IceBug Vs. Rewindman, Where do you think they're fighting?!

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Why do I keep taking Doubles matches? I don't like reffing doubles. Anyway, let's look at the details for today's fight;

Three more challenges!

2v2 Doubles Strongmon

2v2 Doubles Weakmon

1v1 Singles Strongmon

All share a 1 Day DQ, 2 Recover/3 Chill, Accepter's Choice on Arena, preference of items off.
Ice Bug, I'll take the 2v2 weakmons doubles

Items off
switch = nope
one ability
Arena: just make it asb arena
So here's IceBug's team;

Chingling Trill (F)
Nature: Calm (+1 SpD, -1 Atk)

Type: Psychic
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/6
MC: 4

Abilities:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:

Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment

Disable
Hypnosis
Recover

Taunt
Reflect
Light Screen


Venonat Dustwing (F)
Nature: Timid (+15% Speed, +7% Accuracy, -1 Atk)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (45*1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 12

EC: 1/6
MC: 2
DC: 1/5

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away: (DW) (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Attacks:

Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam

Giga Drain
Toxic Spikes
Rage Powder

Protect
Toxic
Venoshock


And rewindman's team;

Sneasel [Bonnie] (Female)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Dark/Ice
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ability 1: Inner Focus
Type: 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.

Ability 2: Keen Eye
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Ability 3 (DW): Pickpocket
Type: Innate
This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 5/6
MC: 0
DC: 4/5

Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Ice Shard

Counter
Fake Out
Ice Punch

Dig
Brick Break
Substitute
Protect
X-Scissor
Aerial Ace

Endure


Misdreavus (Clare) F
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Ghost
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:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: 0/6
MC: 0
DC: N/A

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex

Nasty Plot
Destiny Bond
Imprison

Substitute
Taunt
Will-o-Wisp


I send out all pokemon. IceBug issued the challenge, so that means rewindman issues first orders!
 
Missy: Taunt - Willo-o-Wisp - Hex (all on Chingling)

Sneasel: Fake-out(Venonat) - Taunt (Venonat) - Faint attack (Chingling)
If protect is used on the taunt on venonat, use faint attack on chingling that action and hit vononat taunt the next action
 
Well, the match is lost. Fast Darks with Taunt again, ho hum...

Trill - Confusion + Confusion combo (Clare) - cooldown - Confusion (Clare)

Dustwing - Foresight (For Fun) - Confusion + Psybeam combo (Clare) - cooldown


I'll take one of you with me, like it or not!
 

90|90
100|100

Vs.


90|90
100|100

Let's get this party started!

Sneasel
Fake Out Venonat
RNG roll to crit; 345 = no crit
[4 + (4 - 2)*1.5] = 7 Damage, 4 Energy

Taunt Venonat
9 Energy

Faint Attack Chingling
RNG roll to crit; 155 = no crit
[6 + (4 - 2)*1.5]*1.5 = 13.5 (rounded to 14) Damage, 3 Energy

Misdreavus
Taunt Chingling
10 Energy

Will-O-Wisp Chingling
RNG roll to hit; 903 = hit
6 Energy

Hex Chingling
RNG roll to crit; 863 = no crit
[10 + 3 + (3 - 3)*1.5]*1.5 = 19.5 (rounded to 20) Damage, 6 Energy

Chingling
Confusion+Confusion Combo Misdreavus
RNG roll to crit; 761 = no crit
RNG roll for effect; 204 = no confusion
[11.25 + 3 + (3 - 3)*1.5] = 14.25 (rounded to 14) Damage, 16 Energy

Cooldown

-2 HP, burn

Confusion Mesdreavus
RNG roll to crit; 721 = no crit
RNG roll for effect; 26 = confusion
RNG roll for duration; 1 = 2-Turn Confusion
[5 + 3 + (3 - 3)*1.5] = 8 Damage, 2 Energy

-2 HP, burn

Venonat
Foresight
flinch

Confusion+Psybeam Combo Misdreavus
RNG roll to crit; 470 = no crit
RNG roll for effect; 624 = no confusion
[19 + (3 - 3)*1.5] = 19 Damage, 12 Energy

Cooldown



52|83
82|88
burned, Taunted (3a)|Taunted (2a)

Vs.


49|90
78|84

IceBug, you're up next!
 
Confusion + Psybeam is 19 BAP, from the ASB Policy Advisory.

Trill: Confusion + Confusion combo - cooldown - Confusion (All to Clare)

Dustwing: Venoshock - Confusion + Psybeam combo (Clare)

No guts, no glory. If Bonnie Bodyblocks for Clare on either of the combos, push actions back and change current attack to Uproar and Venoshock respectively.
 
Clare:
Nasty Plot - Hex+Hex combo against Chingling

Bonnie:
Faint attack (Chingling) - Ice Punch + Ice Punch combo (Venonat)
 

52|83
82|88
burned, Taunted (3a)|Taunted (2a)

Vs.


49|90
78|84

Enjoy fella's and continue to tear each other apart! Also, all these comboes are getting weird.

Sneasel
Faint Attack Chingling
RNG roll to crit; 604 = no crit
[6 + (4 - 2)*1.5]*1.5 = 13.5 (rounded to 14) Damage, 7 Energy

Ice Punch+Ice Punch Combo Venonat
RNG roll to crit; 383 = no crit
RNG roll for effect; 840 = no freeze
[18 + 3 + (4 - 2)*1.5] = 24 Damage, 28 Energy

Cooldown

Misdreavus
Nasty Plot
7 Energy

Hex+Hex Combo Chingling
RNG roll to crit; 963 = no crit
[22.5 + 3 + (3 - 3)*1.5]*1.5 + (2)*1.75 = 41.75 (rounded to 42) Damage, 32 Energy

Cooldown

Chingling
Confusion+Confusion Combo Misdreavus
RNG roll to crit; 670 = no crit
RNG roll for effect; 343 = no confusion
[11.25 + 3 + (3 - 3)*1.5] = 14.25 (rounded to 14) Damage, 32 Energy

-2 HP, burn

Cooldown

-2 HP, burn

Venonat
Venoshock Misdreavus
RNG roll to crit; 314 = no crit
[7 + 3 + (2 - 3)*1.5] = 8.5 (rounded to 9) Damage, 7 Energy

Confusion+Psybeam Combo Misdreavus
RNG roll to crit; 972 = no crit
RNG roll for effect; 869 = no confusion
[19 + (3 - 3)*1.5] = 19 Damage, 12 Energy



0|59
0|69
KO'ed|--

Vs.


8|90
39|49
+1 SpA|--

Missy got the KO. These comboes are draining Energy like crazy. Rewindman, you're up!
 

0|59
0|69
KO'ed|--

Vs.


8|90
39|49
+1 SpA|--

Seriously, with the combos, IceBug. I think you have an addiction. Anyway, this match is over!

Sneasel
Taunt
9 Energy

Aerial Ace
RNG roll to crit; 974 = no crit
[6 + (4 - 2)*1.5]*1.5 = 13.5 (rounded to 14) Damage, 4 Energy

Ice Punch
RNG roll to crit; 464 = no crit
RNG roll for effect; 856 = no freeze
[8 + 3 + (4 - 2)*1.5] = 14 Damage, 5 Energy

Misdreavus
Destiny Bond
30 Damage, 14 Energy

Venonat
Venoshock+Venoshock Combo
RNG roll to crit; 722 = no crit
[15.75 + 3 + (2 - 3)*1.5] = 17.25 (rounded to 17) Damage, 36 Energy



0|0
0|0
KO'ed|KO'ed

Vs.


0|90
0|31
KO'ed|--

Congratuations, rewindman, for your victory!

Prizes!

IceBug; 2 TC
Chingling; 1 EC, 2 MC
Venonat; 1 EC, 2 MC, 1 DC, 1 KOC

rewindman; 2 TC
Misdreavus; 1 EC, 2 MC, 1 KOC
Sneasel; 1 EC, 2 MC, 1 DC, 1 KOC

rickheg; 4 RC

GG both, and thanks for playing!
 
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