2v2 Beginner Singles; TSRD vs tavok

The Rules said:
2v2 Beginner Singles
Standard rules (I am assuming this to be 5 Chills / 2 Recoveries, 2 Substitutions, All Abilities, and ASB Arena.)
Training Items
Switch=OK
DQ=36hours
TSRD's team:


Sprite by Zerudez
Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Protean [Toggle] (Dream)
By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used.
The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing.
Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Torrent [Passive]
When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2).
|HP: 90|Atk: 3|Def: 1|SpA: 3|SpD: 2|Spe: 112|Size: 1|Weight: 2|BRT: 16|
|EC: 4/9|MC: 0|DC: 1/5|KOC: 0| Nature: Hasty (+Spe, -Def) [+22% Accuracy]
Physical:
Bounce
Dig
Dive
Fling
Gunk Shot
Lick
Low Kick
Pound
Quick Attack
Rock Slide
U-Turn

Special:
Bubble
Hydro Pump
Ice Beam
Round
Water Pulse

Other:
Camouflage
Growl
Mind Reader
Mud Sport
Smokescreen
Substitute
Toxic Spikes
Water Sport

Sprite by Cartoons!
Ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Flare Boost [Passive] (Dream)
This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities.
When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.
Rebound [Trigger]
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Rebound Command: Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Storm Drain [Passive]
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon.
It absorbs the water and increases its 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.
|HP: 100|Atk: 2|Def: 2|SpA: 2|SpD: 3|Spe: 98|Size: 4|Weight: 9|BRT: 16|
|EC: 1/6|MC: 0|DC: 1/5|KOC: 0| Nature: Jolly (+Spe, -SpA) [+22% Accuracy]
Physical:
Bite
Body Slam
Bounce
Dig
Earthquake
Fake Out
Fire Fang
Iron Tail
Pursuit
Rapid Spin
Rock Slide
Sucker Punch
Tackle

Special:
Bubble Beam
Sludge Wave
Water Spout

Other:
Encore
Leer
Protect
Substitute
Taunt

Sprite by Gamefreak
Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate.
-- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Battle Armor [Passive]
This Pokemon's thick armor prevents it from taking critical hits.
Keen Eye [Passive] (Dream)
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means.
Its vision also enables it to see through any attempts by an opponent to increase their own evasion.
Sniper [Passive]
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.
|HP: 90|Atk: 3|Def: 3|SpA: 1|SpD: 2|Spe: 65|Size: 1|Weight: 2|BRT: 14|
|EC: 1/6|MC: 0|DC: 1/5|KOC: 0| Nature: Adamant (+Atk, -SpA)
Physical:
Aerial Ace
Bite
Bug Bite
Brick Break
Cross Poison
Dig
Feint Attack
Iron Tail
Knock Off
Payback
Pin Missile
Pursuit
Poison Fang
Poison Sting

Special:

Other:
Acupressure
Agility
Confuse Ray
Leer
Protect
Scary Face
Substitute
Torment
Whirlwind


tavok's team:

Iron Seed (Ferroseed (M))
Nature: Brave (+Atk, -Spe, -10% evasion)

Type:

- Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.

Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

- Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

Abilities:

- Iron Barbs (Passive): When struck with a contact attack, this Pokemon's abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 8 (-) (-10% evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
MC: 0
AC: 0/5
KOC: 0



Moves (17/??):
- Acid Spray
- Bullet Seed
- Curse
- Gyro Ball
- Harden
- Leech Seed
- Metal Claw
- Pin Missile
- Poison Jab
- Protect
- Rest
- Rollout
- Sleep Talk
- Spikes
- Tackle
- Toxic
- Worry Seed

Elucidator (Honedge (-))
Nature: Brave (+Atk, -Spe)

Type:

- Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

- Ghost: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.

Abilities:

- No Guard (Passive): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does the Pokemon sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 24 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 15

EC: 0/9
MC: 0
AC: 0/0
KOC: 0



Moves (18/??)

Pre-25:
- Tackle
- Swords Dance
- Fury Cutter
- Metal Sound
- Pursuit
- Autotomize
- Shadow Sneak
- Aerial Ace

Egg:
- Destiny Bond
- Wide Guard

Tutor:
- Magnet Rise
- Shock Wave
- Spite

TM:
- Toxic
- Protect
- Brick Break
- Shadow Claw
- Gyro Ball

Flare (Charmander (M))
Nature: Lonely (+Atk, -Def)

Type:

- Fire: Fire STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Abilities:

- Blaze (Passive): 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)

- Solar Power (Passive) (LOCKED): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 0
AC: 3/5
KOC: 0



Moves (29/??):

- Ancient Power
- Brick Break
- Counter
- Crunch
- Dig
- Dragon Rage
- Ember
- Endure
- Fire Blast
- Fire Fang
- Fire Spin
- Flame Charge
- Flamethrower
- Focus Punch
- Growl
- Iron Tail
- Leer
- Metal Claw
- Outrage
- Overheat
- Protect
- Rage
- Rest
- Rock Slide
- Scary Face
- Scratch
- Sleep Talk
- SmokeScreen
- Sunny Day
- Thunder Punch
- Will-O-Wisp


TSRD sends out/equips.
tavok sends out/equips/orders.
TSRD orders.
I ref.
 
"Alot of steel types... It's almost like we're training specialist teams. Though you really couldn't tell mine from my prevos."


Sending out Altair the Frogadier with an EXP Share!
 
....Ok- Was expecting all LCs, but whatever.


Elucidator @ Exp. Share

Shadow Claw - Shadow Claw - Shadow Claw

- IF Frogadier is in the evasive stage of a d/e move THEN Magnet Rise the first instance and Swords Dance all subsequent ones.
- IF Camouflage THEN replace all remaining actions with Brick Break.
 
"Which pokemon are actually allowed in a 'Beginner Battle' is a touch complex."


Bounce~Hydro Pump~Bounce
 
Pre-round:



Frogadier [Altair] (F)
HP
: 100
Energy: 100
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy


Honedge [Elucidator] (-)
HP
: 90
Energy: 100
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion


Action 1:
Frogadier sprang into the air!

Honedge used Magnet Rise
Honedge is levitating on electromagnetism! (6 actions)
-6 energy

Frogadier used Bounce (Honedge)
[to crit <625] 2466 no
[to paralyze <3000] 4083 no
[(8 + 4.5 - 6) * 0.67] = 4.355 damage
-9.66 energy

Action 2:
Frogadier used Hydro Pump (Honedge)
[to crit <625] 9967 no
(11 + 3 + 4.5 - 3) = 15.5 damage
-7 energy

Honedge used Shadow Claw (Frogadier)
[to crit <625] 7586 no
(7 + 3 + 6 - 1.5) = 14.5 damage
-4 energy

Action 3:
Frogadier sprang into the air!

Honedge used Swords Dance
Honedge's Attack sharply rose! (+2 Attack)
-7 energy

Frogadier used Bounce (Honedge)
[to crit <625] 1197 no
[to paralyze <3000] 4289 no
[(8 + 4.5 - 6) * 0.67] = 4.355 damage
-9.66 energy


Post-round:



Frogadier [Altair] (F)
HP
: 85
Energy: 74
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy


Honedge [Elucidator] (-)
HP
: 66
Energy: 83
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion. Magnet Rise (3 actions). +2 Attack

TSRD orders.
tavok orders.
I ref.
 
Last edited:
"No Para roll on the second Bounce?"

Initiating Switch Phase!
Altair Out! Procyon with an EXP Share In!
Counterswitch?
 
"Alright then, lets see what we can do with this."


Bite~Bite~Bite
If Honedge is ordered to use Protect Then Acupressure[Self] the first instance, Chill the second instance [Do not activate consecutively]
If Honedge is not confused when you would act Then Confuse Ray
 
Last edited:
Pre-round:



Skorupi [Procyon] (F)
HP
: 90
Energy: 100
Stats: 3/3/2/2/65
Abilities: Battle Armor / Sniper
Item: Exp. Share
Other: None

Frogadier [Altair] (F)
HP
: 85
Energy: 74
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy



Honedge [Elucidator] (-)
HP
: 66
Energy: 83
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion. Magnet Rise (3 actions). +2 Attack


Action 1:
Skorupi used Confuse Ray (Honedge)
[duration: 1=2 actions, 2=3 actions, 3=4 actions] 1 (2 actions)
-7 energy

Honedge is confused!
[to hit self <5000] 8040 no
Honedge used Gyro Ball (Honedge)
[to crit <625] 8630 no
(9 + 3 + 6 - 4.5) + 4 = 17.5 damage
-6 energy

Action 2:
Skorupi used Bite (Honedge)
[to crit <625] 3349 no
[to flinch <3000] 3873 no
[(6 + 4.5 - 6) * 1.5] = 6.75 damage
-4 energy

Honedge is confused!
[to hit self <5000] 6838 no
Honedge used Gyro Ball (Skorupi)
[to crit <625] Irrelevant
(9 + 3 + 6 - 4.5) + 4 = 17.5 damage
-10 energy

Action 3:
Skorupi used Bite (Honedge)
[to crit <625] 1229 no
[to flinch <3000] 2510 yes
[(6 + 4.5 - 6) * 1.5] = 6.75 damage
-8 energy

Honedge flinched!

Honedge's Magnet Rise wore off...


Post-round:



Skorupi [Procyon] (F)
HP
: 55
Energy: 81
Stats: 3/3/2/2/65
Abilities: Battle Armor / Sniper
Item: Exp. Share
Other: None

Frogadier [Altair] (F)
HP
: 85
Energy: 74
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy



Honedge [Elucidator] (-)
HP
: 52
Energy: 67
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion. +1 Attack

tavok orders.
TSRD orders.
I ref.
 
Oh I order.

Oooops.

Shadow Claw - Aerial Ace - Shadow Claw
- IF damaging dark type combo THEN Protect.
- IF P/E move THEN Chill the first instance and Swords Dance the second. Only do so once in a row.
 
"I really need to make sure I have good coverage moves. That and I underestimated how tough Honedge was."


Dig~Agility[Evasive]~Dig
 
Pre-round:



Skorupi [Procyon] (F)
HP
: 55
Energy: 81
Stats: 3/3/2/2/65
Abilities: Battle Armor / Sniper
Item: Exp. Share
Other: None

Frogadier [Altair] (F)
HP
: 85
Energy: 74
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy



Honedge [Elucidator] (-)
HP
: 52
Energy: 67
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion. +1 Attack


Action 1:
Skorupi dug underground!

Honedge used Shadow Claw (Skorupi) (Note: According to Veekun, Pokemon in the evasive state of a D/E move can be hit by attacks if the user or the target has No Guard. However, the NDA does not state this, so feel free to contest me on this.)
[to crit <1250] Irrelevant
(7 + 3 + 6 - 4.5) + 2 = 13.5 damage
-4 energy

Skorupi used Dig (Honedge)
[to crit <625] 3959 no
[(8 + 4.5 - 6) * 1.5] = 9.75 damage
-10 energy

Action 2:
Skorupi used Agility (Evasive)
-7 energy

Honedge used Chill
+12 energy

Action 3:
Skorupi dug underground!

Honedge used Shadow Claw (Skorupi)
[to crit <1250] Irrelevant
(7 + 3 + 6 - 4.5) + 2 = 13.5 damage
-4 energy

Skorupi used Dig (Honedge)
[to crit <625] 4592 no
[(8 + 4.5 - 6) * 1.5] = 9.75 damage
-10 energy


Post-round:



Skorupi [Procyon] (F)
HP
: 28
Energy: 54
Stats: 3/3/2/2/65
Abilities: Battle Armor / Sniper
Item: Exp. Share
Other: None

Frogadier [Altair] (F)
HP
: 85
Energy: 74
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy



Honedge [Elucidator] (-)
HP
: 32
Energy: 63
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion.

TSRD orders.
tavok orders.
I ref.
 
Last edited:
"The NDA is of course annoyingly incomplete, nothing says No Guard hits through Dig in the rules only Fly. I would like a reorder but in case it doesn't I'll order."
"However Aerial Ace should not have happened. The Sub linked to P/E moves should have triggered Chill."

Initiating Switch Phase!
Skorupi Out! Frogadier In!
Counterswitch?
 
I was sure it was stated somewhere in No Guard's description, but apparently it isn't .-. It seems like it is expected that the players have prior knowledge (a ton of prior knowledge) about ingame, something that shouldn't really happen. But yeah Aerial Ace should not have happened.

Counterswitch accepted.
Iron Seed the Ferroseed @ Exp. Share IN

Bullet Seed - Bullet Seed - Bullet Seed

- IF Frogadier is in the evasive stage of a damaging evasive move when you would move THEN Spikes the first and third instances and Curse the second.
- IF Frogadier is a normal type when you would move THEN Gyro Ball instead.
 
So any comment here P2X7 or what? Am I getting that reorder (or at the least the aerial ace fix) or are we continuing?
 
Alright. Although it is a semi-obscure mechanic that is not covered in the NDA, I am inclined not to grant a reorder, as it is something that can be tested on cartridge for confirmation with relative ease and thus isn't something that can be sprung on battlers without their prior knowledge of anything similar, such as ASB's versions of Barrier, Water Gun, Swords Dance, etc.
 
ASB's version of Damaging Evasive moves are not normal cartridge moves nor are they used with anything approaching similar frequency (more like never) so No Guard going through them is a rather obscure rule (and how many people actually test moves on a cartridge before ordering for ASB rather than trusting the NDA to be accurate? Just curious as to why you said that). Add to that the NDA being incorrect, I question your logic. Then again I didn't actually expect you to reply so... *shrug*
 
nvm, recalled wrong description. Sorry.

But D/E moves are similar in their evasive properties to the ingame ones.
 
Similar but not the same. Dive for example can be hit by Dive in ASB but not in Cartridge. Anyhow I don't expect this to be overturned so whatever.
 
TSRD, the logic behind my ruling was that No Guard ignoring what ASB considers to be Damaging Evasive moves is a mechanic that is present on cartridge, unlike certain other mechanics, and that, when mechanics are present in-game that are not in ASB on moves that are otherwise identical, from what I have seen, in-game usually triumphs.

I do not expect anyone to check their proposed course of action in-game before ordering; that would be quite unreasonable. However the same data can be found by searching through Veekun, Serebii, the Smogon MoveDex, or even Bulbapedia—although the latter can be of questionable accuracy—, so it is available in a medium that is less time-consuming if it is needed.

Pre-round:


Frogadier [Altair] (F)
HP
: 85
Energy: 74
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy

Skorupi [Procyon] (F)
HP
: 28
Energy: 54
Stats: 3/3/2/2/65
Abilities: Battle Armor / Sniper
Item: Exp. Share
Other: None



Ferroseed [Iron Seed] (M)
HP
: 90
Energy: 100
Stats: 3/3/1/3/8
Abilities: Iron Barbs
Item: Exp. Share
Other: -10% Evasion

Honedge [Elucidator] (-)
HP
: 32
Energy: 63
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion.



Action 1:
Frogadier used Ice Beam (Ferroseed)
[to crit <625] 452 yes
[to freeze <1000] 9647 no
(9 + 3 + 4.5 - 4.5) = 12 damage
-7 energy

Ferroseed used Bullet Seed (Frogadier)
[number of hits: 1-2=2 hits, 3-4=3 hits, 5=4 hits, 6=5 hits] 3 (3 hits)
[to crit <625] 7349 / 9648 / 1395 (no/no/no)
[(9 + 3 + 4.5 - 1.5) * 1.5] = 22.5 damage
-6 energy

Action 2:
Frogadier used U-turn (Ferroseed)
[to crit <625] 6562 no
(7 + 4.5 - 4.5) = 7 damage
Frogadier hurt itself on Ferroseed's Iron Barbs! (-1.75 HP)
-5 energy

Ferroseed used Bullet Seed (Frogadier)
[number of hits: 1-2=2 hits, 3-4=3 hits, 5=4 hits, 6=5 hits] 4 (3 hits)
[to crit <625] 6307 / 8817 / 5067 (no/no/no)
[(9 + 3 + 4.5 - 1.5) * 1.5] = 22.5 damage
-10 energy

Action 3:
Frogadier used Ice Beam (Ferroseed)
[to crit <625] 3094 no
[to freeze <1000] 7807 no
(9 + 4.5 - 4.5) = 9 damage
-7 energy

Ferroseed used Bullet Seed (Frogadier)
[number of hits: 1-2=2 hits, 3-4=3 hits, 5=4 hits, 6=5 hits] 6 (5 hits)
[to crit <625] 2475 / 5642 / 7961 / 7554 / 3387 (no/no/no/no/no)
[(15 + 3 + 4.5 - 1.5) * 1.5] = 31.5 damage
-14 energy

Frogadier went back to TSRD!


Post-round:


Skorupi [Procyon] (F)
HP
: 28
Energy: 54
Stats: 3/3/2/2/65
Abilities: Battle Armor / Sniper
Item: Exp. Share
Other: None


Frogadier [Altair] (F)
HP
: 8
Energy: 55
Stats: 3/1/3/2/112
Abilities: Torrent
Item: Exp. Share
Other: +22% Accuracy



Ferroseed [Iron Seed] (M)
HP
: 65
Energy: 70
Stats: 3/3/1/3/8
Abilities: Iron Barbs
Item: Exp. Share
Other: -10% Evasion

Honedge [Elucidator] (-)
HP
: 32
Energy: 63
Stats: 4/4/2/2/24
Abilities: No Guard
Item: Exp. Share
Other: -10% Evasion.


TSRD sends out Skorupi/orders.
tavok orders.
I ref.
 

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