Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Tangrowth: Giga Drain (Buizel B) - Power Whip (Buizel B)
[ONCE ONLY] IF Ice Typed Damaging Combination AND Tangrowth is targetted by it THEN Protect and push back IF Buizel B uses P/E without transfer A1 or A2 THEN redirect all attacks A1 and A2 towards Buizel C KO SUB: IF Buizel B is KO'd AND Tangrowth is to Attack it THEN Redirect towards Buizel C
Necturna: Leaf Blade (Buizel B) - Seed Bomb (Buizel B)
FOREWARN BONUS SUB [ONCE ONLY] IF Blizzard THEN Wide Guard AND push back IF Buizel B uses P/E without transfer A1 or A2 THEN redirect all attacks A1 and A2 towards Buizel C IF Buizel B is to use a damaging evasive move AND not in a combo AND Necturna is to attack it THEN Shadow Sneak (Buizel B) and push back KO SUB: IF Buizel B is KO'd AND Necturna is to Attack it THEN Redirect towards Buizel C
Ludicolo: Solarbeam (Buizel B) - Energy Ball (Buizel B) IF Buizel B uses P/E without transfer A1 or A2 THEN redirect all attacks A1 and A2 towards Buizel C [ONLY ONCE] IF Buizel B is to use a damaging evasive move AND with suspense AND Ludicolo is to attack it THEN Fake Out (Buizel B) and push back KO SUB: IF Buizel B is KO'd AND Ludicolo is to Attack it THEN Redirect towards Buizel C
PS: If I can't use "once only" on the forewarn sub, then please ditch Necturna last normal sub and consider the forewarn sub as her second normal sub.
If I am taking an unacceptably long time to referee a round in the future, please post on my profile about your displeasure of my super slow, super unmotivated refereeing speed... @_@
BEGIN ROUND
--- ACTION ONE
Odolwa used Solar Beam (Buizel B)! (Crit Roll [<=625]: 5490/10000; No)
It is Super Effective!
Buizel took ((12+3+3)×1.5)=27 Damage!
Odolwa used (8-1)=7 Energy!
Majora's Wrath used Giga Drain (Buizel B)! (Crit Roll [<=625]: 2229/10000; No)
It is Super Effective!
Buizel B took ((8+3+3)×1.5+4)=25 Damage!
Majora's Wrath recovered (25÷2)=12.5 HP!
Majora's Wrath used (12-1)=11 Energy!
Buizel B used Icy Wind! (Hit Roll {Diababa} [<=9500]: 7516/10000; Yes)
(Crit Roll {Diababa} [<=625]: 6080/10000; No)
It is Super Effective!
Diababa took ((4.5-4.5)×1.5)=1 Damage!
Diababa's Speed fell (1s)! (Crit Roll {Majora's Wrath} [<=625]: 6890/10000; No)
It is Super Effective!
Majora's Wrath took (4.5×1.5)=6.75 Damage!
Majora's Wrath's Speed fell (1s)! (Crit Roll {Odolwa} [<=625]: 7757/10000; No)
Odolwa took (4.5-3)=1.5 Damage!
Odolwa's Speed fell (1s)!
Buizel B used 5 Energy!
Buizel C used Ice Beam (Majora's Wrath)! (Crit Roll [<=625]: 4305/10000; No)
It is Super Effective!
Diababa took (9×1.5)=13.5 Damage!
Buizel C used (7+4)=11 Energy!
Diababa used Leaf Blade (Buizel B)! (Crit Roll [<=1250]: 6368/10000; No)
It is Super Effective!
Buizel B took ((10+3+6)×1.5)=28.5 Damage!
Diababa used (7-1)=6 Energy!
The sunlight is harsh...
Odolwa's Rain Dish triggered!
Odolwa recovered 1 HP!
--- ACTION TWO
Buizel B used Ice Beam (Majora's Wrath)! (Crit Roll [<=625]: 1588/10000; No)
It is Super Effective!
Diababa took (9×1.5)=13.5 Damage!
Buizel B used 7 Energy!
Buizel C used Ice Beam (Majora's Wrath)! (Crit Roll [<=625]: 852/10000; No)
It is Super Effective!
Diababa took (9×1.5)=13.5 Damage!
Buizel C used (7+8)=15 Energy!
Odolwa used Energy Ball (Buizel B)! (Crit Roll [<=625]: 7868/10000; No)
It is Super Effective!
Buizel took ((9+3+3)×1.5)=22.5 Damage!
Odolwa used (7-1)=6 Energy!
Buizel B Fainted!
Majora's Wrath used Power Whip (Buizel C)! (Hit Roll [<=8500]: 4213/10000; Yes)
(Crit Roll [<=625]: 6687/10000; No)
It is Super Effective!
Buizel B took ((12+3+3)×1.5+4)=31 Damage!
Majora's Wrath used (8-1)=7 Energy!
Diababa used Seed Bomb (Buizel C)! (Crit Roll [<=625]: 6425/10000; No)
It is Super Effective!
Buizel C took ((9+3+6)×1.5)=27 Damage!
Diababa used (6-1)=5 Energy!
Buizel C: Blizzard > Blizzard
IF you are asleep when you act, THEN use Sleep Talk (Ice Beam (Majora's Wrath) | Blizzard | Icy Wind | Ice Punch (Majora's Wrath)) that action. IF Wide Guard is used successfully, THEN use Ice Beam (Majora's Wrath) that action.
Player Options
Issue two actions per Pokémon.
Initiate a Capture Phase.
BEGIN ROUND
--- ACTION ONE
Buizel C used Blizzard! (Hit Roll {Diababa} [<=7000]: 3430/10000; Yes)
(Crit Roll {Diababa} [<=625]: 9063/10000; No)
It is Super Effective!
Diababa took ((8.25-4.5)×1.5)=5.625 Damage! (Hit Roll {Majora's Wrath} [<=8000]: 7275/10000; Yes)
(Crit Roll {Majora's Wrath} [<=625]: 1727/10000; No)
It is Super Effective!
Majora's Wrath took (8.25×1.5)=12.375 Damage! (Hit Roll {Odolwa} [<=8000]: 5408/10000; Yes)
(Crit Roll {Odolwa} [<=625]: 9498/10000; No)
Odolwa took (8.25-3)=5.25 Damage!
Buizel C used 8 Energy!
Odolwa chilled out!
Odolwa recovered 12 Energy!
Majora's Wrath used Morning Sun!
Majora's Wrath recovered 35 HP!
Majora's Wrath used (6+(110÷10))=17 Energy!
Diababa chilled out!
Diababa recovered 12 Energy!
The sunlight is harsh...
Odolwa's Rain Dish triggered!
Odolwa recovered 1 HP!
--- ACTION TWO
Buizel C used Blizzard! (Hit Roll {Diababa} [<=7000]: 5674/10000; Yes)
(Crit Roll {Diababa} [<=625]: 2168/10000; No)
It is Super Effective!
Diababa took ((8.25-4.5)×1.5)=5.625 Damage! (Hit Roll {Majora's Wrath} [<=8000]: 493/10000; Yes)
(Crit Roll {Majora's Wrath} [<=625]: 1103/10000; No)
It is Super Effective!
Majora's Wrath took (8.25×1.5)=12.375 Damage! (Hit Roll {Odolwa} [<=8000]: 1691/10000; Yes)
(Crit Roll {Odolwa} [<=625]: 4712/10000; No)
Odolwa took (8.25-3)=5.25 Damage!
Buizel C used (8+4)=12 Energy!
Odolwa used Absord (Buizel C)! (Crit Roll [<=625]: 2246/10000; No)
It is Super Effective!
Buizel took ((4+3+3)×1.5)=15 Damage!
Odolwa recovered (15÷2)=7.5 HP!
Odolwa used (6-1)=5 Energy!
Ludicolo: Fake Out (Buizel) - Chill
IF P/E THEN Chill and push back Tangrowth: Chill - Vine Whip (Buizel)
IF P/E THEN Chill and push back Necturna: Chill - Chill
BEGIN ROUND
--- ACTION ONE
Buizel used Dodge! (Calculated Dodge Rate {Diababa} = 40+((85-81)÷5) = 40.8%)
(Calculated Dodge Rate {Majora's Wrath} = 40+((85-86)÷5) = 39.8%)
(Calculated Dodge Rate {Odolwa} = 40+((85-120)÷5) = 33%)
Buizel attempted to dodge attacks!
Buizel used 5 Energy!
Odolwa used Fake Out (Buizel)! (Hit Roll [<=6700]: 6677/10000; Yes)
(Crit Roll [<=625]: 4512/10000; No)
Buizel took (4+3)=7 Damage!
Odolwa used 4 Energy!
Odolwa's Rain Dish triggered!
Odolwa recovered 1 HP!
--- ACTION TWO
Buizel used a Quick Attack + Quick combo (Majora's Wrath)! (BEC=(3+7)=10, 34 > 10; Combo works)
(Crit Roll [<=625]: 8592/10000; No)
Majora's Wrath took (9-3)=6 Damage!
Buizel took ((3+7)×1.75)=17.5 Energy!
Odolwa chilled out!
Odolwa recovered 12 Energy!
Majora's Wrath used Vine Whip (Buizel C)! (Crit Roll [<=625]: 5786/10000; No)
It is Super Effective!
Buizel B took ((5+3+3)×1.5+4)=20.5 Damage!
Majora's Wrath used (3-1)=2 Energy!
Ether on Tangrowth.
Replace Tangrowth with Chinchou.
Give Miracle Seed to Necturna and Rare Candy to Chinchou (Ludicolo keeps Water Stone). Tangrowth won't carry an item.
Following your chosen path from the Lackey Battle, you eventually come to an area where the stream path and the forest path meet each other again. You look around the area, where the water is only 10 centimetres below you. Like with the Lackey Battle, the path once again splits in two: One alongside the stream again, and the other path going through the forest again. Before you make a decision on what path you take, you hear rustling in the water that grabs your attention. Do you investigate the rustling water or do you ignore it?
Player Options
a) Investigate the rustling in the water.
b) Ignore the rustling in the water.
Manage your team.
You ignore the rustling in the water, thinking it is not suspicious. As you turn your attention to the two paths, however, a Helioptile comes out of nowhere and strikes Chinchou with Mud-Slap, before landing into the stream, before hopping out the other side of the river. You turn your attention to your stricken Pokémon, who feels a little bit dazed after the attack, but before you could tend to it, the rustling turns into loud splashes, and a downpour suddenly starts. It seems like a passing shower, but it does not look like it is going to fade any time soon. You turn your attention to the river and spot a Heliolisk alongside a Lanturn in the water, with the Helioptile on the other side of the river. The Helioptile does not look like it can threaten you but the two Guardians are glaring at you, making you look like a trespasser. It looks like you will have to fight the duo to continue.
Suddenly, the voice of a man similar to the one from Mysterious Cove echoes in your head. "Watch out for the Helioptile; it is a background enemy. It is invulnerable to almost all of your attacks but you will not be affected by its attacks either. It will do nothing but assist the enemy on one action every round and if you take out the guards, it might just leave. I bet you that taunting it will allow you to bring it into the open."
Restrictions: None.
Description: The battle takes place at the halfway point of the stream, where there is not much of a drop between the grass and the water, in fact, there is only a 0.1 metre drop! The arena allows all weathers, and when it is raining—which it is as you start to fight—Electric-type attacks get boosted as well!
Mechanics:
-Arena Type: Water's Edge (Produces Bubble Beam).
-Rain Dance is in effect at the start of the battle. This is considered to have been triggered by the move: Rain Dance, and as such will last 4 rounds.
-Rain also boosts the power of Electric-type attacks by 3.
Heliolisk (M) @ Sun Stone
NATURE: Naive (+15% Speed, +18% Accuracy, -1 SpD)
TYPE: Electric / Normal ABILITIES: Dry Skin / Sand Veil / Solar Power (H)
ATTACKS
Aqua Ring
Bubble
Bubblebeam
Charge
Confuse Ray
Discharge
Eerie Impulse
Electro Ball
Flail
Hydro Pump
Ion Deluge
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun
Blizzard
Dazzling Gleam
Hidden Power (Flying)
Hyper Beam
Protect
Rest
Scald
Substitute
Surf
Thunder
Volt Switch
Agility
Brine
Psybeam
Soak
Whirlpool
Aqua Tail
Bounce
Heal Bell
Icy Wind
Sleep Talk
Helioptile (F)
NATURE: Modest (+1 SpA, -1 Atk)
TYPE: Electric / Normal ABILITIES: Dry Skin / Sand Veil / Solar Power (H)
BEGIN ROUND
--- ACTION ONE (Target Roll: 3/3) Helioptile used Mud-Slap (Chinchou)! (Crit Roll [<=625]: 2348/10000; No)
It is Super Effective!
Chinchou took (4×1.5)=6 Damage!
Chinchou's Accuracy fell (1s)!
Helioptile used 4 Energy!
--- END ROUND
Chinchou [ACTIVATE ILLUMINATE]: Hidden Power (Lanturn) - Hidden Power (Lanturn) IF Electrify AND Aimed at Chinchou THEN Hydro Pump towards Heliolisk IF Lanturn uses Agility (Boosting) A1 THEN COMBO (Icy Wind + Icy Wind) A1 KO SUB: IF Lanturn fainted THEN Blizzard
Necturna: Leaf Blade (Lanturn) - Power Whip (Lanturn)
ONCE ONLY IF Surf AND in a combo AND from Lanturn THEN Wide Guard IF Electrify AND Aimed at Necturna THEN redirect towards Heliolisk KO SUB IF Lanturn fainted THEN Redirect towards Heliolisk
Ludicolo: Energy Ball (Lanturn) - Seed Bomb (Lanturn)
ONCE ONLY IF Soak AND Necturna's first substitution doesn't activate AND Lanturn isn't behind a substitute THEN Fake Out (Lanturn) and push back IF Electrify AND Aimed at Ludicolo THEN redirect towards Heliolisk KO SUB IF Lanturn fainted THEN Redirect towards Heliolisk
Electrify is annoying, I should have gone for the chinchou and risked the paralysis >_<;.
Lanturn: Ion Deluge > Flail + Flail combo (Odolwa, Gem)
"Green... pocalypse?"
Helioptile: N/A > Electric Terrain
Two weeks later I finally post the TLR update... Much to your glee... It would have been very funny if a critical hit or a miss occurred there but alas, it never comes and the Ludicolo gets absolutely maimed by a couple of incredibly powerful neutral hits. At least the Guardians are out in the open now, even though the plucky Helioptile is not. Enter the Tangrowth I guess...
Also I feel like I really need to alter my field effects section the next time I take up something.
And yeah, yet another classic example of combination nuking making someone's TLR hopes take a blow for all those who hate combination nukes in TLR's everybody!!!
Arena Notes
-Type: Water's Edge
-Rain boosts the BAP of Electric-type attacks by 3.
END ROUND ONE
RAIN CONTINUES TO FALL... (3r)
ION DELUGE... (4a)
THE TERRAIN IS ELECTRIC... (3r)
BEGIN ROUND
Chinchou enabled Illuminate!
--- ACTION ONE
Lanturn used Ion Deluge!
The entire field was charged with ions (6a)!
Lanturn used (8-1)=7 Energy!
Heliolisk used Electrify (Chinchou)!
Chinchou's Volt Absorb triggered!
It does not affect Chinchou...
Heliolisk used (7-1)=6 Energy!
Odolwa used Energy Ball (Lanturn)! (Crit Roll [<=625]: 6105/10000; No)
It is Super Effective!
Lanturn took ((9+3+3)×1.5)=22.5 Damage! (Effect Roll {-1 Sp. Defence} [<=1000]: 7754/10000; No)
Odolwa used (7-1)=6 Energy!
Diababa used Leaf Blade (Lanturn)! (Crit Roll [<=1250]: 3817/10000; No)
It is Super Effective!
Lanturn took ((9+3+4.5)×1.5+4)=28.75 Damage!
Diababa used (7-1)=6 Energy!
Helioptile watched carefully!
Chinchou woke up!
Chinchou used Hidden Power (Heliolisk)! (Hit Roll [<=8500]: 7454/10000; Yes)
(Crit Roll [<=625]: 7463/10000; No)
Heliolisk took (6+4.5)=10.5 Damage!
Chinchou used 4 Energy!
Odolwa's Rain Dish triggered!
Odolwa recovered 2 HP!
--- ACTION TWO
Odolwa used Seed Bomb (Lanturn)! (Crit Roll [<=625]: 906/10000; No)
It is Super Effective!
Lanturn took ((8+3+1.5)×1.5)=18.75 Damage!
Odolwa used (6-1)=5 Energy!
Diababa used Power Whip (Lanturn)! (Hit Roll [<=9500]: 1193/10000; Yes)
(Crit Roll [<=625]: 3741/10000; No)
It is Super Effective!
Lanturn took ((12+3+4.5)×1.5+4)=33.25 Damage!
Diababa used (8-1)=7 Energy!
Helioptile used Electric Terrain!
The terrain became electric (4r)!
Helioptile used (10-1)=9 Energy!
Chinchou used Hidden Power (Lanturn)! (Hit Roll [<=8500]: 1138/10000; Yes)
(Crit Roll [<=625]: 6602/10000; No)
Lanturn took ((6+4.5)×1.5)=15.75 Damage!
Chinchou used (4+4)=8 Energy!
Heliolisk used a Thunder + Thunder combo (Odolwa)! (BEC=(7+11)=18, 94 > 18; Combo works)
(Crit Roll [<=625]: 2942/10000; No)
Odolwa took (32.75+3)=35.75 Damage! (Effect Roll {Paralysis} [<=6000]: 6762/10000; No)
Heliolisk used ((8+12)×1.75-1)=34 Energy!
Lanturn used Flail + Flail combo (Odolwa, Gem)! (HP% = 1/120 = 0.833%)
(BEC=(12+16)=28, 93 > 28; Combo works)
(Crit Roll [<=625]: 8627/10000; No)
The Electric Gem boosted the power of the attack!
Odolwa took (54+3-1.5)=55.5 Damage!
Lanturn used ((13+17)×1.5-1)=51.5 Energy!
"DOOMSDAY IS NEAR EVERYBODY THE GRASS-TYPES ARE GOING TO MAIM US ALL!!!" | "Someone save me from this psychopath... -_-"
Heliolisk: N/A > Parabolic Charge
IF you are asleep when you act A2, THEN use Sleep Talk (Parabolic Charge | Thunderbolt (Majora's Wrath) | Thunder (Majora's Wrath) | Volt Switch (Majora's Wrath)) A2. IF Wide Guard is used successfully A2, THEN use Thunderbolt (Majora's Wrath) A2.
Lanturn: [Toggle Illuminate ON] N/A > Blizzard IF you are asleep when you act A2, THEN use Sleep Talk (Blizzard | Signal Beam (Majora's Wrath) | Thunder (Majora's Wrath) | Icy Wind) A2. IF Wide Guard is used successfully A2, THEN use Thunder (Majora's Wrath) A2.
Player Options
Send out Tangrowth and issue two actions per Pokémon.
Send out Tangrowth and initiate a Capture Phase.
"Someone tell me why I should help a doomsday theorist..."
Helioptile: N/A > Surf
Nice to know that I can pull a dummy substitution with some degree of success... But yeah if you were expecting Heliolisk to be handed to you on a plate, think again. You are going to have to do a little more than just fire off a Sleep Powder.
Also, holy crap resisted Electric-type attacks can deal a lot of damage on this arena.
Arena Notes
-Type: Water's Edge
-Rain boosts the BAP of Electric-type attacks by 3.
END ROUND TWO
RAIN CONTINUES TO FALL... (2r)
ION DELUGE... (2a)
THE TERRAIN IS ELECTRIC... (2r)
Odolwa (M) @ Water Stone
Typing: Water/Grass Abilities: Swift Swim/Rain Dish/Own Tempo HP/EN: KO / KO
Stats: 3 / 3 / 4 / 5 / 120 SC/WC/BRT: 3 / 4 / 19 Boosts: -10% Evasion Status: Fainted
BEGIN ROUND
Lanturn enabled Illuminate!
--- ACTION ONE
Heliolisk must recharge!
Diababa used Power Whip (Heliolisk)! (Crit Roll [<=625]: 8926/10000; No)
Heliolisk took (12+3+4.5+4)=23.5 Damage!
Diababa used (8+3)=11 Energy!
Helioptile watched carefully!
Lanturn must recharge!
Chinchou used Hidden Power (Lanturn)! (Crit Roll [<=625]: 5409/10000; No)
Lanturn took ((6+4.5)×1.5)=15.75 Damage!
Chinchou used (4+8)=12 Energy!
Lanturn Fainted!
Majora's Wrath used Power Whip (Heliolisk)! (Hit Roll [<=9500]: 4704/10000; Yes)
(Crit Roll [<=625]: 516/10000; Yes)
A Critical Hit!
Heliolisk took (12+3+3+3)=21 Damage!
Majora's Wrath used (8-1)=7 Energy!
Rain continues to fall...
Heliolisk's Dry Skin triggered!
Heliolisk recovered 2 HP!
--- ACTION TWO
Diababa used Wide Guard!
Diababa protected her team from spread attacks!
Diababa used 7 Energy!
Heliolisk used Thunderbolt (Majora's Wrath)! (Crit Roll [<=625]: 2385/10000; No)
It is not very effective...
Majora's Wrath took ((17+3+3)÷1.5)=15.333 Damage! (Effect Roll {Paralysis, Majora's Wrath} [<=1000]: 3166/10000; No)
Heliolisk used (7-1)=6 Energy!
Helioptile used Surf!
Heliolisk's Dry Skin triggered!
Heliolisk recovered ((12+3)÷4)=3.75 HP!
Helioptile used 7 Energy!
Chinchou used Volt Switch (Heliolisk)! (Crit Roll [<=625]: 4496/10000; No)
It is not very effective...
Heliolisk took ((14+3+4.5)÷1.5)=14.333 Damage!
Chinchou used (5-1)=4 Energy!
Majora's Wrath used Sleep Powder (Heliolisk)! (Hit Roll [<=8500]: 7255/10000; Yes)
The electric terrain blocked the attack!
Majora's Wrath used (7-1)=6 Energy!
Diababa/Necturna: Shadow Sneak (Heliolisk) - Shadow Sneak (Heliolisk)
IF P/E THEN Chill and push back IF Parabolic Charge A1 THEN Shadow Sneak A1 Majora's Wrath/Tangrowth: Seed Bomb (Heliolisk) - Energy Ball (Heliolisk) IF P/E THEN Chill and push back IF Heliolisk is underground when Tangrowth is to attack then Chill and push back Chinchou/Chinchou: Signal Beam (Heliolisk) - Volt Switch (Heliolisk) IF P/E THEN Chill and push back IF Heliolisk is underground when Chinchou is to attack then Chill and push back
Yeah Shadow Sneaking a Heliolisk was a good idea... even making a substitution to Shadow Sneak on a Parabolic Charge was a good idea...
Sarcasm aside you still manage to take out the Heliolisk, but not before the Heliolisk dealt quite a bit of damage to the Tangrowth with repeated thunder bolts. After the Heliolisk died however, the Helioptile got scared that you were going after it and ran away for the far hills. Oh well...
With the last of the Guardians dispatched, you turn your attention to the two paths again. You note that the two paths that were there are still able to be taken. One path leads upstream, while the other leads into the forest again. Which path do you take?
Player Options
a) Take the path upstream.
b) Take the path through the forest.
Manage your team.
Heliolisk (M) @ Sun Stone
Typing: Electric/Normal Abilities: Dry Skin/Sand Veil/Solar Power HP/EN/CHP: KO / 36 / 225
Stats: 2 / 2 / 5 / 2 / 126 SC/WC/BRT: 2 / 2 / 18 Boosts: +18% Accuracy Status: N/A
Background O
Helioptile (F)
Typing: Electric/Normal Abilities: Dry Skin/Sand Veil/Solar Power HP/EN/CHP: 90 / 73 / 110
Stats: 1 / 2 / 4 / 2 / 70 SC/WC/BRT: 1 / 1 / 14 Boosts: N/A Status: Ran away like a coward
Odolwa (M) @ Water Stone
Typing: Water/Grass Abilities: Swift Swim/Rain Dish/Own Tempo HP/EN: KO / KO
Stats: 3 / 3 / 4 / 5 / 120 SC/WC/BRT: 3 / 4 / 19 Boosts: -10% Evasion Status: Fainted
BEGIN ROUND
--- ACTION ONE
Diababa used Shadow Sneak (Heliolisk)!
It does not affect Heliolisk...
Diababa used (4-1)=3 Energy!
Heliolisk used Thunder (Majora's Wrath)! (Crit Roll [<=625]: 1035/10000; No)
It is not very effective...
Majora's Wrath took ((19+3+3)÷1.5)=16.667 Damage! (Effect Roll {Paralysis} [<=3000]: 5395/10000; No)
Heliolisk used (8-1)=7 Energy!
Helioptile watched carefully!
Chinchou used Signal Beam (Heliolisk)! (Crit Roll [<=625]: 2675/10000; No)
Heliolisk took (8+4.5)=12.5 Damage! (Effect Roll {Confusion} [<=1000]: 9637/10000; No)
Chinchou used 6 Energy!
Majora's Wrath used Seed Bomb (Heliolisk)! (Crit Roll [<=625]: 3655/10000; No)
Heliolisk took (8+3+3)=14 Damage!
Majora's Wrath used (6-1)=5 Energy!
Rain continues to fall...
Heliolisk's Dry Skin triggered!
Heliolisk recovered 2 HP!
--- ACTION TWO
Diababa used Shadow Sneak (Heliolisk)!
It does not affect Heliolisk...
Diababa used (4+3)=7 Energy!
Heliolisk used Thunder (Majora's Wrath)! (Crit Roll [<=625]: 8891/10000; No)
It is not very effective...
Majora's Wrath took ((19+3+3)÷1.5)=16.667 Damage! (Effect Roll {Paralysis} [<=3000]: 5395/10000; No)
Heliolisk used (8+3)=11 Energy!
Helioptile used Surf!
Heliolisk's Dry Skin triggered!
Heliolisk recovered ((12+3)÷4)=3.75 HP!
Helioptile used 7 Energy!
Chinchou used Volt Switch (Heliolisk)! (Crit Roll [<=625]: 764/10000; No)
It is not very effective...
Heliolisk took ((14+3+4.5)÷1.5)=14.333 Damage!
Chinchou used (5-1)=4 Energy!
Majora's Wrath used Energy Vall (Heliolisk)! (Crit Roll [<=625]: 8770/10000; No)
Heliolisk took (9+3+3)=15 Damage!
Majora's Wrath used (7-1)=6 Energy!
Using Revive on Ludicolo.
Using Potion on Tangrowth.
Using Elixir (Necturna, Ludicolo, Chinchou).
Rare Candy to Necturna, Electric Gem to Chinchou (or nothing if I don't get the gem), Miracle Seed to Tangrowth
You do not get the Electric Gem since it was partially consumed by Lanturn's mega Flail combo. You do however get a Sun Stone and I forgot to factor that. It is fixed as of this update.
FROSTY
Amperage Stream - Midstream Point
Feeling the need to follow a defined path, you decide to go up the stream (again). You head in that direction, wondering what dangers await...
Amperage Stream - Abandoned Raft
Continuing upstream, exhausted from a tough encounter, you suddenly notice what looks to be a rare item stranded on a rock in the middle of the water. You also notice what looks like a raft beside you, complete with oars, but abandoned. You could try and paddle your way upstream to grab the item but that would mean paddling against the current, which is tough work. You also note that there could be danger in the water. Alternatively, you could just ignore the raft and the item while continuing your way upstream. What do you do?
Player Options
a) Take the raft and paddle your way to grab the item.
b) Ignore the raft and the item, moving your way upstream.
Manage your team.
Not interested in trying to paddle your way to to the rare item, you walk on further upstream without incident. You feel as if the item would have been valuable, but you feel as if it was not worth it, as you continue upstream...
... Or so you thought as a Jolteon suddenly jumps out in front of you and began charging electricity through its body, as if it was going to attack you. It looks like it wants to beat your Pokémon one at a time. Who do you send in to take on the Jolteon?
Restrictions: None.
Description: The battle takes place alongside the stream itself. The water is a few metres below, but it is nothing that those who want to use it cannot reach.
Leaf Blade - Seed Bomb - Leaf Blade
IF Hyper Beam AND in a combo AND Jolteon is not under cooldown THEN Protect AND Replace the following action with Chill. IF Dig AND not in a combo AND Jolteon is not under cooldown THEN Shadow Sneak on the first instance, Chill on the second and Shadow Sneak on the third and push back
Odolwa (M) @ Water Stone
Typing: Water/Grass Abilities: Swift Swim/Rain Dish/Own Tempo HP/EN: 50 / 50
Stats: 3 / 3 / 4 / 5 / 120 SC/WC/BRT: 3 / 4 / 19 Boosts: -10% Evasion Status: N/A
BEGIN ROUND
--- ACTION ONE
Jolteon used Shadow Ball! (Crit Roll [<=625]: 3544/10000; No)
It is Super Effective!
Diababa took ((8-1.5)×1.5)=9.75 Damage! (Effect Roll {-1 Sp. Defence} [<=2000]: 8156/10000; No)
Jolteon used 6 Energy!
Diababa used Leaf Blade! (Crit Roll [<=1250]: 2377/10000; No)
Jolteon took (10+3+4.5)=17.5 Damage!
Diababa used (7-1)=6 Energy!
Jolteon's Volt Absorb triggered!
Jolteon recovered 2 HP!
--- ACTION TWO
Jolteon used Zap Cannon! (Hit Roll [<=7600]: 9454/10000; No)
Jolteon's attack missed!
Jolteon used (9-1)=8 Energy!
Diababa used Seed Bomb! (Crit Roll [<=625]: 4095/10000; No)
Jolteon took (9+3+4.5)=16.5 Damage!
Diababa used (6-1)=5 Energy!
Jolteon's Volt Absorb triggered!
Jolteon recovered 2 HP!
--- ACTION THREE
Jolteon used Shadow Ball! (Crit Roll [<=625]: 3721/10000; No)
It is Super Effective!
Diababa took ((8-1.5)×1.5)=9.75 Damage! (Effect Roll {-1 Sp. Defence} [<=2000]: 7136/10000; No)
Jolteon used 6 Energy!
Diababa used Leaf Blade! (Crit Roll [<=1250]: 3862/10000; No)
Jolteon took (10+3+4.5)=17.5 Damage!
Diababa used (7-1)=6 Energy!
Jolteon's Volt Absorb triggered!
Jolteon recovered 2 HP!
--- END ROUND
BACKPACK Potion: 1/3 free slots
2× Potion Super Potion: 0/1 free slots
1× Super Potion Ether: 1/3 free slots
2× Ether Revive: 1/1 free slots Elixir: 1/1 free slots Other Items: -- free slots
1× Heal Ball
12× Ultra Ball
1× Miracle Seed (Necturna)
1× Rare Candy (Chinchou)
1× Sun Stone
1× Water Stone (Ludicolo) Spare Pocket (any item): 3/3 free slots
ITEMS/POKEMON GAINS/LOSSES
+1× Chinchou
+1× Sun Stone
-1× Potion
-1× Ether
-1× Revive
-1× Elixir
-3× Ultra Ball
Jolteon: Thunder > Shadow Ball > Thunder
IF Skill Swap is used, THEN use Protect on the first instance, Dig on the second instance, Protect on the third instance, pushing actions back. IF Torment is used successfully, THEN replace Shadow Ball with Pin Missile. Player Options
Issue three actions per Pokémon.
Initiate a Capture Phase.
Odolwa (M) @ Water Stone
Typing: Water/Grass Abilities: Swift Swim/Rain Dish/Own Tempo HP/EN: 50 / 50
Stats: 3 / 3 / 4 / 5 / 120 SC/WC/BRT: 3 / 4 / 19 Boosts: -10% Evasion Status: N/A
BEGIN ROUND
--- ACTION ONE
Jolteon used Thunder! (Hit Roll [<=9600]: 4741/10000; Yes)
(Crit Roll [<=625]: 5719/10000; No)
It is not very effective...
Diababa took ((11+3-1.5)÷1.5)=8.333 Damage! (Effect Roll {Paralysis} [<=3000]: 4562/10000; No)
Jolteon used (8-1)=7 Energy!
Diababa used Horn Leech! (Crit Roll [<=625]: 8654/10000; No)
Jolteon took (9+3+4.5)=16.5 Damage!
Diababa recovered (16.25÷2)=8.25 HP!
Diababa used (12-1)=11 Energy!
Jolteon's Volt Absorb triggered!
Jolteon recovered 2 HP!
--- ACTION TWO
Jolteon used Shadow Ball! (Crit Roll [<=625]: 1717/10000; No)
It is Super Effective!
Diababa took ((8-1.5)×1.5)=9.75 Damage! (Effect Roll {-1 Sp. Defence} [<=2000]: 3544/10000; No)
Jolteon used 6 Energy!
Diababa chilled out!
Diababa recovered 12 Energy!
Jolteon's Volt Absorb triggered!
Jolteon recovered 2 HP!
--- ACTION THREE
Jolteon used Thunder! (Hit Roll [<=9600]: 2304/10000; Yes)
(Crit Roll [<=625]: 2880/10000; No)
It is not very effective...
Diababa took ((11+3-1.5)÷1.5)=8.333 Damage! (Effect Roll {Paralysis} [<=3000]: 2137/10000; Yes)
Diababa became paralysed (20%)!
Jolteon used (8-1)=7 Energy!
(Paralysis Roll {Diababa} [<=2000]: 4586/10000; No)
Diababa used Shadow Claw! (Crit Roll [<=1250]: 9296/10000; No)
Jolteon took (8+3+4.5)=15.5 Damage!
Diababa used (5-1)=4 Energy!
Jolteon's Volt Absorb triggered!
Jolteon recovered 2 HP!
Diababa's paralysis fell (5%)!
--- END ROUND
BACKPACK Potion: 1/3 free slots
2× Potion Super Potion: 0/1 free slots
1× Super Potion Ether: 1/3 free slots
2× Ether Revive: 1/1 free slots Elixir: 1/1 free slots Other Items: -- free slots
1× Heal Ball
12× Ultra Ball
1× Miracle Seed (Necturna)
1× Rare Candy (Chinchou)
1× Sun Stone
1× Water Stone (Ludicolo) Spare Pocket (any item): 3/3 free slots
ITEMS/POKEMON GAINS/LOSSES
+1× Chinchou
+1× Sun Stone
-1× Potion
-1× Ether
-1× Revive
-1× Elixir
-3× Ultra Ball
Rest - Chill - Chill
IF Hyper Beam AND in a combo A1, A2 or A3 THEN Protect on the respective(s) action and replace all the others (before and after) with Chill IF Ghost-Typed damaging combo A1, A2 or A3 THEN Protect on the respective(s) action and replace all the others (before and after) with Chill