Doubles with insane DQ: Terrador vs Charmander

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Welcome to this fine battle between two ASB vets in the most... boring... arena... in...


What is it Cloak, can't you tell I'm sleeping?

"Gen gen GAR GENGAR GEN!"

The British are coming? What, this is madness!

A shadow ball to the face later, I'm finally awake and ready to ref in this arena that shall not bother to be described. Doubles. Insane DQ time while I'm busy camping. Fun, fun, fun.


2v2 Doubles
1 Day DQ (Rock-hard, and applies for refs too)
0 Chills/Recovers
ASB Tournament Arena
Switch = KO
no items
all abilities


Charmander:
48.png

Venonat [Glass] (F)

Nature: Timid (+1.15% Speed, +6% Accuracy)

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (45*1.15^)

EC: 0/6
MC: 0
DC: 0/5

Abilities:

Compoundeyes: (Innate) This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Attacks:

Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam

Venoshock
Hidden Power [Ground] (7)
Protect

Morning Sun
Signal Beam
Skill Swap

111.png

Rhyhorn [AlphaJolt] (M)

Nature: Adamant

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25

EC: 3/9
MC: 0
DC: 0/5

Abilities:

Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:

Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Megahorn

Counter
Ice Fang
Crunch

Swords Dance
Earthquake
Stone Edge
Fissure
Bide

67.png

Machoke [Mac] (M)

Nature: Adamant

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 45

EC: 6/9
MC: 1
DC: 1/5

Abilities:

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

Steadfast (DW): (Innate) 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.

Attacks:

Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Vital Throw
DynamicPunch

Counter
Encore
Ice Punch

Earthquake
Rock Slide
Low Sweep


Terrador:
93.png

Haunter (Nappa) [Male]

Type: Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Nature: Hasty (+15% Speed, +17.286... Acc, -1 Def)

Ability: Levitate:

Type: Innate

This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SAtk: Rank 4
SpD: Rank 2
Speed: 110 (+)

EC: 5/9
MC: 0

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Destiny Bond
Hex
Dream Eater

Perish Song
Will-o-Wisp
Explosion
Disable

Shadow Ball
Thunderbolt
Hidden Power Ice 7
Toxic
Venoshock
Taunt
Psychic
Sludge Bomb
Bide
434.png

Stunky [Cyndel] (Female)
Nature: Rash (+SpA, -SpD)
Type:
Poison/Dark: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 74

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash
Explosion
Night Slash

Foul Play
Flame Burst
Iron Tail

Substitute
Sludge Bomb
Dark Pulse
451.png

Skorupi [Scipio] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Poison/Dark: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face

Sand-Attack
Night Slash
Confuse Ray

Substitute
Brick Break
Dig


Terrador, pokemon

You guys know what you're doing.
 
Ugh I thought we agreed to use unevolved Pokemon.

Anyway, if that's how you want to play, we'll go ahead and play it your way! Go Machoke and Rhyhorn! I said I wouldn't but I guess I can now, so I'm evolving Rhyhorn into Rhydon!
112.png

Rhydon [AlphaJolt] (M)

Nature: Adamant

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

EC: 3/9
MC: 0
DC: 0/5

Abilities:

Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:

Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Megahorn

Counter
Ice Fang
Crunch

Swords Dance
Earthquake
Stone Edge
Fissure
Bide

Okay Machoke, this one should be fun. Start with DynamicPunch on Stunky. Then, use Foresight on Haunter and DynamicPunch on it. IF you are Taunted Action 1 or 2, THEN replace actions two and 3 is Vital Throw and DynamicPunch, both on Stunky.

Rhydon, this will be fun for you. Crunch ~ Rock Blast ~ Crunch, all on Haunter.
 
Char, I brought Haunter to balance Rhydon, but now this is going to have to be ugly.

Haunter: Bide ~ Hold ~ Release (Rhydon)
Stunky: Substitute (20 HP) ~ Foul Play (Rhydon) ~ Foul Play (Rhydon)

Funny enough, if Rock Blast hits Haunter (even with two hits!), this EXACTLY KO's Rhydon; then I'll have to have a battered Haunter and nearly-perfect Stunky to take your Machoke. This will be... interesting, to say the least.

Noobslay'd.
 
111.png

Rhyhorn (AlphaJolt)
HP: 100
Energy: 100
Other: None of consequence

67.png

Machoke [Mac] (M)
HP: 100
Energy: 100
Other: None of Consequence

vs

434.png

Stunky [Cyndel] (Female)
HP: 100
Energy: 100
Other: None of Consequence

93.png

Haunter (Nappa) [Male]
HP: 90
Energy: 100
Other: None of Consequence

Round One: Biding their time

And now begins a surely epic battle of skill, strategy, and power. Will Terrador, the second best poison trainer in ASB, be able to match the strength of a powerful Rhyhorn and Machoke? Only time will tell. Charmander starts things off by sending out a stone rhino and Machoke. But wait, there's more! Rhyhorn starts glowing almost immediately after being sent out, and in his place stands an erect, powerful golem that's plagued the world for five generations. Enter Rhydon! Terrador looks slightly hurt, but sends out his Haunter and Stunky, a powerful poison duo.

Haunter starts the round by building his focus, working himself into a deep state of concentration that leaves him almost oblivous to the world around him. Stunky follows up the lesson in non-aggression by spewing out a thick mist from his... yeah. The cloak begins to condense and solidify, until eventually a creepy, gaseous replica of Stunky stands in its place. Machoke decides that all of this non-violence is enough, and readies his fist for a major impact. As he rushes towards Stunky, the air starts to rush around his hand, until he eventually shatters down the aerodynamic punch straight into the fake Stunky's face. Most of the gasses from the Substitute dissapitate, but a smaller illusion remains. In the meantime, Rhydon has been lumbering across the arena towards his opponent. With every step, the earth shakes, yet the Haunter seems completely unphazed, even as Rhydon takes a bite into the ghost, leaving a lasting scar that lowers his defense.

Haunter continues to float in meditation, oblivious to the terrible scar on his arm. Or, at least it seems that way. Who knows what he's really thinking? In the meantime, the illusion Stunky appears in front of Rhydon, jumping around just when Rhydon is about to hit him. Several exchanges occur, and eventually Rhydon smacks his fist into Stunky who dissolves and reappears elsewhere. Unfortunately, the fist keeps going, and smacks Rhydon in the chest for massive damage. Machoke, in the meantime, is occupied with analyzing every detail of the unmoving Haunter. Eventually, he spots something. It's just a faint memory floating around, but the Machoke picks it up, and finds one link to connect Haunter to its past life. Unfortunately, that's just enough to let Machamp punch it confused. But that part's later. Enraged, Rhydon decides to unleash its anger on anything that moves. However much he wants to destroy the illusion Stunky, Rhydon begrudgingly follows his trainer's orders and slams his fist into the ground, sending three rocks flying towards Haunter, who is pinned to the ground the scar now open and burning with the connection to the pain of his death.

This is enough to awaken Haunter. The memory that Machoke opened up, the scar on his arm, the pain. Only the pain. In his concentration, he doesn't know why the pain is there. Simply that it is. The memory. Death. Pain. Rage. Rage is all he knows. In a fit of fury, he unleashes all of the suffering of death, aimed straight at the nearest living creaure. He slips through the rocks that bind him, and unleashes every ounce of power in his body straight toward's Rhydon, who stumbles back onto the ground in agony and defeat. Seeing how he isn't quite down, Stunky jumps on top of Rhydon, who weakly raises a fist to smack it. Once again, the fist doesn't quite hit it's intended target and Rhydon goes down for the count. Seeking to calm down Haunter and possibly save every living being in the arena, Machoke lunges forwards and strikes his fist into Haunter, who is still tethered to life by the memory of his death. The spiraling air currents and force of the blow combine with Haunter's mental anguish to confuse it, calming it down as it tries to sort things out. Machoke backs off, simply glad to have the immediate crisis over.

112.png

Rhydon (AlphaJolt)
HP: KO
Energy: KO
Other: KO

67.png

Machoke [Mac] (M)
HP: 100
Energy: 80
Other: None of Consequence

vs

434.png

Stunky [Cyndel] (Female)
HP: 80
Energy: 66
Other: 2 HP sub
93.png

Haunter (Nappa) [Male]
HP: 32
Energy: 55
Other: Confused (4 actions), visible (5 actions)

Terrador14, go.
 
Rediamond, nice to see that you think I'll trump Engineer in the running for Poison gym. \m/

Haunter: Hypnosis (Machoke) ~ Psychic (Machoke) ~ Psychic (Machoke)
Stunky: Sludge Bomb (Machoke) ~ Substitute (20 HP) ~ Sludge Bomb (Machoke)
@Haunter: If Hypnosis fails Action 1, use it again and push the queue back!
 
ok, this will be tough.

Stone Edge + DynamicPunch combo (Haunter) ~ ... ~ Earthquake

IF Haunter successfully uses Hypnosis action 1, THEN push all actions back until you wake up (use attacks in order of issue)

IF Haunter isn't fainted at the start of action 3, THEN use Stone Edge + DynamicPunch on it.
 
Round Two: Unpleasant Dreams

Haunter begins the round by lowering down to Machoke's level. Despite his mental confusion, Haunter rallies enough force to begin sending signals to Machoke through eye contact, and his honour won't let him avoid it. Fairly soon Haunter has complete control of Machoke's actions through the Hypnotising powers of the eye contact, and casts him into a state of sleep. The Stunky-illusion immediately follows this up by shooting some of the toxins inside of the substitute at Machoke, and he is unable to block his weak point in his sleep as the purple toxins strike for critical damage.

Haunter's previous success at focus breaks down, and he begins to scream in pain an trash himself across the ground as his mental panic and anguish settle in. To defend himself, Stunky begins to fortify his substitute, but the new black cloud around him just joins the old one, and the substitute does not grow any larger.

Finally coming back to his senses, Haunter glares at Machoke, wishing to finish the battle so he can get his thoughts together. His eyes glow once more, but this time Machoke is thrown against the ground, shaking him out of his sleep. However, Stunky shoots another spray of toxins at him before he can quite get all of the way off of the ground. Then Machoke roars. Anything Rhydon and Haunter did previously is dwarfed by the sound, and the ground itself trembles mildly, causing Haunter to rise into the air nervously. And then it begins. Machoke pounds his fists into the ground relentlessly, sending off shockeaves in every direction as the force of an Earthquake is unleashed. While Haunter avoids the worst, Stunky's substitute is shattered in the attack, leaving it fully exposed to face off with an angry Machoke.

Machoke
HP: 51
Energy: 73
Other: None of Consequence

vs

Haunter
HP: 25
Energy: 52
Other: None of consequence

Stunky
HP: 80
Energy: 36
Other: None of consequence
 
Ugh ok whatever.

Stone Edge + Ice Punch on Haunter ~ ... ~ Earthquake
IF Stunky is not behind a Substitute A3, THEN use DynamicPunch
 
67.png

Machoke [Mac] (M)
HP: 51
Energy: 73
Other: None of Consequence

vs

434.png

Stunky [Cyndel] (Female)
HP: 80
Energy: 36
Other: N/A
93.png

Haunter (Nappa) [Male]
HP: 25
Energy: 38
Other: None of consequence

Round Three: Life behind a mask

As soon as the new orders are given, Haunter and Stunky are off and running. Both surround themselves with ominous black gas, just like Stunky's previous illusion. Machoke isn't phazed in the least, and begins an attack not often seen. Or ever seen, for that matter. Machoke picks up a large rock from the ground, and throws it up several dozen feet in the air. As it comes down, he summons more air currents around his fist, but this time they are very, very cold ones. Mac slams his icy fist into the rock, sending the combination of ice and stone particles at Haunter, whose substitute barely survives the hit.

Haunter retakes offensive momentum, and surrounds Machoke in another eerie blue aura that causes him mental pain. Stunky shoots out even more toxic sludge from behind his substitute, while Machoke still rests from the effort of the last attack.

Wishing to finish things off, Haunter strikes Machoke with another Psychic attack. Stunky, in the meantime, does nothing. At least it seems that way to any observer in the stadium. In reality, he's actually taking a brief power nap to restore some of his energy. Go figure. Machoke has regained his composure now, and wants to score at least one kill before he goes out. He summons yet another shockwave across the arena that demolishes Stunky's substitute, leaving him exposed for the final part of the showdown.

67.png

Machoke [Mac] (M)
HP: 1
Energy: 50
Other: None of Consequence

vs

434.png

Stunky [Cyndel] (Female)
HP: 60
Energy: 24
Other: N/A
93.png

Haunter (Nappa) [Male]
HP: 5
Energy: 3
Other: 2 HP substitute
 
67.png

Machoke [Mac] (M)
HP: 1
Energy: 50
Other: None of Consequence

vs

434.png

Stunky [Cyndel] (Female)
HP: 60
Energy: 24
Other: N/A
93.png

Haunter (Nappa) [Male]
HP: 5
Energy: 3
Other: 2 HP substitute

Round Four: The taste of Victory

Immediately following the rather pessimistic orders, Substitute Haunter glides over to Machoke, and licks it. They say the lick of a Haunter is a passage to death. In this case, it's only a passage to a KO and the end of the match.

67.png

Machoke [Mac] (M)
HP: KO
Energy: KO
Other: KO

vs

434.png

Stunky [Cyndel] (Female)
HP: 60
Energy: 24
Other: N/A
93.png

Haunter (Nappa) [Male]
HP: 5
Energy: 1
Other: 2 HP substitute

Refnotes: I think this battle (and every other one where the move was used) just shows how broken Bide is at the moment. An otherwise adventageous position was absolutely destroyed by a single move. While this can be said of several moves, the fact that it makes it impossible to use offense on a frail mon (normally by far the best strategy) while they can hit back full force is absolutely insane. Anyways, on to counters.

Charmander: 2TC
-Machoke: EC, DC, 2MC
-Rhydon: See above
Terrador: 2TC
-Stunky: See Machoke and Rhydon
-Haunter: 1 EC, 2MC, 2KO counters

Rediamond: 4 RC
 
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