6v6 Doubles ZombieRacoon Vs RevalationsAlan

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Ooops I think I got your names wrong. Oh well too late to change it.

Open Challege
6v6 Singles/Doubles (acceptor's choice)
2 Day DQ
2 substitutions
2 recovers/5 chills
Switch=OK
Items=ON
ASB Arena

I'll be using a team of fresh FE's.
Also ill take that challange Deadfox!
Alex later said it was doubles So here we is. Kids. TIME TO REF THIS ISH. SEND ME YO ORDERS oh wait need le pokemon first. And dang I am so hyper atm. I will be calm enough to ref I promise.

Also I will assume all abilities unless someone says otherwise


Ragnarokalex said:

Gengar (Maltia) Female
Nature:
Timid
Type:
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.
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.

Abilities:
Levitate:
Type: Trait
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.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+) (+19% Accuracy % Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks: 33 Total
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Destiny Bond
Dark Pulse
Hex
Shadow Ball
Dream Eater

Disable
Will o Wisp
Perish Song
Knock Off

Pain Split
Counter
Magic Coat
Endure

Psychic
Substitute
Venoshock
Taunt
Giga Drain
Torment
Protect
Thunderbolt
Bide
Rest
Snatch


Aggron (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 actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [HM Aggron= (8/4)-1= 1]

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 4
Weight Class: 8 (360kg) (10 with Heavy Metal)
Base Rank Total: 20

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


Attacks: 24 Total
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect

Head Smash
Dragon Rush
Superpower

Rollout
Defense Curl
Aqua Tail
Counter
Endure

Dig
Aerial Ace
Shadow Claw
Earthquake
Brick Break


Chandelure (Zakireth) Male
Nature:
Timid
Type:
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.
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.

Abilities:
Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire:
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag:
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+) (+10% Accuracy & Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19


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

Attacks: 30 Total
Ember
Minimize
Astonish
Smog
Firespin
Confuse Ray
Nightshade
Will o Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Curse
Overheat
Inferno

Endure
Heat Wave
Acid Armor

Taunt
Trick Room
Energy Ball
Psychic
Flamethrower
Sunny Day
Solar Beam
Protect
Safeguard
Toxic
Flame Charge
Substitute


Wartortle (Shorin) Male
Nature:
Modest
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish:(Dreamworld)
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 78
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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


Attacks: 36 Total
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Hydro Pump
Flash Cannon

Water Spout
Mirror Coat
Fake Out
Yawn
Brine
Aqua Ring

Muddy Water
Counter
Endure
Aqua Tail
Icy Wind
Sleep Talk

Ice Beam
Scald
Brick Break
Toxic
Surf
Rest
Reflect
Bide
Whirlpool
Substitute
Focus Blast
Swagger


SlowKing (Arlin) Male
Nature:
Relaxed
Type:
Water: STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Oblivious:
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo:
Type: 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:(Dreamworld)
Type: 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 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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


Attacks: 21 Total
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Heal Pulse
Psychic
Zen Headbutt
Power Gem
Hidden Power (Will Claim what type it is later)
Swagger
Nasty Plot

Future Sight
Safeguard
Mud Sport

Scald
Flamethrower
Light Screen


Nidoking (Gage) Male
Nature:
Mild
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:
Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry:
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Sheer Force: (Dreamworld)
Type: 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. (Dreamworld)


Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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


Attacks: 37 Total
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Thrash
Chip Away
Earth Power
Megahorn
Toxic Spikes
Horn Drill

Disable
Sucker Punch
Counter

Endure
Super Fang

Protect
Toxic
Venoshock
Ice Beam
Thunderbolt
Substitute
Shadow Ball
Flamethrower
Taunt
Pay Day
Surf
Focus Blast
Torment
Bide
Roar
Dig
Swagger

deadfox081 said:

Metagross [Processor] (U)
Nature: Quiet (+1 Spa, -15% Spe, -10% Eva)

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.
Psyhic: 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: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (50/1.15)
Size Class: 4
Weight Class: 9 [Light Metal: 7]
Base Rank Total: 22

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

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: (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 (17):
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Psychic
Meteor Mash
Agility

Earthquake
Brick Break
Flash Cannon
Grass Knot
Rock Slide

Zen Headbutt
Iron Head
Iron Defence

Crobat [Sucker] (M)
Nature: Hasty (+15% Speed, +26% Accuracy, -1 Def)

Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 150 (130*1.15)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Abilities:

Inner Focus: (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.

Infiltrator: (Innate) Through a combination of speed and cunning, this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks (24):
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Acrobatics
Air Slash
Poison Fang
Cross Poison

Fly
Sludge Bomb
Taunt
U-Turn
Shadow Ball
Double Team
Torment
Endure

Brave Bird
Hypnosis
Zen Headbutt
Giga Drain

Heat Wave
Super Fang

Lucario [Glow] (F)
Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)

Type: Fighting/Steel
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.
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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90*1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 2/5

Abilities:

Steadfast: (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: (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.

Justified: [DW LOCKED] (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (25):
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Heal Pulse
Aura Sphere
Close Combat
Extremespeed

Dig
Double Team
Rock Slide
Shadow Claw
Psychic
Earthquake

Hi Jump Kick
Blaze Kick
Bullet Punch

Infernape [Burst] (F)
Nature: Lonely (+1 Atk, -1 Def)

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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

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: (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)

Attacks (24):
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Slack Off
Acrobatics
Mach Punch
Close Combat

Dig
Flamethrower
U-Turn
Low Sweep
Rock Slide
Grass Knot
Aerial Ace
Shadow Claw
Brick Break
Will-O-Wisp

Blaze Kick
ThunderPunch
Fake Out
Counter

Hydreigon [Drogon] (M)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (98*1.15)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A

Abilities:

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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 (25):
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Rush
Outrage
Double Hit
Dragon Pulse
Hyper Voice
Body Slam
Tri Attack

Thunder Wave
Double Team
Dragon Tail
Taunt

Earth Power
Dark Pulse
Ice Fang
Head Smash
Thunder Fang
Fire Fang

Krilowatt [Fried] (F)
Nature: Naive (+15% Spe, +17% Acc, -1 SpD)

Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (105*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Abilities:

Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks (19):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Counter
Imprison

Ice Beam
Scald
Thunderbolt
Double Team
Dive

Muddy Water
Me First
Shock Wave
Now we have pokemon. But I feel we are missing Something before we start. Ah. The participants need inspiration.



1) Deadfox is First in line at the Drive through, pick your cars (pokemon) & Trick them Out (items)

2)Alex is rude and cuts you off so he picks his cars, tricks them out & hears "welcome to king burger where you can have it your way but don't get crazy"

3)Deadfox is a sad panda and orders.

4) I make yo food (ref)
 

"Sending out first with this many possible opponents could be a rather large problem... Get out there and do the best you can guys!"


Sucker @
| Burst @
 
well team, thats a difficult lead to take down, but i believe we can do it if we take our time and pick away at them. Lets start off with:

Shorin the Blastoise@Mystic Water

Maltia the Gengar@Mental Herb

Shorin: Reflect - Water Spout - Hydro Pump Burst
IF targeted by taunt, Magic coat and push actions down, but not if the taunter is taunted already
IF flinched, push actions down

Maltia: Taunt Sucker - Willowisp Sucker - Psychic Burst
IF Sucker uses Fly, Psychic Burst and push actions down
IF Hypnosis is Successfully used on you, Magic Coat that action
 

"Well, here goes nothing."

Sucker: U-Turn (Shorin) > Fly (Maltia) > Fly (Maltia)
Burst: Thunderpunch (Shorin) > Dig (Shorin) > Dig (Shorin)
 
My house was struck by lightning I can't ref, due to internet getting fried.

(I'm totally okay as is my house just my Internet box not being a surge protecter)
 
RagnarokAlex:
AOOAOO
|

Maltia | Shorin
Mental Herb | Mystic Water
HP: 90 | HP: 100
EN: 100 | EN: 100
Spe: 127 | Spe: 78
Levitate | Torrent
None | Rain Dish
No ailments | No ailments
+19 Acc | No Stat changes
No other | No other

VS.

deadfox081:
OAOAOO
|

Sucker | Burst
Focus Sash | Expert Belt
HP: 100 | HP: 100
EN: 100 | EN: 100
Spe: 150 | Spe: 108
Inner Focus | Blaze
Infiltrator | Iron Fist
No ailments | No ailments
+26 Acc | No stat changes
No other | No other


Round 1: Time for an awesome tune for an awesome battle...
♫Yodeling in Meadow Hill


...The hell? This crap is just yodeling...wait, are we rolling?

Gooooooooooooooooooooood evening, ladies and gentlemen! It's another lovely night here at ASB arena, and today's battle pits ZombieRac-erm, I mean, RagnarokAlex against Revelat-wait, no, deadfox in a 6v6 doubles battle!

Alex opens the fight with his Gengar and Blastoise, while Fox breaks out a Crobat and an Infernape. Sucker gets the first move, deciding that his presence here is a bad move at the moment and tries to U-Turn the hell out of there! Burst the Infernape backs his Crobat buddy up by throwing a Thunderpunch at Shorin the Blastoise. Alex's team, on the other hand, focuses on setting up, with Shorin building up some Reflection while Maltia the Gengar goes Taunting Sucker.

With two actions to go before he can actually hit the showers, Sucker flies into the sky to keep away from any potential damage, while Burst does the same underground. Maltia, however, manages to throw the Infernape around with Psychic first, lowering his special defense! Shorin goes for a Water Spout, but the best he's able to do is lightly spritz Sucker and that tunnel Burst is making. Speaking of fox's team, they make good on their respective attacks, Flying into Maltia's face and Digging a hole under Shorin, causing the ground beneath to collapse under the Blastoise's weight!

Sucker and Burst repeat their attacks, but not before Maltia hits the latter with Psychic powers. Shorin, still trying to squeeze his way out of the hole, sees another hole made by fox's Infernape and gets an idea that he could flush Burst out with a Hydro Pump.

It might have worked, if his shot didn't go wide.

Well, it's looking like fox has the advantage right now, but it's still way too early to tell. Can Alex turn this around? Find out after the break!

Order: Crobat, Gengar, Infernape, Blastoise

Action 1
Sucker used U-Turn! (Target: Blastoise)
-Hit chance: Irrelevant = Hit
-Crit chance (Crit <= 625 unless stated otherwise): 8641 = NOPE.
-Damage: 7 + 4.5 - 6 = 5.5 damage
Sucker will return to deadfox081 at the end of the round!
Maltia used Taunt! (Target: Crobat)
Sucker is pissed! (6 actions)
Burst used Thunderpunch! (Target: Blastoise)
-Hit chance: Irrelevant = Hit
-Crit chance: 1103 = NOPE.
-Damage: (8 + 2 + 2 + 7.5 - 6) * 1.5 = 20.25 damage!
-Effect chance (Paralyzed <= 1000): 9184 = NOPE.
Shorin used Reflect!
RagnarokAlex's team was shielded by reflect! (6 actions)
Numbers:
-Gengar: -10 EN
-Blastoise: -25.75(!) HP, -8 EN
-Crobat: -5 EN
-Infernape: -6 EN

Action 2 (Priority: Crobat, Gengar, Infernape, Blastoise, Crobat, Infernape)
Sucker flew high into the air!
Maltia used Psychic! (Target: Infernape)
-Hit chance: Irrelevant = Hit
-Crit chance: 691 = OHHHHHHHHHHH...
-Damage: ((6 + 4) + 7.5 - 4.5) * 1.5 = 19.5 damage
-Effect chance (-1 SpD <= 1000): 965 = EEEEEEYUP.
Burst's Special Defense fell! (-1 SpD, 1 round)
-Energy Cost: 5 + (4 / 2) = 7 EN
Burst dug underground!
Shorin used Water Spout!
Water Spout, Crobat:
-Hit chance: Irrelevant = NOPE.
Water Spout, Infernape:
-Hit chance: Irrelevant = NOPE.
Sucker used Fly! (Target: Gengar)
-Hit chance: Irrelevant due to nature = Hit
-Crit chance: 4223 = NOPE.
-Damage: 9 + 4.5 - 3 = 10.5 damage
Burst used Dig! (Target: Blastoise)
-Hit chance: Irrelevant = Hit
-Crit chance: 4126 = NOPE.
-Damage: (8 * .66) + 7.5 - 6 = 6.78 damage
Numbers:
-Gengar: -10.5 HP, -7 EN
-Blastoise: -6.78 HP, -7 EN
-Crobat: -10 EN
-Infernape: -19.5 HP, -10 EN

Action 3
(Priority: Crobat, Gengar, Infernape, Blastoise, Crobat, Infernape)
Sucker flew high into the air!
Maltia used Psychic! (Target: Infernape)
-Hit chance: Irrelevant = Hit
-Crit chance: 2462 = NOPE.
-Damage: (((6 + 4) + 7.5 - 4.5) * 1.5) + 1.75 = 21.25 damage!
-Effect chance (-1 SpD <= 1000): 9285 = NOPE.
-Energy Cost: 5 + (4 / 2) = 7 EN
Burst dug underground!
Shorin used Hydro Pump! (Target: Infernape)
-Hit chance (Hit <= 8000): 9433 = NOPE.
Sucker used Fly! (Target: Gengar)
-Hit chance: Irrelevant due to nature = Hit
-Crit chance: 2109 = NOPE.
-Damage: 9 + 4.5 - 3 = 10.5 damage
Burst used Dig! (Target: Blastoise)
-Hit chance: Irrelevant = Hit
-Crit chance: 6237 = NOPE.
-Damage: (8 * .66) + 7.5 - 6 = 6.78 damage
Sucker went back to deadfox081!
Numbers:
-Gengar: -10.5 HP, -11 EN
-Blastoise: -6.78 HP, -7 EN
-Crobat: -14 EN
-Infernape: -21.25(!) HP, -14 EN

Final Numbers
:
-Gengar: -21 HP, -28 EN
-Blastoise: -39 (39.31) HP, -22 EN
-Crobat: -29 EN
-Infernape: -41 (40.75) HP, -30 EN

RagnarokAlex:
AOOAOO
|

Maltia | Shorin
Mental Herb | Mystic Water
HP: 69 | HP: 61
EN: 72 | EN: 78
Spe: 127 | Spe: 78
Levitate | Torrent
None | Rain Dish
No ailments | No ailments
+19 Acc | No Stat changes
No other | No other

VS.

deadfox081:
OAOAOO
? |

? | Burst
? | Expert Belt
? | HP: 59
? | EN: 70
? | Spe: 108
? | Blaze
? | Iron Fist
? | No ailments
? | -1 SpD (1 round)
? | No other

deadfox081:

Sucker
Focus Sash
HP: 100
EN: 100
Spe: 150
Inner Focus
Infiltrator
No ailments
+26 Acc
No other


EDIT: Fixed. Also, the fly mod was on purpose - I figured that using a ranged attack on a flying pokemon would be viable, albeit with the accuracy greatly reduced. In any case, it doesn't really matter now, as the sub shows.
 
A few nitpicks..

- You forgot either Iron Fist or the Expert Belt on Infernape's Thunderpunch. It should have dealt 20.25 DMG.
- Sucker using Fly action 2 should have activated Gengar's sub and used Psychic on Burst. Note there also shouldn't have even been a modified to hit roll if an attack was aimed at Sucker, it would have missed completely.
- You forgot to take damage off Infernape at all from what should have been two Psychics.

Nevertheless these don't really effect my actions at all so I'll go ahead and order now anyway.


"Fried you can take pride of place out there. Hold onto this Magnet and Trace Maltia's Levitate on your way out. Time we got down to the real work here."

Burst: ThunderPunch (Shorin) > Grass Knot (Shorin) > ThunderPunch (Shorin)
IF
Shorin uses Mirror Coat action 2 THEN change your action to Flamethrower (Maltia)
IF Shorin is KOed THEN replace all remaining actions with Shadow Claw (Maltia)
Fried: Thunderbolt (Shorin) > Thunderbolt (Shorin) > Shock Wave (Shorin)
IF
Shorin uses Mirror Coat THEN redirect your action to Maltia
IF Shorin has clones up when you come to act THEN use Shock Wave (Shorin) and push actions back
IF Shorin is KOed THEN redirect your action to Maltia
 
RagnarokAlex:
AOOAOO
|

Maltia | Shorin
Mental Herb | Mystic Water
HP: 69 | HP: 61
EN: 72 | EN: 78
Spe: 127 | Spe: 78
Levitate | Torrent
None | Rain Dish
No ailments | No ailments
+19 Acc | No Stat changes
No other | No other

VS.

deadfox081:
OBOAOA
|

Fried | Burst
Magnet | Expert Belt
HP: 125 | HP: 59
EN: 100 | EN: 70
Spe: 121 | Spe: 108
Trace (Levitate, 6 actions) | Blaze
Magic Guard | Iron Fist
Shell Armor | None
No ailments | No ailments
+17 Acc | -1 SpD (1 round)
No other | No other


Round 2: Sieging Impenetrable Walls

We're back, folks! Looks like Alex has decided to go on the defensive, as Shorin opens the round by Protecting against any incoming attacks - a wise move, as Fried the Krillowatt and her Infernape companion Burst start ganging up on the Blastoise, hitting him with Thunderbolt and Thunderpunch, respectively! Maltia, still left alone to her own devices, decides to harass Burst further by letting loose some more Psychic powers.

This time, it's Alex's Gengar who provides the Protection for Shorin, who, seeing Burst gathering some Grass to Knot the giant turtle with, sends the monkey flying with a Hydro Pump! Again, Fried lets loose a Thunderbolt, with little success.

You'd probably guess Shorin's going to Protect again, right? Well, he does, and renders Fried's Shock Wave useless. Alas, Burst doesn't even get a chance to move this time, having been thrown into submission by another Psychic attack from Maltia!

First blood goes to Alex and his boys, but they're a little low on energy from all that shieldwork. They'll have to lower their guard soon - will fox find an opening? Find out after the break!

Order: Gengar, Krillowatt, Infernape, Blastoise

Action 1 (Priority: Blastoise, Gengar, Krillowatt, Infernape)
Shorin used Protect!
Shorin is protecting himself!
Maltia used Psychic! (Target: Infernape)
-Hit chance: Irrelevant = Hit
-Crit chance: 7624 = NOPE.
-Damage: (((6 + 4) + 7.5 - 4.5) * 1.5) + 1.75 = 21.25 damage!
-Effect chance (-1 SpD <= 1000): 5278 = NOPE.
-Energy Cost: 5 + (4 / 2) = 7 EN
Fried used Thunderbolt! (Target: Blastoise)
Shorin protected himself!
-Damage (for energy cost): ((10 + 3 + 4.5 - 6) * 1.5) + 4 = 21.25 damage!
Burst used Thunderpunch! (Target: Blastoise)
Shorin protected himself!
-Damage (for energy cost): ((8 * .66) + 2 + 2 + 7.5 - 6) * 1.5 = 16.17 damage
-Energy cost: 7 + (37.42 / 2.5) = 21.97 EN
Numbers:
-Gengar: -15 EN
-Blastoise: -21.97 EN
-Krillowatt: -6 EN
-Infernape: -21.25(!) HP, -6 EN

Action 2
Maltia used Protect! (Target: Blastoise)
Maltia is shielding Shorin!
Fried used Thunderbolt! (Target: Blastoise)
Maltia blocked the attack!
-Damage (for energy cost): ((10 + 3 + 4.5 - 6) * 1.5) + 4 = 21.25 damage!
Burst used Grass Knot! (Target: Blastoise)
Maltia blocked the attack!
-Damage (for protect's energy cost): (8 + 6 - 6) * 1.5 = 12 damage
-Energy cost for grass knot: 4 + (4 / 2) = 6
Shorin used Hydro Pump! (Target: Blastoise)
-Hit chance (Hit <= 8000): 1981 = NOPE.
-Crit chance: 5089 = NOPE.
-Damage: ((12 + 3 + 6 - 4.5) * 1.5) + 4) = 28.75 damage!
-Protect, Energy cost: 7 + (33.25 / 2.5) = 20.3 EN
Numbers:
-Gengar: -20.3 EN
-Blastoise: -7 EN
-Krillowatt: -10 EN
-Infernape: -28.75(!) HP, -6 EN

Action 3 (Priority: Blastoise, Gengar, Krillowatt, Infernape)
Shorin used Protect!
Shorin is protecting himself!
Maltia used Psychic! (Target: Infernape)
-Hit chance: Irrelevant = Hit
-Crit chance: I don't think it really matters at this point = NOPE.
-Damage: (((6 + 4) + 7.5 - 4.5) * 1.5) + 1.75 = 21.25 damage!
-Energy Cost: 5 + (4 / 2) = 7 EN
Burst fainted!
Fried used Shock Wave! (Target: Blastoise)
Shorin protected himself!
-Damage (for energy cost): ((6 + 3 + 4.5 - 6) * 1.5) + 4 = 15.25 damage
-Energy cost: 7 + (15.25 / 2.5) = 13.1 EN
Numbers:
-Gengar: -7 EN
-Blastoise: -13.1 EN
-Krillowatt: -3 EN
-Infernape: -9 HP

Final Numbers
:
-Gengar: -42 (42.3) EN
-Blastoise: -42 (42.07) EN
-Krillowatt: -19 EN
-Infernape: -59 HP, -12 EN

RagnarokAlex:
AOOAOO
|

Maltia | Shorin
Mental Herb | Mystic Water
HP: 69 | HP: 61
EN: 30 | EN: 36
Spe: 127 | Spe: 78
Levitate | Torrent
None | Rain Dish
No ailments | No ailments
+19 Acc | No Stat changes
1 KO | No other

VS.

deadfox081:
OOOXOA
|

Fried | Burst
Magnet | Expert Belt
HP: 125 | HP: KO
EN: 81 | EN: 58
Spe: 121 | Spe: 108
Trace (Levitate, 3 actions) | Blaze
Magic Guard | Iron Fist
Shell Armor | None
No ailments | Faint
+17 Acc | No stat changes
No other | No other

deadfox081:

Sucker
Focus Sash
HP: 100
EN: 100
Spe: 150
Inner Focus
Infiltrator
No ailments
+26 Acc
No other
 

"Rather unfortunate to lose the first team member but in a match this side we can surely come back from it. Drogon, its your turn to show your true potential. Take a Razor Fang with you!"
 
Okay I'm a little past waiting for this. After two VMs from the ref and more than 6 days I'm ready to call DQ.

If you could dish out the prizes please Wanderer, it would be much appreciated.
 
Well, after a little over a week of silence, I'm afraid I'm gonna have to...

*sigh* Man, this is the third DQ in a row...

[hide="The Battle is over! deadfox081 wins by default!]RagnarokAlex:
AOOAOO
|

Maltia | Shorin
Mental Herb | Mystic Water
HP: 69 | HP: 61
EN: 30 | EN: 36
Spe: 127 | Spe: 78
Levitate | Torrent
None | Rain Dish
No ailments | No ailments
+19 Acc | No Stat changes
1 KO | No other

VS.

deadfox081:
OOOXOA
|

Fried | Burst
Magnet | Expert Belt
HP: 125 | HP: KO
EN: 81 | EN: 58
Spe: 121 | Spe: 108
Trace (Levitate, 3 actions) | Blaze
Magic Guard | Iron Fist
Shell Armor | None
No ailments | Faint
+17 Acc | No stat changes
No other | No other[/hide]

Prizes:
RagnarokAlex:
Nothing :(

Classical:
Nothing :(

deadfox081:
4 CC
Metagross: 3 MC
Crobat: 3 MC
Lucario: 2 MC and 1 DC
Infernape: 3 MC
Hydreigon: 3 MC
Krillowatt: 3 MC

The Wanderer:
3 UC
 
Do I really get full counters for a DQ? I thought it was just up to what I had sent out.. Not that I'm complaining that is.
 
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