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Old Jun 26th, 2011, 11:21:35 PM   #1
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Default XVIcaliber vs. Flora

Rules
Pokemon: 2v2
Format: Singles
DQ: 2 Days
Items: None
Switch: KO
Abilities: All
1 Recovery/4 Chills

Arena
ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

XVIcaliber's Team
Slashe the Sneasel

Doomsday the Baltoy


Flora's Team
Fennel the Clefairy

Ixia the Elekid

Thistle the Rebble


Turn Order
XVIcaliber sends out their first Pokemon
Flora sends out her first Pokemon and issues actions
XVIcaliber issues instructions
I ref

Good luck!
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Last edited by deadfox081; Jun 29th, 2011 at 7:09:04 AM.
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Old Jun 26th, 2011, 11:37:24 PM   #2
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Alright, Doomsday, this is your big shot. I should be able to evolve you after this, so let's give it all we have!
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Old Jun 26th, 2011, 11:42:13 PM   #3
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Who to go to other than you, Fennel? Let's go!

Jump into offensive immediately, with a mix of defense!

Ice Beam - Wish - Ice Beam
Should Mud-slap be used (on any action), change the last action to Magical Leaf
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Old Jun 26th, 2011, 11:51:30 PM   #4
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Well, good, at least it's not Rebble. I was sure my PTSD would set in if that happened. Anyway, Doomsday, let's start immediately on the defensive. Go for a quick Cosmic Power to help you better deal with those Ice Beams. Next, use Extrasensory, to hopefully flinch Fennel out of using Wish. Finish the round with Earth Power for some damage.

Cosmic Power - Extrasensory - Earth Power
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Old Jun 27th, 2011, 2:08:47 AM   #5
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I've been reffing too many doubles matches lately, I'd forgotten how quick and easy reffing a round of singles is XD

Round 1 START


This two on two battle may be at the Tournament Arena, but the little cuties participating are definitely not tournament standard. Never the less they and their trainers look like they're ready to enjoy this practice battle in the hope that they can one day share in the spoils of the top competition in the land. XVIcaliber starts us off by sending out his Baltoy, Doomsday. It has quite the fearsome name but this doesn't stop Flora from quickly responding with Fennel the Clefairy! She may be cute, but this moon baby looks ready to rumble as well.

They get right down to it, as Doomsday taps into a Cosmic Power in the process shielding him against attacks on both sides of the spectrum. Fennel is undeterred, and fires off an Ice Beam for super effective damage. The floating toy has to use a moment to recompose itself, but then taps into yet more of its powerful psychic energy, and causes great pain in Fennel by attacking all five of her senses. In fact the little puff ball is so shaken by the Extrasensory intrusion into her subconscious that she can't even respond with an attack this action! Doomsday looks chuffed, and decides to go in for some more damage. This time it delves into it's other specialty, and causes a burst of dirt to fly up at Fennel in the form of an Earth Power. This one hits the Clefairy a little harder, but she is able to shake off the attack much better than the earlier mental one and fires back with another Ice Beam. Doomsday's earlier defence raising efforts have only slightly lessened the hits it has been taken, and XVIcaliver may still find a problem in combating the super effective attacks of Flora and her Clefairy. Only time, and the next round, will tell.

Round 1 END


Round 1 Calculations


XVIcaliber issues actions
Flora issues actions
I ref
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Last edited by deadfox081; Jun 27th, 2011 at 7:04:20 AM.
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Old Jun 27th, 2011, 3:44:41 AM   #6
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Wow, the flinch tactic actually worked. I wasn't expecting that. Anyways, let's continue the onslaught. Start with another Cosmic Power, rinse, and repeat, except switch it up a bit this time. So:

Cosmic Power - Earth Power - Extrasensory
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Old Jun 27th, 2011, 3:48:08 AM   #7
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Haha, I think I'll join in the "let's lower your damage and drag the match!" thing. Fennel, do your magic!

Light Screen - Ice Beam - Flamethrower
edit: changed orders from magical leaf to flamethrower
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Old Jun 27th, 2011, 7:29:30 AM   #8
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So I forgot to include the boosts from Cosmic Power which most definitely do last through this round in my end summary. It has been fixed above and included here. Now back down to it.

Round 2 START


Doomsday decided that whatever it did in round 1 worked so well that it might as well repeat it here. This of course means we begin with another Cosmic Power, only this time it stacks with the prior use to make the little Baltoy almost impenitrable. Fennel borrows from this strategy, and sets up a Light Screen to guard herself from any and all incoming special attacks. It pays off right away, because Doomsday's next Earth Power doesn't do anything like the same damage. Fennel's next Ice Beam is also somewhat less effective, but not as drastic as the attacks she is on the receiving end of. Doomsday rounds us out another Extrasensory attack, but this time the Clefairy is a little more ready for its effects and is much quicker to respond. Unfortunately she chooses to respond with A Flamethrower, which doesn't touch the amount of hurt put in by her previous attacks.

The end of the round sees Fennel with a bit of a gap in HP, but with both Pokemon having their defences well and truly fortified we could be in for the long haul in this one..

Round 2 END


Round 2 Calculations


Flora issues actions
XVIcaliber issues actions
I ref
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Last edited by Flora; Jun 27th, 2011 at 3:13:47 PM. Reason: just editing in light screen ^_^
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Old Jun 27th, 2011, 3:15:54 PM   #9
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Hmm... I kinda want a Wish but I need something nice and sturdy...

Substitute (15 HP) - Wish - Ice Beam
Push back each action if the first action is flinched by Extrasensory
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Old Jun 27th, 2011, 5:22:57 PM   #10
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Ah, Substitute. Nature's shield.

Destroy it.

Earth Power - Psybeam - Extrasensory
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Old Jun 27th, 2011, 11:42:27 PM   #11
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Round 3 START


Doomsday looks to have had enough of these stalling tactics, and makes this round all about dealing damage. This begins with another Earth Power, and despite having its damage significantly lessened by the Light Screen the hit does manage to put a dent in Fennel's Special Defence. That's sure to help with the whole offensive plan of attack. Fennel meanwhile seems a little taken a back by the move, and she decides it would be best to create a Substitute to take future hits for her. Doomsday immediately turns to the doll and does some good damage to it with a Psybeam. At the same time Fennel is hiding fairly and squarely behind her creation and making a Wish for some help in the future. It better pay off too because that Wish took a lot of energy. Doomsday finally finishes off the substitute, doing just enough damage with his Extrasensory to bring it down. Forunately the presence of the doll did prevent any more funny busniess resulting from that move. With her protection smashed to pieces, Fennel finally decides to join in on the action, and her Ice Beam once again hits Doomsday for some decent damage.

Round 3 END


Round 3 Calculations


XVIcaliber issues actions
Flora issues actions
I ref
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Old Jun 28th, 2011, 12:27:12 AM   #12
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Great job! There may be hope for us yet, Doomsday! Let's finish this in style! Err, as stylish as you can, with all your seismic blasts and mindscrew attacks.

Extrasensory - Earth Power - Extrasensory

(Replace next action with Selfdestruct if HP falls at or below 10)
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Old Jun 28th, 2011, 12:54:09 AM   #13
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Heh, well that's a waste of energy!

Flamethrower - Ice Beam - Flamethrower

I'd rather have a double KO for the benefit of both of us!
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Old Jun 28th, 2011, 3:08:37 AM   #14
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Round 4 START


These two have certianly changed tactics from the beginning of the match, because now it is nothing but an all out damage war. Doomsday leads off with another Extrasensory, and thanks to the Light Screen having fallen over it is back to doing some very nice damage. Fennel responds in kind but not kindly with a Flamethrower. The second action is similar but with slightly stronger effects. Doomsday goes to the other side of its STAB with an Earth Power while Fennel busts out yet another super effective Ice Beam. All the attacks this round have failed to produce any interesting effects, so thats no fun at all. Suddenly Doomsday gets a strange twinkle in its eye, as if it can sense that its time in this battle is drawing to a close and it is time to make a lasting impact. The Baltoy does exactly this, as it floats over next to a somewhat confused Clefairy and lives up to its nickname by Selfdestructing right next to her ear! The hit of course sends Doomsday falling to the ground, but it also does enough to bring Fennel down as well!

That devastating move leaves this battle as even as the moment it began, well almost. Having only one Pokemon left on his team XVIcaliber lacks the element of surprise and immediately sends out his Sneasel, Slashe to join the fray. Flora is able to be a little more coy, but she will need to carefully choose her participant as the original Dark type Pokemon looks ready and raring to go.

Round 4 END


Round 4 Calculations


Flora sends out Pokemon and issues actions
XVIcaliber issues actions
I ref
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Old Jun 28th, 2011, 3:40:59 PM   #15
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Dark/Ice eh? Well, get in there Ixia!

I want you to be totally unoriginal and spam Fighting-type attacks okay?

Cross Chop - DynamicPunch - Cross Chop
Substitute Shock Wave if Double Team is used
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Old Jun 28th, 2011, 8:50:06 PM   #16
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Oh...oh...ew...not...not again...you even have an out to...oh dear God...Looks like I'll have to tread in uncharted territory to survive. Here's our strategy, Slashe: avoid everything. Use Fake Out to get ourselves a free turn, then combo Faint Attack with Ice Punch to hopefully dodge Dynamicpunch. You're still going to take oodles of damage, but at least it doesn't get STAB! Now, FIGHT!

Fake Out - Faint Attack/Ice Punch Combo
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Old Jun 29th, 2011, 4:38:04 AM   #17
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So unfortunately there are very few moves able to be used as a dodge in ASB, with greater importance put on the actual Dodge command itself. That said, Faint Attack + Ice Punch is a nifty combo indeed.

Round 5 START


Both combatants send out fresh Pokemon to the field, and my are these some speedy once. Slashe the Sneasel is the fastest of the fast, and leads off by making itself even faster with a Fake Out! I think he was moving into that attack before XVIcaliber had even thrown the Pokeball. The move is so fast in fact that it leaves Ixia the Elekid completely dumbfounded and unable to attack back. Slashe looks to press the advantage right away, as he disappears into the shadows while Ixia is still recovering. He reappears just as suddenly right behind the Elekid and unleashes the Vanishing Ice Punch combination right into her face. The attack does some impressive damage but this comes at a two fold cost. Not only did it require a large amount of energy to pull off but Ixia's Static ability also activated on contact and left the Sneasel paralyzed. Well, there does his speed advantage. Ixia senses her chance to take control, and does so with a Dynamicpunch right back at Slashe. Her own speedy nature ensures the move hits and Slashes particular weakness to fighting type manoeuvres makes sure the damage is very severe. As if that wasn't enough it also leaves the pickpocket Pokemon slightly confused. All this seems to be weighing too heavily on Slashe, and he ends up far too tired to do anything for our last action. Ixia is ready and raring to go however, and rocks him with another fighting attack, this time a Cross Chop right to the chest. Slashe is looking to be in trouble here, and with attacking displays like the end of the round it doesn't seem like it will be long until Ixia turns this advantage into a victory.

Round 5 END


Round 5 Calculations


XVIcaliber issues actions
Flora issues actions
I ref
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Last edited by deadfox081; Jun 29th, 2011 at 6:14:11 AM.
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Old Jun 29th, 2011, 4:52:37 AM   #18
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Good game, Flora. Slashe, you're going to go out courageously today, just like you did against that Heracross during our first battle. One of these days, when something tries to use fighting-type moves on you, thinking that it's their easy ticket to victory, you'll be able to strike back, recalling all of your hardships, and prove yourself victorious. Or, you could faint again, in which case nothing is truly lost.

Ice Punch - Quick Attack - Ice Punch
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Old Jun 29th, 2011, 5:00:25 AM   #19
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Hehe, don't want to negotiate a tie? If you asked, I'd totally be up for it because I'm not mean. But... sure, I guess. Good game XVI!

Thunder - Shock Wave - Cross Chop
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Old Jun 29th, 2011, 7:08:31 AM   #20
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Slight edit on the previous round, apparently 8+6 = 14, not 16 like I originally had for the combo. So Ixia gained herself 2 HP, not that it should make a whole lot of difference.

Round 6 START


We rejoin what is likely the closing stages off this battle, and Ixia decides to take her heavy advantage and instead of going in for the kill she teases Slashe a little. Her trainer may call it being fair, but I call it target practice and delaying the inevitable :P. She opens up with a Thunder attack, once again almost unbelievably reliable thanks to her sheer speed. The attack not only hits Slashe hard, but also worsens his paralysis. He is able to fight through for the immediate future, and does so with an Ice Punch for some very respectable damage of his own. Doing all he can to maintain the slightest chance in the encounter he then jumps in first with a Quick Attack. The effort put into speed does somewhat limit the damage of the move though. Ixia takes the chance to fire off another of her potent electrical attacks, this time a Shock Wave that would have hit with or without her added accuracy. Finally Ixia does what we were all waiting for, and unleashes a Cross Chop attack to finally finish off the poor Sneasel and win the battle for Flora and her team. Just as a show of how quickly that round could have ended, the last move hit Slashe critically.

Round 6 END


Round 6 Calculations


Flora wins!

Ok note to self: +Speed Elekid rocks. Also not sure why you have a DC for Doomsday XVI, Baltoy/Claydoll doesn't have a dream world ability.

Prizes
deadfox081
4 RC

Flora
2 TC
Fennel: 1 EC, 2 MC, 1 DC, 1 KO
Ixia: 1 EC, 2 MC, 1 DC, 1 KO

XVIcaliber
2 TC
Doomsday: 1 EC, 2 MC, 1 KO
Slashe: 1 EC, 2 MC, 1 DC
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