Flame v Quarrel

The Rules said:
3v3 LC Singles Beginner Battle
72 Hour DQ
2 Substitutions
Switch = KO
ASB Arena
2 Recovers, 5 Chills
All Abilities
Training Items
ItsYaBoi1337
Pokemon [M] [Harambe]
Types: Fire
Abilities:: Blaze / Iron Fist (H)
Nature: Modest (+1 SpA, -1 Atk)
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Level Up
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Egg
Encore
Helping Hand
Assist
Counter
Fake Out
TM/HM
Fire Blast
Grass Knot
Protect
Hidden Power Ice
U-turn

Shellder [F] [Emo]
Types: Water
Abilities:: Shell Armor / Skill Link / Overcoat (H)
Nature: Adamant (+1 Atk, -1 SpA)
Stats:
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 1
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 0/5
Attacks:
Level Up
Tackle
Water Gun
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Aurora Beam
Egg
Rock Blast
Aqua Ring
Twineedle
Avalanche
Screech
TM/HM
Explosion
Substitute
Facade
Toxic
Hidden Power Fire

Abra [M] [Dende]
Types: Psychic
Abilities:: Synchronize / Inner Focus / Magic Guard (H)
Nature: Timid(+15% Spe, +30% Acc, -1 Atk)
Stats:
HP: 80
Atk: 0 (-)
Def: 1
SpA: 4
SpD: 2
Spe: 104 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Level Up
Teleport
Egg
Psycho Shift
Encore
Barrier
Knock Off
Guard Swap
TM/HM
Dazzling Gleam
Shadow Ball
Psychic
Energy Ball
Hidden Power Fighting


Quarrel

Lone Digger [Colosshale] ♂
Jolly [+Spe | -SpA | +22% Acc]
Types: Dark / Water
Abilities: Rebound / Storm Drain / Flare Boost [H]

Stats: 100 | 2 | 2 | 2 | 3 | 98 [4 | 9 | 16]
Types
Dark


Ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks. Immune to all status moves used by a Pokémon with the Prankster ability (as well as all moves summoned by a Prankster-boosted non-damaging move).
Water


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.
Abilities
Rebound [Mold Breaker: No]


The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. [Command: Activate Rebound (target hazard layer) - 5 En - Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field. In battles with more than two teams, the user must target a team to Rebound to.]
Storm Drain [Mold Breaker: Yes]


This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water, taking no damage from the attack and increasing its Special Attack by one (1) stage. If this ability was triggered by an opponent's attack, the natural stage is adjusted.
Flare Boost [Mold Breaker: No] [H]


This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have three (3) more Base Attack Power.

Stats
HP: 100
Atk: 2
Def: 2
SpA: 2 (-)
SpD: 3
Spe: 98 (+)
Size Class: 4
Weight Class: 9
BRT: 16​

Counters
EC: 1/6
MC: 0
AC: 1/5​

Moves [STAB]
Physical


Bite
Body Slam
Dig
Earthquake
Fake Out
Foul Play
Rapid Spin
Rock Slide
Sucker Punch
Tackle
Thunder Fang
U-Turn​
Special


Bubble Beam
Other


Encore
Endure
Leer
Protect
Taunt
Toxic

Mighty [Ralts] ♂
Naive [+Spe | -SpD | +7% Acc]
Types: Psychic / Fairy
Abilities: Synchronize / Trace / Telepathy [H]

Stats: 90 | 1 | 1 | 2 | 1 | 46 [1 | 1 | 10]
Types
Psychic


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


The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities
Synchronize [Mold Breaker: No]


Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Trace [Mold Breaker: No]


When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced. [Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.]
Telepathy [Mold Breaker: Yes] [H]


This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats
HP: 90
Atk: 1
Def: 1
SpA: 2
SpD: 1 (-)
Spe: 46 (+)
Size Class: 1
Weight Class: 1
BRT: 10​

Counters
EC: 1/9
MC: 0
AC: 1/5​

Moves [STAB]
Physical


Shadow Sneak​
Special


Confusion
Dazzling Gleam
Disarming Voice
Draining Kiss

Magical Leaf
Psychic
Psyshock

Shadow Ball
Thunderbolt​
Other


Calm Mind
Disable
Double Team
Encore
Growl
Heal Pulse
Imprison

Lucky Chant
Protect
Skill Swap
Taunt
Teleport
Torment
Will-O-Wisp

Aftermath [Gastly] ♀
Timid [+Spe | -Atk | +29% Acc]
Types: Ghost / Poison
Abilities: Levitate

Stats: 90 | 1 | 2 | 4 | 2 | 92 [3 | 1 | 15]
Types
Ghost


Cannot be prevented from switching via any means (e.g. Trapping Moves, Partial Trapping Moves, Shadow Tag, Arena Trap, Ingrain, etc.). Moves that trap their target will still have all other effects on a Ghost-type, such as the damage from partial trapping moves and the healing from Ingrain.
Poison


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. [Command: Store - 5 En - For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.]

Abilities
Levitate [Mold Breaker: Yes]


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.
Stats
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
BRT: 15​

Counters
EC: 0/9
MC: 0​

Moves [STAB]
Physical


Lick
Sucker Punch​
Special


Night Shade
Psychic
Shadow Ball
Sludge Bomb

Thunderbolt​
Other


Confuse Ray
Curse

Disable
Grudge
Hypnosis
Mean Look
Perish Song
Protect
Reflect Type
Spite
Will-O-Wisp​


Quarrel sends out and equips
ItsYaBoi1337 sends out, equips, and orders
Quarrel orders
 
ItsYaBoi1337
@ Lucky Egg
80/80
100/100
0/1/4/2/104

Quarrel
@ Exp. Share
100/100
100/100
2/2/2/3/98

Action 1
Abra used Barrier
6 EN

Colosshale used Encore
10 EN

Action 2
Abra used Barrier
6 EN

Colosshale used Foul Play
No crit (7381)
(10+3+0-1.5)*1.5-8=9.25
6 EN

Action 3
Abra used Barrier
6 EN

Colosshale used Bubble Beam
No crit, no speed drop (5267, 5049)
7+3+3-3=10
4 EN


ItsYaBoi1337
@ Lucky Egg
61/80
82/100
0/1/4/2/104
+6 DEF

Quarrel
@ Exp. Share
100/100
80/100
2/2/2/3/98

Quarrel orders
ItsYaBoi1337 orders
 
Abra doesn't have a lot of options, but you still probably should've subbed against that. Learning experience, though.


Bubble Beam ~ Fake Out ~ Bubble Beam
IF Abra uses Encore, AND you used Fake Out the previous action, THEN Protect that action. Nonconsecutive.
IF Abra uses Evasive Teleport, THEN Earthquake that action and push back. Nonconsecutive.

FYI, Encore in ASB only lasts 2 actions, so you're no longer restrained by it.
 
ItsYaBoi1337 for future reference, Teleport without specification defaults to Teleport (Switch) and your substitution is illegal because it creates a loop with Quarrel's second substitution. In the case of subs creating a loop, the one ordered last is illegal.

ItsYaBoi1337
@ Lucky Egg
61/80
82/100
0/1/4/2/104
+6 DEF

Quarrel
@ Exp. Share
100/100
80/100
2/2/2/3/98


Action 1
Abra used Dazzling Gleam
No crit (7802)
(8+6-4.5)*1.5=14.25
6 EN


Colosshale used Bubble Beam
No crit, Speed drop (5304, 341)
7+3+3-3=10
8 EN


Action 2
Colosshale used Fake Out
No crit (7238)
4+3-1.5=5.5
4 EN

Abra flinched

Action 3
Colosshale used Bubble Beam
No crit, no speed drop (2874, 3348)
7+3+3-3=10
4 EN

Abra used Teleport (Switch)[Switch=KO]
6 EN


ItsYaBoi1337
@ Lucky Egg
45/80
70/100
0/1/4/2/104

Quarrel
@ Exp. Share
86/100
64/100
2/2/2/3/98

ItsYaBoi1337 orders
Quarrel orders
 
ItsYaBoi1337
@ Lucky Egg
45/80
70/100
0/1/4/2/104

Quarrel
@ Exp. Share
86/100
64/100
2/2/2/3/98


Action 1
Abra used Barrier
6 EN

Colosshale used Taunt
9 EN

Action 2
Abra used Energy Ball
No crit, SDef drop (2359, 99)
(9+6-4.5)*1.5=15.75
7 EN

Colosshale used Bubble beam
No crit, no speed drop (781, 1471)
7+3+3-3=10
4 EN

Action 3
Abra used Energy Ball
Crit, no SDef drop (16, 7231)
(9+6-4.5+3)*1.5+2=22.25
11 EN

Colossoli used Foul Play
No crit (6457)
(10+3+0-1.5)*1.5-4=13.25
6 EN


ItsYaBoi1337
@ Lucky Egg
22/80
46/100
0/1/4/2/104
+2 Def, Taunted (4a)

Quarrel
@ Exp. Share
48/100
45/100
2/2/2/3/98
-1 SDef

Quarrel orders
ItsYaBoi1337 orders
 
Last edited:
Took some extra damage because of overlooking his sub but it's fine.

Sucker Punch ~ Sucker Punch ~ Bubble Beam
[2 subs] IF Abra uses a damaging Grass or Fairy type combo a1 THEN start string Dig ~ Bubblebeam ~ Sucker Punch.


Unless I'm missing something, Abra's Taunt means there's absolutely no way to fight against this. I take a little extra damage this way, as compared to a combo, but save so much energy.
 
Ordinarily I wouldn't do this, but since you're new I will. Some advice: look at the post round info, as well as what the effects do. Taunt prevents use of commands, meaning you will use Struggle both times your order set says to Dodge. Additionally, Dodge cannot be used on consecutive actions, meaning it would fail A2 anyway. Some sub advice: subs involving nothing but move clauses are worthless going second, because they either create a loop (see your orders for round 2), in which case they are illegal anyway, or there is no difference from placing the orders in the main moveset. Your sub "IF Hit by Sucker Punch THEN Dodge the Sucker Punch" is illegal, because it can be reworded to "IF Sucker Punch hits THEN Dodge". That sub is illegal because you are only allowed to base decisions on things that your pokemon knows at the time (if you know something your pokemon knows it, and orders are regarded as known at the beginning of the round). This means chance clauses for activation are only legal if what changes is after the thing in question has happened. Your pokemon has no way of knowing whether a move will hit or not (this still applies for 100% accuracy moves, so avoid saying "IF (move) hits" as a move clause unless you also want the chance clause) until the move is actually used. This means you can't say "IF (move) hits THEN (use a move of greater priority)" because that would rely on information you don't have (your sub fits under that banner, because Sucker Punch is priority +1 and Dodge is +4). Similarly, if based on the main order sets you would move first, you can't say "IF (move) misses THEN (change that action)" because you would have acted before knowing if the move missed or not. Changing later actions is, however, always legal, as is changing the same action assuming you would move second both with the original order set and with what the sub changes. Additionally, the other sub you had (that you removed) with "IF Colosshale had <x HP at the start of the action AND Colosshale uses a damaging move THEN Counter" is illegal for 2 reasons: 1) you don't know Counter and 2) "damaging move" is not a legitimate move clause. The full list of move clauses you may use is found in the handbook ("AND in a combo" or "AND NOT in a combo" can freely be added to any of them).

Summary:
1) Dodge cannot be used on consecutive actions or while Taunted
2) Read the rules regarding chance clauses in substitutions
3) Read the list of eligible move clauses that may replace naming a single move ("damaging move" is not one of them)
4) 2 and 3 can be found in the handbook

ItsYaBoi1337
@ Lucky Egg
22/80
46/100
0/1/4/2/104
+2 Def, Taunted (4a)

Quarrel
@ Exp. Share
48/100
45/100
2/2/2/3/98
-1 SDef


Action 1
Colossoil used Sucker Punch
No crit (4176)
(7+3+3-1.5)*1.5-4=13.25
4 EN

Abra used Struggle
No crit (9122)
5+0-3=2
0.8 HP recoil
5 EN

Action 2
Colossoil used Sucker Punch
Crit doesn't matter
(7+3+3-1.5)*1.5-4=13.25
8 EN
Abra KOed


ItsYaBoi1337
@ Lucky Egg
KO/80
KO/100
0/1/4/2/104
KO

Quarrel
@ Exp. Share
46/100
33/100
2/2/2/3/98

ItsYaBoi1337 replaces Abra and orders
Quarrel orders
 
I send out Emo The Shellder @ Exp. Share

Screech ~ Rock Blast ~ Toxic

IF Taunt THEN use Rock Blast and push back
 
Last edited:
Chill ~ Encore ~ Foul Play

Energy's a real problem at this point but I can at least dent this Shellder before Colosshale's forced to accept its end.
 
ItsYaBoi1337
@ Exp. Share
90/90
100/100
4/4/1/1/40

Quarrel
@ Exp. Share
46/100
33/100
2/2/2/3/98


Action 1
Colossoil used Chill

Shellder used Screech
Hit (776)
6 EN

Action 2
Colossoil used Encore
10 EN

Shellder used Screech
6 EN

Action 3
Colossoil used Foul Play
10+3+6-6=13
6 EN

Shellder used Screech
6 EN


ItsYaBoi1337
@ Exp. Share
77/90
82/100
4/4/1/1/40

Quarrel
@ Exp. Share
46/100
31/100
2/2/2/3/98
-6 Def

Quarrel orders
ItsYaBoi1337 orders
 
U-Turn ~ Foul Play ~ Dig
[2 Subs] IF damaging Rock-type or Bug-type combo THEN Dig (Suspend) that action and Dig (Attack) the next and push back. Nonconsecutive.

6 + 10 + 14 = 30 < 31.
 
Protect ~ Icicle Spear ~ Chill

IF hit by a damaging Dark-type attack THEN Clamp

(Btw on the guide a conditional can be a damaging [type] move)
 
In other news, I've been calling Colosshale Colossoil for the past 3 rounds.

ItsYaBoi1337
@ Exp. Share
77/90
82/100
4/4/1/1/40

Quarrel
@ Exp. Share
46/100
31/100
2/2/2/3/98
-6 Def

Action 1
Shellder used Protect
7+(4/2.5)=8.6 EN

Colosshale used U-Turn
7+3-6=4
5 EN

Action 2
Colosshale used Foul Play
10+3+6-6=13
6 EN

Shellder used Clamp
Hit, no crit (6704, 8347)
(4+3+6-3)/1.5+12=18.66667
4 EN

Clamp damage (-2HP)

Action 3
Colosshale went underground
4 EN

Shellder chilled

Colosshale used Dig
No crit (8712)
8+3-6=5
6 EN

Clamp damage (-2HP)


ItsYaBoi1337
@ Exp. Share
59/90
78/100
4/4/1/1/40

Quarrel
@ Exp. Share
23/100
9/100
2/2/2/3/98
-5 Def, Clamp (2a)

ItsYaBoi1337 orders
Quarrel orders
 
ItsYaBoi1337
@ Exp. Share
59/90
78/100
4/4/1/1/40

Quarrel
@ Exp. Share
23/100
9/100
2/2/2/3/98
-5 Def, Clamp (2a)

Action 1
Shellder used Protect
7 EN

Colosshale chilled

Clamp damage (-2HP)

Action 2
Shellder used Dodge (fails)

Colosshale used U-Turn
No crit (4355)
7+3-6=4
5 EN

Action 3
Colosshale went underground
4 EN

Shellder used Aurora Beam
5 EN

Colosshale used Dig
No crit (1146)
8+3-6=5
6 EN


ItsYaBoi1337
@ Exp. Share
50/90
66/100
4/4/1/1/40

Quarrel
@ Exp. Share
21/100
6/100
2/2/2/3/98

Quarrel orders
ItsYaBoi1337 orders
 
You held in there, Colosshale. Time to take your leave.

Had I Chilled over U-Turn last round, I'd be able to Endure here... Ah, well.

Thunder Fang ~ Foul Play ~ Foul Play
IF Aqua Ring AND you have at least 10 En AND Shellder isn't Taunted THEN Taunt and push back.
IF P/E THEN Chill that action and push back. Nonconsecutive.

I say you use Explosion here.
 

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

Top