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Hydreigon: Chill - Focus Blast Omastar - Earth Power Omastar
IF Omastar uses a protective/evasive move, chill that action and push down
Octillery: Energy ball Omastar - Energy Ball Omastar - Energy Ball Omastar
IF Omastar uses a evasive/offensive move, switch that action to Scald Metagross
IF Omastar is under the effect of a protective/evasive move, switch that action to Scald Metagross
If taunted when you would use Trick-Room, change that action to Rock-Slide
If Octillery uses Endure A1 AND you are not taunted, change actions to Trick-Room -> Rock-Slide -> Rock-Slide
Omastar: Hidden Power (Octillery) -> Hidden Power (Octillery) -> Hidden Power (Octillery)
If Octillery uses Endure, change A1 to Double Team (3 Clones)-> Brine (Chandelure) -> Brine (Chandelure)
If Octillery is ordered to use Surf A2 or A3 AND it used Endure A1, use Hydro-Pump (Chandelure)instead
KO Sub: If Octillery faints, change following actions to Hydro-Pump (Chandelure)
Chandelure: Heat Wave (GEM) - Sub (15) - Over Heat+Over Heat combo metagross (GEM)
IF Octillery doesnt successfully use Hydro Pump A3, use Fire Blast that action instead
Well, ive no better choice then to just rely on luck:
Inferno (GEM) - Overheat(GEM) - Flamethower (GEM)
IF Protective/evasive move is used, Sub 15, and push down, but only once
IF Double Team, Heat Wave and push actions down
Alex is using the following Pokemon in the Doubles Arcade:
Ragnarokalex said:
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 (DW):
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)
Attacks: 37 Total
Bide
Chip Away
Counter
Dig
Disable
Double Kick
Earth Power
Endure
Flamethrower
Focus Blast
Focus Energy
Fury Attack
Helping Hand
Horn Attack
Horn Drill
Ice Beam
Leer
Megahorn
Pay Day
Peck
Protect
Poison Sting
Roar
Shadow Ball
Substitute
Sucker Punch
Super Fang
Surf
Swagger
Tackle
Taunt
Thrash
Thunderbolt
Torment
Toxic
Toxic Spikes
Venoshock
Infernape (Malspar) Male
Nature: Naughty
Type: 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. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Blaze:
Type: 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 (DW):
Type: 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: 38 Total
Acrobatics
Aerial Ace
Blast Burn
Brick Break
Close Combat
Counter
Dig
Earthquake
Ember
Encore
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Punch
Fury Swipes
Grass Knot
Helping Hand
Leer
Mach Punch
Magic Coat
Nasty Plot
Overheat
Scratch
Shadow Claw
Slack Off
Stone Edge
Substitute
Sunny Day
Swift
Taunt
Thunder Punch
Torment
Toxic
Will o Wisp
Porygon-Z (Hacketia)
Nature: Modest
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Download:
Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round. Analytic (DW):
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Attacks: 42 Total
Agility
Bide
Blizzard
Conversion
Conversion2
Dark Pulse
Defense Curl
Double Team
Endure
Hidden Power (Ground, 7)
Hyper Beam
Ice Beam
Icy Wind
Magic Coat
Magnet Rise
Nasty Plot
Pain Split
Protect
Psybeam
Psychic
Psyshock
Rain Dance
Recover
Reflect
Rest
Sharpen
Signal Beam
Shadow Ball
Sleep Talk
Solar Beam
Substitute
Sunny Day
Swagger
Swift
Tackle
Thunder
Thunderbolt
Thunder Wave
Teleport
Toxic
Tri Attack
Trick Room
Togetic (Azavel) Male
Nature: Timid
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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.
Abilities: Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Serene Grace:
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Super Luck (DW):
Type: Innate
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Attacks: 50 Total
After You
Air Cutter
Air Slash
Ancient Power
Aura Sphere
Baton Pass
Bestow
Brick Break
Charm
Counter
Double Team
Encore
Endure
Extrasensory
Extreme Speed
Fire Blast
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Helping Hand
Light Screen
Magic Coat
Magical Leaf
Metrenome
Mirror Move
Morning Sun
Nasty Plot
Protect
Psychic
Psyshock
Rain Dance
Reflect
Roost
Safeguard
Shadow Ball
Sky Attack
Solar Beam
Substitute
Sunny Day
Sweet Kiss
Swift
Tailwind
Toxic
Tri Attack
Yawn
Wish
Reckless(Innate): This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Adaptability(Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Mold Breaker(Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Tackle
Water Gun
Uproar
Headbutt
Bite
Aqua Jet
Chip Away
Take Down
Crunch
Aqua Tail
Torrent(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)
Sheer Force(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:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch
Protect
Rain Dance
Brick Break
Shadow Claw
Rock Slide
Waterfall
1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
11: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
20: Snow Warning is applied to the battle.
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
23: No Event
24: Challenger wins 1 free CC, then battles normally
I'm assuming that, since Basculin has Adaptability and Croconaw had Sheer Force in the old profiles, its the same here.
"Interesting choice of items... All right guys, let's soak them through and through!"
Basculin: Muddy Water -> Aqua Tail (Gage) -> Muddy Water If Gage uses Bide, change remaining actions to Aqua Tail (Malspar) -> Waterfall (Malspar) -> Muddy Water
If Muddy Water is disabled, change A3 to Waterfall (Gage)
Croconaw: Waterfall (Gage) -> Rock Slide -> Waterfall (Gage) If Gage uses Bide, change remaining actions to Waterfall (Malspar) -> Aqua Jet (Malspar) -> Waterfall (Gage)
If your target uses Counter, change that action to Rain Dance the first time, Dragon Dance the second, and Chill the third
Muddy Water -> Both (6 EN)
Malspar avoided the attack!
Gage: RNG roll (to hit, <=8500 hit) 4317 = hit
RNG roll (to crit) 2679 = no crit
RNG roll (to lower Acc, <=3000 lower) 8376 = no lower
((10x.75)+2+3+(2-3)1.5)(1.5) = 16.5 DMG = 6.6 EN
Waterfall -> Gage (5 EN)
RNG roll (to crit) 4427 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG = 8.4 EN
Dig -> Basculin
RNG roll (to crit) 4188 = no crit
(8+(5-3)1.5) = 11 DMG
Action 2 ThunderPunch -> Basculin (6 EN)
RNG roll (to crit) 7693 = no crit
RNG roll (to para) 9089 = no para
(10+(5-3)1.5)(1.5) = 19.5 DMG
Aqua Tail -> Gage (6 EN)
RNG roll (to hit, <=9000 hit) 874 = hit
RNG roll (to crit) 9583 = no crit
(11+3+(4-2)1.5)(1.5) = 25.5 DMG
Thunderbolt -> Basculin (7 EN)
RNG roll (To crit) 6039 = no crit
RNG roll (to para) 5152 = no crit
(10+(4-2)1.5)(1.5) = 19.5 DMG
Rock Slide -> Both (6 EN)
Malspar: RNG roll (to hit) 2596
RNG roll (to crit) 4619 = no crit
(8+(4-3)1.5) = 9.5 DMG
Gage: RNG roll (to hit) 8274 = hit
RNG roll (to crit) 5601 = no crit
(8+(4-2)1.5)(.67) = 7.37 DMG
Action 3
Action 1 Gage used Protect! (7 EN)
Malspar dug underground! (10 EN)
Muddy Water -> Both (6 EN)
Malspar avoided the attack!
Gage: RNG roll (to hit) 4502 = hit
RNG roll (to crit) 3417 = no crit
((10x.75)+2+3+(2-3)1.5)(1.5) = 16.5 DMG = 6.6 EN
Waterfall -> Gage (5 EN)
RNG roll (to crit) 6427 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG = 8.4 EN
Dig -> Basculin
RNG roll (to crit) 6568 = no crit
(8+(5-3)1.5) = 11 DMG
Malspar: Thunder Punch Basculin - Thunder Punch Croconaw - Thunder Punch Croconaw
IF Basculin uses Protect, Feint Basculin that action
Gage: (Sheer Force Active) Thunderbolt Basculin - Chill - Thunderbolt Croconaw
IF Basculin uses a combo involving Aqua jet targetting you, Protect that action and push down
"Looks like we're in a tough spot here..."
Basculin: Protect -> Muddy Water -> Aqua Tail (Gage) Croconaw: Waterfall (Gage) -> Waterfall (Gage) -> Brick Break (Malspar)
Pre-Round stats:
Gage @ Wiki Berry
HP: 67
EN: 49
3/2/4/3/85
Malspar @ Figy Berry
HP: 90
EN: 74
5/3/4/2/108
Basculin
HP: 39
EN: 82
4/3/2/2/98
Croconaw
HP: 100
EN: 84
4/3/1/3/58
Action 1 Basculin used Protect! (7 EN)
Feint -> Basculin (4 EN)
Basculin's Protect was broken!
RNG roll (to crit) 9593 = no crit
(4+(5-3)1.5) = 7 DMG
Thunderbolt -> Basculin (7 EN)
RNG roll (to crit) 3041 = no crit
(12+(4-2)1.5)(1.5) = 22.5 DMG
Waterfall -> Gage (9 EN)
RNG roll (to crit) 8801 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG
Action 2 ThunderPunch -> Croconaw (6 EN)
RNG roll (to crit) 5763= no crit
RNG roll (to para) 5830 = no para
(10+(5-3)1.5)(1.5) = 19.5 DMG
Muddy Water -> Both (6 EN)
Malspar: RNG roll (to crit) 6848 = hit
RNG roll (to crit) 9936 = no crit
RNG roll (to lower Acc) 5718 = no lower
(7.5+2+3+(2-2)1.5)(1.5) = 18.75 DMG
Gage: RNG roll (to hit) 2195 = hit
RNG roll (to crit) 9025 = no crit
RNG roll (to lower Acc) 9737 = no lower
(7.5+2+3+(2-3)1.5)(1.5) = 16.5 DMG
Gage chilled! (+12 EN)
Waterfall -> Gage (13 EN)
RNG roll (to crit) 6163 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG
Gage ate his Wiki Berry! (+15 HP)
Action 3 ThunderPunch -> Croconaw (10 EN)
RNG roll (to crit) 9149 = no crit
RNG roll (to para) 8539 = no para
(10+(5-3)1.5)(1.5) = 19.5 DMG
Aqua Tail -> Gage (6 EN)
RNG roll (to hit) 1558 = hit
RNG roll (to crit) 9476 = no crit
(11+3+(4-2)1.5)(1.5) = 25.5 DMG Gage fainted!
"Now that we got them on the ropes, let's try to push them further back!"
Basculin: Aqua Jet + Aqua Jet -> Aqua Tail -> Waterfall
If Fake Out, change that action to Protect and push back
Croconaw: (Activate Sheer Force) Waterfall -> Aqua Jet -> Waterfall
If Counter, change that action to Chill the first time, Dragon Dance the second, and Chill the third
If damaging evasive move, change that action to Chill the first time, Dragon Dance the second and Chill the third
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.
Limber(Innate): This Pokemon’s body is well trained and immune to paralysis.
Unburden(Innate): This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Taunt
Protect
Return
Double Team
Thunder Wave
Substitute
Encore
Faint Attack
Foul Play
Yawn
Tranquill(F)
Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Big Pecks(Innate): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck(Innate): This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Rivalry(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).
Attacks:
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Return
Facade
Attract
Pluck
U-turn
Fly
Hypnosis
Morning Sun
Wish
Steel Wing
"These Pokemon are so strong, I can take down the champion! It's true!"
(also with doubles its typically helpful for you if you post the KOC at the end of each fight, that way you dont have to go back and check em all when the runs over, also its helpful if you post the roulette effects in hide tags with each opponent)