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Completed TF2 Battle! Terrador and Blast have a Strongmon Doubles!

Discussion in 'ASB' started by Leethoof, Jan 27, 2012.

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  1. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    RULES:
    2v2 Doubles
    2 Day DQ
    Arena:Harvest
    A pokemon can choose to give up a turn to stand on the point. If done then the team has a 25% crit chance while they remain in control and the other team is pushed backwards arena-wise. In this battle there is a focus on range and arena. So moving around the arena is vital, and I trust that the ref will be able to make damage adjustments based on the distance between the pokemon. The pokemon start at spawn.

    Switch=KO
    Items=On
    Abilities=One
    2 Substitutions (standard for FE)

    TEAMS:
    BLAST OF FIRE:
    Zoroark (open)

    [​IMG]
    Zoroark (Rider) (M)

    Nature: Lonely
    +1 Atk, -1 Def

    Type: 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.

    Abilities:
    Illusion
    Type: 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. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

    Stats:
    HP: 90
    Atk+: 5
    Def-: 1
    SpA: 5
    SpD: 2
    Spe: 105
    SC: 3
    WC: 4

    EC: 6/6
    MC: 0

    Attacks:
    U-Turn
    Hone Claws
    Scratch
    Leer
    Pursuit
    Fake Tears
    Fury Swipes
    Faint Attack
    Scary Face
    Taunt
    Torment
    Night Slash
    Agility
    Night Daze
    Embargo
    Imprison

    Counter
    Dark Pulse
    Snatch
    Sucker Punch
    Detect
    Extrasensory

    Thief
    Grass Knot
    Dig
    Flamethrower
    Rest
    Focus Blast
    Hyper Beam
    Incinerate

    Total: 27


    Pyroak (open)


    [​IMG]
    Pyroak (Forest Fire) (M)

    Nature: Brave
    +1 Atk, -15% Spe, -10% Evasion

    Type: Fire/Grass

    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 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:
    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.

    Battle Armor:
    Type: Innate
    This Pokemon’s thick armor prevents it from taking critical hits.

    Chlorophyll (DW):
    Type: Innate
    During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 120
    Atk+: 4
    Def: 4
    SpA: 3
    SpD: 3
    Spe-: 51

    EC: 9/9
    MC: 0
    DC: 5/5
    SC: 4
    WC: 5

    Attacks:
    Sweet Scent
    Growth
    Ember
    Leech Seed
    Bullet Seed
    Flame Wheel
    Giga Drain
    Synthesis
    Flash Cannon
    Wood Hammer
    Flare Blitz
    Heat Wave
    Lava Plume
    Heat Crash

    Earth power
    Seed Bomb
    Counter
    Aromatherapy
    Low Kick
    Sleep Talk
    Blaze Kick

    Will-o-Wisp
    Fire Blast
    Protect
    Toxic
    Light Screen
    Dragon Tail
    Solarbeam
    Earthquake
    Flamethrower
    Flame Charge
    Rest
    Low Sweep
    Overheat
    Energy Ball
    Rock Slide
    Sunny Day
    Substitute

    Block
    Worry Seed

    Total: 42


    Gliscor (open)


    [​IMG]
    Gliscor (Batman) (M)

    Nature: Impish
    +1 Def, -1 SpA

    Type: Ground/Flying

    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.

    Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Hyper Cutter
    Type: Innate)
    This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

    Sand Veil
    Type: Innate
    This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

    Poison Heal (DW)
    Type: Innate
    Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

    Stats:
    HP: 100
    Atk: 3
    Def+: 6
    SpA-: 1
    SpD: 3
    Spe: 95
    SC: 3
    WC: 3

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

    Attacks:
    Thunder Fang
    Ice Fang
    Fire Fang
    Poison Jab
    Poison Sting
    Sand Attack
    Harden
    Knock Off
    Quick Attack
    Fury Cutter
    Faint Attack
    Acrobatics
    U-Turn
    X-Scissor

    Counter
    Night Slash
    Cross Poison

    Aqua Tail

    Stone Edge
    Earthquake
    Taunt
    Roost
    Toxic

    Total: 23


    TERRADOR:
    Celeste the Starmie (open)

    [​IMG]
    Starmie * [Celeste] (Genderless)
    Nature: Timid (+15% Spd, +20.3% Acc, -* Atk)
    Type:
    <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:
    Ability 1: Natural Cure
    Type: Innate

    This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

    Ability 2: Illuminate

    Type: Can be Activated

    At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

    Command: (Ability: Illuminate [does not take up one of your three actions per round])

    Ability 3 (DW): Analytic

    Type: Can be Enabled

    If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

    Stats:

    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (115 + 15%)
    Size Class: 2
    Weight Class: 4
    BST: 19

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

    Attacks:
    Tackle *
    Harden *
    Water Gun *
    Rapid Spin *
    Recover *
    Camouflage *
    Swift*
    Reflect Type*
    Power Gem*
    Hydro Pump*
    Light Screen
    BubbleBeam
    Confuse Ray
    Minimize

    Endure
    Pain Split
    Gravity
    Role Play

    Ice Beam*
    Thunderbolt*
    Psychic*
    Blizzard
    Protect
    Substitute
    Reflect
    Psyshock
    Thunder
    Bide
    Rain Dance
    Thunder Wave
    Dive
    Icy Wind
    Double Team
    Brine
    Grass Knot
    Swagger
    Surf
    Scald

    Total: 38


    Bubba the Krilowatt (open)
    [​IMG]
    Krilowatt [Bubba] (Male)
    Nature: Naive (+Spe, +17 Acc/Dodge, -SpD)
    Type:
    Electric / Water
    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
    Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

    Stats:

    HP: 125
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Speed: 121 (+)
    Size Class: 1
    Weight Class: 2
    BST: 22

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

    Attacks:
    Bubble
    Charge
    Tackle
    Thundershock
    Detect
    Confuse Ray
    Aqua Jet
    Imprison
    Mirror Coat
    Counter
    Volt Switch
    Discharge
    Hydro Pump

    Muddy Water
    Signal Beam
    Whirlpool

    Earth Power

    Thunderbolt
    Ice Beam
    Substitute
    Toxic
    Hidden Power Grass 7
    Thunder Wave
    Surf
    Rain Dance
    Dive
    Protect
    Torment
    Double Team
    Thunder
    Blizzard
    Earthquake

    Total: 32


    Sorry if I accidentally screwed up either of your reg posts extracting those. Anyways, order of operations:

    1. Blast sends out mons, with their one ability, and items.
    2. Terrador does the same, and orders
    3. Blast orders
    4. Ref!
  2. Fire Blast

    Fire Blast

    Joined:
    Jul 11, 2010
    Messages:
    2,093
    I choose you Pyroak and Gliscor!

    Gliscor will have Poison Heal and Leftovers
    Pyroak has Rock Head and a Life Orb.
  3. Terrador

    Terrador

    Joined:
    Mar 27, 2009
    Messages:
    3,079
    Celeste: Cap the point ~ Reflect ~ Blizzard
    Krilowatt: Muddy Water ~ Blizzard ~ Muddy Water
    @ Celeste: IF (Gliscor Taunts you A1), THEN (Use Hydro Pump (Pyroak) A2)
  4. Fire Blast

    Fire Blast

    Joined:
    Jul 11, 2010
    Messages:
    2,093
    good luck getting to the point in one action.

    Pyroak: Sunny Day ~ Solarbeam (Krill) x 2
    Gliscor: Agility (+Speed to reach the point quickly) ~ Get on point and Night Daze Starmie twice
  5. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    Cliffnotes!
    Action 1:
    -Starmie begins rushing towards the point like a madstar, using maphax to fly above all the buildings, and lands there.
    -Bubba vomits out some Muddy Water, but the powerful wave is weakened quite significantly by the time it reaches the opposite spawn...
    -Gliscor (????) seems interested in grabbing the point, and rushes towards it with Agility, swiping it right under from Starmie's lack of a nose
    -Pyroak changes it from harvest_event to harvest_final, and a large amount of pumpkins explode in the transtition. Fortunately, no mons were harmed.

    Action 2:
    -Starmie creates a shining barrier around her team to Reflect against physical attacks
    -Krillowatt nails both of his foes with a mighty Blizzard
    -SUPRISE! GLISCOR IS SPY! Starmie is suprised by this, she gets Night Dazed!
    -Pyroak climbs up to one of the towers, and begins sniping away with Solarbeam on Krillowatt

    Action 3:
    -Starmie seems to regain her composure and BLASTS A BLIZZARD TO SPYS FACE (and pyroak)
    -Krillowatt uses Muddy Water again...but it is harvest_final, so insignificant
    -SPY SPY SPY GO TO CLOAK AND MAKE STARMIE BLIND
    -Pyroak continues his sniping, but even with the boost from holding the point, no crits! He must suck at headshots!

    Seriously...not a single crit -.-. Also, Blast your orders were a little weird, as you said "give up a turn" to cap the point, yet you gave orders that involved doing an action AND capping the point. So, I just reffed them this way.

    TEAM TERRADOR (open)

    [​IMG]
    Celeste
    HP: 44
    EN: 70
    -1 Acc

    [​IMG]
    Bubba
    HP: 75
    EN: 80


    TEAM BLAST (open)

    [​IMG]
    Forest Fire
    HP: 79
    EN: 73

    [​IMG]
    Rider
    HP: 45
    EN: 77


    calcs (open)

    Starmie=Pointcap (5 EN)
    Krillowatt=Muddy Water (6 EN) [12 Damage Zoro] [11 Damage Oak]
    "Gliscor" = Agilitcap (7 EN)
    Pyroak=Sunny Day (9 EN)

    Starmie=Reflect (7 EN)
    Krillowatt=Blizzard (8 EN) [11 Damage Zoroark] [9 Damage Oak]
    Zoroark = Night Daze Starmie (6 EN) [23 Damage]
    Pyroak = Solarbeam Krill (7 EN) [25 Damage]

    Starmie=Blizzard (8 EN) [12 Damage Zoro] [11 Damage Oak]
    Krillowatt=Muddy Water (6 EN) [9 Damage Zoro] [8 Damage Oak]
    Zoroark = Zoroark = Night Daze Starmie (10 EN) [23 Damage]
    Pyroak = Solarbeam Krill (11 EN) [25 Damage]
  6. Terrador

    Terrador

    Joined:
    Mar 27, 2009
    Messages:
    3,079
    It's been eleven days; enough is enough. I'mma have to DQ Blast here and free this slot up. Sorry, Leethoof :(
  7. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    Soooo....rewards.

    Terrador's mons get 3 MC each.
    Blast gets nothing.
    I get 2 UC because I said so, IDK prize claimers should probably check that.
  8. Terrador

    Terrador

    Joined:
    Mar 27, 2009
    Messages:
    3,079
    Actually, Leethoof, I'm afraid that nobody gets anything. My apologies.
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