Arcanite Vs. TEA_DEMON, Another Super Boring arena for 2v2 doubles!

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Welcome, one and all, to the ASB arena for the umpteenth time, except doubles!! Let's see how this match came about;

Open Challenge:
2Vs2 Doubles
NFEs
2 Day DQ (ref too)
No Recoveries/ 2 Chills
You choose Arena, I send out second!

sure arcanite.

switch=derpfish
no items
all abilities
arena can be the tourney arena.

Alright, then!! Here's two trainers who don't have time for messing around, let's dive straight into the action. But first, let's look at the teams. Here's Arcanite's potential pokemon;

Spr_5b_066.png

Machop (M) Gilgamesh

Musical Theme: Clash on the Big Bridge

Nature:
Brave: Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

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

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. Resultingly 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 benefitted 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. (Not yet active)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30 (35/1.15, rounded down)

EC: 3/9
MC: 0
DC: 2/5

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch

Encore
Bullet Punch
Ice Punch

Light Screen
Rock Slide
Substitute

Fire Punch
247.png

Pupitar (M) Titan

Nature:
Adamant: +1 Atk, -1 Sp Attack

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Abilities:

  • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
  • Shed Skin: (DW) (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. (Not yet active)
Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 51

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

Attacks:
Bite
Leer
Sandstom
Screech
Chip Away
Rock Slide
Thrash
Scary Face
Earthquake
Stone Edge
Crunch

Outrage
Dragon Dance
Assurance

Dig
Bulldoze
Rock Polish
156.png

Quilava (*) Ifrit (Male)

Nature:
Serious: No effect on stats

Type:
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Abilities:

  • Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
  • Flash Fire: (DW) (Innate) 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. (Not yet active)
Stats:


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 80

EC: 4/9
MC: 0
DC: 2/5

Attacks:
Tackle
Leer
Smokescren
Ember
Quick Attack
Flame Wheel
Defence Curl
Rollout
Eruption

Flare Blitz
Crush Claw
Reversal

Protect
Dig
Flamethrower

And now here's TEA_DEMON's choices for today;
48.png

Venonat (Vanden) M
Nature: Modest (+1 SpA, -1 Atk)
Type: Bug / Poison
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.

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 (DW): (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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45

EC: 4/6
MC: 4
DC: 2/5

Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam

Toxic Spikes
Rage Powder
Giga Drain

Toxic
Venoshock
Psychic
158.png

Totodile (Mayhem) M
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 37 (43/1.15) (-)

EC: 2/9
MC: 4
DC: 2/5

Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash

Dragon Dance
Ice Punch
Aqua Jet

Waterfall
Rock Slide
Dragon Claw

Due to the special rules of Arcanite's challenge, TEA_DEMON must send out his pokemon first. Since he only brought two, we'll do that for him. Arcanite, your two pokemon and actions. When you're ready, trainers!!
 
Gilgamesh the Machop wants the best possible matchup, so he'll go out with Ifrit the Quilava!

Ifrit, go for an Eruption! then a Dig on Venonat, then an Eruption! If Eruption is disabled, replace Dig with Flamethrower on Venonat, and Eruption with Flare Blitz on Venonat!

Gilgamesh, set up a light screen! Then Dynamic Punch Totodile and follow up with a Fire Punch on Venonat! If Venonat uses disable on Ifrit's Eruption, encore it!
 
off why have i not given vanden sleep powder yet. gl arcanite.

vanden: stun spore quilava ~ toxic quilava ~ venoshock quilava
mayhem: aqua jet quilava ~ dragon dance ~ waterfall quilava
 
Spr_5b_066.png
156.png

100 HP|90 HP
100 Energy|100 Energy

Vs.

48.png
158.png

90 HP|90 HP
100 Energy|100 Energy

Alright everyone, make yourselves comfortable, this looks to be an exciting match! Let's get things underway!

Mayhem the Totodile begins the match by covering himself in a viel of water, and shooting at Ifrit the Quilava in an Aqua Jet. Ifrit responds by Eruptioning (I know that isn't a word, I just think it should be) all over Mayhem and Vandem the Venonat. Speaking of Vandem, he gets freaked out by Ifrit and showers him with a Stun Spore to try and slow him down in the future. Gilgamesh the Machop joins the fray by setting up a Light Screen for himself and Ifrit. It still wierds me out Machop can do that.

Vandem takes initiative this round, and goes after Ifrit once again by spraying him with Toxic poison to sap his enemy's health. Mayhem takes the time to prepare for the future by Dragon Dancing to give himself a boost after getting hit by that Eruption. But boosting his attack may prove detrimental, as Gilgamesh comes in out of nowhere and smacks Mayhem with a DynamicPunch to deal solid damage, and more importantly, confuse Mayhem!! Ifrit, dealing with all the status problems, is unable to attack, since he's been fully paralyzed! That could prove to be a problem!

Now that he's pretty much the only one who isn't slow as dirt, Mayhem once more leads the charge, and manages to avoid hitting himself, by reaching behind his back cartoon style and pulling out a Waterfall (how he's holding it, I have no idea) and slaps Ifrit across the face with it. Vandem joins the beating by hitting Ifrit with a Venoshock, which grew more effective by the toxins flowing through Ifrit, but was weaker in power thanks to Gilgamesh's Light Screen earlier. Now that's teamwork! Speaking of Gilgamesh, why is his hand on Fire? He doesn't seem to mind as he Punches Vandem in the eye, now that's just painful to watch! Ifrit is finally able to attack again, letting loose another Eruption, but this one just isn't packing the oomph the first one was.

Alright folks, let's take a moment to see how everyone's doing;

Machop
Light Screen
8 Energy

Dynamic Punch Totodile
RNG roll to crit; (63/1000 = crit) 274 = no crit
RNG roll for duration; (1,2,3/3) 3 = 4-turn confusion
[10 BAP + 3 STAB + (4 Atk - 3 Def)*1.5] = 14.5 (rounded to 15) Damage, 7 Energy

Fire Punch Venonat
RNG roll to crit; 264 = no crit
RNG roll for effect; (100/1000 = burn) 113 = no burn
[8 BAP + (4 Atk - 2 Def)*1.5]*1.5 SE = 16.5 (rounded to 17) Damage, 6 Energy

Quilava
Eruption Venonat
RNG roll to crit; 522 = no crit
[9.625 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 21.1875 (rounded to 21) Damage, 7 Energy

Eruption Totodile
RNG roll to crit; 619 = no crit
[9.625 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*2/3 resist = 9.4167 (rounded to 9) Damage

Dig Venonat
RNG roll for paralysis; (250/1000 = fully paralyzed) 226 = paralyzed
failed, 6 Energy

-1 HP, poison

Eruption Venonat
RNG roll for paralysis; 611 = success
RNG roll to crit; 179 = no crit
[5.125 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 14.4375 (rounded to 14) Damage, 7 Energy

Eruption Totodile
RNG roll to crit; 141 = no crit
[5.125 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*2/3 resist = 6.417 (rounded to 6) Damage

-1 HP, poison

Venonat
Stun Spore Quilava
RNG roll to hit; (975/1000 = hit) 351 = hit
7 Energy

Toxic Quilava
6 Energy Energy

Venoshock Quilava
RNG roll to crit; 883 = no crit
[13 BAP + 3 STAB - 5 Light Screen + (3 SpA - 3 SpD)*1.5] = 11 Damage, 7 Energy

Totodile
Aqua Jet Quilava
RNG roll to crit; 723 = no crit
[4 BAP + 3 STAB + (4 Atk - 3 Def)*1.5]*1.5 = 12.75 (rounded to 13) Damage, 3 Energy

Dragon Dance
7 Energy

Waterfall Quilava
RNG roll for confusion; 514 = success
RNG roll to crit; 14 = crit
RNG roll for effect; 788 = no flinch
[8 BAP + 3 STAB + (4 Atk - 2 Def)*1.5]*1.5 SE +(1.0 Atk boost)*1.75 = 22.75 (rounded to 23) Damage, 5 Energy

Spr_5b_066.png
156.png

100 HP|41 HP
79 Energy|80 Energy
--|Paralyzed (15%), Toxic (2 DPA)


Vs.

48.png
158.png

38 HP|60 HP
80 Energy|85 Energy
--|+1 Atk/Spe, Confused (3 actions)

Alright, things have gotten off to a quick start, and the damage is flying everywhere! Who will come out on top?! TEA_DEMON, your actions, please!

EDIT: Sorry about that. I was in a rush, I have no idea why I thought the first move of the entire match would have needed a confusion roll. I also noticed DD wouldn't have used a confusion roll, either, so Mayhem is still confused.
 
how the fuck did mayhem hurt himself when he wasn't even confused a1? not to mention he moved first in the entire match... and that'll affect eruption's power a1 too.
 
vanden: venoshock quilava ~ psychic machop ~ psybeam machop
if quilava uses protect a1 psychic machop instead and push actions back
mayhem: waterfall quilava ~ dragon claw machop ~ waterfall machop
if quilava uses protect a1 dragon claw machop instead and push actions back
 
Well, according to the previous calculations, Quilava will survive the end of the round on 1 HP barring crits, as nothing has changed, so:
Ifrit: Flamethrower Venonat, until it hits, then Reversal Totodile until the end of the round.
Gilgamesh: Fire Punch on Venonat, then Revenge on totodile twice! IF Vnonat is not KOed by action 2, use Fire Punch Venonat instead of the first reversal.
 
Spr_5b_066.png
156.png

100 HP|41 HP
79 Energy|80 Energy
--|Paralyzed (15%), Toxic (2 DPA)


Vs.

48.png
158.png

38 HP|60 HP
80 Energy|85 Energy
--|+1 Atk/Spe, Confused (3 actions)

I'm sorry this was so late, guys. I'm pretty sure I passed DQ by a few hours, at least. Anyway, let's get back to the action!!

Mayhem the Totodile starts things off again by slamming into Ifrit with a powered-up Waterfall, hurting Ifrit pretty badly. Vanden joins in on the action with Mayhem by slashing at Ifrit with Venoshock, leaving Ifrit hanging on by a thread. Gilgamesh doesn't seem to appreciate his teammate being ganged up on, so he sticks his hand over Ifrit's body until it catches Fire again, then Punches Vanden in the face with it like he did before. Ifrit is finally able to fight back against his assailants, and borrows a trick out of their book by ganging up on Vanden, and launches out a powerful Flamethrower. The flames surrounding Vanden prove to be too much, and the poor bug falls over, Vanden has been KO'ed!! Mayhem is really gonna have to pick up the pace if he wants to win this one!

And he certainly tries to pick up the pace, but it's hard to tell what he had planned, as he hurts himself in confusion... things don't look good for this Totodile! Gilgamesh and Ifrit take the opportunity to gang up on Mayhem this time, as they both Reversal at Mayhem. Irfit's has noticably more power behind it, as the poison continues to sap more of the little health he has left.

Mayhem is finally able to overcome his confusion, and strikes at Gilgamesh with Waterfall. Gilgamesh certainly doesn't seem to mind, as he and Ifrit once again double team Mayhem with twin Reversals. All the damage proves too much for the Totodile, too, as he also falls over this round. Mayhem has been KO'ed! That means TEA_DEMON is out of pokemon, Arcanite wins! Let's review exactly how it happened;

Machop
Fire Punch Venonat
RNG roll to crit; 699 = no crit
RNG roll for effect; 795 = no burn
[8 BAP + (4 Atk - 2 Def)*1.5]*1.5 SE = 16.5 (rounded to 17) Damage, 10 Energy

Reversal Totodile
RNG roll to crit; 296 = no crit
[4 BAP + 3 STAB + (4 Atk - 3 Def)*1.5] = 8.5 (rounded to 9) Damage, 3 Energy

Reversal Totodile
RNG roll to crit; 6 = crit
[4 BAP + 3 STAB + 3 crit + (4 Atk - 3 Def)*1.5] = 11.5 (rounded to 12) Damage, 7 Energy

Quilava
Flamethrower Venonat
RNG roll for paralysis; 913 = success
RNG roll to crit; 863 = no crit
RNG roll for effect; 258 = no burn
[10 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 21.75 (rounded to 22) Damage, 6 Energy

-2 HP, poison

Reversal Totodile
RNG roll for paralysis; 381 = success
RNG roll to crit; 97 = no crit
[15 BAP + (3 Atk - 3 Def)*1.5] = 15 Damage, 10 Energy

-2 HP, poison

Reversal Totodile
RNG roll for paralysis; 633 = success
RNG roll to crit; 108 = no crit
[20 BAP + (3 Atk - 3 Def)*1.5] = 20 Damage, 16 Energy

-2 HP, poison

Venonat
Venoshock Quilava
RNG roll to crit; 905 = no crit
[13 BAP + 3 STAB - 5 Light Screen + (3 SpA - 3 SpD)*1.5] = 11 Damage, 7 Energy

Totodile
Waterfall Quilava
RNG roll for confusion; 661 = success
RNG roll to crit; 430 = no crit
RNG roll for effect; 971 = no flinch
[8 BAP + 3 STAB + (4 Atk - 2 Def)*1.5]*1.5 SE +(1.0 Atk boost)*1.75 = 22.75 (rounded to 23) Damage, 5 Energy

Dragon Claw Machop
RNG roll for confusion; 436 = hit self
[4 BAP + (4 Atk - 3 Def)*1.5] + (1.0 Atk boost)*1.75 = 7.25 Damage, 3 Energy

Waterfall Machop
RNG roll to crit; 246 = no crit
RNG roll for effect; 372 = no flinch
[8 BAP + 3 STAB + (4 Atk - 3 Def)*1.5] + (1.0 Atk boost)*1.75 = 14.25 (rounded to 14) Damage, 5 Energy

Spr_5b_066.png
156.png

86 HP|1 HP
59 Energy|48 Energy
--|Paralyzed (10%), Toxic (3 DPA)


Vs.

48.png
158.png

0 HP|0 HP
0 Energy|0 Energy
KO'ed|KO'ed

Prizes!
Arcanite: 2 TC
Quilava: 1 EC, 2 MC, 1 DC, 2 KOC
Machop: 1 EC, 2 MC, 1 DC

TEA_DEMON: 2 TC
Totodile: 1 EC, 2 MC, 1 DC
Venonat: 1 EC, 2 MC, 1 DC

rickheg: 4 RC

Sorry again it took so long guys. GG, and thanks for playing!
 
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