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

Status
Not open for further replies.
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;


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


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


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;

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!
 
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!
 

Orcinus Duo

Banned deucer.
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
 

90 HP|100 HP
100 Energy|100 Energy

Vs.


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.
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



90 HP|90 HP
64 Energy|80 Energy
Taunted (3a)|--

Vs.


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!
 

Orcinus Duo

Banned deucer.
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)
 
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.
 

90 HP|90 HP
64 Energy|80 Energy
Taunted (3a)|--

Vs.


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
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



90 HP|58 HP
0 Energy|62 Energy

Vs.


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!
 
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.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top