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Gym [FIRE] Leader Orcinus Duo vs. Challenger Elevator Music (4v4 Doubles) - IAR Refs

Discussion in 'ASB' started by Its_A_Random, Jan 16, 2013.

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  1. Its_A_Random

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    Only Orcinus Duo, Elevator Music, Its_A_Random, & any required sub-referees, may post in this thread until the completion of this battle. All other posts made will be deleted, & possibly subjected to moderation. Thank you.

    And so, Orcinus Duo, the Fire-Type Gym Leader, after a mini-hiatus, has come to open his gym! His first challenger: Elevator Music, looks like he wants to test the waters & see how strong the Fire Gym really is! Will Elevator Music win his second badge? Or will Orcinus Duo win his maiden match as Gym Leader? Let us find out.

    RULES & REGULATIONS
    4v4 Doubles
    DQ Time: 72 Hours
    Max Recoveries per Pokémon: 2
    Max Chills per Pokémon: 5
    Max Substitutions per Pokémon: 2 + KO Substitutions
    Switch: KO
    # Abilities: All
    Items: On
    Flareon Training Grounds (open)
    Arena: Flareon Training Grounds

    Long ago, Cinnabar Island was a technological mecca, a hub for the brightest minds of a generation. But a volcano erupted on the island, destroying everything there was, or ever will be. There isn’t anything here anymore, in “The Ravaged Town of the Past”…

    But is there?

    Finally, you reach the topmost layer of Cinnabar Island. Flashes of red dart past the corner of your eye. You turn, but see nothing. The once-charred ground stares resolutely back at you, covered by a hair of swaying grass. Another flash. Turn again, but this time, the emptiness seems to be watching you. The sun is shining brightly, but through a thin veil of steam, which the sun evaporated from the surrounding ocean. A drop of your sweat falls, caught by an outstretched blade of grass that lowers it gently to the ground. The ground here is hard, very hard. What kinds of vegetation are these?

    A flash, a turn, a howl, and then you flinch. But then, in the distance, you see the rough, chalked outline of the arena. Determined, you walk to it, and release your Pokemon. The sun shines mercilessly, the steam chokes, and you have a mission to fulfil.


    Welcome to the Flareon Training Grounds. After the eruption of the volcano, an elite society of Flareons have cultivated the land. Here, they practice skills that are not privy to the knowledge of the outside world. Flare blitzes right and left, the Flareon here are practically legends in their own right. Thankfully, it is not them who you will be fighting today, but Gym Leader orcinus, who grew up in Canada and hates the weather here as much as you. He’s befriended the Flareons here, and it is here that he learns from the skills of these skilled fighters to beat challengers like you.

    There are some special rules here, so pay attention. Spread moves, for fear of invoking the wrath of the nearby Flareons, may not be used in their full capacity, as a safety rule set by orcinus. Instead, Earthquake, Rock Slide, Surf and the like must be focused and directed only at one Pokemon. However, while orcinus wants to obey safety rules, he does not want to disrupt the spirit of the game. And so, spread moves can still hit Pokemon that are using evasive actions, and can wipe out all of the clones of one Pokemon.

    The arena is in a stage of permanent sun and steam, which is from the nearby water. This acts as sun in every respect (including the including the BAP reduction of water-typed moves, since the sun evaporates much of the water and steam doesn’t actually hurt), but one—it heals dry skin Pokemon instead of harming then.

    The ground is extra hard here, and dig's priority is shifted by -2.

    The Flareons have developed a hatred of Stealth Rocks. It would be wise not to irk them.

    Finally, orcinus gets a fan and a cooler. You do not.

    Summary: Attacking moves that affect more than one opponent must be targeted at one opponent. However, they can still hit Pokemon that are using evasive actions, and can wipe out clones from Double Team.
    Permanent Sun/Steam is in effect, acting like Sun in every respect except healing Pokemon with the ability dry skin. This can only be changed by weather rock holders.
    No Stealth Rock

    TEAM ORCINUS DUO
    Simion (M) (open)
    [​IMG]
    Infernape-Simion (M)
    Nature: Naughty
    Type: Fire
    Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

    Abilities:
    Blaze:Innate
    When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

    Iron Fist: Trait
    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, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 2
    Spe: 108
    Size Class: 3
    Weight Class: 4

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks: (72)
    Mach Punch
    Flame Wheel
    Feint
    Punishment
    Close Combat
    Fire Spin
    Calm Mind
    Flare Blitz
    Facade
    Scratch
    Leer
    Ember
    Taunt
    Fury Swipes
    Flame Wheel
    Nasty Plot
    Torment

    Focus Punch
    Fake Out
    Encore
    Endeavor
    Counter
    Blast Burn
    Covet
    Dual Chop
    Gunk Shot
    Heat Wave
    Helping Hand
    Iron Tail
    Low Kick
    Role Play
    Sleep Talk
    Stealth Rock
    Thunderpunch

    Flamethrower
    Brick Break
    Acrobatics
    U-Turn
    Roar
    Toxic
    Hyper Beam
    Protect
    Solarbeam
    Earthquake
    Dig
    Double Team
    Rock Tomb
    Aerial Ace
    Flame Charge
    Rest
    Low Sweep
    Focus Blast
    Incinerate
    Shadow Claw
    Retaliate
    Stone Edge
    Bulldoze
    Rock Slide
    Grass Knot
    Swagger
    Substitute
    Rock Smash
    Hidden Power Ice (7)
    Endure
    Quick Guard
    Slack Off
    Will-o-Wisp
    Fire Blast
    Fire Punch
    Cut
    Focus Energy
    Fling
    Soul (F) (open)
    [​IMG]
    Chandelure - Soul (F)
    Nature: Timid
    Type:Fire/Ghost
    Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Abilities:
    Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
    Flame Body (Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 6
    SpD: Rank 3
    Spe: 92 (+10% Accuracy)
    Size Class: 2
    Weight Class: 3

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks (45):
    Ember
    Astonish
    Minimize
    Smog
    Fire Spin
    Confuse Ray
    Night Shade
    Will-O-Wisp
    Flame Burst
    Imprison
    Shadow Ball
    Pain Split
    Hex
    Curse
    Memento

    Clear Smog
    Endure
    Heat Wave
    Dark Pulse
    Spite
    Trick
    Acid Armor

    Calm Mind
    Fire Blast
    Taunt
    Protect
    Toxic
    Hyper Beam
    Safeguard
    Psychic
    Shadow Ball
    Substitute
    Trick Room
    Solarbeam
    Thief
    Energy Ball
    Telekinesis
    Rest
    Flame Charge
    Flamethrower
    Double Team
    Sunny Day
    Hidden Power Ice 7
    Sleep Talk
    Tim (M) (open)
    [​IMG]
    Charizard - Tim (M)
    Nature: Rash
    Type: Fire
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

    Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
    Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

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

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks: (59)
    Scratch
    Growl
    Ember
    Leer
    Metal Claw
    Smokescreen
    Rage
    Dragon Rage
    Scary Face
    Fire Fang
    Heat Wave
    Dragon Claw
    Shadow Claw
    Air Slash
    Flame Burst
    Wing Attack
    Slash
    Flamethrower
    Fire Spin
    Flare Blitz

    Crunch
    Counter
    Focus Punch
    Thunderpunch
    Blast Burn
    Dragon Pulse
    Outrage
    Roost
    Sleep Talk
    Tailwind

    Dig
    Rock Slide
    Substitute
    Roar
    Toxic
    Hyper Beam
    Protect
    Solarbeam
    Earthquake
    Brick Break
    Double Team
    Flamethrower
    Rock Tomb
    Aerial Ace
    Façade
    Flame Charge
    Rest
    Attract
    Focus Blast
    Sky Drop
    Incinerate
    Will-o-Wisp
    Dragon Tail
    Rock Smash
    Fly
    Hidden Power Ground 7
    Bide
    Endure
    Fire Blast
    Trace (M) (open)
    [​IMG]
    Pyroak - Trace (M)
    Nature:Brave
    Type: Fire/Grass
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:
    Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 120
    Atk: Rank 4(+)
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 3
    Spe: 52(-) (-10% Evasion)
    Size Class: 4
    Weight Class: 5

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks:(61)
    Bullet Seed
    Sweet Scent
    Absorb
    Growth
    Ember
    Leech Seed
    Flame Wheel
    Giga Drain
    Leaf Tornado
    Fire Spin
    Petal Dance
    Flame Burst
    Synthesis
    Lava Plume
    Wood Hammer
    Flare Blitz
    Iron Defense
    Amnesia
    Zap Cannon
    Heat Crash

    Counter
    Aromatherapy
    Blaze Kick
    Earth Power
    Heat Wave
    Iron Tail
    Low Kick
    Seed Bomb
    Psybeam
    Dragonbreath
    Grasswhistle
    Revenge
    Block

    Solarbeam
    Flamethrower
    Double Team
    Toxic
    Sunny Day
    Facade
    Flame Charge
    Rock Slide
    Grass Knot
    Swagger
    Protect
    Flash Cannon
    Substitute
    Rest
    Sleep Talk
    Earthquake
    Dragon Tail
    Hyper Beam
    Low Sweep
    Sunny Day
    Endure
    Stealth Rock
    Fire Blast
    Energy Ball
    Hidden Power Ice 7
    Light Screen
    Pompeii (M) (open)
    [​IMG]
    Camerupt - Pompeii (M)
    Nature: Brave
    Type: Fire/Ground
    Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Abilities:
    Magma Armor:
    (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
    Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
    Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


    Stats:
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 34 (-)
    Size Class: 4
    Weight Class: 6

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

    Attacks: (48)
    Growl
    Tackle
    Ember
    Magnitude
    Focus Energy
    Flame Burst
    Amnesia
    Lava Plume
    Curse
    Yawn
    Eruption

    Endure
    Heat Wave
    Iron Head
    After You
    Sleep Talk
    Stealth Rock

    Protect
    Dig
    Rock Tomb
    Earthquake
    Toxic
    Rock Slide
    Rest
    Flame Charge
    Bulldoze
    Flamethrower
    Earth Power
    Roar
    Hidden Power Ice 7
    Sunny Day
    Hyper Beam
    Solarbeam
    Double Team
    Sandstorm
    Fire Blast
    Façade
    Attract
    Overheat
    Incinerate
    Will-o-Wisp
    Explosion
    Stone Edge
    Swagger
    Substitute
    Flash Cannon
    Rock Smash
    Selfdestruct
    Dream (F) (open)
    [​IMG]
    Mollux - Dream (F)
    Nature: Bold
    Type: Fire/Poison
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Abilities:
    Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
    Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

    Stats:
    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 4 (+)
    SpA: Rank 5
    SpD: Rank 4
    Spe: 76
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20

    MC: 0
    DC: 5/5

    Attacks: (51)
    Bide
    Ember
    Acid
    Withdraw
    Acid Spray
    Confuse Ray
    Clear Smog
    Lava Plume
    Moonlight
    Acid Armor
    Heat Wave
    Recover
    Toxic Spikes
    Gunk Shot
    Eruption

    Heal Bell
    Heal Pulse
    Stealth Rock
    Bind
    Bug Bite
    Gastro Acid
    Helping Hand
    Iron Defense
    Knock Off
    Sleep Talk
    Snatch
    Trick

    Sludge Wave
    Thunderbolt
    Protect
    Flamethrower
    Toxic
    Venoshock
    Sunny Day
    Hyper Beam
    Light Screen
    Rain Dance
    Solarbeam
    Thunder
    Double Team
    Sludge Bomb
    Flame Charge
    Rest
    Thief
    Will-o-Wisp
    Explosion
    Thunder Wave
    Substitute
    Rapid Spin
    Fire Spin
    Hidden Power Ice 7

    TEAM ELEVATOR MUSIC
    Bakuuda (M) (open)
    [​IMG]
    Camerupt [Bakuuda] (M)
    Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
    Type: Fire/Ground
    Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Abilities:
    Magma Armor:
    (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
    Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
    Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 34 (40 /1.15) (-)
    Size Class: 4
    Weight Class: 6
    Base Rank Total: 19
    Total Moves: 50

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

    Attacks:
    Amnesia
    Curse
    Double-Edge
    Earth Power
    Earthquake
    Ember
    Eruption
    Fissure
    Flame Burst
    Flamethrower
    Focus Energy
    Growl
    Lava Plume
    Magnitude
    Rock Slide
    Tackle
    Take Down
    Yawn

    AncientPower
    Endure
    Mud Bomb
    Stockpile
    Swallow

    Bulldoze
    Dig
    Double Team
    Explosion
    Fire Blast
    Flame Charge
    Flash Cannon
    Giga Impact
    Hidden Power (Ice, 7)
    Incinerate
    Overheat
    Protect
    Rest
    Roar
    Rock Polish
    Rock Tomb
    Sandstorm
    Sleep Talk
    SolarBeam
    Stealth Rock
    Stone Edge
    Substitute
    Sunny Day
    Toxic
    Will-O-Wisp

    Body Slam
    Heat Wave
    Kairyu (M) (open)
    [​IMG]
    Dragonite [Kairyu] (M)
    Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
    Type: Dragon/Flying
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
    Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 4 (+)
    SpA: Rank 4
    SpD: Rank 4
    Spe: 69 (80 /1.15) (-)
    Size Class: 4
    Weight Class: 6
    Base Rank Total: 22
    Total Moves: 53

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

    Attacks:
    Agility
    Aqua Tail
    Dragon Dance
    Dragon Rage
    Dragon Rush
    Dragon Tail
    Fire Punch
    Hurricane
    Hyper Beam
    Leer
    Outrage
    Roost
    Safeguard
    Slam
    ThunderPunch
    Thunder Wave
    Twister
    Wing Attack
    Wrap

    Aqua Jet
    ExtremeSpeed
    Haze

    Aerial Ace
    Bide
    Brick Break
    Dive
    Double Team
    Dragon Claw
    Earthquake
    Endure
    Flamethrower
    Fly
    Focus Blast
    Light Screen
    Protect
    Rain Dance
    Reflect
    Rest
    Sky Drop
    Sleep Talk
    Stone Edge
    Substitute
    Sunny Day
    Surf
    Swagger
    Thunderbolt
    Toxic

    Dragon Pulse
    Heal Bell
    Hydro Pump
    Icy Wind
    Superpower
    Whirlwind
    Cyclohm (M) (open)
    [​IMG]
    Cyclohm [] (M)
    Nature: Modest (+1 SpA, -1 Atk)
    Type: Electric/Dragon
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities:
    Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
    Static: (Innate) This Pokemon's body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
    Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

    Stats:
    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20
    Total Moves: 58

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

    Attacks:
    Bide
    Charge
    Discharge
    Double Hit
    Dragon Pulse
    Dragon Rage
    Dragon Tail
    Growl
    Hurricane
    Outrage
    Rain Dance
    Slack Off
    Sonicboom
    Tackle
    Thrash
    ThunderShock
    Tri Attack
    Twister
    Weather Ball
    Whirlwind
    Zap Cannon

    DragonBreath
    Gust
    Hydro Pump
    Magnet Rise
    Shock Wave

    Attract
    Blizzard
    Charge Beam
    Double Team
    Endure
    Fire Blast
    Flamethrower
    Flash
    Hail
    Hyper Beam
    Ice Beam
    Incinerate
    Light Screen
    Protect
    Rest
    Roar
    Sandstorm
    Substitute
    Sunny Day
    Surf
    Thunder
    Thunderbolt
    Thunder Wave
    Torment
    Toxic
    Trick Room
    Volt Switch
    Wild Charge

    Draco Meteor
    Electroweb
    Heal Bell
    Signal Beam
    Sleep Talk
    Yadokingu (M) (open)
    [​IMG]
    Slowking [Yadokingu] (M)
    Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
    Type:
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Abilities:
    Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
    Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
    Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 5 (+)
    SpD: Rank 4
    Spe: 26 (30 /1.15) (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19
    Total Moves: 71

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

    Attacks:
    Amnesia
    Confusion
    Curse
    Disable
    Growl
    Headbutt
    Heal Pulse
    Hidden Power (Electric, 7)
    Nasty Plot
    Power Gem
    Psych Up
    Psychic
    Rain Dance
    Slack Off
    Swagger
    Tackle
    Trump Card
    Water Gun
    Water Pulse
    Yawn
    Zen Headbutt

    Block
    Future Sight
    Mud Sport
    Stomp

    Bide
    Brick Break
    Brine
    BubbleBeam
    Dig
    Dive
    Dragon Tail
    DynamicPunch
    Earthquake
    Endure
    Fissure
    Flamethrower
    Focus Blast
    Focus Punch
    Hail
    Hyper Beam
    Ice Beam
    Light Screen
    Pay Day
    Protect
    Psyshock
    Reflect
    Rest
    Safeguard
    Scald
    Substitute
    Surf
    Telekinesis
    Teleport
    Thunder Wave
    Toxic
    Trick Room
    Zap Cannon

    Aqua Tail
    Drain Punch
    Foul Play
    Ice Punch
    Icy Wind
    Iron Defense
    Iron Tail
    Magic Coat
    Signal Beam
    Skill Swap
    Sleep Talk
    Trick
    Wonder Room


    And now, to flip an Australian $1 Coin to decide turn order. If it is Heads, Orcinus Duo will send out first! Otherwise, Elevator Music will send out first if it is Tails.
    [​IMG]
    And it is Tails, so Elevator Music sends out first & orders second!

    TURN ORDER
    Challenger Elevator Music sends in 2 Pokémon, & equips Items.
    Leader Orcinus Duo sends in 2 Pokémon, & equips Items.
    Leader Orcinus Duo issues actions.
    Challenger Elevator Music issues actions.
    Its_A_Random refs.
  2. Elevator Music

    Elevator Music
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    I'll lead with Camerupt (who will take an Expert Belt) and Dragonite (who will take an Expert Belt).
  3. Orcinus Duo

    Orcinus Duo

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    Give me like two days
  4. Orcinus Duo

    Orcinus Duo

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    Camerupt @ Expert Belt: Earth Power Camerupt-Toxic Dnite, Earth Power Camerupt
    IF Dragonite targets you with sky drop, Hidden Power Ice Dnite that action instead
    IF Dragonite targets you with damaging water type move, Protect
    Soul @ Life Orb: Taunt Dnite-Solarbeam Camerupt-Solarbeam Camerupt
    IF Dragonite uses successfully a protective/evasive action, Solarbeam Camerupt and push down
    IF targeted with Earthquake and you were about to solarbeam camerupt on that action and you are faster, Levitate and pushback
  5. Elevator Music

    Elevator Music
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    Camerupt: Bulldoze (Chandelure) ~ Earth Power (Chandelure) ~ Toxic (Chandelure)

    Dragonite: Protect ~ Fly (Camerupt (Orcinus)) ~ Earthquake (Chandelure)
  6. Its_A_Random

    Its_A_Random Solves issues recursively
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    Leader Orcinus Duo vs. Challenger Elevator Music (4v4 Doubles) - Round 1

    God orcinus, your Camerupt says Brave Nature, yet its stats imply a Modest/Quiet hybrid...I have fixed it now, but... -.-'

    LEADER ORCINUS DUO VS. CHALLENGER ELEVATOR MUSIC

    Round One - Mindless Movespam Wars

    Ugh, do I have to...Fine then, Elevator Music sent out first with Kairyu the Dragonite & Pompeii the Camerupt. Orcinus Duo responded with Soul the Chandelure, & Pompeii the Camerupt. The Challenger gives both his Pokémon Expert Belts, & the Gym Leader gives Soul the Life Orb, & Pompeii the Expert Belt.

    Battle Begin! (open)
    Leader Orcinus Duo AAOO
    [​IMG] | [​IMG]
    Soul (F) @ Life Orb | Pompeii (M) @ Expert Belt
    Abilities: Flash Fire/Flame Body/Shadow Tag | Magma Armour/Solid Rock/Anger Point
    HP/EN: 90 / 100 | 100 / 100
    Stats: 1 / 3 / 6 / 3 / 92 | 5 / 3 / 4 / 3 / 34
    SC/WC/BRT: 2 / 3 / 19 | 4 / 6 / 19
    Boosts: +10% Accuracy | -10% Evasion
    Status: N/A | N/A

    Challenger Elevator Music AAOO
    [​IMG] | [​IMG]
    Bakuuda (M) @ Expert Belt | Kairyu (M) @ Expert Belt
    Abilities: Magma Armour/Solid Rock/Anger Point | Inner Focus/Multiscale
    HP/EN: 100 / 100 | 100 / 100
    Stats: 4 / 3 / 5 / 3 / 34 | 5 / 4 / 4 / 4 / 69
    SC/WC/BRT: 4 / 6 / 19 | 4 / 6 / 22
    Boosts: -10% Evasion | -10% Evasion
    Status: N/A | N/A


    So the Gym Leader, obviously paranoid about Light Screen, attempts to create a fail-safe plan to taunt the challenger's Dragonite, & break Multiscale with Toxic. Well, it simply backfired. Elevator Music simply abused the leader's questionable substitutions, abusing Protect to slow down the Chandelure, before getting Kairyu to fly over both the Taunt, & the Toxic, putting the leader back to square one. After which, mindless movespam followed. The leader simply focus fired his efforts into the sturdy Bakuuda, firing land detonations & beams of light. The challenger responded with fast tremors & land detonations aimed at the Chandelure. The Earthquake even struck critically. Elevator Music could have even took out the Chandelure, but instead decided to order his Camerupt to badly poison the Chandelure. He probably wanted to minimise the advantage Orcinus Duo would get from attacking second next round, but I am not a bloody mind reader. Round over, & the challenger has a considerable advantage over the leader, especially given he managed to keep Kairyu's Multiscale intact. Oh, do not forget that there is a very humid heat wave that makes the arena feel like a sauna, but that has not had an impact as of yet. Next round, maybe?

    ROUND END

    THE STEAMY SUNLIGHT IS HARSH...

    Leader Orcinus Duo AAOO
    [​IMG] | [​IMG]
    Soul (F) @ Life Orb | Pompeii (M) @ Expert Belt
    Abilities: Flash Fire/Flame Body/Shadow Tag | Magma Armour/Solid Rock/Anger Point
    HP/EN: 14 / 74 | 86 / 76
    Stats: 1 / 3 / 6 / 3 / 92 | 5 / 3 / 4 / 3 / 34
    SC/WC/BRT: 2 / 3 / 19 | 4 / 6 / 19
    Boosts: +10% Accuracy, -1 Speed | -10% Evasion
    Status: Toxic Poison (2 DPA) | N/A

    Challenger Elevator Music AAOO
    [​IMG] | [​IMG]
    Bakuuda (M) @ Expert Belt | Kairyu (M) @ Expert Belt
    Abilities: Magma Armour/Solid Rock/Anger Point | Inner Focus/Multiscale
    HP/EN: 26 / 83 | 100 / 76
    Stats: 4 / 3 / 5 / 3 / 34 | 5 / 4 / 4 / 4 / 69
    SC/WC/BRT: 4 / 6 / 19 | 4 / 6 / 22
    Boosts: -10% Evasion | -10% Evasion
    Status: N/A | N/A
    Calculations (open)
    BEGIN ROUND
    ---
    ACTION ONE
    Kairyu used Protect!
    Kairyu protected himself!
    Kairyu used (7+(0÷2.5))=7 Energy!

    Soul used Solarbeam (Bakuuda)!
    (Crit Roll [<=625]: 9813/10000; No)
    Bakuuda took (14+4)=18 Damage!
    Soul took Life Orb recoil!
    Soul took 2 Damage!
    Soul used 8 Energy!

    (Speed Tie Roll [Pompeii/Bakuuda]: 1843/10000; Pompeii acts first)

    Pompeii used Earth Power (Bakuuda)!
    (Crit Roll [<=625]: 8117/10000; No)
    It is Super Effective!
    Bakuuda took ((8+3+1.5)×1.5)=18.75 Damage!
    (Effect Roll {-1 Sp. Defence} [<=1000]: 2736/10000; No)
    Pompeii used 6 Energy!

    Bakuuda used Bulldoze (Soul)!
    (Crit Roll [<=625]: 3937/10000; No)
    It is Super Effective!
    Soul took ((8+3+1.5)×1.5)=18.75 Damage!
    Soul's Speed dropped 1 Stage!
    Bakuuda used 4 Energy!

    The steamy sunlight is harsh...
    ---
    ACTION TWO
    Kairyu flew up high!

    Soul used Taunt (Kairyu)!
    Soul's attack missed!
    Soul used 10 Energy!

    (Speed Tie Roll [Pompeii/Bakuuda]: 5931/10000; Bakuuda acts first)

    Bakuuda used Earth Power (Soul)!
    (Crit Roll [<=625]: 6823/10000; No)
    It is Super Effective!
    Soul took ((11+3+3)×1.5)=25.5 Damage!
    (Effect Roll {-1 Sp. Defence} [<=1000]: 4226/10000; No)
    Bakuuda used 6 Energy!

    Pompeii used Toxic (Kairyu)!
    Pompeii's attack missed!
    Pompeii used 7 Energy!

    Kairyu used Fly (Pompeii)!
    (Crit Roll [<=625]: 8822/10000; No)
    Pompeii took (8+3+3)=14 Damage!
    Kairyu used 10 Energy!

    The steamy sunlight is harsh...
    ---
    ACTION THREE
    Kairyu used Earthquake (Soul)!
    (Crit Roll [<=625]: 544/10000; Yes)
    A Critical Hit!
    It is Super Effective!
    Soul took ((12+3+3)×1.5)=27 Damage!
    Kairyu used 7 Energy!

    Soul used Solarbeam (Bakuuda)!
    (Crit Roll [<=625]: 7782/10000; No)
    Bakuuda took (14+4)=18 Damage!
    Soul took Life Orb recoil!
    Soul took 2 Damage!
    Soul used 8 Energy!

    (Speed Tie Roll [Pompeii/Bakuuda]: 2626/10000; Pompeii acts first)

    Pompeii used Earth Power (Bakuuda)!
    (Crit Roll [<=625]: 2822/10000; No)
    It is Super Effective!
    Bakuuda took ((8+3+1.5)×1.5)=18.75 Damage!
    (Effect Roll {-1 Sp. Defence} [<=1000]: 7138/10000; No)
    Pompeii used 6 Energy!

    Bakuuda used Toxic (Soul)!
    Soul became Badly Poisoned!
    Bakuuda used 7 Energy!

    The steamy sunlight is harsh...

    Soul was hurt by her Poison!
    Soul took 1 Damage!

    Soul's Toxic Poison worsened (1 DPA)!
    ---
    END ROUND


    TURN ORDER
    Challenger Elevator Music issues actions.
    Leader Orcinus Duo issues actions.
    Its_A_Random refs.
  7. Elevator Music

    Elevator Music
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    Camerupt: Earth Power (Camerupt) ~ Earth Power (Camerupt) ~ Earth Power (Camerupt)
    IF (Camerupt uses a protective/evasive move) THEN (use Rock Polish)​
    Dragonite: Surf (Chandelure) ~ Hydro Pump (Camerupt (Orcinus)) ~ Surf (Camerupt (Orcinus))
    IF (Chandelure uses a protective/evasive move) THEN (Hydro Pump (Camerupt (Orcinus)) and push actions back)​
  8. Orcinus Duo

    Orcinus Duo

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    Camerupt: Rock Tomb Dragonite-Bulldoze Camerupt-Earthquake Camerupt
    Chandelure: Dodge-Pain Split Dragonite-Pain Split Dragonite

    ok i'm really busy right now but i think this works uggghhh

    lol hydro pump has 6 BAP after sun and solid rock+magma armor

    LET'S SEE HOW MUCH YOU LIKE YOUR OWN STRATEGY EM
  9. Its_A_Random

    Its_A_Random Solves issues recursively
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    Leader Orcinus Duo vs. Challenger Elevator Music (4v4 Doubles) - Round 2

    LEADER ORCINUS DUO VS. CHALLENGER ELEVATOR MUSIC

    Round Two - KO's & Dumb Plays

    Of course, the Gym Leader would be certain to keep Chandelure alive, if he simply used Protect...Nevertheless, Soul decides to make an evasive manoeuvre, in an attempt to dodge attacks, but of course, Dodge is apparently not reliable enough to be classed as an evasive move, so Kairyu attacked Soul with a tidal wave. The odds were so promising, but the RNG was so fickle. The tidal wave connected, & the fire inside the Chandelure was extinguished, never to see any more action in the battle. 4-3 Challenger Elevator Music! The Camerupt then attacked, with Pompeii bashing Kairyu with rocks that slow him down, & Bakuuda detonating the ground below Pompeii for damage. Then a damage war ensued. Kairyu pummelled Pompeii with watery assaults, Bakuuda pummelled Pompeii with more detonations, but Pompeii retaliated, slowing down Bakuuda with a tremor, before releasing a final tremor to take out the Challenger's Camerupt! 3-3 All!

    Another dumb round done, & surely things could not get any worse for Leader Orcinus Duo, right? At least Multiscale on the challenger's Dragonite finally broke, but both players need to send in a Pokémon now!

    ROUND END

    THE STEAMY SUNLIGHT IS HARSH...

    Leader Orcinus Duo XAOO
    [​IMG] | [​IMG]
    Soul (F) @ Life Orb | Pompeii (M) @ Expert Belt
    Abilities: Flash Fire/Flame Body/Shadow Tag | Magma Armour/Solid Rock/Anger Point
    HP/EN: KO / 69 | 6 / 62
    Stats: 1 / 3 / 6 / 3 / 92 | 5 / 3 / 4 / 3 / 34
    SC/WC/BRT: 2 / 3 / 19 | 4 / 6 / 19
    Boosts: +10% Accuracy, -1 Speed | -10% Evasion
    Status: Toxic Poison (2 DPA) | N/A

    Challenger Elevator Music XAOO
    [​IMG] | [​IMG]
    Bakuuda (M) @ Expert Belt | Kairyu (M) @ Expert Belt
    Abilities: Magma Armour/Solid Rock/Anger Point | Inner Focus/Multiscale
    HP/EN: KO / 67 | 94 / 54
    Stats: 4 / 3 / 5 / 3 / 34 | 5 / 4 / 4 / 4 / 69
    SC/WC/BRT: 4 / 6 / 19 | 4 / 6 / 22
    Boosts: -10% Evasion, -1 Speed | -10% Evasion, -1 Speed
    Status: N/A | N/A
    Calculations (open)
    BEGIN ROUND
    ---
    ACTION ONE
    Soul used Dodge!
    Soul attempted to evade attacks (Base Dodge=20+10=30%)!
    Soul used 5 Energy!

    Kairyu used Surf (Soul)!
    (Hit Roll [<=6540]: 1544/10000; Yes)
    (Crit Roll [<=625]: 9678/10000; No)
    It is Super Effective!
    Soul took ((9+1.5)×1.5)=15.75 Damage!
    Kairyu used 7 Energy!

    Soul Fainted!
    Kairyu gained 1× KO Counter!

    (Speed Tie Roll [Pompeii/Bakuuda]: 3487/10000; Pompeii acts first)

    Pompeii used Rock Tomb (Kairyu)!
    (Hit Roll [<=9000]: 2559/10000; Yes)
    (Crit Roll [<=625]: 2289/10000; No)
    It is Super Effective!
    Kairyu took ((7+1.5)×0.75)=6.375 Damage!
    Kairyu's Speed dropped 1 Stage!
    Pompeii used 4 Energy!

    Bakuuda used Earth Power (Pompeii)!
    (Crit Roll [<=625]: 1839/10000; No)
    It is Super Effective!
    Pompeii took ((8+3+3)×1.5)=21 Damage!
    (Effect Roll {-1 Sp. Defence} [<=1000]: 6931/10000; No)
    Bakuuda used 6 Energy!

    The steamy sunlight is harsh...
    ---
    ACTION TWO
    Kairyu used Hydro Pump (Pompeii)!
    (Hit Roll [<=9000]: 1023/10000; Yes)
    (Crit Roll [<=625]: 5911/10000; No)
    It is Super Effective!
    Pompeii took ((8+1.5)×2.25)=21.375 Damage!
    Kairyu used 8 Energy!

    (Speed Tie Roll [Pompeii/Bakuuda]: 8662/10000; Bakuuda acts first)

    Bakuuda used Earth Power (Pompeii)!
    (Crit Roll [<=625]: 1618/10000; No)
    It is Super Effective!
    Pompeii took ((8+3+3)×1.5)=21 Damage!
    (Effect Roll {-1 Sp. Defence} [<=1000]: 7781/10000; No)
    Bakuuda used 10 Energy!

    Pompeii used Bulldoze (Bakuuda)!
    (Crit Roll [<=625]: 6826/10000; No)
    It is Super Effective!
    Bakuuda took ((5+3+3)×1.5)=16.5 Damage!
    Bakuuda's Speed dropped 1 Stage!
    Pompeii used 4 Energy!

    The steamy sunlight is harsh...
    ---
    ACTION THREE
    Kairyu used Surf (Pompeii)!
    (Crit Roll [<=625]: 4609/10000; No)
    It is Super Effective!
    Pompeii took ((6+1.5)×2.25)=16.875 Damage!
    Kairyu used 7 Energy!

    Pompeii used Earthquake (Bakuuda)!
    (Crit Roll [<=625]: 2796/10000; No)
    It is Super Effective!
    Bakuuda took ((9+3+3)×1.5)=22.5 Damage!
    Pompeii used 6 Energy!

    Bakuuda Fainted!
    Pompeii gained 1× KO Counter!

    The steamy sunlight is harsh...

    Kairyu's Multiscale broke!
    ---
    END ROUND


    TURN ORDER
    Challenger Elevator Music sends in 1 Pokémon, & equips an Item.
    Leader Orcinus Duo sends in 1 Pokémon, & equips an Item.
    Leader Orcinus Duo issues actions.
    Challenger Elevator Music issues actions.
    Its_A_Random refs.
  10. Orcinus Duo

    Orcinus Duo

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    Dragonite's sub

    Dodge is an evasive move

    Sorry

    Not counting Dodge in the "evasive move" class is a gross violation of common fucking sense.

    EDIT: btw if this ruling goes through I forfeit
  11. Its_A_Random

    Its_A_Random Solves issues recursively
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    Where is Dodge in all that? Nowhere. So...Why does anyone not pay attention to flavour? 9.9

    Do not shoot the ref, I am just following the rules. :S
  12. Elevator Music

    Elevator Music
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    I'll send out Cyclohm (and give it Leftovers).
  13. Its_A_Random

    Its_A_Random Solves issues recursively
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    ...So the Fire Gym got vacated... And despite two rounds being completed, EM did not want Prizes... 9.9

    w/e
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