In a future of Serperiors and Swoobats... (IAR vs Deck Knight)

ZhengTann

Nargacuga
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IAR foretold a future in which many mons whose names started with an S will reign supreme. Serperior, Swoobat, Syclant... They will achieve unprecedented heights within a single round, then proceed to steamroll until they run aground, upon which another will take up the baton. Will this premonition come true?

Futuristic Rules said:
2v2 FE Singles
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Switch = OK
Abilities = ALL
Items = ON

Arena:
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No Restrictions

Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle. However, this is not in the present day though, this is in the future; An ASB after the Stat Boosters reforms. An ASB where decay is non-existent, & an ASB where the increment is increased. The question is, though, could ASB still be balanced after these reforms? Time to find out.

Mechanics:

  • All moves & abilities (Except Anger Point) that alter the stage of a stat, whether it be Attack, Defence, Sp. Attack, Sp. Defence, Speed, Accuracy, & Evasion, are all maintained at the end of each round; i.e. Stat Boosts do not decay.
  • The damage increment for Attack, Defence, Sp. Attack, & Sp. Defence boosts is increased to 2 from 1.75.
  • The Stage Difference boost will remain outside the SE Multiplier, however.
Summary: This is basically what ASB could look like after the whole Stat Boosters saga has come to an end. Possibly.
Its_A_Random said:
Well, I doubt things will go to plan, knowing Deck, but I would not be doing this if I was trying to make a case to keep decay, would I not?

516.png

Simipour [Blind] (M)
NATURE: Hasty (+16% Accuracy)

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

ABILITIES
Gluttony: (Innate) This Pokémon devours healing & stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW): (Innate) When this Pokémon'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)

STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

ATTACKS (72/72)
PHYSICAL
Acrobatics
Aqua Tail
Astonish
Bite
Brick Break
Covet
Crunch
Cut
Dig
Dive
Endeavour
Facade
Fling
Frustration
Fury Swipes
Giga Impact
Gunk Shot
Ice Punch
Iron Tail
Knock Off
Lick
Low Kick
Low Sweep
Natural Gift
Payback
Return
Rock Slide
Rock Smash
Rock Tomb
Scratch
Shadow Claw
Superpower
Thief
Waterfall

SPECIAL
Blizzard
Brine
Focus Blast
Grass Knot
Hidden Power (Electric 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Round
Scald
Snore
Surf
Uproar
Water Gun

OTHER
Aqua Ring
Attract
Double Team
Hail
Helping Hand
Hone Claws
Leer
Mud Sport
Nasty Plot
Protect
Rain Dance
Recycle
Rest
Role Play
Sleep Talk
Substitute
Swagger
Taunt
Tickle
Torment
Toxic
Water Sport
Work Up
272.png

Ludicolo [Poncho] (M)
NATURE: Modest

TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; Immunity to Leech Seed & 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 & forest areas. Able to use Wrap & Bind without losing focus.

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

STATS
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

ATTACKS (44/87)
PHYSICAL
Astonish
Brick Break
Counter
Drain Punch
Fake Out
Fire Punch
Flail
Focus Punch
Fury Swipes
Natural Gift
Seed Bomb
Zen Headbutt

SPECIAL
Absorb
Blizzard
Bubblebeam
Energy Ball
Focus Blast
Giga Drain
Grass Knot
Hidden Power (Ground, 7)
Hydro Pump
Ice Beam
Mega Drain
Scald
Solarbeam
Surf
Uproar
Whirlpool

OTHER
Endure
Growl
Hail
Hone Claws
Leech Seed
Mist
Nature Power
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Synthesis
Teeter Dance
Toxic
Water Sport
313.png

Volbeat [Inzektor] (M)
NATURE: Quiet (-10% Evasion)

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).

ABILITIES
Illuminate: (Can be Enabled) This Pokémon emits a continuous light that brightens the environment & makes it easier for all Pokémon to see. While this ability is active, any darkened or twilight state in the battle is negated & all moves used by any Pokémon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Swarm: (Innate) When this Pokémon'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)
Prankster (DW): (Innate) The Pokémon is always prepared for engaging in sneaky tactics & trickery, giving its non-damaging attacks an increase in priority level.

STATS
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 73 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

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

ATTACKS (46/73)
PHYSICAL
Acrobatics
Aerial Ace
Brick Break
Bug Bite
Counter
Double-Edge
Focus Punch
Ice Punch
Quick Attack
Tackle
Thunderpunch
U-Turn
Zen Headbutt

SPECIAL
Air Cutter
Bug Buzz
Giga Drain
Hidden Power (Fire 7)
Mud-Slap
Shadow Ball
Signal Beam
Snore
Solarbeam
Struggle Bug
Thunder
Thunderbolt
Water Pulse

OTHER
Attract
Baton Pass
Confuse Ray
Double Team
Encore
Endure
Flash
Helping Hand
Light Screen
Moonlight
Protect
Rest
Roost
Sleep Talk
Substitute
Tail Glow
Tailwind
Thunder Wave
Toxic
Trick
Deck Knight said:
These two mons should suitable to test what IAR wants to do.

344.png

Claydol [Bishop] (U)
Nature: Relaxed (+1 Def; Divides Base Speed by 1.15, Evasion -10.)

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.
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:

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.


Stats:

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:

Ancientpower
Confusion
Cosmic Power
Earth Power
Explosion
Extrasensory
Harden
Heal Block
Hyper Beam
Mud Slap
Power Trick
Psybeam
Rapid Spin
Rock Tomb
Sandstorm
Selfdestruct
Teleport

Zen Headbutt

Stealth Rock

Dig
Earthquake
Ice Beam
Light Screen
Protect
Psychic
Reflect
Rock Polish
Rock Slide
Skill Swap
Smack Down
SolarBeam
Telekinesis
Trick Room
330.png

Flygon [King] (M)
Nature: Naive (+15% Speed, +15% Accuracy; -1 SpD)

Type: Ground/Dragon
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.
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:
Levitate: (Trait)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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115 (100*1.15^) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:

Bide
Bite
Bulldoze
Crunch
Dig
Dragon Claw
Dragon Tail
Dragonbreath
Earth Power
Faint Attack
Feint
Hyper Beam
Mud-Slap
Rock Slide
Sand Attack
Sand Tomb
Sandstorm
Screech
Sonicboom
Superpower

Bug Bite
Endure
Quick Attack

Draco Meteor

Earthquake
Fire Blast
Fly
Giga Drain
Protect
Roost
Solarbeam
Struggle Bug
Substitute
Sunny Day
U-turn

Forward to the future then - for it is the only way to go. The scientist in me commends that we attempt to research this issue as exhaustively as possible, to help further ASB's cause. If allowed, I am willing to step in as a battler, as if we are in a Hall, in the event that a battler exceeds DQ, because I do not wish to have a second battle if this should suffice.


IAR leads
DK releases with orders
IAR counters
I reff
 
So... This is it. The future. A crazy place with vastly different mechanics... A premonition as I entered the arena created a paranoia of many mons starting with S... But... Did anyone think of a Pokémon starting with V...
0.png
313.png

"Well, it is about time I got to use you. Inzektor @ Power Lens, it is time to get this engine running!"
 
344.png

Bishop to the field @ Amulet Coin.

Begin with Skill Swap and swipe Prankster and Illuminate from Volbeat. Follow up with Light Screen and finish with Stealth Rock.

If Volbeat uses Protect successfully, use Mud-Slap and move actions back.
If Volbeat uses Confuse Ray, use Evasive Teleport and move actions back.

Skill Swap (Steal Prankster and Illuminate) ~ Light Screen ~ Stealth Rock

IF Volbeat Protects successfully, Mud-Slap, then push attacks back.
If Volbeat uses Confuse Ray, use Evasive Teleport and push attacks back.
 
Apparently Skill Swap can swap one ability for many at a time... -___-
0.png
313.png

"Well I suppose this might be a slow start, but we can definitely apply some pressure early on! Now Inzektor, show me your worth!"

Tail Glow > Baton Pass (Switch) > Bug Buzz
 
Deck - do take note that Levitate has been changed to Innate.

IAR’s team:
OA
313.png
Bag_Power_Lens_Sprite.png

HP: 100
En: 100
Spe: {36} 73 (-)
Ranks: 3/2/3/3
Status: N/A
Stats: N/A
Other:N/A

Deck Knight's team: AO
344.png
Bag_Amulet_Coin_Sprite.png

HP: 90
En: 100
Spe: 60 (-)
Ranks: 3/5/3/5
Status:N/A
Stats: N/A
Other:N/A

Arena : ASB Arena of the Future


Welcome, my fellow researchers, to the future! There has been talk in the Policy Centre pertaining the potential implications of a decay-less stage boosting model, that could very well shake the very foundations of the current trends in ASB. Some of the audience could care less, but apparently, the issue managed to attract the attention of 2 well-respected figures in the community. The first is a Councillor by the name of Its_a_Random, who is widely regarded as a powerful - albeit conservative - battler, and the sole holder of the most gym badges in ASB. The second person is the Founding Father himself, Deck_Knight, who was proclaimed to be semi-retired in pursuit of careers in other fields, yet kept a vigilant watch upon his creation. The last time they met in battle is during the qualifying matches for the Ground gym leader, of which IAR came out on top. And Deck has already stated publicly that he will turn this into a training opportunity, though that does not mean he will not give IAR his best... On the other hand, IAR is definitely determined to research the truth behind the proposed model in the Policy Center, so would he be right in saying that such a model must not be made real?

IAR started off with an uncommon battler in ASB, Inzektor-Volbeat, who hit the field with its Tail Glowing while wearing a pair of Power Lens that makes him look like a fat Prankster. Deck immediately responded with his trusty Bishop-Claydol, who went into set-up mode right away as well, Swapping off some of Inzektor-Volbeat's Skill and swagger before setting up a hasty Light Screen to ward off future assaults. ("Future of futures? What a terrible timeplay.") But even the Stealth Rocks didn't manage to impede Inzektor-Volbeat, as the firefly drawn a good amount of first blood in a Buzz before returning to IAR's Pokeball! Could this mean the entrance of Poncho-Ludicolo in place, given King-Flygon's glowering presence beside Deck?

Action 1:
Volbeat used Tail Glow!
(+1 Priority Prankster)
Volbeat's Special Attack rose incredibly!
Stat changes: +6 SpAtk (Volbeat)
-10 energy
Claydol used Skill Swap!
Claydol swapped abilities with Volbeat!
Other changes: Levitate (Volbeat)
Other changes: Prankster, Illuminate (Claydol)
-13 energy

Action 2:
Claydol used Light Screen!
(+1 Priority Prankster)
Claydol shielded its team from Special attacks!
Other changes: Light Screen 6a (Claydol)
-9 energy
Volbeat used Baton Pass!
(Switch)
Volbeat prepares to pass its status to another teammate!
-10 energy

Action 3:
Claydol used Stealth Rock!
(+1 Priority Prankster)
Claydol scattered rocks all over IAR's field!
Other changes: Stealth Rock (Volbeat)
-12 energy
Volbeat used Bug Buzz!
RNG Roll (CRIT) [<=625 CRIT]: 7315/10000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 8499/10000 (NO)
[(9/2)+3+(4.5-7.5)]*1.5+(6*2) = 18.75 damage (Claydol)
-6 energy

Post Action:
Other changes: Light Screen 4a (Claydol)

Post Round:

Volbeat: -26 EN
Claydol: -18.75 HP, -34 EN

IAR’s team: OS
313.png
Bag_Power_Lens_Sprite.png

HP: 100
En: 74
Spe: {36} 73 (-)
Ranks: 3/2/3/3
Status: N/A
Stats: +6 SpAtk
Other: Stealth Rock

Deck Knight's team: AO
344.png
Bag_Amulet_Coin_Sprite.png

HP: 71
En: 66
Spe: 60 (-)
Ranks: 3/5/3/5
Status:N/A
Stats: N/A
Other: Light Screen 4a

Arena : ASB Arena of the Future



IAR sends in and orders
Deck thinks up a defensive maneuver
I reff
 
Note Skill Swap Changes.
0.png
272.png

"Now then... This moment calls for Poncho @ Miracle Seed to take the helm for this stint! This is the time where you show ASB what true power looks like, even with a Light Screen in the way!"

Giga Drain > Grass Knot > Giga Drain
IF (Protective/Evasive Move) is issued successfully without transfer, THEN use Surf that action, pushing actions back.
IF (Non-Combo) Dig is issued without suspense, AND Bishop is faster than you, THEN use Counter that action, pushing actions back.
 
Claydol also has 65 Spe after negative Nature, not 60.

Alright Bishop, so lets take what we learned from Volbeat and put it to use.

Begin with Heal Block, then Mud-Slap, and finish with Rock Polish.

Heal Block ~ Mud-Slap ~ Rock Polish
 
Fixed as per Deck Knight @ above. Also added a few stuff in the statistics that I neglected last round.

IAR’s bench: AB
313.png
Bag_Power_Lens_Sprite.png

HP: 100
En: 74
Spe: 73 (-)
Ranks: 3/2/3/3
Status: N/A

IAR’s team: AO
272.png
Bag_Miracle_Seed_Sprite.png

HP: 100
En: 100
Spe: 70
Ranks: 2/3/4/4
Status: N/A
Stats: +6 SpAtk
Other: Stealth Rock

Deck Knight's team: AO
344.png
Bag_Amulet_Coin_Sprite.png

HP: 71
En: 66
Spe: 65 (-)
Ranks: 3/5/3/5
Status: N/A
Stats: N/A
Other: Light Screen 4a, Prankster, Illuminate

Arena : ASB Arena of the Future


Thus far, both sides have been testing the waters, with IAR managing to pass a hefty boost to a well-known, deadly sweeper, while Deck stalls against what seems to be insurmountable power. But wait, it seems that without decay, negative stage nerfs will remain on the battler... Until it switches out! And thus Deck began the 2nd round by ordering Bishop-Claydol to use the time bought by the screen to lean the hax scales towards his side as much as possible.

Amidst the Blocked Draining, the Mud-Slapping, the Knot-tripping and Rock Polishing, Bishop-Claydol suddenly started spinning faster than the eye can track, whirling around Poncho-Ludicolo and evading the latter's last attack! It doesn't help that the green-and-yellow fatso is royally pissed by the rocks jabbing into his sombrero and mitts. Still, I believe IAR has another trick up his sleeve against the accuracy problems, but will he pull it off before he has to resort to Inzektor-Volbeat again? And what of Deck Knight, who's trusty Bishop-Claydol is spinning faster and faster, if only to maintain the farce that it could be toppled in any moment?

Analysis (PM me if I should remove/correct this) said:
  • IAR is observed to be testing out a single strategy - Baton Passing a humongous boost to a sweeper with decent stats and movepool, then proceed to overpower the opponent even through Screens and Rank differences.
  • Note that IAR's plan is based on a battle rule that has to be agreed upon by both trainers before the match, that is, Switch = OK. Volbeat is chosen to be IAR's lead presumably because of its access to Prankster Tail Glowing, which, as demonstrated, proves to be near unstoppable without the likes of Prankster Taunt from Tomohawk.
  • IAR's next step is to pass the boosts to Ludicolo due to the Pokemon's superb movepool, consisting of STAB and coverage that could super-effectively destroy Deck's duo of Claydol and Flygon.
  • Instead of using Fake Out or Taunt to delay the inevitable, Deck is observed attempting 5 different setup tactics with Claydol in order to try and combat IAR's master-plan - including screens, entry hazards, blocking recovery (draining) moves, moving faster than the opponent, and accuracy haxxing.
  • As a result, IAR now seemingly has to resort to the RNG in order to score the killing blow. Yet Deck would still have to keep a vigilant guard in order to sustain his tactics until IAR's formidable offense loses momentum or reveals a weak spot.
  • EN and HP-wise, though, IAR holds a statistically solid lead. Given that both battlers have similar skill levels, it appears that Deck's next round will be dangerous ordering first.

Pointed rocks dug into Ludicolo!
-12 HP (Ludicolo)

Action 1:
Claydol used Heal Block!
(+1 Priority Prankster)
Claydol disabled healing moves on IAR's side of the field!
Other changes: Heal Block 4r (Ludicolo)
-9 energy
Ludicolo used Giga Drain!
RNG Roll (CRIT) [<=625 CRIT]: 9178/10000 (NO)
[(8/2)+3+4+(6-7.5)]*1.5+(6*2) = 26.25 damage (Claydol)
-11 energy

Action 2:
Ludicolo used Grass Knot!
RNG Roll (CRIT) [<=625 CRIT]: 5889/10000 (NO)
[(10/2)+3+4+(6-7.5)]*1.5+(6*2) = 27.75 damage (Claydol)
-8 energy
Claydol used Mud-Slap!
RNG Roll (CRIT) [<=625 CRIT]: 4072/10000 (NO)
[4+3+(4.5-6)]/1.5 = 3.667 damage (Ludicolo)
Ludicolo's Accuracy fell!
Stat changes: {3/4} -1 Acc (Ludicolo)
-2 energy

Action 3:
Claydol used Rock Polish!
(+1 Priority Prankster)
Claydol's Speed increased sharply!
Stat changes: {228} +2 Speed (Claydol)
-7 energy
Ludicolo used Giga Drain!
RNG Roll (HIT) [<=7500 HIT]: 7657/10000 (NO)
But it missed Claydol!
-11 energy

Post Action:
Other changes: Light Screen 1a (Claydol)
Other changes: Heal Block 3r (Ludicolo)

Post Round:

Ludicolo: -15.667 HP, -30 EN
Claydol: -54 HP, -18 EN

IAR’s team: AO
272.png
Bag_Miracle_Seed_Sprite.png

HP: 84
En: 70
Spe: 70
Ranks: 2/3/4/4
Status: N/A
Stats: +6 SpAtk, {3/4} -1 Acc
Other: Stealth Rock, Heal Block 3r

Deck Knight's team: AO
344.png
Bag_Amulet_Coin_Sprite.png

HP: 17
En: 48
Spe: {228} 65 (-)
Ranks: 3/5/3/5
Status: N/A
Stats: +2 Speed
Other: Light Screen 1a, Prankster, Illuminate

Arena : ASB Arena of the Future



Deck Knight decides Switch
IAR steamrolls ahead
I reff
 
Alright Claydol, you've done well, time to wrap things up. First, De-Activate Illuminate to lower Accuracy on the field.

Begin with Teleport (Switch) ~ Explosion ~ Mud-Slap.

If Ludicolo successfully uses Fake Out, Mud-Slap and move actions back.
If Ludicolo successfully uses Protect to defend against Explosion, set up Light Screen again and move actions back.

Teleport (Switch) ~ Explosion ~ Mud-Slap

IF Successful Fake Out, Mud-Slap and move actions back.
IF Ludicolo Successful Protect on Explosion, Light Screen, then move actions back.
 
0.png
272.png

"It will take more than that to throw us off course! Poncho, show them why..."

Substitute (15 HP) > Hone Claws > Chill
 
IAR’s team: AO
272.png
Bag_Miracle_Seed_Sprite.png

HP: 84
En: 70
Spe: 70
Ranks: 2/3/4/4
Status: N/A
Stats: +6 SpAtk, {3/4} -1 Acc
Other: Stealth Rock, Heal Block 3r

Deck Knight's team: AO
344.png
Bag_Amulet_Coin_Sprite.png

HP: 17
En: 48
Spe: {228} 65 (-)
Ranks: 3/5/3/5
Status: N/A
Stats: +2 Speed
Other: Light Screen 1a, Prankster, Illuminate

Arena : ASB Arena of the Future


Unable to stall further, it appears that Deck Knight has other plans... Bishop-Claydol spun at an alarming speed, until it Teleported with a bright Explosion into Deck's Pokeball! Looks like it won't being seeing any more action in this match, but that attack seems to have done little at all - IAR's Poncho-Ludicolo looks unfazed as he tosses aside a burn and torn Substitute that was being used as shelter during Bishop-Claydol's big bang. Even worse, Poncho-Ludicolo's Claws are now Honed to razor-sharpness, ready to tear at any new opponent. Will King-Flygon be able to single-handedly take out Ponco-Ludicolo and the Prankster Inzektor-Volbeat with his superior typing, or will IAR roll on regardless of the opposition?

Analysis and Predictons said:
  • By forcing himself to order first again, Deck seems to intend either an earlier ending to this match by putting himself at a tactically disadvantaged position, or stalling out until Ludicolo is more weakened before Flygon makes its move.
  • Amongst Flygon's notable tactics include <censored due to referee ethics>, but it is widely known that ordering second gives IAR an edge at avoiding such moves and still outdamage Flygon with Ludicolo at +6.
  • With Heal Block still present on the field of battle, IAR will have to conserve Ludicolo's HP and EN if he intends to play out a safer victory, however a ballsy play of 2RKO is not impossible given Flygon's weakness to a large portion of Ludicolo's movepool, notably <censored>.
  • Statistic-wise, Deck's Flygon holds a slight lead against IAR's Ludicolo in terms of Speed, EN, and HP, but IAR still has a relatively fresh Volbeat in the wings (after factoring in Stealth Rock), so should IAR walks the safe play route, he would be working on solidifying his lead until it is time to deal a 2-0 defeat.

Action 1:
Claydol used Teleport!
(+1 Priority Prankster Switch)
Claydol left the field and went back towards Deck Knight!
-6 energy
Ludicolo used Substitute!
Ludicolo made a decoy of itself!
Other changes: Substitute 15HP (Ludicolo)
-12 energy

Post Action:
Other changes: Light Screen 0a (Claydol)

Action 2:
Claydol used Explosion!
RNG Roll (CRIT) [<=625 CRIT]: 7413/10000 (NO)
25+(4.5-4.5) = 25 damage ~ 0 damage (Ludicolo)
Other changes: Substitute 0HP (Ludicolo)
-20 energy
Clyadol KO'ed itself!
Ludicolo used Hone Claws!
Ludicolo's Attack and Accuracy rose!
Stat changes: +1 Atk, -0 Acc (Ludicolo)
-6 energy

Post Action:
Other changes: Heal Block 2r (Ludicolo)

Post Round:

Ludicolo: -15 HP, -18 EN
Claydol: -26 EN, KO'ed

IAR’s team: AO
272.png
Bag_Miracle_Seed_Sprite.png

HP: 69
En: 52
Spe: 70
Ranks: 2/3/4/4
Status: N/A
Stats: +6 SpAtk, +1 Atk
Other: Stealth Rock, Heal Block 2r

Deck Knight's team: XO
344.png
Bag_Amulet_Coin_Sprite.png

HP: KO
En: 22
Spe: {228} 65 (-)
Ranks: 3/5/3/5
Status: N/A
Stats: +2 Speed
Other: Prankster, Illuminate

Arena : ASB Arena of the Future



Deck Knight continues with Flygon
IAR stalls by attacking
I reff

EDIT: Ludicolo completed Hone Claws at A2, though I'm still open to debate.
 
Alright Flygon, now to get our strategy straight. Flygon @ Exp. Share.

Begin with Sand Tomb to entrap our foe and start dealing residual damage, then Mud-Slap, followed by another Mud-Slap.

If Ludicolo uses Substitute, change your following action to Fly, then U-turn.
If Ludicolo uses Fake Out, use Screech, then move actions back.

Sand Tomb ~ Mud-Slap ~ Mud-Slap

IF Ludicolo Sub, change subsequent actions to Fly ~ U-turn as aplicable.
IF Ludicolo Fake Out, Screech, then move actions back.
 
Okay, now that the Hone Claws fiasco was fixed...
0.png
272.png

"You work on your strategy. We will just go ahead & greet the checkered flag in one swift motion. Finish this."

Energy Ball > Hail > Blizzard + Blizzard combo
 
IAR’s team: AO
272.png
Bag_Miracle_Seed_Sprite.png

HP: 69
En: 52
Spe: 70
Ranks: 2/3/4/4
Status: N/A
Stats: +6 SpAtk, +1 Atk
Other: Stealth Rock, Heal Block 2r

Deck Knight's team: XO
330.png
Bag_Exp._Share_Sprite.png

HP: 100
En: 100
Spe: 115 (+15%)
Ranks: 4/3/3/2
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Arena of the Future


After some methodical testing, it has been deduced that accuracy hax is the best way to stall himself towards victory, and so Deck ordered, "Obscure his vision, King! EnTomb him in Sand while you're at it!" King-Flygon started whipping up Mud and dirt with its tail, but suddenly he is stopped... cold. Very cold. For an Energy Ball germinated from a Miracle Seed suddenly turned white, and Hail started to fall upon the arena. In a flash, the Blizzard intensifies, and a thud can be heard - King-Flygon is down, after a single round of being sent out!

Analysis said:
  • Deck resorted to passive damage and accuracy hax to stall out IAR's Ludicolo, knowing well that he lacked stat-lowering moves to combat the boosts.
  • Unfortunately, IAR's HailBlizz tactics put a stop to any accuracy issues he could've had - and it doesn't help that Flygon is 4x weak towards Ice-type attacks.
  • Deck's main problem in ordering first is that he simply does not have enough substitutions to cover the major threats present in Ludicolo's movepool - including Fake Out, Protect, Substitute, HailBlizz, Hone Claws.
  • Ludicolo's movepool may be the deciding factor in this match, but the Tail Glow boost Passed from Volbeat contributes quite a significant portion to the damage dealt by IAR's team.

Action 1:
Flygon used Sand Tomb!
RNG Roll (CRIT) [<=625 CRIT]: 4631/10000 (NO)
[4+3+(6-4.5)]/1.5 = 5.667 damage (Ludicolo)
Ludicolo is trapped!
Other changes: Sand Tomb 4a (Ludicolo)
-4 energy
Ludicolo used Energy Ball!
RNG Roll (CRIT) [<=625 CRIT]: 2967/10000 (NO)
8+3+4+(6-3)+(6*2) = 30 damage (Flygon)
-5 energy

Post Action:
-2 HP due to Sand Tomb (Ludicolo)

Action 2:
Flygon used Mud Slap!
RNG Roll (CRIT) [<=625 CRIT]: 6487/10000 (NO)
[4+3+(4.5-6)]/1.5 = 3.667 damage (Ludicolo)
Ludicolo's Accuracy fell!
Stat changes: {3/4} -1 Acc (Ludicolo)
-2 energy
Ludicolo used Hail!
It started hailing!
Arena changes: Hail 4r
-10 energy

Post Action:
-2 HP due to Sand Tomb (Ludicolo)
-2 HP due to Hail (Ludicolo)
-2 HP due to Hail (Flygon)

Action 3:
Flygon used Mud Slap!
RNG Roll (CRIT) [<=625 CRIT]: 7467/10000 (NO)
[4+3+(4.5-6)]/1.5 = 3.667 damage (Ludicolo)
Ludicolo's Accuracy fell!
Stat changes: {3/5} -2 Acc (Ludicolo)
-7 energy
Ludicolo used White Blind!
(-2 Priority Combo, Blizzard + Blizzard)
RNG Roll (CRIT) [<=625 CRIT]: 8498/10000 (NO)
RNG Roll (EFFECT) [<=2000 EFFECT]: 3610/10000 (NO)
[(12*2.25)+(6-3)]*2.25+(6*2) = 79.5 damage (Flygon)
Flygon is KO'ed!
-35 energy

Post Action:
-2 HP due to Hail (Ludicolo)
Arena changes: Hail 3r
Other changes: Heal Block 1r (Ludicolo)

Post Round:
Ludicolo: -21 HP, -50 EN
Flygon: -111.5 HP, -13 EN, KO'ed

IAR’s team: AO
272.png
Bag_Miracle_Seed_Sprite.png

HP: 48
En: 2
Spe: 70
Ranks: 2/3/4/4
Status: N/A
Stats: +6 SpAtk, +1 Atk, {3/5} -2 Acc
Other: Stealth Rock, Heal Block 1r

Deck Knight's team: XX
330.png
Bag_Exp._Share_Sprite.png

HP: KO
En: 87
Spe: 115 (+15%)
Ranks: 4/3/3/2
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Arena of the Future


Rewards Bank said:
Its_a_Random: 2 CC
Ludicolo: 3 MC, 2 KOC
Volbeat: 3 MC

Deck Knight: 3 CC
Claydol: 3 MC
Flygon: 4 MC

ZhengTann: 4 UC
 
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