2v2 Tag Battle (DS/SL v HD/R) [Rofl]

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2 & 2 V 2 & 2
Tag Battle
2 Recovers / 5 Chills
Arena: Team Unbeatable Arena
btw switch=ko, no items, all abilities
Welcome to the TEAM UNBEATABLE ARENA! This arena is constructed specifically for the unbeatable team that is the best ever. It's a large boxing ring-like platform surrounded by hundreds of Team Unbeatable fans in the crowd! There is a large symbol in the center of the platform with two large heads, one a Drapion and the other an Aggron. The platform is made of dirt, so it's stable for Earthquakes and there are places to Dig. There is a water source for Water moves like Surf.


Turn order will consist of (I don't really care how you guys order as long as it's the team order I have layed out, whether that be one person posting for both of you or both of you posting in either order):
DarkSlay and SmashLloyd send out pokes
HD and Red send & declare actions
DS & SL declare actions
I ref
Team DSSL actions
Team HDR actions
I ref
Team HDR actions
Team DSSL actions
ref ad inf.

fhlg guys
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
*waves to the crowd* Hello, our awesome fans! You're in for a treat today! Watch as Team Unbeatable once again becomes the heroes of the day!

I'll start out with a veteran to Doubles battles. She's no stranger to battling and winning: you know who it is!

Go, Salmon the Slowking! Go about this battle at your Own Tempo!
 
Alright, Haunter! At this point, we hit 9/9 and could evolve to Gengar. I don't think we can get KO'd this round, so let's go for it!

After that, use Shadow Ball and Thunderbolt on Slowking!

Evolve~Shadow Ball~Thunderbolt
 
COLOSSOIL I GUESS

CRUNCH SLOWKING~EQ~CRUNCH SLOWKING
---IF MACHAMP TRIES TO HIT YOU YOU SURE AS FUCK BETTER DODGE BRO (IE DIG)
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Yeehaw, what a great match-up! We've got to teach these two how to battle as a team, so let's show some teamwork!

Salmon, start off the round by punishing these two for using fast Pokemon. That's right: Trick Room! That'll make you faster than Gengar and Colossoil for sure! Also, Colossoil will be forced to use those Digs on Machamp AFTER Machamp attacks! Next, use your Psychic powers to nail Gengar for great damage! Use Psychic on Gengar again to put it in its place!

So:

Trick Room -> Psychic (Gengar) -> Psychic (Gengar)
 
Alright, let's do this!

Machamp, start off with a Foresight on Gengar. Being a Ghost won't save him now! Then smash Colossoil with a Dynamicpunch; you're faster than him now. Finish the round by Dynamicpunching Gengar!

Foresight Gengar~Dynamicpunch Colossoil~Dynamicpunch Gengar
 
The first Pokemon are chosen! Upon entering the field, Haunter evolves into Gengar at the cost of 20 Energy!

Slowking [Salmon] (F)
Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.)

Type: Psychic / Water
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ***
Def: ****(+)
SpA: ****
SpD: ****
Spe: 26 (-)

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

Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Psychic
Slack Off

Future Sight (*)
Block (*)
Mud Sport (*)

Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Trick Room
Hidden Power (Grass, 7)


Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: *****
Def: ***
SpA: ****(+)
SpD: ***
Spe: 47 (-)

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

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)

Colossoil [Card Shark] (Male)*
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Dark/Water
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).


Stats:
HP: 120
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 95

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

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW - Activated): (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:
Leer*
Tackle*
Mud Shot*
Bubblebeam*
Rapid Spin*
Mud Bomb*
Pursuit*
Crunch
Muddy Water
Earth Power*
Water Spout*
Dive*
Taunt*
Double Team*
Rain Dance*
Earthquake


Gastly* [Cloak] (Male)
Nature: Bold (+*Def, -*Att)

Type:
Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Att: **(-)
Def: ***(+)
SpAtt: *****
SpDef: ***
Spe: 110

EC: 9/9
MC: 0

Abilities:
Levitate: 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:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse

Fire Punch*
Ice Punch *
Will-o-Wisp*

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute


Here we go! More hide tags coming up!

Slowking [Salmon]
HP: 100
Energy: 100
Boosts: None
Other: Nope


Machamp [Chuck Norris]
HP: 100
Energy: 100
Boosts: None
Other: Nope


Colossoil [Card Shark]
HP: 120
Energy: 100
Boosts: None
Other: Nope


Gengar [Cloak]
HP: 90
Energy: 80
Boosts: None
Other: Nope


Cloak, although the fastest on the field, is momentarily regaining his composure from evolving so suddenly, so Card Shark takes the initiative for Team HDR and blasts through the ring, viciously Crunching Salmon. So shocking is the intensity of this hit, Slowking’s defense is lowered! This is Team DSSL’s home turf though. As they slowly but surely get back up on their feet, Chuck Norris gives a nice good look at Cloak, identifying it and finding a place to whack it before it goes immune from his strong fighting-type attacks. Salmon apparently isn’t happy with the decoration in the arena and summons a sort of warped universe. It seems Team DSSL is a lot more comfortable here!

Slowking kicks off this shift in momentum by shocking Gengar with a strong dose of Psychic powers. Machamp is also able to take advantage by putting a crazy fist of DynamicPunch in Card Shark’s face, slightly confusing him in the process. Somewhat bewildered, the Colossoil goes for everyone by creating a giant Earthquake that shakes the whole arena. Gengar, in tune with the Psychic powers launched at him earlier, finds Slowking to hit him with a menacing Shadow Ball.

By this point, the flashing of Trick Room has subsided and lead way to a set of invisible walls, slightly dulling the roar of the crowed for the battlers. More attacks flash quickly – while Slowking again hits Cloak with a nasty Psychic attack, Chuck Norris remembers his observations and this time nails Gengar with a DynamicPunch, severely confusing it. Team HDR responds by also going for the throat. While Colossoil heads over and blasts Slowking with another Crunch, again lowering its defense, Gengar is still reeling from the recent actions and ends up hitting himself in the confusion of the situation.

Colossoil sees the hit he landed and snaps out of his confusion, while Gengar still seems to be loopy (two actions). Slowking is hurting from the repeated bites and still seems to have some trouble keeping up its defense (-1), but the Trick Room it set up looks to last for a while still (four rounds). Still, Salmon is looking a bit worn.

Gengar – evolve (20)
Soil – crunch king (def drop) (19) (5)
Champ – foresight gar (6)
King – tr (10)

King – psychic gar (20) (6)
Champ – dpunch soil (slight confusion) (24) (8)
Soil – eq (15, 16) (6)
Gar – sball king (19) (5)

King – psychic gar (21) (10)
Champ – dpunch gar (severe confusion) (11) (12)
Soil – crunch king (def drop) (20) (5)
Gar – confusion (3)



Slowking [Salmon]
HP: 27
Energy: 74
Boosts: -1 Defense
Other: Nope


Machamp [Chuck Norris]
HP: 84
Energy: 74
Boosts: None
Other: Nope


Colossoil [Card Shark]
HP: 96
Energy: 84
Boosts: None
Other: Nope


Gengar [Cloak]
HP: 35
Energy: 75
Boosts: None
Other: Nope
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Grim times for you, Salmon, but you'll be getting the last laugh on this one. Use a combo move of Confusion + Psychic to increase the intensity of your Psychic attack, dealing significant damage to Gengar! Then rest an action after the combo, and if you're still alive, finish off the round with a Slack Off!

So:

Confusion + Psychic (Gengar) -> Recharge -> Slack Off
 
crunch slowking~earthquake~earthquake

fuck i kind of doubt you factored in my PRESSURE rolf

:(
 

Slowking [Salmon]
HP: 27
Energy: 74
Boosts: -1 Defense
Other: Nope


Machamp [Chuck Norris]
HP: 84
Energy: 78
Boosts: None
Other: Nope


Colossoil [Card Shark]
HP: 96
Energy: 84
Boosts: None
Other: Nope


Gengar [Cloak]
HP: 35
Energy: 75
Boosts: None
Other: Nope


The round starts as the same mess the round before. Cloak starts weaving around in the shadowy depths, and keeps its head just enough to pop Salmon with a Shadow Sneak before its headache takes over. Salmon focuses after the small blip and sends a very Confusing Psychic at Cloak, hitting it for some pretty good damage as well as greatly enhancing the poor guy's headache. It seems Machamp has had enough of Cloaks stealthiness and pops it with a Fire Blast, knocking it unconscious. Card Shark seems intent on a certain tasty Salmon and tries it out with a nice Crunch. Salmon tries to recover from the blow but falls to the ground with Cloak.

Chuck Norris and Card Shark look at each other, somewhat confused. Both of their partners have fainted! Chuck Norris flies first at Colossoil, giving it a Dynamic Punch that again only slightly confuses Card Shark. This is enough to throw him off of his game though as Card Shark flails and hits himself a couple times. Chuck Norris chuckles and sends a giant Focus Blast to deal heavy damage again to Card Shark, but Card Shark recovers from his funny state of mind to smack Norris with an Earthquake.

Trick Room lasts for 3 more rounds.

king psy+c ?? 10
champ firb KO
soil crunch 20 5 KO
gar ss 7
---
champ dp 24 8 (slight)
soil 7 itself
---
champ focb 20 6
soil eq 15 6



Slowking [Salmon]
HP: KO
Energy: KO
Boosts: -1 Defense
Other: Nope


Machamp [Chuck Norris]
HP: 69
Energy: 64
Boosts: None
Other: Nope


Colossoil [Card Shark]
HP: 52
Energy: 73
Boosts: None
Other: Nope


Gengar [Cloak]
HP: KO
Energy: KO
Boosts: None
Other: Nope


Rediamond, send out your last Pokemon. DarkSlay will follow with his. Then team HDR will issue actions, then DSSL.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Some like it HOT. I know a cool cat who doesn't give a FUDGE about weather, since he's a monster.

Come on out, Lumber the Conkeldurr!
 
Sorry, had to wait for something. Anyways, let's abuse minus speed natures and No Gaurd to the fullest!

Fire Blast~Flamethrower~Fire Blast

all on Machamp, but switch to Conkeldurr if Machamp goes down.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
All right big guy, Trick Room is still up for a while, so let's go ahead and take advantage of it!

Start off the round by using your might to throw a Rock Slide at both Ninetales and Colossoil! That will mix well with your partner's confusing attacks! Then smack Colossoil with an Iron Fist boosted Hammer Arm to smack it hard! Finish off the round with another Rock Slide
 
Please welcome our newcomers!


Vulpix(*) [Sunshine] (Female)
Nature: Modest (+SpAtt, -Att)

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. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: **(-)
Def: ***
SpAtt: ****(+)
SpDef: ****
Spe: 100


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

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split

Protect*
Toxic*
Return*
Dig


Conkeldurr [Lumber] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 110
Atk: *****(+1)(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 45

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

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (UNLOCKED): (Innate) This 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)

Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Focus Punch
Hammer Arm
Foresight

Drain Punch (*)
Mach Punch (*)
Detect (*)

Bulk Up (*)
Rock Slide (*)
Payback (*)
Taunt



Conkeldurr [Lumber]
HP: 110
Energy: 100
Boosts: Nope
Other: Nope


Machamp [Chuck Norris]
HP: 69
Energy: 64
Boosts: None
Other: Nope


Colossoil [Card Shark]
HP: 52
Energy: 73
Boosts: None
Other: Nope


Ninetales [Sunshine]
HP: 100
Energy: 90
Boosts: None
Other: Nope


It seems in the fray our poor ref was knocked out for a while (full anesthesia??) necessitating a stoppage in the action. As he returns to consciousness though, so does the competition! It heats up literally too as Ninetales comes out, summing strong sunlight with her. Conkeldurr, now the slowest Pokemon out in these Trick Room settings, starts off by pummeling the opposing team in a Rock Slide while Machamp quickly rolls over to the newcomer Ninetales to deftly Dynamicpunch it in the noggin, confusing it for 2 actions! Colossoil, not wishing to harm his teammate, hurls a Mud Bomb at Machamp, but Machamp seems to brush it off pretty effortlessly. Ninetales on the other hand is having trouble adjusting to the sudden fray and hits itself in confusion!

With Ninetales having problems, DSSL instruct their Pokemon to turn their attention to Card Shark. Two strong STAB fighting moves in an Iron Fist Hammer Arm (which only seems to make Conkeldurr even more agile in this awkward environment!) and a No Guard Dynamicpunch leave Card Shark reeling, unable to battle. Ninetales seems to have harnessed enough confidence now to send a searing Flamethrower at Chuck Norris. Conkeldurr and Machamp, now with only one target to turn to, each again take a smack at the other that dares to oppose them with a Rock Slide and Focus Blast combo.

Needless to say, the crowd goes wild.

Trick Room will be up for 2 more rounds.

Conk rs (21, 6) (7)
Machamp dp (16) (7) (2 turn)
soil mb (9) (6)
tales HIT (3) (2)
---
Conk ha (29) (7) (-1 spe)
Machamp dp (KO) (12)
Ninetales ft (18) (6)
---
Conk rs (21) (6)
Machamp fb (15) (5)
Ninetales fb (20) (7)



Conkeldurr [Lumber]
HP: 110
Energy: 86
Boosts: -1 Spe
Other: Nope


Machamp [Chuck Norris]
HP: 22
Energy: 40
Boosts: None
Other: Nope


Colossoil [Card Shark]
HP: KO
Energy: KO
Boosts: None
Other: Nope


Ninetales [Sunshine]
HP: 24
Energy: 75
Boosts: None
Other: Nope


HD, send out a Pokemon. DSSL will then order actions, and then HDR. Also, check my calcs since I'm on vicodin at the time of writing this.
 
Seeing as HD only sent in two Pokemon, his newcomer is Beartic!

Beartic [Yeti] (Male)*
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)

Type: Ice
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50

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

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Swift Swim (DW - Activated): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks:
Powder Snow*
Growl*
Bide*
Icy Wind*
Fury Swipes*
Brine*
Endure*
Icicle Crash
Avalanche*
Ice Punch*
Night Slash*
Hone Claws*
Blizzard*
Dig*
Swords Dance
Bulldoze
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Okay Conkeldurr, time to go ahead and smack our challengers silly! Use a Rock Slide to smack both of your targets for super effective damage! Then aim at Beartic (it should be the last Pokemon standing) and smash it with a Hammer Arm. Finally, finish off the round with another Hammer Arm.

IF NINETALES IS ALIVE AFTER THE FIRST ACTION, aim your Hammer Arm at Ninetales.
 
Alright, let's go out with a bang!

Ninetales, use a Quick Attack combined with a Flamethrower (combo) on Machamp!

The basis is that due to your natural use of the fire type (STAB) and all of this nice sunlight to boost heat, you should be able to create a stream of fire while moving during Quick Attack, creating a tackle of extreme heat and fire typing by spewing out fire from your mouth as you run to strike for decent damage and possibly a KO on Machamp. If on action three you are still alive use Fire Blast on Conkeldurr.

[Flamethrower+Quick Attack]~Recharge~Fire Blast


(This means I'm officially OK with combo attacks)
 
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