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Gym [STEEL] Leader C$FP vs. Orcinus Duo

Discussion in 'ASB' started by deadfox081, Aug 24, 2012.

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  1. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Rules
    Pokemon: 3v3 (B3P3 for Challenger, B8P3 for Leader)
    Format: Singles
    DQ: 3 Days
    Switch: OK
    Items: ON
    Abilities: ALL
    Substitutions: TWO
    2 Recovers / 5 Chills

    Arena
    Soviet Russia; Explosive weaponry testing facility
    Show Hide
    Date: December, 1969.

    Location: Somewhere in the Ural Mountains

    The Cold War is taking place at the time, and the U.S.S.R is trying to become the powerhouse of the world. Desperate to stay in check with America and their production of nuclear weapons, a large Factory in the heart of the motherland has been raised and is fuel-bent on one thing: to produce weapons of mass destruction.

    The factory is not just one factory, but a combination of around 15, a massive area indeed, and is located on a tall chain of mountains in the urals. the location of the battle is in the Explosive Weaponry testing facility, which is nestled into the side of the highest peak in the chain. the ground has been leveled, so the battle arena is a flat 300x300 feet surrounded by tall gaping mountains, dotted with large iron building that plume out choking black smoke.

    here is where the smaller proto types are tested out, and if they succeed with their purpose, then the blueprints are taken to the mass production factory and created to help the U.S.S.R bulk up in case of an American Onslaught. the whole area is mottled with mute colors; the white of snow, blotted by the black of ash and the gray of shrapnel. no trees or water sources can be found here in this "valley"; this was made for war, not nature appreciation. The arena is tested 24/7, always being used for experimentation of different weapons, ergo, shrapnel is flying constantly. this means your pokemon will slowly lose health- the metal bits are sharp!

    The Facility is in open air, but is very odd, needing intense detail to get the picture. the ground, underneath all the ash, snow, ans shrapnel, is very hard. the ground here is permafrosted, so non-Ground and Steel type Pokémon have greater difficulty digging underground, costing 3 extra energy to do so. Also, the ground is magnetized, to test some special weapons the Soviets have concocted. therefore, all Steel pokemon can be positively charge, and float, giving them the magnet rise status as long as they are on the battlefield. The sky is a thick gray brew of clouds, and no sunshine can be called upon. Rain is rare in these parts, but a clever and talented pokemon can whip up a mighty deluge. Hail cannot occur here because, but it does snow a lot, dropping the temperature drastically (this is russia in the middle of winter in the mountains after all). Sandstorms oddly can be generated.

    The air is sharp as the shrapnel flying through it.

    In general this is a rough and rugged place to battle in. the condition are tough, and only an iron-thick hide can get you through safely. Watch out for the incoming missles and test bombs!

    In the case of any inconsistencies between the flavor and the summary, the summary trumps the flavor.

    In summary:
    Steel types have constant Magnet Rise effect
    Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun
    Dig costs 3 extra energy (inc. digging/staying under) unless the user is a Ground or Steel type
    Whoever sends out his/her Pokemon first will be determined by a coin toss


    Leader C$FP
    Electro the Magnezone (open)
    [​IMG]
    Magnezone* [Electro] (Genderless)
    Nature: Modest (+ * to Special Attack, - * from Attack)
    Type: Electric/Steel
    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.
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Abilities:
    Ability 1: Magnet Pull
    Type: Can Be Activated
    This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

    Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )

    Ability 2: Sturdy
    Type: Innate
    This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

    Ability 3 (DW) [unlocked]: Analytic
    Type: Innate
    If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

    Stats:

    HP: 100
    Atk: Rank 2 (-)
    Def: Rank 4
    SAtk: Rank 6 (+)
    SDef: Rank 3
    Spd: 60
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 20

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

    Attacks:
    Metal Sound *
    Tackle *
    Thundershock *
    Supersonic *
    Sonicboom *
    Thunderwave *
    Spark *
    Magnet Bomb *
    Discharge *
    Magnet Rise *
    Lock-On
    Zap Cannon
    Tri-Attack
    Mirror Coat
    Barrier
    Mirror Shot
    Swift
    Electro Ball
    Gyro Ball
    Screech

    Thunderbolt *
    Explosion *
    Flash Cannon *
    Hidden Power (Water, 7)
    Toxic
    Substitute
    Signal Beam
    Magic Coat
    Shock Wave
    Thunder
    Bide
    Charge Beam
    Light Screen
    Reflect
    Hyper Beam
    Rain Dance
    Rest
    Protect
    Teleport
    Iron Defense
    Roleplay
    Endure
    Flash
    Volt Switch
    Double Team
    Swagger
    Sleep Talk
    Gravity
    Psych Up
    Headbutt
    Iron Head
    Rollout
    Snore
    Double-Edge
    Mimic
    Wild Charge
    Sunny Day
    Frustration
    Return
    Facade
    Secret Power
    Round
    Giga Impact
    Agility
    Natural Gift
    Curse
    Take Down
    Rage
    Electroweb

    Moves: 69; complete
    Brains the Metagross (open)
    [​IMG]
    Metagross [Brains] (Genderless)
    Nature: Careful (Adds One (1) Rank to Special Defense; Substracts One (1) Rank from Special Attack)
    Type: Steel/Psychic
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    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.

    Abilities:
    Ability 1: Clear Body
    Type: Innate
    This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

    Ability 2: Light Metal (DW) [unlocked]
    Type: Innate
    The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 5
    SpA: Rank 2 (-)
    SpD: Rank 4 (+)
    Spe: 70
    Size Class: 4
    Weight Class: 9 (550 kg)
    Base Rank Total: 22

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

    Attacks:

    Take Down
    Magnet Rise
    Metal Claw
    Confusion
    Scary Face
    Bullet Punch
    Meteor Mash
    Hammer Arm
    Psychic
    Agility
    Pursuit

    Iron Defense
    Iron Head
    Zen Headbutt
    Headbutt
    Ice Punch
    Thunder Punch
    Dynamic Punch
    Gravity
    Selfdestruct
    Sleep Talk
    Mimic
    Block

    Earthquake
    Giga Impact
    Double Team
    Reflect
    Light Screen
    Rock Slide
    Endure
    Brick Break
    Hone Claws
    Protect
    Aerial Ace
    Explosion
    Rain Dance
    Telekinesis
    Sandstorm
    Rest
    Bulldoze
    Swagger
    Substitute

    Moves: 42
    Heavy Head the Aggron (open)
    [​IMG]
    Aggron [Heavy Head] (Male)
    Nature: Careful (+ to Special Defense, - from Special Attack)
    Type: Rock/Steel
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Abilities:
    Ability 1: Sturdy
    Type: Innate
    This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

    Ability 2: Rock Head
    Type: Innate
    This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

    Ability 3: Heavy Metal (DW) [unlocked]
    Type:Innate
    The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

    Stats:

    HP: 100
    Atk: Rank 4
    Def: Rank 7
    SpA: Rank 1 (-)
    SpD: Rank 3 (+)
    Spe: 50
    Size Class: 4
    Weight Class: 8 (360kg)
    Base Rank Total: 20

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

    Attacks:

    Tackle
    Harden
    Mud-Slap
    Headbutt
    Metal Claw
    Iron Defense
    Roar
    Take Down
    Iron Tail
    Metal Burst
    Heavy Slam
    Double-Edge
    Protect
    Autotomize

    Curse
    Head Smash
    Iron Head
    Counter
    Thunder Punch
    Avalanche
    Magnet Rise
    Endeavor
    Ice Punch
    Fire Punch
    Low Kick
    Body Slam
    Aqua Tail
    Block
    Stealth Rock

    Earthquake
    Shadow Claw
    Rock Slide
    Giga Impact
    Smack Down
    Brick Break
    Taunt
    Endure
    Focus Punch
    Substitute
    Thunder Wave
    Double Team
    Dig
    Hone Claws
    Sandstorm
    Rock Polish
    Stone Edge
    Payback
    Bulldoze
    Avalanche
    Toxic

    Moves: 47
    Bill the Lucario (open)
    [​IMG]
    Lucario [Bill] (Male)
    Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
    Type: Fighting/Steel
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    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: Steadfast
    Type: Innate
    If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

    Ability 3: Justified (DW) [unlocked]
    Type: Innate
    This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Stats:

    HP: 100
    Atk: Rank 4
    Def: Rank 2 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 104 (90*1.15=103.5)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

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

    Attacks:

    Quick Attack
    Foresight
    Endure
    Counter
    Force Palm
    Feint
    Reversal
    Screech
    Dark Pulse
    Metal Claw
    Metal Sound
    Bone Rush
    Aura Sphere
    Extremespeed
    Swords Dance
    Nasty Plot
    Me First
    Agility
    Dragon Pulse
    Heal Pulse
    Calm Mind
    Close Combat
    Final Gambit
    Copycat
    Quick Guard

    Blaze Kick
    Crunch
    Hi Jump Kick
    Vacuum Wave
    Ice Punch
    Thunder Punch
    Bullet Punch
    Magnet Rise
    Zen Headbutt
    Sky Uppercut
    Circle Throw
    Cross Chop
    Follow Me
    Mind Reader
    Detect
    Iron Defense
    Low Kick
    Magic Coat
    Swift
    Bite
    Helping Hand
    Mud-Slap
    Fury Cutter
    Dual Chop

    Earthquake
    Focus Blast
    Work Up
    Drain Punch
    Psychic
    Flash Cannon
    Protect
    Dig
    Stone Edge
    Bulk Up
    Low Sweep
    Shadow Ball
    Shadow Claw
    Double Team
    Hidden Power (Grass 7)
    Substitute
    Toxic
    Focus Punch
    Iron Tail
    Rock Slide
    Brick Break
    Giga Impact
    Hone Claws
    Stone Edge
    Hyper Beam
    Roar
    Rest
    Water Pulse
    Secret Power
    Bulldoze
    Rain Dance
    Sleep Talk
    Swagger
    Payback
    Sunny Day
    Natural Gift

    Moves: 85
    Big Poe the Kitsunoh (open)
    [​IMG]
    Kitsunoh [Big Poe] (Male)
    Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
    Type: Steel/Ghost
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    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:
    Ability 1: Frisk
    Type: Innate
    The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

    Ability 2: Limber
    Type: Innate
    This Pokemon’s body is well trained and immune to paralysis.

    Ability 3: Cursed Body (DW) [unlocked]
    Type: Innate
    When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

    Stats:

    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 127 (10*1.15=126.5)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

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

    Attacks:

    Scratch
    Tackle
    Iron Defense
    Lick
    Leer
    Odor Sleuth
    Faint Attack
    Shadow Sneak
    Curse
    Shadowstrike
    Perish Song
    Fake Out
    Shadow Claw
    Metal Claw
    Revenge
    Iron Head
    Memento
    Metal Burst
    Copycat
    Imprison
    Hex
    Tail Whip

    Yawn
    Meteor Mash
    Foul Play
    Pain Split
    Super Fang
    Magic Coat
    Spite
    Sucker Punch
    Ice Punch
    Thunder Punch
    Endeavor
    Superpower
    Trick
    Last Resort
    Knock Off
    Low Kick
    Icy Wind
    Flail

    Toxic
    Will-o-Wisp
    Gyro Ball
    U-Turn
    Dig
    Taunt
    Torment
    Earthquake
    Substitute
    Aerial Ace
    Protect
    Double Team
    Trick Room
    Facade
    Psycho Shift
    Roar
    Thief
    Bulldoze
    Rock Slide
    Rest
    Snatch
    Sleep Talk
    Swagger
    Hone Claws
    Iron Tail
    Payback
    Giga Impact
    Safeguard
    Embargo
    Hidden Power Fire 7
    Defog
    Psych Up
    Shadow Ball
    Rain Dance
    Secret Power
    Sunny Day
    Dark Pulse

    Moves: 76
    Boulder the Steelix (open)
    [​IMG]
    Steelix [Boulder] (Male)
    Nature: Brave (+ to Attack, - from Speed; -10% Evasion)
    Type: Ground/Steel
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Abilities:
    Ability 1: Rock Head
    Type: Innate
    This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

    Ability 2: Sturdy
    Type: Innate
    This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

    Ability 3: Sheer Force (DW) [unlocked]
    Type: Can be Enabled
    This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

    Stats:

    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 8
    SpA: Rank 2
    SpD: Rank 3
    Spe: 26 (30/1.15=26.09)
    Size Class: 7
    Weight Class: 8
    Base Rank Total: 21

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

    Attacks:

    Mud Sport
    Tackle
    Harden
    Bind
    Screech
    Rock Throw
    Rage
    Rock Tomb
    Smack Down
    Sandstorm
    Slam
    Ice Fang
    Fire Fang
    Thunder Fang
    Iron Tail
    Crunch
    Double Edge
    Stone Edge
    Sand Tomb
    Rock Polish
    Stealth Rock
    Curse
    Dragonbreath

    Explosion
    Heavy Slam
    Rock Blast
    Iron Head
    Aqua Tail
    Magnet Rise
    Endure
    Body Slam
    Flail
    Sleep Talk
    Mimic
    Selfdestruct
    Block
    Rollout
    Defense Curl
    Mud-Slap
    Take Down
    Earth Power

    Rock Slide
    Earthquake
    Torment
    Gyro Ball
    Dig
    Payback
    Bide
    Taunt
    Dragon Tail
    Double Team
    Protect
    Substitute
    Toxic
    Endure
    Roar
    Rest
    Giga Impact
    Bulldoze
    Swagger
    Fissure
    Skull Bash
    Flash Cannon

    Moves: 63
    Bronzong the Bronzong (open)
    [​IMG]
    Bronzong [Bronzong] (Genderless)
    Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion)
    Type: Steel/Psychic
    Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    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.

    Abilities:
    Ability 1: Levitate
    Type: 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.

    Ability 2: Heatproof
    Type: Innate
    This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

    Ability 3 (DW): Heavy Metal
    Type: Innate
    The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

    Stats:

    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 4
    Spe: 28 (-)
    Size Class: 3
    Weight Class: 5 (187 kg) [8, 374 kg]
    Base Rank Total: 19

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

    Attacks:
    Sunny Day
    Rain Dance
    Tackle
    Confusion
    Hypnosis
    Imprison
    Confuse Ray
    Extrasensory
    Gyro Ball
    Heavy Slam
    Payback
    Heal Block
    Block
    Safeguard
    Future Sight
    Faint Attack
    Iron Defense

    Iron Head
    Zen Headbutt
    Trick
    Ancientpower
    Signal Beam
    Rollout
    Snore
    Wonder Room

    Toxic
    Psychic
    Earthquake
    Endure
    Skill Swap
    Light Screen
    Reflect
    Double Team
    Trick Room
    Gravity
    Protect
    Rest
    Solarbeam
    Giga Impact
    Substitute
    Rock Slide
    Psyshock
    Hyper Beam
    Shadow Ball
    Sandstorm
    Explosion
    Recycle
    Rock Polish
    Stealth Rock
    Bulldoze
    Sleep Talk
    Dream Eater
    Grass Knot
    Swagger
    Flash Cannon
    Calm Mind
    Telekinesis
    Rock Tomb
    Charge Beam
    Flash
    Psych Up
    Hidden Power (Ice 7)
    Frustration
    Return
    Facade
    Secret Power
    Natural Gift
    Strength
    Round
    Rock Smash

    Moves: 70; complete
    Pimpoleon the Empoleon (open)
    [​IMG]
    Empoleon [Pimpoleon] (Male)
    Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion)
    Type: Water/Steel
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Abilities:
    Ability 1: Torrent
    Type: 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)

    Ability 2 (DW) [unlocked]: Defiant
    Type: Innate
    The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 5 (+)
    SpD: Rank 4
    Spe: 52 (60/1.15=52.17)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

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

    Attacks:
    Pound
    Growl
    Bubble
    Water Sport
    Peck
    Bide
    Bubblebeam
    Fury Attack
    Brine
    Hydro Pump
    Metal Claw
    Swords Dance
    Tackle
    Swagger
    Whirlpool
    Mist
    Aqua Jet

    Agility
    Icy Wind
    Yawn
    Hydro Cannon
    Aqua Ring
    Dive
    Signal Beam
    Mud Sport

    Ice Beam
    Scald
    Surf
    Double Team
    Protect
    Rain Dance
    Substitute
    Grass Knot
    Endure
    Roar
    Toxic
    Blizzard
    Hyper Beam
    Rest
    Stealth Rock
    Sleep Talk
    Flash Cannon

    Moves: 42

    Challenger Orcinus Duo
    Simion the Infernape (open)

    [​IMG]
    Infernape-Simion (M)
    KOC: 3
    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: 0
    DC: 5/5

    Attacks: (66)
    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 Ground (7)
    Endure
    Quick Guard
    Slack Off
    Pants the Scrafty (open)
    [​IMG]
    Scrafty(*) - Pants (M)
    KOC: 13
    Nature: Adamant
    Type: Dark/Fighting
    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 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.
    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 their 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
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18

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

    Attacks (44):
    Leer (*)
    Low Kick(*)
    Sand-Attack(*)
    Faint Attack(*)
    Headbutt(*)
    Swagger(*)
    Brick Break(*)
    Payback(*)

    Fire Punch(*)
    Thunderpunch(*)
    Ice Punch(*)

    Dig(*)
    Taunt(*)
    Dragon Claw(*)
    Detect
    Drain Punch
    Crunch
    Double team
    Poison Jab
    Substitute
    Hi Jump Kick
    Zen Headbutt
    Focus Punch
    Head Smash
    Fake out
    Incinerate
    Thief
    Torment
    Rock slide
    Dragon tail
    Rock Tomb
    Scary Face
    Counter
    Protect
    Facade
    Low Sweep
    Roar
    Giga Impact
    Dragon Dance
    Sunny Day
    Fling
    Focus Blast
    Dual Chop
    Super Fang
    Trace the Pyroak (open)
    [​IMG]
    Pyroak - Trace (M)
    KOC: 2
    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:
    Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
    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: 0
    DC: 5/5

    Attacks:(56)
    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

    And here we have yet another brave challenging entering C$FP's personalised harsh environment. Orcinus Duo is looking to get through here with a combination of fire and force while the leader has the usual Steel wall standing in the way. Time to see who starts us off here and as the coin flies through the air I remind you that heads will result in the leader sending out first with tails having the challenger take the honours.

    [​IMG]

    Tails it is! Orcinus Duo please do your thing.

    Turn Order
    Orcinus Duo sends out first Pokemon and selects item.
    Leader C$FP sends out first Pokemon, selecting item and issuing actions.
    Orcinus Duo issues actions.
    deadfox081 referees.​
  2. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    All right guys. Pants, I've known you since the start of my ASB career, so don't let me down here. Trace, Simion, this is my first time working with the two of you, so let's make it a good one. We have a difficult opponent here, but I've no doubt that we can pull through!

    Simion, with your extensive movepool, I think it's best you take the lead. Hold onto this Expert Belt--it'll help!
  3. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Infernape, good choice. However, I don't think it could possibly defeat my ever-trusty Bronzong!

    [​IMG]
    Bronzong the Bronzong @ Mental Herb

    Psychic, Extrasensory, Psychic
    IF Simion is in the semi-invulnerable stage of Dig when you would attack AND Simion has not used Role Play, THEN use Earthquake, pushing actions back when Psychic is replaced
    IF Role Play, THEN Trick Room, pushing actions back when Psychic is replaced
  4. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Double Team 4-Focus Punch-Blast Burn
    IF you are hit on A1 and thus lose your clones, replace A2 with Blast Burn and A3 with Fake Out
    If you are hit on A2, Fake Out A3


    3:19 orcinus can you switch out
    03:19 orcinus while sluggish?
    03:20 CMFP hidden power+hyper beam?
    03:20 orcinus nah
    03:20 CMFP or blast burn, perhaps
    03:20 orcinus oh yeah action lock
    03:20 orcinus
    03:20 elevator_afk it doesnt say you cant

    yay
  5. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Leader C$FP
    A--
    300/300: 100%
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 100
    EN: 100
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva

    VS.

    Orcinus Duo
    AOO
    320/320: 100%
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 100
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist

    Well, it looks as if the challenger has been spending months building the team to tackle this monumental challenge (or you know, they might just coincidentally do well here after being built for something else) but none the less Orcinus Duo looks ready so let’s kick this thing off! Just as fast as I can say it Simion the Infernape has hit this weapons facility and boy did he bring a lot of moves with him. Of course this does allow C$FP to respond with basically the ideal countermon and I'd say the old weaknessless Bronzong fits that bill pretty well. It’s even come out with some Mental Herbs to allow all the tricks to be more or less unstoppable.

    Unfortunately for our resident metal head it's Simion who is bringing the tricks to begin with in zipping around the arena fast enough to leave four semi permanent apparitions of himself! The usually calculated Bronzong is a little taken aback by the move and proceeds to uselessly throw around a clone with his Psychic attack. Considering himself relatively safe from the assault for now Simion allows a glint to form in his eye as he clenches one of those Iron Fists and prepares for a powerful assault. Bronzong figures that surely an Extrasensory assault will be enough to prevent the move but all it does is smack another clone in the back of the head while Simion launches forward and smacks the metalmon around with a huge Focus Punch! In fact Simion isn't at all concerned with the inability to hit Bronzong super effectively because he appears to have bought a plethora of super powered STABs which he demonstrates with a massive Blast Burn. Heatproof that, C$FP. The move did at least leave Simion a little sluggish but that is little consolation to both Bronzong and its trainer as a second Psychic attack just knocks another clone around and Simion escapes the round without taking a lick of damage!


    Leader C$FP
    A--
    258/300: 86%
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 58
    EN: 83
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva

    VS.

    Orcinus Duo
    AOO
    320/320: 100%
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 66
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist
    Double Team (1), Sluggish (1a)

    Calculations (open)
    Action 1
    Simion: Double Team > Simion made four clones of itself! [16 EN]
    Bronzong: Psychic > HIT INFERNAPE [<=200] 226/1000: NO > The attack hit a clone! [6 EN]

    Action 2
    Simion: Simion tightened its focus!
    Bronzong: Extrasensory > HIT INFERNAPE [<=250] 587/1000: NO > The attack hit a clone! [5 EN]
    Simion: Focus Punch > CRIT [<=63] 72/1000: NO > (15 + 3 + 2 + (5-4)*1.5) = 21.5 [21.5 DMG] [9 EN]

    Action 3
    Simion: Blast Burn > CRIT [<=63] 786/1000: NO > (15 + 3 + 2 + (4-4)*1.5) = 20 > Simion became sluggish! [18 DMG] [9 EN]
    Bronzong: Psychic > HIT INFERNAPE [<=333] 796/1000: NO > The attack hit a clone! [6 EN]

    Turn Order
    Orcinus Duo issues actions.
    Leader C$FP issues actions.
    deadfox081 referees.​
  6. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    I think we established on IRC a while back that expert belt still boosts vs heatproof, the reasoning being that ingame heatproof halves damage and doesn't move to the next resistance, which means that rinsing is technically still weak to fire.

    Also, it's Simion, not Simon. :) Just some small nitpicks before I head off to lunch, will order later (after I figure out whether or not switching removed sluggish)
  7. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Unless you can show me good reason to change I won't be applying Expert Belt. Based on ASB descriptions Heatproof makes Bronzong neutral to Fire and Expert Belt only gives +2 when the move "strikes super effectively" which Blast Burn does not.
  8. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    All right, sorry for the misunderstanding Deadfox.

    Simion, you've done great. Come back here and take a rest--this isn't a battle to stay in. Pants, get out there, and take this life orb with you!
  9. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    You shall PAY for your hax! Bronzong, stay in there!
  10. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    All right, let's get this train moving.

    Pants: Fake Out-Crunch-Brick Break
    IF Trick Room, Focus Punch and pushback
    IF Heavy Slam, Counter and pushback
  11. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    A bad (haxxy) first round and only two actions to come back this round, how lovely.

    Gyro Ball, Stealth Rock, Giga Impact

    also, there is apparently a new, less complicated description of Heavy Metal (although the damage for Giga Impact will still be about the same):

    The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
  12. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Leader C$FP
    A--
    258/300: 86%
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 58
    EN: 83
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva

    VS.

    Orcinus Duo
    OAO
    320/320: 100%
    Bench (open)
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 66
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist
    [​IMG]
    Pants (M)
    @ [​IMG] Life Orb
    HP: 100
    EN: 100
    Spe: 58
    4 / 4 / 1 / 4
    SC 2 / WC 3
    Shed Skin, Moxie, Intimidate

    Fresh off a very successful round it looks like the challenger wants to press the advantage and switch into a more favourable match up. This brings Pants the Scrafty onto the field who immediately makes his Intimidating presence known. In fact he continues the assault by moving oh so swiftly to Fake Out the Bronzong and make sure it can't do a thing for at least one action. In a stunning combination display Pants then moves back in and Crunches down on one of the metal limbs of the floating bell for some more solid damage. Bronzong and C$FP now finally get a chance to act and boy do they make it count by laying down some Stealth Rocks that will ensure damage on the rest of Orcinus' team, not to mention put the end to those switching tactics. Scrafty knows by now there is nothing it can do about the rocks so just proceeds to whack the Psychic type with a Brick Break which by virtue of a critical hit deals impressive damage. Who says you need to be able to hit super effectively in ASB? Bronzong takes the last opportunity of the round to finally lay some direct damage on the challenger's team in the way of a massive Giga Impact tackle. It did leave Bronzong somewhat tired but at least the HP bar on the other side of the field is finally going down!

    Leader C$FP
    A--
    222/300: 74%
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 22
    EN: 59
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva
    Sluggish (1a)

    VS.

    Orcinus Duo
    OAO
    297/320: 93%
    Stealth Rock
    Bench (open)
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 66
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist
    [​IMG]
    Pants (M)
    @ [​IMG] Life Orb
    HP: 77
    EN: 86
    Spe: 58
    4 / 4 / 1 / 4
    SC 2 / WC 3
    Shed Skin, Moxie, Intimidate

    Calculations (open)
    Pants Intimidates Bronzong! > Bronzong's Attack fell!

    Action 1
    Pants: Fake Out > CRIT [<=63] 377/1000: NO > (4 + 3 + (4-4)*1.5)*0.67 = 4.69 [4.69 DMG] [1 RECOIL] [4 EN]
    Bronzong: Bronzong flinched!

    Action 2
    Pants: Crunch > CRIT [<=63] 287/1000: NO | DEF DROP [<=200] 802/1000: NO > (8 + 3 + 3 + (4-4)*1.5) = 14 [14 DMG] [2 RECOIL] [5 EN]
    Bronzong: Stealth Rock > Orcinus Duo's side of the field was covered in Stealth Rocks! [12 EN]

    Action 3
    Pants: Brick Break > CRIT [<=63] 56/1000: YES > (8 + 3 + 3 + 3 + (4-4)*1.5) = 17 [17 DMG] [2 RECOIL] [5 EN]
    Bronzong: Giga Impact > HIT [<=900] 639/1000: YES | CRIT [<=63] 401/1000: NO > (19.33 + (4-4)*1.5) - 1.75 = 17.58 > Bronzong became sluggish! [17.58 DMG] [12 EN]

    Turn Order
    Leader C$FP issues actions.
    Orcinus Duo issues actions.
    deadfox081 referees.​
  13. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Obviously, it's only appropriate to switch now. Big Poe should be able to help give us a lead!

    [​IMG]
    Big Poe the Kitsunoh @ Life Orb
  14. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Whatcha got? My Pants can take it on.

    All of it.
  15. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Sure, sure your Pants can.

    Taunt, Brick Break, Meteor Mash
    IF Fire Punch AND you do not have a Substitute up, THEN use Substitute (20 HP), pushing actions back when Brick Break is replaced
    IF Protective/Evasive action AND Pants is not Taunted AND you are not Taunted AND not the second time consecutively, THEN Imprison (Faint Attack, Payback, Dig) the first time, chill the second
  16. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Fire Punch-Faint Attack-Taunt
    IF Kit doesn't have a Substitute up on A2, then payback instead
    IF I somehow misread CMFP's sub and Pants is taunted on A3, then Payback
  17. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Leader C$FP
    OA-
    222/300: 74%
    Bench (open)
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 22
    EN: 59
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva
    [​IMG]
    Big Poe (M)
    @ [​IMG] Life Orb
    HP: 100
    EN: 100
    Spe: 127
    4 / 3 / 1 / 3
    SC 3 / WC 4
    Frisk, Limber, Cursed Body
    +19% Acc

    VS.

    Orcinus Duo
    OAO
    297/320: 93%
    Stealth Rock
    Bench (open)
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 66
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist
    [​IMG]
    Pants (M)
    @ [​IMG] Life Orb
    HP: 77
    EN: 86
    Spe: 58
    4 / 4 / 1 / 4
    SC 2 / WC 3
    Shed Skin, Moxie, Intimidate

    It looks like the leader is finally ready to make a switch and try and put the match up back into his advantage. Its quite the menacing beast he brings out too as Big Poe the Kitsunoh has single handedly broken the spirit of many a challenger in the past. However it seems the spirit is a little hesitant at first and simply sets up a Substitute to take hits for him. Pants knows priority number one has to be getting rid of the blocker so he just lets loose a Fire Punch to do as much damage as possible. Unfortunately Big Poe already Frisked him of his Life Orb so the damage isn't quite so impressive and that little doll is definitely still standing. The ghost fights back immediately with a Brick Break which turns Pants' own type against it in a cruel twist of fate. The (really ugly) snake mon thing just fades into the shadows for a moment with a Faint Attack that does more than enough to dispatch of the substitute. Poe just finishes off with another hard punch, this one infused with Steel but Pants finally reveals his ultimate goal as he looks back at the Kitsunoh with a huge cry of "is that all ya got?" (in Pokemon) and it looks like the goad has worked perfectly! How will the one of the game's great annoyers go when he's now forced to blindly attack? C$FP, thats now the question you have to answer.

    Leader C$FP
    OA-
    198/300: 66%
    Bench (open)
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 22
    EN: 59
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva
    [​IMG]
    Big Poe (M)
    @ [​IMG] Life Orb
    HP: 76
    EN: 70
    Spe: 127
    4 / 3 / 1 / 3
    SC 3 / WC 4
    Frisk, Limber, Cursed Body
    +19% Acc
    Taunted (5a)

    VS.

    Orcinus Duo
    OAO
    244/320: 81%
    Stealth Rock
    Bench (open)
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 66
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist
    [​IMG]
    Pants (M)
    @ [​IMG] Life Orb
    HP: 44
    EN: 68
    Spe: 58
    4 / 4 / 1 / 4
    SC 2 / WC 3
    Shed Skin, Moxie, Intimidate

    Calculations (open)
    Action 1
    Big Poe: Substitute > Big Poe made a 20 HP Substitute! [-20 HP] [18 EN]
    Pants: Fire Punch > CRIT [<=63] 161/1000: NO | CURSED BODY [<=300] 383/1000: NO > (8 + (4-3)*1.5)*1.5 = 14.25 > The substitute took the hit! [6 EN]

    Action 2[/b]
    Big Poe: Brick Break > CRIT [<=63] 991/1000: NO > (8 + 3 + (4-4)*1.5)*1.5 = 16.5 [16.5 DMG] [2 RECOIL] [6 EN]
    Pants: Faint Attack > CRIT [<=63] 357/1000: NO | CURSED BODY [<=300] 902/1000: NO > (6 + 3 + (4-3)*1.5) = 10.5 > The substitute broke! [3 EN]

    Action 3
    Big Poe: Meteor Mash > CRIT [<=63] 480/1000: NO | ATT RAISE [<=200] 952/1000: No > (10 + 3 + 3 + (4-4)*1.5) = 16 [16 DMG] [2 RECOIL] [6 EN]
    Pants: Taunt > CURSED BODY [<=300] 586/1000: NO > Big Poe was taunted! [9 EN]

    Turn Order.
    Orcinus Duo issues actions.
    Leader C$FP issues actions.
    deadfox081 referees.
  18. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    After two false calls, I will be switching back to Simion. I got pants and a monkey.
  19. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    pssha, like Big Poe can't handle an Infernape

    declined
  20. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Blast Burn-Fire Spin-Earthquake
    IF Underground when it is your turn to attack AND you are not sluggish, Earthquake and pushback
    IF Underground when it is your turn to attack AND you are sluggish, Chill and pushback
  21. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Now is a good chance to catch up a bit.

    Fake Out, U-Turn, Earthquake

    P.S. yes, U-Turn switches out even with Fire Spin in effect
  22. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Leader C$FP
    OA-
    198/300: 66%
    Bench (open)
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 22
    EN: 59
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva
    [​IMG]
    Big Poe (M)
    @ [​IMG] Life Orb
    HP: 76
    EN: 70
    Spe: 127
    4 / 3 / 1 / 3
    SC 3 / WC 4
    Frisk, Limber, Cursed Body
    +19% Acc
    Taunted (5a)

    VS.

    Orcinus Duo
    OAO
    264/320: 83%
    Stealth Rock
    Bench (open)
    [​IMG]
    Pants (M)
    @ [​IMG] Life Orb
    HP: 44
    EN: 68
    Spe: 58
    4 / 4 / 1 / 4
    SC 2 / WC 3
    Shed Skin, Moxie, Intimidate
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 100
    EN: 66
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist

    The challenger eventually decides to play a bit of a risky strategy in switching back to Simion the Infernape. It may have given him a match up advantage but it means those Rocks are really going to take their toll. C$FP senses the switch may be followed up by a big move so Big Poe is quick to snuff that out with a lightning fast Fake Out that means Simion doesn't do a thing to begin the round. The Kitsunoh follows up with another strategic move in U-Turning his way out of the predicament, at the end of the round at least. Unfortunately the attack does very little damage and leaves wide open to the oncoming Fire Spin that leaves Poe trapped and hurting for now. Both mons end the round by creating an Earthquake each. Unfortunately for Simion he forgot that the ground here in Russia repells Steel types and Big Poe was floating just far enough off the ground to avoid it!

    That round swung a little further in the Leader's favour but he still faces down a bit of a HP disadvantage. Lets see how it goes from here (hopefully a little bit faster).


    Calculations (open)
    Simion is hurt by the Stealth Rocks! [12 DMG]

    Action 1
    Big Poe: Fake Out > CRIT [<=63] 153/1000: NO > (4 + 3 + (4-3)*1.5 = 8.5 [8.5 DMG] [2 RECOIL] [4 EN]
    Simion: Simion flinched!

    Action 2[/b]
    Big Poe: U-Turn > CRIT [<=63] 252/1000: NO > (7 + 3 + (4-3)*1.5)*0.44 = 5.06 [5.06 DMG] [2 RECOIL] [5 EN]
    Simion: Fire Spin > HIT [<=850] 651/1000: NO | CRIT [<=63] 143/1000: NO | CURSED BODY [<=300] 902/1000: NO > (4 + 3 + 2 + (4-3)*1.5)*1.5 = 15.75 > Big Poe was trapped in a Fire Spin! [15.75 DMG] [4 EN]

    Big Poe is hurt by Fire Spin! [2 DMG]

    Action 3
    Big Poe: Earthquake > CRIT [<=63] 994/1000: NO > (10 + 3 + (4-3)*1.5)*1.5 = 21.75 [21.75 DMG] [2 RECOIL] [7 EN]
    Simion: Earthquake > It doesn't effect Big Poe! [7 EN]

    Big Poe is hurt by Fire Spin! [2 DMG]

    Leader C$FP
    OA-
    172/300: 57%
    Bench (open)
    [​IMG]
    Bronzong (-)
    @ [​IMG] Mental Herb (3)
    HP: 22
    EN: 59
    Spe: 28
    4 / 4 / 3 / 4
    SC 3 / WC 58
    Levitate, Heatproof, Heavy Metal
    -10% Eva
    [​IMG]
    Big Poe (M)
    @ [​IMG] Life Orb
    HP: 50
    EN: 54
    Spe: 127
    4 / 3 / 1 / 3
    SC 3 / WC 4
    Frisk, Limber, Cursed Body
    +19% Acc
    Taunted (2a)
    Fire Spin (2a)

    VS.

    Orcinus Duo
    OAO
    217/320: 68%
    Stealth Rock
    Bench (open)
    [​IMG]
    Pants (M)
    @ [​IMG] Life Orb
    HP: 44
    EN: 68
    Spe: 58
    4 / 4 / 1 / 4
    SC 2 / WC 3
    Shed Skin, Moxie, Intimidate
    [​IMG]
    Simion (M)
    @ [​IMG] Expert Belt
    HP: 53
    EN: 55
    Spe: 108
    5 / 3 / 4 / 2
    SC 3 / WC 4
    Blaze, Iron Fist

    Turn Order
    Leader C$FP sends in new Pokemon and issues actions.
    Orcinus Duo issues actions.
    deadfox081 referees.​
  23. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Shouldn't Fake Out have done 8.5, leaving Simion at 53?

    Anyway, this really isn't turning around as fast as it needs to. Imma U-Turn-effect out to Bronzong, and then initiate a switch phase, bringing Kitsunoh back in.

    Whatcha gonna do?
  24. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Well, Earthquake was rather dumb. I got this, no worry though

    bring it
  25. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    I'm pretty sure this is the best I can do

    Dig, Dig, Earthquake
    IF damaging Ground type attack, THEN Earthquake and push actions back
    IF damaging Fire type attack AND in a combo, THEN Protect and push actions back
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