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Completed The Royal Guard v Ranger97: idk why tho

Discussion in 'ASB' started by Pwnemon, Jun 17, 2012.

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  1. Pwnemon

    Pwnemon judges silently
    is a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
    Doubles Co-Leader

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    rules (open)
    2V2 Singles
    2 Day DQ
    All abilitiesACCEPTING
    All abilities
    No items
    2 subs
    no recovers/2chills
    asb arena.


    Ranger's team is as follows:
    Show Hide

    Togepi (Winry) (F)
    Nature: Bold (+1 Def, -1 Atk)
    Type: Normal
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:

    Hustle:
    Type: Can be Enabled
    This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

    Serene Grace:
    Type: Innate
    This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

    Super Luck (DC LOCKED):
    Type: Innate
    This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

    Stats:

    Togepi
    HP: 90
    Atk: Rank 0 (-)
    Def: Rank 4 (+)
    SpA: Rank 2
    SpD: Rank 3
    Spe: 20
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 12

    EC: 1/9
    MC: 0
    DC: 1/5

    Attacks:

    Growl
    Charm
    Metronome
    Sweet Kiss
    Yawn
    Encore
    Ancientpower
    Follow Me
    Bestow

    Extrasensory
    Future Sight
    Substitute

    Light Screen
    Protect
    Safe Guard
    Shadow Ball


    Show Hide

    Foongus (Shitake) (M)
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Grass/Poison
    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.
    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:

    Effect Spore: Can be Disabled
    This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.

    Regenerator (DW Locked): 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.

    HP: 100
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 13 (-) (13.04347826086957 Rounded)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 12

    EC: 0/6
    MC: 0
    D: 0/5

    Attacks:

    Absorb
    Growth
    Astonish
    Bide
    Mega Drain
    Ingrain
    Faint Attack
    Sweet Scent

    Endure
    PoisonPowder
    Stun Spore

    Protect
    Energy Ball
    Substitute


    AND kevin's "not counter-team" is:
    Luna the Ponyta (open)

    [​IMG]
    Ponyta- Luna (F)
    Nature: Mild (SpA raised by 1, Def decreased by 1)
    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:
    Run Away: (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.
    Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
    Flame Body (DW): (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

    Stats:

    Hp: 90
    Atk: 3
    Def(-): 1
    SpA(+): 4
    SpD: 3
    Spe: 90
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 16

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

    Attacks:(15)
    Quick Attack
    Growl
    Tackle
    Tail Whip
    Ember
    Flame Wheel
    Stomp
    Flame Charge
    Fire Spin

    Low Kick
    Morning Sun
    Hypnosis

    Flamethrower
    Solarbeam
    Hidden Power (Water, 7)

    Zell the Shinx (open)

    [​IMG]
    <Zell>[Shinx] [Male]
    Nature: Jolly(+Speed -Special Attack)
    Type: Electric
    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:
    Rivalry:Innate

    This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

    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.

    Guts: Innate
    DW LOCKED:
    This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.



    Shinx
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 1(-)
    SpD: Rank 2
    Spe: 52(+) (+9% Accuracy/Evasion)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 13



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

    Moves:(13)

    Tackle
    Leer
    Charge
    Bite
    Spark
    Roar
    Swagger
    Thunder Fang

    Fire Fang
    Ice Fang
    Howl

    Toxic
    Protect
    Light Screen
    Snarl
  2. MrcRanger97

    MrcRanger97

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  3. The Royal Guard

    The Royal Guard

    Joined:
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  4. MrcRanger97

    MrcRanger97

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    Yawn-->Extrasensory-->Future Sight
  5. The Royal Guard

    The Royal Guard

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    Let's try this!

    Protect-Roar-Snarl+Howl Combo
  6. Pwnemon

    Pwnemon judges silently
    is a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
    Doubles Co-Leader

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    nobody specified switch as ok or ko

    i'll do 9818 = ko

    Round 1 Start!
    [​IMG]
    HP: 90
    EN: 100
    OTHER: none
    VS
    [​IMG]
    HP: 90
    EN: 100
    OTHER: none
    Arena Notes: None
    calculations (open)

    Shinx used Protect!
    -7 EN

    Togepi used yawn!
    -6 EN

    a2

    Togepi used Extrasensory!
    crit = 3608 = no
    flinch = 2233 = no
    dmg = [8] = 8
    -6 EN

    Shinx used roar!
    but jack shit occurred
    -7 EN

    a3

    togepi used future sight
    -7 EN

    Shinx used snarl+howl
    crit = 9532 = no
    dmg = [6-3] = 3
    togepi's spa fell
    shinx's atk rose
    -15 EN


    Round 1 Start!
    [​IMG]
    HP: 82
    EN: 71
    OTHER: Future Sight to hit, cooldown, +1 atk
    VS
    [​IMG]
    HP: 87
    EN: 81
    OTHER: -1 spA
    Arena Notes: None​

  7. The Royal Guard

    The Royal Guard

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    Dammit I was hoping on a switch out 9.9

    Aw well gotta go with what I've got!

    Cooldown-Thunder Fang-Toxic
    If you target is under the effect of Protect swithc that action to Howl and push actions down
    If Encore is used A3 switch that Action to Thunder Fang
  8. MrcRanger97

    MrcRanger97

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    15hp sub--> safeguard--> Extrasensory
  9. Pwnemon

    Pwnemon judges silently
    is a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
    Doubles Co-Leader

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    Round 2 Start!
    [​IMG]
    HP: 82
    EN: 71
    OTHER: Future Sight to hit, cooldown, +1 atk
    VS
    [​IMG]
    HP: 87
    EN: 81
    OTHER: -1 spA
    Arena Notes: None

    calculations (open)

    Shinx must recharge!

    togepi used Sub (15)
    dmgT = 15
    -11 EN

    Shinx took the Future Sight Attack!
    dmgS = [10] = 10

    a2

    Shinx used Thunder Fang!
    crit = 3120 = no
    dmgT = [7+3-1.5]+1.75 = 10.25
    -4 EN

    Togepi used Safeguard!
    -9 EN

    a3

    Shinx used toxic!
    -7 EN

    Togepi used Extrasensory
    crit = 9312 = no
    dmg = [8]-1.75 = 6.25
    -6 EN


    Round 2 End!
    [​IMG]
    HP: 66
    EN: 60
    OTHER: +1 atk (1r)
    VS
    [​IMG]
    HP: 72
    EN: 55
    OTHER: -1 spA (1r), Sub (5hp), Safeguard (3r)
    Arena Notes: None
  10. The Royal Guard

    The Royal Guard

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    Bump for Ranger to post actions
  11. MrcRanger97

    MrcRanger97

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    Shadow Ball, Extrasensory, Shadow Ball.
  12. The Royal Guard

    The Royal Guard

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    Light Screen-Fire Fang-Thunder Fang
  13. Pwnemon

    Pwnemon judges silently
    is a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
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    Round 3 Start!
    [​IMG]
    HP: 66
    EN: 60
    OTHER: +1 atk (1r)
    VS
    [​IMG]
    HP: 72
    EN: 55
    OTHER: -1 spA (1r), Sub (5hp), Safeguard (3r)
    Arena Notes: None

    As the round opens, shinx puts up a mystical screen of light to help rebuff togepi's barage of special attacks, and it certainly helps, reducing his damage taken by 12 over the course of the round. Togepi launches a shadow ball which deals absolutely pathetic damage.

    Shinx follows up with a Fire Fang, which manages to break togepi's sub and leave it exposed. togepi redoubles its efforts with an equally pathetic extrasensory.

    Shinx ends the round bringing the two pokemon closer to each other in hp with a Thunder Fang which deals more damage in one action than Togepi did in the whole round. Togepi retaliates by launching another weak-ass attack.

    As the round closes, shinx and togepi are on much more even footing than they were at the beginning. It's still anyone's game here!

    calculations (open)

    Shinx used light screen!
    -10 EN

    Togepri used Shadow Ball!
    crit = 8033 = no
    drop = 2052 = no
    dmgS = [4]-1.75 = 2.25
    -6 EN

    a2

    Shinx used Fire Fang!
    crit = 3763 = no
    dmgT = [7-1.5]+1.75 = 7.25
    Togepi's sub faded!
    -5 EN

    Togepi used Extrasensory!
    crit = 4161 = no
    dmgS = [4]-1.75 = 2.25
    -6 EN

    a3

    Shinx used Thunder Fang!
    crit = 5250 = no
    flinch = 9289 = no
    dmgT = [7+3-1.5]+1.75 = 10.25
    -4 EN

    Togepi used Shadow Ball!
    crit = 4108 = no
    drop = 4334 = no
    dmgS = [4]-1.75 = 2.25
    -6 EN

    Round 3 End!
    [​IMG]
    HP: 59
    EN: 41
    OTHER: Light Screen (3a)
    VS
    [​IMG]
    HP: 62
    EN: 37
    OTHER: Safeguard (2r)
    Arena Notes: None​

  14. The Royal Guard

    The Royal Guard

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    let's go with a barrage of elements!

    Ice Fang-Thunder Fang-Fire Fang!
  15. The Royal Guard

    The Royal Guard

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    Dropping this due to Pwnemon ditching and I have a good battle starting >.> sorry Ranger
  16. Pwnemon

    Pwnemon judges silently
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    Doubles Co-Leader

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    ok so rewards:

    me 1 uc

    kev 2 cc
    shinx 1 ec 2 mc 1 dc
    ponyta ^
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