Welcome to wherever you are! P2X7 vs Objection!

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
THE RULES:

Open Challenge:
3v3 NFE singles
2 Day DQ
All Abilities
Training Items
ASB Arena
2 subs
2 recoveries, 5 chills
Switch = OK



Team P2X7

Scratchet [Saber] (Male)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal/Fighting
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:

Scrappy:
(Passive) This Pokemon's Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats: HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Level-up:Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Egg Moves: Confuse Ray
Stealth Rock
Yawn
Haze
Nature Power

TM Moves: Return
Brick Break
Double Team
Substitute
Rock Slide



Ralts [Arthur] (Male)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic
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: (Passive)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.
Trace: (Passive)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Telepathy (DW): (Passive) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 34 (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Moves:

Level-up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Egg Moves:
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap

TM Moves:
Psyshock
Thunderbolt
Shadow Ball
Will-O-Wisp
Thunder Wave


Cupra [Purity] (Male)
Nature: Rash(+1 SpA, -1 SpD)
Type: Bug/Psychic
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).
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:

Shield Dust:
(Passive) 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.)
Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats: HP: 90
Atk: 2
Def: 2
SpA: 4 (+)
SpD: 1 (-)
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Level-up:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse

Egg Moves: Bug Buzz
Close Combat
Counter
Disable
Hydro Pump

TM Moves: Psychic
Shadow Ball
Reflect
Will-O-Wisp
Substitute



Team Objection


Meowth [Prince John] (M)
Nature: Naive (+Speed, -Special Defence)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 104 (+) (Accuracy boost: 25% (24.864367816091954022988505747126% unrounded))
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Moves: 21

EC: 3/6
MC: 0
DC: 3/5

Abilities:
Pick Up: (Passive) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Unnerve (DW): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Faint Attack
Screech
Taunt
Night Slash
Feint

Hypnosis
Odor Sleuth
Snatch
Flail
Foul Play

Thunderbolt
Dig
Torment
U-turn
Aerial Ace


Timburr [Lumpjaw] (M)
Nature: Careful (+Special Defence, -Special Attack)

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: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Moves: 20

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

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 (DW): (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:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Focus Punch

Counter
Drain Punch
Endure
Comet Punch
Foresight

Dig
Payback
Rock Slide
Brick Break
Protect
Substitute


Snivy [Queen Narissa] (F)
Nature: Naive (+Speed, -Special Defence)

Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 73 (+) (Accuracy boost: 18% (18.375862068965517241379310344828% unrounded))
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Moves: 19

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

Abilities:
Overgrow: (Passive) 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, Solarbeam from 12 to 14)
Contrary (DW): (Toggle) No default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam

Glare
Mean Look
Mirror Coat
Iron Tail
Twister

Light Screen
Safeguard
Reflect
Toxic
Aerial Ace


Order of Operations:

P2X7 sends out mon with training item
Objection sends out mon with training item and orders
P2X7 gives orders
I Ref
 


"This may be your first battle, but I won't be holding back."


Lumpjaw the Timburr @ Exp. Share

Brick Break - Drain Punch - Brick Break
If he has a substitute up with less than 10 HP, change that action to Comet Punch
If he uses Yawn and does not have a substitute up with less than 10 HP, change that action to Focus Punch
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 90
En: 100
2/3/2/3/40
Other:
Item: none


Hp: 100
En: 100
3/2/0/3/35
Other:
Item: Exp Share​


ROUND 1!
And it seems that we have another newcomer on the world of ASB! This is P2X7's first battle or so and Mr. Objection is playing host! Let's see how the newbie will play against an old veteran player!

P2X7 sends out Saber the Scratchet to starts things off, while Objection sends out Lumpjaw the Timburr, relying on type advantage to get a strong advantage!

Saber seems ready to try and prove him wrong and uses Double Team to create 4 clones in order to avoid being hit by Timburr's powerful punches. But there is a big problem with 20% probabilities: some day they will happen. And this day is today! Amongst all clones, Lumpjaw managed to find out who was the real one and punished it with Brick Break. All clones faded! And it seems that Saber's defensive tactics failed...

Sensing craploads of danger, Saber uses Roar to send Lumpjaw back to his pokeball, while receiving a strong Drain Punch to the face. Finally it creates a 20hp subtitute that proceeds to take in Lumpjaw's Brick Break, surviving barely. After that, Lumpjaw couldn't hold on any longer and returned to his pokeball, and Queen Narcisa the Snivy jumped right in to continue from where her partner left off!
DATA:

ACTION 1!

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

Timburr used Brick Break! (-5en)
Clone (1=real): 1 (oh you lucky bastard)
All clones faded!
Crit: 8/16 (no)
Damage: (8+3)*1.5 = 16.5hp

ACTION 2!

Timburr used Drain Punch! (-11en)
Crit: 4/16(no)
Damage: 16.5hp

Scratchet used Roar! (-7en)
Timburr will leave at the end of the round!

ACTION3!

Scratchet used 20hp substitute! (-18en)

Timburr used Brick Break! (-5en)
Crit: 14
Damage: 16.5hp

Comes out (1= meowth, 2=snivy): 2 (snivy)
- - -


Hp: 37 (3hp sub)
En: 59
2/3/2/3/40
Other:
Item: none



Hp: 90
En: 100
2/2/2/1/73 (+18acc)
Other:
Item: to be specified


Hp: 100
En: 79
3/2/0/3/35
Other:
Item: Exp Share

P2X7 gives orders/initiates switch phase
Objection specifies snivy's item and go along
etc
I Ref

 


"Well, that could have gone better. I'm just glad that last hit wasn't critical"

Yawn - Return - Confuse Ray

IF you do not have a substitute up a2 or a3 AND you have more then 15 HP that action, change that action to Substitute (15 HP) and push back, but not consecutively. This sub takes priority.
IF Snivy uses Safeguard, replace actions with Return - Nature Power - Return.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 37 (3hp sub)
En: 59
2/3/2/3/40
Other:
Item: none



Hp: 90
En: 100
2/2/2/1/73 (+18acc)
Other:
Item: to be specified


Hp: 100
En: 79
3/2/0/3/35
Other:
Item: Exp Share



ROUND 2!
It seems that both players aren't adept of the JUST FUCKING ATTACK philosophy. Such a shame.

The newcomer Queen Narcissa starts this round by using a weak Vine Whip to get rid of Saber's Substitute, while the Scratchet Yawns as an attempt to disrupt his foe.

On the following action, Saber forms a new 15hp substitute and hides behind it, while Queen Narcisa begins to set up and erects a Light Screen to protect her team against special attacks. Eventually, as it seems.

Finally, Queen Narcissa erects now a Reflective barrier to stop physical attacks, and it was put to use on that very same action, as Saber attempted to attack with Return, but the protection + the fact that Snivy has more Hp meant that it didn't do much...

*yawns*

DATA:

ACTION 1!

Snivy used Vine Whip! (-2en)
Scratchet's substitute faded!

Sctratchet used Yawn! (-7en)
Snivy is drowsy!

ACTION 2!

Snivy used Light Screen! (-10en)

Scratchet used 15hp Substitute! (-12en)
Scratchet formed a substitute!

ACTION 3!

Snivy used Reflect! (-10en)

Scratchet used Return! (-6en)
Crit: 13/16 (no)
Damage: 8*0.5+3 = 7hp

- - -



Hp: 24 (15hp sub)
En:34
2/3/2/3/40
Other:
Item: none


LIGHT SCREEN FOR 4A
REFLECT FOR 5A

Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:


Hp: 100
En: 79
3/2/0/3/35
Other:
Item: Exp Share

Objection's turn!











 
Oops, I forgot to specify training item for Snivy. Let's go with a second Exp. Share.


"Now this is how switching is done!"



"You may counterswitch if you wish."
 


"So be it."

Brick Break - Drain Punch - Brick Break
If he uses Double Team, change that action to Rock Slide and push actions back.
If he uses Yawn, change that action to Combo: Focus Punch + Comet Punch.
 


"Well, it looks like I found a loophole."

Double Team (1 Clone) - Double Team (1 Clone) - Confuse Ray
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus


Hp: 24 (15hp sub)
En:34
2/3/2/3/40
Other:
Item: none


LIGHT SCREEN FOR 4A
REFLECT FOR 5A


Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:


Hp: 100
En: 79
3/2/0/3/35
Other:
Item: Exp Share

ROUND 3!

Scratchet abuses the sub to get some time, but at which cost? both wasted almost the same amount of energy and saber lost his sub. It seems that the newcomer needs to pick up some slack if he hopes to win against Objection...

DATA:

ACTION 1!
Scratchet used Double Team! (-4en)

Timburr used Rock Slide! (-6en)
Hit: 9 (yes)
Crit: 2
Damage: 8*0.67 = 5.36hp

ACTION 2!
Scratchet used Double Team! (-8en)

Timburr used Rock Slide! (-10en)
Hit: 11 (yes)
Crit: 12
Damage: 8*0.67 = 5.36hp

ACTION 3!
Scratchet used Confuse Ray! (-5en)
Duration: 1/3 (2 actions)

Hit Self (1=yes): 2 (no)
Timburr used Brick Break! (-5en)
Crit: 13
Damage: Scratchet's sub faded!

- - -



Hp: 24
En:17
2/3/2/3/40
Other:
Item: none


LIGHT SCREEN FOR 1A
REFLECT FOR 2A


Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:


Hp: 100
En: 58
3/2/0/3/35
Other: confused for 1a
Item: Exp Share​

P2X7'S Turn!




 
Last edited:


"Okay then, looks like I'll have to change my strategy a bit. I hope this works. Also, shouldn't Reflect/Light Screen have decayed?"

Brick Break - Confuse Ray - Return
IF P/E action a1, use Stealth Rock that action and push back.
IF Counter a1 or a3, Chill that action and push back.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus


Hp: 24
En:17
2/3/2/3/40
Other:
Item: none


LIGHT SCREEN FOR 1A
REFLECT FOR 2A


Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:


Hp: 100
En: 58
3/2/0/3/35
Other: confused for 1a
Item: Exp Share​

ROUND 4!
DATA:

ACTION 1!

Scratchet used Brick Break! (-5en)
Crit: 3/16
Damage: 8+3 = 11hp
All screens shattered!

Hit Self (1=yes): 2 (no)
Timburr used 15hp substitute! (-12en)

Timburr got rid of confusion!

ACTION 2!

Scratchet used Confuse Ray! (-5en)
But it failed!

Timburr used Focus Punch! (-9en)
Crit: 10/16 (no)
Damage: (15+3)*1.5 = 27hp

Scratchet fainted!

- - -





Hp: KO
En:KO
2/3/2/3/40
Other:
Item: none








Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:




Hp: 74 (15hp sub)
En: 37
3/2/0/3/35
Other:
Item: Exp Share


P2X7 sends out pokemon
Objection gives orders
P2X7 gives orders
I Ref




 
Last edited:


"Ha ha, excellent! Oh, I guess that's what I get for relying on confusion!"


Ralts @ nothing

Also, Trace (Sheer Force). (let me know if I can't activate it like this.)
 
Yeah that's legit, although if you wish to switch your traced Sheer Force on, now's the time to do so.


"Let's see how you handle this."

Rock Slide x 3
If he uses Disable (Rock Slide) on action 2 or action 3, change that action to Combo: Focus Punch + Payback.
If Rock Slide is disabled, change all remaining actions not changed by the above substitution to Payback.
 


"Just fine."

Disable (Rock Slide) - Teleport (Evasive) - Encore
IF you flinch, push back.
IF Timburr uses Payback in a combo, use Teleport (Evasive) that action and push back.

(If these substitutions are illegal then I'd like to reorder please.)
 
I don't think that second one would be legit because you could end up causing an infinite loop.

Say the first Rock Slide flinches so the Disable happens on action 2. This triggers my Focus Punch + Payback sub, which would trigger your Teleport (Evasive) sub, which would mean my Focus Punch + Payback sub would not be triggered since you're not using Disable, which means your Teleport (Evasive) sub would not be triggered so you would use Disable, so I would use the Payback combo, so you would not use Disable, so I would not use the combo ...

In such an event, I believe either the subs of the guy who ordered first take precedence if the orders are given in a forum thread, or all the subs are ignored if they are given via PM.

Your first sub is fine though and you can still make substitutions for if I use the combo, but you couldn't apply them if they might cause such a loop. So something like "If Timburr uses Payback in a combo, change the action after to Psyshock" would work but "If Timburr uses Payback in a combo, change that action to Psyshock" wouldn't.
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Objection is right. The sub of the first to order takes precedence in such cases. The second to order can't avoid the result of a substitution by including it on a substitution of his own, if said substitution, when triggered, ends up not triggering the opponent's substitution.

...oh god now I confused myself.

Point is: that second sub is illegal, so you should would want to reorder, considering that you asked for that.

You have 26h to fix this since, according to the Referee Resource Thread: "Note that the posting of illegal actions doesn't reset DQ time; players still have to give legal orders within the timeframe in order to avoid disqualification". Sure it isn't the case exactly, but it is close enough for it to be effective.

If no change is made by then (or by the time I ref, whatever comes last) I will take your orders as is and ignore your second sub.
 


"Okay then, hopefully these actions are actually legal."

Disable (Rock Slide) - Teleport (Evasive) - Encore
IF you flinch, push back.
IF Timburr uses Payback in a combo, use Psyshock the following action.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 90
En: 100
2/1/2/2/34 (-10 eva)
Other:
Item: none








Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:




Hp: 74 (15hp sub)
En: 37
3/2/0/3/35
Other:
Item: Exp Share

ROUND 5!

After losing his first mon, P2X7 sends out Arthur the Ralts to hopefully get his act back together.

And Timburr is the first to act and creates a Rock Slide in an attempt to flinch the Ralts. But Arthur is a brave ralts and goes on, using his psychic powers to Disable Rock Slide, removing it from his mind entirely!

On the following turn, Timburr goes on plan b, but attacking with Payback, but it missed as Ralts Teleported away.

Timburr then attacks with Payback once more, with the additional energy cost due to repetitive use. The Ralts seized that opportunity and used Encore to ensure a EN KO on the next round. Good strategy!​


ACTION 1!

Timburr used Rock Slide! (-6en)
Crit: 8/16 (no)
Flinch: 6/10 (no)
Damage: 8+3 = 11hp

Ralts used Disable (Rock Slide)! (-7en)
Rock Slide was disabled!

ACTION 2!

Ralts used Evasive Teleport! (-7en)

Timburr used Payback! (-7en)
but it missed!

ACTION 3!

Timburr used Payback! (-11en)
Crit: 14/16 (no)
Damage: (5+3)*1.5 = 12hp

Ralts used encore! (-10en)

- - -



Hp: 67
En: 76
2/1/2/2/34 (-10 eva)
Other:
Item: none








Hp: 83
En: 78
2/2/2/1/73 (+18acc)
Other: Drowsy
Item:




Hp: 74 (15hp sub)
En: 13
3/2/0/3/35
Other: Payback encored for 2a
Item: Exp Share​











 


"Okay, I guess I should be ordering now. Better get to it, then."

Double Team (4 clones) - Chill - Chill
IF you do not have Double Team clones up a2, use Double Team (4 clones) that action and push back.
 

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