Completed SubwayJ vs AOPSUser

#1
1v1 FE Singles
2 Day DQ
2 Subs
2 Recovers/5 Chills
Items=Training
All Abilities
ASB Arena


SubwayJ's Pokemon


Nature: Quiet (+Sp Atk, -Spe)

Type: Bug/Psychic

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Weak Armor:
(Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (DW UNLOCKED) (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats: (Quiet Nature)

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Moves:

Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Ancientpower
Wish
Dragon Dance
Quiver Dance
Silver Wind
Will-O-Wisp
Final Gambit
Healing Wish
Ominous Wind

Psychic
Shadow Ball
Hidden Power (Ground 7)
Thunderbolt
Ice Beam
Focus Blast
Overheat
Solarbeam
Light Screen
Hyper Beam
Reflect
Giga Impact

Megahorn
Hydro Pump
Bug Buzz
Close Combat
Disable
Feint

Magic Coat
Skill Swap
Trick

Total Moves: 35


AOPSUser's Pokemon


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

EC: 6/6
MC: 9
DC: 5/5

Attacks:

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

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Water Pulse
Zap Cannon
Brine
Pay Day
Body Slam

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Swagger
Trick Room

Total: 58/117





Lite Brite the Aurumoth
110|100​



Slowking
100|100

Orders:
Subwayj equips and orders
AOPS equips and orders
I ref
 
#3
Take an EXP share also.

Fire Blast --- Flamethrower --- Fire Blast
IF Fire Blast is disabled when you are about to use it, THEN use Shadow Ball.
 
#4
MEEEEEEEEEEEEEEEEEEEEGAAAAAAAAAAAAAAAAAAAAAAHOOOOOOOOOOOORN*3
***If Megahorn crits A1 or A2 AND you don't get burned, use Megahorn+Megahorn A3
 
#5


Lite Brite the Aurumoth
110|100​



Slowking
100|100

Action 1
Aurumoth's Megahorn
Crit Check (625): 9950 (NO)
Damage: (12 + 3 + 7.5 - 6) * 1.5 = 24.75
EN Check: 8 - 1 = 7

Slowking's Fire Blast
Crit Check (625): 7151 (NO)
Effect Chance (1000): 1769 (NO)
Damage: (12 + 6 - 7.5) * 1.5 = 15.75
EN Check: 8

Action 2
Aurumoth's Megahorn
Crit Check (625): 7316 (NO)
Damage: (12 + 3 + 7.5 - 6) * 1.5 = 24.75
EN Check: 8 + 4 - 1 = 11

Slowking's Flamethrower
Crit Check (625): 1307 (NO)
Effect Chance (1000): 7831 (NO)
Damage: (10 + 6 - 7.5) * 1.5 = 12.75
EN Check: 7

Action 3
Aurumoth's Megahorn
Crit Check (625): 1053 (NO)
Damage: (12 + 3 + 7.5 - 6) * 1.5 = 24.75
EN Check: 8 + 4 + 4 - 1 = 15

Slowking's Fire Blast
Crit Check (625): 8218 (NO)
Effect Chance (1000): 329 (BURN)
Damage: (12 + 6 - 7.5) * 1.5 = 15.75
EN Check: 8

-2 HP Aurumoth


Lite Brite the Aurumoth
HP: 110 - (15.75 + 12.75 + 15.75 + 2) = 63.75 rounded to 64
EN: 100 - (7 + 11 + 15) = 67
Status: Burned

Slowking
HP: 100 - (24.75 + 24.75 + 24.75) = 24.25 rounded to 24
EN: 100 - (8 + 7 + 8) = 77




Lite Brite the Aurumoth
64|67
Status: Burned



Slowking
24|77

Orders:

Subwayj orders
AOPS orders
I ref
 
#8


Lite Brite the Aurumoth
64|67
Status: Burned



Slowking
24|77

Action 1
Slowking's Endure
EN Check: 15

Aurumoth's Will-O-Wisp
EN Check: 7

-2 HP Aurumoth
-2 HP Slowking

Action 2
Aurumoth's Thunder
Crit Check (625): 2622 (NO)
Effect Chance (3000): 3693 (NO)
Damage: (12 + 7.5 - 6) * 1.5 = 20.25
EN Check: 8

Slowking's Fire Blast
Crit Check (625): 3914 (NO)
Damage: (12 + 6 - 3) * 1.5 = 22.5
EN Check: 8

-2 HP Aurumoth
-2 HP Slowking


Lite Brite the Aurumoth
HP: 64 - (2 + 22.5 + 2) = 37.5 rounded to 37
EN: 67 - (7 + 8) = 52
Status: 1 KOC

Slowking
HP: 24 - (2 + 20.25 + 2) = -0.25 rounded to 0
EN: 77 - (15 + 8) = 54
Status: KO




Lite Brite the Aurumoth
37|52
Status: 1 KOC



Slowking
0|54
Status: KO

SubwayJ wins!

Payout:
SubwayJ: 1 CC
-Aurumoth: 4 MC + 1 KOC
AOPS: 1 CC
-Slowking: 4 MC
akela: 2 UC