+Onion_Bubs rates this match a 0/10 because DQ

rules said:
4v4 LC Doubles
3 day DQ
2 recovers/5 chills per mon
2 substitutions
Switch = OK
All abilities
Training items

And the arena;
#onion
Type
: Neutral
Complexity: Intense
Restrictions: None
Format: Melee

This is the IRC channel owned by Onion_Bubs. His arena is a futuristic, metallic, 100ft-by-100ft square room with all sorts of neon lights and machinery and other futuristic stuff in the background. The room is entirely artificial, and as such contains no water, rocks, or grass; but Onion_Bubs can fabricate materials to let the moves function as normal, as if there WAS a source there. Also, the ceiling has been fitted with weather simulation technology so weather moves and other moves that require an outdoors arena can be used. Basically, it's the ASB arena of the future.

...or it would be if not for our resident bot, Onion_Bubs. He can do some quite lovely things to make battles more interesting:

!rate

At the end of every round, Onion_Bubs will rate one move used during that round, not including commands like Chill. The more a move is used during the round, the more likely it is to be rated; however, each move will only ever be rated once. The usability of that move will be determined by Onion_Bubs' rating:
  • If Onion_Bubs' rating for that move is between 0 and 3, the move will be banned for the rest of the battle and no pokemon may use it. If a Pokemon attempts to use the move, the move fails, but it still pays the EN cost. Combinations including the move also fall under this.p
  • A rating between 4 and 6 has no effect.
  • If the rating is between 7 and 9, the move will be impossible to prevent by any means, including but not limited to Taunt, Torment, Disable and even Encore on a different move. Additionally, the move cannot be locked into by Encore.
  • If Onion_Bubs rates the move 10 out of 10, then as well as the effect of a rating between 7 and 9, the move can be used even by pokemon that don’t know it.
!bombgame

Onion_Bubs has brought his bomb with him so everyone can play the bomb game. At the end of the first round, one active pokemon will be chosen at random to hold the bomb. The pokemon may then pass the bomb to another pokemon with the !give command, which never costs energy, has 0 priority and cannot be locked into with Encore or prevented by Taunt, Torment, Disable and similar effects.

At the end of each action, the bomb has a chance of exploding. This chance starts at 2%. If the bomb does not explode, the chance of it exploding increases by a flat 2% and the pokemon regains energy equal to the number of rounds the bomb has been in play for. If the bomb does explode, the pokemon holding it takes damage equal to half its maximum HP rounded down and, at the end of the round, Onion_Bubs will conjure up a new bomb and choose a pokemon at random to hold this new bomb.

If the pokemon holding the bomb switches out, the replacement automatically takes the bomb. The same goes for if a Pokemon is KOed. If a KOed Pokemon has no replacement then the bomb is given to a random active Pokemon.
!no

During the battle, pokemon may use the !no command. This may only be used on the first action of a round, costs 20 energy, has a higher priority than everything else and cannot be locked into with Encore or prevented by Torment, Disable and similar effects, with the exception of Taunt.

If the !no command is successfully used, the entire round is rendered null and void, except that the first Pokemon that used this command that round pays the energy cost. This command cannot be used if it was successfully used in the previous round, and once a Pokemon successfully uses the !no command, it cannot be used again by any Pokemon on that team.

Any effects that would take place at the end of the round or at the end of Action 1 still take place. Effectively, the !no command shortens the round to one action and prevents anybody from doing anything.
!summon

Pokemon may use the !summon command if the player is in trouble. Like the !no command, the !summon command can only be used on the first action of a round. It costs 30 energy, has higher priority than everything else except the !no command and cannot be locked into with Encore or prevented by Torment, Disable and similar effects, with the exception of Taunt.

When a Pokemon uses the !summon command, the player must choose a Pokemon from their ASB profile that is not involved in the battle. If the player has no Pokemon to choose from, then the !summon command fails. If the command is used successfully, the chosen pokemon is summoned to the arena with 30 energy at the end of the round and can be controlled by its owner. The summoned Pokemon is granted immunity to everything except energy KO. However, summoned pokemon cannot regain energy by any means and cannot get EC, MC or DC, but they can get KOC. Once a Pokemon successfully uses the !summon command, it cannot be used again by any pokemon on that team.

Summoned Pokemon do not need to be knocked out for a player to be eliminated. Furthermore, if a player is eliminated, any Pokemon summoned by that player automatically lose all energy and succumb to energy KO.

And now, onto the mons. Evasun's team;
fletchling.png

661.png
Fletchling (M) [Wings Of The Sun]
Types: Normal/Flying

Abilities::
Big Pecks / Gale Wings (H)

Nature: Naughty (+1 Atk, -1 SpDef)

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: Value 62
Size Class: 1
Weight Class: 1
Base Rank Total: 13


EC: 2/9
MC: 1
AC: 2/5

Attacks:

Level Up
Tackle
Growl
Quick Attack
Peck
Agility
Flail
Roost
Razor Wind
Flame Charge
Acrobatics
Steel Wing

Egg
Quick Guard
Snatch
Tailwind

TM/HM
Toxic
Sunny Day
Protect
Aerial Ace
U-Turn
Fly
Swords Dance
Tutor

Other
546.png

546.png
Cottonee (F) [Bushwhack]
Types: Grass / Fairy

Abilities::
Prankster / Infiltrator / Chlorophyll (H)


Nature: Timid (+15% Speed, +13% Accuracy, -1 Atk)

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 76 (+10%, +13% Accuracy)
Height Class: 1
Weight Class: 1
Base Rank Total: 13


EC: 2/6
MC: 0
AC: 2/5

Attacks:

Level Up
Absorb
Fairy Wind
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Energy Ball
Solar Beam
Sunny Day

Egg
Encore
Fake Tears
Switcheroo
Tickle
Worry Seed

TM/HM
Toxic
Protect
Taunt
Dazzling Gleam
Double Team
Safeguard

Tutor

Other
froakie.png

656.png
Froakie [Battletoad] (M)
Types: Water

Abilities::
Torrent / Protean (H)

Nature: Hasty (+15% Spe, -Def)

Stats:
HP: 100
Atk: 2
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 82 (+23% Accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
AC: 0/5

Attacks:

Level Up
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Fling
Smack Down
Substitute
Bounce
Double Team
Hydro Pump

Egg
Toxic Spikes
Camouflage
Mind Reader
Mud Sport
Water Sport

TM/HM
Protect
Aerial Ace
Ice Beam
U-Turn
Power-Up Punch

Tutor
Water Pledge

Other
588.png

588.png
Karrablast [Joust] ♂
Types: Bug

Abilities:
Swarm /Shed Skin / No Guard (H)

Nature: Adamant (+Atk, -SpAtk)

Stats:
HP: 90
Atk: 4 (+)
Def: 2
SpAtk: 1 (-)
SpDef: 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
MC: 0
AC: 0/5

Moves:

Level Up

Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
X-Scissor
Egg
Bug Bite
Counter
Drill Run
Megahorn
Feint Attack
TM/HM
Protect
Aerial Ace
Facade
Double Team
Infestation
Rest
Sleep Talk
Substitute
Tutor
Other

And Geodude's team;
198.gif

Murkrow (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
dark.gif
flying.gif

dark.gif
: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
flying.gif
: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its Attack and BRT are increased by one (1) Rank and its accuracy is raised by one (1) stage permanently.
Super Luck: (Passive) 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.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. LOCKED

Stats:
HP: 90
Atk: Rank 2-
Def: Rank 2
SpA: Rank 4+
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 0/6
MC: 0
AC: 0/5

Moves:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Brave Bird
Drill Peck
Perish Song
Psycho Shift
Sky Attack

Protect
Roost
Psychic
Shadow Ball
Thunder Wave
246.gif

Larvitar (F)
Nature: Rash
Type: Rock/Ground
Abilities: Guts, Sand Veil (locked)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3+
SpD: Rank 1-
Spe: 41
Size Class: 1
Weight Class: 4
Base Rank Total: 13

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

Moves:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Earthquake
Crunch

Focus Energy
Iron Head
Outrage
Pursuit
Stealth Rock

Taunt
Protect
Smack Down
Dig
Double Team
Bulldoze
559.gif

Scraggy (F)
Nature: Adamant
Type: Dark/Fighting
Abilities: Shed Skin, Moxie, Intimidate (Locked)

Stats:
HP: 90
Atk: Rank 4+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 2/6
MC: 0
AC: 2/5

Attacks:
Leer
Low Kick
Feint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Crunch
Head Smash

Counter
Detect
Drain Punch
Fake Out
Ice Punch

Dragon Claw
Taunt
Dig
Double Team
Torment
Stone Edge
Froakie.png

Froakie (F)
Nature: Naive (+23% Acc)
Type: Water
Abilities: Torrent, Protean

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1-
Spe: 82+
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 3/9
MC: 0
DC: 5/5

Moves:
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Fling
Smack Down
Double Team
Substitute
Bounce
Hydro Pump

Bestow
Camouflage
Mind Reader
Mud Sport
Toxic Spikes

Taunt
Ice Beam
Blizzard
Dig
Scald
Acrobatics
Rock Slide
Grass Knot
U-Turn
Power-up Punch
Surf

Okay, order of events for round 1!

Evasun_ posted the challenge, so he sends out and equips first
Geodude6 answered the challenge, so he sends out second, equips, and then orders.
Evasun_ orders after that.
I ref.
 
Murkrow @ Lucky Egg
Froakie @ Exp. Share

Murkrow: Brave Bird Karrablast~Drill Peck Karrablast~Brave Bird Karrablast
Froakie: Fling Karrablast~Acrobatics Karrablast~Acrobatics Karrablast

(2 subs+KO sub, counts for both my mons) IF Karrablast uses Protect (self) OR Karrablast uses Counter OR Karrablast has fainted THEN redirect to Cottonee.
IF for some reason I can't make a sub like the one above and have it count for all subs THEN I'd like a reorder.
 
Cottonee: Double Team (4) ~ Stun Spore (Murkrow) ~ Leech Seed (Murkrow)
IF you do not have Double Team clones up THEN Double Team (3) that action.
Karrablast: Protect ~ Megahorn (Murkrow) ~ Protect
Both: IF your target is fainted THEN redirect.
 
Apologies for the delay.

656.png
198.gif

90 HP | 90 HP
100 EN | 100 EN
2/2/3/1 | 2/2/4/2
81(+) | 91

588.png
546.png

90 HP | 90 HP
100 EN | 100 EN
4/2/1/2 | 1/2/2/2
60 | 76(+)

Evasun_'s team starts out on the defensive, as Joust throws up a Protective barrier, and Bushwhack creates several clones before Froakie and Murkrow get the chance to act. Rather confused, Froakie and Murkrow both decide that the chance of hitting Bushwhack is better than the guarantee of not hurting Joust, so they launch an offensive at the Cottonee, with Froakie even Flinging away his Exp. Share! However, they both hit clones, meaning our first round is nothing more than a waste of energy and a perfectly good Exp. Share.

Bushwhack, who apparently loves to not attack SE, decides to mess with her opponents some more by sprinkling Murkrow with a Stun Spore. Joust can't keep up the barrier forever, and as soon as it's lowered, Murkrow Drills him with his Pecker, getting in the first real hit of the match, not letting paralysis get in the way. Joust wants to get back at Murkrow, and tries to nail him with a Megahorn, but Froakie has different plans. Now free from his burden of learning things, Froakie dances like a fool all up in Joust's face, causing Megahorn to miss!

Bushwhack continues its complete lack of offensive pressure by throwing some Seeds at Murkrow, hoping to sap its health, maybe someday, eventually. Joust, meanwhile, throws up another Protective barrier, because that energy isn't going to drain itself! Murkrow is sick of this shit, and swoops in at another Cottonee, hoping to hit the original. Unfortunately, he misses once again, leaving Bushwhack and one clone. Froakie, oblivious to the battle around him, continues to dance as if no one is watching, and just so happens to dance at Bushwhack, and hitting for some solid damage! And with that, the last clone is gone.

+Onion_Bubs just noticed all this battling going on, and is possibly none too happy. I say that because it just

Murkrow used Brave Bird (Cottonee)
RNG roll to hit;
5871 = clone
-6.5 Energy

Froakie used Fling (Cottonee)
RNG roll to hit; 9502 = clone
-3.5 Energy

Cottonee used Double Team (4 clones)
-16 Energy

Karrablast used Protect
-7 Energy
___________

Murkrow used Drill Peck Karrablast
RNG roll for paralysis; 5705 = success
RNG roll to crit; 2108 = no crit
[8 + 3 + (2 - 2)*1.5]*1.5 = 16.5 Damage
-5 Energy

Froakie used Acrobatics Karrablast
RNG roll to crit; 6915 = no crit
[11 + (2 - 2)*1.5]*1.5 = 16.5 Damage
-7 Energy

Cottonee used Stun Spore (Murkrow)
RNG roll to hit; 7860 = hit
-6 Energy

Karrablast used Megahorn Murkrow)
RNG roll to hit; 9865 = miss
-7 Energy
__________
Murkrow used Brave Bird Cottonee
RNG roll for paralysis; 7740 = success
RNG roll to hit; 9820 = clone
-6.5 Energy

Froakie used Acrobatics Cottonee
RNG roll to hit; 4137 = hit
RNG roll to crit; 8309 = no crit
[11 + (2 - 2)*1.5]*1.5 = 16.5 Damage
-11 Energy

Cottonee used Leech Seed Murkrow
-9 Energy

Karrablast used Protect
-7 Energy

-3 HP (Murkrow)
+3 HP (Cottonee)
RNG roll for move; 7/12 = Drill Peck, the 7th move used in the match
Onion_Bubs gives Drill Peck a 1 out of 10!
Drill Peck is banned for the match!

RNG roll for bomb holder; 2 = Murkrow
656.png
198.gif

90 HP | 87 HP
78 EN | 82 EN
2/2/3/1 | 2/2/4/2
81(+) | 91
N/A | Paralyzed (20%), Leech Seed (5A), holding bomb

588.png
546.png

57 HP | 76 HP
79 EN | 69 EN
4/2/1/2 | 1/2/2/2
60 | 76(+)

Drill Peck banned!


Evasun_ orders
Geodude6 orders
 
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