[Battling 202 Test Run - Doubles] Mentor Frosty vs Pupil Mowtom

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
IF YOU WANNA REF THIS, LET ME KNOW. BTW, I am looking more for consistency and no mistakes then speed. Also, get ready to be here for a while.

Rules:

6v6 Doubles
ASB Arena
Strict 96h Disqualification. One warning per player. If pupil gets DQ'd twice, he can be kicked out by tutor. If tutor is DQ'd twice pupil may ask for replacement.
2 Recoveries / 5 Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
Switch = OK
Abilities = ALL
Items = ON
Mega: One
Sendout = Tutor sends out first.

Special Battling 202 Mentorship Rules:

The twist is: any and every move made by pupil must be justified. And if the Tutor doesn't accept the justification or knows of an action-set that accomplishes the same more efficiently, he may demand the pupil to reorder, resend the team, send out a different pokemon or a different item, or to explain further his strategy, until the tutor is satisfied. Yes, this means that "surprise" won't be a good strategy to use here, simply because of how unreliable that is. The tutor won't need to justify whatever, so surprise remains a good option for him.

Terrible repetitive plays from the pupil may cause the tutor to call a DQ, with the approval of the Manager of the course This program is for mildly experienced players. If you don't much idea of how things work, then the best way to fix it is with practice, not this program. Same way: if you are bringing your A-Game, then why bother?

Team Mentor Frosty:


Deoxys [Agahnim]
Nature: Lonely (+1 Atk, -1 Def)
Type: Psychic

Abilities: Pressure

Stats:

HP: 90
Atk: Rank 7 (+)
Def: Rank 1 (-)
SpA: Rank 6
SpD: Rank 2
Spe: 150
Size Class: 3
Weight Class: 4
Base Rank Total: 24

MC: 0


Hp: 90 | 90 | 90
Atk: 9 | 4 | 4 (+)
Def: 0 | 6 | 2 (-)
SpA: 8 | 3 | 3
SpD: 1 | 7 | 3
Spe: 150 | 90 | 180
Base Rank Total: 26 | 25 | 22


Attacks (105/??):
Aerial Ace
Agility
Ally Switch
Amnesia
Avalanche
Bind
Body Slam
Brick break
Calm Mind
Charge Beam
Confide
Cosmic Power
Counter
Cut
Dark Pulse
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Endure
Energy ball
Extreme Speed
Facade
Fire Punch
Flash
Flash Cannon
Fling
Focus Punch
Focus blast
Frustration
Giga Impact
Grass knot
Gravity
Hidden Power (Ground)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Knock Off
Leer
Light Screen
Low Kick
Low Sweep
Magic Coat
Mega Punch
Mimic
Mirror Coat
Mud-Slap
Natural Gift
Night Shade
Nightmare
Poison Jab
Power Up Punch
Protect
Psych Up
Psychic
Psycho Boost
Psycho Shift
Psyshock
Pursuit
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Safeguard
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spikes
Stealth Rock
Substitute
Sunny Day
Super Power
Swift
Taunt
Telekinesis
Teleport
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Water Pulse
Wonder Room
Wrap
Zap Cannon
Zen Headbutt

Garo Master the Greninja(M)
Type:
Water/Dark
Abilities: Torrent/Protean (U)
Nature: Rash (-1SpD, +1SpA)

Stats:
HP:
100
Atk: 3
Def: 3
SpA: 5 (+)
SpD: 2 (-)
Spe: 122
Size Class: 3
Weight Class: 3
Base Rank Total: 21

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

Attacks (73/73 - Movepool Maxed!):
Acrobatics
Aerial Ace
Attract
Bestow
Blizzard
Bounce
Bubble
Camouflage
Confide
Cut
Dark Pulse
Dig
Dive
Double Team
Echoed Voice
Extrasensory
Facade
Feint Attack
Fling
Frustration
Giga Impact
Grass Knot
Growl
Gunk Shot
Haze
Hidden Power (Fairy)
Hydro Cannon
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Lick
Low Kick
Mat Block
Mind Reader
Mud Sport
Night Slash
Pound
Power Up Punch
Protect
Quick Attack
Rain Dance
Rest
Rock Slide
Rock Smash
Rock Tomb
Role Play
Round
Scald
Secret Power
Shadow Sneak
Sleep Talk
Smack Down
Smokescreen
Snatch
Snore
Spikes
Spite
Strength
Substitute
Surf
Swagger
Taunt
Thief
Toxic
Toxic Spikes
U-Turn
Water Pledge
Water Pulse
Water Shuriken
Water Sport
Waterfall


Bubble Shield
Shadow Mend

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
Type: Ghost

Abilities:
Pressure/Frisk (H) [UNLOCKED]


Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

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

Attacks (100/100 - MOVEPOOL COMPLETED!):
Astonish (*)
Attract
Bind
Blizzard
Body Slam
Brick Break
Bulldoze
Calm Mind
Captivate
Charge Beam
Confide
Confuse Ray (*)
Counter
Curse
Dark Pulse
Destiny Bond (*)
Disable (*)
Double-Edge
Double Team
Dream Eater
DynamicPunch
Earthquake
Embargo
Endure
Facade
Faint Attack
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight (*)
Frustration
Future Sight
Giga Impact
Gravity
Grudge
Haze
Headbutt
Helping Hand
Hex
Hidden Power Water
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison (*)
Infestation
Leer (*)
Mean Look
Mega Kick
Mega Punch
Memento
Metronome
Mimic
Mud Slap
Natural Gift
Night Shade (*)
Nightmare
Ominous Wind
Pain Split (*)
Payback
Power-Up Punch
Protect
Psych Up
Psychic
Pursuit (*)
Rain Dance
Rapid Spin
Return (*)
Rest
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Ball
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Strength
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room

Shadow Mend

Fidgit (Dethl) Male
Nature: Sassy (-Spe, +1 SpD, +10% accuracy to opponent's moves)
Type: Poison/Ground
Abilities: Persistent/Vital Spirit/Prankster (H) [UNLOCKED]

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 91 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

Attacks (97/111):
Acrobatics
Acid Spray
Aerial Ace
After You
Air Slash
Ally Switch
Attract
Block
Body Slam
Bulldoze
Captivate
Circle Throw
Clear Smog
Comet Punch
Confide
Copycat
Dig
Disable
Double Team
Drill Run
Earth Power
Earthquake
Embargo
Encore
Endure
Entrainment
Facade
Fling
Follow Me
Gastro Acid
Giga Impact
Gravity
Gust
Haze
Heal Block
Heal Pulse
Helping Hand
Hidden Power Psychic
Hyper Beam
Icy Wind
Knock Off
Light Screen
Low Sweep
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Misty Terrain
Mud-Slap
Ominous Wind
Poison Jab
Protect
Quash
Quick Guard
Rain Dance
Rapid Spin
Razor Wind
Reflect
Rest
Rock Slide
Rock Tomb
Rototiler
Safeguard
Sand Attack
Sand Tomb
Sandstorm
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Spikes
Stealth Rock
Sticky Web
Stone Edge
Struggle Bug
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Twister
U-Turn
Venoshock
Venom Drench
Whirlwind
Wide Guard
Wish
Wonder Room

Dispel

XYTM: Echoed Voice, Frustration, Retaliate, Return, Rock Smash, Round, Secret Power, Strength, Thief,
Past Gen TM: Natural Gift, Psych Up, Rock Climb
Past Gen Tutor: Mud Slap, Swift
XYTutor: Snore

Kangaskhan [------------] (F)
Nature: Jolly (+Spe, -SpA, + 12% acc)
Type: Normal
Abilities: Early Bird, Scrappy, Inner Focus (Unlocked)

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 104 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 18


Mega Kangaskhan [---------------] (F)
Nature:
Jolly (+Spe, -SpA, + 15% acc)
Type: Normal
Abilities: Early Bird, Scrappy, Inner Focus (Unlocked), Parental Bond (Mega)

STATS
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 115 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 23


MC: 0
AC: 5/5

Attacks (92/???):

Aerial Ace
Aqua Tail
Avalanche
Bide
Bite
Blizzard
Body Slam
Brick Break
Bulldoze
Chip Away
Circle Throw
Comet Punch
Counter
Covet
Crunch
Crush Claw
Curse
Cut
Dig
Disable
Dizzy Punch
Double Edge
Double Hit
Drain Punch
Dynamic Punch
Earthquake
Endeavor
Endure
Facade
Fake Out
Fire Blast
Fire Punch
Fissure
Fling
Focus Blast
Focus Energy
Focus Punch
Foresight
Frustration
Giga impact
Hail
Hammer Arm
Headbutt
Helping Hand
Hyper Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Leer
Low Kick
Mega Kick
Mega Punch
Mimic
Natural Gift
Outrage
Power-Up Punch
Protect
Rage
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Sandstorm
Shadow Claw
Skull Bash
Sleep Talk
Snore
Solar Beam
Spite
Submission
Substitute
Sucker Punch
Stomp
Sunny Day
Tail Whip
Take Down
Thief
Thunder
Thunder Punch
Toxic
Trump Card
Uproar
Water Gun
Whirlpool

Ravio the Gallade (M)
Type:
Psychic/Fighting
Abilities: Steadfast/Justified [Unlocked]
Nature: Jolly (-1SpA, +Spe, +10% acc)

Stats:
HP:
100
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 4
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21


Ravio the Gallade (M)
Type:
Psychic/Fighting
Abilities: Steadfast/Justified [Unlocked]/Inner Focus
Nature: Jolly (-1SpA, +Spe, +19% acc)

Stats:
HP:
100
Atk: 7
Def: 3
SpA: 2 (-)
SpD: 4
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 24


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

Attacks (101/133):
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Charm
Close Combat
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Disarming Voice
Double-Edge
Double Team
Drain Punch
Draining Kiss
Dream Eater
Dual Chop
Earthquake
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Pulse
Helping Hand
Hidden Power Water
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Night Slash
Nightmare
Pain Split
Poison Jab
Power Up Punch
Protect
Psychic
Psycho Cut
Psyshock
Quick Guard
Reflect
Rest
Return
Rock Slide
Rock Tomb
Safeguard
Shadow Sneak
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Swords Dance
Stone Edge
Stored Power
Substitute
Taunt
Telekinesis
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Wide Guard
Will-o-Wisp
Wish
Wonder Room
Zen Headbutt
X-Scissor

Dispel
Shadow Mend


Team Pupil Mowtom:



Escavalier [Kent] (M)

Kent began his life as a younger brother to Shelby, a worm who lives in a viola. However, Kent was forced to leave his brother, never to return. After experiencing significant physical changes (and possibly a trip through a time machine), he found Mowtom, and the two bonded quite well.

Type: Bug / Steel
  • Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
  • Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities: Swarm / Shell Armor / Overcoat (Unlocked)
  • 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)
  • This Pokemon's thick, bony outer shell prevents it from taking critical hits.
  • This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Nature: Adamant (+Attack, -Special Attack)

Stats:
HP: 100
Atk: 6 (+)
Def: 4
SpA: 1 (-)
SpD: 4
Spe: 20
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (46/58):

Physical
Aerial Ace
Bug Bite
Counter
Double-Edge
Drill Run
Facade
False Swipe
Feint Attack
Fell Stinger
Flail
Fury Attack
Fury Cutter
Giga Impact
Headbutt
Iron Head
Knock Off
Megahorn
Peck
Poison Jab
Pursuit
Rock Smash
Reversal
Secret Power
Slash
Take Down
Twineedle
X-Scissor

Special
Bug Buzz
Hyper Beam
Infestation
Struggle Bug

Status
Attract
Double Team
Endure
Iron Defense
Leer
Protect
Quick Guard
Rain Dance
Rest
Scary Face
Sleep Talk
Substitute
Swagger
Swords Dance
Toxic

Stratagem [Pebbles] (-)

When Mowtom came across Pebbles playing with a young Mollux, he was shocked to discover that neither species was in his Pokedex. The Mollux ran away before Mowtom could observe it, but Pebbles was just as interested in Mowtom as Mowtom was in it. A partnership quickly formed between them.

Type: Rock
  • Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities: Levitate / Technician / Mold Breaker (Unlocked)
  • This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
  • This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
  • 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action. For a full list of affected abilities, see http://pastebin.com/sMzktgbV
Nature: Modest (+Special Attack, -Attack)

Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 6 (+)
SpD: 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

Attacks (43/75):

Physical
Explosion
Head Smash
Rock Blast
Rock Slide
Rollout
Tackle

Special
Ancient Power
Dazzling Gleam
Earth Power
Electro Ball
Energy Ball
Fire Blast
Flamethrower
Flash Cannon
Giga Drain
Heat Wave
Hidden Power (Ice)
Hyper Beam
Mud Shot
Ominous Wind
Paleo Wave
Power Gem
Shadow Ball
Vacuum Wave
Volt Switch
Weather Ball

Status
Acupressure
Defense Curl
Disable
Double Team
Endure
Magnet Rise
Magnetic Flux
Protect
Rest
Rock Polish
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Swagger
Toxic
Trick

Raid
Dispel

Nidoking [Pink] (M)

Pink seems to have some powers over reality. Mowtom has never really been clear on what the nature of those powers is, how they work, or why Pink isn't a Psychic-type. Pink has never answered these questions, mostly because he thrives on being as annoying to as many people as possible. He does react strangely to the name "Charlie" though.

Type: Poison / Ground
  • Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
    • Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
      Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
  • Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities: Poison Point / Rivalry / Sheer Force (Unlocked)
  • By default, 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 toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect). If Poison Point is toggled and Poison Touch is on its default effect, the Pokemon's contact attacks will inflict Toxic Poison.
  • 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, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
  • At default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
Nature: Mild (+Special Attack, -Defense)

Stats:
HP: 100
Atk: 4
Def: 2 (-)
SpA: 4 (+)
SpD: 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks (52/133):

Physical
Bide
Brick Break
Chip Away
Counter
Dig
Double Kick
Dragon Tail
Earthquake
Fury Attack
Giga Impact
Horn Attack
Horn Drill
Megahorn
Peck
Poison Jab
Poison Sting
Poison Tail
Rock Slide
Skull Bash
Smack Down
Sucker Punch
Tackle
Thrash

Special
Fire Blast
Focus Blast
Earth Power
Hyper Beam
Ice Beam
Shadow Ball
Sludge Bomb
Sludge Wave
Surf
Thunderbolt

Status
Disable
Double Team
Endure
Focus Energy
Helping Hand
Leer
Lovely Kiss
Morning Sun
Protect
Reflect
Rest
Roar
Sleep Talk
Stealth Rock
Substitute
Taunt
Torment
Toxic
Toxic Spikes

Mr. Mime [Gamzee] (M)

Don't even ask how Gamzee managed to follow Nepeta into this universe, why he did so, or how he became a Pokemon. Don't try to figure out what it means for clown immortality if he faints over and over again. Most of all, don't point out that he is now a mime, not a clown. He became stoned on Oran Berries when he got here, and I don't want anything changing that. Welp. It happened. God save us all.

Type: Psychic / Fairy
  • Psychic STAB; 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.
  • Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities: Soundproof / Filter / Technician (Unlocked)
  • Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
  • This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).
  • This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Nature: Bold (+Defense, -Attack)

Stats:
HP: 90
Atk: 1 (-)
Def: 4 (+)
SpA: 4
SpD: 5
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks (60/123):

Physical
Bide
Counter
Double Slap
Fake Out
Foul Play
Skull Bash

Special
Confusion
Dazzling Gleam
Grass Knot
Icy Wind
Infestation
Focus Blast
Future Sight
Hidden Power (Ground)
Hyper Beam
Magical Leaf
Psybeam
Psychic
Psyshock
Psywave
Shadow Ball
Thunderbolt

Status
Baton Pass
Barrier
Copycat
Double Team
Encore
Endure
Follow Me
Guard Swap
Healing Wish
Helping Hand
Hypnosis
Light Screen
Magic Coat
Meditate
Metronome
Mimic
Misty Terrain
Power Swap
Protect
Quick Guard
Reflect
Rest
Role Play
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Taunt
Telekinesis
Teleport
Tickle
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard

Conkeldurr [Sos] (M)

Sos has always loved the Battle Circle trilogy. He think the idea of fighting with honor in a circle to the surrender is the epitome of life. When Mowtom found him, he sent George in to fight. The result? Sos is unquestionably loyal to the other Fighting-type. He would even disobey Mowtom if George told him to.

Type: Fighting
  • Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities: Guts / Sheer Force / Iron Fist (Unlocked)
  • 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.
  • At default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
  • The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)
Nature: Adamant (+Attack, -Special Attack)

Stats:
HP: 110
Atk: 6 (+)
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks (40/71):

Physical
Bide
Brick Break
Bulldoze
Chip Away
Counter
Dig
Drain Punch
Earthquake
Fire Punch
Focus Punch
Force Palm
Giga Impact
Hammer Arm
Ice Punch
Knock Off
Low Kick
Mach Punch
Poison Jab
Pound
Rock Slide
Rock Throw
Smack Down
Stone Edge
Superpower
Thunder Punch
Wake-Up Slap

Special
Grass Knot

Status
Block
Endure
Focus Energy
Helping Hand
Leer
Protect
Rest
Sleep Talk
Substitute
Swagger
Taunt
Toxic
Wide Guard

Azumarill [Captain Hammer] (M)

One day, Bianca came upon a Poke-theater troupe, performing Dr. Horrible's Sing-Along Blog. The role of Captain Hammer was being played by an Azurill. Bianca sat and watched the production, and when it was done, approached the cast to convey her sincerest congratulations on a great show. The main characters were all so thrilled that a human liked their show that they agreed to go with Bianca as their trainer.

Type: Water / Fairy
  • Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
  • Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities: Thick Fat / Huge Power / Sap Sipper (Unocked)
  • This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
  • This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (first of three stages = 1, first of two stages or second of three stages = 2, fully evolved = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
  • This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage boost to its Attack stage (adjusting the natural stage).
Nature: Adamant (+Attack, -Special Attack)

Stats:
HP: 110
Atk: 3 (+) [6 Huge Power]
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]

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

Attacks (45/98):

Physical
Aqua Jet
Aqua Tail
Body Slam
Bounce
Brick Break
Dig
Dive
Double-Edge
Facade
Focus Punch
Giga Impact
Ice Punch
Iron Tail
Knock Off
Play Rough
Rollout
Slam
Superpower
Tackle
Waterfall

Special
Bubble
Bubble Beam
Icy Wind
Scald
Water Gun
Whirlpool

Status
Aqua Ring
Charm
Defense Curl
Encore
Endure
Helping Hand
Light Screen
Perish Song
Protect
Refresh
Rest
Sing
Sleep Talk
Soak
Splash
Substitute
Tail Whip
Toxic
Water Sport


Order of Operations:
Frosty sends out pokemon with item
Mowtom sends out pokemon with item and orders
I Shout at Mowtom
I Give OK for ref to ref
Ref refs.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
For the record: the "3 subs per player' should be read as "3 subs per pokemon". I can't edit because mowtom's formatting heavy profiles means that any edit will mess up with the hide tags.

Let's begin with an easy opening!

Garo Ninja the Greninja with Life Orb
Lady Maud the Kangaskhan with Kangaskhanite

Have Fun.
 

Mowtom

I'm truly still meta, enjoy this acronym!
is a Forum Moderatoris a Community Contributor
Moderator
"Just remember, it's not if you win or lose, it's how you play the game. Sos @ Black Belt and Captain Hammer @ Sea Incense."
Conkeldurr has by far the best matchup with Kangaskhan, so he gets a spot. I want to save Escavalier for Deoxys, so he is out. Stratagem and Nidoking both roll over and die against Greninja, so they are both out too (especially because Kangakshan is your only female mon). Between Mr. Mime and Azumarill, I'd rather use Azumarill now because Mr. Mime is exponentially better on a second order than a first.

I gave Conkeldurr a Black Belt over a Life Orb because I'm not planning on using any Sheer Force moves this round, and if that changes in future rounds I'll suffer through the lessened damage. Only Fidgit is really scared of any of the elemental punches anyways. Azumarill gets a Sea Incense because I don't have a good reason not to give him one.

"Before me stand two of the less honorable Pokemon in ASB. I shall struggle through."
Hammer Arm (Kangaskhan)~Low Kick (Kangaskhan)~Hammer Arm (Kangaskhan)
IF
Kangaskhan begins to Bide THEN intiate action string Knock Off (Greninja)~Helping Hand~Hammer Arm (Kangaskhan)
IF Kangaskhan uses Counter THEN Taunt (Kangaskhan) the first time, Toxic (Kangaskhan) the second, and Helping Hand the third, and restart queue each time
IF Kangaskhan is under DE THEN Earthquake and restart queue
IF by some freak happenstance Kangaskhan is KOed THEN redirect to Greninja
"Hah! No frogs or kangaroos can stand up to me!"
Play Rough (Greninja)~Play Rough (Greninja)~Play Rough (Greninja)
IF
Greninja is a Poison-type AND you would otherwise Play Rough (Greninja) THEN alternate Aqua Tail (Greninja) and Waterfall (Greninja)
IF Greninja uses a DE move AND NOT suspended AND NOT in a combo AND you are slower THEN Dive (Greninja)
IF Greninja uses Mat Block THEN Encore (Greninja) and replace all future actions with Play Rough (Kangaskhan), but only once
IF by some freak happenstance Greninja is KOed THEN redirect to Kangaskhan
I'm splitting my attacks so I don't have to sub for P/E, and next round I'd rather fight two weakened mons than two healthy mons (if I actually get a kill or you switch the hurt one).

Conkeldurr subs for Bide, Counter, and DE for reasons I hope are obvious. I don't care too much about the filler moves in the Bide and Counter subs, because I would be shocked if either is triggered.

Azumarill subs for Greninja resisting Play Rough (it can't be a Fire- or Steel-type so just saying Poison is sufficient), DE (using Dive instead of Dig for STAB and so Greninja can't spam Bounce (Conkeldurr) as comfortably), and the first instance of Mat Block.

I wanted to try to find space for various comboes from either mon, but Parental Bond makes Substitute useless against those and I didn't think something like suspended DE was worth it.

I don't think I need KO subs, but it can't hurt to have them, so...
 

Frosty

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OK, some tidbits here:

Things to consider:
1) There is nothing there that protects you from Rock Slide. While normally it would be a weird strategy, given it makes me lose the damage race (by around 20-30hp), Kangaskhan's Parental Bond means that double rock slide results into a 34% chance of each pokemon to move. Getting the guy ordering last to rely on hax is a small victory I suppose, but if it plays as expected, you are looking at around 4 flinches and 2 moves done. Considerind your Conkeldurr has Wide Guard, I would try to do something to sneak it in.
2) Some pointers if you want to save subs in a pinch:
a) Putting up Priority moves on the main sets saves you from the need to sub for D/E. You lose on output tho.
b) Draining moves like Drain Punch and Horn Leech break even against Counter. The first hit yeah will have you losing, but if you manage to heal, it will break even. Spread moves also work in that regard, as the counter is based on the damage done by the attack, not the total damage.
c) b also works against bide on most cases. This match isn't one of them, but that is besides the point.
3) You can assume I will switch next round. it is a pretty safe assumption, as in doubles it is a win-win situation for the most part, as only very rarely a counterswitch is a bad thing.
4) Why don't you use the simple "Protect" on your combo subs? You mentioned substitute and suspended D/E, but tbh protect is probably the most cost-efficient of all anti-combos measures.

Things to change:
1) What would happen if I were to use mimic Bounce with Kangaskhan? Yes, A1 would be kinda unconfortable. But A2 and A3 would kinda make up for it, with Kangaskhan hitting Conkeldurr SE and your Conkeldurr hitting your azumarill with EQ. A simple Mimic - Bounce (Conkeldurr) - Bounce (Conkeldurr) | Bounce (Conkeldurr) - Acrobatics (Conkeldurr) - Acrobatics (Conkeldurr), would deal 108hp of damage on your conkeldurr, 21hp of damage on Azumarill, against 31 on my kangaskhan and 55 on my greninja. It /seems/ like a fair trade, but it isn't. Conkeldurr falls A1 next round to either Fake Out or Whirlpool (heck, even toxic) which means that you will play ordering last essentially using one pokemon only. Long story short: some lessons here for doubles:
a) If you want to sub against dig, sub against dig. Don't sub against all D/E moves, unless you made sure I can't get a D/E move through other means (aka mimic, copycat or mirror move. mimic in particular is nifty as hell in doubles).
b) In the name of all things holy, do not include , when playing doubles, moves that can hit your mons (EQ, Surf, Sludge Wave etc barring immunity) on your subs. I don't care if you feel they are foolproof, they never are and the opponent will always find a way to make you keep hitting yourself other than your opponents (or on top of them) on semi-efficient ways.
c) Adding to the above, reliable > damaging on doubles. There are twice as many mons and orders to abuse your subs, so reliable is a must. EQ on Dig is a no-brainer and is the most damaging option for sure, but it isn't the most reliable. Mach Punch (with the proper changes in the trigger) is more reliable in this case as (aside from Talon Flame or combos) there is no way a pokemon is under D/E on priority +1. And there are very few moves Greninja can do at that priority to protect kangaskhan either. And you would still deal a healthy 22hp of damage.



All of those are minor things. The pokemon chosen are good, as are the items. That was a nice anti-protean strategy (not perfect, but there isn't such a thing) and some good main order and main approach on the matter.

Should you disagree, make your point and show me the numbers and I might reconsider. The top part are merely pointers you might take in or not. The bottom part are the things you need to address before moving on.

If I noticed something else, I will let you know.
 

Mowtom

I'm truly still meta, enjoy this acronym!
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Moderator
Ok, let's try this again.
"Just remember, it's not if you win or lose, it's how you play the game. Sos @ Black Belt and Captain Hammer @ Sea Incense."
"Before me stand two of the less honorable Pokemon in ASB. I shall struggle through."
Hammer Arm (Kangaskhan)~Drain Punch (Kangaskhan)~Drain Punch (Kangaskhan)
IF
either opponent uses Rock Slide THEN Wide Guard and push back
IF Kangaskhan begins to Bide THEN intiate action string Knock Off (Greninja)~Helping Hand~Hammer Arm (Kangaskhan)
IF Kangaskhan uses a DE move THEN Mach Punch (Kangaskhan) and push back
IF by some freak happenstance Kangaskhan is KOed THEN redirect to Greninja
"Hah! No frogs or kangaroos can stand up to me!"
Play Rough (Greninja)~Play Rough (Greninja)~Play Rough (Greninja)
IF
Greninja is a Poison-type AND you would otherwise Play Rough (Greninja) THEN alternate Aqua Tail (Greninja) and Waterfall (Greninja)
IF Greninja uses a DE move AND NOT suspended AND NOT in a combo AND you are slower THEN Dive (Greninja)
IF Greninja uses Mat Block THEN Encore (Greninja) and replace all future actions with Play Rough (Kangaskhan), but only once
IF by some freak happenstance Greninja is KOed THEN redirect to Kangaskhan
Yeah, subbing against Rock Slide might be a good idea. It is done. I'd really rather not Mach Punch all three actions to avoid Dig because then what was the point of trying not to Rock Slide flinch, so I dropped the Counter sub to Drain Punch instead. I'm not too concerned about the EN loss because I sorta expect Conkeldurr to fall by HP loss before his EN is too close to 0. I still have Hammer Arm A1 because if you Counter when I'm at full health I'd rather use the stronger, cheaper Hammer Arm.

I do want to sub against DE, not just Dig, because if Kangaskhan gets Bounce and uses it I'd still like to Mach Punch her.

You're right, Protect would work as a sub there, but Kanga's double Thunder Punch and Greninja's double Gunk Shot are only 4.5 damage different from each other, so subbing for only one feels sorta pointless. I'd rather guard against Mat Block.
 

Frosty

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I suppose one counter from kangaskhan won't be too harmful given the circunstances. Yeah, it deals a lot of damage, but it can be seen as the lesser evil.

Just one last thing I've noticed and might be slightly bad. If Greninja uses Bounce, it becomes a Flying Type and then this applies:

"Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4)."

Which, to sum it up, means I can make your Azumarill useless for a round while hitting hard on Conkeldurr.

That same talk about Reliable>Damaging applies here too.

Please change that sub.

Mowtom
 

Mowtom

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is a Forum Moderatoris a Community Contributor
Moderator
Third time's the charm?
"Just remember, it's not if you win or lose, it's how you play the game. Sos @ Black Belt and Captain Hammer @ Sea Incense."
"Before me stand two of the less honorable Pokemon in ASB. I shall struggle through."
Hammer Arm (Kangaskhan)~Drain Punch (Kangaskhan)~Drain Punch (Kangaskhan)
IF
either opponent uses Rock Slide THEN Wide Guard and push back
IF Kangaskhan begins to Bide THEN intiate action string Knock Off (Greninja)~Helping Hand~Hammer Arm (Kangaskhan)
IF Kangaskhan uses a DE move THEN Mach Punch (Kangaskhan) and push back
IF by some freak happenstance Kangaskhan is KOed THEN redirect to Greninja
"Hah! No frogs or kangaroos can stand up to me!"
Play Rough (Greninja)~Play Rough (Greninja)~Play Rough (Greninja)
IF
Greninja is a Poison-type AND you would otherwise Play Rough (Greninja) THEN alternate Aqua Tail (Greninja) and Waterfall (Greninja)
IF Greninja uses a DE move AND NOT suspended AND NOT in a combo AND you are slower THEN Aqua Jet (Greninja)
IF Greninja uses Mat Block THEN Encore (Greninja) and replace all future actions with Play Rough (Kangaskhan), but only once
IF by some freak happenstance Greninja is KOed THEN redirect to Kangaskhan
Aqua Jet will work against Dig, Dive and Bounce alike. Not really much to say here.
 

Frosty

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Lesson of the day: when facing a team that single-target your mons, try to focus fire on one of them to KO them before they do too many actions. If you can't, they play more defensive and try to set up the next round.
Kangaskhan [Mega-Evolve]: Counter - Return (Conkeldurr) - Skull Bash (Azumarill)
IF
Hammer Arm misses THEN Avalanche instead
Greninja: Extrasensory (Conkeldurr) - Extrasensory (Conkeldurr) - Spikes
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
Mentor Frosty

(M)
Life Orb | HP/EN: 100 / 100 | TYP/ABI:
Torrent/Protean | Stats: 3/3/5/2/122 | S/W/BRT 3/3/21 | Status: -
(F)
Kangaskhanite | HP/EN: 110 / 100 | TYP/ABI:
Early Bird/Scrappy/Inner Focus | Stats: 3/3/1/3/104 | S/W/BRT 4/4/18 | Status: -

Pupil Mowtom

(M)
Black Belt | HP/EN: 110 / 100 | TYP/ABI:
Guts/Sheer Force/Iron Fist | Stats: 6/3/1/3/45 | S/W/BRT 3/4/45 | Status: -
(M)
Sea Incense | HP/EN: 100 / 100 | TYP/ABI:
Thick Fat/Sap Sipper/Huge Power | Stats: 3[6]/3[4]/1/3[4]/50 | S/W/BRT 2/3/16[19] | Status: -

Battle Calcs! said:
=======
Crit is lower than (#), Hit is higher than %, effect is lower than %

KANGASKHAN Mega Evolves!
ORDER
>
>
>

1ST ACTION

GRENINJA uses Extrasensory (Conkeldurr)
is a Psychic type
Crit: 9731 (625)
Effect: 7818 (1000)
Damage: (8[BAP]+3[STAB]+7.5[SpA]+3[LO]-4.5[SpA])*1.5=25.5
-5en
-2HP

AZUMARILL uses Play Rough (Greninja)
Crit: 3556 (625)
Effect: 6783 (1000)
Damage: (9[BAP]+3[STAB]+9[Atk]-4.5[Def])=16.5
-6en

CONKELDURR uses Hammer Arm (Kangaskhann)
Hit: 1754 (9000)
Crit: 8109 (625)
Damage: ((10[BAP]+3[STAB]+2[IF]+9[Atk]-6[Def])*1.5)+(4[BB])=31
-6en

KANGASKHAN uses Counter (Conkeldurr)
Damage: 46.5
-21.5en

2ND ACTION

GRENINJA uses Extrasensory (Conkeldurr)
Crit: 1457 (625)
Effect: 8749 (1000)
Damage: (8[BAP]+3[STAB]+7.5[SpA]+3[LO]-4.5[SpA])*1.5=25.5
-9en
-2HP

KANGASKHAN uses Return (Conkeldurr)
Crit: 5169 (625)
Damage: (15[BAP*PB]+3[STAB]+7.5[ATk]-4.5[Def])=21
-9.5en

AZUMARILL uses Play Rough (Greninja)
Crit: 3198 (625)
Effect: 6563 (1000)
Damage: (9[BAP]+3[STAB]+9[Atk]-4.5[Def])=16.5
-8en

CONKELDURR faints

3RD ACTION

KANGASKHAN uses Skull Bash
Tuck 'n toughen
-11en

GRENINJA uses Spikes
-8en

AZUMARILL uses Play Rough (Greninja)
Crit: 6775 (625)
Effect: 5510 (1000)
Damage: (9[BAP]+3[STAB]+9[Atk]-4.5[Def])=16.5
-10en

KANGASKHAN uses Skull Bash
Crit: 70 (625) CRITICAL HIT!!!!
Damage: (19.5[BAP*PB]+3[STAB]+3[CRIT]+7.5[Atk]-6[Def])=27

TL;DR
-54HP -22EN
-31HP -42EN
~~~~
-119HP -6EN
-27HP -24EN
=======

Yo yo YO! Welcome Peepz to Ferrum Dojo, the holy ground of Pokemon Battles and where our Mentor Frosty brings his Pupil Mowtom to train and work on doubles! Frost man begins by sending out Garo Master the Greninja wearing his a necklace which yields a Life Orb and Lady Maud (since that's what he calls his Kangaskhan in other battles) with her joey holding their Kangaskhanite. Mow Mow reacts by sending out Sos the Conkeldurr showing off his Black Belt and Captain Hammer spreading the aroma of his Sea Incense to the people around him.


After his partner mega evolves, Garo claps his hands together and then shoots out a rainbow-colored beam towards Sos. Seeing that his Sos is in trouble, Captain Hammer rushes over to Garo and pummels him like a drum to make him stop attacking his ally. Sos nods to Cpt, H showing appreciation and dashes towards Lady Maud. The Conkeldurr jumps up into the air, grasp his pillars together and slams them on top of Lady Maud just like a hammer hitting a nail. Before Sos could back away, Lady Maud and her joey both grabbed one of his pillars and swings them against his cheeks. The Kangaskhans smashed Sos so hard, the pillars broke in half!

Garo kicks Cpt. Hammer away and shoots another beam at Sos. Lady Maud rams the Conkeldurr into the beam and keeps pushing him until Sos can no longer resist and falls onto the ground, knocked out. Cpt. Hammer is now alone can only do what he does best: go ham. Capt Hammer runs back to Garo and continues to pummel him.

Lady Mauls begins to toughens her and her baby's heads. Garo running around, trying to get away from the Azumarill, and spreads Spikes across Mowtom's side of the field. Azumarill chases Garo and once every now and then he gets a couple of whacks in before the Greninja flees away again. Captain Hammer tires from running after Garo and takes a break. During that moment Lady Maul and here babes crash into the Azumarill very recklessly.
Mentor Frosty

(M)
Life Orb | HP/EN: 46 / 78 | TYP/ABI:
Torrent/Protean | Stats: 3/3/5/2/122 | S/W/BRT 3/3/21 | Status: -
(F)
Kangaskhanite | HP/EN: 79 / 58 | TYP/ABI:
Early Bird/Scrappy/Inner Focus/Parental Bond | Stats: 5/4/1/4/115 | S/W/BRT 4/5/23 | Status: +1 Def

Pupil Mowtom

(M)
Black Belt | HP/EN: KO / 94 | TYP/ABI:
Guts/Sheer Force/Iron Fist | Stats: 6/3/1/3/45 | S/W/BRT 3/4/45 | Status: -
(M)
Sea Incense | HP/EN: 83 / 76 | TYP/ABI:
Thick Fat/Sap Sipper/Huge Power | Stats: 3[6]/3[4]/1/3[4]/50 | S/W/BRT 2/3/16[19] | Status: -

Mowtom Sends out and Equips a Pokemon to replace Conkeldurr
Frosty Orders
Mowtom Orders and justifies his orders
Frosty give Mow Mow suggestions and advice
Mowtom does thingo
Frosty approves
I Toon
 
Last edited:

Mowtom

I'm truly still meta, enjoy this acronym!
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Moderator
"Pebbles @ Expert Belt."
Part of my reasoning from above still applies. I want to save Escavalier for Deoxys, and Nidoking for male mons. However, Greninja has been sufficiently weakened that I think it's safe to send Pebbles into the fray now, saving Gamzee for later to face Gallade hopefully. Expert Belt is because I have no reason to think I'll be spamming Rock moves and Stratagem has a ton of coverage.
 

Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
I kinda find hard to swallow you trying your luck at ordering last with Stratagem and Azumarill. Azumarill I get (you don't have any other choice), but stratagem? Seems like you are fighting the next round not to lose instead of trying to win. This is when you will need to capitalize, press on and try to deal more damage to me than I dealt to you last round.

That being said, I need you to do the following exercise: what can possibly threat you if you go with Mime + Azumarill? You are arguing that Mime can be useful vs Gallade, but I find that debatable, as Mime's only Fairy move is dazzling gleam, which deals 15.75hp of damage to gallade, so you won't stop it with that alone. Also, the possible partners for mime (escavalier, nidoking and stratagem) can be easily hit by Gallade, so mime won't serve as defense either. So if your sole reason to not send mime is gallade, I will need you to rethink it and come up with either another move or a better reasoning, because that one I ain't taking. Sorry. The opportunity cost of not sending mime in when ordering last is way bigger than the possibly gains in sending it vs gallade. Sometimes you gotta be more aggressive. Better: in doubles, you need to be able to change gears from defense to offense and now is time to play offense (or counteroffense, something mime excels in).


So yeah, please address better why you aren't going with mime. If you insist on saving it for later (a possible decision yeah), I will need better reasoning than the one you just gave, k?

Mowtom
 

Mowtom

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"Gamzee @ Odd Incense."
Basically? I realized that you're absolutely right. The worst thing that can happen is that I have to face Dusknoir, but Azumarill's Knock Off makes that more manageable and it's not like Mime can do that much to Gallade in the first place.
 

Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
Good to see you comply.

regarding knock off...

SWITCH PHASE INITIATED!
Greninja Out
Bongo Bongo the Dusknoir with Weakness Policy IN



Counterswitch?
 

Mowtom

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"Not happening."
I don't want to order first.
 

Frosty

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You better ace this.

Kangaskhan: Rock Slide - Rock Slide - Rock Slide
IF
Wide Guard is up on Mowtom's side THEN Headbutt (Azumarill) and push back
IF Encore (Kangaskhan) A3 THEN Dodge A3
IF Tormented AND Rock Slide was used on the action prior THEN Headbutt (Mr. Mime) and push back

Dusknoir: Knock Off (Azumarill) - Knock Off (Mr. Mime) - Rock Slide
IF
Mime is not Taunted AND Mime is not under Magic Coat THEN Taunt (Mr. Mime)
IF Duskoir is encored into Taunt AND Mime is taunted THEN direct it towards Azumarill
IF Dusknoir is to use Knock Off AND its target is under D/E THEN Redirect towards the other and push back
 

Mowtom

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"Ace this? Sure, I can do that. Right?"
no you can't :o(
AND HE'S GONNA MAKE ME ANGRY

Thunder Wave (Kangaskhan)~Dazzling Gleam~Dazzling Gleam
IF
you flinch A1 THEN Thunder Wave (Kangakshan) A2
"This is why I should be put in charge of things."
Dive (Kangaskhan)~Dive (Kangaskhan)~Dive (Kangaskhan)
IF
Kangaskhan is KOed THEN Dive (Dusknoir)
IF Gamzee flinches A1 THEN Protect (Gamzee) instead
IF Dusknoir's first sub is to activate THEN Brick Break (Kangaskhan)
IF you do not hold a Sea Incense THEN Brick Break (Kangaskhan)
I need to slow Kangaskhan down. Preferably slower than Azumarill. I see three ways to do this: Thunder Wave, Trick Room, and Icy Wind.

However, none of those have priority, so I'm risking flinches. Meaning I have to choose whichever strategy is most likely to actually work. Trick Room's lowered priority means that unless Azumarill gets off a passed Protect, Mime will fail, so the odds of it working are 49%. Kangaskhan is fast enough that it needs two Icy Winds to be slower than Azumarill, and the odds of neither of my mons flinching is only a tad over 24%. On the other hand, this strategy works if either Mime moves A1 (49% chance) or Mime flinches A1, Azumarill moves, and Mime moves A2 (a bit over 12% chance).

I'm willing to allow one mon to lose his item so the second can keep it, and Azumarill's second sub is the most concise way I found to Brick Break on Taunt and Dive on Knock Off. I don't think I can keep the Odd Incense with a Taunted Mime.
 
Last edited:

Mowtom

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Ok, I can't tell if that question was rhetorical or not, so I'll answer it as if it were serious. By my subs, Azumarill will Dive if and only if Dusknoir is to use Knock Off on it. This results in Dusknoir Knocking Off Mime instead multiple times, which I'd much rather have than both of my mons losing their item.
 

Frosty

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It is partially rhetorical and partially serious. Because I might be missing something.

Still, by your orders, Dusknoir will Taunt A1. My sub doesn't have "push back", so A2 it should Knock Off Mr. Mime and I don't see any sub that would change your orders in that situation. It seems to me that Azumarill will BB - Dive - Dive and Dusknoir will Taunt - Knock Off (Mime) - Rock Slide
 

Mowtom

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So it turns out I can't read. Lovely.
"Ace this? Sure, I can do that. Right?"
no you can't :o(
AND HE'S GONNA MAKE ME ANGRY

Thunder Wave (Kangaskhan)~Taunt (Dusknoir)~Dazzling Gleam
IF
you are Taunted THEN Dazzling Gleam
IF you flinch A1 THEN Thunder Wave (Kangakshan) A2
"This is why I should be put in charge of things."
Protect (Gamzee)~Brick Break (Kangaskhan)~Brick Break (Kangaskhan)
IF
Kangaskhan is KOed THEN Play Rough (Dusknoir)
Most of what I said before still applied. The main difference is that spamming Dive is idiotic and has been replaced with better moves. The A1 Protect is so hopefully Mime will not be Taunted A1 and can stop himself from ever being Taunted, or if that fails at least keep his item. If flinches happen, which I expect, the round might not be that bad if I can still get off the Thunder Wave.
 

Frosty

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I'd rather have Waterfall instead of Brick Break for the paraflinch. And I'd rather use Dive A3 to avoid Rock Slide (that means around 8 more hp) But it is all minor and I prefer to move on with this.

Toon

Please ref it without Flinches or Full Paralysis. Roll everything else normally.

Note: I can ask you roll some effects for me if I feel it will interesting for the experience. If I don't ask anything on that round, assuming you roll everything normally.
 

Toon

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Mentor Frosty

(M)
Weakness Policy | HP/EN: 90 / 100 | TYP/ABI:
Pressure/Frisk | Stats: 5/5/3/5/39 [-10%] | S/W/BRT 4/5/21 | Status: -
(F)
Kangaskhanite | HP/EN: 79 / 58 | TYP/ABI:
Early Bird/Scrappy/Inner Focus/Parental Bond | Stats: 5/4/1/4/115 [+15%] | S/W/BRT 4/5/23 | Status: +1 Def
(M)
Life Orb | HP/EN: 46 / 78 | TYP/ABI:
Torrent/Protean | Stats: 3/3/5/2/122 | S/W/BRT 3/3/21 | Status: -


Pupil Mowtom
X

(M)
Odd Incense | HP/EN: 90 / 100 | TYP/ABI:
Soundproof/Filter/Technician | Stats: 1/4/4[5]/5[6]/90 | S/W/BRT 3/4/19 | Status: -
(M)
Sea Incense | HP/EN: 83 / 76 | TYP/ABI:
Thick Fat/Sap Sipper/Huge Power | Stats: 3[6]/3[4]/1/3[4]/50 | S/W/BRT 2/3/16[19] | Status: -

Battle Calcs! said:
=======
Crit is lower than (#), Hit is higher than %, effect is lower than %

ORDER
>
>
>


1ST ACTION

KANGASKHAN uses Rock Slide
Crit: no crits
Mr Mime: 3793 (625)
Azumarill: 7775 (625)
Damage:
Mr Mime: (9[BAP*PB]+7.5[Atk]-6[Def])=10.5
Azumarill: (9[BAP*PB]+7.5[Atk]-6[Def])=10.5
-9en

MR MIME uses Thunder Wave (Kangaskhan)
-7en

AZUMARILL uses Protect (Mr Mime)
-7en

DUSKNOIR uses Taunt (Mr Mime)
Protect'd
-10en

2ND ACTION

MR MIME uses Taunt (DUSKNOIR)
-12en

AZUMARILL uses Brick Break (Kangaskhan)
Crit: 6946 (625)
Damage: (8[BAP]+9[Atk]-6[Def])*1.5+(-2)=14.5
-6en

DUSKNOIR uses Knock Off (Mr Mime)
Crit: 1838 (625)
Damage: (10[BAP]+7.5[Atk]-6[Def])=11.5
-7en

KANGASKHAN uses Rock Slide
Crit: no crits
Mr Mime: 2263 (625)
Azumarill: 7705 (625)
Damage:
Mr Mime: (9[BAP*PB]+7.5[Atk]-6[Def])=10.5
Azumarill: (9[BAP*PB]+7.5[Atk]-6[Def])=10.5
-13en

3RD ACTION

MR MIME uses Dazzling Gleam
Crit: no crits
Dusknoir: 8202 (625)
Kangaskhan: 2431 (625)
Damage:
Dusknoir: (6[BAP]+3[STAB]+6[SpA]-7.5[SpD])=7.5
Kangaskhan: (6[BAP]+3[STAB]+6[SpA]-6[SpD])=9
-7en

AZUMARILL uses Brick Break (Kangaskhan)
Crit: 4404 (625)
Damage: (8[BAP]+9[Atk]-6[Def])*1.5+(-2)=14.5
-10en

DUSKNOIR uses Rock Slide
Hit: all hit
Mr Mime: 2723 (9000)
Azumarill: 2653 (9000)
Crit: no crits
Mr Mime: 3053 (625)
Azumarill: 7047 (625)
Damage:
Mr Mime: (6[BAP]+7.5[Atk]-6[Def])=7.5
Azumarill: (6[BAP]+7.5[Atk]-6[Def])=7.5
-6en

KANGASKHAN uses Rock Slide
Crit: no crits
Mr Mime: 2444 (625)
Azumarill: 8235 (625)
Damage:
Mr Mime: (9[BAP*PB]+7.5[Atk]-6[Def])=10.5
Azumarill: (9[BAP*PB]+7.5[Atk]-6[Def])=10.5
-17en

TL;DR
-8HP -23EN
-38HP -39EN
~~~~
-51HP -26EN
-39HP -23EN
=======
FLAVOR
Mentor Frosty

(M)
Weakness Policy | HP/EN: 72 / 77 | TYP/ABI:
Pressure/Frisk | Stats: 5/5/3/5/39 [-10%] | S/W/BRT 4/5/21 | Status: Taunt (4a)
(F)
Kangaskhanite | HP/EN: 79 / 58 | TYP/ABI:
Early Bird/Scrappy/Inner Focus/Parental Bond | Stats: 5/4/1/4/115[28.75] [+15%] | S/W/BRT 4/5/23 | Status: PAR (15%)
(M)
Life Orb | HP/EN: 46 / 78 | TYP/ABI:
Torrent/Protean | Stats: 3/3/5/2/122 | S/W/BRT 3/3/21 | Status: -


Pupil Mowtom
X

(M) X Nothing | HP/EN: 39 / 74| TYP/ABI:
Soundproof/Filter/Technician | Stats: 1/4/4/5/90 | S/W/BRT 3/4/19 | Status: -
(M)
Sea Incense | HP/EN: 44 / 53 | TYP/ABI:
Thick Fat/Sap Sipper/Huge Power | Stats: 3[6]/3[4]/1/3[4]/50 | S/W/BRT 2/3/16[19] | Status: -

Mowtom Orders
Frosty judges and Orders
I Toon
 

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