Completed Lou vs. The Royal Guard: Doubles and shit like that.

Status
Not open for further replies.
#1
Team Lou:
LouisCyphre said:
[a]Voodoom[/a]

Voodoom ♂ - Tee Hee
Nature: Naïve (Spe +17, Accuracy +19%, SpD: -1)
Type: Fighting / Dark
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark Type - 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.

Abilities:
Volt Absorb - (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Lightningrod - (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
(DW) Motor Drive - (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+)

Height Class: 4
Weight Class: 4
BRT: 20

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

31 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Astonish, Beat Up, Close Combat, Drain Punch, Focus Punch, Ice Punch, Low Sweep, Night Slash, Pin Missile, Pursuit, Revenge, Wrap
Special Moves - Aura Sphere, Dark Pulse, Focus Blast, Hidden Power [Grass, 7] Psychic
Status Moves - Charge, Copycat, Endure, Follow Me, Grudge, Magic Coat, Mimic, Pain Split, Perish Song, Snatch, Spite, Substitute, Taunt, Thunder Wave

Built of cloth, stuffing, and rage, Tee Hee finds enjoyment in battle. Toying with foes if he's ahead, or growing frustrated if he's behind, is his norm. He's quick to hold a grudge against troublesome foes, but just as quick to be distracted by a new challenge.
[a]Crawdaunt[/a]

Crawdaunt ♂ - Atlantis
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Water / Dark
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dark Type - 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.

Abilities:
Hyper Cutter - (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
(DW) Adaptability - (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 47 (-)

Height Class: 2
Weight Class: 3
BRT: 18

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

17 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Avalanche, Brick Break, Counter, Crunch, Endeavor, Knock Off, Payback, Superpower, ViceGrip, Waterfall
Special Moves - Bubble, BubbleBeam, Ice Beam,
Status Moves - Dragon Dance, Harden, Leer, Protect

Guardian of the pool and keeper of the birdbath, Atlantis isn't a particularly convincing deterrent yet. Stoic and watchful, Atlantis stands valiant guard over what turf he can call his.
[a]Scrafty[/a]

Scrafty ♂ - Love Machine
Nature: Adamant (Atk: +1, SpA: -1)
Type: Dark / Fighting
Dark Type - 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.
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin - (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie - (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
(DW) Intimidate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58

Height Class: 2
Weight Class: 3
BRT: 18

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

25 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Brick Break, Counter, Crunch, Dig, Dragon Tail, Drain Punch, Faint Attack, Fake Out, Fire Punch, Headbutt, Head Smash, Hi Jump Kick, Ice Punch, Low Kick, Low Sweep, Payback, Rock Slide, ThunderPunch, Zen Headbutt
Special Moves - lol
Status Moves - Leer, Protect, Sand-Attack, Substitute, Swagger, Taunt

Ever up for a challenge, Love Machine is defined by a curiosity that blends with a distinct stubbornness. If he wants to get a better look at something, any obsticles between him and that thing are due for a rude awakening.
[a]Hydreigon[/a]

Hydreigon ♂ - Bolas
Nature: Naughty (Atk: +1, SpD: -1)
Type: Dark / Dragon
Dark Type - 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.
Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 98

Height Class: 4
Weight Class: 5
BRT: 22

EC: 9 / 9
MC: 0

27 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Acrobatics, Bite, Crunch, Double Hit, Fly, Head Smash, Headbutt, Tackle
Special Moves - Dark Pulse, Dragon Pulse, Dragon Rage, Dragonbreath, Earth Power, Fire Blast, Flamethrower, Focus Blast, Surf, Tri Attack
Status Moves - Double Team, Focus Energy, Protect, Roar, Roost, Substitute, Taunt, Tailwind, Thunder Wave

Brazen and difficult to deal with, Bolas strives for attention. He likes things flashy, bold, and noticable; and he relishes attention of any sort. He very often acts without thinking, preferring offense over defense, but he isn't a fool - he knows (however much it may irk him) that there are things out there that you simply can't bull rush. For everything else, though...


These guys look familiar, don't they?
Team Kevin:
The Royal Guard said:

<Cyclohm> [Zephyr] (Male)
Nature: Modest
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.

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:(Innate)(DW LOCKED)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


EC: 9/9
MC: 0
DC: 3/5

Attacks:(19)
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Slack Off
Hurricane

Dragon Dance
Dragon Breath
Mud-Slap

Thunder
Toxic
Protect
Thunder Wave
Blizzard


Seviper [VonKarma] (M)
Nature: Brave (+*Att, -15% speed)

Type: 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:
Shed Skin:
Type: Innate
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Infiltrator (DW UNLOCKED):
Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: 5(+)
Def: 2
SpA: 4
SpD: 2
Spe: 56 (-)
Base Rank Total: 17

MC: 0
DC: 5/5


Attacks:25
Wrap
Lick
Bite
Poison Tail
Screech
Glare
Crunch
Poison Fang
Swagger
Haze
Night Slash
Poison Jab
Venoshock
Wring Out
Coil


Night Slash
Iron Tail
Body Slam
Bind

Earthquake
Flamethrower
Protect
Toxic
X-Scissor
Taunt
Substitute
Aqua Tail


<Revenankh> [Casalimai] (Male)
Nature: Adamant
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator:(Innate)(DW)(LOCKED)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 2/5

Attacks:(21)
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment

Counter
Drain Punch
Shadow Sneak

Taunt
Protect
Ice Punch
Rock Slide
Pain Split


<Blastoise> [Sumvin] (Male)
Nature: Rash
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent:(Innate)When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Rain Dish:(Innate)This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.


Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 3(-)
Spe: 78
Size Class: 3
Weight Class: 4
Base Rank Total: 20


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

Attacks:(23)
Tail Whip
Water Gun
Tackle
Bite
Rapid Spin
Protect
Water Pulse
Bubble
Withdraw
Hydro Pump
Aqua Tail
Rain Dance
Skull Bash

Water Spout
Yawn
Mirror Coat
Muddy Water
Hydro Cannon

Scald
Brick Break
Blizzard
Ice Beam
Brine
Challenging The Royal Guard!

2v2 4-Stock Weak FE Doubles
Infinite Rec / 3 Chill
All Abilities
Items On
ASB Arena
2 Day DQ
Lou sends out mons and gives items
Kevin sends out mons, gives items, and orders
Lou orders
I ref.

LOOLOOLOOLOOLOO
 
#3
Welp you need the training and this should be a good fight

Casalimai and Zephyr lets go!
Casalimai take the Exp.Share

Let's let him have it!
Casalimai-Glare Bolas-Power Whip Atlantis-Hammer Arm Atlantis
If your Target is under the effect of a protective move switch targets
If Taunt is used on you A1 then use protect and push actions down

Zephyr-Rain Dance-Thunder Atlantis-Toxic Atlantis
If Taunt is used on you A1 then use protect and push actions down
 

LouisCyphre

heralds disaster.
#4

"We're not going to display any staying power with that thing around."

Bolas - Fly (Casalimai) | Taunt (Casalimai) | Fly (Casalimai)

Atlantis - Waterfall (Casalimai) | Waterfall (Casalimai) | Protect
 
#5

110 | 100 | 100 | 100


100 | 100 | 100 | 100



Action One:

Bolas used Fly!
(-11 EN)
Bolas flew up high!

Zephyr used Rain Dance!
(-10 EN)

Casalimai used Glare!
(-6 EN)
The attack missed!

Atlantis used Waterfall!
(-5 EN)
Crit chance: 4930/10000 (NO)
Flinch chance: 2241/10000 (NO)
Damage: (8 + 2 + 3 + 3 + 3 + 4) = 23

Bolas used Fly!
Hit chance: 482/10000 (YES)
Crit chance: 9842/10000 (NO)
Damage: (9 + 3) * 1.5 = 18

Action Two:

Bolas used Taunt!
(-9 EN)
Casalimai was taunted!

Zephyr used Thunder!
(-7 EN)
Para chance: 8342/10000 (NO)
Crit chance: 1259/10000 (NO)
Damage: (12 + 3 + 4.5) * 1.5 = 29.25

Casalimai used Power Whip!
(-8 EN)
Hit chance: 6834/10000 (YES)
Crit chance: 2247/10000 (NO)
Damage: (12 + 3) * 1.5 = 22.5

Atlantis used Waterfall!
(-9 EN)
Crit chance: 29/10000 (YES)
Damage: (8 + 3 + 3 + 2 + 3 + 3 + 4) = 25

Action Three:

Atlantis used Protect!
(-7 EN)
Atlantis protected itself!

Bolas used Fly!
(-11 EN)
Bolas flew up high!

Zephyr used Toxic!
(-7 EN)
Atlantis protected itself!

Casalimai used Hammer Arm!
(-6 EN)
But the attack missed!

Bolas used Fly!
Crit chance: 3940/10000 (NO)
Damage: (9 + 3) * 1.5 = 18


110 | 76 | 40 | 79


100 | 69 | 24 | 80
 

LouisCyphre

heralds disaster.
#6

"Noted as a threat."

Bolas - Tailwind | Fly (Casalimai) | Fly (Casalimai)
If Zephyr uses Thunder Wave on you A1, Taunt Zephyr.

KO Sub - If Casalimai dies, begin to Dragon Pulse Zephyr.

Atlantis - Protect | Waterfall (Casalimai) | Waterfall (Casalimai)
If Zephyr uses Thunder Wave on Bolas A1, Waterfall Casalimai

KO Sub - If Casalimai dies, begin to Avalanche Zephyr.
 
#8

110 | 76 | 40 | 79


100 | 69 | 24 | 80

Action One:

Atlantis used Protect!
(-7 EN)

Bolas used Tailwind! (dat tutor move ;))
(-10 EN)

Zephyr used Charge!
(-8 EN)

Casalimai used Drain Punch!
(-11 EN)
Crit chance: 3895/10000 (NO)
Damage: (8 + 3) * 1.5 = 16.5

Action Two:

Bolas used Fly!
(-11 EN)
Bolas flew up high!

Atlantis used Waterfall!
(-5 EN)
Crit chance: 4859/10000 (NO)
Flinch chance: 3941/10000 (NO)
Damage: (8 + 3 + 3 + 2 + 4 + 3) = 23

Zephyr used Thunder!
(-7 EN)
Crit chance: 3958/10000 (NO)
Para chance: 9982/10000 (NO)
Damage: (12 + 4.5 + 3) * 1.5 = 29.25

Atlantis fainted!

Bolas used Fly!
Crit chance: 2000/10000 (NO)
Damage: (9 + 3) * 1.5 = 16.5

Casalimai used SUPER COUNTER!
(-46 EN)
Damage: (24.75(2.25)) = 55.7

Action Three:

Bolas used Fly!
(-15 EN)
Bolas flew up high!

Zephyr used Thunder!
(-11 EN)
Crit chance: 29/10000 (YES)
Para chance: 3942/10000 (NO)
Damage: (12 * 2 * 2 + 3 + 4.5) * (2/3) = 37.2

Bolas used Fly!
Crit chance: 3958/10000 (NO)
Damage: (9 + 3) * 1.5 = 16.5

Casalimai fainted!



110 | 51 | KO | KO


7 | 33 | KO | KO
 
#11

110 | 51 | KO | KO


7 | 33 | KO | KO

Action One:

Bolas used Roost!
(-12 EN)
+20 HP

Zephyr used Sonicboom!
(-5 EN)
Hit chance: 2941/10000 (YES)
Damage: 10

Action Two:

Bolas used Roost!
(-16 EN)
+20 HP

Zephyr used Sonicboom!
(-9 EN)
Hit chance: 9503/10000 (NO)

Action Three:

Bolas chilled!
(+12 EN)

Zephyr used Sonicboom!
(-13 EN)
Hit chance: 382/10000 (YES)
Damage: 10


110 | 24 | KO | KO


37 | 17 | KO | KO
 
#14

110 | 24 | KO | KO


37 | 17 | KO | KO


Action One:

Bolas used Dragon Pulse!
(-6 EN)
Crit chance: 2395/10000 (NO)
Damage: (9 + 3 + 3) * 1.5 = 22.5

Zephyr used Thunder!
(-7 EN)
Para chance: 2894/10000 (NO)
Crit chance: 9284/10000 (NO)
Damage: (12 + 4.5 + 3) * (2/3)= 13

Action Two:

Bolas used Earth Power!
(-7 EN)
Crit chance: 2942/10000 (NO)
Drop chance: 942/10000 (YES)
Damage: (9 + 3) * 1.5 = 16.5

Zephyr used Blizzard!
(-8 EN)
Hit chance: 5721/10000 (YES)
Freeze chance: 293/10000 (YES) (1-3: 1)
Crit chance: 3922/10000 (NO)
Damage: (12 + 4.5) * 1.5 = 24.75

Bolas fainted!

Both players get 1 CC
I get 4 UC
Bolas gets 1 KOC, 3 MC
Atlantis gets 3 MC
Zephyr gets 2 KOC, 2 MC, 1 DC
Casalimai gets 3 MC, 1 DC
 
Status
Not open for further replies.