Welcome again to the ASB arena for the long-anticipated Factory Tournament Round 2! Here, you can see the fight unfold between the ice-type trainer Waterwarrior and the fearsome Arcanite!
Waterwarrior has a balanced team consisting of some good pokemon—namely, squidward, squidward, and squidward. But squidward has a BRT of 1400! How can arcanite hope to win?
Absol (M)
Nature: Mild
+1 Special Attack, -1 Defense
Type: Dark
Dark:Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Super Luck
Super Luck (Innate):
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.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
MC: 0
DC: 5/5
Attacks:
#Level
Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Pursuit
Bite
Double Team
Swords Dance
Future Sight
Sucker Punch
Night Slash
Me First
Psycho Cut
Perish Song
#Egg#
Megahorn
Zen Headbutt
Magic Coat
Faint Attack
Hex
#TM/HM#
Protect
Substitute
Giga Impact
Shadow Claw
Stone Edge
X-Scissor
Dark Pulse
Flamethrower
Ice Beam
Thunderbolt
#Event/Tutor#
Bounce
Counter
Endure
Sleep Talk
Superpower
Starmie (-)
Nature: Timid
+15% Speed, -1 Attack
Type: Water / Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Illuminate
Illuminate (Can be Enables):
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
BubbleBeam
Minimize
Confuse Ray
Light Screen
Brine
Power Gem
Hydro Pump
#Egg#
Aurora Beam
Barrier
Supersonic
#TM/HM#
Protect
Substitute
Psyshock
Hidden Power Fire (7)
Blizzard
Hyper Beam
Thunder
Psychic
Reflect
Grass Knot
Surf
Dive
Zap Cannon
Endure
Teleport
Bide
#Event/Tutor#
Magic Coat
Pain Split
Machamp (M)
Nature: Careful
+1 Special Defence, -1 Special Attack
Type: Fight
Fight: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts
Guts (Innate):
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.
Stats:
HP: 100
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 4 (+)
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Wide Guard
Karate Chop
Low Kick
Leer
Focus Energy
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Cross Chop
DynamicPunch
#Egg#
Bullet Punch
Close Combat
Counter
Encore
#TM/HM#
Protect
Substitute
Light Screen
Earthquake
Dig
Brick Break
Facade
Focus Blast
Payback
Giga Impact
Stone Edge
Focus Punch
Endure
Bide
#Event/Tutor#
Fire Punch
ThunderPunch
Ice Punch
Sleep Talk
Switch = OK
Items: ON
Abilities: ONE
Arena: ASB Tournament Arena
Unlimited Chills/Recoveries
Two substitutions
Two day DQ on actions, three day DQ on ref.
Items: ON
Abilities: ONE
Arena: ASB Tournament Arena
Unlimited Chills/Recoveries
Two substitutions
Two day DQ on actions, three day DQ on ref.
Waterwarrior has a balanced team consisting of some good pokemon—namely, squidward, squidward, and squidward. But squidward has a BRT of 1400! How can arcanite hope to win?
Absol (M)
Nature: Mild
+1 Special Attack, -1 Defense
Type: Dark
Dark:Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Super Luck
Super Luck (Innate):
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.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
MC: 0
DC: 5/5
Attacks:
#Level
Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Pursuit
Bite
Double Team
Swords Dance
Future Sight
Sucker Punch
Night Slash
Me First
Psycho Cut
Perish Song
#Egg#
Megahorn
Zen Headbutt
Magic Coat
Faint Attack
Hex
#TM/HM#
Protect
Substitute
Giga Impact
Shadow Claw
Stone Edge
X-Scissor
Dark Pulse
Flamethrower
Ice Beam
Thunderbolt
#Event/Tutor#
Bounce
Counter
Endure
Sleep Talk
Superpower
Starmie (-)
Nature: Timid
+15% Speed, -1 Attack
Type: Water / Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Illuminate
Illuminate (Can be Enables):
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
BubbleBeam
Minimize
Confuse Ray
Light Screen
Brine
Power Gem
Hydro Pump
#Egg#
Aurora Beam
Barrier
Supersonic
#TM/HM#
Protect
Substitute
Psyshock
Hidden Power Fire (7)
Blizzard
Hyper Beam
Thunder
Psychic
Reflect
Grass Knot
Surf
Dive
Zap Cannon
Endure
Teleport
Bide
#Event/Tutor#
Magic Coat
Pain Split
Machamp (M)
Nature: Careful
+1 Special Defence, -1 Special Attack
Type: Fight
Fight: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts
Guts (Innate):
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.
Stats:
HP: 100
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 4 (+)
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Wide Guard
Karate Chop
Low Kick
Leer
Focus Energy
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Cross Chop
DynamicPunch
#Egg#
Bullet Punch
Close Combat
Counter
Encore
#TM/HM#
Protect
Substitute
Light Screen
Earthquake
Dig
Brick Break
Facade
Focus Blast
Payback
Giga Impact
Stone Edge
Focus Punch
Endure
Bide
#Event/Tutor#
Fire Punch
ThunderPunch
Ice Punch
Sleep Talk
Arcanite's Pokemon eschewed nicknames in favor of power, it seems. Will the extra oomph afforded them by blandness be enough?
Azumaril (M)
Nature: Jolly
+15% Speed, -1 Special Attack, +4% Accuracy
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Huge Power
Huge Power (Innate):
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Stats:
HP: 110
Atk: Rank 2 [5 Huge Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Tackle
Bubble
Defense Curl
Tail Whip
Water Sport
Water Gun
Rollout
Bubblebeam
Helping Hand
Aqua Tail
Double-Edge
Splash
Charm
Bounce
Superpower
Rain Dance
Aqua Ring
#Egg#
Aqua Jet
Encore
Belly Drum
#TM/HM#
Protect
Substitute
Toxic
Light Screen
Dig
Return
Brick Break
Double Team
Rest
Giga Impact
Bulldoze
Dive
Waterfall
Focus Punch
Swagger
Facade
Icy Wind
#Event/Tutor#
Ice Punch
Knock Off
Sleep Talk
Endure
Dizzy Punch
Camerupt (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire/Ground
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 bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Solid Rock
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).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Rock Slide
Earthquake
Eruption
Flamethrower
Curse
#Egg#
Endure
Body Slam
Scary Face
#TM/HM#
Protect
Substitute
Toxic
Sunny Day
Hyper Beam
Solar Beam
Dig
Double Team
Sandstorm
Rest
Overheat
Will o Wisp
Explosion
Rock Polish
Swagger
Incinerate
Giga Impact
Stone Edge
Bulldoze
#Event/Tutor#
Sleep Talk
Mimic
Zoroark (F)
Nature: Hasty
+15% Spd, +17% Acc, -1 Def
Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Illusion
Illusion (Innate):
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: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
U-turn
Scratch
Leer
Pursuit
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Night Slash
Torment
Nasty Plot
Night Daze
Imprison
#Egg#
Sucker Punch
Snatch
Extrasensory
Counter
#TM/HM#
Protect
Substitute
Hyper Beam
Dig
Shadow Ball
Flamethrower
Rest
Focus Blast
Facade
Snarl
Giga Impact
Swords Dance
Grass Knot
U-Turn
Hidden Power (Ice, 7)
Double Team
#Event/Tutor#
Bounce
Dark Pulse
Sleep Talk
Trick
Low Kick
and now for the most suspenseful question of this half-assed op: who goes first????
(Heads = ww, tails = arc)
HOLD THE PRESSES! lincoln is actually /in/ the memorial? what the fuk
Arcanite sends out
Waterwarrior sends out and orders
Arcanite orders
Azumaril (M)
Nature: Jolly
+15% Speed, -1 Special Attack, +4% Accuracy
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Huge Power
Huge Power (Innate):
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Stats:
HP: 110
Atk: Rank 2 [5 Huge Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Tackle
Bubble
Defense Curl
Tail Whip
Water Sport
Water Gun
Rollout
Bubblebeam
Helping Hand
Aqua Tail
Double-Edge
Splash
Charm
Bounce
Superpower
Rain Dance
Aqua Ring
#Egg#
Aqua Jet
Encore
Belly Drum
#TM/HM#
Protect
Substitute
Toxic
Light Screen
Dig
Return
Brick Break
Double Team
Rest
Giga Impact
Bulldoze
Dive
Waterfall
Focus Punch
Swagger
Facade
Icy Wind
#Event/Tutor#
Ice Punch
Knock Off
Sleep Talk
Endure
Dizzy Punch
Camerupt (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire/Ground
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 bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Solid Rock
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).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Rock Slide
Earthquake
Eruption
Flamethrower
Curse
#Egg#
Endure
Body Slam
Scary Face
#TM/HM#
Protect
Substitute
Toxic
Sunny Day
Hyper Beam
Solar Beam
Dig
Double Team
Sandstorm
Rest
Overheat
Will o Wisp
Explosion
Rock Polish
Swagger
Incinerate
Giga Impact
Stone Edge
Bulldoze
#Event/Tutor#
Sleep Talk
Mimic
Zoroark (F)
Nature: Hasty
+15% Spd, +17% Acc, -1 Def
Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Illusion
Illusion (Innate):
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: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
U-turn
Scratch
Leer
Pursuit
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Night Slash
Torment
Nasty Plot
Night Daze
Imprison
#Egg#
Sucker Punch
Snatch
Extrasensory
Counter
#TM/HM#
Protect
Substitute
Hyper Beam
Dig
Shadow Ball
Flamethrower
Rest
Focus Blast
Facade
Snarl
Giga Impact
Swords Dance
Grass Knot
U-Turn
Hidden Power (Ice, 7)
Double Team
#Event/Tutor#
Bounce
Dark Pulse
Sleep Talk
Trick
Low Kick
and now for the most suspenseful question of this half-assed op: who goes first????
(Heads = ww, tails = arc)
HOLD THE PRESSES! lincoln is actually /in/ the memorial? what the fuk
Arcanite sends out
Waterwarrior sends out and orders
Arcanite orders