I want money! (Frosty vs AOPSUser 6v6)

OPEN CHALLENGE!

6vs6 FE Doubles
SERIOUS BUSINESS (I want a) Someone I haven't battled recently and b) Someone who consider himself to be good enough to defeat me easily)
Subs: 3
Arena: TELEPORTATION
Switch: OK
Item: Yes

Other Stuff up to whoever accepts.
OK let's do this. First good battle I'll have had in...more than two months, let's just say.

Subs: 3 PER MON
Recs/Chills: Infinite
66 Hour DQ
Goooooooooood evening, gentlemen, and welcome to another exciting battle here in the Teleportation Arena! We have two contestants, here, Frost and AOPSUser, who will be duking it out to find out who will win victory! And our Pokémon...?​

Blue Corner - Frosty

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -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.

Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Abilities:
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.

Attacks (49):
Astonish (*)
Bind
Blizzard
Brick Break
Bulldoze
Confuse Ray (*)
Counter
Curse
Destiny Bond (*)
Disable (*)
Earthquake
Endure
Fire Punch
Focus Punch
Foresight (*)
Future Sight
Gravity
Grudge
Helping Hand
Hex
Ice Punch
Imprison (*)
Leer (*)
Mean Look
Memento
Night Shade (*)
Pain Split (*)
Payback
Protect
Pursuit (*)
Rapid Spin
Return (*)
Rest
Rock Slide
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Spite
Substitute
Taunt
Telekinesis
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)



Fidgit (Dethl) Male
Nature: Careful
Type: 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.
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:
Persistent:
Type: (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:
Type: (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 (Dreamworld) [UNLOCKED]
Type:(Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20


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

Attacks (41):
After You
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Disable
Drill Run
Earth Power
Earthquake
Encore
Entrainment
Gastro Acid
Gravity
Gust
Heal Block
Heal Pulse
Helping Hand
Knock Off
Light Screen
Lucky Chant
Magic Room
Metronome
Rapid Spin
Razor Wind
Reflect
Sand Attack
Skill Swap
Sludge Bomb
Snatch
Stealth Rock
Tailwind
Taunt
Toxic
Toxic Spikes
Trick Room
Venoshock
Whirlwind
Wide Guard
Wonder Room



Ganon (M) Emboar

Type:

Fire Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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:

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)

Reckless (DW) (Innate) [UNLOCKED] This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

EC 9/9
MC 0
DC 5/5

Nature:

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

Emboar
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 22

Attacks (47):

Arm Thrust
Assurance
Blast Burn
Brick Break
Defense Curl
Earthquake
Ember
Endeavor
Fire Blast
Fire Pledge
Flame Charge
Flamethrower
Flare Blitz
Focus Blast
Grass Knot
Hammer Arm
Head Smash
Heat Crash
Heat Wave
Helping Hand
Incinerate
Low Kick
Low Sweep
Odor Sleuth
Overheat
Protect
Rest
Roar
Rock Slide
Rollout
Scald
Sleep Talk
Smack Down
Smog
Solarbeam
Stone Edge
Substitute
Sunny Day
Superpower
Tackle
Tail Whip
Take Down
Taunt
Toxic
Wild Charge
Will-o-Wisp
Yawn



Diababa [Necturna] (F)
Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

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.
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:

Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

Telepathy (UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves (62) :
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustation
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power Ice (7BP)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch (Brave Bird)
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed



Syclant [Caffie] (Male)
Nature: Quirky (No Changes)
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.


Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
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.
Technician (DW): (Innate) [UNLOCKED] 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).

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21


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


Attacks (39):
Acrobatics
Avalanche
Blizzard (*)
Bug Bite (*)
Bug Buzz
Bulldoze
Counter
Earth Power (*)
Earthquake
Electoweb
Endure
Focus Energy (*)
Hail
Hone Claws
Icebeam
Ice Punch
Ice Shard (*)
Icicle Crash
Icicle Spear (*)
Icy Wind (*)
Knock Off
Leech Life (*)
Leer (*)
Pin Missile
Protect (*)
Rock Slide
Scratch (*)
Sheer Cold
Slash (*)
Solarbeam
Spikes
Stone Edge
Struggle Bug
Substitute
Superpower (*)
Taunt
U-turn (*)
Water Pulse (*)
X-Scissor



Ludicolo [Odolwa] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

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 (DW): (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 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 60 (70/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Moves (60):

Absorb
Astonish
Blizzard
Brick Break
BubbleBeam
Counter
Dive
Double Team
Drain Punch
Endure
Energy Ball
Fake Out
Fire Punch
Flail
Fling
Focus Blast
Focus Punch
Fury Swipes
Giga Drain
Grass Knot
Growl
Hail
Hidden Power Rock (7BP)
Hone Claws
Hydro Pump
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Leech Seed
Mega Drain
Metronome
Mist
Natural Gift
Nature Power
Protect
Rain Dance
Rest
Rock Smash
Scald
Secret Power
Seed Bomb
Sleep Talk
Snore
Solarbeam
Substitute
Sunny Day
Surf
Swagger
Sweet Scent
Synthesis
Teeter Dance
Thief
ThunderPunch
Toxic
Uproar
Water Gun
Water Sport
Zen Headbutt


Red Corner - AOPSUser



Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
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.
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:
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.)
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.
Overcoat (DW Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Dragon Tail
Trick Room

Total: 71/85


Kingdra "Legolas" (M)
Nature: Hasty (+15% Speed, +11% Accuracy, -Defense)

Type: Water/Dragon
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (DW Unlocked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 18
+11% Accuracy

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

Attacks:

Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Brine
Dragon Pulse
Hydro Pump
Twister
Dragon Dance
Yawn

Muddy Water
Octazooka
Outrage
Endure
Disable
Clear Smog
Flail
Bide
Water Pulse
Double-Edge
Mimic

Rain Dance
Ice Beam
Dive
Surf
Icy Wind
Double Team
Bounce
Protect
Scald
Rest
Hidden Power (Fire 7)
Sleep Talk
Draco Meteor
Blizzard
Toxic
Waterfall
Hyper Beam
Hail
Iron Head
Substitute
Facade
Return
Frustration
Facade
Giga Impact

Total: 49/72


Tyranitar (*) "Hitler" (M)
Nature: Relaxed (+ * Defense, - *15% Speed, - 10% Accuracy)
Type: Rock/Dark

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.
Dark: 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.

Abilities:

Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw abilities.
Unnerve (DW) [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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 53 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 23

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

Attacks:

Thrash (*)
Bite (*)
Leer (*)
Sandstorm (*)
Screech (*)
Chip Away (*)
Rock Slide (*)
Scary Face (*)
Dark Pulse
Earthquake
Crunch
Stone Edge
Payback
Thunder Fang
Ice Fang
Fire Fang
Hyper Beam
Giga Impact

Outrage (*)
Dragon Dance (*)
Stealth Rock (*)

Return (*)
Smack Down (*)
Substitute
Protect
Dig
Fire Blast
Thunderpunch
Double Team
Dragon Tail
Bulldoze

Total: 31/105


Infernape "Vanguard" (M)
The name Vanguard copyrighted by Leethoof and Treadshot A1. Vagnuard the Chimchar is a trademark of A1 Incorporated.

Nature: Rash (+Special Attack, -Special Defense)

Type: Fire/Fighting
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.
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:
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 (DW UNLOCKED): (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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Moves:

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Flare Blitz
Slack Off
Acrobatics
Fire Spin
Facade
Feint
Punishment

Fire Punch
Thunderpunch
Focus Punch
Encore
Fake Out
Blaze Kick

Protect
Fire Blast
U-Turn
Flamethrower
Blast Burn
Heat Wave
Helping Hand
Endeavor
Low Kick
Stealth Rock
Grass Knot
Dual Chop
Earthquake

Total: 36


Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

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

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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW LOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down

Dispel
Shadow Mend


Total: 44/90


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
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.
Regenerator: (DW UNLOCKED) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

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

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Zap Cannon
Brine
Pay Day
Body Slam
Focus Punch
Dynamicpunch
Nightmare
Dream Eater

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Trick Room
Reflect
Light Screen
Flash

Total: 63/117

And our first arena is...rickheg's Pacificlog Town!
Complexity: Minimal
Format: Singles
Arena Type: Water/Electric
Restrictions: No seismic activity or digging, no fire moves.

The town floating on the water, Pacifidlog. With the abundance of water around, Water moves cost 2 less energy. Since the air is so humid, electric moves gain 1 BAP. Fire moves are strictly prohibited, as they could light the town on fire, and would be just terrible. Siesmic moves are also prohibited, as is the move Dig, since it would have no results anyway.


Order
Frosty
AOPSUser
Frosty Orders
I do my reffin​
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Given the first arena, it seems that fate want me to start with this hand!

go go:

Caffie the Syclant with Rare Candy


Diababa the Necturna with Rare Candy
 
We didn't specify abilities, but I assume Abilities=All

"Let's have a good match. Hopefully with no hax."

Kingdra@Dragon Scale, Tyranitar@nothing

Kingdra: Focus Energy --- Ice Beam (Diababa) --- Ice Beam (Diababa)
IF Diababa is protected when you would attack it, THEN use Dragon Pulse (Caffie).
IF you are Taunted, AND you are about to use Focus Energy, THEN use Ice Beam (Diababa).
IF Diababa and Caffie are both Protected, AND you are not set to use Focus Energy, THEN Chill.
KO SUB: IF Diababa is fainted, THEN use Dragon Pulse (Caffie).

Tyranitar: Stealth Rock --- Crunch (Diababa) --- Crunch (Diababa)
IF Diababa is protected when you would attack it, THEN use Return (Caffie).
IF you are Taunted, AND you are set to use Stealth Rock, THEN use Crunch (Diababa).
IF Diababa and Caffie are protected, AND you are not set to use Stealth Rock, THEN Chill.
KO SUB: IF Diababa is fainted, THEN use Return (Caffie).
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I was about to spikes thrice with caffie, but then I remembered.

Its Teleportation. The entry hazards will stay and we will go.

Thus:

Diababa: Snatch - Power Whip (Tyranitar) - Horn Leech (Tyranitar)
Caffie: Pin Missile (Tyranitar) - Superpower (Tyranitar) - Pin Missile (Tyranitar)

IF Tyranitar faints THEN redirect towards Kingdra.
 
Pre-Round

Field: Nothing

Caffie
Syclant @ Rare Candy

HP: 100
EN: 100
Ranks: 5/3/4/3/121
Ability: Technician (x1.5 <7 BP moves), Compoundeyes (+30% Acc)
Other: +1 STAB.

Diababa
Necturna @ Rare Candy

HP: 100
EN: 100
Ranks: 6/4/4/6/70
Ability: Telepathy (no spread attack damage from ally)
Other: +1 STAB.

Legolas
Kingdra @ Dragon Scale

HP: 100
EN: 100
Ranks: 4/2/4/3/98
Ability: Sniper (see below)
Other: +7 Crit attacks.

Hitler
Tyranitar @ Nothing

HP: 100
EN: 100
Ranks: 5/5/3/4/53
Ability: Sand Stream
Other: Nothing.​

Attack order: Caffie, Legolas, Diababa, Hitler

Action 1
Hitler whipped up a Sandstorm!
-10 EN

Diababa used Snatch!
Diababa waits for its target to make a move!

Caffie used Pin Missile on Hitler!
RNG Hit Count = 4/5 + 1 (BUG)
RNG Crit 1 = 623 (YES) by a little bit
RNG Crit 2 = 4560 (NO)
RNG Crit 3 = 4093 (NO)
RNG Crit 4 = 9653 (NO)
RNG Crit 5 = 8 (YES)
Damage = (15 + 3 + 2 + 7.5 - 7.5) * 1.5 = 30 HP
-3 EN

Legolas used Focus Energy!
Diababa Snatched the move!
Diababa is getting pumped!
-14 EN Diababa
-10 EN Legolas

Hitler used Stealth Rock!
Rocks were laid across the field!
-11 EN

-2 HP Caffie, Legolas, Diababa
Action 2
Caffie used Superpower on Tyranitar!
RNG Crit = 4452 (NO)
Damage = (12 + 7.5 - 7.5) * 2.25 = 27 HP
Caffie's Attack and Defense fell!
-8 EN

Legolas used Ice Beam on Diababa!
RNG Crit = 4380 (NO)
Damage = (10 + 6 - 9) * 1.5 = 10.5 HP
RNG Effect (<=1000) = 2839 (NO)
-7 EN

Diababa used Power Whip on Hitler!
RNG Hit = 4193 (NO)
RNG Crit = Focused
Damage = (12 + 4 + 3 + 9 - 7.5) * 1.5 = 30.75
-7 EN

Hitler used Crunch!
RNG Crit = 2581 (NO)
Damage = (8 + 3 + 7.5 - 6) * 1.5 = 18.75 HP
-5 EN

-2 HP Caffie, Legolas, and Diababa

Action 3
Caffie used Pin Missile on Hitler!
RNG Hit Count = 2/5 + 1 (BUG)
RNG Crit 1 = 3387 (NO)
RNG Crit 2 = 2208 (NO)
RNG Crit 3 = 600 (YES)
Damage = more than 11, I can tell you that
-3 EN
Hitler fainted!

Legolas used Ice Beam on Diababa!
RNG Crit = 9652 (NO)
Damage = (10 + 6 - 9) * 1.5 = 10.5 HP
RNG Effect (<=1000) = 6052 (NO)
-11 EN

Diababa used Horn Leech on Legolas!
Crit = Focused
Damage = (8 + 4 + 3 + 9 - 3) = 21 HP
+10.5 HP Diababa
-11 EN

-2 HP Caffie, Legolas, and Diababa


Post-Round

Field: Sandstorm

Caffie
Syclant @ Rare Candy

HP: 94
EN: 86
Ranks: 5/3/4/3/121
Ability: Technician (x1.5 <7 BP moves), Compoundeyes (+30% Acc)
Other: +1 STAB. -1 Atk (2a), -1 Def (2a). +1 KOC.

Diababa
Necturna @ Rare Candy

HP: 84
EN: 68
Ranks: 6/4/4/6/70
Ability: Telepathy (no spread attack damage from ally)
Other: +1 STAB. All Crits (3a)

Legolas
Kingdra @ Dragon Scale

HP: 79
EN: 72
Ranks: 4/2/4/3/98
Ability: Sniper (see below)
Other: +7 Crit attacks.

Hitler
Tyranitar @ Nothing

HP: KO
EN: KO
Ranks: 5/5/3/4/53
Ability: Sand Stream
Other: Nothing.​

What an interesting first round! AOPSUser forgot about Teleportation, and lost a move because of it! Who knows what would have happened otherwise!

And our new arena is...Glacier Knight's Glacial Heights!
Field Type- Ice
Complexity- Moderate
Format- Singles/Doubles
Restrictions- No Water, only snowy weather

A frosty location situated on the outskirts of the frozen wastelands. The Glacial Heights arena is 500ftx500ft, and the southern half is flat, covered by snow and ice. the northern half is the Glacial Heights. 400 feet in height and with an unclimbable slope of 75 degrees, Glacial Heights has a small top that is flat and 50ft by 75ft wide. the location of the battling pokemon is decided upon the trainer's battling party. whoever has the most ice types on their team start on top of the Glacial heights, and the opponent with the least ice types start at the bottom. if both teams have equal number of ice types, then the ref RNGs.


The Stealth Rocks were left behind!
Sandstorm turned dissipated and was replaced with light snow!


Frosty has the most Ice-types, so he starts on top of the mountain. This increased vantage point give his Pokemon +10% Acc.
 
Alright, had to fix Pin Missile due to the complication of multi-strike moves (at least to me). Ready for next actions, though! :D

Unless I screwed up somewhere.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
SWITCH PHASE INITIATED!
Necturna OUT
Ludicolo (with Water Stone) IN
Syclant OUT
Dusknoir (with Reaper Cloth) IN
Counterswitch?
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Bongo Bongo: Earthquake - Shadow Punch (Infernape) - Earthquake
IF Earthquake is disabled by the time Bongo Bongo is about to use it THEN Shadow Punch (Infernape)
IF Infernape and Kingdra are under protective/evasive moves AND Bongo Bongo is set to use Earthquake THEN Imprison (Substitute - Protect - Disable)
IF Infernape is under protective/evasive AND Bongo Bongo is set to use Shadow Punch AND Kingdra isn't Biding THEN Redirect Towards Kingdra

Odolwa: Hydro Pump (Infernape) - Scald (Infernape) - Hydro Pump (Infernape)
IF Hydro Pump is disabled by the time Odolwa is about to use it THEN Scald (Infernape)
IF Infernape is under protective/evasive AND Kingdra isn't Biding THEN Seed Bomb Kingdra the first instance, Giga Drain Kingdra the second and Focus Blast Kingdra the third.
 
"Ganging up? NOT nice. Infernape can teach you a lesson about manners!"

Infernape: Fake Out (Odolwa) --- Heat Wave --- Slack Off
Kingdra: Focus Energy --- Draco Meteor (Odolwa) --- Draco Meteor (Odolwa)
 
Pre-Round

Field: Snowy (no effect but no other weather present)

Odolwa
Ludicolo @ Water Stone

HP: 100
EN: 100
Ranks: 3/3/4/4(5)/60(120)
Ability: Rain Dish Activated (+2 HP per action), Swift Swim activated (x2 Spd)
Other: None.

Bongo Bongo
Dusknoir @ Reaper Cloth

HP: 90
EN: 100
Ranks: 5/5/3/5/39
Ability: Pressure (-4 EN incoming attacks), Levitate
Other: None.

Caffie
Syclant @ Rare Candy

HP: 94
EN: 86
Ranks: 5/3/4/3/121
Ability: Technician (x1.5 <7 BP moves), Compoundeyes (+30% Acc)
Other: +1 STAB. -1 Atk (2a), -1 Def (2a). +1 KOC.

Diababa
Necturna @ Rare Candy

HP: 84
EN: 68
Ranks: 6/4/4/6/70
Ability: Telepathy (no spread attack damage from ally)
Other: +1 STAB.


Legolas
Kingdra @ Dragon Scale

HP: 79
EN: 72
Ranks: 4/2/4/3/98
Ability: Sniper (see below)
Other: +7 Crit attacks.

Vanguard
Infernape @ Expert Belt

HP: 100
EN: 100
Ranks: 4/3/5/2/108
Ability: Iron Fist (+2 Punch Attack BP)
Other: Nothing.​

Attack order: Odolwa, Vanguard, Legolas, Bongo Bongo

Action 1
Vanguard used Fake Out!
RNG Crit = 1992 (NO)
Damage = (4 + 6 - 4.5) = 5.5 HP
-4 EN

Odolwa flinched!

Legolas used Focus Energy!
Legolas is getting pumped! 9.9
-10 EN

Bongo Bongo used Earthquake!
RNG Crit Odolwa = 1267 (NO)
Damage Odolwa = (10 + 7.5 - 4.5) * 0.67 = 8.7 HP
RNG Crit Vanguard = 4034 (NO)
Damage Vanguard = (10 + 7.5 - 4.5) * 1.5 = 19.5 HP
RNG Crit Legolas = 7646 (NO)
Damage Legolas = (10 + 7.5 - 3) = 14.5 HP
-7 EN

Action 2
Odolwa used Scald on Vanguard!
RNG Crit = 3572 (NO)
Damage = (8 + 6 + 3 - 3) * 1.5 = 21 HP
-6 EN
+2 HP

Vanguard used Heat Wave on Odolwa and Bongo Bongo!
RNG Hit Odolwa (<=9000) = 4309 (YES)
RNG Crit Odolwa = 7804 (NO)
Damage = (10 + 3 + 7.5 - 7.5) = 13 HP
RNG Effect Odolwa (<=1000) = 1059 (NO)
RNG Hit Bongo Bongo (<=9000) = 5697 (YES)
RNG Crit Bongo Bongo = 1227 (NO)
Damage = (10 + 3 + 7.5 - 7.5) = 13 HP
RNG Effect Bongo Bongo (<=1000) = 385 (YES)
Bongo Bongo was burned!
-10 EN

Legolas used Draco Meteor on Odolwa!
RNG Hit (<=9000) = 1112 (YES)
RNG Crit = Focused
Damage = (14 + 7 + 3 + 6 - 7.5) = 22.5 HP
Legolas's Special Attack fell harshly!
-9 EN

Bongo Bongo used Shadow Punch on Vanguard!
RNG Crit = 9731 (NO)
Damage = (6 + 3 + 7.5 - 4.5 - 3) = 9 HP
-2 HP Bongo Bongo
-3 EN

Action 3
Odolwa used Hydro Pump on Vanguard!
RNG Hit = (<=8800) = 9881 (NO)
It missed!
-7 EN
+2 HP

Vanguard used Slack Off!
+20 HP
-12 EN

Legolas used Draco Meteor on Odolwa!
RNG Hit (<=9000) = 8872 (YES)
RNG Crit = Focused
Damage = (14 + 7 + 3 + 6 - 7.5) = 22.5 HP
Legolas's Special Attack fell harshly!
-13 EN

Bongo Bongo used Earthquake!
RNG Crit Odolwa = 1111 (NO)
Damage Odolwa = (10 + 7.5 - 4.5 - 3) * 2/3 = 6.7 HP
RNG Crit Vanguard = 9921 (NO)
Damage Vanguard = (10 + 7.5 - 4.5 - 3) * 1.5 = 15 HP
RNG Crit Legolas = 5542 (NO)
Damage Legolas = (10 + 7.5 - 3 - 3) = 11.5 HP
-7 EN
-2 HP


Post-Round

Field: Snowy

Odolwa
Ludicolo @ Water Stone

HP: 24
EN: 87
Ranks: 3/3/4/4(5)/60(120)
Ability: Rain Dish Activated (+2 HP per action), Swift Swim activated (x2 Spd)
Other: None.

Bongo Bongo
Dusknoir @ Reaper Cloth

HP: 73
EN: 83
Ranks: 5/5/3/5/39
Ability: Pressure (-4 EN incoming attacks), Levitate
Other: Burned (-2 HP per action).

Caffie
Syclant @ Rare Candy

HP: 94
EN: 86
Ranks: 5/3/4/3/121
Ability: Technician (x1.5 <7 BP moves), Compoundeyes (+30% Acc)
Other: +1 STAB. -1 Atk (2a), -1 Def (2a). +1 KOC.

Diababa
Necturna @ Rare Candy

HP: 84
EN: 68
Ranks: 6/4/4/6/70
Ability: Telepathy (no spread attack damage from ally)
Other: +1 STAB.


Legolas
Kingdra @ Dragon Scale

HP: 53
EN: 40
Ranks: 4/2/4/3/98
Ability: Sniper (see below)
Other: +7 Crit attacks.

Vanguard
Infernape @ Expert Belt

HP: 68
EN: 74
Ranks: 4/3/5/2/108
Ability: Iron Fist (+2 Punch Attack BP)
Other: Nothing.​

And our next arena is...

fuck

what

0

that's boring

Looks like we're going to the normal ASB arena. :P
 
Kingdra: Dragon Pulse (Odolwa) --- Draco Meteor (Bongo Bongo) --- Chill
IF your target is Protected when you would act, THEN Chill and push actions down.
IF you are flinched, THEN repeat your action and push actions down.

Revenankh: Rock Slide --- Shadow Punch (Bongo Bongo) --- Shadow Punch (Bongo Bongo)
IF your target is Protected when you would act, THEN redirect to the other Pokemon.
IF Odolwa successfully uses Endure, THEN use Toxic (Odolwa) and push actions down.

FOR ALL: IF your target is fainted, THEN redirect to the other Pokemon.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Ludicolo: Giga Drain (Kingdra) - Focus Punch (Kingdra) - Focus Punch (Kingdra)

Dusknoir: Trick Room - Disable (Draco Meteor) - Shadow Punch (Kingdra)
IF Flinch A1 THEN Imprison (Shadow Punch - Rock Slide - Shadow Sneak) A2
 
Your subref has arrived! Not gonna post a Pre-Round stats, as I don't feel like converting from his format right now... Also I'm pretty sure the Snowy weather should've dissapeared.
 
Added +6 HP for Rain Dish at end, also added the Pressure-EN (+Reaper Cloth) in the end
Round One Begin
Action One Begin
Speed Order: Ludicolo, Kingdra, Revenankh, Dusknoir


Ludicolo used Giga Drain! (Kingdra)
Crit: 5583 [NO]
-11 EN
8+3+6-4.5=12.5 Damage
Ludicolo Restored 6.25 Health


Kingdra used Dragon Pulse! (Ludicolo)
Crit: 5606 [NO]
-6 EN
9+3+6-7.5=10.5 Damage

Revenankh used Rock Slide!
CritD: 1991 [NO] CritL: 6821 [NO]
-6 EN
8+3+7.5-7.5=11 Damage (Dusknoir) 8+3+7.5-4.5=14 Damage (Ludicolo)
FlinchD: 1753 [YES]


Dusknoir Flinched!

Action 2 Begin

Ludicolo is Focusing!


Kingdra used Draco Meteor! (Dusknoir)
Crit: 485 [YES]
-9 EN
14+3+3+6-7.5=18.5 Damage

Revenankh used Shadow Punch! (Dusknoir)
Crit: 6819 [NO]
-3 EN
(6+3+7.5-7.5)*1.5=13.5 Damage


Dusknoir used Imprison! (Shadow Punch, Rock Slide, Shadow Sneak)
-8 EN
Those Moves were Imprisoned!

Ludicolo used Focus Punch! (Kingdra)
Crit: 1258 [NO]
-10 EN
15+4.5-3=16.5 Damage


Action 3 Begin

Ludicolo is Focusing!

Kingdra Chilled Out!
It Restored 12 EN

Revenankh used Shadow Punch! (Dusknoir)
But it was Imprisoned!
-5 EN


Dusknoir used Shadow Punch! (Kingdra)
Crit: 4245 [NO]
-3 EN
6+3+7.5-4.5=12 Damage

Ludicolo used Focus Punch! (Kingdra)
Crit: 8390 [NO]
-12 EN
15+4.5-3=16.5 Damage


TELEPORTATION!
Post=49, Arena=3 (Reshiram's Lair)
End Round 3

Field type: Dragon
Complexity: Mild
Format: IDC

You step into a cave, and the first thing you notice is the heat (70 degrees Celcius).

The second thing you notice is a white crystal in the middle. It gives off a ton of light and heat. As a result, all Fire-type moves gain an additional 2 BAP, and all Ice-type Pokemon lose STAB on their Ice-type moves. There is a rather large water source, however, its water is 70 degrees Celcius, so if a Pokemon uses the water, it has a 10% chance of getting burned. The target also has a 10% chance of getting burned (Scald's burn chance goes up to 40%). However, the crystal was made by Reshiram, as this is where Reshiram used to live back when the cave was part of an active volcano. This crystal offers protection for Dragon-types, so Dragons cannot be burned by the pool (They can still be burned by Scald). In addition, Dragon-types can use Outrage without losing focus, that is they are not locked into it, are not confused by it, and it is subject to same-move EN penalty.

The crystal can be used for Sun, and there is plenty of Sand. Rain can be summoned, however, it does not lower the BAP of Fire-type moves.
Hail cannot be summoned at all.

Summary:
+2 BAP for Fire-type moves
-STAB on Ice-type moves
10% chance of getting burned when using the water source (does not apply to Dragons)
Additional 10% chance of burn for the target of a move that uses the water source (does not apply to Dragons)
Dragons can Outrage without losing focus
Hail is not allowed
Rain does not lower the BAP of Fire-type moves

Team Frosty:

12 HP
54 EN
3/3/4/4(5) -10% Eva 3/4
Abilities: Rain Dish (Activated), Swift Swim (Activated)
Other Effects: N/A


30 HP
72 EN
5/5/3/5 -10% Eva 4/5
Abilities: Pressure
Other Effects: N/A

Team AOPSuser:

KO HP
KO EN
3(4)/2/3(4)/3 +11% Acc 3/5
Abilties: Sniper, Swift Swim, Damp
Other Effects: N/A


100 HP
80 EN
5/3/2/4 3/3
Abilties: Shed Skin, Air Lock, Infiltrator
Other Effects: Imprison ((Rock Slide, Shadow Punch, Shadow Sneak) 4a)
EDIT: Frosty is right, I thought it had 73 HP for some reson.
Will add bench later.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I think Kingdra should have fainted.

It suffered 12.5 (giga drain) + 16.5 (focus punch 1) + 16.5 (focus punch 2) + 12 (shadow punch) = 57.5 damage. It started with 53 so it was KOed me thinks.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Ludicolo: Endure - Hydro Pump (Infernape) - Hydro Pump (Infernape)
IF Encore A1 AND Ludicolo is the target THEN Hydro Pump (Infernape) and push back
IF Your Target is under successful protective/evasive THEN Redirect towards other opponent

Dusknoir: Pain Split (Revenankh) - Shadow Punch (Revenankh) - Shadow Punch (Revenankh)
IF Your Target is under sucessful protective/evasive THEN Shadow Punch other opponent and push back
IF Revenankh is under a substitute AND Dusknoir is ordered to Pain Split it THEN Shadow Punch Revenankh and push back.
 
Infernape: Flamethrower (Ludicolo) --- Fire Blast (Dusknoir) --- Flamethrower (Dusknoir)

Revenankh: Double Team (4 clones) --- Toxic (Ludicolo) --- Helping Hand (Infernape)
IF Ludicolo is fainted when you would attack it, THEN use Helping Hand (Infernape).
 
I'm sure you don't want to know the full extent of my 24-hour flu, but I feel like crap right now and have all day. Have most of the calcs done and will ref tomorrow ASAP.
 
Team Frosty:

12 HP
54 EN
3/3/4/4(5) -10% Eva 3/4
Abilities: Rain Dish (Activated), Swift Swim (Activated), Own Tempo
Other Effects: N/A


30 HP
72 EN
5/5/3/5 -10% Eva 4/5
Abilities: Pressure
Other Effects: N/A

Team AOPSuser:
KOS:



68 HP
74 EN
4/3/5/2 3/4
Abilities: Blaze, Iron Fist
Other Effects: N/A


100 HP
80 EN
5/3/2/4 3/3
Abilties: Shed Skin, Air Lock, Infiltrator
Other Effects: Imprison ((Rock Slide, Shadow Punch, Shadow Sneak) 4a)
Round Two Begin
Action One Begin
Speed Order: Ludicolo, Infernape, Revenankh, Dusknoir


Ludicolo used Endure!
-15 EN
Ludicolo will Endure the round!


Infernape used Flamethrower! (Ludicolo)
Crit: 6830
-6 EN
10+3+7.5-7.5=13 Damage (Endure)
Burn: 9882 [NO]

Revenankh used Double Team! (4 Clones)
-16 EN
Revenankh made 4 Clones!


Dusknoir used Pain Split! (Revenankh)
25 Damage (Revenankh)
Dusknoir Restored 25 Health!


Rain Dish: +2 HP Ludicolo

Action Two Begin

Ludicolo used Hydro Pump! (Infernape)
Hit: 1460 [YES]
Crit: 792 [NO]
-7 EN
(12+3+6-3)*1.5=27 Damage


Infernape used Fire Blast! (Dusknoir)
Hit: 9081 [YES]
Crit: 9504 [NO]
-11 EN
12+3+7.5-7.5=15 Damage
Burn: 6065 [NO]

Revenankh used Toxic! (Ludicolo)
Hit: 4589 [YES]
-7 EN
Ludicolo was inflicted by Toxic!


Dusknoir used Shadow Punch! (Revenankh)
Revenankh's Clones Dissapeared!
Crit: 3643 [NO]
-3 EN
(6+3+7.5-4.5)*1.5=18 Damage


Rain Dish: +2 HP (Ludicolo) Toxic: 1 Damage (Ludicolo)

Action 3 Begin
Priority: Revenankh


Revenankh used Helping Hand! (Infernape)
-14 EN
Infernape was Helped!


Ludicolo used Hydro Pump! (Infernape)
Hit: 2030 [YES]
Crit: 4428 [NO]
-9 EN
(12+3+6-3)*1.5=27 Damage


Infernape used Flamethrower! (Dusknoir)
Crit: 9551 [NO]
-10 EN
20+3+7.5-7.5=23 Damage (KO)
Burn: 9882 [NO]


Rain Dish: +2HP Ludicolo Toxic: 1 Damage (Ludicolo)
TELPORTATION!
Post=25 Arena=5

Deep within the wild forests near Eterna City, strange things can happen. And I’m not referring to Rotom, though it is pretty strange. In a hidden glade inaccessible by most (it involves completing all of the Professor Layton games and Cat Mario in four hours with no internet access or hints , after you have used Judgment, Dark Void, Crush Grip, Seed Flare, Blue Flare, Bolt Strike, and Metal Burst on the grassy rock in a randomly predetermined order. This is especially difficult because Metal Burst requires the rock to hit your Bastiodon first, which requires a long time coaxing it into wakefulness with Junior Mints) resides the wizened old wizard Olofethe. Olofethe has been studying for an indeterminate amount of time, somewhere between fifty and five hundred years, in this timeless clearing, attempting to perfect the fabled essence transition process between Pokemon.
Fortunately, Olofethe has also built a helipad in his downtime, which means you, battlers, can come and test the essence transition process. It involves duplicating and transferring portions of your Pokemon’s “essence” to another Pokemon, so that the recipient becomes slightly more like the donor.
For the upcoming battle, Olofethe will use his essence transisting powers on each and every one of your Pokemon, mismatching their essences among them at both battler’s commands. Each Pokemon will receive another Pokemon’s essence for the entire battle, and each Pokemon’s essence may only be used once.
The recipient of an essence receives two of four possibly benefits:
-Four moves from the Pokemon’s movepool (only the moves the donor has purchased)
-One typing of the recepient’s choice. If the recipient is mono-type, they will become duo-type. If it is duo-type, state what type will be replaced.
-One ability of the recipient’s choice. If the recipient is Basculin, choose one ability to replace, otherwise, just add it on. If the Dream World ability is unlocked, it cannot be chosen.
-One stat of the recipient’s choice. This will replace the current stat, and can be HP or Speed.
Decide this all as the mons are sent out, and Olofethe will wave his decidedly unmagical stick around, then do some majorly difficult mathematical calculations, throw rocks at both Pokemon (beware scyther!), and then suddenly everyone has a Pokemon and a half where they previously just had one!
Example:
Leethoof: Go Vanguard @ Focus Sash! You’ll be taking on the essence of that conveniently placed Drifblim for this match against six fighting types without foresight! Vanguard will become a Rock/Ghost, and take Drifblim’s 125 HP for this battle!
Other non-Leethoof battler: Oh my poor Machamp@Black Belt! I’m so depressed that I will take Gallade’s essence, with its Psychic-typing, and learn Return, Frustration, Drain Punch, and Fire Punch!

Team Frosty:

1 HP
23 EN
3/3/4/4(5) -10% Eva 3/4
Abilities: Rain Dish (Activated), Swift Swim (Activated), Own Tempo
Other Effects: Cannot Endure (3a)


17 HP
37 EN
5/5/3/5 -10% Eva 4/5
Abilities: Pressure
Other Effects: N/A

Team AOPSuser:
KOS:



24 HP
47 EN
4/3/5/2 3/4
Abilities: Blaze, Iron Fist
Other Effects: N/A


39 HP
43 EN
5/3/2/4 3/3
Abilties: Shed Skin, Air Lock, Infiltrator
Other Effects: Imprison ((Rock Slide, Shadow Punch, Shadow Sneak) 4a)
EDIT: FIXED
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I think you forgot to account for Pain Split.

Dusknoir should have 30+25-15-23 = 17hp, being able to get that last attack off

Revenankh should have 100-25-18 = 57hp, + the damage the second Shadow Punch will deal.

Also, Water Stone Rain Dish is only at half strength so Ludicolo has only 1 hp.
 

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