Completed Doubles with Mowtom and P2!

2v2 3* Doubles
48-Hour DQ
All Abilities
5 Chills / 0 Recoveries
Items=OFF
3 Substitutions
Switch=KO
ASB Arena
First Order: Coinflip Random Number Generator (seriously its not my fault my parents don’t allow me to have Discord)
Mowtom
ribombee.gif


Ribombee [Riblet] (F)

Stage: ★★★★★

Type: Bug / Fairy

Abilities: Honey Gather / Shield Dust / Sweet Veil (Unlocked)
  • This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
  • This Pokemon has dust covering the outside of its body that reduces the Effect Chance of incoming attacks to 0%. This prevents such things as Burns from Flamethrower from occurring.
  • This Pokemon creates a mystical veil on the battlefield that prevents the Pokemon and all allies from being put to sleep.
Nature: Modest (+Special Attack, -Attack)

Stats:
HP: 80
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 124
Size Class: 1
Weight Class: 1

Attacks (76):

Physical
Acrobatics
Aerial Ace
Bug Bite
Covet
Facade
Frustration
Giga Impact
Last Resort
Leech Life
Play Rough
Return
Thief
U-turn

Special
Absorb
Bug Buzz
Dazzling Gleam
Draining Kiss
Dream Eater
Energy Ball
Fairy Wind
Hidden Power (Ground)
Hyper Beam
Infestation
Magical Leaf
Moonblast
Pollen Puff
Psychic
Round
Signal Beam
Silver Wind
Snore
Solar Beam
Struggle Bug
Swift

Status
After You
Ally Switch
Aromatherapy
Aromatic Mist
Attract
Baton Pass
Bestow
Calm Mind
Charm
Confide
Defog
Double Team
Endure
Fake Tears
Helping Hand
Imprison
Light Screen
Magic Room
Nature Power
Powder
Protect
Psych Up
Quiver Dance
Reflect
Rest
Roost
Safeguard
Skill Swap
Sleep Talk
Speed Swap
Sticky Web
Stun Spore
Substitute
Sunny Day
Swagger
Sweet Scent
Switcheroo
Tailwind
Telekinesis
Toxic
Trick
Wonder Room
caribolt.gif


Caribolt [Crates] (F)

Stage: ★★★☆☆

Type: Grass / Electric

Abilities: Overgrow / Galvanize (Unlocked)
  • When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solar Beam from 12 to 14)
  • By default, this Pokemon's Normal-type moves are Electric-type moves, and have an additional one (1) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by one (1). Only Normal-typed moves changed by Galvanize receive this boost, and not all Electric-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Nature: Quirky

Stats:
HP: 90
Atk: 5
Def: 4
SpA: 4
SpD: 4
Spe: 106
Size Class: 4
Weight Class: 5

Attacks (60):

Physical
Body Slam
Brick Break
Bullet Seed
Double Kick
Double-Edge
Facade
Frustration
Giga Impact
Horn Leech
Leafage
Natural Gift
Power Whip
Present
Quick Attack
Rapid Spin
Razor Leaf
Return
Seed Bomb
Spark
Tackle
Wild Charge

Special
Boomburst
Charge Beam
Echoed Voice
Energy Ball
Flash Cannon
Grass Knot
Hidden Power (Ice)
Hyper Beam
Round
Signal Beam
Solar Beam
Thunder
Thunder Shock
Thunderbolt
Volt Switch
Zap Cannon

Status
Attract
Bulk Up
Confide
Confuse Ray
Double Team
Electric Terrain
Flash
Grassy Terrain
Leech Seed
Leer
Magnet Rise
Nature Power
Protect
Rest
Sleep Talk
Spotlight
Substitute
Sunny Day
Swagger
Swords Dance
Thunder Wave
Toxic
Work Up
medicham-f.gif


Medicham [Medium] (F)

Stage: ★★★☆☆

Type: Fighting / Psychic

Abilities: Pure Power / Telepathy (Unlocked)
  • This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (first of three stages = 1, first of two stages or second of three stages = 2, fully evolved = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
  • This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Nature: Quirky

Stats:
HP: 80
Atk: 3 [6 Pure Power]
Def: 4
SpA: 3
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 3

Attacks (76):

Physical
Bide
Brick Break
Bullet Punch
Counter
Drain Punch
Dynamic Punch
Facade
Fake Out
Feint
Fire Punch
Fling
Focus Punch
Force Palm
Frustration
Giga Impact
High Jump Kick
Ice Punch
Low Sweep
Natural Gift
Poison Jab
Power-Up Punch
Psycho Cut
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Strength
Thunder Punch
Zen Headbutt

Special
Confusion
Dream Eater
Energy Ball
Focus Blast
Grass Knot
Hidden Power (Ground)
Hyper Beam
Psychic
Psyshock
Round
Shadow Ball

Status
Acupressure
Attract
Baton Pass
Bulk Up
Calm Mind
Captivate
Confide
Double Team
Detect
Endure
Flash
Foresight
Guard Swap
Light Screen
Meditate
Mind Reader
Power Swap
Power Trick
Protect
Psych Up
Quick Guard
Rain Dance
Recover
Recycle
Reflect
Rest
Sleep Talk
Substitute
Sunny Day
Swagger
Telekinesis
Toxic
Work Up

P2X7
corviknight.png


Corviknight [Corviknight] (M)
Stage: ***
Nature: Serious (N/A)
Type: Flying / Steel
Flying:
Steel:

Abilities:

Pressure: (Passive)
Unnerve: (Passive)
Mirror Armor (HA Unlocked): (Passive)

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 4
Spe: 67
Size Class: 4
Weight Class: 4

Moves (60/61):

Level-Up:
Steel Wing
Iron Defense
Metal Sound
Peck
Leer
Power Trip
Hone Claws
Fury Attack
Pluck
Taunt
Scary Face
Drill Peck
Swagger
Brave Bird

Egg:
Defog
Rock Smash
Roost
Sand Attack
Sky Attack
Spite
Tailwind

TM Moves:
Fly
Hyper Beam
Giga Impact
Screech
Light Screen
Reflect
Rest
Thief
Snore
Protect
Scary Face
Attract
Facade
Swift
Revenge
Fake Tears
U-turn
Payback
Assurance
Round
Retaliate
Air Slash
Body Slam
Agility
Substitute
Focus Energy
Reversal
Endure
Sleep Talk
Bulk Up
Taunt
Iron Defense
Nasty Plot
Flash Cannon
Iron Head
Heavy Slam
Work Up
Hurricane
Body Press
smokomodo.png



Smokomodo [Jagger] (M)
Stage: ***
Nature: Serious (+N/A, -N/A)
Type: Fire / Ground
Fire:
Ground:

Abilities:

Blaze: (Passive)
Technician (HA Unlocked): (Passive)

Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 97
Size Class: 4
Weight Class: 6

Moves (59/77):

Level-Up:
Circle Throw
Eruption
Magnitude
Metal Claw
Morning Sun
Scratch
Storm Throw
Tail Whip
Ember
Smokescreen
Lick
Smog
Mud Shot
Flame Wheel
Bulldoze
Flame Burst
Clear Smog
Lava Plume
Incinerate
Camouflage
Flamethrower
Dig
Screech
Earthquake
Flare Blitz
Fissure

Egg Moves:
Acid Spray
Bone Rush
Bullet Punch
Fire Spin
Force Palm
Mach Punch
Poison Fang
Sand Tomb

TM Moves:
Roar
Toxic
Bulk Up
Hidden Power [Ice]
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Solar Beam
Return
Brick Break
Double Team
Sludge Bomb
Fire Blast
Facade
Rest
Attract
Round
Work Up
Overheat
Focus Blast
Will-O-Wisp
Giga Impact
Poison Jab
Swagger
Sleep Talk
Substitute
Confide
Welcome one and all to the BBP arena! Today, Mowtom and P2X7 face off in a heated 2v2 Doubles! Except Mowtom brought 3 Pokemon... looks like she’ll have to choose which to send out. This is an unfair advantage
I don’t have much to say about this match, so presenting to you... a honey bee, an electrified elk and a Psychic Fighter, against a Steel bird which-is-somehow-also-a-knight and a volcanic lizard!
And now... the coinflip (╯°Д°)╯︵ /(.□ . \)! Or rather, the random number generator.


1-5000: Mowtom
5001-10000: P2X7
3265: Mowtom!

Order of operations (+-*/):
Mowtom sends out.
P2X7 sends out and orders.
Mowtom orders.
I ref!​
 
Spr_DP_Ace_Trainer_F_1.png
"Well, this is an unfortunate matchup. Crates and Medium, let's see how well we can hold up!"
caribolt.gif
"At least we have second order."
medicham-f.gif
"Agreed."
 
Hm; I didn't see this.

corviknight.png
smokomodo.png

Corviknight | Smokomodo

Corviknight: Air Slash (Medicham) - Hurricane (Medicham)
IF Medicham is under the effects of a successful P/E move when you would act, target Medicham that action instead.
IF you are targeted by a Damaging Electric-type combo, AND NOT Medicham is set to target you with Feint, AND NOT your third substitution activated the last action, use Protect (Self) that action instead and push back, but not consecutively.
IF Medicham targets you with High Jump Kick, AND NOT Medicham targets you with Feint in a combo, use Protect (Self) that action instead and push back, but not consecutively.

Smokomodo: Eruption - Fire Blast (Caribolt)
IF Caribolt is under the effects of a successful P/E move when you would use Fire Blast, use Fire Blast (Medicham) that action instead.
IF Medicham tagets you with High Jump Kick in a combo, AND NOT Medicham targets you with Feint in a combo, use Protect (Self) that action instead and push back, but not consecutively.
IF Light Screen is active on Mowtom's side of the field when you would act, use Flame Wheel (Caribolt) that action instead.
 
Spr_DP_Ace_Trainer_F_1.png
"Corviknight's second sub counts as two subs, since it uses two attack clauses affecting Medium on the same action. This means the third sub is illegal and thus does not activate."
caribolt.gif
"Medium, you'll be fine, right?"
Boomburst~Boomburst
medicham-f.gif
"My telepathy should be sufficient."
High Jump Kick (Corviknight)~Fire Punch+Fire Punch (Corviknight)
 
I’m trusting what Mowtom says...
Round 1:

Mowtom
[N.A.] :caribolt: :medicham:
:caribolt: HP: 90/90 EN: 100% (5/4/4/4/106) Overgrow, Galvanize
:medicham: HP: 80/80 EN: 100% (3 (6)/4/3/4/80) Pure Power, Telepathy

P2X7
:Corviknight: :smokomodo:
:Corviknight: HP: 90/90 EN: 100% (4/5/3/4/67) Pressure, Unnerve, Mirror Armor
:smokomodo: HP: 90/90 EN: 100% (5/3/4/4/97) Blaze, Technician

So does Galvanize reduce Boomburst EN cost as well? I’m presuming yes.
Turn order: Caribolt, Smokomodo, Medicham, Corviknight

Action 1:

Caribolt used Boomburst! -11EN, 89 left.
Smokomodo:
Smokomodo was not affected by the attack...
Medicham:
[Medicham’s Telepathy!]
Medicham avoided the attack!
Corviknight:
20/24 > 1/24, does not crit.
(((14 * 0.75) + 1) + 3) * 1.5 = 22

Smokomodo used Eruption! -7EN, 93 left.
Caribolt:
16/24 > 1/24, does not crit.
((15 * 0.75) + 3) * 1.5 = 21
Medicham:
20/24 > 1/24, does not crit.
(15 * 0.75) + 3 = 14

Medicham used High Jump Kick! -9EN, 91 left.
24/100 < 90/100, hits.
16/24 > 1/24, does not crit.
13 + 1 + 3 = 17

Corviknight used Air Slash! -5EN, 95 left.
62/100 < 95/100, hits.
24/24 > 1/24, does not crit.
(8 + 3 - 1) * 1.5 = 15

Action 2:

Caribolt used Boomburst! -15EN, 74 left.
Smokomodo:
Smokomodo was not affected by the attack...
Medicham:
[Medicham’s Telepathy!]
Medicham avoided the attack!
Corviknight:
7/24 > 1/24, does not crit.
(((14 * 0.75) + 1) + 3) * 1.5 = 22

Smokomodo used Fire Blast! -7EN, 86 left.
89/100 > 85/100, misses.
Ouch.
Caribolt avoided the attack!

Corviknight used Hurricane! -7EN, 88 left.
88/100 > 70/100, misses.
Medicham avoided the attack!

Medicham used ULTIMATE FIYAAA! -30EN, 61 left.
24/24 > 2/24, does not crit.
80/100 > 20/100, does not burn.
((8 * 2.25) + 1) * 1.5 = 29

Corviknight fainted!
Mowtom
[N.A.] :caribolt: :medicham:
:caribolt: HP: 71/90 EN: 74% (5/4/4/4/106) Overgrow, Galvanize
:medicham: HP: 51/80 EN: 61% (3 (6)/4/3/4/80) Pure Power, Telepathy, Cooldown (1a)

P2X7
[ded] :smokomodo:
:Corviknight: HP: 0/90 EN: 95% (4/5/3/4/67) Pressure, Unnerve, Mirror Armor
:smokomodo: HP: 90/90 EN: 86% (5/3/4/4/97) Blaze, Technician
Mowtom decides to go targeting, using some deadly Boombursts and a combo to take out the nasty bird. She wasn’t without luck either, as a Fire Blast miss from Smokomodo saved her quite a lot more HP. And — HOLY— CORVIKNIGHT MISSED HURRICANE TOO! That’s some rotten luck right there. These moves aren’t too reliable.
However, with Mowtom’s pokemon’s EN running low from Pressure, and with Medicham on cooldown, she will have to navigate carefully to survive this round if she hopes to best P2.


Order of operations:
Mowtom orders.
P2X7 orders.
I ref!​
 
Last edited:
Spr_DP_Ace_Trainer_F_1.png
"Only two things I noticed here. One, spread moves in a double battle have their BAP multiplied by 0.75, which should affect Boomburst and Eruption both. Two, Fire Punch+Fire Punch has delayed priority, so Corviknight should get off a Hurricane before it dies. Good job on getting all the EN costs right as far as I can tell!"
 
Spr_DP_Ace_Trainer_F_1.png
"The Boombursts should each do 22 damage, though that doesn't make a difference in the end."
caribolt.gif
"That round was fortunate."
Power Whip (Jagger)~Horn Leech (Jagger)
IF
Jagger is under DE THEN Grassy Terrain the first time, Bulk Up the second
IF you are a target of a damaging Fire-type combo THEN Protect
IF you are burned THEN Grass Knot (Jagger)
medicham-f.gif
"Unreasonably so, yes."
Cooldown~High Jump Kick (Jagger)
IF
Jagger uses a P/E move A2 AND NOT Jagger used a P/E move A1 THEN Feint (Jagger) A2
IF Jagger is under DE THEN Double Team (2)
IF Jagger has Double Team clones THEN Rock Slide
 
How long does it take P2?
Round 2:

Mowtom
[N.A.] :caribolt: :medicham:
:caribolt: HP: 71/90 EN: 74% (5/4/4/4/106) Overgrow, Galvanize
:medicham: HP: 51/80 EN: 61% (3 (6)/4/3/4/80) Pure Power, Telepathy, Cooldown (1a)

P2X7
[ded] :smokomodo:
:smokomodo: HP: 90/90 EN: 86% (5/3/4/4/97) Blaze, Technician
:corviknight: KO

Turn order: Caribolt, Smokomodo, Medicham

Action 1:

Caribolt used Power Whip! -7EN, 67 left.
69/100 < 85/100, hits.
3/24 > 1/24, does not crit.
12 + 2 + 3 = 17

Smokomodo used Fissure! -13EN, 73 left.
93/100 > 30/100, misses.
Medicham avoided the attack!

Medicham had to cooldown!

Action 2:

Caribolt used Horn Leech! -11EN, 56 left.
7/24 > 1/24, does not crit.
8 + 2 + 3 = 13
Caribolt restored HP! (+6HP)

Smokomodo used Fissure! -17EN, 56 left.
98/100 > 30/100, misses.
Medicham avoided the attack!

Medicham used High Jump Kick! -7EN, 54 left.
43/100 < 90/100, hits.
13/24 > 1/24, does not crit.
13 + 3 + 3 = 19

Mowtom
[N.A.] :caribolt: :medicham:
:caribolt: HP: 77/90 EN: 56% (5/4/4/4/106) Overgrow, Galvanize
:medicham: HP: 51/80 EN: 54% (3 (6)/4/3/4/80) Pure Power, Telepathy

P2X7
[ded] :smokomodo:
:smokomodo: HP: 41/90 EN: 56% (5/3/4/4/97) Blaze, Technician
:corviknight: KO

P2 decides to go for hax, but RNG is firmly on Mowtom’s side, and he misses both attacks. Meanwhile, Mowtom lands Power Whip and High Jump Kick, and within 3 Attacks has whittled Smokomodo’s HP to less than half. The fight is nearing the end!

Order of operations:
P2X7 rders.
Mowtom orders.
I ref!​
 
Last edited:
Spr_DP_Ace_Trainer_F_1.png
"It doesn't change much, but healing from moves like Horn Leech always rounds down, so it should be 6 HP instead of 7."
 
Spr_B2W2_Nate.png

"I guess that was a long shot..."

Smokomodo: Fire Blast (Caribolt) - Flamethrower (Caribolt)
IF Caribolt is under the effects of a successful P/E move when you would act, use Acid Spray (Medicham) the first instance and push back.
IF Medicham targets you with High Jump Kick outside of a combo, use Protect that action instead and push back, but not consecutively.
IF Light Screen is active on Mowtom's side of the field when you would act, use Bone Rush (Same Target) the first instance and Flame Wheel (Same Target) the second.
 
caribolt.gif
"No need for lots of effort here."
Solar Beam (Jagger)~Grass Knot (Jagger)
medicham-f.gif
"Agreed."
Brick Break (Jagger)~Psycho Cut (Jagger)
 
Round 3:

Mowtom
[N.A.] :caribolt: :medicham:
:caribolt: HP: 77/90 EN: 56% (5/4/4/4/106) Overgrow, Galvanize
:medicham: HP: 51/80 EN: 54% (3 (6)/4/3/4/80) Pure Power, Telepathy

P2X7
[ded] :smokomodo:
:smokomodo: HP: 41/90 EN: 56% (5/3/4/4/97) Blaze, Technician
:corviknight: KO

Turn order: Caribolt, Smokomodo, Medicham

Action 1:

Caribolt used Solar Beam! -7EN, 49 left.
Caribolt is charging sunlight!

Smokomodo used Fire Blast! -7EN, 49 left.
38/100 > 85/100, hits.
19/24 > 1/24, does not crit.
10/100 = 10/100, burns.
(11 + 3) * 1.5 = 21
Caribolt was burned!

Medicham used Brick Break! -5EN, 49 left.
1/24 = 1/24, crits.
8 + 3 + 3 + 2 = 16

Caribolt used Solar Beam!
22/24 > 1/24, does not crit.
12 + 3 = 15

Caribolt was hurt by its burn! (-2HP)

Action 2:

Caribolt used Grass Knot! -6EN, 43 left.
8/24 > 1/24, does not crit.
(6 + 6) + 3 = 15

Smokomodo fainted!

Mowtom
[N.A.] :caribolt: :medicham:
:caribolt: HP: 54/90 EN: 43% (5/4/4/4/106) Overgrow, Galvanize, Burned
:medicham: HP: 51/80 EN: 49% (3 (6)/4/3/4/80) Pure Power, Telepathy

P2X7
[ded] [ded]
:smokomodo: HP: -5/90 EN: 49% (5/3/4/4/97) Blaze, Technician
:corviknight: KO

RNG dictates that Smokomodo will burn Caribolt, and Brick Break will crit. In the end, nothing will stop the ineveitable fall of Smokomodo, as had been predicted since last round.
And that’s the end of the match! Good game folks!


That’s it! Good game everyone! Rewards coming soon!​
 
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