[Battling 101] #2: Tutor Exclaimer vs. Tutee TorterraX

TorterraX


Cyclohm [] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon

Abilities: Shield Dust / Static / Overcoat (Unlocked)

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
AC: 5/5

Moves: (89/89)
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Captivate
Charge
Charge Beam
Confide
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Earthquake
Electric Terrain
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power (Grass)
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Ion Deluge
Leer
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Nature Power
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Sandstorm
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonic Boom
Spark
Strength
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon

Reuniclus[Morpha] (M)
Nature: Quiet (+1 SpA, -15% Speed, +10% Accuracy for oponent)

Type: Psychic

Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 9/9
MC: 0
AC: 5/5

Abilities: Overcoat/Magic Guard/Regenerator(H) [UNLOCKED]


Attacks (77/83):
Acid Armor
After You
Astonish
Attract
Calm Mind
Charm
Confide
Confuse Ray
Dizzy Punch
Double Team
Drain Punch
Dream Eater
Embargo
Endeavor
Energy Ball
Explosion
Facade
Fire Punch
Flash
Flash Cannon
Focus Blast
Focus Punch
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Helping Hand
Hidden Power (Fairy)
Hyper Beam
Ice Punch
Imprison
Infestation
Iron Defense
Knock Off
Light Screen
Magic Coat
Night Shade
Pain Split
Power Up Punch
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Rest
Return
Rock Slide
Rock Tomb
Role Play
Rollout
Round
Safeguard
Secret Power
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Substitute
Superpower
Swagger
Telekinesis
Thunder
Thunder Wave
Thunderpunch
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt

Flash, Fling, Rock Smash, Strength

And apparently two others I am missing


Dispel


Cloyster [Drake "The Fortress"] (Male)
Nature: Gentle (+1 SpD, -1 Def)

Info on Drake: Glacier was enjoying the sights of the seafoam islands as he passed through the southern boundaries of kanto. He was thrilled that a seemingly tropical island contained such icy extents. after going deep within the caverns there was a sudden crash! some belligerent fool in the cavern above was pushing boulders down holes! the sudden crashes caused the floor to break, and without warning Glacier fell into the icy torrents in the lower most floor. with very bad athletic abilities Glacier didnt last long, and quickly fell into unconsciousness.

when he woke up Glacier was inside a small crevice in the seafoam caves. cold and wet, he turned to his side to see a small but valiant shellder. Ever since that fateful rescue, Drake has been close to Glacier's heart. With wit and clever attacks Drake can change the tides o the match, and can even surprise opponents.

Type:
Water/Ice

Abilities:
Shell Armor/Skill Link/Overcoat (Unlocked)


Stats:
HP: 90
Atk: Rank 3
Def: Rank 7 (-)
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20


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

Attacks:
Toxic Spikes
Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Aurora Beam
Razor Shell
Ice Beam
Shell Smash
Hydro Pump
Icicle Crash
Spikes
Spike Cannon
Iron Defense

Rock Blast
Bubble Beam
Rapid Spin
Mud shot
Aqua Ring
Explosion
Barrier
Twineedle

Water Pulse
Explosion
Facade
Hail
Blizzard
Substitute
Icy Wind
Double Team
Surf
Teleport
Bide
Brine
Endure
Poison Jab
Snore
Frustration
Swagger
Dive
Rain Dance
Return
Rest
Sleep Talk
Tri Attack
Swift
Torment
Hidden Power Ground 7
Mimic
Signal Beam
Whirlpool
Frost Breath
Payback
Captivate
Avalanche

58 Moves


Exclaimer


Golurk (Grumbar) (-)
Nature: Brave (Attack raised by 1; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Ground/Ghost
Abilities: Iron Fist, Klutz, (HA) No Guard

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC:
0
AC: 5/5

Attacks (76/76 moves):

Astonish
Block
Brick Break
Bulldoze
Charge Beam
Confide
Curse
Defense Curl
Double Team
Drain Punch
Dynamicpunch
Earth Power
Earthquake
Facade
Fire Punch
Flash
Flash Cannon
Fling
Fly
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Heavy Slam
Hidden Power (Ground)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Low Kick
Low Sweep
Magic Coat
Magnitude
Mega Punch
Mud-slap
Night Shade
Phantom Force
Power-Up Punch
Pound
Protect
Psychic
Rain Dance
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Secret Power
Shadow Ball
Shadow Punch
Shock Wave
Signal Beam
Sleep Talk
Snore
Solarbeam
Stealth Rock
Stone Edge
Strength
Substitute
Superpower
Swagger
Telekinesis
Thief
Thunderbolt
Thunderpunch
Toxic
Zen Headbutt


Verol is completely ignorant of what battle actually is. Or what her attacks actually do. However, as she trusts her trainer to command her, she doesn't really need to know. Verol believes her attacks do no harm whatsoever, and have healing properties.

♪♪♪

Mollux [♀] [Verol]
Types: Fire/Poison
Abilities: Dry Skin / Illuminate (✓)
Nature: Modest (+Special Attack, -Attack)
Stats:
HP:
100
Atk: 1 (-)
Def: 3
SpA: 6 (+)
SpD: 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: MAXED (5 CC BONUS)
AC: 5/5
Attacks: (75/75)
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Belch
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confide
Confuse Ray
Dazzling Gleam
Double Team
Ember
Eruption
Explosion
Facade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hidden Power Ice
Hyper Beam
Inferno
Infestation
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Secret Power
Shock Wave
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
Solar Beam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunderbolt
Thunder Wave
Toxic
Toxic Spikes
Trick
Venom Drench
Venoshock
Water Gun
Will-o-Wisp
Withdraw

Castor (M)

Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion

Type: Water / Psychic

Abilities: Oblivious / Own Tempo / Regenerator

Stats:
HP: 100
Atk: 3
Def: 3
SpA: 5 (+)
SpD: 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks [71/122]:
Amnesia
Bide
Blizzard
Block
Brick Break
Brine
Bubble Beam
Calm Mind
Confusion
Counter
Curse
Disable
Dig
Dive
Double Team
Dragon Tail
Dream Eater
Endure
Fire Blast
Flamethrower
Focus Blast
Foul Play
Future Sight
Grass Knot
Growl
Headbutt
Heal Pulse
Hidden Power Electric
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mud Sport
Nasty Plot
Pay Day
Power Gem
Protect
Psychic
Psych up
Psyshock
Psywave
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Skull Bash
Slack Off
Sleep Talk
Snore
Substitute
Surf
Swagger
Tackle
Teleport
Thunder Wave
Toxic
Trick
Trick Room
Trump Card
Water Gun
Water Pulse
Whirlpool
Wonder Room
Yawn
Zap Cannon
Zen Headbutt


3v3 FE Singles
DQ: 48h
2 Recoveries, 5 Chills per mon
Three Substitutions
One Mega Evolution, even though neither of us brought one.
Switch = OK
Abilities = ALL
Items = ALL
Arena: ASB Tournament Arena

Both challengers have access to ANY item they wish.




Hello hello, welcome back. In this match, we'll be focusing on two different aspects; matchup control, and efficient sub use against maxed Pokemon. Granted that second bit is mostly an accident, but hey, it'll give you a taste of end-game, high level battling. Given that these matches are gonna involve a lot more thought, I'd actually like you to write down some of the thoughts you came up with when you arranged your orders or sendout. After I order, I'll criticize those orders. You know the drill by now, why am I telling you again?

*shrug* Lets flip a coin!

Ping!
(Heads is Tutor.)



Exclaimer sends out and equips
TorterraX sends out, equips, and orders
Exclaimer orders
 
Glad to see you for another round, mentor! I'll put up more of a fight, this time! ...Or at least I hope!

Alright, so here the obvious choice would be Cyclohm, having a SE STAB against Slowking, and Slowking having a neutral STAB at best, and Ice Coverage less effective because Overcoat.
Now to ask: do I need Cyclohm to take care of any other mon? Short answer is no, because I have Cloyster for Golurk and Reuniclus for Mollux. (Best case scenario) Only thing to be careful here is Regenerator, which can pose a problem in the likely eventuality Slowking switches out. Not much I can do about that though. Oh and also Block, so he can trap me and switch to Golurk.

Let's see what you can do, Cyclohm!
Moves to watch out for: Endure, Disable, Ice Beam/Blizzard/Icy Wind, Trick Room. I don't have Taunt so I'll have to deal with status moves the best I can (plus he has Oblivious). Because of Overcoat I don't really worry much about ice coverage, since I'll prolly win the damage anyway.
Things sub could be good for:
- He can dragon tail me out for a more favorable matchup, so a sub around that would be good (except I can't protect from it 2 times in a row, and afaik I can't get around that).
- In our past battle I've been screwed over by D/E moves, but now it isn't much trouble because I'm faster and they're fired from an unimpressive 3 Atk stat. But it becomes a threat if Trick Room is up! Could get a sub for that.
- Disable. Since I don't wanna use Struggle, better cover it up with a sub. I have more important things to take care of, so better take different moves to patch that up for now and see next round.
- Block. matchup control in case Castor wants to switch to a more favorable matchup next round (Golurk?) I still have SE coverage on it though so probably not my priority (though it is immune to Volt Switch so idk) + it'd be hard to maneuver around block. EDIT: I had put a sub around Dragon Tail but then I thought that I prefer being switched out than my opponent switching to a better matchup, so changing my sub for Block
- Bide. Will do a lot of damage if it's up.

Charge/E.Terrain aren't really worth since if my calcs are right I lose dmg output, unless I keep hitting him for 2-3 rounds at which point he will either be dead or switched anyway.

From there it's pretty much picking the lesser of two evils, particularly on that Dragon Tail stuff -_- (See IRC conversation :P)
Since in the event I get phazed out I prefer to pick my switch I'll slap Volt Switch on that sub

Cyclohm @ Wise Glasses
Discharge-- Thunder -- Thunderbolt
[Once] IF Slowking uses Block, THEN replace current action with Volt Switch
IF Slowking uses D/E move AND Trick Room is up AND Cyclohm doesn't have a substitute AND above substitution has not activated, THEN replace current action with Substitute (15)
IF Slowking uses Bide, THEN replace current action with Charge on first instance, Electric Terrain on second instance and Rain Dance third instance

 


Excellent. You did, however, miss one thing: Whirlpool. I think you exactly why I brought this up. I would have fit a Whirlpool sub instead of the D/E sub, since honestly, I wouldn't want to go for 15 damage at the risk of being paralyzed by Discharge or two rounds of Static. However, you really are putting on some serious pressure.

Oh, and item choices. Wise Glasses is safe, but I would have went with Expert Belt. It allows for far better utilization of coverage against neutral/bad matchups and powers up your electric stab against your best matchup.




Protect -- Whirlpool -- Teleport (Evasive)
 
@ Wise Glasses
Shield Dust / Static / Overcoat
110 HP | 100 EN
1/5/6/3/80
STATUS: OK

--------------------VS.--------------------

@ King's Rock
Oblivious / Own Tempo / Regenerator
100 HP | 100 EN
3/3/6/4/26 (-10% Evasion)
STATUS: OK

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Slowking uses Protect!
Castor summons a shield of protection!
-7 EN

Cyclohm uses Discharge!
(8 + 3 + 3) x 1.5 = 21 DMG = 8.4 EN
-5 EN


A2

Cyclohm uses Thunder! (No crit or para)
HIT: YES (1585<9000)
CRIT: NO (2771>625)
EFFECT: NO (7138>3000)
(11 + 3 + 3) x 1.5 = 25.5 DMG
-7 EN


Slowking uses Whirlpool! (No crit)
HIT: YES (7657<8500)
CRIT: NO (1871>625)
(4 + 3 + 4.5) x 0.67 = 7.67 DMG
-4 EN


Slowking's Regenerator! +2 HP
Cyclohm's Whirlpool! -2 HP

A3

Slowking uses Teleport!
Blip!
-6 EN

Cyclohm uses Thunderbolt! (Missed)
-6 EN


Slowking's Regenerator! +2 HP
Cyclohm's Whirlpool! -2 HP

Cyclohm: -12 HP, -18 EN
Slowking: -22 HP, -25 EN


@ Wise Glasses
Shield Dust / Static / Overcoat
98 HP | 82 EN
1/5/6/3/80
STATUS: Whirlpool (2a)

--------------------VS.--------------------

@ King's Rock
Oblivious / Own Tempo / Regenerator
78 HP | 75 EN
3/3/6/4/26 (-10% Evasion)
STATUS: OK

Exclaimer orders
TorterraX orders
 


Lets see how this goes...

@ Expert Belt

Earthquake -- Magnitude -- Earthquake

If Cyclohm is under the effects of a P/E move, then use Stealth Rock the first instance, Chill the second.
If damaging Ice or Water type combination, then Substitute (15) and push back actions.
 
Alright so that's a tough one!
The base of all: do I switch and get setup rocks on my side to hopefully conserve my Slowking counter, or do I go full offense and maybe get some good damage? Hard one, but I believe I'll go the first route: It's gonna be hard dealing with Slowking otherwise. Besides, the damage you'll get in with SR is less than what I'll lose if I stay in with Cyclohm. So we're gonna switch that matchup around!

So what will I do: Either I switch next round, but then you get to counterswitch so that's near useless. Or I can Phaze out Golurk but then I don't get to choose my matchup, but I think I can do fairly well vs Mollux. Let's go for that!


Hang on Cyclohm!

Protect -- Dragon Tail -- Protect
 


Cyclohm learns Magnet Rise and I didn't sub for it. Look /very/ closely at your movepools when ordering, because some gems fall through the cracks in the substitutions, and can be really catastrophic. For example, you could have easily avoided any damage, for very little EN, and then spammed Super Effective moves and got a good amount of damage, or prepared a switch.

Also, I forgot to deactivate Klutz. Unfortunate...

Those orders are still good enough, by the way. Cyclohm takes very little damage though the Stealth Rock sucks.


@ Wise Glasses
Shield Dust / Static / Overcoat
98 HP | 82 EN
1/5/6/3/80
STATUS: OK

--------------------VS.--------------------

@ Expert Belt
Iron Fist / Klutz / No Guard
100 HP | 100 EN
6/3/2/3/47 (-10% Evasion)
STATUS: OK

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Cyclohm uses Protect!
Cyclohm protected itself!
-7 EN

Golurk uses Stealth Rock!
Rocks float above TorterraX's side of the field!
-12 EN

A2

Golurk uses Magnitude! (7 power, no crit)
POWER: 7 (50 out of 100)
CRIT: NO (8610>625)
(7 + 3 + 1.5) x 1.5 = 17.25 DMG
-5 EN


Cyclohm uses Dragon Tail! (No crit)
CRIT: NO (9921>625)
6 + 3 - 3 = 6 DMG
-4 EN


Pick: Mollux

A3

Cyclohm uses Protect!
Cyclohm protected itself!
-7 EN

Golurk chills.
+12 EN


Golurk is sent flying back and Mollux comes in!

Cyclohm: -17 HP, -18 EN
Golurk: -6 HP, -5 EN


@ Wise Glasses
Shield Dust / Static / Overcoat
81 HP | 64 EN
1/5/6/3/80
STATUS: Stealth Rock

--------------------VS.--------------------

@ ???
Dry Skin / Illuminate
100 HP | 100 EN
1/3/6/4/76
STATUS: OK

Exclaimer
@ Expert Belt | HP / EN: 94 / 95
(♂) @ King's Rock | HP / EN: 78 / 75


Exclaimer equips Mollux
TorterraX orders
Exclaimer orders
 
TorterraX , you're well over DQ at this point so I'll issue a DQ Warning, which basically means you have one more DQ interval before you're kicked out of the match and no rewards will be given to you. I'd like to keep this going smoothly because I feel you'd be better off getting this off of your plate and focusing on other things.
 
Sorry about that :/

image.jpg
Let's get you outta here, Cyclohm!
Alright so here I'll have to switch out Cyclohm for a better matchup, and even if you switch out next round I can counterswitch (unless I miss something), but then you get second order. Still I'd rather end up with a more favorable matchup and lose out second order. So let's Volt Switch out!

Now I don't have to worry about trapping moves, so the main concern is; do I stall out or deal damage?
*MAD CALCS GOING ON*
Between EQ, Bulldoze and Mud-Slap, my most damaging moves are EQ and Mud-Slap tied, but MS has an accuracy loss, so let's go with that if we wanna deal dmg. Other than that, Draco Meteor hurts too, but not a whole lot more. So if I go full dmg, I'll do approximately, say 37-40 dmg at best. Not That much, but still.

What can Verol do to me? HP Ice does 15.75 stings a bit, but Poison moves hurt the most bc of Poison Barb. I can sub against Poison and go for dmg (I feel like I'm missing something here reeeeeeeeee)

Yeah that's it, Bide! Gotta sub against that. Just gotta be careful so that even if my subs activate I still use Volt Switch

God that one's rough -_- I've been searching for a while and I can't patch all the holes
Alright, think I've found it, let's go for it!


Volt Switch -- Mud Slap -- Mud Slap

IF Verol uses Bide (Release) AND next sub didn't activate last action AND Volt Switch was used A1 or A2, THEN use Protect
(Nonconsecutive) IF Verol uses Damaging Poison Type move AND first sub didn't activate last action AND Volt Switch was used A1 or A2, THEN use Protect
IF Verol uses P/E, THEN Chill and restart action queue
 
Last edited:


When dealing with Bide, you'll want to do a sub in this format: "If Bide, then initiate action string [Move, Move, Move]" so that you can strictly control what happens during any stage of Bide. It's a lot more reliable than trying to sub for the last stage of Bide. However, your sub still deters bide good enough.

"AND first sub didn't activate last action" This is impossible because I have to use Bide over three turns. There's no option for two action Bide. I'm not sure if you knew this or not because of that inclusion, but hey, just in case.




Sludge Wave -- Acid -- Sludge Wave
 
@ Wise Glasses
Shield Dust / Static / Overcoat
81 HP | 64 EN
1/5/6/3/80
STATUS: Stealth Rock

--------------------VS.--------------------

@ Poison Barb
Dry Skin / Illuminate
100 HP | 100 EN
1/3/6/4/76
STATUS: OK

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Cyclohm uses Volt Switch! (No crit)
CRIT: NO (2804>625)
7 + 3 + 3 = 13 DMG
-4 EN


Mollux uses Sludge Wave! (No crit)
CRIT: NO (2136>625)
10 + 3 + 4.5 + 4 = 21.5 DMG
-6 EN


A2

Cyclohm uses Protect!
Cyclohm protects itself from any attack!
-7 EN

Mollux uses Acid! (Protected)
4 + 3 + 4.5 + 4 = 15.5 DMG --> 6.2 EN
-2 EN


A3

Cyclohm uses Mud Slap! (No crit)
CRIT: NO (5348>625)
(4 + 3) x 2.25 = 15.75 DMG
-5 EN


Mollux's Accuracy was lowered!

Mollux uses Sludge Wave! (No crit)
HIT: YES (762<8500)
CRIT: NO (4707>625)
10 + 3 + 4.5 + 4 = 21.5 DMG
-6 EN


Cyclohm retreats!

Cyclohm: -43 HP, -22 EN
Mollux: -29 HP, -14 EN


@ Wise Glasses
Shield Dust / Static / Overcoat
38 HP | 42 EN
1/5/6/3/80
STATUS: Stealth Rock, Switched Out!

--------------------VS.--------------------

@ Poison Barb
Dry Skin / Illuminate
71 HP | 86 EN
1/3/6/4/76
STATUS: -1 Accuracy

Exclaimer
@ Expert Belt | HP / EN: 94 / 95
(♂) @ King's Rock | HP / EN: 88 / 75


TorterraX sends out a new Pokemon and orders
Exclaimer orders

Small ref note, I didn't apply Slowking's Regenerator earlier. Fixed it now.
 
Last edited:
Let's keep on with the dancing, mentor!

Obvious choice is Reuniclus. Don't really see why I should switch to anything else tbh.
Here I'm in a fairly good situation, so let's emphasize on that. Imprison for me could be very good, but then you win the speed tie, so you get to use the move I want to lock (Knock Off) before I want to move. I could sub against that but it wouldn't really put me in a better position, so I guess I'll have to live with it.

Once again, poison moves hurt a lot, but I can't really knock off Barbs before you move, so that's pretty bad, gotta be careful here.
Right, so I'm in a bad position without the speed advantage here. I can solve that with Trick Room but then I lose an action... Tough choices.
One thing's for sure: I don't want you to get out. My only way of preventing that is via infestation. Two moves to go!

Then I'll try to damage and stay healthy till next round. Psyshock is my main damaging move and I'd like to fit in Knock Off and maybe imprison if I can. Let's try something with that!

Reuniclus @ Weakness Policy

Knock Off -- Psyshock -- Psyshock

IF Verol uses Bide, THEN initiate action string (Imprison (Rest, Protect, Trick) -- Trick Room -- Infestation)
[Once] IF Verol uses Partial Trapping move, THEN use Infestation and push actions back
IF Verol uses P/E, THEN use Imprison (Rest, Protect, Trick) and push actions back

EDIT: As we dicussed on IRC, I'll adapt those orders when I get the chance (or feel free to kick my butt if you don't wanna wait that's fine too)

EDIT2: Alright new orders are up, it's a little bit rushed (as is everything else in my life right now lol), but it's still better than not posting I guess :)
 
Last edited:


There's a small oversight I'm going to abuse here; "IF Verol uses Partial Trapping move, AND Verol is not behind a Substitute, THEN use Infestation and push actions back".

Everything else is good though. Item choice is a very neat way to bypass item removal strategies. Consumables in general are very good ways to get past moves like Knock Off and Trick, I recommend looking into RageCandyBar as you progress through ASB. I, myself, would have just done Psychic -- Psyshock -- Psychic and aim for maximum damage output, because my switch opportunities are very limited, and Substitute exists. None of my Pokemon like Reuniclus very much. Not a bad order, regardless of my nitpicks.




Substitute (15) -- Fire Spin -- Sludge Wave

If Verol is not behind a Substitute on A3, then Confuse Ray and push back actions.
If Fire Spin misses A2, then Fire Spin on A3.
 
@ Weakness Policy
Overcoat / Magic Guard / Regenerator
100 HP | 100 EN
3/3/6/3/26 (-10% Eva)
STATUS: Stealth Rock

--------------------VS.--------------------

@ Poison Barb
Dry Skin / Illuminate
71 HP | 86 EN
1/3/6/4/76
STATUS: -1 Accuracy

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Mollux uses Substitute!
-15 HP
-12 EN


Reuniclus uses Knock Off! (No crit)
CRIT: NO (2692>625)
10 DMG
-7 EN


A2

Mollux uses Fire Spin! (No crit))
HIT: YES (7229<8000)
CRIT: NO (9326>625)
4 + 3 + 4.5 - 1 = 10.5 DMG
-4 EN


Reuniclus uses Infestation! (No crit)
CRIT: NO (9368>625)
(4 + 3) x 0.44 = 3.11 DMG
-5 EN


A3

Mollux uses Sludge Wave! (No crit or poison)
CRIT: NO (6449>625)
EFFECT: NO (7371>1000)
10 + 3 + 4.5 + 4 - 1 = 20.5 DMG
-6 EN


Reuniclus uses Psyshock!
Verol's Substitute fades!
-5 EN

Reuniclus: -31 HP, -17 EN
Mollux: -15 HP, -22 EN


@ Weakness Policy
Overcoat / Magic Guard / Regenerator
69 HP | 83 EN
3/3/6/3/26 (-10% Eva)
STATUS: Fire Spin (2a), Stealth Rock

--------------------VS.--------------------

@ Poison Barb
Dry Skin / Illuminate
56 HP | 64 EN
1/3/6/4/76
STATUS: OK

TorterraX

(♂) @ Wise Glasses | HP / EN: 38 / 42

Exclaimer
@ Expert Belt | HP / EN: 94 / 95
(♂) @ King's Rock | HP / EN: 88 / 75


Exclaimer orders
TorterraX orders
 


Switch phase, activate!

@ Expert Belt

[Toggle Klutz OFF] Block -- Shadow Punch -- Phantom Force

If P/E, then Substitute (15) the first instance, Chill the second instance. Do not trigger this sub consecutively.
If Trick Room, then Hammer Arm. [once]
If Pain Split, then Protect the first instance, Curse the second instance.
 
How about we turn that around now?
First thing to do here is deal with Block; fortunately for me, you forgot to sub for Magic Coat, which allows me to switch to a better matchup next round.

Now shadow punch, best I can do here is to damage, I'll calc what move between Psyshock/Psychic, Grass Knot, Shadow Ball and Energy Ball deals more damage.

Then last action, I guess the best I can do is use Recover to get back some hp, or I could combo but then I don't know if I can switch out while on cooldown? I'll ask on irc later.


Magic Coat -- Protect -- Pain Split

EDIT: Updated orders now :)
 
Last edited:
@ Weakness Policy
Overcoat / Magic Guard / Regenerator
69 HP | 83 EN
3/3/6/3/26 (-10% Eva)
STATUS: Stealth Rock

--------------------VS.--------------------

@ Expert Belt
Iron Fist / Klutz / No Guard
94 HP | 95 EN
6/3/2/3/47 (-10% Evasion)
STATUS: OK

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Reuniclus uses Magic Coat!
-9 EN


Golurk uses Block!
Bounced!
Reuniclus traps Golurk!
... except Golurk is a ghost, and cannot be trapped!

-6 EN

A2

Reuniclus uses Protect!
-7 EN


Golurk uses Substitute!
-15 HP
-12 EN


A3

Golurk uses Protect!
-7 EN


Reuniclus uses Pain Split! (Protected)
-11 EN


Reuniclus: -27 EN
Golurk: -15 HP, -25 EN


@ Weakness Policy
Overcoat / Magic Guard / Regenerator
69 HP | 56 EN
3/3/6/3/26 (-10% Eva)
STATUS: Stealth Rock

--------------------VS.--------------------


@ Expert Belt
Iron Fist / Klutz / No Guard
79 HP | 70 EN
6/3/2/3/47 (-10% Evasion)
STATUS: Substitute (15)

TorterraX orders
Exclaimer orders
 


I noticed something as I was reffing: Ghosts are immune to trapping. As a result, I'm going to refuse any counterswitch you make, due to me leading you on to something that heavily relied on trapping. Order as you will.
 
image.jpg
#King's Rock
Alright, so what we had talked about: Icicle Spear breaks sub and anyway this is gonna be my main attacking move along with Crash. Let's go for full damage.
What I need to be careful for is Dynamicpunch (100% Confusion chance ewwww) mostly. But then I lose out on damage... I think it will be worth to take the risk and just go full dmg here... Or will it?

I could also go with P/E versus Block, but since once again I wanna damage and Cloyster does fairly well vs your other mons, I'll take the chance... I think? Let's sub for it once then.

EDIT: MOAR DAMAGE

Icicle Spear*3
IF Golurk uses P/E, THEN use Spikes
IF Golurk uses Block AND Block is ordered only once this round, THEN Protect and push back actions
 
Last edited:
@ King's Rock
Shell Armor / Skill Link / Overcoat
90 HP | 100 EN
3/7/3/3/70
STATUS: Stealth Rock

--------------------VS.--------------------

@ Expert Belt
Iron Fist / Klutz / No Guard
79 HP | 70 EN
6/3/2/3/47 (-10% Evasion)
STATUS: Substitute (15)

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

Cloyster takes 15 damage from Stealth Rock!

A1

Cloyster uses Protect!
-7 EN


Golurk uses Block! (Blocked)
-6 EN


A2

Golurk uses Protect!
-7 EN


Cloyster uses Spikes!
-8 EN


A3

Golurk uses Protect!
-11 EN


Cloyster uses Spikes!
-12 EN


Cloyster: -15 HP, -27 EN
Golurk: -25 EN


@ King's Rock
Shell Armor / Skill Link / Overcoat
75 HP | 73 EN
3/7/3/3/70
STATUS: Stealth Rock

--------------------VS.--------------------

@ Expert Belt
Iron Fist / Klutz / No Guard
79 HP | 45 EN
6/3/2/3/47 (-10% Evasion)
STATUS: Substitute (15), Spikes (2 Layers)

TorterraX

(♂) @ Wise Glasses | HP / EN: 38 / 42
(♂) @ Weakness Policy | HP / EN: 69 / 56

Exclaimer
(♀) @ Poison Barb | HP / EN: 56 / 64
(♂) @ King's Rock | HP / EN: 88 / 75


Exclaimer orders
TorterraX orders
 
Last edited:

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

Top