3v3 Singles; Lionrt vs Patrick Roy the 3rd

Open Challenge
3v3 LC Singles
Unown Soup arena
3 Day DQ
Training Items
3 Subs / 5 Chills / 2 Recovers

lionrt60 said:
Thanks for reffing :)

Pokémon Team:

415b.png

Honey (Combee) ♀ *​

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Bug/Flying​
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of 5.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than 4. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Honey Gather: (Innate) This Pokémon emits a scent of sweet honey that lowers all foes' Evasion by 1 Stage.​

Hustle: (Locked) (DW) (Can be Activated) This Pokémon 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.​

Stats:

HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 60 (-)
Size Class: 1
Weight Class: 1​

EC: 0/6​

MC: 0​

DC: 0/5​

Attacks:
Sweet Scent *
Gust *
Bug Bite *

Ominous Wind *
Air Cutter *
Swift *

Endeavor *
Tailwind *
String Shot *
322.png

Blaine (Numel) ♂ *​

Nature: Modest (+1 SpA, -1 Atk)
Type:
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 bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.​

Abilities:

Oblivious: (Innate) This Pokémon is incapable of being affected by Attract, Cute Charm, or Captivate.​

Simple: (Innate) This Pokémon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by 4 stages, Bulk Up boosts Attack and Defense by 2 stages each). Stat boosts and drops still maximize at 6 stages.​

Own Tempo: (Locked) (DW) (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokémon also has Tangled Feet, it will raise Accuracy by 1 Stage.​

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2​

EC: 0/6​

MC: 0​

DC: 0/5​

Attacks:
Growl *
Tackle *
Ember *
Magnitude *
Focus Energy *
Takedown *
Flame Burst *
Amnesia *
Lava Plume *​

Heat Wave *
AncientPower *
Mud Bomb *

Flamethrower *
Double Team *
Substitute *
98.png

Tarquin (Krabby) ♂ *​

Nature: Careful (+1 SpD, -1 SpA)
Type: Water​
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Hyper Cutter: (Innate)This Pokémon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.​

Shell Armor: (Innate) This Pokémon’s thick, bony outer shell prevents it from taking critical hits.​

Sheer Force: (Locked) (DW) (Can be Enabled) This Pokémon 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 2, but they will never have a secondary effect.​

Stats:

HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2 (+)
Spe: 50
Size Class: 1
Weight Class: 1​

EC: 0/6​

MC: 0​

DC: 0/5​

Attacks:
Mud Sport *
Bubble *
ViceGrip *
Leer *
Harden *
Bubblebeam *
Mud Shot *
Metal Claw *
Stomp *
Guillotine *

Chip Away *
Bide *
Dig *

X Scissor *
Rock Slide *
Brick Break *


RoyIII said:
combee-f.png

Combee [StingingHoneyGenerator] (F)
Nature: Relaxed (+1 Def, -9 speed, -10% evasion)
Type:
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).
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.

Abilities:
Honey Gather: (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW Locked): (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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 1
Weight Class: 1
Evasion: -10%

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

Attacks:
Sweet Scent
Gust
Bug Bite

Air Cutter
Endeavor
Mud-Slap
Ominous Wind
Snore
String Shot
Swift
Tailwind

abra.png

Abra [PsychicReptilianHumanoid] (M)
Nature: Timid (+14% speed, +30% accuracy, -1 Atk)
Type:
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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (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.
Magic Guard (DW Locked): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 2
Spe: 104 (+)
Size Class: 2
Weight Class: 2
Accuracy: +30%

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

Attacks:
Teleport

Barrier
Encore
Knock Off
Light Screen
Skill Swap

Psyshock
Calm Mind
Shadow Ball
Energy Ball
Charge Beam

Monohm.png

Monohm [CloudyElectricalDragon] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
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 Thrash 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 Locked): (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: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2

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

Attacks:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom

Dragonbreath
Heal Bell
Mud-Slap
Power Gem
Water Pulse

Roar
Thunder
Flamethrower
Volt Switch
Thunder Wave

Orders:
Lionrt sends out and equips
Roy sends out, equips, and orders
Lionrt orders
I ref
 
Heh, this could well end up being combee vs combee :)

So let's do it xP Go Honey :P You don't need an Item to prove your worth!
 
This is too fantastic of an opportunity to pass up.

In you go, StingingHoneyGenerator!

combee-f.png

Combee @nothing
Relaxed nature

Air Cutter -> Gust -> Air Cutter
No need for subs. Pretty sure on this one.
 
combee-f.png

L.Combee
90
100



combee-f.png

R.Combee
90
100

Action 1
Speed Tie (5000): 8122 (R)
R.Combee's Air Cutter
Crit Check (1250): 3341 (NO)
Damage: (8 + 3 + 3 - 3) * 1.5 = 16.5
EN Check: 4 - 1 = 3

L.Combee's Air Cutter
Crit Check (1250): 8215 (NO)
Damage: (8 + 3 + 4.5 - 4.5) * 1.5 = 16.5
EN Check: 4 - 1 = 3

Action 2
Speed Tie (5000): 6032 (R)
R.Combee's Gust
Crit Check (625): 3821 (NO)
Damage: (4 + 3 + 3 - 3) * 1.5 = 10.5
EN Check: 3 - 1 = 2

L.Combee's Gust
Crit Check (625): 4176 (NO)
Damage: (4 + 3 + 3 - 3) * 1.5 = 10.5
EN Check: 3 - 1 = 2

Action 3
Speed Tie (5000): 7941 (R)
R.Combee's Air Cutter
Crit Check (1250): 1326 (NO)
Damage: (8 + 3 + 4.5 - 4.5) * 1.5 = 16.5
EN Check: 4 - 1 = 3

L.Combee's Air Cutter
Crit Check (1250): 9655 (NO)
Damage: (8 + 3 + 4.5 - 4.5) * 1.5 = 16.5
EN Check: 4 - 1 = 3

L.Combee
90 - (16.5 + 10.5 + 16.5) = 46.5
100 - (3 + 2 + 3) = 92

R.Combee
90 - (16.5 + 10.5 + 16.5) = 46.5
100 - (3 + 2 + 3) = 92

combee-f.png

L.Combee
46
92

combee-f.png

R.Combee
46
92

Orders:
Lionrt orders
Roy orders
I ref
 
Gust - Air Cutter + Air Cutter - Cooldown (Air Cutter)

~ IF the Opposing Combee tries to use a Combination Attack attempt to Evade

~ IF the Opposing Combee tries to use a Protective/Evasive action on A2 use Swift and push back.
 
combee-f.png

L.Combee
46
92

combee-f.png

R.Combee
46
92

Action 1
Speed Tie (5000): 3422 (L)
L.Combee's Gust
Crit Check (625): 733 (NO)
Damage: (4 + 3 + 3 - 3) * 1.5 = 10.5
EN Check: 3 - 1 = 2

R.Combee's Tailwind
EN Check: 10

Action 2
L.Combee's Dodge
Dodge Chance: 40 + (60 - 60)/5 - 10 = 30
However, after factoring in the fact that both pokemon's evasion stage are -1, you cannot dodge unless you are Ninjask or Deoxys-S.
EN Check: 5

R.Combee's Breeze Cutter
Crit Check (1250): 7205 (NO)
Damage: ((6 + 4) * 2 + 3 + 3 - 3) * 1.5 = 34.5
EN Check: (4 + 3) * 1.5 - 1 = 9.5

Action 3
R.Combee cools down

L.Combee's Air Cutter
Crit Check (625): 6984 (NO)
Damage: (6 + 3 + 3 - 3) * 1.5 = 13.5
EN Check: 4 - 1 = 3

L.Combee
46 - (34.5) = 11.5
92 - (2 + 5 + 3) = 82

R.Combee
46 - (10.5 + 13.5) = 22
92 - (10 + 9.5) = 72.5
Status: Tailwind for 4 actions

combee-f.png

L.Combee
11
82

combee-f.png

R.Combee
22
72
Status: Tailwind for 4 actions

Orders:
Roy orders
Lionrt orders
I ref
 
Whoops, I definitely thought that STAB would be factored into the doubling of the base power of the combo.

Oh well. COMBEE CHARGE

Air Cutter -> Air Cutter -> Air Cutter
IF Protective/Evasive THEN Chill and push back.
 
combee-f.png

L.Combee
11
82

combee-f.png

R.Combee
22
72
Status: Tailwind for 4 actions

Action 1
R.Combee's Air Cutter
Crit Check (625): 7843 (NO)
Damage: (6 + 3 + 3 - 3) * 1.5 = 13.5
EN Check: 4 - 1 = 3

L.Combee
11 - 13.5 = -2.5
82
Status: KO

R.Combee
22
72 - 3 = 69
Status: 1 KOC
Tailwind for 3 actions

combee-f.png

L.Combee
-3
82
Status: KO

combee-f.png

R.Combee
22
69
Status: 1 KOC
Tailwind for 3 actions

Orders:
Lionrt switches and equips
Roy either counterswitches and orders or declines counterswitch and Lionrt orders then Roy orders
I ref
 
Endeavor -> Air Cutter -> Air Cutter
IF I somehow survive beyond the first set of actions THEN do a happy little dance inside my mind
 
Bench:
combee-f.png

L.Combee
-3
82
Status: KO

Active:
98.png

Krabby
90
100

combee-f.png

R.Combee
22
69
Status: 1 KOC
Tailwind for 3 actions

Action 1
R.Combee's Endeavor
Damage: (90 - 22) / 1.75 = 38.85714
EN Check: 6 + (38.85714 / 1.75) = 28.20408

Krabby's Rock Slide
Crit Check (625): 5414 (NO)
Damage: (8 + 6 - 4.5) * 2.25 = 21.375
EN Check: 6

Action 2
R.Combee's Air Cutter
Crit Check (1250): 7509 (NO)
Damage: (6 + 3 + 3 - 4.5) = 7.5
EN Check: 4 - 1 = 3

Krabby's Rock Slide
Crit Check (625): 6697 (NO)
Damage: (8 + 6 - 4.5) * 2.25 = 21.375
EN Check: 6 + 4 = 10

L.Combee
-2.5
82
Status: KO

Krabby
90 - (38.85714 + 7.5) = 43.64286
100 - (6 + 10) = 84
Status: 1 KOC

R.Combee
22 - (21.375 + 21.375) = -20.75
69 - (28.20408 + 3) = 37.79592
Status: 1 KOC
Tailwind for 3 actions

Bench:
combee-f.png

L.Combee
-3
82
Status: KO

Active:
98.png

Krabby
44
84
Status: 1 KOC

combee-f.png

R.Combee
-21
38
Status: 1 KOC
KO

Orders:
Roy sends out
You guys figure out the rest
I ref
 
Bench:
combee-f.png

L.Combee
-3
82
Status: KO

combee-f.png

R.Combee
-21
38
Status: 1 KOC
KO

Active:
98.png

Krabby
44
84
Status: 1 KOC

abra.png

Abra
90
100


Action 1
Abra's Barrier
EN Check: 7 - 1 = 6

Krabby's X-Scissor
EN Check: 6

Action 2
Abra's Zap Cannon
Accuracy Check (8000): 9224 (MISS)
EN Check: 9

Krabby's Leer
EN Check: 4

Action 3
Abra's Evasive Teleport
EN Check: 7 - 1 = 6

Krabby's X-Scissor
EN Check: 6

L.Combee
-2.5
82
Status: KO

Krabby
44
84 - (6 + 4 + 6) = 68
Status: 1 KOC

R.Combee
22 - (21.375 + 21.375) = -20.75
69 - (28.20408 + 3) = 37.79592
Status: 1 KOC
KO

Abra
90
100 - (6 + 9 + 6) = 79

Bench:
combee-f.png

L.Combee
-3
82
Status: KO

combee-f.png

R.Combee
-21
38
Status: 1 KOC
KO

Active:
98.png

Krabby
44
68
Status: 1 KOC

abra.png

Abra
90
79

Orders:
Roy orders
Lionrt orders
I ref
 
Charge Beam -> Energy Ball -> Unown T (Thunderbolt)
IF Bide, THEN replace all actions with Calm Mind
IF Mud Sport, THEN Encore and replace remaining actions with Energy Ball
 
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