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Completed A newbie in the ASB arena, Orcinus Duo Vs. Arcanite in a 2v2 Doubles

Discussion in 'ASB' started by rickheg, Sep 11, 2011.

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  1. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    Welcome, one and all, to the ASB arena for a Doubles battle! Here are the rules;

    NFE please
    No items
    1 day DQ
    5 chills.

    Arcanite's team;

    Zidane Tribal the Scraggy (open)

    [​IMG]
    Sgraggy (M) Zidane Tribal

    Musical Theme: Zidane's Theme

    Nature:
    Adamant: +1 Atk, -1 SpA

    Type:
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
    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.

    Abilities:

    • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    • Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
    • Intimidate (DW): (Can be Activated)When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. (Not yet Active)
    Stats:
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 48
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 15

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

    Attacks:
    Leer
    Low Kick
    Sand Attack
    Faint Attack
    Headbutt
    Swagger
    Brick Break
    Payback

    Zen Headbutt
    Dragon Dance
    Drain Punch

    Dig
    Taunt
    Dragon Tail

    Titan the Pupitar (open)

    [​IMG]
    Pupitar (M) Titan

    Nature:
    Adamant: +1 Atk, -1 Sp Attack

    Type:
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
    Ground: 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:

    • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    • Shed Skin: (DW) (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. (Not yet active)
    Stats:

    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 51
    Size Class: 3
    Weight Class: 5
    Original Base Rank Total: 17

    EC: 8/9
    MC: 0
    DC: 4/5

    Attacks:
    Bite
    Leer
    Sandstom
    Screech
    Chip Away
    Rock Slide
    Thrash
    Scary Face
    Earthquake
    Stone Edge
    Crunch

    Outrage
    Dragon Dance
    Assurance

    Dig
    Bulldoze
    Rock Polish
    Protect
    Torment

    Gilgamesh the Machoke (open)
    [​IMG]
    Machoke (M) Gilgamesh

    Musical Theme: Clash on the Big Bridge

    Nature:
    Brave: Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

    Type:
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    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. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
    • 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. This speed boost is maintained at the end of each round.
    Stats:
    Machoke
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 2
    SpD: Rank 2
    Spe: 39 (45/1.15, Truncated)
    -10% Evasion
    Size Class: 3
    Weight Class: 4
    Original Base Rank Total: 16

    EC: 6/9
    MC: 1
    DC: 5/5

    Attacks:
    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Foreseight
    Low Sweep
    Seismic Toss
    Revenge
    Vital Throw
    Dynamic Punch

    Encore
    Bullet Punch
    Ice Punch
    ThunderPunch
    Fire Punch

    Light Screen
    Rock Slide
    Substitute
    Earthquake


    And Orcinus Duo's team;

    Show Hide
    Scraggy(*) Pants (M)
    Nature: Adamant
    Type: Dark/Fighting
    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.
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:

    Shed Skin:
    Type: Innate
    This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Moxie:
    Type: Innate
    This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
    Intimidate (DW):
    Type: Can be Activated, locked
    When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

    Stats:
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 48
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 15


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

    Attacks:
    Leer (*)
    Low Kick(*)
    Sand-Attack(*)
    Faint Attack(*)
    Headbutt(*)
    Swagger(*)
    Brick Break(*)
    Payback(*)

    Fire Punch(*)
    Thunderpunch(*)
    Ice Punch(*)

    Dig(*)
    Taunt(*)
    Dragon Claw(*)




    Ferroseed(*) SpikesOfDoom (F)
    Nature: Timid

    Type: Steel/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.
    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.

    Abilities:
    Iron Barbs:
    Type: Innate
    When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

    Stats:

    HP: 90
    Atk: Rank 2
    Def: Rank 4 (+)
    SpA: Rank 1
    SpD: Rank 3
    Spe: 9 (-)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

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

    Attacks:
    Tackle (*)
    Harden(*)
    Rollout(*)
    Curse(*)
    Metal Claw(*)
    Pin Missile(*)
    Gyro Ball(*)

    Bullet Seed (*)
    Rock Climb (*)
    Gravity (*)

    Protect (*)
    Toxic (*)
    Aerial Ace (*)


    Orcinus Duo sends out Scraggy and Ferroseed automatically. Arcanite will send out his two pokemon and issue his orders, then Orcinus will issue his orders. Let's get it on, trainers!
  2. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    Go, Zidane (Scraggy) and Gilgamesh (Machoke)

    Zidane, Taunt Ferroseed, then Drain Punch Scraggy Twice!
    Glgamesh, go for a DynamicPunch on Scraggy, then a Fire Punch on Ferroseed, then a Dynamic punch on Ferroseed!
  3. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Oh crud... -.- Well, this is pleasant. Meh. Type disadvantage? No such thing! AIM FOR THE HORN!!!

    Pants! Try and and beat that speed tie, taunt zidane before it can taunt ferrothorn! Follow that up with an evasive digging, and an ice punch on that machoke. Aim for his arm and try to freeze!
    SOD, you're pretty much screwed however this plays out. Try to bodyblock+protect on scraggy to protect him from that punch (if illegal, 2 arial ace on machoke). After cooldown, use arial ace on machoke.

    Thank god for this being a training battle. :S
  4. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    [​IMG][​IMG]
    90 HP|100 HP
    100 Energy|100 Energy

    Vs.

    [​IMG][​IMG]
    90 HP|90 HP
    100 Energy|100 Energy

    Sorry this took so long. IRL commitments + heat exhaustion meant that reffing took for-fucking-ever. Updates should be on time from here on out. Thanks for your patience guys.

    On a side note, Ferroseed cannot learn Aerial Ace, according to bulbapedia, veekun, and serebii. Not sure how that slipped through approval.
    Data (open)
    Speed Ties
    Turn 1; 99 = Arcanite
    Turn 2; 494 = Arcanite
    Turn 3; 861 = Orcinus Duo

    Machoke
    DynamicPunch Scraggy
    RNG roll to crit; 923 = no crit
    [10 + 3 + (5 - 3)*1.5]*1.5 = 24 Damage, 7 Energy

    Fire Punch Ferroseed
    RNG roll to crit; 426 = no crit
    RNG roll for effect; 40 = burn
    [8 + (5 - 4)*1.5]*2.25 = 21.375 ~ 21 Damage, 6 Energy

    DynamicPunch Ferroseed
    RNG roll to crit; 503 = no crit
    RNG roll for duration; (1,2,3/3) 2 = 3-Turn Confusion)
    [10 + 3 + (5 - 4)*1.5]*1.5 = 21.75 ~ 22 Damage, 7 Energy

    Arcanine's Scraggy
    Taunt Ferroseed
    10 Energy

    Drain Punch Scraggy
    RNG roll to crit; 744 = no crit
    [8 + 3 + (4 - 3)*1.5]*1.5 = 18.75 ~ 19 Damage, 9.5 ~ 10 restored, 11 Energy

    Drain Punch Scraggy
    RNG roll to crit; 851 = no crit
    [8 + 3 + (4 - 3)*1.5]*1.5 = 18.75 ~ 19 Damage, 9.5 ~ 10 restored, 15 Energy

    Ferroseed
    Protect+Bodyblock Combo
    (5 + 7 + 8)*1.5 = 30 Energy

    Cooldown

    -2 HP, burn

    Aerial Ace
    Invalid move, according to multiple sources
    5 Energy

    -2 HP, burn

    Orc's Scraggy
    Taunt Scraggy
    10 Energy

    Evasive Digging
    8 Energy

    Ice Punch Machoke
    RNG roll to crit; 594 = no crit
    RNG roll for effect; 932 = no freeze
    [8 + (4 - 3)*1.5] = 9.5 ~ 10 Damage, 6 Energy


    [​IMG][​IMG]
    90 HP|90 HP
    64 Energy|80 Energy
    Taunted (3a)|--

    Vs.

    [​IMG][​IMG]
    52 HP|43 HP
    76 Energy|65 Energy
    --|Burned, Confused (3a)

    That should be everything. Please check it over, let me know if I missed anything. Otherwise, Orcinus Duo, your actions please!
  5. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    LOL. Heh. XD yeah i found that weird also.

    So...that was weird

    Screw this. Pants, ice punch machoke. Sod, rollout machoke. Kill that thing.

    Ice punch x3
    Rollout x3 (all machoke)
  6. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    Gilgamesh, Spam Revenge on Ferroseed, if he faints, attack Scraggy.
    Zidane, go for a Drain Punch or three on Ferroseed, if he faints, attack Scraggy.
  7. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    [​IMG][​IMG]
    90 HP|90 HP
    64 Energy|80 Energy
    Taunted (3a)|--

    Vs.

    [​IMG][​IMG]
    52 HP|43 HP
    76 Energy|65 Energy
    --|Burned, Confused (3a)

    Turns out Revenge has negative priority, according to the Data Audit Thread. That creates some interesting situations regarding attacking order and KO'es. Oh, yeah, and this match is over o.O
    Data (open)
    Speed Ties
    Turn 1; 112 = Arcanite
    Turn 2; 241 = Arcanite
    Turn 3; 973 = Orcinus Duo

    Machoke
    Revenge Ferroseed
    RNG roll to crit; 383 = no crit
    [12 + 3 + (5 - 4)*1.5]*1.5 = 24.75 ~ 25 Damage, 7 Energy

    Revenge Scraggy
    RNG roll to crit; 679 = no crit
    [12 + 3 + (5 - 3)*1.5]*1.5 = 27 Damage, 11 Energy

    Arcanite's Scraggy
    Drain Punch Ferroseed
    RNG roll to crit; 5 = crit
    [8 + 3 + 3 + (4 - 4)*1.5]*1.5 = 21 Damage, 10.5 ~ 11 restored, 19 Energy

    Drain Punch Scraggy
    RNG roll to crit; 666 = no crit
    [8 + 3 + (4 - 3)*1.5]*1.5 = 18.75 ~ 19 Damage, 9.5 ~ 10 restored, 23 Energy

    Drain Punch Scraggy
    RNG roll to crit; 79 = no crit
    [8 + 3 + (4 - 3)*1.5]*1.5 = 18.75 ~ 19 Damage, 9.5 ~ 10 restored, 27 Energy

    Ferroseed
    RollOut Machoke
    RNG roll for confusion; 293 = success
    RNG roll to crit; 482 = no crit
    [5 + (2 - 3)*1.5]*2/3 = 2.33 ~ 2 Damage, 5 Energy

    Orc's Scraggy
    Ice Punch Machoke
    RNG roll to crit; 341 = no crit
    RNG roll for effect; 915 = no freeze
    [8 + (4 - 3)*1.5] = 9.5 ~ 10 Damage, 10 Energy

    Ice Punch Machoke
    RNG roll to crit; 133 = no crit
    RNG roll for effect; 656 = no freeze
    [8 + (4 - 3)*1.5] = 9.5 ~ 10 Damage, 14 Energy


    [​IMG][​IMG]
    90 HP|58 HP
    0 Energy|62 Energy

    Vs.

    [​IMG][​IMG]
    0 HP|0 HP
    0 Energy|0 Energy
    KO'ed|KO'ed

    Prizes!

    Orcinus Duo; 2 TC
    Scraggy; 1 EC, 2 MC, 1 DC, 1 KOC (last to hit Scraggy)
    Ferroseed; 1 EC, 2 MC

    Arcanite; 2 TC
    Scraggy; 1 EC, 2 MC, 1 DC, 1 KOC (last to hit Scraggy)
    Machoke; 1 EC, 2 MC, 1 DC, 1 KOC (last to hit Ferroseed)

    rickheg; 4 RC

    GG both. Grats Arcanite on another win, and thanks to both for playing!
  8. Arcanite

    Arcanite

    Joined:
    Jun 21, 2010
    Messages:
    1,749
    GG everyone, but why does Orc's Scraggy get a KOC?
  9. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    Orc's Scraggy gets a KOC becuase your Scraggy KO'ed itself from energy. I do realize that his Scraggy never actually hit yours now, but I still feel it earned the KO for it. If it were a singles match between the two, which would have caused a tie, the KOC would go to his mon for it, so I don't see why it wouldn't in this case.
  10. Arcanite

    Arcanite

    Joined:
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    Messages:
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    Oh, didn't notice that, oh well!
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