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Rickheg and Arcanine!

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Orcinus Duo

Banned deucer.
3v3 Singles (FE)
2 Day DQ
All Abilities
2 recovers/5 chills
Items on
No Switch.


Arcanite said:
Spr_5b_059.png
59.png

Arcanine (*) Firion (Male)

Musical Theme:
Battle Scene II

Nature:

Serious:
No effect on stats

Type:

  • Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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 thier 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.
  • Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
  • Justified (DW): (Innate) 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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Original Base Rank Total: 20


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

Attacks: (37)
Fire Fang
Thunder Fang
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odour Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Heat Wave
Crunch
Extremespeed
Flare Blitz
Flamethrower
Retaliate
Flame Burst
Outrage

Close Combat (*)
Morning Sun (*)
Howl (*)
Safeguard
Body Slam
Mimic
Teleport
Fire Spin

Endure
Mud Slap

Flame Charge (Nitro Boost) (*)
Aerial Ace (*)
Wild Charge (*)
Will-O-Wisp
Toxic
Protect
Substitute
Dig
Bulldoze
Snarl
Bide
Reflect
Solarbeam
Sunny Day
Thief
Return
Rest
Sleep Talk
Facade
Double Team
Swagger
Attract
Overheat
Giga Impact
Spr_5b_448.png
448.png

Lucario (*) Sir. Auron (Male)

Musical Theme: Auron's Theme

Nature:
Lonely:
+1 Atk, -1 Def

Type:

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:

  • Steadfast: (Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
  • Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
  • Justified: (DW) (Innate) 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: 100
Atk: Rank 5(+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
Original Base Rank Total: 20


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

Attacks: (32)
Dark Pulse
Detect
Metal Claw
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Bone Rush
Metal Sound
Swords Dance
Extremespeed
Aura Sphere
Close Combat
Dragon Pulse
Nasty Plot
Heal Pulse
Quick Guard
Calm Mind

Blaze Kick (*)
Hi Jump Kick (*)
Crunch (*)
Circle Throw
Magnet Rise
Magic Coat
Vacuum Wave
Role Play
Follow Me

Ice Punch
ThunderPunch
Sleep Talk
Natural Gift
Dual Chop

Drain Punch (*)
Work Up (*)
Rock Slide (*)
Protect
Earthquake
Stone Edge
Dig
Brick Break
Psychic
Shadow Ball
Flash Canon
Substitute
Rest
Double Team
Water Pulse
Focus Blast
Giga Impact

Raid Only:
Dispel
frontnormal-mcyclohm.png

Cyclohm (M) Cloud Strife

Musical Theme: Cloud Smiles

Nature:
Modest: +1 SpA, -1 Atk

Type:

  • Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:

  • Shield Dust: (Innate) 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.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Original Base Rank Total: 20


EC: 9/9
MC: 6
DC: 5/5

Attacks: (29)
Bide
Whirlwind
Weather Ball
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Discharge
Slack Off
Hurricane
Tri attack
Hyper Beam

DragonBreath
Hydro Pump
Power Gem
Signal Beam

Flamethrower
Sandstorm
Ice Beam
Dragon Pulse
Thunderbolt
Thunder
Protect
Thunder Wave
Double Team

rickheg said:
475.png

Gallade (Mystic) M
Nature: Jolly (Adds 15% to Speed, +9.73% accuracy, Subtracts 1 from Special Attack)

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 attacks regardless of weight difference. 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: (Innate) 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) (Innate) 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 2(-)
SpD: Rank 4
Spe: 92(+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks:
Growl
Confusion
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Fury Cutter
Slash
Close Combat
Protect

Confuse Ray
Encore
Will-O-Wisp

Drain Punch

Psychic
Thunderbolt
Hidden Power Ground (7)
Toxic
Thunder Wave
Taunt
Earthquake
Brick Break
464.png

Rhyperior (Dino) M
Nature: Careful (Adds 1 to Special Defense; Subtracts 1 from Special Attack)

Type: Rock/Ground
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Reckless: (DW) (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 40
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

Attacks:
Poison Jab
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Stone Edge
Earthquake
Megahorn
Drill Run
Hammer Arm
Rock Wrecker
Bulldoze

Thunder Fang
Ice Fang
Crunch
Fire Fang

Pay Day

Sandstorm
Protect
Dig
Double Team
Substitute

Total Moves: 21
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Pyroak (Surt) (M)
Nature: Brave (Atk increased by 1; Spe decreased by 15% and Evasion decreased by a flat 10%)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
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.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Flare Blitz
Wood Hammer
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain

Aromatherapy
Earth Power
Blaze Kick
Seed Bomb

Fire Blast
Will-O-Wisp
Return
Flamethrower
Rock Slide

Total Moves: 21

Thanks for reffing!


RNG says: Arcanine sends out first!
 
You know, I entered these particular pokemon in this match so expand their movepools for scenarios exactly like this.

Dino the Rhyperior! Take our Expert Belt!!!

Bulldoze > Earthquake > Drill Run
I'm not concerned right now about your moves. So, go ahead and prove me wrong.
 
frontnormal-mcyclohm.png

Cloud (M)
HP: 110 | EN: 100 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other:
464.png

Dino (M) @Expert Belt
HP: 110 | EN: 100 | Spe: 40
Ranks: 5/5/1/3
Size: 5 | Weight: 7
Abilities: Lightning Rod, Solid Rock, Reckless
Other:

And we’re off! This round did not go well for Rickheg at well, as Cloud starts off by levitating above the aground, making himself immune to the Bulldoze and Earthquake that the Rhyperior sends innocuously rumbling through the arena! Cloud takes a second to set up Rain Dance, and then the two powerful pokemon exchange super effective blows. Rickheg seems to have completely forgotten to check Arcanite’s moves, a mistake he must not make in the future! Let’s see how Aranite intends to use the weather…

Cloud uses Magnet Rise -5 en
Dino uses Bulldoze -4 en

Cloud uses Rain Dance -10 en
Dino uses Earthquake -6 en

Cloud uses Weather Ball -7 en
To crit 9925
(10+3-2)*2.25=24.75
Dino uses Drill Run -5 en
To hit 7966 yes
To crit 4948 no
(8+3+1.5+2)*1.5=21.75
Retroactively applying ebelt on cloud: Rhyperior -5 hp
frontnormal-mcyclohm.png

Cloud (M) @ Expert Belt
HP: 88 | EN: 78 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: Magnet Rise (3a)
464.png

Dino (M) @Expert Belt
HP: 80 | EN: 85 | Spe: 40
Ranks: 5/5/1/3
Size: 5 | Weight: 7
Abilities: Lightning Rod, Solid Rock, Reckless
Other:

Rain 3r
 
^What about my Expert Belt?^

Double Team (3 Clones) > Weather Ball > Hydro Pump

If Sandstorm is used, replace your next action with Rain Dance and push actions down.
If Double team is used, use twister (All) and push actions down.
 
Rain Dance > Weather Ball + Thunder Wave Combo > Cool down (Weather Ball)

Thunder wave makes the Weather ball have blue sparks floating around it, and Weather Ball makes it Water Type (Set)!
 
frontnormal-mcyclohm.png

Cloud (M)
HP: 110 | EN: 100 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other:
464.png

Dino (M) @Expert Belt
HP: 110 | EN: 100 | Spe: 40
Ranks: 5/5/1/3
Size: 5 | Weight: 7
Abilities: Lightning Rod, Solid Rock, Reckless
Other:

Alalalalalalala
Also I forgot rain dance boost to water attacks so that’s added

Cloud uses Rain Dance -10 en
Dino uses Bulldoze -4 en
To crit 7136 no
(6+3+1.5+2)*1.5=18.75

Cloud uses Weather Ball -7 en
To crit 9925
(10+3-2+2+3)*2.25=36
Dino uses Earthquake -6 en
To crit 4499 no
(10+3+1.5+2)*1.5=24.75

Cloud uses Hydro Pump -8 en
To hit 6875 yes
To crit 9001 no
(12+3-2+2+3)*2.25=40.5
Dino uses Drill Run -5 en
To hit 7966 yes
To crit 4948 no
(8+3+1.5+2)*1.5=21.75
frontnormal-mcyclohm.png

Cloud (M) @ Expert Belt
HP: 35 | EN: 75 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: Speed -1
464.png

Dino (M) @Expert Belt
HP: 33 | EN: 85 | Spe: 40
Ranks: 5/5/1/3
Size: 5 | Weight: 7
Abilities: Lightning Rod, Solid Rock, Reckless
Other:

Rain 3r
 
Weather Ball > Weather Ball > Weather Ball

IF Protect is ordered a1, use Slack Off a1.
IF ordered a2 as well, use Chill a2.
 
So...weather ball KOs, right

frontnormal-mcyclohm.png

Cloud (M) @ Expert Belt
HP: 35 | EN: 68 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: Speed -1
 
Bleh, I wish you had your updated movepool. You'll just have to win regardless. Go, Mystic the Gallade!

Earthquake+Earthquake Combo > Cooldown (Earthquake) > Earthquake
IF he uses Protect A1, use Calm Mind and push actions back
 
frontnormal-mcyclohm.png

Cloud (M) @ Expert Belt
HP: 35 | EN: 68 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: Speed -1
475.png

Mystic (M) @
HP: 100 | EN: 100 | Spe: 92
Ranks: 5/3/2/4
Size: 3 | Weight: 4
Abilities: Steadfast, Justified
Other: +10% acc

Flavor: ouch.

Cloud uses Hurricane -8 en
To crit 2235
To confuse 1143
Duration 5522 3 actions
(12+1.5)*1.5=20.25
To move 7272 no
Mystic hits self -3 en
(4+3)=7

Cloud uses Hurricane -12 en
To crit 3819
(12+1.5)*1.5=20.25
To move 9333
Mystic hits self -3 en
(4+3)=7

Cloud uses Hurricane -16 en
To crit 4383
To confuse 1030 (friend, you have the worst luck ever)
Duration 3542 2 actions
(12+1.5)*1.5=20.25
To move 1728 yes
Mystic uses Earthquake -7e n
To crit 6048 no
(10+1.5)*1.5=17.25

frontnormal-mcyclohm.png

Cloud (M) @ Expert Belt
HP: 18 | EN: 32 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: Speed -1
475.png

Mystic (M) @
HP: 25 | EN: 87 | Spe: 92
Ranks: 5/3/2/4
Size: 3 | Weight: 4
Abilities: Steadfast, Justified
Other: +10% acc

Rain 1r
 
i am terrible with end of round stats. mystic is actually still confused for 1 action...not sure if that changes anything.
 
frontnormal-mcyclohm.png

Cloud (M) @ Expert Belt
HP: 18 | EN: 32 | Spe: 80
Ranks: 1/4/5/3
Size: 4 | Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other:
475.png

Mystic (M) @
HP: 25 | EN: 87 | Spe: 92
Ranks: 5/3/2/4
Size: 3 | Weight: 4
Abilities: Steadfast, Justified
Other: +10% acc

To move 4167 no
Mystic uses Drain Punch -11 en
To crit 2742 no
(8+3+1.5)=12.5
6 healed
Cloud uses Sandstorm -10 en
Mystic is hurt by sandstorm!

Mystic uses Earthquake -7 en
Cloud is KOd!
Mystic is hurt by sandstorm!

475.png

Mystic (M) @
HP: 31 | EN: 69 | Spe: 92
Ranks: 5/3/2/4
Size: 3 | Weight: 4
Abilities: Steadfast, Justified
Other: +10% acc

SAND 3r
 
Alright, this might go surprisingly okay, at least that's what I'm deluding myself into believing.

Drain Punch > Brick Break > Drain Punch
IF Counter, use Will-O-Wisp the first time, and chill all other times after that, and push actions back
IF Double Team, use Earthquake and push actions back.
 
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