Completed Your honor, it's freezing in here! Frosty vs Objection!

#1
Team Frosty:

Cyclohm[Gleeok] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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 (DW): [UNLOCKED](Innate) 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 2
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 69 (80/1.15) (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks (74):
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Charge
Charge Beam
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Tail
Dragonbreath
Earthquake
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustation
Growl
Gust
Hail
Heal Bell
Hidden Power Grass (7)
Hone Claws
Hydro Pump
Hyper Beam
Hurricane
Ice Beam
Incinerate
Leer
Light Screen
Magnet Rise
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Sandstorm
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon




Ganon (M) Emboar

Type:

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.
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.

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)

Reckless (DW) (Innate) [UNLOCKED] This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

EC 9/9
MC 0
DC 5/5

Nature:

Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Emboar
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 22

Attacks (47):

Arm Thrust
Assurance
Blast Burn
Brick Break
Defense Curl
Earthquake
Ember
Endeavor
Fire Blast
Fire Pledge
Flame Charge
Flamethrower
Flare Blitz
Focus Blast
Grass Knot
Hammer Arm
Head Smash
Heat Crash
Heat Wave
Heavy Slam
Helping Hand
Incinerate
Low Kick
Low Sweep
Odor Sleuth
Overheat
Protect
Rest
Roar
Rock Slide
Rollout
Scald
Sleep Talk
Smack Down
Smog
Solarbeam
Stone Edge
Substitute
Sunny Day
Superpower
Tackle
Tail Whip
Take Down
Taunt
Toxic
Wild Charge
Will-o-Wisp
Yawn



Sableye (Zant) (M)

Types: Ghost/Dark
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.
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.

Nature: Brave (+1 Atk, -15% spe, -10% evasion)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16


Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

EC:Not Aplicable
MC:0
DC:5/5

Attacks (38):
Astonish
Confuse ray
Counter
Detect
Endure
Faint attack
Fake Out
Feint
Focus Punch
Foresight
Foul play
Fury Swipes
Ice Punch
Knock off
Leer
Low Kick
Magic Coat
Mean look
Metal Burst
Night Shade
Pain Split
Payback
Power gem
Protect
Punishment
Recover
Scratch
Shadow Sneak
Shadow ball
Shadow claw
Snatch
Substitute
Sucker Punch
Taunt
Thief
Torment
Toxic
Trick
Zen headbutt


Team Objection:

Hydreigon [Maleficent] (F)
Nature: Hasty (+Speed, -Defence)

Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+) (Accuracy boost: 15% (14.677011494252873563218390804598% unrounded))
Size Class: 4
Weight Class: 5
Base Rank Total: 22
Moves: 46

EC: 9/9
MC: 0

Abilities:
Levitate: (Passive) 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.

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Double Hit
Dragon Pulse
Outrage
Tri Attack
Dragon Rush
Scary Face
Hyper Voice

Dark Pulse
Earth Power
Ice Fang
Thunder Fang
Head Smash

Taunt
Protect
Thunder Wave
Fire Blast
Rock Slide
Acrobatics
U-turn
Hidden Power Grass 7
Earthquake
Reflect
Torment
Focus Blast
Surf
Dragon Tail
Substitute
Fly
Giga Impact
Stone Edge
Bulldoze

Draco Meteor
Aqua Tail
Heat Wave
Roost
Signal Beam
Superpower
Zen Headbutt


Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)

Type: Ghost
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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 47

EC: 9/9
MC: 0

Abilities:
Pressure: (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight

Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge

Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute
Sleep Talk
Bulldoze
Protect
Double Team
Rock Tomb

DynamicPunch
Sucker Punch
Counter
Endure

Levitate


Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 79 (MAX)

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

Abilities:
Intimidate: (Trigger) 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 a Command, and will affect all opponents.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW UNLOCKED): (Passive) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Acrobatics
Aerial Ace
After You
Air Slash
Attract
Aura Sphere
Baton Pass
Bounce
Brick Break
Bulk Up
Bulldoze
Confuse Ray
Covet
Double Team
Drain Punch
Earth Power
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Fly
Focus Blast
Focus Energy
Frustration
Fury Swipes
Giga Impact
Grass Knot
Harden
Haze
Healing Wish
Heat Wave
Hidden Power Ice 7
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Iron Tail
Last Resort
Memento
Morning Sun
Nature Power
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Safeguard
Sky Attack
Sky Drop
Sleep Talk
Snatch
Snore
SolarBeam
Stealth Rock
Strength
Submission
Substitute
Sunny Day
Superpower
Swagger
Tailwind
Taunt
Thief
Toxic
Uproar
Whirlwind
Work Up
Yawn

Dispel (Raid only)


Rules:
3vs3 FE (strongmons) Singles
Arena: ASB
Itens: On
2 recovers, 5 chills
2 substitutions
3-day DQ
Switch = OK
All abilities

Frosty sends out and equips
Objection sends, equips and orders
Frosty orders
Reffing magic happens
 
#3


"Let that light sear you and let our justice prevail!"


Scar the Tomohawk @ Sharp Beak

Substitute (20 HP) - Air Slash - Sky Attack
If he uses Fake Out, change that action to Toxic and push actions back.
If he uses Snatch when you use Substitute, change that action to Taunt and push actions back.
 
#5
Here we have a clash of the villains, sure to excite us with dazzling displays of sharp cunning and savage strength! The contestants are now out, and it opens with... move spam to exploit a poorly worded order. Fitting, if unexciting.


6/5/5/5/43
88 HP- 76%
Toxic Poison (2 DPA)
Fake Out used

1/3/5/3/85
86 HP-81%​

A1
Sableye Fake Out (hit 3164 no crit) 4+4= 8 dmg -4 en
Tomohawk flinches!
A2
Sableye Fake Out (hit 7217 no crit) 4+4= 8 dmg -8 en
Tomohawk Toxic (6893 hit) -7 en
Sableye -1 HP
A3:
Sableye Fake Out (hit 7217 no crit) 4+4= 8 dmg -12 en
Tomohawk Toxic (6893 hit) -11 en
Sableye -1 HP
 
#8


Thunderbolt - Discharge - Thunderbolt
IF Tomohawk is on the semi-vulnerable stage of a damaging-evasive move THEN Thunder and push back
IF Double Team clones are up when Cyclohm attacks AND Cyclohm isn't about to use Discharge THEN Discharge and push back

(also don't ask me where the third head is)
 
#10
The newly sent out Gleeok wreaks electrical havoc on Scar, but the dastardly Tomohawk has set in motion a cunning plan, and manages to avoid the burnt of the dragon's rage. Now Objection has a switch against a drowsy Cyclohm, how will he take advantage of this?


2/4/5/3/69
110 HP- 83%
Drowsy


1/3/5/3/85
44 HP-40%
A1
Tomohawk Yawn -7 en
Cyclohm Thunderbolt (hit 7755 no crit 5483 no para) (10+2+3+3)*1,5=27 dmg -6 en
A2
Tomohawk Substitute -25 HP -24 en
Cyclohm Discharge (hit 4406 no crit) (8+2+3+3)*1,5= 24 dmg -5 en
A3
Tomohawk Baton Pass -10 en
Cyclohm Thunderbolt (hit 1893 no crit) (10+2+3+3)*1,5=27 dmg -6 en
Tomohawk's Substitute breaks!
 
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#11
I don't think you factored in Expert Belt into Cyclohm's calcs. Tomohawk should have 3 less HP.

Anyway ...


Maleficent the Hydreigon @ Expert Belt
Don't worry Maleficent, you'll get your own custom sprite soon.

Dragon Pulse - Ice Fang - Dragon Pulse
If he uses a damaging Dragon-type move, change that action to Substitute (15 HP).
If he is inflicted with 2-turn sleep, change action 3 to Bulldoze.
 
#12

(by Mark Beer)

Dragon Pulse - Sleep Talk (Dragon Pulse - Dragonbreath - Dragon Claw - Outrage) - Sleep Talk (Dragon Pulse - Dragon Breath - Dragon Claw - Outrage)
IF Cyclohm is Awake THEN Dragon Pulse
 
#13
Gleeok keeps on rampaging, and not even sleep can stop him! Maleficent's substitutes managed to absorb most of the damage, but she fell behind in the damage race.


2/4/5/3/69
96 HP- 83%


4/2/5/3/113
44 HP- 71%​
A1:
Hydreigon Substitute -15 HP -12 en
Cyclohm Dragon Pulse (hit 6935 no crit) (9+3+2+3)*1,5=25,5 dmg -6 en
Hydreigon's substitute breaks!
Cyclohm falls asleep! (1916 1 turn sleep)
A2:
Hydreigon Ice Fang (hit 6213 no crit 1260 no flinch 3282 no freeze) (7+2)*1,5=13,5 dmg -5 en
Cyclohm Sleep Talk (4=Outrage) -11 en
Cyclohm Outrage (hit 7433 no crit) (12+2+3)*1,5= 25,5 dmg
Cyclohm wakes up!
A3:
Hydreigon Substitute -15 HP -12 en
Cyclohm Dragon Pulse (hit 6935 no crit) (9+3+2+3)*1,5=25,5 dmg -6 en
Hydreigon's substitute breaks!
 
#15

"Oh dear. I think I may have irrevocably screwed this up."


Oogie Boogie the Dusknoir @ Reaper Cloth

Psychic - Future Sight - Psychic
If he uses Flare Blitz not in a combo and does not have a substitute up, change that action to Counter.
If he uses Head Smash not in a combo and does not have a substitute up, change that action to Counter.
 
#17
Ganon comes out wildly, but Oogie Boogie manages to weather the assault and start mounting a counterattack! Is momentum shifting in Objection's favour?


5/3/5/3/56
72 HP- 51%
-1 Sp. Atk
Future Sight incoming

4/5/4/5/39
59 HP- 77%​

A1:
Emboar Overheat (hit 9871 no crit) 14+3=17 dmg -13 en -2 Sp. Atk
Dusknoir Psychic (hit 9720 no crit 7068 no drop) (11+1,5)*1,5= 18,75 dmg -8 en
A2:
Dusknoir Future Sight -7 en
Emboar Vengeful Power (hit 283 crit) ((5*2,25)+2+3)*1,5= 24,375 dmg -(7+11)*1,75+4=-35,5 en
A3;
Emboar cools down!
Dusknoir Psychic (hit 7283 no crit 4966 no drop) (11+1,5)*1,5= 18,75 dmg -8 en
 
#18
...did I really use assurance on the only turn Ganon wasn't damaged?


oh boy. This was so stupid I'll refrain myself from posting a pic out of embarrassement...


Flare Blitz - Fire Blast - Flare Blitz
IF Counter THEN Fire Blast - Flare Blitz
IF Sucessful Protective/Evasive AND Ganon isn't taunted THEN Chill
 
#19
Assurance doesn't even work that way. Its BAP goes up if another Pokemon hits Dusknoir in the same turn.

Rest - Sleep Talk (Psychic, Earthquake, Toxic, Shadow Ball) - Sleep Talk (Psychic, Earthquake, Toxic, Shadow Ball)
If you are awake on your turn on action 3, change action 3 to Psychic.
If Emboar is poisoned by the start of action 3 and you are still asleep on your turn on action 3, change action 3 to Sleep Talk (Psychic, Earthquake, Hex, Shadow Ball).
 
#20
Oogie Boogie Rests some of the damage away, but he is rudely awakened by Ganon's Flare Blitz!


5/3/5/3/56
17 HP- 26%


4/5/4/5/39
28 HP- 39%​



A1:
Emboar Flare Blitz (hit 895 no crit 3140 no burn) 15+3+2=20 dmg -6,6 HP -9 en
Dusknoir Rest -15 en
Dusknoir +12 HP
Future Sight hits! (hit 3808 no crit) (10+1,5)*1,5=17,25 dmg
A2:
Emboar Fire Blast (1925 hit 9467 no crit 1639 no burn) 12+3-2=13 dmg -7 en
Dusknoir Sleep Talk (1 Psychic) -11 en
Dusknoir Psychic (hit 7272 no crit 9971 no drop) (11+1,5)*1,5= 18,75 dmg
Dusknoir +12 HP
A3:
Emboar Flare Blitz (hit 7853 no crit 5688 no burn) 15+3+2+2=22 dmg -6,6 HP -9 en
Dusknoir wakes up!
Dusknoir Psychic (hit 2971 no crit 9075 no drop) (11+1,5)*1,5= 18,75 dmg -12 en
 
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#23

"I figured you were going to say that."

Surf - Earthquake - Surf
If he uses a protective/evasive move on action 1, change that action to Chill and push actions back.
If he uses Dodge on action 1, change that action to Chill and push actions back.
 
#25
I hate this format.

I swear, i WILL fix this it for the next round.



5/3/5/3/56
17 HP- 26%
Expert Belt



2/4/5/3/69
96 HP- 83%
Expert Belt



6/5/5/5/43
88 HP- 76%
Toxic Poison (2 DPA)
Everstone




4/2/5/3/113
44 HP- 71%
Expert Belt



4/5/4/5/39
28 HP- 39%
Reaper Cloth


1/3/5/3/85
44 HP-40%
Sharp Beak




Surf does 22,5 damage for 7 energy





5/3/5/3/56
KO HP- KO%
Expert Belt



2/4/5/3/69
96 HP- 83%
Expert Belt



6/5/5/5/43
88 HP- 76%
Badly Poisoned (1 DPA)
Everstone




4/2/5/3/113
44 HP- 64%
Expert Belt
1 KOC



4/5/4/5/39
28 HP- 39%
Reaper Cloth


1/3/5/3/85
44 HP-40%
Sharp Beak



Frosty sends out and orders