: -Attack, +Special Attack

Max HP: 90
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 7 (+)
Special Defense: Rank 3
Speed: 80

Size Class: 2
Weight Class: 3

Base Rank Total: 19

Types:
Ghost:
Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Fire:
Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks will have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None


Abilities:
Flash Fire:
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body:
This Pokemon's external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Infiltrator:
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, Safeguard, and Substitute with all of its attacks.
[img]http://veekun.com/dex/media/pokemon/main-sprites/x-y/609.png[/img]
[b]HP:[/b] 90
[b]En:[/b] 100
[b]Status:[/b] Fine
[b]Attack:[/b] 1
[b]Defense:[/b] 3
[b]Special Attack:[/b] 7
[b]Special Defense:[/b] 3
[b]Speed:[/b] 80
[b]Stats:[/b] 1/3/7/3/80
[b]Other:[/b] None
EC/AC/MC
9/5/0

Attacks: 64/64 Maxed, 4 CC
Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confide
Confuse Ray
Curse
Dark Pulse
Double Team
Dream Eater
Embargo
Ember
Endure
Energy Ball
Facade
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Flash
Frustration
Giga Impact
Haze
Heat Wave
Hex
Hidden Power (Ground)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Payback
Power Split
Protect
Psychic
Psych Up
Rest
Return
Round
Safeguard
Shadow Ball
Sleep Talk
Smog
Snore
Solarbeam
Spite
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will-O-Wisp
Male
At a Glance:
100/5/3/3/3-/92+ +10% accuracy 3/4 21

Steadfast/Justified
Naive Nature: -Special Defense, +Speed, +10% Accuracy

Max HP: 100
Attack: 5
Defense: 3
Special Attack: 3
Special Defense: 3 (-)
Speed:92 (+)

Size Class: 3
Weight Class: 4

Base Rank Total: 21

Types:
Psychic:
Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:
Steadfast:
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round.

[img]http://veekun.com/dex/media/pokemon/main-sprites/x-y/475.png[/img]
[b]HP:[/b] 100
[b]En:[/b] 100
[b]Status:[/b] Fine
[b]Attack:[/b] 5
[b]Defense:[/b] 3
[b]Special Attack:[/b] 3
[b]Special Defense:[/b] 3
[b]Speed:[/b] 92
[b]Stats:[/b] 5/3/3/3/92
[b]Other:[/b] +10% Accuracy
EC/AC/MC
9/5/0

Attacks: 129/129 Maxed, 8 CC
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Double-Edge
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Flash
Fling
Fire Punch
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power (Steel)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magical Leaf
Magic Coat
Magic Room
Mean Look
Memento
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Sleep Talk
Skill Swap
Slash
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunderbolt
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt

Raid: Dispel

At a Glance:
100/1-/3/5/3/150+ +26% accuracy 2/3 21

Levitate/Technician/Mold Breaker
Timid Nature: -Attack, +Speed, +26% accuracy

Max HP: 100
Attack: 1 (-)
Defense: 3
Special Attack: 5
Special Defense: 3
Speed: 150 (+)

Size Class: 2
Weight Class: 3

Base Rank Total: 21

Types:
Rock:
Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Protect, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.

Abilities:
Levitate:
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Technician:
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Mold Breaker (Locked):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities will remove their relevant status at the start of the victim's next action.
[img]http://cap.smogon.com/Sprites/frontnormal-mstratagem.png[/img]
[b]HP:[/b] 100
[b]En:[/b] 100
[b]Status:[/b] Fine
[b]Attack:[/b] 1
[b]Defense:[/b] 3
[b]Special Attack:[/b] 5
[b]Special Defense:[/b] 3
[b]Speed:[/b] 150
[b]Stats:[/b] 1/3/5/3/150
[b]Other:[/b] +26% Accuracy
EC/AC/MC
9/5/0

Attacks: 75/75 Maxed, 5 CC
Acrobatics
Acupressure
Aerial Ace
Ancient Power
Calm Mind
Confide
Cut
Dazzling Gleam
Defense Curl
Disable
Double-Edge
Double Team
Earth Power
Earthquake
Echoed Voice
Electro Ball
Embargo
Endure
Energy Ball
Explosion
Facade
False Swipe
Fire Blast
Flamethrower
Flash
Flash Cannon
Frustration
Giga Drain
Giga Impact
Head Smash
Headbutt
Heat Wave
Hidden Power (Ice)
Hone Claws
Hyper Beam
Natural Gift
Nature Power
Magnet Rise
Magnetic Flux
Metal Sound
Mud Shot
Mud-Slap
Ominous Wind
Paleo Wave
Power Gem
Protect
Rain Dance
Rest
Return
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Secret Power
Shadow Ball
Sleep Talk
Smack Down
Snore
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball
Male
At a Glance:
90/0-/2/1/2/87+ +9% accuracy 2/4 11

Own Tempo/Technician/Moody
Timid Nature: -Attack, +Speed, +9% Accuracy

Max HP: 90
Attack: 0 (-)
Defense: 2
Special Attack: 1
Special Defense: 2
Speed: 87 (+)

Size Class: 2
Weight Class: 4

Base Rank Total: 11

Types:
Normal:
Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:
Own Tempo:
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technician:
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Moody:
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Please refer to the Natures Section for Moody Natures.
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/235.png[/IMG]
[B]HP:[/B] 90
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 0
[B]Defense:[/B] 2
[B]Special Attack:[/B] 1
[B]Special Defense:[/B] 2
[B]Speed:[/B] 87
[B]Stats:[/B] 0/2/1/2/87
[B]Other:[/B] None
EC/AC/MC
NA/5/0

Attacks: 90(95)/617
Aerial Ace
Agility
Ancient Power
Bide
Blizzard
Bounce
Brick Break
Bulldoze
Close Combat
Confuse Ray
Counter
Conversion
Conversion2
Dazzling Gleam
Dig
Disable
Dive
Dragon Pulse
Dragon Tail
Drain Punch
Earthquake
Encore
Endure
Energy Ball
Explosion
Facade
Fake Out
Feint
Feint Attack
Fire Blast
Fissure
Focus Energy
Focus Punch
Forest's Curse
Foul Play
Gastro Acid
Guillotine
Heal Bell
Heat Wave
Helping Hand
Hex
High Jump Kick
Hydro Pump
Ice Beam
Icy Wind
Imprison
Light Screen
Lock-On
Low Kick
Knock Off
Magic Coat
Mat Block
Me First
Metal Burst
Mirror Coat
Moonblast
Muddy Water
Pain Split
Perish Song
Protect
Psybeam
Razor Wind
Recover
Reflect
Reflect Type
Refresh
Relic Song
Rock Blast
Rock Slide
Sheer Cold
Shock Wave
Sketch x5
Skill Swap
Skull Bash
Sky Drop
Snatch
Soak
Sucker Punch
Surf
Tail Glow
Taunt
Thunderbolt
Thunder Wave
Torment
Toxic
Trick Room
Volt Switch
Waterfall
Wide Guard
Will-O-Wisp
Male
At a Glance:
Normal: 100/4/2-/4/3/104+ +12% accuracy 3/4 20
Mega: 100/6/2-/5/3/129+ +19% accuracy 3/4 24

Steadfast/Inner Focus/Justified/Adaptability (Mega)
Hasty Nature: -Defense, +Speed, +12% Accuracy

Max HP: 100
Attack: 4
Defense: 2 (-)
Special Attack: 4
Special Defense: 3
Speed: 104 (+)

Size Class: 3
Weight Class: 4

Base Rank Total: 20

Types:
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

Abilities:
Steadfast:
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Inner Focus:
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Hasty Nature: -Defense, +Speed, +19% Accuracy

Max HP: 100
Attack: 6
Defense: 2 (-)
Special Attack: 5
Special Defense: 3
Speed: 129 (+)

Size Class: 3
Weight Class: 4

Base Rank Total: 24

Types:
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

Abilities:
Steadfast:
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Inner Focus:
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Adaptability:
Normal:
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/448.png[/IMG]
[B]HP:[/B] 100
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 4
[B]Defense:[/B] 2
[B]Special Attack:[/B] 4
[B]Special Defense:[/B] 3
[B]Speed:[/B] 102
[B]Stats:[/B] 4/2/4/3/102
[B]Other:[/B] +12% accuracy

Mega:
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/448-mega.png[/IMG]
[B]HP:[/B] 10
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 6
[B]Defense:[/B] 2
[B]Special Attack:[/B] 5
[B]Special Defense:[/B] 3
[B]Speed:[/B] 129
[B]Stats:[/B] 6/2/5/3/129
[B]Other:[/B] +19% accuracy
EC/AC/MC
6/5/1

Attacks: 74/102
Agility
Aura Sphere
Blaze Kick
Bonemerang
Bone Rush
Bullet Punch
Circle Throw
Copycat
Counter
Close Combat
Cross Chop
Crunch
Dark Pulse
Dig
Dragon Pulse
Double Team
Drain Punch
Earthquake
Endure
Extreme Speed
Feint
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Follow Me
Force Palm
Foresight
Fury Cutter
Giga Impact
Heal Pulse
Helping Hand
Hidden Power (Grass)
High Jump Kick
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Payback
Poison Jab
Power-Up Punch
Protect
Psychic
Quick Attack
Quick Guard
Rain Dance
Reversal
Roar
Rock Slide
Rock Tomb
Role Play
Screech
Shadow Ball
Shadow Claw
Sleep Talk
Sky Uppercut
Stone Edge
Substitute
Sunny Day
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Zen Headbutt
Female
At a glance:
145/1/1/3+/4/43- -10% evasion 3/3 20

Natural Cure/Serene Grace/Healer
Quiet Nature: -Speed, -10% Evasion, +Special Attack

Max HP: 145
Attack: 1
Defense: 1
Special Attack: 3 (+)
Special Defense: 4
Speed: 43 (-)

Size Class: 3
Weight Class: 3

Base Rank Total: 20

Types:
Normal:
Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:
Natural Cure:
This Pokemon's body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Serene Grace:
This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)
Healer:
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/683.png[/IMG]
[B]HP:[/B] 145
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 1
[B]Defense:[/B] 1
[B]Special Attack:[/B] 3
[B]Special Defense:[/B] 4
[B]Speed:[/B] 43
[B]Stats:[/B] 1/1/4/5/43
[B]Other:[/B] -10% evasion
EC/AC/MC
9/5/0

Attacks: 127/127 Maxed, 8 CC
Aromatherapy
Attract
Bestow
Bide
Blizzard
Body Slam
Brick Break
Bubble Beam
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Confide
Copycat
Counter
Covet
Curse
Dazzling Gleam
Defense Curl
Double-Edge
Double Slap
Double Team
Drain Punch
Dream Eater
Dynamic Punch
Earthquake
Echoed Voice
Egg Bomb
Endeavor
Endure
Facade
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Focus Punch
Frustration
Giga Impact
Grass Knot
Gravity
Growl
Hail
Headbutt
Heal Bell
Healing Wish
Heal Pulse
Helping Hand
Hidden Power (Poison)
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Last Resort
Light Screen
Mega Kick
Mega Punch
Metronome
Mimic
Minimize
Mud Bomb
Mud-Slap
Natural Gift
Pound
Power-Up Punch
Present
Protect
Psychic
Psych Up
Psywave
Rage
Rain Dance
Recycle
Reflect
Refresh
Rest
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Sing
Skill Swap
Skull Bash
Sleep Talk
Snatch
Snore
Soft-Boiled
Solar Beam
Stealth Rock
Strength
Submission
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Tail Whip
Take Down
Teleport
Thunder
Thunderbolt
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Uproar
Water Gun
Water Pulse
Wild Charge
Wish
Work Up
Zap Cannon
Zen Headbutt

Raid: Dispel


Team GemoftheDay


Gallade [Esponce] (M)
Nature: Adamant (+ Atk, -1 SpA)
Type: Psychic/Fighting

Abilities:
Steadfast
Justified (Hidden, unlocked)

Stats:
HP: 100
Atk: 6 (+)
Def: 3
SAtk: 2 (-)
SDef: 4
Spe: 80
SC: 3
WC: 4
BRT: 21

EC: 9/9
MC: 0
AC: 5/5

moves:
Stored power
Close combat
Night slash
Leer
Growl
Confusion
Double Team
Teleport
Slash
Swords dance
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Hypnosis
imprison

Confuse ray
Will-o-Wisp
Disable
encore
shadow sneak

telekinesis
theif
facade
thunder wave
toxic
zen headbutt
thunderpunch
shadow ball
skill swap
ice punch
taunt
protect
Stone edge
Drain punch
protect
substitute
knock off
feint
endure
Brick break
earthquake
snatch

Aurumoth [cuivre](f)
Mild nature (+SpA, -Def)

Type: Bug / Psychic
Abilities:
Weak Armor (toggle)
No Guard (passive)
Illusion (passive) (UNLOCKED)

Stats
HP: 110
Atk: 5
Def: 3 (-)
SpA: 6 (+)
SpD: 2
Spe: 94
Size Class: 4
Weight Class: 5
Base Rank Total: 23

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Dragon Dance
Quiver Dance
Tackle
confusion
String Shot
Sunny Day
Silver Wind
Bug Bite
Sunny Day
Heal Pulse

Close Combat
megahorn
Hydro pump

Protect
Psychic
Safeguard
will o wisp
aincentpower
zen headbutt
ominous wind
psyshock
ice beam
thunderbolt
surf
disable
fell stinger
wish
tail glow
skill swap
counter
confusion
shadow ball
x-scissor
reflect
light screen
dazzling gleam
-->

Mawile (Bouche) [F]
Nature: Quiet (+1 SpA, -Spe, -10% Eva)
Type: Steel/Fairy
Abilities:
Hyper Cutter
Intimidate
Sheer Force (HA)(Locked)
Huge Power (Mega)

Stats:
HP: 90
Atk: 3 -> 4 [Huge Power: 8]
Def: 3 -> 5
SpA: 3 -> 3 (+)
SpD: 2 -> 3
Speed: 43 -> 43 (-)
SC: 2
WC: 2
BRT: 18 [Huge Power: 22]

MC: 0
AC: 0/5

Play Rough
Iron Head
Taunt
Growl
Fairy wind
Astonish
fake tears
bite
sweet scent
vice grip

metal burst
fire fang
thunder fang
poision fang
ice fang

toxic
substitute
protect
endure
stone edge
Brick break
Sucker punch
Rock slide

Castform [pleut] M
Nature: Modest (-atk, + spa)

Type:Normal

Ability:
Forecast (Passive)

stats:
Hp: 100
Atk: 2 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 70

SizeC: 1
WeightC 1

mc: 1

Moves:
Tackle
ember
water gun
powder snow
headbutt
hail
rain dance
sunny day

disable
clear smog
hex
ominous wind
future sight

solar beam
thunderbolt
thunder wave
sandstorm
Hidden power (psychic)
weather ball
tailwind
substitute
fire blast
mimic
ice beam
flamethrower
blizzard
hydro pump
shadow ball
protect
thunder
toxic
energy ball
double team
endure
Swagger
scald
rest
sleep talk
reflect type

Carracosta [Lincoln](M)

Nature: brave
(+atk, -15% spe, -10% evasion )
Type: Water/Rock

Abilities:

Solid Rock (passive)
Sturdy (passive)
Swift Swim (DW)(UNLOCKED)(PASSIVE)

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 27(-)
-10% evasion
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
AC 5/5

Attacks:
Bide
withdraw
water gun
rollout
bite
protect
aqua jet
ancient power
crunch
wide guard


body slam
iron defense
flail

dive
stone edge
smack down
earthquake
protect
dig
aqua tail
curse
shell smash
knock off
rain dance
Substitute
rest
return
Superpower

Kitsunoh (Chanoir) (M)
Nature: Jolly (+15% Spe, +19% Acc, -1 SpA)
Type: Steel/Ghost

Abilities:
Frisk
Limber
Cursed Body (hidden, unlocked)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)(10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 1
AC: 5/5

Moves: (42/102)
scratch
iron defense
lick
metal burst
odor sleuth
faint attack
shadow sneak
curse
copycat
shadowstrike
perish song
Iron head

phantom force
foul play
meteor mash
psycho shift
yawn
magic coat
pain split
revenge
Superpower
Snatch
Sucker punch
thunder punch
Ice punch
Trick

u-turn
earthquake
taunt
endure
return
toxic
dig
torment
payback
aerial ace
rock slide
swagger
protect
substitute
fake out
double team
knock off
safeguard
trick room
will o wisp
dark pulse


CURSE YOU FOR MAKING ME REMOVE TRICK OR TREAT



here's how it will go:

rules said:
Twitch Plays ASB (TPASB)
6v6 FE Singles
1 Day DQ
2 Recover / 5 Chill
No Substitutions
Items Pre-Equiped
All Abilities
Each participant gets one post, Resets per round
Due to problems from last TPASB, Self KO moves cannot be used and posts calling Self KO moves will be ignored
Illusion will be disabled for the sake of this battle

That post will be one move for a challenger, no double posting. for example, if I wanted to have kecleon use faint attack, i would say
faint attack
in a post. however, if someone beat me to the post, the move will be for the next pokemon (If applicable). every 6 legal posts, this thread will be reffed. this is to keep people on task of where they are. reffings should be able to take place every day.

Good luck, and PRAISE THE HELIX FOSSIL!!

Roll2: (1=Gem, 2=Avnomke): 2 (Avnomke orders first)

someone sends out for Gem
someone sends out for Avnomke
someone orders avnomke a1
someone orders avnomke a2
someone orders avnomke a3
someone orders Gem a1
someone orders Gem a2
someone orders Gem a3
I Refs.

Rinse and repeat.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
fucking geodude and aops stop being unhelpful

Sleep Talk (Shadow Ball | Rock Slide | Knock Off | X-Scissor)

See I can be helpful! :)
 
Round 1

Pre-Round

Team Avnomke

Gallade (Timmy) (M) @ Expert Belt
HP: 100
EN: 100
5/3/3/3/92/S3W4
Abilities: Steadfast, Justified
Status: Fine
(+10% Accuracy)
Team GemoftheDay


Aurumoth [cuivre](f) @ Rare Candy
HP: 110
EN: 100
6/3/6/2/94/S4W5
Abilities: No Guard, Weak Guard
Status: Fine

Tip of the day:

AOPS and Geodude are fuckholes

Action 1:
Speed Order: Aurumoth, Gallade

Gallde used Rock Smash (fuck you aops)
Crit Check (625): 7027 (NO)
Damage: (4+3+7.5-4.5)*4/9=4.444444
Eff Check (5000): 2863 (YES)
EN Used: 3-1=2

Aurumoth used Counter (Dogfish order)
Damage: (4.4444*1.5)=6.6666
EN Used: 6+(4.4444/2)=8.2222

Action 2:
Speed Order: Aurumoth, Gallade

Aurumoth used Dazzling Gleam (Leethoof order)
Crit Check (625): 1948 (NO)
Damage: (8+9-4.5)*1.5=18.75
EN Used: 6

Gallade used Rest (FUCK YOU GEODUDE)
Gallade Fell Asleep (3a)
+12 HP
-15 EN

Action 3:
Speed Order: Aurumoth, Gallade


Aurumoth used Shadow Ball (Avnomke order)
Crit Check (625): 6132 (NO)
Damage: (8+9-4.5)*1.5=18.75
Eff Check (2000): 4245 (NO)
EN Used: 6

The Force of the Attack Woke Gallade Up

Gallde used Sleep Talk (Good attempt by IAR)
FAILED
EN Used: 3


Round 1

Pre-Round

Team Avnomke

Gallade (Timmy) (M) @ Expert Belt
HP: 68
EN: 80
5/3/3/3/92/S3W4
Abilities: Steadfast, Justified
Status: Fine
(+10% Accuracy)
Team GemoftheDay


Aurumoth [cuivre](f) @ Rare Candy
HP: 106
EN: 80
6/3/6/2/94/S4W5
Abilities: No Guard, Weak Guard
Status: Fine

Someone decides if Gem switches
IF Gem switches: Someone decides if Avnomke counterswitches
IF Avnomke counter switches: someone order Avnomke a1, someone else order Avnomke a2. someone else order Avnomke a3, then repeat for Gem
IF Avnomke does not counter switch: someone order Gem a1, someone else order Gem a2, someone else order Gem a3, then repeat for Avnomke
IF Gem does not switch:
Someone order Gem a1, someone else order Gem a2, someone else order Gem a3, then repeat for Avnomke

I ref
 
Round 2

Pre-Round

Team Avnomke


Chansey (Samantha) (F) @ Lucky Punch
HP: 145
EN: 100
2/1/3/4/43/S3W3
Abilities: Natural Cure, Serene Grace, Healer
Status: Fine
(-10% Evasion)


Gallade (Timmy) (M) @ Expert Belt
HP: 68
EN: 80
5/3/3/3/92/S3W4
Abilities: Steadfast, Justified
Status: Fine
(+10% Accuracy)


Team GemoftheDay

astform [pleut] M @ Everstone
HP: 100
EN: 100
3/4/5/4/70/S1W1
Abilities: Forecast
Status: Fine


Aurumoth [cuivre](f) @ Rare Candy
HP: 110
EN: 100
6/3/6/2/94/S4W5
Abilities: No Guard, Weak Guard
Status: Fine


Action 1:
Speed Order: Castform, Chansey

Castform used Swagger (IAR order)
Chansey's Attack rose 2 stages
Chansey became confused
Degree (2-4): 4 (4a)
EN Used: 7

Chansey is Confused
Confusion Check (5000): 9630 (NO)
Chansey Chilled (fuck you maxim)
+12 EN

-1 Confusion Counter

Action 2:
Speed Order: Castform, Chansey


Castform used Reflect Type (really Tex?)
Castform went from normal to normal
EN Used: 5

Chansey used DynamicPunch (Leethoof order)
Confusion Check (5000): 3149 (YES)
Chansey hit itself in confusion
Damage: (4+3-1.5)+4=9.5
EN Used: 3

-2 Confusion Counter

Action 3:
Speed Order: Castform, Chansey


Castform used Clear Smog (Geodude order)
Crit Check (625): 9790 (NO)
Damage: (5+7.5-6)=6.5
EN Used: 4

Chansey's Stats Reseted

Chansey used Sandstorm
Confusion Check (5000): 4432 (YES)
Chansey hit itself in confusion
Damage: (4+3-1.5)=5.5
EN Used: 3

Chansey snapped out of confusion


Round 2

Post-Round

Team Avnomke


Chansey (Samantha) (F) @ Lucky Punch
HP: 123
EN: 94
2/1/3/4/43/S3W3
Abilities: Natural Cure, Serene Grace, Healer
Status: Fine
(-10% Evasion)


Gallade (Timmy) (M) @ Expert Belt
HP: 68
EN: 80
5/3/3/3/92/S3W4
Abilities: Steadfast, Justified
Status: Fine
(+10% Accuracy)



Team GemoftheDay

astform [pleut] M @ Everstone
HP: 100
EN: 84
3/4/5/4/70/S1W1
Abilities: Forecast
Status: Fine


Aurumoth [cuivre](f) @ Rare Candy
HP: 110
EN: 100
6/3/6/2/94/S4W5
Abilities: No Guard, Weak Guard
Status: Fine


Avnomke: RCV/Chills remaining: 1/4

Gem: RCV/Chills remaining: 2/5

Someone order Gem a1, someone else order Gem a2, someone else order Gem a3, then repeat for Avnomke

I Ref
 

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