[FIGHTING QUALIFIERS] deadfox081 vs AOPSUser

Frosty

=_=
is a Forum Moderator Alumnusis a Top Community Contributor Alumnus
Arena said:
B5P3 3v3 Singles
Fighting Monotype
Arena: ASB Arena
Subs: 2
Items: Yes
2 Recovery/5 Chill
Abilities: All

Ya hallo thar people!

Welcome to our Fighting Qualifiers! Like what happened to the normal typing, we have three contestants for the leadership: AOPSUser, Birkal and deadfox081. The winner will be decided in a series of three battles with whoever netting the best results being nominated Fighting Gym Leader.

This battle is between AOPSUser and deadfox081, so let's get to hem, shall we?

Both contestants have several similarities. 4 of their 5 pokemon are the same (infernape, gallade, revenankh and tomohawk), they are both runner-ups for Gyms (AOPSUser for Dragon and deadfox081 for Bug) and both are familiar with the whole "gyms are cruel" business, having challenged gyms to no luck (right, deadfox? hahah).

But the similaries stop here.

AOPSUser is known for reffing shit. Lots and lots of shit. That got him a great set of Dragons and now got him a good set of Fighting pokemon. He is a Silver Pike Ref, with a good history, as well an Arcade Ref and other stuff I am missing. But now he doesn't have the control of the almighty RNG (I have BWAHAHAHA) and has to face several adversities to common to the reffing world. Does he have what it takes (oh god I sounded so cheesy)?

From his team pay attention to...uh...its almost a mirror match so its hard to tell. I guess Karate Kid the Medicham is the mon to watch. Aside from being AOPS's wild card, its better movepool, with the likes of Fake Out and Pain Split, as well as perfect accuracy Hi Jump Kick and Psychic typing give him a distinct advantage against Fighting types as a whole.

The other contestant is deadfox081. deadfox081 is one half of the dream team (the other half being Engineer Pikachu) that devastated Raids back when they were up (and when they return, hopefully soon, right, zara?). He is used to using very different pokemons to suit different needs and doesn't need bloated movepools to get the job done. After being DQ'd from a battle against Engineer Pikachu (a very close battle, I might add, that hopefully will be redone in a soon future), deadfox081 is aiming for a gym once again. Let's see the results of that.

Pay special attention to...I wanted to say Puncha for being with him since the begining (or close to it), but the opponents are very...dangerous against it, so I will bet on Woosh the Tomohawk. Woosh is a common view on the raids deadfox081 participate in and has a lot of options at his disposal. Also, hitting every single mon on the opposite team supereffectively is probably good for something haha.

Now let's get to the teams!


Team AOPSUser

392.png


Infernape "Vanguard" (M)
The name Vanguard copyrighted by Leethoof and Treadshot A1. Vagnuard the Chimchar is a trademark of A1 Incorporated.

Nature: Hasty (+15% Speed, +18% Accuracy, -Defense)

Type: Fire/Fighting
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.
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: (Passive) 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)
Iron Fist (DW UNLOCKED): (Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 125 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
+18% Accuracy

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

Moves:

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Flare Blitz
Slack Off
Acrobatics
Fire Spin
Facade
Feint
Punishment
Calm Mind

Focus Punch
Encore
Fake Out
Blaze Kick
Assist
Counter
Endure
Quick Guard
Submission
Focus Energy
Double Kick

Protect
Fire Blast
U-Turn
Flamethrower
Blast Burn
Heat Wave
Helping Hand
Endeavor
Low Kick
Stealth Rock
Grass Knot
Dual Chop
Earthquake
Covet
Gunk Shot
Iron Tail
Protect
Substitute
Double Team
Focus Blast
Dig
Fire Punch
Thunderpunch
Brick Break

Total: 53/100
frontnormal-mrevenankh.png


Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW Unlocked): (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 5/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Curse
Secret Power

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dual Chop
Knock Off
Poison Jab
Giga Impact
Bind
Snore

Dispel
Shadow Mend


Total: 58/90
308.png


Medicham "Karate Kid" (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +10% Accuracy)

Type: Fighting/Psychic
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.
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:
Pure Power: (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW Unlocked): (Passive) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 2 [5 Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
+10% Accuracy

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

Attacks:

Bide
Meditate
Confusion
Hidden Power (Ice 7)
Swagger
Mind Reader
Feint
Calm Mind
Hi Jump Kick
Recover
Force Palm
Reversal
Power Trick
Acupressure
Psych Up
Fire Punch
Thunderpunch
Ice Punch
Detect

Fake Out
Bullet Punch
Drain Punch
Psycho Cut
Baton Pass
Secret Power
Endure
Foresight
Dynamicpunch
Counter

Protect
Focus Punch
Substitute
Zen Headbutt
Double Team
Brick Break
Rock Slide
Double Team
Pain Split
Sleep Talk
Gravity
Helping Hand
Magic Coat
Low Kick
Toxic
Telekinesis
Return
Frustration
Trick
Retaliate
Giga Impact

Total: 50/93
TomoM.png

Tomohawk "Red Hawk" (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.

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.
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.

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

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

Attacks:

Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Hyper Voice
Superpower
Rest
Work Up
Retaliate
Bulk Up
Submission
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Hurricane
Healing Wish

Rapid Spin
Yawn
Baton Pass
Confuse Ray
Haze

Protect
Substitute
Double Team
Brick Break
Return
Toxic
Fly
Roost
Bounce
Hyper Beam
Reflect
Stealth Rock
After You
Tailwind
Sleep Talk
Rest
Hidden Power (Ice 7)

Total: 48
475.png

Gallade "Chivalry" (M)
Nature: Rash (+Special Attack, -Special Defense)

Type: Psychic/Fighting
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.
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:
Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks:

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Charm
Hypnosis
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat

Skill Swap
Shadow Sneak
Encore
Disable
Destiny Bond

Psyshock
Substitute
Return
Reflect
Light Screen

Total: 37/123

Team deadfox081


534.png

Conkeldurr [Puncha] (M)
Nature: Careful (+1 SpD, -1 SpA)

Type: Fighting
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 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Abilities:

Guts: (Passive) 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.

Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Iron Fist: (Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks (45):
PHYSICAL
Bide
Brick Break
Bulldoze
Chip Away
Comet Punch
Counter
Dig
Drain Punch
Earthquake
Fire Punch
Focus Punch
Hammer Arm
Ice Punch
Knock Off
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Rock Slide
Rock Throw
Smackdown
Stone Edge
Superpower
ThunderPunch
Wake-Up Slap

SPECIAL
Focus Blast
Grass Knot

OTHER
Block
Bulk Up
Detect
Double Team
Endure
Focus Energy
Foresight
Leer
Protect
Rest
Scary Face
Sleep Talk
Substitute
Taunt
Toxic
Wide Guard
TomoM.png

Tomohawk [Woosh] (M)
Nature: Modest (+1 SpA, -1 Atk)

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

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: (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 (44):
PHYSICAL
Aerial Ace
Brick Break
Fly
Fury Swipes
Return
Rock Smash
Sky Attack
Sky Drop
Superpower

SPECIAL
Air Slash
Aura Sphere
Earth Power
Focus Blast
Grass Knot
Heat Wave
Hidden Power [Rock-7]
Hurricane
Hyper Voice
Incinerate
Solarbeam
Uproar

OTHER
After You
Confuse Ray
Double Team
Focus Energy
Harden
Morning Sun
Quash
Protect
Rain Dance
Rapid Spin
Reflect
Rest
Roar
Roost
Sleep Talk
Snatch
Stealth Rock
Sunny Day
Tailwind
Taunt
Toxic
Whirlwind
Yawn

RAID
Dispel
392.png

Infernape [Burst] (F)
Nature: Hasty (+15% Spe, + 18% Acc, -1 Def)

Type: Fire/Fighting
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.
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: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 125 (108*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

Blaze: (Passive) 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)

Iron Fist: (Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks (44):
PHYSICAL
Acrobatics
Aerial Ace
Blaze Kick
Brick Break
Close Combat
Counter
Dig
Double Kick
Dual Chop
Earthquake
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Focus Punch
Fury Swipes
Low Kick
Low Sweep
Mach Punch
Rock Slide
Scratch
Shadow Claw
Stone Edge
ThunderPunch
U-Turn

SPECIAL
Blast Burn
Ember
Fire Blast
Fire Spin
Flamethrower
Focus Blast
Grass Knot
Heat Wave

OTHER
Double Team
Encore
Endure
Focus Energy
Leer
Nasty Plot
Protect
Slack Off
Stealth Rock
Taunt
Torment
Will-O-Wisp
475.png

Gallade [Shank] (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)

Type: Psychic/Fighting
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.
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: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 69 (80/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (39):
PHYSICAL
Close Combat
Earthquake
Feint
Fury Cutter
Knock Off
Leaf Blase
Night Slash
Psycho Cut
Slash
Stone Edge
Zen Headbutt

SPECIAL
Confusion
Magical Leaf
Psychic
Psyshock
Shadow Ball
Thunderbolt

OTHER
Calm Mind
Confuse Ray
Disable
Double Team
Encore
Endure
Growl
Heal Pulse
Light Screen
Imprison
Lucky Chant
Magic Coat
Pain Split
Protect
Reflect
Snatch
Substitute
Taunt
Teleport
Thunder Wave
Toxic
Will-O-Wisp

RAID
Dispel
frontnormal-mrevenankh.png

Revenankh [Embalm] (M)
Nature: Impish (+1 Def, -1 SpA)

Type: Ghost/Fighting
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.
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: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

Abilities:

Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator: [DW LOCKED] (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Attacks (29):
PHYSICAL
Arm Thrust
Bide
Brick Break
Counter
Drain Punch
Earthquake
Hammer Arm
Knock Off
Mach Punch
Power Whip
Rock Slide
Rock Tomb
Sand Tomb
Shadow Punch
Shadow Sneak
Sucker Punch
Wrap

SPECIAL
Wring Out

OTHER
Double Team
Endure
Glare
Pain Split
Mean Look
Moonlight
Protect
Substitute
Taunt
Toxic
Wide Guard

Order of Operations:

Heads: AOPSUser begins
Tails: deadfox081 begins

obverse.jpg

(heads - AKA RNG: 1/2)

AOPSUser sends out pokemon with item
deadfox081 sends out pokemon with item and orders
AOPSUser gives orders
I Ref
 
I like how I have the exact same matchup against Birkal.

I like how I'm ordering second here too.

I'm just gonna do the same thing.

(Also I haven't reffed much in a long while)

Well here it is, and a good luck is in order (but please do not sacrifice Mareep.)

Spr_RS_Drake.png

"Let's go start strong! Go Red Hawk the Tomohawk! Take this Expert Belt!"

(Tomohawk@Expert Belt)
 
Spr_DP_Gentleman.png

"Frosty may have ran you down Puncha, but this is exactly the fight for you. Take an Expert Belt and lay the smackdown on this fool! Toggle Sheer Force on for added effect."

Ice Punch > ThunderPunch > Ice Punch
IF damaging evasive move AND you are slower THEN Counter
IF Tomohawk has clones when you come to act THEN Rock Slide
 
oh boy, three chances for a flinch. deadfox will have my head >_<
TomoM.png

Hp: 110
En: 100
1/3/5/3/85
Other:
Item: Expert Belt

534.png

Hp: 110
En: 100
5/3/1/4/45
Other:
Item: Expert Belt​

Round 1!

And the first matchup of this evening is Red Hawk the Tomohawk vs Puncha the Conkeldurr! It seems that deadfox is determined to make me eat my words.

For this matchup, it may not seem that way, but the one with the most potential to win a damage race is Conk. Thanks to Iron Fist and Sheer Force as well as Expert Belt, his punch moves start from 14BP, which more than compensates for STAB. Since Tomohawk is vulnerable to two punch moves (the only type of mon brought here weak to them), it will have a hard time catching up with the weak air slash. Unless he wants to risk with Hurricane, which I don't recommend.

On the other side, Tomohawk has more potential to hax and get a flinch. So power won't be everything.


....or not, as Conkeldurr didn't flinch once and managed to win the damage race this round, if only barely. Since he now orders last, deadfox has a small advantage. AOPSUser will have to outwit his foe to turn the momentum before it gets too dangerous.



DATA:

Intimidate! (rawr)
Conkeldurr's atk was lowered one stage!

ACTION 1!

Tomohawk used Air Slash! (-5en)
Hit: 28 (yes)
Crit: 10 (no)
Flinch (1-3=yes): 4/10 (no)
Damage: (8+3+2+1.5)*1.5= 21.75hp

Conkeldurr used Ice Punch! (-6en)
Crit: 14 (no)
Damage: (8+2+2+2+3)*1.5-2= 23.5hp

ACTION 2!

Tomohawk used Air Slash! (-9en)
Hit: 70 (yes)
Crit: 13 (no)
Flinch: 7/10 (no)
Damage: 21.75hp

Conkeldurr used Thunderpunch! (-6en)
Crit: 9 (no)
Damage: 23.5hp

ACTION 3!

Tomohawk used Air Slash! (-13en)
Hit: 20 (yes)
Crit: 14 (no)
Flinch: 10/10 (no)
Damage: 21.75hp

Oh...maybe I spoke too soon?

Conkeldurr used Ice Punch! (-6en)
Crit: 9 (no)
Damage: 23.5hp

- - -

TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

534.png

Hp: 45
En: 82
5/3/1/4/45
Other: -1atk (permanent)
Item: Expert Belt​

AOPSUser's turn!
 
Spr_RS_Drake.png

"This...is not ideal for you, Red Hawk. Come back, and let Karate Kid@Expert Belt take this guy!"

Switching to Medicham@Expert Belt. Counterswitch?
 
Spr_DP_Gentleman.png

"At least you saw fit to grace us with your full attention this time around. No matter, Puncha can take whatever you have for us."

Counterswitch declined
 
Spr_RS_Drake.png

"Okay, finish him quickly, but be careful!"

Medicham: Zen Headbutt --- Psycho Cut --- Zen Headbutt
IF Conkeldurr uses Bide A1, THEN use Protect A3.
IF Conkeldurr is about to use Counter when you would attack it, THEN use Double Team (4) the first time, and Chill all subsequent times.
 
Spr_DP_Gentleman.png

"Unfortunately it once again seems hax is our best course of action. But this one is a tad riskier."

Detect > Double Team (4 clones) > Fire Punch
 
308.png

Hp: 90
En: 100
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

534.png

Hp: 45
En: 82
5/3/1/4/45
Other: -1atk (permanent)
Item: Expert Belt
Round 2!

AOPSUser calls Tomohawk back and sends out Karate Kid the Medicham. The usage of Medicham instead of Gallade is risky, since Gallade has more HP and defenses, BUT Medicham hits harder and works pretty well together with Gallade in a one-two punch. So it was actually a decent choice!

deadfox081 opts to keep Puncha in. Knowing full well that it will get hurt >_<;. But I guess momentum is yummy enough to risk that.

On the first action, Puncha used Detect to stall defend itself against Medicham's Zen Headbutt. Nothing to see here.

Karate Kid then attacked once more with Psycho Cut and, being unable to defend against it, Puncha gets hurt. A lot.

To avoid future hurtsies, Puncha uses double team to get 4 clones. And it works! Medicham's Zen Headbutt hit a clone, leaving it vulnerable for a (not that strong) Fire Punch from Puncha.

and that was Round 2! The next move will decide how momentum will flow. And as fighters know, sometimes momentum is worth more than HP.
DATA:

ACTION 1!

Conkeldurr used Detect! (-16.6en)

Medicham used Zen Headbutt! (-5en)
Damage: (8+3+2+3)*1.5 = 24 hp (detected)

ACTION 2!

Medicham used Psycho Cut! (-4en)
Crit: 14 (no)
Damage: (7+3+2+3)*1.5 = 22.5hp

Conkeldurr used Double Team (4 clones)! (-16en)

ACTION 3!

Medicham used Zen Headbutt! (-5en)
Clone: 2 (nope)
A Clone vanished!

Conkeldurr used Fire Punch! (-6en)
Crit: 15 (no)
Damage: 8+2+2+3-2 = 13hp

- - -

308.png

Hp: 77
En: 86
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

534.png
534.png
534.png
534.png

Hp: 22
En: 43
5/3/1/4/45
Other: -1atk (permanent), 3 clones
Item: Expert Belt
deadfox081's turn!

 
Spr_DP_Gentleman.png

"Well it kind of looks like these clones may be more useful than I thought, given Medicham's limited options to ensure a hit. So why not do this."

Rest > Sleep Talk (ThunderPunch, Ice Punch, Fire Punch, Poison Jab) > Chill
IF you are awake on action 2 or 3 THEN replace all further actions with a string of Fire Punch > Ice Punch
 
308.png

Hp: 77
En: 86
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

534.png
534.png
534.png
534.png

Hp: 22
En: 43
5/3/1/4/45
Other: -1atk (permanent), 3 clones
Item: Expert Belt
Round 3!

Deadfox081 decides to play the risky card and keeps Conkeldurr in! He seems to be betting on the clones to sail through this round somewhat...uh...alive.

It kinda failed.

Karate Kid used Mind Reader to determine who was the real Puncha, while the Conkeldurr decided to...uh...rest? that was weird.

After that, the Medicham strikes with a powerful Zen Headbutt that both woke Puncha up and flinched it! Then it finished the match up with a swift Psycho Cut. Conkeldurr fainted!

AOPSUser draws in first blood and has a hp advantage. But one cannot help but wonder if it wasn't just a sacrifice from deadfox081 so he can order last with a fresh new pokemon (but rest, really?).

Stay tuned.
DATA:

ACTION 1!

Medicham used Mind Reader! (-6en)
Medicham identified its target!

Conkeldurr used Rest! (-15en)
Conkeldurr fell asleep!

Conkeldurr gained 12hp due to rest!

ACTION 2!

Medicham used Zen Headbutt! (-5en)
The Attack has guaranteed hit on the real foe!
Crit: 7/16 (no)
Flinch: 1/10 (yes)
Damage: 24hp

Conkeldurr woke up!
Conkeldurr flinched!

ACTION 3!

Medicham used Psycho Cut! (-4en)
Damage: 22.5hp
Conkeldurr fainted!

- - -

308.png

Hp: 77
En: 71
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

534.png

Hp: KO
En: KO
5/3/1/4/45
Other: -1atk (permanent)
Item: Expert Belt
deadfox081 sends out pokemon with item
AOPSUser gives orders
deadfox081 gives orders
I Ref

 
"Hmm...."

Medicham: Zen Headbutt --- Psycho Cut --- Zen Headbutt
IF Tomohawk is in the semi-invulnerable state of a damaging evasive move when you would act, THEN use Gravity.
IF Tomohawk is ordered to use Taunt, AND Tomohawk is able to use Taunt, THEN use Magic Coat.
 
308.png

Hp: 77
En: 71
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

TomoM.png

Hp: 110
En: 100
1/3/5/3/85
Other:
Item: Expert Belt
Round 4!


On this matchup, deadfox081 sends out Woosh the Tomohawk so he gets his act back together.

And for lots of shame it relies on hax to get the job done as he starts the battle by setting up 4 clones with double team.

And it seems that Hax is favouring DF, as Karate Kid hits the clones twice, while being mauled by Air Slashes. On the final turn, the medicham finally hit the real thing with Zen Headbutt, right before suffering the second Air Slash.

Maybe using hax pays off sometimes! deadfox081 has small advantage in this battle. Although a hax-based advantage isn't the best one to fall upon. But oh well, let's see how this pans out.


DATA:

PREACTION!

Medicham's atk was lowered one stage due to intimidate!

ACTION 1!

Tomohawk used Double Team! (-16en)
Clones!

Medicham used Zen Headbutt! (-5en)
Clones (1=real): 5 (clone)
A clone faded!

ACTION 2!

Medicham used Psycho Cut! (-4en)
Clone: 3/4 (no)
A Clone faded!

Tomohawk used Air Slash! (-5en)
Hit: 95/100 (almooost but yes)
Crit: 10 (no)
Damage: (8+3+3+2)*1.5 = 24hp

ACTION 3!

Medicham used Zen Headbutt! (-5en)
Clone: 1/3 (real)
Crit: 11 (no)
Flinch: 6 (no)
Damage: (8+3+3+2)*1.5-2=19hp
All clones faded!

Tomohawk used Air Slash! (-9en)
Hit: 51/100 (yes)
Crit: 12 (no)
Damage: (8+3+3+2)*1.5 = 24hp

- - -

308.png

Hp: 29
En: 57
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

TomoM.png

Hp: 91
En: 70
1/3/5/3/85
Other:
Item: Expert Belt​

deadfox081's turn!






 
Last edited:
Spr_DP_Gentleman.png

"Give this a go Burst, but be wary!"

Fake Out > Blast Burn > Fire Spin
IF Endure THEN Encore
IF Protective move THEN Feint and push back
 
308.png

Hp: 29
En: 57
5/3/1/3/92
Other:
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

392.png

Hp: 100
En: 100
5/2/5/3/125
Other:
Item: Rare Candy

TomoM.png

Hp: 91
En: 70
1/3/5/3/85
Other:
Item: Expert Belt
Round 5!

soooo

Infernape?

Oh boy.

Anyway, with a smart usage of Fake Out and the good and old type advantage, AOPSUser is back on the game! And now deadfox081 now has to justify his bold choice of his third pokemon if he wants to take victory home.
DATA:

ACTION 1!

Infernape used Fake Out! (-4en)
Crit: 3 (no)
Damage: 4+3 = 7hp

Medicham flinched!

ACTION 2!

Medichan used Fake Out! (-4en)
Crit: 1 (yes)
Damage: 4+4.5+3=11.5hp

Infernape flinched!

ACTION 3!

Infernape used Fire Spin! (-4en)
Crit: 16 (no)
Damage: 4+3+3+1= 11hp

Medicham is trapped!

Medicham used Pain Split (-31.83en)
+25hp
-2hp due to Fire Spin

Infernape lost 25hp due to Pain Split

- - -

308.png

Hp: 34
En: 21
5/3/1/3/92
Other: Fire Spin for 3a
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

392.png

Hp: 63
En: 92
5/2/5/3/125
Other:
Item: Rare Candy

TomoM.png

Hp: 91
En: 70
1/3/5/3/85
Other:
Item: Expert Belt
AOPSUser's turn!
 
Last edited:
Medicham: Zen Headbutt --- Psycho Cut --- Zen Headbutt
IF Infernape is in the semi-invulnerable state of a damaging evasive move, AND it is not suspended, THEN use Counter.
IF Infernape is ordered to use Counter, THEN use Recover the first time, Chill the second, and Recover the third.
 
Spr_DP_Gentleman.png

"Speed is the sole answer to why we switched, but unfortunately our options are once again limited to this.. ugh."

Double Team (4 clones) > Fire Blast > Fire Blast
 
everytime someone relies on Double Team, I die a little inside.
308.png

Hp: 34
En: 21
5/3/1/3/92
Other: Fire Spin for 3a
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

392.png

Hp: 63
En: 92
5/2/5/3/125
Other:
Item: Rare Candy

TomoM.png

Hp: 91
En: 70
1/3/5/3/85
Other:
Item: Expert Belt
Round 6!
DATA:

ACTION 1!

Infernape used Double Team! (-16en)
4 clones are created!

Medicham used Zen Headbutt! (-5en)
Clone (1=real): 1 (forgive me, but you were dodging the bullet for too long <_<)
Crit: 5 (no)
Damage: (8+3+2+4.5)*1.5= 26.25hp
-2hp due to fire spin

ACTION 2!

Infernape used Fire Blast! (-7en)
Crit: 13 (no)
Burn: 3 (no)
Damage: 12+3+1+3 = 19hp

Medicham used Psycho Cut! (-4en)
Crit: 7 (no)
Damage: (7+3+2+4.5)*1.5= 24.75hp
-2hp due to fire spin

ACTION 3!

Infernape used Fire Blast! (-11en)
it koed, k?

Medicham fainted!

- - -

308.png

Hp: KO
En: KO
5/3/1/3/92
Other: Fire Spin for 3a
Item: Expert Belt
TomoM.png

Hp: 39
En: 73
1/3/5/3/85
Other:
Item: Expert Belt

392.png

Hp: 12
En: 58
5/2/5/3/125
Other: BLAZE
Item: Rare Candy

TomoM.png

Hp: 91
En: 70
1/3/5/3/85
Other:
Item: Expert Belt
AOPSUser sends out pokemon
deadfox081 gives orders
AOPSUser gives orders
I Ref



 
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