ASB Team Tournament R1 End Quote vs Rediamond

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Hello, if you're not involved, please do not post in this thread until the completion of this battle. Thank you.

Well We have come here today to spectate the Tournament battle between Rediamond and End Quote. Well that might be true for you but Im here to ref and here are the rules

3vs3 Singles
2 Day Player DQ Time (Strict)
2/3 Day Ref DQ Time (Strict)
5 Recoveries/5 Chills per Pokemon
2 Substitutions
Sequences=OFF
Switch=KO
Abilities=ALL
Items=OFF

And here are the Squads

Team Rediamond

Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*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: Two (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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
Hex
Nightmare
Mean Look

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

Pain Split
Magic Coat
Endure

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
# of moves: 34


Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
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. [DreamLocked]

Attacks: 45
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint

Bide
Revenge
Flail
Double Edge
Focus Punch
Pursuit

Vaccum Wave

Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute


Gardevoir* [Dreamer] (Female)
Nature: Bold (+* Defense, -*Attack)

Type: Psychic
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 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 2

Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

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

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)

Attacks: 38
Growl*

Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Dream Eater

Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray

Pain Split
Magic Coat

Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam
Shadow Ball
Rain Dance


Team End Quote

Feraligatr(*) Fang (M)
Nature: Adamant: Adds * to Attack, subtracts * from Special Attack

Type:

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

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 78
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Abilities:

Torrent: (Innate) 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)
Sheer Force (DW): (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.

Attacks: (45)

Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Crunch
Superpower
Agility
Screech
Slash
Chip Away

Counter
Seismic Toss
Endure
Mimic
DynamicPunch
Spite
Low Kick

Dragon Dance (*)
Aqua Jet (*)
Mud Sport (*)
Ice Punch
Rock Slide

Dig (*)
Shadow Claw(*)
Waterfall (*)
Double Team
Rain Dance
Protect
Substitute
Earthquake
Roar
Attract
Dive
Toxic
Giga Impact
Focus Punch
Aerial Ace
Dragon Claw
Swagger
Avalanche


Aggron: Galahad (M)
Nature: Brave: Adds (*) 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) to opponent's attacks directed at this Pokemon.

Type:

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.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 7
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
Size Class: 4
Weight Class: 8 (360kg)
Base Rank Total: 20

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

Abilities:

Sturdy: (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: (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 (DW): (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). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Attacks: (33)

Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Protect
Heavy Slam
Metal Burst
Autotomize

Magnet Rise
Mimic
Endure
Fire Punch
Ice Punch
Counter
Thunder Wave

Endeavor
Head Smash
Superpower
Stealth Rock

Hone Claws
Shadow Claw
Earthquake
Dig
Sandstorm
Taunt
Smack Down
Attract
Payback
Brick Break


Chandelure: Spook (F)
Nature: Modest: Adds * to Special Attack, subtracts * from Attack

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, 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Abilities:

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.
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.
Shadow Tag (DW): (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.

Attacks: (32)

Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Curse
Pain Split
Memento
Inferno
Hex

Clear Smog
Captivate
Endure

Taunt
Shadow Ball
Flamethrower
Double Team
Solarbeam
Sunny Day
Telekinesis
Psychic
Protect
Attract
Hyper Beam
Fire Blast
Substitute
Hidden Power (Fighting: 7)


Both of you send me you starting mons via Smogon PM
I flip a coin to detetrmine who goes first
 
I was planning to flip the coin after both the mons were sent but I'll do it right now
Heads = Red
Tails = EQ

And I got ..... Tails This match is Switch = KO
 
And

Rediamond has decided to lead with Cloak the Gengar
[pimg]94[/pimg]
End Quote has decided to lead with Fang the Feraligatr
[pimg]160[/pimg]

And the RNG is 1=rediamond
And 2 = EQ

And it's 1 Rediamond youre up
 
A man in a trench coat faced his opponent, gazing off into space as he thought through the battle. He had read the predictions- they were in his favor this time, but he still had the last battle in his mind, playing over and over. It was much the same- the first round, with his Gengar up against an offensive Pokemon he had little experience fighting, and it was this that worried him.

He hadn't battled much at all since he took over the Orange League Detective Association, and he wondered if this could be his undoing. Regardless, he raised his head and barked out a small string of words, confident in his Pokemon this time.

Will-o-Wisp~Thunderbolt~Thunderbolt
IF Protect Action one, use Double Team (2) and push actions back
IF Evasive Agility, use Double Team (2) and push actions back
 
Enable Sheer Force
Waterfall (To both deal damage and avoid the burn by being cloaked with water) ~ Double Team (4) ~ Crunch
 
Pre Round
[pimg]94[/pimg]
HP 90/en 100
[pimg]160[/pimg]
HP 100/en 100

Calculations
Gengar used Will o Wisp -7en
Hit 4736 yes
Feraligatr used Waterfall 7+3+4.5=14.5,-5en
Crit 655 no

Gengar used Tbolt 10+3 * 1.5 = 19.5da
Para 8457 no
Feraligatr used DT -16en

Gengar used Tbolt
Real clone 3818 no
A clone dissasipated
Feraligatr used Crunch 7+4.5 *1.5 = 17da,-6en
Crit 1478 no


Post Round
[pimg]94[/pimg]
HP 58/en 75
[pimg]160[/pimg]
HP 74/en 73/3 clones/Burned

I'm so sorry I'm late I didn't have access to WiFi please forgive me the other rounds will go much faster and Red I'm going with Waterfall going through the Will o Wisp irregardless of speed
 
I wouldn't normally mind speed, but it did full damage, cost no additional energy, blocked a move almost fifty points faster, and had Sheer Fore (secondary effects) disabled in addition to the fact that it basically adds a new mechanic to a move. That's what I'm annoyed about.

Edit: So it did reduce damage. But still, it's a ghostly flame, not a physical one. And I would assume that water would have to be flowing in a huge torrent to prevent the move entirely, which it would not be if the attack started fifty points after Gengar.

And flowing water over a burn hurts, as I can testify from experience (unfortunately), and does not get rid of a burn that is already there, and maybe makes it worse,
 
I would agree that the incoming Will-O-Wisp would almost certainly reduce the damage done, simply by evaporating some of the water.

EDIT: While Gengar is faster than Fang, think about the moves themselves.
Gengar is creating flames that needs to travel through the space between them, Fang is cloaking himself with water, then charging.
Gengar's speed advantage doesn't mean that much.

Sheer Force hardly applies, either. Flinch chance or no flinch chance, Fang is still covered by water.
 
The burn is not there simply because Waterfall created an artificial water Veil and Ghostly or not WoW is still a Fire type attack so no burn at the moment
 
Yeah, I'm going to have to overturn that. If the speed difference was less then Feraligatr might have had a chance to block it, but there's no way that Feraligatr gets that "shield" up in time to block it when Gengar is that damn fast.
 
If I had known that the speed of the move would affect it, I would have used Aqua Jet.
I asked on IRC at the time and they said:

16:06: EndQuote: Would Waterfall protect against an oncoming Will-O-Wisp?
16:06: EndQuote: It did in my first-ever CAP ASB battle.
16:06: dogfish44: If you used it specifically to do so, I'd half waterfall damage and negate burn
16:06: smashlloyd20: same

Because Fang literally just has to cloak himself with water, while Gengar needs to summon ghostly flames, take aim, and launch them across the space between the two battlers, I thought it would work.
I had both precedent and two well-known figures in ASB agreeing with me.
May I reorder, as I issued orders off of apparently incorrect data?
 
This is why I hate ref's discretion stuff -_-

OK, so seeing as EndQuote had no reason to believe this wouldn't work, the fairest thing to do will be to redo the round; Red will reorder then EndQuote will reorder, and Waterfall will NOT block Will-O-Wisp unless the speed difference is much smaller. It's up to Wobbanaut if Aqua Jet will work though.
 
There's only one thing to do...

COUNTER RP-BS!!!!!!!!!!!!!!!!!!

Taunt~Will-o-Wisp~Thunderbolt

IF Protect action one, use Double Team (4). Do not push actions back.
IF damaging water move to create a shield on an action where you would use Will-o-Wisp, use Thunderbolt, which should be amplified by the watery shield (2, 3 damage), and push actions back
 
Evasive Agility ~ Double Team (4) ~ Crunch
Enable Sheer Force
Being burned is going to suck, but there's not much we can do about it.
 
Pre Round
[pimg]94[/pimg]
HP:90/EN:100
[pimg]160[/pimg]

Calculations
Feraligatr used Agility -7en
Gengar used Taunt -10en

Gengar used Will o Wisp -7en
Hit 9492 no Oh the irony
Feraligatr used Double Team -16en

Gengar used Tbolt -7en
Hit 6165 no
A clone dissasipated
Feraligatr used Crunch 10+4.5*1.5=22da,-6en
Crit 2108


This is Irony

[pimg]94[/pimg]
HP:68/EN:76
[pimg]160[/pimg]
HP:100/EN:71/3 clones
 
Sorry for the delay, though I still think I'm inside DQ.

Bite ~ Crunch ~ Bite


IF Gengar has Double Team clones up on any action, THEN use Rock Slide.
If you have no clones up and are not Taunted or Tormented and have not already used Double Team this round, use Double Team (4).

Keep Sheer Force Enabled.
 
Bad fortune is not to be feared, but expected and planned around. He'd been battling long enough to know this. He'd also been battling long enough to learn three other lessons.

Always learn from your losses, never show any mercy, and always be prepared for the endgame. He'd learned those last tournament. Now it was time to teach another.

"..."

Bide (Start)~Bide (Hold)~Bide (Release)

Bide strikes through all attempts to evade it. It is inevitable retribution that can not be avoided. Very fitting, I suppose.
 
Data Audit said:
Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions, the Pokemon will absorb any attacks against it, adding its suffering into the aura. On the third action, it will release the energy gathered from Bide by charging the opponent, doing 1.75 times (1.75x) the damage received during its use. If Protected or Detected against, Bide will still have an energy cost based on the damage the attack would have done. Bide hits Ghost types as well as Pokemon during Bounce, Dig, Dive, Fly, and Shadow Force. If a Pokemon using Bide is put into Sleep status, Bide will dissipate.
I'm sorry, what?

EDIT: My mistake, you're right.
I feel like the biggest idiot in the world right now.
I literally decided against subbing against Bide, simply because I "had double team clones up"
 
I shall be subreffing this~

Pre-round:

Gengar (M)
HP:
68
EN: 76
SPE: 127
STAT: N/A
OTHR: N/A


Feraligatr (M)
HP:
100
EN: 71
SPE: 78
STAT: N/A
OTHR: Double Team (3 clones)

Gengar, sensing that it's at a disadvantage against Feraligatr and its clones, braces itself with a Bide. Feraligatr charges straight into this trap, unleashing a boosted Bite and Crunch while Gengar stores energy. Gengar then strikes back, shooting the aura at Feraligatr for massive damage. Feraligatr then attacks with one last Bite, leaving Gengar severely wounded, but still conscious... for now.

Action 1:
Gengar used Bide!
Feraligatr used Bite!
RNG Roll (To-Crit) [<=625 Crit]: 8999/10000 (No)
(6+2+(7.5-3))*1.5 = 18.75 damage
-4 energy

Action 2:
Gengar is storing energy!
Feraligatr used Crunch!
RNG Roll (To-Crit) [<=625 Crit]: 8302/10000 (No)
(8+2+(7.5-3))*1.5 = 21.75 damage
-6 energy

Action 3:
Gengar released energy!
40.5*1.75 = 70.875 damage
-41.4375 energy
Feraligatr used Bite!
RNG Roll (To-Crit) [<=625 Crit]: 5718/10000 (No)
(6+2+(7.5-3))*1.5 = 18.75 damage
-4 energy


Post-round:

Gengar (M)
HP:
9
EN: 35
SPE: 127
STAT: N/A
OTHR: N/A


Feraligatr (M)
HP:
29
EN: 57
SPE: 78
STAT: N/A
OTHR: N/A
 
Endure~Thunderbolt~Energy Ball

IF Endure, use Toxic and push actions back.
IF Evasive Agility, use Double Team (4)

I'm fairly sure that I have a remote chance of maybe pulling this.
 
Pre-round:

Gengar (M)
HP:
9
EN: 35
SPE: 127
STAT: N/A
OTHR: N/A


Feraligatr (M)
HP:
29
EN: 57
SPE: 78
STAT: N/A
OTHR: N/A

Gengar, who knows it barely has any health left, attempts to Endure to keep itself from fainting. However, Feraligatr sees this and unleashes a Roar that frightens Gengar and causes it to stop bracing itself. Feraligatr then follows up with an Aqua Jet boosted by its Torrent ability, and knocks Gengar out!

Action 1:
Gengar used Endure!
Other Change: Endure (Gengar)
-15 energy
Feraligatr used Roar!
-7 energy

Action 2:
Feraligatr use Aqua Jet!
RNG Roll (To-Crit) [<=625 Crit]: 4646/10000 (No)
(4+3+2+(7.5-3)) = 13.5 damage
Gengar fainted!
-3 energy


Post-round:

Gengar (M)
HP:
KO
EN: KO
SPE: 127
STAT: N/A
OTHR: N/A


Feraligatr (M)
HP:
29
EN: 47
SPE: 78
STAT: N/A
OTHR: N/A
 
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