A frosty warrior of ICE (not water!)

Geodude6

Look at my shiny CT!
4vs4 Doubles Strongmons
Arena: Forlorn Graveyard (aka ghost gym, latest edition)
Switch: OK
Item: OK
2 day DQ
2 subs
2 recovers/5 chills

waterwarrior said:
Thanks for reffing :)
Swampert (Kippy) Male
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Torrent
: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14
Damp (DW ability- UNLOCKED): (Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (86/94 total moves)
Physical:
Aqua Tail
Avalanche*
Bide*
Body Slam
Brick Break
Bulldoze
Counter
Dig*
Dive
Double-Edge
DynamicPunch
Earthquake
Endeavor
Facade
Fling
Focus Punch
Frustration
Giga Impact
Hammer Arm
Ice Ball
Ice Punch
Iron Tail
Low Kick
Mega Kick
Mega Punch
Outrage
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Seismic Toss
Stomp
Stone Edge
Strength
Superpower
Tackle*
Take Down
Waterfall*
Special:
Blizzard
Earth Power
Echoed Voice
Focus Blast
Hidden Power Grass (7)
Hydro Cannon
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-slap*
Mud Shot
Muddy Water
Round
Scald
Sludge Wave
Snore
Surf
Uproar
Water Gun*
Water Pledge
Water Pulse
Whirlpool
Status:
Attract
Curse*
Double Team
Endure
Foresight*
Growl*
Hail
Mimic
Mud Sport*
Protect
Rain Dance
Refresh
Rest*
Roar
Sleep Talk
Stealth Rock
Substitute
Swagger
Toxic
Wide Guard
Yawn*
To Purchase:
Defense Curl, Captivate, Sludge, Ancientpower, Natural Gift, Bite, Headbutt (3 MC)
448.gif

Lucario (Phoenix) Male
Nature: Hasty (+Spe, -Def, +12% Acc)
Type: Fighting/ Steel
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 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.
Abilities:
Steadfast: (Passive) 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: (Passive) 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 ability- UNLOCKED): (Passive) 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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90x1.15)
+12% Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks: (68/ 99 total moves)
Physical:
Blaze Kick
Bone Rush
Bonemerang
Brick Break
Bulldoze
Bullet Punch
Circle Throw
Close Combat
Counter
Cross Chop
Crunch
Dig
Drain Punch
Dual Chop
Earthquake
Extremespeed
Feint
Focus Punch
Force Palm
Frustration
Giga Impact
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Low Sweep
Metal Claw
Payback
Quick Attack
Reversal
Return
Rock Slide
Shadow Claw
Sky Uppercut
Stone Edge
ThunderPunch
Special:
Aura Sphere
Dark Pulse
Dragon Pulse
Final Gambit
Flash Cannon
Focus Blast
Hidden Power Grass (7)
Hyper Beam
Psychic
Shadow Ball
Vacuum Wave
Status:
Agility
Calm Mind
Copycat
Detect
Double Team
Endure
Follow Me
Foresight
Heal Pulse
Helping Hand
Magnet Rise
Me First
Metal Sound
Mind Reader
Nasty Plot
Protect
Rest
Screech
Substitute
Swords Dance
Toxic
Work Up
frontnormal-msyclant.png

Syclant (Klavier Gavin) Male
Nature: Hasty (+Spe, -Def)
Type: Ice/Bug
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:
(Passive) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Passive) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW ability- UNLOCKED): (Passive) 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: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 139 (121x1.15)
+22% accuracy ((139^2)/870)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks: (56/ 77 total moves)
Physical:
Acrobatics
Aerial Ace
Avalanche
Brick Break
Bug Bite
Bulldoze
Dig
Earthquake
Facade
Focus Punch
Frustration
Fury Cutter
Giga Impact
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Knock Off
Return
Rock Slide
Scratch
Slash
Stone Edge
Superpower
U-Turn
X-Scissor
Special:
Blizzard
Bug Buzz
Earth Power
Electroweb
Focus Blast
Giga Drain
Frost Breath
Hidden Power Fire (6)
Hyper Beam
Ice Beam
Icy Wind
Leech Life
Sheer Cold
Signal Beam
Silver Wind
Solarbeam
Venoshock
Water Pulse
Status:
Double Team
Endure
Focus Energy
Hail
Leer
Protect
Rest
Sleep Talk
Substitute
Tail Glow
Taunt
Toxic
Weavile (Dovahkiin) Male
Nature: Adamant (+Atk, -SpA)
Type: Dark/Ice
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.
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.
Abilities:
Pressure:
(Passive) 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.
Pickpocket (DW ability- UNLOCKED): (Trigger) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Command: [Ability: Pickpocket (Ally Item Swap)]
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 125
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 1
DC: 5/5
Attacks: (75/ 102 total moves)
Physical:
Aerial Ace
Assurance
Avalanche
Beat Up
Bite
Brick Break
Counter
Crush Claw
Dig
DynamicPunch
Facade
Faint Attack
Fake Out
Feint
Fling
Focus Punch
Foul Play
Frustration
Fury Cutter
Fury Swipes
Giga Impact
Ice Punch
Ice Shard
Iron Tail
Knock Off
Low Kick
Low Sweep
Metal Claw
Night Slash
Payback
Poison Jab
Punishment
Pursuit
Quick Attack
Retaliate
Return
Revenge
Scratch
Shadow Claw
Slash
X-Scissor
Special:
Blizzard
Dark Pulse
Focus Blast
Hidden Power Rock (7)
Hyper Beam
Ice Beam
Icy Wind
Mud-Slap
Shadow Ball
Snarl
Surf
Whirlpool
Status:
Agility
Attract
Double Team
Embargo
Endure
Hail
Hone Claws
Leer
Moonlight
Nasty Plot
Protect
Reflect
Rest
Screech
Sleep Talk
Snatch
Spite
Substitute
Swords Dance
Taunt
Torment
Toxic
To learn:
Calm Mind, Captivate, Cut, False Swipe, Headbutt, Natural Gift, Psych Up, Rain Dance, Rock Smash, Round, Secret Power, Strength, Sunny Day, Swagger, Thief, Assist, Cut, Defense Curl, Detect, Double Hit, Dream Eater, Foresight, Nightmare, Sunny Day, Swift, Double-Edge
477.png

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
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 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
Abilities:
Pressure:
(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 (79/96):
Astonish (*)
Attract
Bind
Blizzard
Brick Break
Bulldoze
Calm Mind
Charge Beam
Confuse Ray (*)
Counter
Curse
Dark Pulse
Destiny Bond (*)
Disable (*)
Double Team
DynamicPunch
Earthquake
Embargo
Endure
Facade
Faint Attack
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight (*)
Frustration
Future Sight
Giga Impact
Gravity
Grudge
Helping Hand
Hex
Hidden Power Water
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison (*)
Leer (*)
Mean Look
Memento
Metronome
Night Shade (*)
Pain Split (*)
Payback
Protect
Psych Up
Psychic
Pursuit (*)
Rain Dance
Rapid Spin
Return (*)
Rest
Rock Slide
Rock Tomb
Round
Shadow Ball
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thief
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room
609.png

Chandelure [Jalhalla] (M)
Nature: Timid (+ Speed, - Attack, +10%acc)
Type: Ghost / Fire
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.
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. Superior senses in volcanic or brushfire areas.
Abilities:
Flame Body:
(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: (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 (DW): [UNLOCKED] (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%acc)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC 5/5
Attacks (48/62):
Acid
Acid Armor
Astonish
Calm Mind
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Haze
Heat Wave
Hex
Hidden Power Water (7)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
Snore
Solarbeam
Spite
Substitute
Sunny Day
Taunt
Telekinesis
Toxic
Trick
Trick Room
Will-o-Wisp
302.gif

Sableye (Zant) (M)
Types: Ghost/Dark
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.
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.
Nature: Brave (+1 Atk, -15% spe, -10% evasion)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
EC:Not Aplicable
MC:0
DC:5/5
Attacks (44/105):
Astonish
Confuse ray
Counter
Dark Pulse
Detect
Endure
Faint attack
Fake Out
Feint
Fire Punch
Focus Punch
Foresight
Foul play
Fury Swipes
Helping Hand
Ice Punch
Knock off
Leer
Low Kick
Magic Coat
Mean look
Metal Burst
Night Shade
Pain Split
Payback
Power gem
Protect
Punishment
Recover
Scratch
Shadow Sneak
Shadow ball
Shadow claw
Sleep Talk
Snatch
Substitute
Sucker Punch
Taunt
Thief
Thunderpunch
Torment
Toxic
Trick
Will-o-Wisp
Zen headbutt
547.png

Whimsicott[Veran] (F)
Nature: Timid (Adds 15% to Speed; Subtracts 1 From Attack, +21% accuracy)
Typing: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster:
(Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): UNLOCKED(Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: 2 (-)
Def: 3
SpA: 3
SpD: 3
Spe: 134 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (36/59):
Absorb
Attract
Beat Up
Charm
Covet
Cotton Spore
Cotton Guard
Encore
Endeavor
Energy Ball
Fake Tears
Giga Drain
GrassWhistle
Growth
Gust
Helping Hand
Hidden Power Ice (7BP)
Hurricane
Hyper Beam
Knock Off
Leech Seed
Light Screen
Mega Drain
Memento
Natural Gift
PoisonPowder
Protect
Psychic
Razor Leaf
Rest
Safeguard
Seed Bomb
Sleep Talk
SolarBeam
Stun Spore
Substitute
Sunny Day
Swagger
Switcheroo
Tailwind
Taunt
Toxic
Trick Room
Worry Seed

Arena: The Forlorn Graveyard
Restrictions: None

People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones. A still lake formed in a fissure in the ground, however the dark water makes it impossible to see what lies in its depths

The odd aura of this graveyard has several effects in battle:
  • Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
  • Will-O-Wisp has 100% accuracy. There are always wisps floating around to provide decent enough fodder for this wicked spell.
  • Pain Split has its base energy cost reduced by (2), and all draining attacks are empowered as if the Pokemon were holding Big Root, but without incurring the extra energy cost (this effect doesn't stack with Big Root itself). Life energies are easier to drain and consume in this place.
  • All Pokemon's max HP are reduced to 90. The aura of sorrow which permeates this place withers the strength and the resolve of all the Pokemon battling in its surroundings - even Ghost-types.
  • There are some leftover scrap parts, scattered around the arena. Rotom can tap into them, raising its Special Attack and Special Defense by 1 rank as long as it stays in its original form (without any appliance).

I believe Frosty sends out first?
 
I have been bugged, and I caught a break tonight. Kippy @ Rare Candy and Phoenix @ Soothe Bell, come on out! We may have made a mistake just sending mons who needed training, but that's irrelevant now!

Kippy: Aqua Tail -> Waterfall -> Aqua Tail (all Chandy)
If successful P/E move, redirect to Dusknoir
If Energy Ball, change that action to Mirror Coat

Phoenix: Dark Pulse -> Crunch -> Dark Pulse (all Chandy)
If successful P/E move, redirect to Dusknoir
If Dark Pulse is Imprisoned, change all remaining uses of Dark Pulse to Shadow Ball
 
Never leave a punching ghost unattended.

Dusknoir: COMBO (Focus Punch + Focus Punch) at Lucario - cooldown (see a1) - Helping Hand (Chandelure)

Chandelure: Fire Blast at Lucario - Solarbeam (Swampert) - Solarbeam (Swampert)
IF
Chandelure flinches A1 THEN push back
IF Fire Blast misses A1 THEN push back

Please remember that this version of Forlorn Graveyard reduces max hp to 90.
 
Frosty:
477.png
609.png

Dusknoir|Chandelure
Type: Ghost|Ghost/Fire
Status: Healthy|Healthy
HP: 90|90
EN: 100|100
Item: Reaper Cloth|Charcoal
Stats: 5/5/3/5/39|1/3/6/3/92
SC: 4|2
WC: 5|3
Other: -10% Eva|+10% Acc
waterwarrior:
260.gif
448.gif

Swampert|Lucario
Type: Water/Ground|Fighting/Steel
Status: Healthy|Healthy
HP: 90|90
EN: 100|100
Item: Rare Candy|Soothe Bell
Stats: 6/3/2/3/60|5/2/5/3/104
SC: 4|3
WC: 4|4
Other: None|+12% Acc
A1
Lucario's Dark Pulse
-6 EN
Crit: (<625) 1101
[8+5(1.5)-3(1.5)]*1.5=16.5 dmg Chandelure
Effect: (<2000) 9354
Chandelure's Fire Blast
-7 EN
Hit: (<9500) 1301
Crit: (<625) 1368
[12+3+5(1.5)+1-3(1.5)]*1.5+4=32.5 dmg Lucario
Effect: (<1000) 6265
Swampert's Aqua Tail
-6 EN
Hit: (<9000) 2985
Crit: (<625) 7568
[9+3+5(1.5)+1-3(1.5)]*1.5=24 dmg Chandelure
Dusknoir's Super Focus Punch
-42 EN
Crit: (<625) 7605
[(15*2.25)+5(1.5)-2(1.5)]*1.5=57.375 dmg Lucario
Lucario fainted!
+1 KOC Dusknoir

A2
Swampert's Waterfall
-5 EN
Crit: (<625) 4488
[8+3+5(1.5)+1-3(1.5)]*1.5=22.5 dmg Chandelure
Effect: (<2000) 9153
Chandelure's Solarbeam
-8 EN
Crit: (<625) 2015
[12+5(1.5)+1-3(1.5)]*2.25=36 dmg Swampert

A3
Dusknoir's Helping Hand
-16 EN
Swampert's Aqua Tail
-6 EN
Hit: (<9000) 9697
Chandelure's Solarbeam
-12 EN
Crit: (<625) 8834
[(12*2)+5(1.5)+1-3(1.5)]*2.25=63 dmg Swampert
Swampert fainted!
+1 KOC Chandelure
Frosty:
477.png
609.png

Dusknoir|Chandelure
Type: Ghost|Ghost/Fire
Status: Healthy|Healthy
HP: 90|44
EN: 42|74
Item: Reaper Cloth|Charcoal
Stats: 5/5/3/5/39|1/3/6/3/92
SC: 4|2
WC: 5|3
Other: -10% Eva, 1 KOC|+10% Acc, 1 KOC
waterwarrior:
260.gif
448.gif

Swampert|Lucario
Type: Water/Ground|Fighting/Steel
Status: KO|KO
HP: KO|KO
EN: KO|KO
Item: Rare Candy|Soothe Bell
Stats: 6/3/2/3/60|5/2/5/3/104
SC: 4|3
WC: 4|4
Other: None|+12% Acc​
 
Last edited:
I know this is just the best damn impression to leave after being named Gym Leader, but I'm just kinda beyond fucked here.

Forfeiting the match, sorry I took so long to respond.

Just... fuuuuuuuuuuuuuuuuck.
 
Not to be rude or anything, but there is no way in hell I will forfeit my counters just because wonderwoman gave up after one fucking round.

consider this a 2vs2 and give counters to Dusknoir and Chandelure for all I care. but seriously it just doesn't make any sense >_<;.

EDIT: I am fully aware of the "if DQ on first two turns, cancel" rule. But this isn't a DQ. This is...you get what I mean.
 
Oh wait I forgot that rule.
MY BITCHING OUT REVOKED UNTIL NEXT ROUND BECAUSE I DON'T WANT TO BE A DICK

Syclant @ NeverMeltIce
Weavile @ Razor Claw

Who knows, maybe this will be over next round anyway.
 
Dusknoir OUT
Sableye with Everstone IN


waterwarrior can't counterswitch!

Chandelure: Trick Room - Heat Wave - Heat Wave
IF both targets use evasive-damaging attack AND they go before chandelure AND not in a combo AND not suspended AND Chandelure is not set to Trick Room THEN COMBO (Heat Wave + Heat Wave)
IF Taunted THEN Heat Wave

Sableye: Focus Punch (Weavile) - Fire Punch (Sableye) - Brick Break (Weavile)
IF Taunt AND only one of the opposing mons use it AND this sub hasn't activated just yet THEN Fake Out the user
IF Ice-typed damaging attack AND aimed at Sableye AND A1 THEN Brick Break (Weavile)
 
Know what? I'm fight this match to the finish. Counters are cool and stuff.

Dovahkiin: Night Slash (Chandelure) -> Ice Shard (Chandelure) -> Agility (evasive)
Syclant: Rock Slide -> Knock Off (Sableye) -> Blizzard
 
Frosty:
302.gif
609.png

Sableye|Chandelure
Type: Ghost/Dark|Ghost/Fire
Status: Healthy|Healthy
HP: 90|44
EN: 100|74
Item: Everstone|Charcoal
Stats: 6/5/3/3/43|1/3/6/3/92
SC: 1|2
WC: 2|3
Other: -10% Eva|+10% Acc, 1 KOC
477.png

Dusknoir
Type: Ghost
Status: Healthy
HP: 90
EN: 42
Item: Reaper Cloth
Stats: 5/5/3/5/39
SC: 4
WC: 5
Other: -10% Eva, 1 KOC
waterwarrior:
frontnormal-msyclant.png
461.gif

Syclant|Weavile
Type: Ice/Bug|Dark/Ice
Status: Healthy|Healthy
HP: 90|90
EN: 100|100
Item: NeverMeltIce|Razor Claw
Stats: 4/2/4/3/139|7/3/1/3/125
SC: 3|2
WC: 4|3
Other: +22% Acc|None​

@Frosty... A Pokémon cannot use Fire Punch on itself... -.-'

A1
Syclant's Rock Slide
-6 EN
Crit Sableye: (<625) 8880
Crit Chandelure: (<625) 3654
[6+4(1.5)-5(1.5)]=4.5 dmg Sableye
[6+4(1.5)-3(1.5)]*1.5=11.25 dmg Chandelure
Effect Sableye: (<2000) 7507
Effect Chandelure: (<2000) 3582
Weavile's Night Slash
-4 EN
Crit: (<2500) 9561
[7+3+5(1.5)+2+3(1.5)+3]*1.5=27
Sableye's Focus Punch
-10 EN
Chandelure's Trick Room
-10 EN

A2
Weavile's Ice Shard
-3 EN
Crit: (<625) 6548
[4+3+5(1.5)+2-3(1.5)]*0.67=8.04
Sableye's Struggle
-5 EN
Target: (<5000 Syclant, >5000 Weavile) 4428
Crit: (<625) 8094
[5+5(1.5)+1-2(1.5)]=10.5
10.5*0.4=4.2
Syclant's Knock Off
-3 EN
Crit: (<625) 346
[4+3+4(1.5)-5(1.5)]=6.5

A3
Weavile's Agilidodge
-7 EN
Sableye's Brick Break
-6 EN
Syclant's Blizzard
-7 EN
Crit: (<625) 6273
[(12*0.75)+3+5(1.5)-3(1.5)]=15
Effect: (<1000) 8731
Frosty:
302.gif
609.png

Sableye|Chandelure
Type: Ghost/Dark|Ghost/Fire
Status: Healthy|KO
HP: 60|KO
EN: 79|KO
Item: Everstone (Removed)|Charcoal
Stats: 4/3/3/3/43|1/3/6/3/92
SC: 1|2
WC: 2|3
Other: -10% Eva|+10% Acc, 1 KOC
477.png

Dusknoir
Type: Ghost
Status: Healthy
HP: 90
EN: 42
Item: Reaper Cloth
Stats: 5/5/3/5/39
SC: 4
WC: 5
Other: -10% Eva, 1 KOC
waterwarrior:
frontnormal-msyclant.png
461.gif

Syclant|Weavile
Type: Ice/Bug|Dark/Ice
Status: Healthy|Healthy
HP: 90|90
EN: 84|86
Item: NeverMeltIce|Razor Claw
Stats: 4/2/4/3/139|7/3/1/3/125
SC: 3|2
WC: 4|3
Other: +22% Acc|1 KOC​
Trick Room (3r)​
 
Sorry :(
So now we see how long I can keep this up... (not long, I assure you. I have no strategy here)

Klavier: Bug Buzz (Sableye) -> Ice Beam (Sableye) -> Bug Buzz (Sableye)
If Sableye uses a successful P/E move, redirect to Dusknoir
If flinched, push actions back

Dovahkiin: Night Slash -> Shadow Claw -> Night Slash (Dusknoir)
If Dusknoir uses a successful P/E move, redirect to Sableye
If Tormented, change all remaining uses of Night Slash to Foul Play
 
I think we can finish this without much hassle.

Zant/Sableye: Fire Punch (Syclant) - Helping Hand (Dusknoir) - COMBO (Fire Punch + Fire Punch) at Syclant
Bongo Bongo/Dusknoir: Counter - Focus Blast (Weavile) - Helping Hand
 
Frosty:
302.gif
477.png

Sableye|Dusknoir
Type: Ghost/Dark|Ghost
Status: Healthy|Healthy
HP: 60|90
EN: 79|42
Item: Everstone (Removed)|Reaper Cloth
Stats: 4/3/3/3/43|5/5/3/5/39
SC: 1|2
WC: 2|3
Other: -10% Eva|-10% Eva, 1 KOC
waterwarrior:
frontnormal-msyclant.png
461.gif

Syclant|Weavile
Type: Ice/Bug|Dark/Ice
Status: Healthy|Healthy
HP: 90|90
EN: 84|86
Item: NeverMeltIce|Razor Claw
Stats: 4/2/4/3/139|7/3/1/3/125
SC: 3|2
WC: 4|3
Other: +22% Acc|1 KOC​
Trick Room (3r)​
A1
Sableye's Fire Punch
-6 EN
Crit: (<625) 7378
[8+4(1.5)-2(1.5)]*2.25=24.75 dmg Syclant
Effect: (<1000) 7869
Weavile's Night Slash
-8 EN
Crit: (<2500) 9665
[7+3+5(1.5)+2-5(1.5)+3]*1.5=22.5 dmg Dusknoir
Syclant's Bug Buzz
-6 EN
Crit: (<625) 8120
[9+3+4(1.5)-3(1.5)]=13.5 dmg Sableye
Effect: (<1000) 6984
Dusknoir's Counter
-17 EN
22.5*1.5=33.75 dmg Weavile

A2
Sableye's Helping Hand
-16 EN
Dusknoir's Focus Blast
-8 EN
Crit: (<625) 276
[(12*2)+3+3(1.5)-3(1.5)]*2.25=60.75
Weavile fainted!
Syclant's Ice Beam
-6 EN
Crit: (<625) 9651
[10+3+4(1.5)-3(1.5)]+4=18.5

A3
Dusknoir's Helping Hand
It failed because the user didn't have enough energy!
Syclant's Bug Buzz
-6 EN
Crit: (<625) 9652
[9+3+4(1.5)-3(1.5)]=13.5 dmg Sableye
Effect: (<1000) 3296
Sableye's Super Fire Punch
-28 EN
Crit: (<625) 962
[(8*2.25)+4(1.5)-2(1.5)]*2.25=47.25
Effect: (<2000) 3915
Frosty:
302.gif
477.png

Sableye|Dusknoir
Type: Ghost/Dark|Ghost
Status: Healthy|KO
HP: 15|68
EN: 6|17
Item: Everstone (Removed)|Reaper Cloth
Stats: 4/3/3/3/43|5/5/3/5/39
SC: 1|2
WC: 2|3
Other: -10% Eva, Cooldown|-10% Eva, 2 KOC
waterwarrior:
frontnormal-msyclant.png
461.gif

Syclant|Weavile
Type: Ice/Bug|Dark/Ice
Status: Healthy|KO
HP: 43|KO
EN: 66|KO
Item: NeverMeltIce|Razor Claw
Stats: 4/2/4/3/139|7/3/1/3/125
SC: 3|2
WC: 4|3
Other: +22% Acc|2 KOC​
Trick Room (2r)


Order of Operations:
Frosty orders.
waterwarrior orders.
I ref.​
 
Last edited:
what a divine brain fart, I must say.

Still, DAT says that Helping Hand "cannot be used" if the mon can't afford it.

Isn't it an illegal action then? shouldn't Dusknoir struggle?
 
DAT: Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6). This move cannot be used unless the user has enough Energy to afford the resulting attack.
 
Actually, the move fails on the first attempt, and becomes Struggle any subsequent time, much like using a non-attacking move under Taunt.

EDIT: Fixed.
 
Oh sweet jalapeño, this must be the match I've fucked up in the most.

Still, let's continue and see if we can put an end to this without having to resort to my dear Veran.

Zant/Sableye: cooldown - Fake Out (Syclant) - Fire Punch (Syclant)
IF Syclant is under sucessful Protective/Evasive THEN Chill and push back

Bongo Bongo/Dusknoir: Rock Slide (Syclant) - chill - Rock Slide (Syclant)
IF Syclant is under successful Protective/Evasive THEN Chill and push back
IF Syclant is on the semi-vulnerable state of a evasive-damaging attack THEN Chill and push back
 
shit shit shit shit shit shit shit shit shiiiiiit (that's about the DQ issue, not losing the match)

Ice Beam (Sableye) -> Blizzard -> Ice Beam (Dusknoir)

GG Frosty, and thanks for reffing Geodude!
 
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