2v2 NFE Doubles: IceBug vs. Ragnarokalex

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The Rules:
2v2 Doubles (One NFE, one Strongmon)
1 Day DQ/36 hours ref
1 Recover/2 Chill
Switch = Lawl
Items = On
Abilities = All
IceBug's Team:

Chingling Trill (F)
Nature: Calm (+1 SpD, -1 Atk)

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 attacks regardless of weight difference. 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 3
SpD: Rank 3 (+)
Spe: 45
Size Class: 1
Weight Class: 1

EC: 1/6
MC: 2

Abilities:
Levitate: (Innate) 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.

Attacks:

Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment

Disable
Hypnosis
Recover

Taunt
Reflect
Light Screen


Venonat Dustwing (F)
Nature: Timid (+15% Speed, +7% Accuracy, -1 Atk)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (45*1.15)
Size Class: 2
Weight Class: 3

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away: (DW) (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Attacks:

Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam

Giga Drain
Toxic Spikes
Rage Powder

Protect
Toxic
Venoshock


Ragnarokalex:

Aron (Malthir) Male
Nature:
Adamant
Type:
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.
Rock: STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal: (Dreamworld)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4 (60 kg)
Base Rank Total: 15

EC: 3/9
DC: 1/5
MC: 0


Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Protect

Head Smash
Dragon Rush
Superpower

Dig
Aerial Ace
Shadow Claw


Riolu (Aerza) Female
Nature:
Brave
Type:
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Prankster: (Dreamworld)
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 51 (-) (-10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 2/6
DC: 1/5
MC: 2


Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech

Blaze Kick
Bullet Punch
Sky Uppercut

Protect
Payback
Swagger


Syclar (Nyri) Female
Nature:
Brave
Type:
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: STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes:
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer:
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW):
Type: Innate
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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 77 (-) (-10% Evasion Flat)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 5/6
DC: 4/5
MC: 0


Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Icicle Crash
X-Scissor

Superpower
Earth Power
String Shot

Acrobatics
Struggle Bug
Rock Slide
Taunt
Dig
Swagger
U-Turn


Ragnarokalex sends out 2 Pokemon and gives actions
IceBug's actions
I ref
 
lets go with Aerza the Riolu and Nyri the Syclar

Nyri: Taunt Trill - Bug Buzz - Rock Slide
IF Trill isnt taunted for whatever reason A2, use Taunt on it again

Aerza: Swagger Dustwing - Blaze Kick Dustwing - Blaze Kick Dustwing
If Dustwing uses Protect, use Feint on it that action and push actions down
 
Dustwing: Stun Spore (Nyri) - Confusion + Psybeam combo (Aerza)

Trill: Cry (but really, Astonish (Aerza) - Confusion (Aerza) - Confusion (Aerza))


Good luck, folks.
 
Bug Buzz didn't have a target, so I RNGed the target. Also, check for mistakes, as I did this when I was tired and it was a little messy.

Trill|Dustwing
HP: 90|90
Energy: 100|100
Atk: 1|1
Def: 2|2
SpA: 3|2
SpD: 3|2
Spe: 45|52
Other: none|+7% Acc

Aerza|Nyri
HP: 90|90
Energy: 100|100
Atk: 4|4
Def: 2|2
SpA: 2|3
SpD: 2|2
Spe: 51|77
Other: -10% Evasion|-10% Evasion

Sorry, but it is 11:50 and I am particularly tired tonight.


Trill|Dustwing
HP: 63|28
Energy: 89|87
Atk: 1|1
Def: 2|2
SpA: 3|2
SpD: 3|2
Spe: 45|52
Other: Taunt (3 actions)|+7% Acc, +1 Atk

Aerza|Nyri
HP: 59|90
Energy: 75|78
Atk: 4|4
Def: 2|2
SpA: 2|3
SpD: 2|2
Spe: 51|77
Other: -10% Evasion|-10% Evasion, Paralyzed (20%)

Action 1:
Nyri: Taunt(Trill): 10 Energy
Aerza: Swagger(Dustwing): 7 Energy, 4 actions
Dustwing: Stun Spore(Nyri): 7 Energy
Trill: Astonish(Aerza): 4 + (1-2)*1.5 = 2.5, rounds to 3 Damage, 3 Energy

Action 2:
Aerza: Blaze Kick(Dustwing): [9 + (4-2)*1.5]*1.5 = 18 Damage, 7 Energy
Dustwing: hits self: 4 + (1-2)*1.5 + (2-0)*1.75 = 6 Damage, 3 Energy
Trill: Confusion(Aerza): [5 + 3 + (3-2)*1.5]*1.5 = 14.25, rounds to 14 Damage, 2 Energy
Nyri: Bug Buzz(Trill): [9 + 3 + (3-3)*1.5]*1.5 = 18 Damage, 6 Energy

Action 3:
Aerza: Blaze Kick(Dustwing): [9 + (4-2)*1.5]*1.5 = 18 Damage, 11 Energy
Dustwing: hits self: 4 + (1-2)*1.5 + (2-0)*1.75 = 6 Damage, 3 Energy
Trill: Confusion(Aerza): [5 + 3 + (3-2)*1.5]*1.5 = 14.25, rounds to 14 Damage, 6 Energy
Nyri: Rock Slide(Trill): 6 + (4-2)*1.5 = 9 Damage, 6 Energy
Nyri: Rock Slide(Dustwing): [6 + (4-2)*1.5]*1.5 = 13.5, rounds to 14 Damage


IceBug's actions
Ragnarokalex's actions
I ref
 
Dustwing: Confusion + Psybeam (Aerza) - cooldown - Toxic (Nyri)

Trill: Confusion (Aerza) x3

If Aerza Protects Action 1:

Dustwing: Switch order of moves (Toxic, then combo)

Trill: Switch target
 
Aerza: Swagger Dustwing - Blaze kick Dustwing - Payback Trill
If successfully hit by the combo A1, switch Actions after it to Endure - Blaze Kick Dustwing

Nyri: Rock Slide - X-Scissor Trill - X-Scissor Trill
If Fully Paralyzed A1, use Ice Shard Targetting Dustwing A2
 

Trill|Dustwing
HP: 63|28
Energy: 89|87
Atk: 1|1
Def: 2|2
SpA: 3|2
SpD: 3|2
Spe: 45|52
Other: Taunt (3 actions)|+7% Acc, +1 Atk

Aerza|Nyri
HP: 59|90
Energy: 75|78
Atk: 4|4
Def: 2|2
SpA: 2|3
SpD: 2|2
Spe: 51|77
Other: -10% Evasion|-10% Evasion, Paralyzed (20%)

Aerza and Nyri are very mean to Dustwing, constantly attacking her until she falls to the ground and doesn't get back up. Dustwing puts up a bit of a fight before going down, while Trill wears Aerza down until she also falls. Nyri's back hurts too much to move the last action.


Trill|Dustwing
HP: 43|-4
Energy: 47|75
Atk: 1|1
Def: 2|2
SpA: 3|2
SpD: 3|2
Spe: 45|52
Other: none|+7% Acc, +2 Atk

Aerza|Nyri
HP: 1|89
Energy: 46|67
Atk: 4|4
Def: 2|2
SpA: 2|3
SpD: 2|2
Spe: 51|77
Other: -10% Evasion|-10% Evasion, Paralyzed (10%), Toxic (1, 1, 2)

Action 1:
Aerza: Swagger(Dustwing): 7 Energy, 3 actions
Trill: Confusion(Aerza): [5 + 3 + (3-2)*1.5]*1.5 = 14.25, rounds to 14 Damage, 10 Energy
Nyri: Rock Slide(Trill): 6 + (4-2)*1.5 = 9 Damage, 6 Energy
Nyri: Rock Slide(Dustwing): [6 + (4-2)*1.5]*1.5 = 13.5, rounds to 14 Damage
Dustwing: Confusion+Psybeam(Aerza): [7 + 5 + (2-2)*1.5]*1.5 = 18 Damage, (5 + 3)*1.5 = 12 Energy

Action 2:
Aerza: Blaze Kick(Dustwing): [9 + (4-2)*1.5]*1.5 = 18 Damage, 7 Energy
Trill: Confusion(Aerza): [5 + 3 + (3-2)*1.5]*1.5 = 14.25, rounds to 14 Damage, 14 Energy
Nyri: X-Scissor(Trill): [8 + 3 + (4-2)*1.5]*1.5 = 21 Damage, 5 Energy

Action 3:
Aerza: Payback: [5 + (4-2)*1.5]*1.5 = 9.75, rounds to 10 Damage, 7 Energy
Trill: Confusion(Aerza): [5 + 3 + (3-2)*1.5]*1.5 = 14.25, rounds to 14 Damage, 18 Energy
Nyri: fully paralyzed


Ragnarokalex's actions
IceBug's actions
I ref
 
That, and I'm not sure why Aerza continues to move before Dustwing, seeing as I'm at 52 speed, and Aerza is at 51.

So basically, the changes to be made that:

Dustwing is still dead, but gets Toxic off on Nyri, which hits guaranteed due to the accuracy modifiers in place. Nyri is at 89 health.
Aerza has 1 HP, and 8 less energy (difference in energy between Endure and Payback).
Trill has 10 HP more, having never been hit by Payback.

And due to a decree by Deck (not that this really matters here, but so you know in the future), the Confusion+Psybeam combo gets an extra bonus which gives it 19 BP. It's in the ASB Policy Advisory for this month.
 
yep, saw the combo increase, thats y i bothered with the sub for the combo lol.

Aerza: - Taunt - Quick Attack + Blaze Kick Combo - Cooldown

Nyri: X-Scissor - X-Scissor - X-Scissor
If Aerza isnt KOd by your Turn A1, switch first action to a X-Scissor + X-Scissor Combo
 
Wrap (Aerza) - Confusion (Nyri) - Confusion (Nyri)

Eh, I'll take 1 KO, especially with all the copious taunting I find in every Chingling match. gg Ragnarokalex, hopefully your X-Scissors can kill me this round, so I don't have to prolong Trill's suffering...
 
Sorry, I have no idea why I made so many mistakes.

Trill
HP: 43
Energy: 47
Atk: 1
Def: 2
SpA: 3
SpD: 3
Spe: 45
Other: none

Aerza|Nyri
HP: 1|89
Energy: 46|67
Atk: 4|4
Def: 2|2
SpA: 2|3
SpD: 2|2
Spe: 51|77
Other: -10% Evasion|-10% Evasion, Paralyzed (10%), Toxic (1, 1, 2)

Aerza makes fun of Trill's funny looking ears or whatever those are, while Trill constricts Aerza like a snake would, knocking Aerza out. Nyri attacks Trill with claws, while Trill uses psychic energy to attack, but Nyri comes out on top.


Trill
HP: -20
Energy: 36
Atk: 1
Def: 2
SpA: 3
SpD: 3
Spe: 45
Other: Taunt (3 actions)

Aerza|Nyri
HP: -1|89
Energy: 36|40
Atk: 4|4
Def: 2|2
SpA: 2|3
SpD: 2|2
Spe: 51|77
Other: -10% Evasion|-10% Evasion, Paralyzed (10%), Toxic (1, 1, 2)

Action 1:
Aerza: Taunt: 10 Energy
Trill: Wrap(Aerza): 3 + (1-2)*1.5 = 1.5, rounds to 2 Damage, 3 Energy
Nyri: X-Scissor(Trill): [8 + 3 + (4-2)*1.5]*1.5 = 21 Damage, 5 Energy

Action 2:
Trill: Confusion: 5 + 3 + (3-2)*1.5 = 9.5, rounds to 10 Damage, 2 Energy
Nyri: X-Scissor(Trill): [8 + 3 + (4-2)*1.5]*1.5 = 21 Damage, 9 Energy

Action 3:
Trill: Confusion: 5 + 3 + (3-2)*1.5 = 9.5, rounds to 10 Damage, 6 Energy
Nyri: X-Scissor(Trill): [8 + 3 + (4-2)*1.5]*1.5 = 21 Damage, 13 Energy


IceBug:
2 TC.
Chingling and Venonat each get 1/2/1 - EC/MC/DC.
Chingling gets 1 KOC.

Ragnarokalex:
2 TC.
Riolu and Syclar each get 1/2/1/1 - EC/MC/DC/KOC.

C$FP gets 4 RC.
 
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