Shiny Fairymon vs Frosty 2v2 Weakmon Singles...

Rules...
2v2 Weakmon Singles...
3 day DQ
All abilities
All items
No Megas
2 Subs
5 Chills/2 Recovers
Switch = OK
Hax Arena

Arena: Hax Arena
Field Type:
Neutral
Complexity: Moderate
Format: All

Restrictions: No Weather

Long ago was a beautiful city where people and Pokemon lived happily and trained together to be the very best... However due to a failed experiment of a Criminal team organization, the city got abandoned and no one lives there currently... There is permanent fog throughout the city and since the fog cannot be lifted by any other weather, the city has lost its luster... There was a ASB Arena for tournaments hosted in this city... Nowadays trainers who are strongest of all come in this arena to battle other strong trainers... There are still other side-effects of the failed experiment in the city due to which any Pokemon coming closer to the city gets high critical hit ratio and higher chance for its moves secondary effects...

Description:

1) Permanent Fog which cannot be lifted...

2) Abilities Air Lock, Cloud Nine, Delta Stream, Desolate Land, Drizzle, Drought, Primordial Sea, Sand Stream and Snow Warning have no effects...

4) Moves Hail, Rain Dance, Sandstorm and Sunny Day have no effects...

3) All Pokemon gain abilities Serene Grace and Super Luck which cannot be removed/switched/changed by any means... E.g. Gastro Acid will not stop Pokemon from using these 2 abilities, Skill Swap cannot be used on these 2 abilities, etc.

Team Shiny Fairymon...

Arcanine

Arcanine [Flannery] (F)
59.png

Nature: Hasty (+15% Speed, +14% Accuracy, -1 Def)

Type: Fire.
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.


Abilities:
Intimidate: (Can Be Activated) 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 an Action, and will affect all opponents.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified (Unlocked): 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 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 20


EC: 6/6
MC: 1
AC: 5/5


Moves:

Level-Up:
Bite.
Roar.
Ember.
Leer.
Odor Sleuth.
Helping Hand.
Flame Wheel.
Reversal.
Fire Fang.
Take Down.
Retaliate.
Heat Wave.
Outrage.
Crunch.
Flamethrower.
Extremespeed.
Thunder Fang.


TM:
Return.
Will-o-Wisp.
Sunny Day.
Wild Charge.
Façade.
Snarl.
Dig.
Rest.
Sleep Talk.
Solar Beam.
Attract.
Overheat.
Giga Impact.
Substitute.
Protect.
Flame Charge.
Incinerate.
Giga Impact.

Egg:
Flare Blitz.
Morning Sun.
Howl.
Body Slam.
Covet.

Move Tutor:
Endure.

Horsea
116.png

Horsea [Salacia] (F)
Nature: Timid (plus speed, minus attack)

Type: Water
Type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 1
Spe: 69 (plus 16 Accuracy) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Level-Up:
Bubble.
Smokescreen.
Leer.
Water Gun.
Twister.
Bubble Beam.
Focus Energy.
Agility.

TM:
Surf.
Rain Dance.
Blizzard.
Flash Cannon.
Toxic.

Egg:
Signal Beam.
Razor Wind.
Dragon Breath.
Clear Smog.
Disable.

Team Frosty...

133.png

Eevee [Tatl] (F)
Type:
Normal
Abilities: Run Away/Adaptability/Anticipation (Locked)
Nature: Relaxed (+1Def, -Spe, -10% evasion)

Stats:
HP:
90
Atk: 2
Def: 3
SpA: 2
SpD: 3
Spe: 47 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5

Attacks:
Level Up

Helping Hand
Growl
Tackle
Tail Whip
Sand Attack
Baby-Doll Eyes
Swift
Quick Attack
Bite
Refresh
Covet
Take Down
Egg
Wish
Endure
Yawn
Flail
Detect
TM/HM
Toxic
Substitute
Frustration
Dig
Shadow Ball
229.png

Houndoom [F] [Impa]

Types: Fire/Dark

Abilities: Early Bird/Flash Fire/Unnerve (U)

Normal:
Nature: Timid
(-Atk, +Spe, +14% accuracy)
Stats:
Hp: 100
Atk: 2(-)
Def: 2
SpA: 4
SpD: 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Stat Total: 18


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

Moves (49/84):

Attract
Beat Up
Bite
Counter
Crunch
Dark Pulse
Destiny Bond
Double Team
Embargo
Ember
Endure
Feint
Feint Attack
Fire Blast
Fire Fang
Flame Charge
Flamethrower
Foul Play
Giga Impact
Heat Wave
Hidden Power Ice
Howl
Hyper Beam
Incinerate
Inferno
Leer
Nasty Plot
Odor Sleuth
Overheat
Payback
Protect
Rest
Reversal
Roar
Rock Smash
Shadow Ball
Sleep Talk
Sludge Bomb
Smog
Snarl
Solar Beam
Substitute
Sucker Punch
Sunny Day
Taunt
Thunder Fang
Torment
Toxic
Will-o-Wisp

Shiny Fairymon sends out Pokemon and equips...
Frosty sends out Pokemon and equips...
Frosty orders...
Shiny Fairymon orders...
VirajVora refs...
 
Alright! I planned for this arena. Two pokemon with plus speed, so as to have plus accuracy and help counteract the lessened accuracy from the fog. Beyond that, one of the pokemon has Sniper- something that goes together extremely well with Super Luck. Let the battle begin!

I'll send out Flannery the Arcanine with Fire Stone.
 
Oh wait, this is items = all?

Oh this might get nasty for me.

Impa the Houndoom with Rare Candy


Impa/Houndoom: Dark Pulse - Bite - Dark Pulse
IF
dig AND not suspended AND not in a combo AND not A3 AND Arcanine isn't sluggish AND Arcanine isn't under cooldown THEN Counter
IF Giga Impact AND Arcanine isn't sluggish AND Arcanine isn't under cooldown AND This sub wasn't activated on the action prior THEN Protect
 
So it seems Frosty is looking to flinch his way out of this.
Let's see... with Serene Grace, Body Slam has 60% chance of paralysis... (and I'm not quite sure why Frosty specified not to use counter against Dig a3...) I think I can work with this.

Body Slam~Body Slam~Dig
 
Team Shiny Fairymon...
59.png

Arcanine [Flannery] (F) @ Fire Stone
Intimidate/Flash Fire/Justified/Serene Grace/Super Luck
HP: 100
EN: 100
4(5)/2/4/3/110 (+14% Accuracy...)
Status: Fine...
Other: None...

Team Frosty...
229.png

Houndoom [Impa] (F) @ Rare Candy
Early Bird/Flash Fire/Unnerve/Serene Grace/Super Luck
HP: 100
EN: 100
2/2/4(5)/3/110 (+14% Accuracy...)
Status: Fine...
Other: None...

Extra Effects: Fog (Permanent...)

Impa makes Shiny Fairymon's team unable to eat berries...

Flannery intimidates Impa...
Impa's Attack fell by 1 stage...

Flannery's Flash Fire Activates...
Flannery's Fire Moves Power increases...

Action 1...

Impa used Dark Pulse...
Hit Roll: 9292 > 8900 = No...
Impa's Attack Missed...
-5 EN...

Flannery used Body Slam...
Hit Roll: 1645 < 8900 = Yes...
Crit Roll: 5560 > 1250 = No...
((9 + 7.5 - 3) * 1) = 13.5 HP...
Effect Roll: 9959 > 6000 = No...
-6.6667 EN...

Action 2...

Impa used Bite...
Hit Roll: 5223 < 8900 = Yes...
Crit Roll: 437 < 1250 = Yes...
((6 + 3 + 3 + 3 + 1 - 3) * 1) = 13 HP...
Effect Roll: 4514 < 6000 = Yes...
Flannery's Attack Rose by 1 stage...
-3 EN...

Flannery was flinched and unable to move...

Action 3...

Impa used Dark Pulse...
Hit Roll: 2135 > 8900 = No...
Crit Roll: 2983 > 1250 = No...
((8 + 3 + 7.5 + 1 - 4.5) * 1) = 15 HP...
Effect Roll: 8510 > 4000 = No...
Flannery's Attack Rose by 1 stage...
-5 EN...

Flannery dug underground...

Flanerry used Dig...
Hit Roll: 8497 < 8900 = Yes...
Crit Roll: 4423 > 1250 = No...
((8 + 7.5 - 3) * 1.5) + (2 - 0 * 2 ) = 22.75 HP...
-10 EN...

Team Shiny Fairymon...
59.png

Arcanine [Flannery] (F) @ Fire Stone
Intimidate/Flash Fire/Justified/Serene Grace/Super Luck
HP: 72
EN: 83
4(5)/2/4/3/110 (+14% Accuracy...)
Status: Fine...
Other: +2 Attack (Decaying...)

Team Frosty...
229.png

Houndoom [Impa] (F) @ Rare Candy
Early Bird/Flash Fire/Unnerve/Serene Grace/Super Luck
HP: 64
EN: 87
2/2/4(5)/3/110 (+14% Accuracy...)
Status: Fine...
Other: -1 Attack (Permanent...)

Extra Effects: Fog (Permanent...)

Shiny Fairymon orders...
Frosty orders...
VirajVora refs..
 
Dig~Body Slam~Dig

IF Houndoom uses Counter AND Arcanine is not Taunted, THEN use Howl that turn and push back the queue.
IF Houndoom uses a protective/evasive move, THEN use Howl that turn and push back the queue.
 
I am assuming that the entire EN cost of dig is considered for Tiebreaking purposes. Since I asked IRC about it (and got a very weak "you are right") and there is nothing on the handbook regarding the matter, I would like a reorder if that is not the case.

Foul Play - Dark Pulse - COMBO (Sucker Punch + Foul Play)
IF The Combo A3 is deemed unfeasible AND Houndoom is paralysed THEN Protect A3
IF The Combo A3 is deemed unfeasible THEN Torment A3
 
"The Combination is feasible..."

Team Shiny Fairymon...
59.png

Arcanine [Flannery] (F) @ Fire Stone
Intimidate/Flash Fire/Justified/Serene Grace/Super Luck
HP: 72
EN: 83
4(5)/2/4/3/110 (+14% Accuracy...)
Status: Fine...
Other: +2 Attack (Decaying...)

Team Frosty...
229.png

Houndoom [Impa] (F) @ Rare Candy
Early Bird/Flash Fire/Unnerve/Serene Grace/Super Luck
HP: 64
EN: 87
2/2/4(5)/3/110 (+14% Accuracy...)
Status: Fine...
Other: -1 Attack (Permanent...)

Extra Effects: Fog (Permanent...)

Action 1...

Impa used Foul Play...
Hit Roll: 1279 < 8900 = Yes...
Crit Roll: 1556 > 1250 = No...
((10 + 3 + 7.5 + 1 - 3) * 1) + (2 - 0 * 2 ) = 22.5 HP...
Flannery's Attack Rose by 1 stage...
-6 EN...

Flannery dug underground...

Flanerry used Dig...
Hit Roll: 4404 < 8900 = Yes...
Crit Roll: 9824 > 1250 = No...
((8 + 7.5 - 3) * 1.5) + (3 - 0 * 2 ) = 24.75 HP...
-14 EN...

Action 2...

Impa used Dark Pulse...
Hit Roll: 129 < 8900 = Yes...
Crit Roll: 184 < 1250 = Yes...
((8 + 3 + 3 + 7.5 + 1 - 4.5) * 1) = 18 HP...
Effect Roll: 7934 > 4000 = No...
Flannery's Attack Rose by 1 stage...
-5 EN...

Flannery used Body Slam...
Hit Roll: 2099 < 8900 = Yes...
Crit Roll: 891 < 1250 = Yes...
((9 + 3 + 7.5 - 3) * 1) + (4 - 0 * 2 ) = 24.5 HP...
Effect Roll: 4599 < 6000 = Yes...
Impa is paralyzed...
-6.6667 EN...

Action 3...

Paralysis Roll: 1266 < 2000 = Yes...
Impa was paralyzed and unable to move...

Flannery dug underground...

Flanerry used Dig...
Hit Roll: 6375 < 8900 = Yes...
Crit Roll: 9277 > 1250 = No...
((8 + 7.5 - 3) * 1.5) + (4 - 0 * 2 ) = 26.75 HP...
-10 EN...

Impa fainted...

Team Shiny Fairymon...
59.png

Arcanine [Flannery] (F) @ Fire Stone
Intimidate/Flash Fire/Justified/Serene Grace/Super Luck
HP: 31
EN: 52
4(5)/2/4/3/110 (+14% Accuracy...)
Status: Fine...
Other: +4 Attack (Decaying...)

Team Frosty...
229.png

Houndoom [Impa] (F) @ Rare Candy
Early Bird/Flash Fire/Unnerve/Serene Grace/Super Luck
HP: -12
EN: 76
2/2/4(5)/3/110 (+14% Accuracy...)
Status: Fainted...
Other: None...

Extra Effects: Fog (Permanent...)

Frosty sends out Pokemon and equips...
Frosty orders...
Shiny Fairymon orders...
VirajVora refs...
 
*sigh*

Eevee with Eviolite

Return - Return - Quick Attack
IF
Dig AND not in a combo AND not suspended THEN Dig
IF Flare Blitz A1 or A2 THEN Quick Attack A2
 
Body Slam~Reversal+Reversal combo~Cooldown

I think that I'll take advantage of combos having lower priority so as to make the Reversal more powerful.
 
"Frosty you need to add a (+) to your Eevee's Defense so that ref's don't get confused..."

Team Shiny Fairymon...
59.png

Arcanine [Flannery] (F) @ Fire Stone
Intimidate/Flash Fire/Justified/Serene Grace/Super Luck
HP: 31
EN: 52
4(5)/2/4/3/110 (+14% Accuracy...)
Status: Fine...
Other: +4 Attack (Decaying...)

Team Frosty...
133.png

Eevee [Tatl] (F) @ Eviolite
Run Away/Adaptability/Serene Grace/Super Luck
HP: 90
EN: 100
2/3(5)/2/3(5)/47 (-10% Evasion...)
Status: Fine...
Other: None...

Extra Effects: Fog (Permanent...)

None...
229.png

Houndoom [Impa] (F) @ Rare Candy
Early Bird/Flash Fire/Unnerve/Serene Grace/Super Luck
HP: -12
EN: 76
2/2/4(5)/3/110 (+14% Accuracy...)
Status: Fainted...
Other: None...

Action 1...

Flannery used Body Slam...
Hit Roll: 1963 < 9900 = Yes...
Crit Roll: 4905 > 1250 = No...
((9 + 7.5 - 7.5) * 1) + (4 - 0 * 2 ) = 17 HP...
Effect Roll: 4821 < 6000 = Yes...
Tatl was paralyzed...
-6.6667 EN...

Paralysis Roll: 6990 > 2000 = No...
Tatl used Return...
Hit Roll: 7453 < 7500 = Yes...
Crit Roll: 9565 > 1250 = No...
((10 + 3 + 3 + 2 - 3) * 1) = 15 HP...
-6 EN...

Action 2...

Paralysis Roll: 5001 > 2000 = No...
Tatl used Return...
Hit Roll: 1889 < 7500 = Yes...
Crit Roll: 4488 > 1250 = No...
((10 + 3 + 3 + 2 - 3) * 1) = 15 HP...
-10 EN...

Flannery used Reversal + Reversal Combination...
Hit Roll: 5881 < 9900 = Yes...
Crit Roll: 4684 > 1250 = No...
((45 + 7.5 - 7.5) * 1.5) + (4 - 0 * 2 ) = 75.5 HP...
-52.5 EN...

Flannery fainted...
Tatl fainted...

Team Shiny Fairymon...
59.png

Arcanine [Flannery] (F) @ Fire Stone
Intimidate/Flash Fire/Justified/Serene Grace/Super Luck
HP: 1
EN: -7
4(5)/2/4/3/110 (+14% Accuracy...)
Status: Fainted...
Other: None...

Team Frosty...
133.png

Eevee [Tatl] (F) @ Eviolite
Run Away/Adaptability/Serene Grace/Super Luck
HP: -3
EN: 84
2/3(5)/2/3(5)/47 (-10% Evasion...)
Status: Fainted...
Other: None...

Extra Effects: Fog (Permanent...)

None...
229.png

Houndoom [Impa] (F) @ Rare Candy
Early Bird/Flash Fire/Unnerve/Serene Grace/Super Luck
HP: -12
EN: 76
2/2/4(5)/3/110 (+14% Accuracy...)
Status: Fainted...
Other: None...
 
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