2v2 Doubles: zarator vs. Nightmare Jigglypuff

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The Rules:
Beginner Battle
Training Battle
2v2 Doubles
DQ Time: 1 day
No Chills
ASB Arena
Training Items only
Switch = Hurrdurr
Abilities = One
zarator's team:

Beldum (Tyr) (N)
Nature: Careful (Special Attack lowered by *; Special Defense raised by *)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.

Stats

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30
Size Class: 1
Weight Class: 4 (95.2 kg)
Base Rank Total: 13

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

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW LOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (4 moves)

Iron Defense
Iron Head
Take Down
Zen Headbutt


Ralts (Tyr) (M)
Nature: Impish (Defense raised by *; Special Attack lowered by *)
Type: Psychic
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.

Stats

HP: 90
Atk: Rank 1
Def: Rank 2 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Abilities:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (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.

Attacks (14 moves):

Calm Mind
Confusion
Double Team
Encore
Growl
Heal Pulse
Light Screen
Lucky Chant
Magical Leaf
Mean Look
Reflect
Skill Swap
Taunt
Teleport


Nightmare Jigglypuff's team:

Misdreavus [Dorothy] (F)
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)

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 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85

EC: 4/6
MC: 4
DC: N/A

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Destiny Bond
Imprison

Nasty Plot
Taunt
Thunderbolt

Will-o-Wisp
Shadow Ball
Pain Split
Total Moves: 16


Beldum [Onion_Bubs] (Unknown)
Nature: Quiet
Type: Steel/Psychic
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (-7)
Size Class: 2
Weight Class: 6
Base Rank Total: 16

EC: 4/9
MC: 2
DC: 1/5

Attacks:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Meteor Mash

Headbutt
Iron Head
Zen Headbutt
Total Moves: 9


Nightmare Jigglypuff equips training items and issues actions
zarator issues actions
I ref
 
Right, training items.

Well, i'll give Onion_Bubs my Amulet Coin and i can't give anything else to Dorothy, so yeah.

Alright, we've got a good type advantage on them, let's not screw it up!

Misdreavus: Taunt Ralts ~ Will-o-Wisp Beldum ~ Hex Beldum
Is Will-o-Wisp doesn't hit a2, Will-o-Wisp Beldum a3.
Metang: Iron Head Ralts ~ Zen Headbutt Beldum ~ Meteor Mash Ralts
 
Ralts: Teleport (Evasive) - Light Screen - Reflect
Beldum: Iron Head+Iron Head (Misdreavus) - Cooldown - Iron Head (Misdreavus)
 

Moradin|Tyr
HP: 90|90
Energy: 100|100
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: none|none


Dorothy|Onion_Bubs
HP: 90|90
Energy: 100|100
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

Moradin rams into Dorothy with as much force as possible a couple of times, while Tyr helps support his team. Dorothy finally burns Moradin with some ghostliness. Onion_Bubs, like Moradin, randomly thrashes about, without any particular skill.


Moradin|Tyr
HP: 83|75
Energy: 64|80
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: Reflect (5 actions), Light Screen (4 actions), Burned|Reflect (5 actions), Light Screen (4 actions)


Dorothy|Onion_Bubs
HP: 55|90
Energy: 72|84
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

Action 1:
Tyr: Teleport: -6 Energy
Dorothy: Taunt (Tyr): miss, -10 Energy
Onion_Bubs: Iron Head (Tyr): miss, -5 Energy
Moradin: Iron Head+Iron Head (Dorothy): (8*2.25+3+0) = 21 Damage, -31 Energy
Crit: 396/1000: No

Action 2:
Dorothy: Will-o-Wisp (Moradin): miss, -7 Energy
Hit: 887/1000: No
Onion_Bubs: Zen Headbutt (Moradin): (8+3+0)*4/9 = 4.889 ~ 5 Damage, -5 Energy
Hit: 238/1000: Yes
Crit: 328/1000: No
Effect: 321/1000: No
Tyr: Light Screen: -7 Energy
Moradin: cool down

Action 3:
Dorothy: Will-o-Wisp (Moradin): -11 Energy
Hit: 99/1000: Yes
Onion_Bubs: Meteor Mash (Tyr): (10+3+1.5) = 14.5 ~ 15 Damage, -6 Energy
Hit: 3/1000: Yes
Crit: 272/1000: No
Effect: 988/1000: No
Tyr: Reflect: -7 Energy
Moradin: Iron Head (Dorothy): (8+3+3+0) = 14 Damage, -5 Energy
Crit: 57/1000: Yes
Moradin: -2 HP


zarator issues actions
Nightmare Jigglypuff issues actions
I ref
 
Beldum: Zen Headbutt (Misdreavus) - Iron Head (Misdreavus) - Zen Headbutt (Misdreavus)
Ralts: Heal Pulse (Beldum) - Confusion (Misdreavus) - Confusion (Misdreavus)
 
As much as I dislike coming off as a jerk, I am on a relatively strict schedule, and my opponent was on at Jan 29th, 9:02 AM, thus having the possibility of posting here if he wished so. Therefore, I claim the victory because of DQ. Sorry.

EDIT: @Son of Shadoo: I don't really care, I only needed them to do one battle in order to evolve, and I think that even if I don't get counters it still fulfills the "must have been in a battle" criteria. Waiting confirmation from C$FP though.
 
Don't battles need to be a minimum of 2 rounds before counters can be given out due to DQ? I thought that was decided a while ago.
 
Actually, it appears that I was wrong

From the Referee Training Grounds said:
A Disqualification can only occur after the first Two Rounds of a battle have been reffed.
NJigglypuff, you can go ahead and post your orders. But note that should you cross again the DQ line, I'll claim a DQ as usual.
 

Moradin|Tyr
HP: 83|75
Energy: 64|80
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: Reflect (5 actions), Light Screen (4 actions), Burned|Reflect (5 actions), Light Screen (4 actions)


Dorothy|Onion_Bubs
HP: 55|90
Energy: 72|84
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

tl;dw: zarator gets very unlucky.


Moradin|Tyr
HP: 77|KO
Energy: 49|KO
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: Reflect (2 actions), Light Screen (1 actions), Burned|KO


Dorothy|Onion_Bubs
HP: 34|90
Energy: 51|68
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

Action 1:
Dorothy: Taunt (Tyr): -10 Energy
Onion_Bubs: Iron Head (Tyr): (8+3+3+1.5) = 15.5 ~ 16 Damage, -5 Energy
Crit: 22/1000: Yes
Effect: 167/1000: No
Tyr: flinched
Moradin: Zen Headbutt (Dorothy): -5 Energy
Hit: 949/1000: No
Moradin: -2 HP

Action 2:
Dorothy: Hex (Tyr): (5+3+3+3) x 1.5 = 21 Damage, -6 Energy
Crit: 13/1000: Yes
Onion_Bubs: Meteor Mash (Tyr): (10-5+3+1.5) = 9.5 ~ 10 Damage, -6 Energy
Hit: 553/1000: Yes
Crit: 573/1000: No
Effect: 982/1000: No
Tyr: Confusion (Dorothy): (5+3-3) = 5 Damage, -2 Energy
Crit: 505/1000: No
Effect: 293/1000: No
Moradin: Iron Head (Dorothy): (8-3+3+0) = 8 Damage, -5 Energy
Crit: 611/1000: No
Moradin: -2 HP

Action 3:
Dorothy: Shadow Ball (Tyr): (8+3+3+3) x 1.5 = 25.5 ~ 26 Damage, -5 Energy
Crit: 30/1000: Yes
Effect: 875/1000: No
Onion_Bubs: Iron Head (Tyr): (8-5+3+1.5) = 7.5 ~ 8 Damage, -5 Energy, KO's Tyr
Crit: 383/1000: No
Effect: 525/1000: No
Moradin: Zen Headbutt (Dorothy): (8-3+3+0) = 8 Damage, -5 Energy
Hit: 647/1000: No
Crit: 116/1000: No
Moradin: -2 HP


Nightmare Jigglypuff issues actions
zarator issues actions
I ref
 

Moradin|Tyr
HP: 77|KO
Energy: 49|KO
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: Reflect (2 actions), Light Screen (1 actions), Burned|KO


Dorothy|Onion_Bubs
HP: 34|90
Energy: 51|68
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

tl;dw: zarator gets a crit while NJiggly wastes two actions trying to burn an already burned Beldum.


Moradin|Tyr
HP: 39|KO
Energy: 34|KO
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: Burned|KO


Dorothy|Onion_Bubs
HP: 4|90
Energy: 27|48
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

Action 1:
Dorothy: Will-o-Wisp: -7 Energy
Hit: 826/1000: No
Onion_Bubs: Iron Head: (8-5+3+0)*2/3 = 4 Damage, -9 Energy
Crit: 876/1000: No
Effect: 790/1000: No
Moradin: Iron Head (Dorothy): (8+3+3+0) = 14 Damage, -5 Energy
Crit: 7/1000: Yes
Moradin: -2 HP

Action 2:
Dorothy: Will-o-Wisp: -11 Energy
Hit: 316/1000: Yes
Onion_Bubs: Meteor Mash: (10-5+3+1.5)*2/3 = 6.333 ~ 6 Damage, -6 Energy
Hit: 508/1000: Yes
Crit: 233/1000: No
Effect: 173/1000: No
Moradin: Zen Headbutt (Dorothy): (8-3+3+0) = 8 Damage, -5 Energy
Hit: 400/1000: Yes
Crit: 83/1000: No
Moradin: -2 HP

Action 3:
Dorothy: Hex: (10+3+1.5) = 14.5 ~ 15 Damage, -6 Energy
Crit: 237/1000: No
Onion_Bubs: Iron Head: (8+3+0)*2/3 = 7.333 ~ 7 Damage, -5 Energy
Crit: 243/1000: No
Effect: 869/1000: No
Moradin: Iron Head (Dorothy): (8-3+3+0) = 8 Damage, -5 Energy
Crit: 268/1000: No
Moradin: -2 HP


zarator issues actions
Nightmare Jigglypuff issues actions
I ref
 
Iron Head (Misdreavus) - Zen Headbutt (Misdreavus) - Iron Head (Misdreavus)

If Metang bodyblocks Misdreavus, replace your respective action with Dodge and push your actions back.
 

Moradin|Tyr
HP: 39|KO
Energy: 34|KO
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: Burned|KO


Dorothy|Onion_Bubs
HP: 4|90
Energy: 27|48
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: none|-10% Evasion

Moradin stood no chance, even though it was able to take Dorothy down quickly.


Moradin|Tyr
HP: KO|KO
Energy: KO|KO
Atk: 2|1
Def: 3|2
SpA: 1|1
SpD: 3|2
Spe: 30|40
Other: KO|KO


Dorothy|Onion_Bubs
HP: KO|90
Energy: KO|28
Atk: 1|3
Def: 2|4
SpA: 4|3
SpD: 3|3
Spe: 85|43
Other: KO|-10% Evasion

Action 1:
Dorothy: Hex: (10+3+1.5) = 14.5 ~ 15 Damage, -10 Energy
Crit: 569/1000: No
Onion_Bubs: Iron Head: (8+3+0)*2/3 = 7.333 ~ 7 Damage, -9 Energy
Crit: 303/1000: No
Effect: 587/1000: No
Moradin: Iron Head (Dorothy): (8-3+3+0) = 8 Damage, -9 Energy
Crit: 972/1000: Yes
Moradin: -2 HP

Action 2:
Onion_Bubs: Meteor Mash: (10+3+1.5)*2/3 = 9.667 ~ 10 Damage, -6 Energy
Hit: 757/1000: Yes
Crit: 387/1000: No
Effect: 22/1000: Yes
Moradin: Zen Headbutt (Dorothy): targeting a dead mon, -5 Energy
Moradin: -2 HP

Action 3:
Onion_Bubs: Iron Head: (8+3+0)*2/3 = 7.333 ~ 7 Damage, -5 Energy
Crit: 189/1000: No
Effect: 663/1000: No
Moradin: Iron Head (Dorothy): targeting a dead mon, -5 Energy
Moradin: -2 HP


Rewards:

zarator: 3 CC
Tyr the Ralts: 1 EC, 3 MC, 1 DC
Moradin the Beldum: 1 EC, 2 MC, 1 DC, 1 KOC

Nightmare Jigglypuff: 3 CC
Dorothy the Misdreavus: 1 EC, 2 MC, 1 DC
Onion_Bubs the Metang: 1 EC, 2 MC, 1 DC

C$FP: 5 UC
 
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