Dogfish44 Vs Orcinus Duo! Time for a Revenge Kick!

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Challenging orcinus.

3v3 Triples
1 Day DQ / 3 Day Ref DQ
2 Chills / 5 Recovers
ASB Arena
All Abilities

You pick everything else :-)

Items On
2 subs per mon

That's everything else right

[09:25am] orcinus: for revenge for those unjustified kicks

Dogfish44's Team:
[a]Emolga[/a]
587.png

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

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.
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.

Abilities:
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.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:

Emolga
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks:

Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Hidden Power (Grass,7)
Iron Tail (*)
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Return
Roost (*)
Round
Shock Wave (*)
Spark (*)
Substitute
Swagger
Tail Whip (*)
Taunt
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Tickle
Toxic
U-Turn
Volt Switch
Wild Charge

Total Moves: 46 - Movepool Complete
[a]Seaking[/a]
119.png

Seaking [Dahlia] (Female)
Nature: Modest (+1 SpA ; -1 Atk)

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

Abilities:

Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
LightningRod (DW) (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. 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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 68
Size Class: 3
Weight Class: 3

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

Attacks:

Agility
Aqua Ring
Flail
Fury Attack
Horn Attack
Horn Drill
Megahorn
Peck
Poison Jab
Soak
Supersonic
Tail Whip
Water Pulse
Water Sport
Waterfall

Hydro Pump
Mud Shot
Signal Beam

Hidden Power [Electric, 7]
Ice Beam
Protect
Substitute
Surf

Total moves: 23
[a]Lanturn[/a]
171.png

Lanturn [Lumos Maxima] (F)
Nature: Modest (+1 SpA, -1 Atk)

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

HP: 120
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 3
Spe: 67
Size Class: 2
Weight Class: 2

Abilities:

Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Water Absorb (DW) (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

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

Aqua Ring
Bubble
BubbleBeam
Charge
Confuse Ray
Discharge
Electro Ball
Flail
Hydro Pump
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun

Agility
Psybeam
Whirlpool

Blizzard
Dive
Ice Beam
Protect
Substitute
Surf
Toxic
Volt Switch

Endure
Icy Wind

Total Moves: 31

Orcinus Duo's Team:
272.png

Ludicolo - Marge (F)
KOC: 4
Nature: Naughty
Type: Water/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.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (-)
Spe: 70
Size Class: 3
Weight Class: 4

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

Attacks: (35)
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Fake Out
Fury Swipes

Counter
Giga Drain
Flail

Surf
Rain Dance
Double Team
Endure
Ice Beam
Synthesis
Energy Ball
Zen Headbutt
Protect
Substitute
Toxic
Seed Bomb
Solarbeam
Thunder Punch
Ice Punch
Drain Punch
Fire Punch
Dive
Hydro Pump
Brick Break
Waterfall
Hyper Beam
122.png

Mr. Mime - Mind (F)
KOC: 10
Nature: Timid
Type: Psychic
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 104 (+)
Acc: +12%
Size Class: 3
Weight Class: 4

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

Attacks (67):
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam

Fake Out
Confuse Ray
Icy Wind

Psyshock
Protect
Toxic
Psychic
Double Team
Hypnosis
Endure
Magic coat
Thunder Wave
Thunder
Taunt
Shadow Ball
Nasty Plot
Signal Beam
Safeguard
Snatch
Attract
Substitute
Sunny Day
Solarbeam
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Recycle
Counter
Teleport
Hyper Beam
Mud-Slap
Trick Room
Bide
Rest
Sleep Talk
Future Sight
Dream Eater
Zap Cannon
Charge Beam
Thunderbolt
Attract
Foul Play
Rain Dance
Zen Headbutt
Focus Blast
Brick Break
Drain Punch
Round
Grass Knot
Hidden Power Fire 6
Focus Punch
Metronome
Psyche Up
392.png

Infernape-Simion (M)
KOC: 3
Nature: Naughty
Type: Fire
Fire: Fire STAB; immune to burn, 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.

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)

Iron Fist: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4

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

Attacks: (68)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch

Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ground (7)
Endure
Quick Guard
Slack Off
Will-o-Wisp
Fire Blast

DF sends out with items. The Orc orders.

GOOD LUCK TRAINERS!
 
Marge: Fake Out Emolga-Ice Beam Emolga
Simion: Fake Out Seaking-Rock Slide
IF Damaging Water type move targeting you on action 2 THEN protect
IF Taunt targeting anyone on A2, THEN Taunt that user. This takes priority.
Mind: Fake Out Lanturn-Safeguard
IF Discharge, THEN Wide Guard
IF Encore targeting anyone on A2 AND you are faster then them, THEN taunt that user. This takes priority.
 
2u4h5rl.png


"Oh, hey! So, yeah, we're totally sure we can beat you. Wanna know why? Since we, like, totally all work together!"

Emolga: Chill ~ Taunt (Simion)
Seaking: Chill ~ Soak + Surf
Lanturn: Chill ~ Bubble + Bubblebeam
 
Damnit I forgot to equip items. Uggghhhhhh

Oh well dogfish didn't use any either so now we're even

Mind gets an amulet coin, Marge gets an EXP Share though
 
587.png
119.png
171.png

Boltair | Dahlia | Lumos Maxima
Items: Exp. Share | Exp. Share | Exp. Share
HP: 90 | 100 | 120
Energy: 100 | 100 | 95
Spe: 103 | 68 | 67
Status: N/A | N/A | N/A
272.png
122.png
392.png

Marge | Mind | Simion
Items: Exp. Share | Amulet Coin | N/A
HP: 100 | 90 | 100
Energy: 100 | 100 | 100
Spe: 70 | 104 (12) | 108
Status: -1 Acc | -1 Acc | -1 Acc​

All of Orcinus' Pokemon became Water-type and had their Speed lowered. Boltair was frozen for 2 Actions by Marge's Ice Beam.
Action 1:
Simion: Fake Out (B) - Miss = [4 Energy]
Mind: Fake Out (L) - 4+(1-2)x1.5 = [2.5 Damage] [4 Energy]
Marge: Fake Out (D) - Miss = [4 Energy]
Boltair: Chill = [0 Energy]
Dahlia: Chill = [0 Energy]

Action 2:
Simion: Taunt (B) - Miss = [10 Energy]
Mind: Safeguard = [10 Energy]
Boltair: Taunt (S) = [10 Energy]
Marge: Ice Beam (B) - [10+(3-2)x1.5]x1.5 = [17.25 Damage] [7 Energy]
Dahlia: Soak+Surf (Ma) - [10x0.75+3+(4-3)x1.5]x0.44 = [5.3 Damage] [21 Energy]
Soak+Surf (Mi) - 10x0.75+3+(4-5)x1.5 = [9 Damage]
Soak+Surf (S) - [10x0.75+3+(4-2)x1.5]x1.5 = [20.25 Damage]
Lumos: Bubble+BubbleBeam (Ma) - [15x0.75+3+(4-3)x1.5]x0.67 = [10.5 Damage] [14 Energy]
Bubble+BubbleBeam (Mi) - [15x0.75+3+(4-5)x1.5]x0.67 = [8.5 Damage]
Bubble+BubbleBeam (S) - [15x0.75+3+(4-2)x15]x0.67 = [11.5 Damage]

587.png
119.png
171.png

Boltair | Dahlia | Lumos Maxima
Items: Exp. Share | Exp. Share | Exp. Share
HP: 73 | 100 | 117
Energy: 90 | 79 | 81
Spe: 103 | 68 | 67
Status: Frozen (2a) | Cooldown (A1) | Cooldown (A1)
272.png
122.png
392.png

Marge | Mind | Simion
Items: Exp. Share | Amulet Coin | N/A
HP: 84 | 72 | 68
Energy: 89 | 86 | 86
Spe: 70 | 104 (12) | 108
Status: -1 Acc, Soaked (5a), -1 Spe | -1 Acc, Soaked (5a), -1 Spe | -1 Acc, Taunted (5a), Soaked (5a), -1 Spe
Field: Safeguard (5a)​
 
Ok, since apparently Illuminate doesn't need to be activated even though it's "Can be Activated", I've adjusted the round. Simion missed Fake Out and Taunt. Marge missed Fake Out.
 
2u4h5rl.png


"We would have had a chance if hax didn't appear!!"

Emolga / Lanturn: Discharge * 2
Seaking: Hidden Power (Simion) * 2
 
Simion: Focus Punch Seaking-Solarbeam Seaking
IF Seaking is KOd, Rock Slide
Marge: Solarbeam Seaking-Solarbeam Seaking
IF something misses by the time you are to use Solarbeam on A2, then Solarbeam Combo
Mind: Solarbeam Seaking-Wide Guard
 
587.png
119.png
171.png

Boltair | Dahlia | Lumos Maxima
Items: Exp. Share | Exp. Share | Exp. Share
HP: 73 | 100 | 117
Energy: 90 | 79 | 81
Spe: 103 | 68 | 67
Status: Frozen (2a) | Cooldown (A1) | Cooldown (A1)
272.png
122.png
392.png

Marge | Mind | Simion
Items: Exp. Share | Amulet Coin | N/A
HP: 84 | 72 | 68
Energy: 89 | 86 | 86
Spe: 70 | 104 (12) | 108
Status: -1 Acc, Soaked (5a), -1 Spe | -1 Acc, Soaked (5a), -1 Spe | -1 Acc, Taunted (5a), Soaked (5a), -1 Spe
Field: Safeguard (5a)​

Action 1:
Simion: Is focusing
Mind: Is absorbing sunlight
Marge: Is absorbing sunlight
Mind: SolarBeam (D) - [12+(4-3)x1.5]x1.5 = [20.25 Damage] [8 Energy]
Marge: SolarBeam (D) - [12+(3-3)x1.5]x1.5 = [18 Damage] [8 Energy]
Simion: Focus Punch (D) - 15+(5-3)x1.5 = [18 Damage] [10 Energy]

Action 2:
Mind: Wide Guard = [7 Energy]
Simion: Is absorbing sunlight
Marge: Is absorbing sunlight
Dahlia: Hidden Power (S) - [7+(4-2)x1.5]x1.5 = [15 Damage] [5 Energy]
Lumos: Discharge (B) - Motor Drive = [+1 Spe] [5 Energy]
Discharge (D) - Lightningrod = [+1 SpA]
Simion: SolarBeam (D) - [12+(4-3)x1.5]x1.5 = [20.25 Damage] [8 Energy]
Marge: SolarBeam (D) - [12+(3-3)x1.5]x1.5 = [18 Damage] [12 Energy]

587.png
119.png
171.png

Boltair | Dahlia | Lumos Maxima
Items: Exp. Share | Exp. Share | Exp. Share
HP: 73 | 5 | 117
Energy: 90 | 74 | 76
Spe: 103 | 68 | 67
Status: Frozen (0a), +1 Spe | +1 SpA | N/A
272.png
122.png
392.png

Marge | Mind | Simion
Items: Exp. Share | Amulet Coin | N/A
HP: 84 | 72 | 53
Energy: 69 | 71 | 68
Spe: 70 | 104 (12) | 108
Status: -1 Acc, Soaked (3a) | -1 Acc, Soaked (3a) | -1 Acc, Taunted (3a), Soaked (3a)
Field: Safeguard (2r)​
 
Marge has stab on solarbeam.

So once Seaking is KOd,

EDIT: Okay so dogfish and I want this to finish so that I can include him in my melee. So...

Mind: Magical Leaf Seaking-Chill
Simion: Chill-Chill
Marge: Chlll-Chill

IF Dogfish does not order Substitute (in any shape or form) for all pokemon on both actions, change orders to:
Simion: Fake Out Lanturn-Fake Out Emolga
Mind: Fake Out Emolga-Fake Out Seaking
Marge: Fake Out Seaking-Fake Out Lanturn

I'm sorry dogfish fake out too strongth D:
 
All: Substitute (25) + Substitute (25)

Normally I'd forfeit, but I'd feel guilty about cutting out Dan's UC :-(
 
OK then...

Mind KOs Dahlia with Magical Leaf, then Boltair and Lumos Energy KO themselves...


Rewards:
Orcinus: 2 CC and 2 KOC to distribute among any of these Pokemon
Ludicolo: 4 MC
Mr. Mime: 3 MC, 1 KOC
Infernape: 3 MC

Dogfish: 1 CC
Emolga: 4 MC
Seaking: 4 MC
Lanturn: 4 MC

I get 7 UC.
 
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