Battling 101 - Mentor Frosty vs Pupil Toon

Frosty

=_=
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Rules:
2v2 Singles
DQ: 48h
2 Recoveries, 5 Chills per mon
Two Substitutions per pokemon excluding KO Substitutions.
Switch = OK
Abilities = ALL
Items = Training
Arena: ASB Tournament Arena

About Battling 101:
The player has the right to fight the tutor in at most 3 battles (singles or doubles), being two 2vs2 and one 3vs3. In those battles the player can use either rentals, aka, copies of pokemon owned by registered players, or his own mons. The Tutor should respond with either rentals or pokemon of his own that match the level of the ones used by the player.

The battle will play out normally, with the tutor playing to win. During the match, the tutor should give tips on moves and what-not, but only after the player orders. Comment on why a certain strategy you/they used went right/wrong and why you/they won/lost the battle.

The Pupil isn't obligated to use all 3 battles, or to use them before or after registering. They can register their team and use the 3 battles to pratice with them. Or they can use the 3 battle solely to try on stuff. Or they can test with 2 matches, register a team and then use the last one as a final test. Or any other way that seems fit.


Team Toon

179.gif

Mareep [♀] Lucy
Types:
Electric
Abilities:: Static/Plus (H)
Nature: Bold (+Def, -Atk)
Stats:
HP: 90
Atk: 1 (-)
Def: 3 (+)
SpA: 3
SpD: 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/9
MC: 3
AC: 1/5

Attacks:
Level Up

Growl
Tackle
Thunder Wave
Thunder Shock
Cotton Spore
Charge
Take Down
Electro Ball
Confuse Ray

Egg
Body Slam
Eerie Impulse
After You
Agility
Electric Terrain

TM/HM
Thunderbolt
Protect
Round
Toxic
Substitute


298.gif

Azurill [♂] Azul
Types:
Normal/Fairy
Abilities::Thick Fat/Huge Power/Sap Sipper (H)
Nature: Adamant (+Atk, -SpA)
Stats:
HP: 90
Atk: 2 [3 Huge Power] (+)
Def: 2
SpA: 0 (-)
SpD: 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 9 [10 Huge Power]
EC: 0/9
MC: 0
AC: 0/5

Attacks:
Level Up

Splash
Water Gun
Tail Whip
Water Sport
Bubble
Charm
Bubble Beam
Helping Hand
Slam
Bounce

Egg
Body Slam
Encore
Refresh
Sing
Camouflage


TM/HM
Return
Facade
Waterfall
Rest
Sleep Talk

Team Frosty

058.png

Growlithe [------] (-)
Type:
Fire
Abilities: Intimidate/Flash Fire/Justified (L)
Nature: Hasty (+Spe, -Defense, +11 acc)

Stats:
HP:
90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 2/6
MC: 6
AC: 2/5

Attacks (??/??):

Level-Up
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Fire Fang
Take Down
Flare Blitz
Heat Wave

TM/HM
Protect
Toxic
Substitute
Dig
Wild Charge

Egg:
Close Combat
Covet
Crunch
Thrash
Morning Sun​
355.png

Duskull (F)
Type:
Ghost
Abilities: Levitate/Frisk (H)
Nature: Brave (+Atk, -Spe, -10% evasion)

Stats:
HP:
80
Atk: 3 (+)
Def: 3
SpA: 2
SpD: 3
Spe: 21
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks (??/??):

Level-Up
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Egg
Destiny Bond
Grudge
Imprison
Pain Split
Skill Swap

XYTM
Protect
Substitute
Sleep Talk
Toxic
Payback
Order of Operations:Toon sends out pokemon with item
Frosty sends out pokemon with item and orders
Toon orders
I Ref
 
oh this azurill will give me headaches -_-. So it is a good mon to send out when ordering last.

Anyway

Growlithe with Heart Scale

Growlithe: Take Down - Close Combat - Take Down
IF
Water typed damaging move AND outside a combo AND Growlithe is faster THEN Dig and push back
IF Water typed damaging move AND in a combo THEN Protect and push back
 
I should really get more moves other than water asap, for now I believe my only two choices I have is giving you sleep/paralysis or encore so I may attack with water. I choose the second option. Hopefully I dont regret

Encore-> Waterfall -> Waterfall
 
using water moves in this situation is very enticing, but you gotta back up your desires with number (that sounded too poetic...). To be more specific, your action set results in 37hp of damage on growlithe and 32 on Azurill, ending with a -1atk azurill. A simple Body Slam - Return - Body Slam action set would give you around 41hp of damage on growlithe and 35 on azurill with a -1atk azurill and a -1def/spd growlithe, with a nice 51% chance of paralysis due to body slam. Second option has more potential to cause damage (in theory) and is cheaper so it is better, even though it has 0 SE moves and is as dull (and non-intuitive) as it can get. In the end the difference is small, but this is just for you to notice that going SE isn't necessarily always the best course of action.

Regardless, using encore is nice strategy. Good job.

298.gif

Hp: 90
En: 100
3/2/0/2/20
Other:

058.png

Hp: 90
En: 100
3/1/3/2/69
Other:​

INTIMIDATE

ACTION 1!

Growlithe used Take Down! (-7en)
Hit: 81
Crit: 12 (no)
Damage: (9+1.5)= 10.5hp
-2.62hp due to recoil

Azurill used Encore! (-9en)

ACTION 2!

Growlithe used Take Down! (-7en)
Hit: 99 (miss)
But it missed!

Azurill used Waterfall! (-6en)
Crit: 6 (no)
Damage: (8+3)*1.5-2= 14.5hp

ACTION 3!
Growlithe used Take Down! (-7en)
Hit: 90 (yes)
Crit: 6 (no)
Damage: (9+1.5)= 10.5hp
-2.62hp due to recoil

Azurill used Waterfall! (-10en)
Crit: 6 (no)
Damage: (8+3)*1.5-2= 14.5hp

- - -


298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)​

Toon orders or initiates a switch phase
 
lets see 6.666... from paybacks (w/o crit) and automatic -10hp from night shade so i will...

substitute 20 -> thunder wave -> thunderbolt+thundershock
 
uuuuuuuuuuuuuuuhhhhh

why 6.666 from payback? Payback is Dark and Mareep is Electric, so it hits neutral?

Also thunder wave is wonderful if accompanied by Electro Ball. Which Mareep has. So keep it in mind? Also also, thanks to static there is a 30% chance your thunder wave will be semi-useless (it will just boost paralysis from 20% to 25%). Keep it in mind and use a sub to cover that.

Yeah, a lot to cover. So always take your time when ordering. Unless you don't particularly care about the end result.

- - - -

179.gif

Hp: 90
En: 100
1/3/3/2/35
Other:

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

Hp: 80
En: 100
3/3/2/3/21
Other:

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)
ACTION 1!

Mareep used 20hp substitute! (-18en)

Duskull used Payback! (-7en)
Crit: 12 (no)
Damage: 10hp
Static: 3 (yes)

Duskull was paralysed!

ACTION 2!

Mareep used Thunder Wave! (-6en)
paralysis boosted to 25%

Full Paralysis: 89 (no)
Duskull used Night Shade! (-4en)
Damage: 10hp

sub faded!

ACTION 3!

Full Paralysis: 37 (no)
Duskull used Payback! (-7en)
Crit: 12 (no)
Damage: 5hp

Mareep used Thundershock + Thunderbolt! (-14en)
Crit: 13 (no)
Effect: doesn't matter
Damage: (4+9*1.5+3)= 20.5hp

- - -

179.gif

Hp: 65
En: 62
1/3/3/2/35
Other: cooldown (1a)

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

Hp: 59
En: 82
3/3/2/3/21
Other: Paralysis (20%)

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)

Toon orders
I order and ref
 
oops i calced muy wrong ^^; one thing im fearing atm (because im somewhat confused on how it works) hopefully it doesnt happen

cooldown -> Electro Ball -> thunderbolt

IF Duskull is paralyzed A2 THEN use Charge A2 and thunderbolt A3
IF Duskull uses protect A2 THEN Charge A2 -> thunderbolt+thundershock A3
 
Toon

I was about to ref this, but before, I have a question: that first sub is correct? Also did you mean Paralysed (status) or Fully Paralysed?

I am guessing there was supposed to be a "not" somewhere there, i think?
 
frosty n it mean if duskull is fully paralyzed (unable to perform their action because of paralysis) then activate the sub

im sorry for my bad wording
 
Full Paralysis won't remove paralysis (unless Duskull FPs twice this round, and still you would be able to sneak an electro ball in). So I fail to see the need for that sub to be entirely honest.
Night Shade - Payback - Night Shade


179.gif

Hp: 65
En: 62
1/3/3/2/35
Other: cooldown (1a)

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

Hp: 59
En: 82
3/3/2/3/21
Other: Paralysis (20%)

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)
Round 3!
DATA:

ACTION 1!

Mareep cools down!

FP: 80 (no)
Duskull used Night Shade! (-4en)
Damage: 10hp

ACTION 2!

Mareep used Electro Ball! (-8en)
Crit: 6 (no)
Damage: (15+3)= 18hp

FP: 37 (no)
Duskull used Payback! (-7en)
Crit: 2 (no)
Damage: 10hp

ACTION 3!

Mareep used Thunderbolt! (-6en)
Crit: 9 (no)
Damage: 9+3= 12hp

FP: 28 (no)
Duskull used Night Shade! (-4en)
Damage: 10hp

- -- -



179.gif

Hp: 35
En: 48
1/3/3/2/35
Other: cooldown (1a)

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

Hp: 29
En: 67
3/3/2/3/21
Other: Paralysis (15%)

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)
- - - -

Duskull: Pain Split - Night Shade - Payback
IF
P/E THEN Chill and push back
IF Fully Paralysed THEN push back

Toon
 
Sorry for the wait,

Substitute 20 -> electro ball -> electro ball
 
Last edited:
Nice plays! Very nice ones.

179.gif

Hp: 35
En: 48
1/3/3/2/35
Other:

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

Hp: 29
En: 67
3/3/2/3/21
Other: Paralysis (15%)

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)
ACTION 1!

Mareep used 20hp substitute! (-18en)

Duskull used Pain Split! (-13en)
fail

ACTION 2!

Mareep used Electro Ball! (-7en)
Crit: doesn't matter
Damage: 15+3= 18hp

FP: 72 (no)
Duskull used Night Shade! (-4en)
Damage: 10hp

ACTION 3!

Mareep used Electro Ball! (-11en)
Duskull fainted!

- - -

179.gif

Hp: 15 (10hp sub)
En: 12
1/3/3/2/35
Other:

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

Hp: KO
En: KO
3/3/2/3/21
Other: Paralysis (15%)

058.png

Hp: 56
En: 79
3/1/3/2/69
Other: Encored (0a)


Growlithe is sent out!
Toon orders
I order and ref
etc



 
tbh idk what to do here

Chill -> Thunderbolt+Thunderbolt -> CD

IF Growlithe uses Morning Sun any action Then ThunderWave Same action, do not repeat this sub more than once
IF Growlithe uses Substitute any action Then uses Thunderbolt+thunderbolt same action -> cooldown next action
 
combos ordering first are very very very unreliable.

also funny thing: if you don't have energy to pull out something, it isn't an illegal order. It just may fail.

15hp Substitute

- - -

179.gif

Hp: 15 (10hp sub)
En: 12
1/3/3/2/35
Other:

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

058.png

Hp: 56
En: 79
3/1/3/2/69
Other:
ACTION 1!

Growlithe used 15hp substitute! (-12en)

Mareep tried to use Thunderbolt + Thunderbolt!
From Handbook: One other attribute a combo has is base energy cost. This is the minimum amount of energy the Pokemon needs to execute the combo. If it has less, the combo fails and the Pokemon faints from exhaustion. If the combo is a same-move combo, the base energy cost is the cost of using the move on that action and the following action, with all modifiers like STAB and consecutive use penalty factored in. If the combo is a different-move combo, the base energy cost is the cost of using one move on that action and the other move on the following action, with all modifiers like STAB and applying consecutive use penalty to whichever move (if either) was used on the action prior to the combo. The exception is if either move in the combo states that it requires the full amount of energy to use, like Explosion. In this case, the base energy cost is equal to the combo's total energy cost.
Base Energy Cost: 7-1+7+4-1= 16

Mareep doesn't have the base energy cost!
the combo failed!

Mareep fainted!

- - -

Hp: KO
En: KO
1/3/3/2/35
Other:

298.gif

Hp: 69
En: 75
3/2/0/2/20
Other: -1atk

355.png

058.png

Hp: 41 (15hp)
En: 67
3/1/3/2/69
Other:​

- - -

Growlithe: Take Down - Close Combat - Take Down
IF
Water typed damaging move AND outside a combo AND Growlithe is faster THEN Dig and push back
IF Water typed damaging move AND in a combo THEN Protect and push back

This round is crucial btw.

Toon
 
298.gif
@ Lucky Egg
--------------------------------------------
I should read handbook more =3=
hmm.... Hopefully i didnt mess up calcs again; return should break sub

Return -> Body Slam -> Return

IF Growlithe Gains Paralyzed(Gains the status) THEN Waterfall (A3)
 
Just a small thing: You could have ended this with a combo A3. Since you are ordering last, you can combo with no drawbacks. Especially since it ends in KO.

But it will probably matter very little in this match.
298.gif



Hp: 69
En: 75
3/2/0/2/20
Other:


058.png

Hp: 41 (15hp)
En: 67
3/1/3/2/69
Other:
ACTION 1!

Growlithe used Take Down! (-7en)
Crit: 16 (no)
Damage: (9+1.5)= 10.5hp
-2.62hp

Azurill used Return! (-6en)
Crit: 13 (no)
Damage: (10+3+3)= 16hp

sub faded!


ACTION 2!

Growlithe used Close Combat! (-8en)
Crit: 10 (no)
Damage: (12+1.5)= 13.5hp

Azurill used Body Slam! (-4.33en)
Crit: 9 (no)
Effect: 3 (yes)
Damage: 8+3+3= 14hp

ACTION 3!

Azurill used Waterfall! (-6en)
Crit: 13 (no)
Effect: 2 (yes)
Damage: (8+3)*1.5+2= 18.5hp

Growlithe flinched!

- - -

298.gif

Hp: 45
En: 59
3/2/0/2/20
Other:


058.png

Hp: 6
En: 52
3/1/3/2/69
Other: 15% paralysis, -1Def/SpD
Toon

 
Yeah no way to escape it.

- - - -

298.gif

Hp: 45
En: 59
3/2/0/2/20
Other:


058.png

Hp: 6
En: 52
3/1/3/2/69
Other: 15% paralysis, -1Def/SpD​
Round 6
DATA:

ACTION 1!

Azurill attacked!

Growlithe fainted!

- - -

298.gif

Hp: 45
En: 59
3/2/0/2/20
Other:


058.png

Hp: KO
En: KO
3/1/3/2/69
Other: 15% paralysis, -1Def/SpD

- - -

Prizes:

Toon : 3CC
Azurill: 1EC, 4MC, 1AC, 1EC/AC
Mareep: 1EC, 5MC, 1AC

Frosty : 2CC, 5UC for mentoring, 6UC for reffing that I usually forget to claim -_-
Growlithe: 1EC, 2MC, 1AC, 2KOC
 
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