Its A Frog

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Orcinus Duo

Banned deucer.
6v6 Singles (3 NFE's & 3 FE's with less than 25 moves)
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
2 Substitutions
Switch=OK
Arena: ASB Tournament Arena


Its_A_Random said:
Thanks for reffing.

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Cofagrigus [Spiroffin] (M)
NATURE: Sassy (-10% Evasion)

TYPE
Ghost: 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.

ABILITIES
Mummy: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

STATS
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: N/A

ATTACKS (23/65)
PHYSICAL
Astonish

SPECIAL
Energy Ball
Hex
Hidden Power (Fighting 7)
Night Shade
Ominous Wind
Psychic
Shadow Ball

OTHER
Curse
Destiny Bond
Disable
Double Team
Endure
Guard Split
Haze
Heal Block
Imprison
Mean Look
Nasty Plot
Power Split
Protect
Toxic
Will-O-Wisp
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Hitmontop [Beyblade] (M)
NATURE: Impish

TYPE
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

ABILITIES
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.
Technician: (Innate) 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.
Steadfast (DW Unlocked): (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.

STATS
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

ATTACKS (19/77)
PHYSICAL
Bullet Punch
Close Combat
Counter
Dig
Fake Out
Hi Jump Kick
Pursuit
Quick Attack
Rapid Spin
Revenge
Rolling Kick
Tackle
Triple Kick

SPECIAL
None

OTHER
Focus Energy
Foresight
Helping Hand
Protect
Substitute
Wide Guard
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Scizor [U-Turn] (M)
NATURE: Careful

TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.

ABILITIES
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) 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.
Light Metal (DW 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.)

STATS
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 65
Size Class: 3
Weight Class: 5 [4]
Base Rank Total: 20

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

ATTACKS (24/81)
PHYSICAL
Brick Break
Bullet Punch
Counter
Double-Hit
False Swipe
Feint
Fury Cutter
Metal Claw
Night Slash
Pursuit
Quick Attack
Rock Smash
Slash
U-Turn
Wing Attack
X-Scissor

SPECIAL
Vacuum Wave

OTHER

Agility
Double Team
Endure
Focus Energy
Leer
Protect
Roost
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Porygon [Virus] (-)
NATURE: Quiet (-10% Evasion)

TYPE
Normal
: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

ABILITIES
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.
Download: (Innate) At the beginning of the match, the Pokemon analyses the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offence that strikes an opponent’s weaker defence stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defence, and attack when facing Hypno, which has higher Special Defence. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

STATS
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

ATTACKS (14/74)

PHYSICAL
Last Resort
Tackle

SPECIAL
Ice Beam
Psybeam
Solarbeam
Thunderbolt

OTHER

Agility
Conversion
Gravity
Magnet Rise
Pain Split
Recover
Conversion 2
Sharpen
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Tirtouga [Atlantean] (M)
Nature: Quiet (-10% Evasion)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

ABILITIES
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).
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.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

STATS
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

ATTACKS (20/59)

PHYSICAL
Aqua Jet
Aqua Tail
Bide
Bite
Crunch
Earthquake
Flail
Knock Off
Rock Slide
Rollout

SPECIAL
AncientPower
Brine
Hidden Power (Grass 7)
Ice Beam
Water Gun
Whirlpool

OTHER

Protect
Shell Smash
Wide Guard
Withdraw
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Gligar [Its_A_Random] (M)
NATURE: Jolly (+22% Accuracy)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

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

ATTACKS (14/90)
PHYSICAL
Acrobatics
Brick Break
Counter
Dig
Earthquake
Faint Attack
Fury Cutter
Knock Off
Poison Sting
Quick Attack
Sand Tomb

SPECIAL
None

OTHER

Agility
Harden
Sand-Attack

DFrog said:
Pokemon:
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Scrafty* (Frank) M
Nature: Brave
Type: Dark/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk(+*): Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 50 (factoring nature)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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.

Moxie (innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

DW:
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 thier 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.

Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch
Hi Jump Kick
Head Smash

Drain Punch*
Dragon Dance*
Detect*
Ice Punch
Fake Out
Thunder Punch
Fire Punch
Zen Headbutt

Dig*
Double Team*
Focus Blast*
Taunt

EC: 6/6
DW: 5/5 DW Ability Unlocked

MC: 4

Frank my most trusted and strongest ally. He has stuck by me, through think and thin and has NEVER failed to get the job done. He fighting stye is unforgiving towards his opponents no mercy, no forgiveness you better hope that he is fighting with you, not against. Although he may not be the most agile of pokemon his brute force and clever tactics (given by yours truly) he has beaten multiple foes by himself. The trials we undertook together in the battle subway were monumental and Frank cleaned up shop never failing to take down at least one pokemon a game.

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Embirch (Gary) M
Nature: Brave
Type: Fire/Grass

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats
HP: 100
Atk (+1): Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 48 (factoring nature)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Moves:
Leaf Blade
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Energy Ball

Dragon Breath*
Earth Power*
Aromatherapy*
Psywave

Fire Blast*
Reflect*
Brick Break*
Substitute
Sunny Day

EC: 6/9
DW: 5/5 Chlorophyll unlocked
MC: 0

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Electabuzz (Zeke) M
Nature: Naive
Type: 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.

Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.

DW:
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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD (-1): Rank 2
Spe: 121 (factoring nature)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Moves:
Light Screen
Thunder Punch
Quick Attack
Leer
Thunder Shock
Low Kick
Swift
Shock Wave
Screech
Thunder Bolt

Hammer Arm
Ice Punch
Meditate

Substitute
Psychic
Thunder Wave
Wild Charge
Hidden Power Grass 7

EC: 4/9
MC: 0
DW: 3/5

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Arghonaut (Travis) M
Nature: Adamant
Type: Water/Fighting

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)


Stats:
HP: 110
Atk (+1): Rank 5
Def: Rank 3
SpA (-1): Rank 2
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21

Moves:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Cross Chop

Recover
Ice Punch
Drain Punch

Earthquake
Waterfall
Taunt
Toxic
Rock Slide

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

Travis the mean, green skull crushing machine. Travis and Blue have contested with Frank for leadership as soon as I required their service. Although Blue was first to evolve of the two, Travis beat him to the punch in an evolutionary arms race. When he evolved he picked a fight with Frank as soon as he could, however the result wasn't pretty for Travis. He was beaten to a pulp. Travis lost to Franks overwhelming experience and strength. Frank admired the Arghonaut's courage to fight him outright and he was promoted to second in command.


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Tomohawk (Grace) F
Nature: Modest
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:
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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats
HP: 110
Atk (-): Rank 1
Def: Rank 3
SpA (+): Rank 5
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane

Yawn
Confuse Ray
Roost

Hidden Power Ice 7
Taunt
Toxic

6/6 EC
0 MC
2/5 DC

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Croconaw* (Steve) M
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP:100
Atk (+1): Rank 4
Def: Rank 3
SpA: Rank 2
SpD (-1): Rank 2
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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)

DW:
Sheer Force (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.

Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Aqua Tail
Super Power

Hydro Pump*
Crunch*
Aqua Jet*

Dig*
Protect*
Ice Beam*
Rock Slide
Brick Break
Waterfall

EC: 5/9
DW: 5/5 DW Ability Unlocked
MC: 0


Ref discretion says Training Items, and all abilities
 
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Who needs items anyway?
Grace take the stage. Start by Intimidating the bug. Then brighten our day and then show that metal bug the heat your bring to the stage! Then focus the spotlight on your opponent.

Sunny Day ~ Heat Wave ~ Confuse Ray
If Protect is used A2 use Focus Energy and push actions down. The new order in this instance would be Sunny Day ~ Focus Energy ~ Heat Wave
 
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"Okay U-Turn, your scouting is complete. Take advantage of free actions, & give us a more favourable matchup."

U-Turn > Roost > Bullet Punch
 
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Grace (F) @
HP: 110| EN: 100 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other:

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U-turn (M) @
HP: 100 | EN: 100 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:

Grace and Scizor face off on the battlefield! IAR and Dfrog face each other off, leading with some scary mons! While Dfrog ops to set up Sunny Day first, presumably to hit scizor harder later, U-turn instead uses his signature scouting move. He will escape this unfavourable matchup and return to his pokeball at the end of this round! Unfortuantely, due to a 4x resist and intimidate, the attack does basically nothing. The same cannot be said for the heat wave that Grace sends mercilessly towards U-turn, and he takes the hit very bravely, roosting off the damage afterwards. Then, knowing that the confuse ray Grace is preparing isn’t going to matter, U-turn goes with a light metal boosted bullet punch, hitting the bird for some decent damage. IAR seems to be setting up for next round…who will he send out?
Grace’s intimidate activated
Grace uses Sunny Day -10 en
U-turn uses U-turn -4 en
To crit 77/100 no
(7+3+3)*0.44-1.75=5 dmg

Grace uses Heat Wave -7en
To hit 20/100 yes
To crit 93/100 no
To burn 97/100 no
(10+1.5+3)*2.25=32.625 dmg
Scizor uses Roost -12 en
Scizor +20 hp

Scizor uses Bullet Punch -3 en
To crit 54/100 no
(6+3+3)-1.75=10.25
Grace uses Confuse Ray -5 en
Irrelevant blah.

TomoM.png

Grace (F) @
HP: 95| EN: 78 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other:

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U-turn (M) @
HP: 87 | EN: 81 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:
 
js, my Scizor's name is spelt with a Capital T...inb4 this becomes a running gag like Deino/Zweilous.
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"Spiroffin, proceed to wall the opposition!"

Toxic
> Psychic > Shadow Ball
IF Taunt is issued A1, THEN change your course of action to Psychic > Shadow Ball > Psychic.
IF (Healing Move) is issued, AND you are not under the effects of Taunt, THEN use Power Split on the first instance.
 
TomoM.png

Grace (F) @
HP: 95| EN: 78 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other:

563.png

Spiroffin (M) @
HP: 90 | EN: 100 | Spe: 26
Ranks: 2/6/3/5
Size: 3| Weight: 4
Abilities: Mummy
Other:

Grace starts off with a confuse ray, and it manages to hit the coffin for the confuse ray equivalent of a critical hit, 4 actions! However, the coffin battles its own stupidity and manages to not hit itself once in the entire round! The two then exchange toxic’s, and a few blows, leaving both mons only slightly weakened. It seems that this ghostly tomb is walling the bird!
Grace uses Confuse Ray -5en
90/100 Intense, 4a
Spiroffin to hit self 95/100 no
Spiroffin uses Toxic -7 en
To hit 14/100 yes
Grace is poisoned
Grace -1hp

Grace uses Toxic -7 en
To hit 69/100 yes
Spiroffin is poisoned
To hit self 78/100 no
Spiroffin uses Psychic -7en
To crit 41/100 no
To drop 53/100 no
(9)*1.5=13.5
Grace -1hp
Spiroffine -1hp

Grace uses Hurricane -7 en
To hit 17/100 yes
To crit 60/100 no
To confuse 47/100 no
12+3=15
To hit self 59/100 (lol.) no
Spiroffin uses Shadow Ball -5 en
To crit 29/100 no
To drop 18/100 yes
8+3=11
Grace -1hp
Spiroffin -1hp

TomoM.png

Grace (F) @
HP: 67| EN: 59 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other: BPSN, -1 SpD

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Spiroffin (M) @
HP: 73 | EN: 81 | Spe: 26
Ranks: 2/6/3/5
Size: 3| Weight: 4
Abilities: Mummy
Other: Confused 1a, BPSN

212.png

U-turn (M) @
HP: 87 | EN: 81 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:
 
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237.png

"Beyblade, this is where you come in! Pound the opposition with all you have got!"

Counterswitch offer Accepted
Spiroffin OUT
Beyblade IN


Hi Jump Kick > Close Combat > Hi Jump Kick
IF Fake Out is issued, THEN use Protect on the first instance.
IF (Protective Move) is issued successfully without transfer, THEN use Substitute (15 HP) on the first instance, using Chill on further instances.
 
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"That was totally expected. Frank take care of it."

Activate Intimidate. Double Team (3) ~ Drain Punch ~ Zen Headbutt
 
237.png

Beyblade (F) @
HP: 90| EN: 100 | Spe: 70
Ranks: 3/4/1/4
Size: 3| Weight: 3
Abilities: Intimidate, Technician, Steadfast
Other:
HJK-CC-HJK
560.png

Frank (M) @
HP: 100 | EN: 100 | Spe: 50
Ranks: 4/4/2/4
Size: 3| Weight: 4
Abilities: Shed Skin, Moxie, Intimidate
Other: -10 eva
DT(3)-Drain Punch-Zen Headbutt
The two fighters start the match off by intimidating each other. Beyblade launches a massive kick towards the smug little lizard, who responds by creating three clones of itself. Clever, especially considering that Beyblade proceeds to be confused, missing his powerful Close Combat, and Frank heals miniscule damage with a Drain Punch. Beyblade, surrounded by Frank clones, charges randomly at one with the same reckless kick…and misses! That’s gotta hurt!
Beyblade uses HJK -7 en
To crit 31/100 no
(13+3-1.5)*1.5-1.75=20
Frank uses Double Team 3 -12 en

Beyblade uses Close Combat -7 en
To hit 58/100 no
Frank uses Drain Punch -11 en
8+3-1.75=9.25
Heal 4.625 dmg

Beyblade uses HJK -7 en
To hit 65/100 no
10 dmg recoil!
Frank uses Zen Headbutt -6 en
To hit 14/100 yes
To crit 76/100 no
8*1.5-1.75=10.25
237.png

Beyblade (F) @
HP: 60| EN: 79 | Spe: 70
Ranks: 3/4/1/4
Size: 3| Weight: 3
Abilities: Intimidate, Technician, Steadfast
Other: -1 Atk
560.png

Frank (M) @
HP: 85 | EN: 71 | Spe: 50
Ranks: 4/4/2/4
Size: 3| Weight: 4
Abilities: Shed Skin, Moxie, Intimidate
Other: -10 eva, 1 clone, -1 Atk

TomoM.png

Grace (F) @
HP: 67| EN: 59 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other: BPSN

212.png

U-turn (M) @
HP: 87 | EN: 81 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:
563.png

Spiroffin (M) @
HP: 73 | EN: 81 | Spe: 26
Ranks: 2/6/3/5
Size: 3| Weight: 4
Abilities: Mummy
Other: BPSN
 
One Nitpick IAR never said he activated Intimate, I should not have -1 Attack.
Ignore that then, something must have changed since I started ASB again.
Drain Punch ~ Double Team (3) ~ Zen Headbutt
If Hi Jump Kick is used use Detect. Do this on the first instance and push actions down.
If Counter is used, use Dragon Dance and push actions down.
 
237.png

Beyblade (F) @
HP: 60| EN: 79 | Spe: 70
Ranks: 3/4/1/4
Size: 3| Weight: 3
Abilities: Intimidate, Technician, Steadfast
Other: -1 Atk
560.png

Frank (M) @
HP: 85 | EN: 71 | Spe: 50
Ranks: 4/4/2/4
Size: 3| Weight: 4
Abilities: Shed Skin, Moxie, Intimidate
Other: -10 eva, 1 clone, -1 Atk

This round, Beyblade pulls out multiple weak attacks, even when boosted with technician, in an attempt to stop Dfrog’s hax strategy. Frank heals some with Drain punch, and then the two exchange super effective moves. With a lack of high powered moves and intimidate, this matchup seems to be getting both battlers nowhere. Perhaps it’s time for a change?
Beyblade uses Pursuit -5 en
To crit 4/100 yes
6-1.5+3-1.75=5.75
Frank uses Drain Punch -11 en
To crit 24/100 no
8+3-1.75=9.25

Beyblade uses Fake Out -4 en
To crit 89/100 no
6-1.5-1.75=2.75
Frank flinched!

Beyblade use Close Combat -7 en
To crit 20/100 no
(12+3-1.5)-1.75=18.5
Frank uses Zen Headbutt -6 en
To hit 16/100 yes
To crit 76/100 no
8*1.5=12

237.png

Beyblade (F) @
HP: 38| EN: 63 | Spe: 70
Ranks: 3/4/1/4
Size: 3| Weight: 3
Abilities: Intimidate, Technician, Steadfast
Other: -1 Atk
560.png

Frank (M) @
HP: 58 | EN: 54 | Spe: 50
Ranks: 4/4/2/4
Size: 3| Weight: 4
Abilities: Shed Skin, Moxie, Intimidate
Other: -10 eva, -1 Atk


TomoM.png

Grace (F) @
HP: 67| EN: 59 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other: BPSN

212.png

U-turn (M) @
HP: 87 | EN: 81 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:
563.png

Spiroffin (M) @
HP: 73 | EN: 81 | Spe: 26
Ranks: 2/6/3/5
Size: 3| Weight: 4
Abilities: Mummy
Other: BPSN
 
238.png
argref.png

"Travis get in here. Its go time"
(Assuming I now order first)
Waterfall ~ Ice Punch ~ Waterfall
If Counter is used, use Toxic on the first instance, then Bubble on all others
If (Evasive action) is taken use Smoke Screen on the first instance
 
207.png

IAR (M) @
HP: 100| EN: 100 | Spe: 98
Ranks: 3/4/1/3
Size: 2| Weight: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
argref.png

Travis (M) @
HP: 110 | EN: 100 | Spe: 75
Ranks: 5/3/2/4
Size: 3| Weight: 5
Abilities: Unaware
Other:

IAR uses acrobatics.
Anyone else get a disturbing mental image of one certain Australian smogonite in bright red tight pants?

AND THAT’S ALL THE FLAVOR YOU NEED FOR TODAY FOLKS!

Actually, imagine IAR outside in the desert digging a hole with a ferret watching. Ahaha.

And then you walk by…AND IAR POPS UP AND GRABS YOU DOWN AND DOES STUFF TO YOU IN HIS HOLE.

And when I say in his hole, I mean the hole that he dug. What the fuck did you think I meant.
IAR uses Acrobatics -6 en
To crit 28/100 no
(11+3)*1.5=21
Travis uses Waterfall -5 en
To crit 70/100 no
(8+3+1.5)*1.5=18.75

IAR uses Dig -10 en
Travis uses Ice Punch -6 en
IAR attacks!
To crit 55/100 no
(8+3)=11

IAR uses Acrobatics -6 en
To crit 95/100 no
(11+3)*1.5=21
Travis uses Waterfall -5 en
To crit 95/100 no
(8+3+1.5)*1.5=18.75

207.png

IAR (M) @
HP: 62| EN: 78 | Spe: 98
Ranks: 3/4/1/3
Size: 2| Weight: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
argref.png

Travis (M) @
HP: 57 | EN: 84 | Spe: 75
Ranks: 5/3/2/4
Size: 3| Weight: 5
Abilities: Unaware
Other:


TomoM.png

Grace (F) @
HP: 67| EN: 59 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other: BPSN
560.png

Frank (M) @
HP: 58 | EN: 54 | Spe: 50
Ranks: 4/4/2/4
Size: 3| Weight: 4
Abilities: Shed Skin, Moxie, Intimidate
Other: -10 eva

212.png

U-turn (M) @
HP: 87 | EN: 81 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:
563.png

Spiroffin (M) @
HP: 73 | EN: 81 | Spe: 26
Ranks: 2/6/3/5
Size: 3| Weight: 4
Abilities: Mummy
Other: BPSN
237.png

Beyblade (F) @
HP: 38| EN: 63 | Spe: 70
Ranks: 3/4/1/4
Size: 3| Weight: 3
Abilities: Intimidate, Technician, Steadfast
Other:
 
0.png
207.png

"We have Arghonaut where we want it!"

Acrobatics > Earthquake > Acrobatics
IF Ice Punch is issued, AND it is part of a combo, AND you are not under the effects of Taunt, THEN use Agility (Evade) that action, pushing actions back upon Acrobatics' Substitution. This Substitution supersedes other substitutions.
IF Ice Punch is issued A1 OR A2, THEN use Counter that action, pushing actions back upon Acrobatics' Substitution.
 
207.png

IAR (M) @
HP: 62| EN: 78 | Spe: 98
Ranks: 3/4/1/3
Size: 2| Weight: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
argref.png

Travis (M) @
HP: 57 | EN: 84 | Spe: 75
Ranks: 5/3/2/4
Size: 3| Weight: 5
Abilities: Unaware
Other:

IAR viciously attacks while DFrog goes for stallish tactics. One has to wonder why he switched in Argonaut in the first place.

IAR uses Acrobatics -10 en
To crit 100/100 no
(11+3)*1.5=21
Travis uses Yawn -7 en

IAR uses Earthquake -6 en
10+3=13
Travis uses Recover -13 en
+20 hp

IAR uses Acrobatics -10 en
To crit 95/100 no
(11+3)*1.5=21
Travis uses Ice Punch -6 en
(8+1.5)*2.25=21.375

207.png

IAR (M) @
HP: 41| EN: 53 | Spe: 98
Ranks: 3/4/1/3
Size: 2| Weight: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy, Drowsy
argref.png

Travis (M) @
HP: 22 | EN: 58 | Spe: 75
Ranks: 5/3/2/4
Size: 3| Weight: 5
Abilities: Unaware
Other:


TomoM.png

Grace (F) @
HP: 67| EN: 59 | Spe: 85
Ranks: 1/3/5/3
Size: 2| Weight: 3
Abilities: Intimidate, Prankster
Other: BPSN
560.png

Frank (M) @
HP: 58 | EN: 54 | Spe: 50
Ranks: 4/4/2/4
Size: 3| Weight: 4
Abilities: Shed Skin, Moxie, Intimidate
Other: -10 eva

212.png

U-turn (M) @
HP: 87 | EN: 81 | Spe: 65
Ranks: 5/4/1/4
Size: 3| Weight: 4
Abilities: Swarm, Technician, Light Metal
Other:
563.png

Spiroffin (M) @
HP: 73 | EN: 81 | Spe: 26
Ranks: 2/6/3/5
Size: 3| Weight: 4
Abilities: Mummy
Other: BPSN
237.png

Beyblade (F) @
HP: 38| EN: 63 | Spe: 70
Ranks: 3/4/1/4
Size: 3| Weight: 3
Abilities: Intimidate, Technician, Steadfast
Other:
 
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