[Battling 101] Mamoswindle vs Tutor Leethoof

Rules:
3v3 FE Singles
Items = OK
3 Substitutions
Megas = 1
Recovers/Chills = 2/5
Arena=ASB Arena
DQ=3 Days
switch=ok

Team Mamoswindle:

Garchomp [Male] [Tony]
Types:
Dragon - Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage
Ground - Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities::
Sand Veil - This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Rough Skin - When struck with a contact attack, this Pokemon's abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Nature:
Quiet, +1 SpA, -15% Spe and -10% evasion

Stats:
HP: Value 110
Atk: Rank 5
Def: Rank 3
SpA (+): Rank 4
SpD: Rank 3
Spe (-): Value 88
Size Class: 4
Weight Class: 4
Base Rank Total: 22


Ability:
Sand Force - This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:
HP:
110
Atk: 7
Def: 4
SpA (+): 6
SpD: 3
Spe (-): 80
Size Class: 4
Weight Class: 4
Base Rank Total: 26


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

Attacks (23/80):
Body Slam
Crunch
Dig
Draco Meteor
Dragon Claw
Dragon Rage
Dragon Rush
Earth Power
Earthquake
Fire Blast
Fire Fang
Iron Head
Mud Shot
Outrage
Protect
Sand Attack
Sandstorm
Sand Tomb
Shadow Claw
Slash
Stone Edge
Tackle
Take Down


Clawitzer [Male] [Sheldon]
Types:
Water - Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities::
Mega Launcher - This Pokemon has impressive launching power built into its physiology, and all of its Aura and Pulse attacks have their BAP increased by three (3). Full List: Aura Sphere, Dark Pulse, Dragon Pulse, Water Pulse. This Pokemon's Heal Pulse will also heal five (5) more HP.

Nature:
Quiet, +1 SpA, -15% Spe and -10% evasion

Stats:
HP: Value 100
Atk: Rank 3
Def: Rank 3
SpA (+): Rank 6
SpD: Rank 3
Spe (-): Value 51
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0

Attacks (32/57):
Aqua Jet
Aqua Tail
Aura Sphere
Bounce
Bubble
Bubble Beam
Crabhammer
Dark Pulse
Dragon Pulse
Dive
Endure
Entrainment
Flail
Flash Cannon
Heal Pulse
Helping Hand
Ice Beam
Icy Wind
Iron Tail
Muddy Water
Protect
Rock Slide
Shadow Ball
Sludge Wave
Smack Down
Snore
Splash
Swords Dance
Vice Grip
Water Gun
Water Pulse
Water Sport


Sableye [Female] [Stitch]
Types:
Dark - Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Ghost - Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.

Abilities::
Keen Eye - 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 vision also enables it to see through any attempts by an opponent to increase their own evasion.

Stall - This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after the user of Stall, that attack will fail. Against another user of Stall, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Prankster - The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level.

Nature:
Brave, -Spe, +Atk

Stats:
HP: Value 90
Atk (+): Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe (-): Value 43
Size Class: 1
Weight Class: 2
Base Rank Total: 16



Ability:
Magic Bounce - This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the user.

Stats:
HP:
90
Atk (+): 4
Def: 5
SpA: 3
SpD: 4
Spe (-): 17
Size Class: 1
Weight Class: 5
Base Rank Total: 18


MC: 0
AC: 5/5

Attacks (66/116):
Astonish
Captivate
Confuse Ray
Counter
Dazzling Gleam
Detect
Dig
Double Team
Embargo
Endure
Fake Out
Feint Attack
Fire Punch
Flash
Flatter
Focus Punch
Foresight
Foul Play
Fury Swipes
Gravity
Hidden Power [Fighting]
Ice Punch
Icy Wind
Imprison
Knock Off
Leer
Low Kick
Magic Coat
Mean Look
Metal Burst
Mimic
Moonlight
Nasty Plot
Night Shade
Pain Split
Payback
Poison Jab
Power Gem
Protect
Psych Up
Punishment
Quash
Rain Dance
Recover
Scratch
Shadow Ball
Shadow Claw
Shadow Sneak
Snatch
Spite
Sucker Punch
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thunderpunch
Torment
Trick
Water Pulse
Will-O-Wisp
Wonder Room
Zen Headbutt


Team Leethoof

Tomohawk (Cheyenne) (F)
Nature
: Modest (+1 Spa, -1 Atk)

Type: Flying/Fighting

Abilities: Intimidate/Prankster/Justified (DW)

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Noble Roar
Taunt
Rest
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Hurricane
Heat Wave
Air Slash
Earth Power
Rain Dance
Healing Wish

Confuse Ray
Nature Power
Rapid Spin
Roost
Stealth Rock
Yawn
Tailwind

Toxic
Brick Break
Focus Blast
Quash
Rock Tomb
Protect
Sleep Talk
Solarbeam
Fly
Grass Knot
Substitute
Hyper Beam
Reflect


Salamence (Arthur) (M)
Nature
: Hasty (+15% Speed, -1 Def) (+15% Accuracy) (+22% Accuracy Mega)

Type: Dragon/Flying

Abilities: Intimidate/Moxie (DW)/Aerilate (Mega)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 115 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

Mega Stats:
HP: 100
Atk: Rank 6
Def: Rank 4 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 27

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

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Dragon Claw
Zen Headbutt
Double-Edge
Thunder Fang
Fly
Dragon Tail

Dragon Dance
Dragon Rush
Hydro Pump
Endure
Fire Fang
Defog

Protect
Toxic
Substitute
Rock Slide
Shadow Claw
Roar
Draco Meteor
Flamethrower
Stone Edge
Rock Slide
Rock Tomb
Roost
Giga Impact
Dragon Pulse
Hyper Beam
Aqua Tail
Outrage


Squall (Drifblim) (F)
Nature
: Mild (+1 SpA, -1 Def)

Type: Ghost/Flying

Abilities: Aftermath/Unburden/Flare Boost (DW)

Stats:
HP: 125
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 80
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks:
Physical: Acrobatics, Astonish, Constrict, Explosion, Fly, Giga Impact, Knock Off, Payback, Phantom Force, Sucker Punch
Special: Clear Smog, Gust, Hex, Hyper Beam, Icy Wind, Ominous Wind, Psychic, Shadow Ball, Thunder, Thunderbolt, Weather Ball
Other: Baton Pass, Defog, Destiny Bond, Disable, Focus Energy, Hypnosis, Memento, Minimize, Pain Split, Protect, Telekinesis, Thunder Wave, Toxic, Will-o-wisp


1. Mamoswindle sends out and equips an item
2. I send out, equip an item, and order
3. Mamoswindle orders
4. I ref
 
Last edited:

"I'll handle this!"
"Roooooar! My turn!"
"No, Arthur, I said I'll handle this, because I'm sending myself out. I'm the leader here, you have to listen to me."
"Rooooar! Okay!"
"..."

Cheyenne w/ Rare Candy

Air Slash -> Hurricane -> Air Slash
If he is in the evasive part of a damaging/evasive move, then use Fly.
If he is under the effects of a P/E move, then use Stealth Rock the first time, and Noble Roar on following instances.
If damaging ice-type combo, then use Protect.

 
Commentary:
Yeah, pretty straightforward round. I sent out Tomohawk because it is hurt the least by Clawitzer (Drifblim is squishy, and Mence is 4x weak), and has a spammable flinching move. Spammable flinching moves are a savior when ordering first (and are faster), since you can afford to miss a thing or two in your substitutions as your opponent will be wary to execute any tricky plan because of the chance of a flinch. Especially so when the flinching move is a strong STAB attack, like Tomohawk/Togekiss's Air Slash or Aerodactyl's Rock Slide, so you aren't even missing out on a lot of damage. My subs are pretty standard, the damaging-evasive sub was in case you used a paralysis or speed-lowering move to spam dive and avoid most of my damage. Good call on just spamming your strongest moves. Be on your toes next round, as ordering first against Tomohawk is difficult, and I doubt I'll be counterswitching if you switch. You get a 5/5 this round.


Sheldon w/ Rare Candy
HP:
47
EN: 85
Status: Confused (1A)


Cheyenne w/ Rare Candy
HP:
52
EN: 83
Status: Okay

Speed Order: Tomohawk > Clawitzer
my effect rolls are out of 100, crits are a 16 out of 16

Tomohawk=Air Slash (5 EN) (crit=9 no) (effect=84 no) [8 + 3 + 4.5 + 1 = 16.5 Damage]
Clawitzer=Ice Beam (6 EN) (crit=12 no) (effect=70 no) [(8 + 5.5)x1.5 = 20.25 Damage]

Tomohawk=Hurricane (7 EN) (hit=33 yes) (crit=15 no) (effect=26 yes) (confusionlength=35 3 actions) [11 + 3 + 4.5 + 1 = 19.5 Damage]
Clawitzer=Water Pulse (confuse=75 safe) (3 EN) (crit=12 no) (effect=96 no) [6 + 3 + 3 + 5.5 = 17.5 Damage]

Tomohawk=Air Slash (5 EN) (crit=8 no) (effect=41 no) [8 + 3 + 4.5 + 1 = 16.5 Damage]
Clawitzer=Ice Beam (confuse=60 safe) (6 EN) (crit=7 no) (effect=33 no) [(8 + 5.5)x1.5 = 20.25 Damage]


Mamoswindle is up to order or switch
 
Shouldn't there be an RC boost on Water Pulse last round?

Water Pulse ~ Ice Beam ~ Water Pulse

IF Tomohawk uses a damaging Grass type combo THEN use Endure a1 and push back
IF Tomohawk uses a flying type damaging combo THEN use Protect and push back
 

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