ASB Team Tournament Round 1 - Engineer Pikachu Vs Tortferngatr(Triples)
Rules
Pokemon: 5v5
Format: Triples
DQ: 2 Days
Switch: KO
Items: OFF
Abilities: ALL
Substitutions: TWO
5 Recovers / 5 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.
Team Tortferngatr
Freeze the Syclant
Syclant [Freeze] Male Nature: Rash (+1 Rank special attack, -1 Rank special defense) Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Stats: 70/116/70/114+/64-/121
Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Ability 3: Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse
Counter
String Shot
Pin Missile
Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash
Taunt
Focus Blast
Rain Dance
Dig
Rest
Toxic
Rock Slide
Double Team
Facade
Frost Breath
False Swipe
Natural Gift
Endure
Sleep Talk
Total Moves: 46
Float the Krillowatt
Krillowatt [Float] Female Nature: Lonely (+1 Rank in Attack, -1 Rank in defense) Type: Electric/Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Ability 1: Trace: (Can be Activated)When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Camerupt (Flare) (F) Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.) Type: Fire/Ground 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. Superior senses in volcanic or brushfire areas. 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: Ability 1: Magma Armor: (innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1). Ability 2: Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Ability 3: Anger Point: When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption
Heat Wave
Yawn
Stockpile
Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic
Stone Edge
Sunny Day
Endure
Total Moves: 25
Flight the Tomohawk
Tomohawk (Flight) M Nature: Timid (15% increase to speed and a 11% accuracy increase (98^2/870 rounded up), -1 attack) Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Ability 1: Intimidate: (can be activated)
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate) Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Ability 3: Justified (DW): (innate) 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. Self-targeted attacks do not maintain boosts.
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Rest
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Hurricane
Healing Wish
Roost
Yawn
Haze
Confuse Ray
Rapid Spin
Stealth Rock
Cyclohm (Flash) M Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +10% increase in accuracy (92^2/870, rounded) on this Pokemon's attacks) Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Ability 1: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Ability 2: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Ability 3: Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Not eligible for other effects.)
Whirlwind
Bide
Tri Attack
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Dragon Tail
Double Hit
Weather Ball
Zap Cannon
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Fire Blast
Thunder
Volt Switch
Protect
Light Screen
Torment
Thunder Wave
Substitute
Hidden Power Grass (7)
Thunderbolt
Rest
Blizzard
Trick Room
Draco Meteor
Dragon Pulse
Endure
Sleep Talk
Signal Beam
Total Moves: 42
Team Engineer Pikachu
Hagane the Metagross
Metagross (Hagane) (U) Nature: Careful (Special Defense increased by *, Special Attack decreased by *)
Type: Steel / Psychic
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (Unlocked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Meteor Mash
Pursuit
Psychic
Iron Defense
Agility
Hammer Arm
Zen Headbutt
Hyper Beam
Block
Body Slam
DynamicPunch
Endure
Fury Cutter
Gravity
Headbutt (#)
Ice Punch
Icy Wind
Iron Head (#)
Mimic
Mud-Slap
Signal Beam
Swift
ThunderPunch
Trick
Zen Headbutt (#)
Psyshock
Toxic
Hidden Power [Fire 6]
Light Screen
Protect
Telekinesis
Rain Dance
Frustration
Earthquake
Return
Shadow Ball
Brick Break
Double Team
Reflect
Sludge Bomb
Rock Tomb
Aerial Ace
Rest
Explosion
Giga Impact
Rock Polish
Flash
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Flash Cannon
Rock Smash
Cut
Type: Water / Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Swift Swim (Unlocked): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Brine
Smack Down
Curse
Shell Smash
Aqua Tail
Rock Slide
Rain Dance
Hydro Pump
Body Slam (#)
Iron Defense (#)
Whirlpool (#)
Ice Beam (#)
Protect
Earthquake (#)
Dig
Double Team
Focus Blast
Scald
Stone Edge (#)
Dive
Move Count: 30
Kurage the Tentacruel
Tentacruel (Kurage) (M) Nature: Modest (SpA increased by *, Atk decreased by *)
Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed. Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Mimic
Giga Drain
Reflect
Bide
Brine
Sleep Talk
Whirlpool
Move Count: 52
Malcolm the Aerodactyl (OT: Korski)
Aerodactyl (Malcolm) (M) Nature: Jolly (+15% Spe, +26% [25.862%] Acc, Special Attack reduced by *)
Type: Rock / Flying
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: 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. Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Unnerve (Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Supersonic
Ancientpower
Crunch
Iron Head
Rock Slide (#)
Sky Drop
Take Down
Hyper Beam
Giga Impact (#)
Dragon Claw
Protect
Taunt (#)
Smack Down
Earthquake
Double Team
Sandstorm
Aerial Ace
Torment
Rest
Payback
Stone Edge
Bulldoze
Substitute
Fly
Reflect
Bide
Stealth Rock
Sleep Talk
Move Count: 47
Shokoli the Fidgit
Fidgit (Shokoli) (F) Nature: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks: Gust
Tailwind
Comet Punch
Helping Hand
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Magic Room
Wonder Room
Circle Throw
Clear Smog
Wide Guard
Razor Wind
Body Slam
Sludge Bomb
Toxic Spikes
Gravity
Heal Block
Me First
Air Slash
Lucky Chant
Earth Power
Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Spikes
Stealth Rock (#)
Wish (#)
Block
Swift
Twister
Toxic
Venom Shock
Sunny Day
Taunt (#)
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Smack Down
Earthquake
Return
Dig
Shadow Ball (#)
Double Team
Reflect (#)
Sludge Wave
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Thief
Round
Echoed Voice
Ally Switch
Fling
Quash
Low Sweep
Acrobatics
Giga Impact
Stone Edge
Struggle Bug
Rock Slide
U-turn
Substitute
And it's time for a coinflip, with heads assigned to Tortferngatr, and tails to Engineer Pikachu! The one who wins the toss will order first, so let's see...
And it's tails! Engineer Pikachu, your orders please.
Hagane: Ice Punch (Ohm) - Zen Headbutt (Ohm)
IF (Protect is successfully used on Ohm, including by himself) THEN (Redirect to Tomo)
IF (Kril uses Follow Me successfully A1) THEN (Gravity and push actions back)
Kurage: Icy Wind - Ice Beam (Ohm)
IF (Protect is successfully used on Ohm, including by himself, on A2) THEN (Redirect to Tomo)
IF (You fail to use Icy Wind A1) THEN (Use it again A2)
Shokoli: Light Screen - Earth Power (Ohm)
IF (Tomo uses Taunt on you A1) THEN (U-turn (Ohm) instead)
IF (Protect is successfully used on Ohm, including by himself) THEN (Redirect to Kril if applicable)
Yeah, we're already at a disadvantage, and ordering first is only going to exacerbate it. This should be able to give us a leg up in the next round, though. Let's just hope my plan will allow me to catch up soon and pull through for the team.
__________________
[11:35] <Zarator> My friend always laugh at me for liking young girls
[11:35] <Zarator> I am still within reasonableness^^
Fidgit is a dangerous, devastatingly able support while alive. This might be an overreaction on my part, but making dead spider is needed for my victory.
(dammit I knew I should have gotten/brought something with Wide Guard...)
Welcome to this tournament triples match! The first move in the entire match is Krilowatt's, who uses Follow Me to charm her opponents into attacking her instead! Tomohawk does an odd rain dance, which somehow works! It's now pouring rain in the ASB arena! Fidgit mischievously sets up a Light Screen to provide her team some defensive cover, as Tentacruel uses Icy Wind to slow down her opponents, while Metagross intensifies the gravity in the arena! What's with all the supporting moves folks? Finally, Cyclohm barrels a mighty Ultra Hydro Pump at Fidgit to end the round!
Engineer Pikachu's side dominates the initial part of the round, with Tentacruel Ice Beaming, Fidgit Earth Powering and Metagross Zen Headbutting Cyclohm! What a barrage of moves! Cyclohm itself just cools down, while Tomohawk and Krilowatt avenge the hits with a Hurricane Slash and an Ultra Hydro Pump! They are so powerful, in fact, that Fidgit becomes intensely confused!
Calculations
Round 1
Krilowatt used Follow Me!
Krilowatt became the centre of attention!
-9 EN
Tomahawk used Rain Dance!
It began to rain!
-10 EN
Fidgit used Light Screen!
Fidgit's team's Special Defense rose!
-8 EN
Tentacruel used Icy Wind!
RNG Roll-To Hit(<=500 Miss): 1488 No
RNG Roll-To Hit(<=500 Miss): 1783 No
RNG Roll-To Hit(<=500 Miss): 4522 No
RNG Roll-To Crit(<=625 Crit): 7878 No
RNG Roll-To Crit(<=625 Crit): 3865 No
RNG Roll-To Crit(<=625 Crit): 3313 No
(4+1.5)/1.5=3.7 damage(Krilowatt)
(4+1.5)*1.5=8.25 damage(Tomahawk)
(4+1.5)*1.5=8.25 damage(Cyclohm)
-4 EN
Metagross used Gravity!
The Gravity intensified!
-9 EN
Cyclohm used Ultra Hydro Pump!
RNG Roll-To Crit(<=625 Crit): 7462 No
(22+3+1.5)*1.5=39.75 damage
-35 EN
Round 2
Tentacruel used Ice Beam!
RNG Roll-To Crit(<=625 Crit): 8263 No
RNG Roll-To FRZ(<=1000 FRZ): 9895 No
(10+1.5)*1.5=17.25 damage
-7 EN
Cyclohm cooled down!
Fidgit used Earth Power!
RNG Roll-To Crit(<=625 Crit): 3648 No
RNG Roll-To Lower SpD(<=1000 Yes): 6276 No
(9+3+1.5)*1.5=20.25 damage
-6 EN
Metagross used Ice Punch!
RNG Roll-To Crit(<=625 Crit): 7635 No
(8+1.5)*1.5=14.25 damage
-5 EN
Krilowatt used Ultra Hydro Pump!
RNG Roll-To Crit(<=625 Crit): 6974 No
(22+3+3)*1.5=42 damage
-34 EN
Tomahawk used Hurricane Slash!
RNG Roll-To Crit(<=625 Crit): 7968 No
RNG Roll-To Confuse(<=3000 Yes): 125 Yes
Fidgit became confused!
RNG Roll-Duration(<=3334 2A, 3335-6667 3A, 6668+ 4A): 8632 4A
15+3+1.5=19.5 damage
-20 EN
I told you you had till 11 EST. You even got some bonus time since I forgot to DQ you immediately at 11 and yet you still haven't posted, instead just a placeholder which isn't good enough when you're already almost over DQ /three times over/, not to mention that you also went over DQ last round.
Tortferngatr is hereby DQed. Engineer Pikachu wins.