[Battling 202 Test Run - Singles] Mentor Frosty vs Pupil ZhengTann

Frosty

=_=
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Rules:
5v5 Singles
ASB Arena
Strict 96h Disqualification. One warning per player. If pupil gets DQ'd twice, he can be kicked out by tutor. If tutor is DQ'd twice pupil may ask for replacement.
2 Recoveries / 5 Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
Switch = OK
Abilities = ALL
Items = ON
Mega: One
Sendout = Tutor sends out first.

Special Battling 202 Mentorship Rules:

The twist is: any and every move made by pupil must be justified. And if the Tutor doesn't accept the justification or knows of an action-set that accomplishes the same more efficiently, he may demand the pupil to reorder, resend the team, send out a different pokemon or a different item, or to explain further his strategy, until the tutor is satisfied. Yes, this means that "surprise" won't be a good strategy to use here, simply because of how unreliable that is. The tutor won't need to justify whatever, so surprise remains a good option for him.

Terrible repetitive plays from the pupil may cause the tutor to call a DQ, with the approval of the Manager of the course This program is for mildly experienced players. If you don't much idea of how things work, then the best way to fix it is with practice, not this program. Same way: if you are bringing your A-Game, then why bother?


Team Mentor Frosty

Deoxys [Agahnim]
Nature: Lonely (+1 Atk, -1 Def)
Type: Psychic

Abilities: Pressure

Stats:

HP: 90
Atk: Rank 7 (+)
Def: Rank 1 (-)
SpA: Rank 6
SpD: Rank 2
Spe: 150
Size Class: 3
Weight Class: 4
Base Rank Total: 24

MC: 0


Hp: 90 | 90 | 90
Atk: 9 | 4 | 4 (+)
Def: 0 | 6 | 2 (-)
SpA: 8 | 3 | 3
SpD: 1 | 7 | 3
Spe: 150 | 90 | 180
Base Rank Total: 26 | 25 | 22


Attacks (105/??):
Aerial Ace
Agility
Ally Switch
Amnesia
Avalanche
Bind
Body Slam
Brick break
Calm Mind
Charge Beam
Confide
Cosmic Power
Counter
Cut
Dark Pulse
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Endure
Energy ball
Extreme Speed
Facade
Fire Punch
Flash
Flash Cannon
Fling
Focus Punch
Focus blast
Frustration
Giga Impact
Grass knot
Gravity
Hidden Power (Ground)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Knock Off
Leer
Light Screen
Low Kick
Low Sweep
Magic Coat
Mega Punch
Mimic
Mirror Coat
Mud-Slap
Natural Gift
Night Shade
Nightmare
Poison Jab
Power Up Punch
Protect
Psych Up
Psychic
Psycho Boost
Psycho Shift
Psyshock
Pursuit
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Safeguard
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spikes
Stealth Rock
Substitute
Sunny Day
Super Power
Swift
Taunt
Telekinesis
Teleport
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Water Pulse
Wonder Room
Wrap
Zap Cannon
Zen Headbutt

Conkeldurr [Dangoro] (M)

Nature: Adamant (+1Atk, -1SpA)

Type: Fighting

Abilitits: Guts/Sheer Force/Iron Fist (U)

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks (61/72):
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Counter
Detect
Dig
Double Team
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power Flying
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power Up Punch
Protect
Rest
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Rock Throw
Round
Scary Face
Sleep Talk
Smack Down
Smelling Salts
Snore
Stone Edge
Substitute
Superpower
Taunt
Thunder Punch
Toxic
Wake-Up Slap
Wide Guard
Work Up

Azumarill [Kafei](M)

Nature: Adamant (+1Atk, -1SpA)

Type: Water/Fairy

Abilitits: Huge Power/Thick Fat/ Sap Sipper (Unlocked)

Stats:
HP: 110
Atk: Rank 3 [6 Huge Power] (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]

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

Attacks (70/98):
Amnesia
Aqua Jet
Aqua Ring
Aqua Tail
Belly Drum
Bounce
Brick Break
Body Slam
Bubble
Bubblebeam
Bulldoze
Camouflage
Charm
Confide
Copycat
Covet
Defense Curl
Dig
Dive
Dizzy Punch
Double Team
Double-Edge
Dynamic Punch
Encore
Endure
Fling
Focus Punch
Foresight
Future Sight
Giga Impact
Grass Knot
Hail
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Punch
Icy Wind
Iron Tail
Knock Off
Light Screen
Mimic
Natural Gift
Perish Song
Play Rough
Power Up Punch
Protect
Rain Dance
Refresh
Rest
Return
Rock Smash
Rollout
Scald
Sing
Sleep Talk
Snore
Soak
Splash
Substitute
Superpower
Surf
Swagger
Tackle
Tail Whip
Toxic
Water Gun
Water Sport
Waterfall
Whirlpool

Bubble Shield

Ferrothorn [Onox] (M)

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Grass/Steel

Abilities:
Iron Barbs/Anticipation (H) [UNLOCKED]


Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 17 (20/1.15) (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (62/66):
Acid Spray
Aerial Ace
Block
Bulldoze
Bullet Seed
Confide
Curse
Cut
Double Team
Endeavor
Energy Ball
Explosion
Facade
Flash
Flash Cannon
Frustration
Giga Drain
Giga Impact
Grass Knot
Gravity
Gyro Ball
Harden
Hidden Power Ice
Hone Claws
Hyper Beam
Ingrain
Iron Defense
Iron Head
Knock Off
Leech Seed
Magnet Rise
Metal Claw
Mirror Shot
Nature Power
Payback
Pin Missile
Poison Jab
Power Whip
Protect
Rest
Return
Rock Climb
Rock Smash
Rollout
Sandstorm
Seed Bomb
Selfdestruct
Shadow Claw
Sleep Talk
Snore
Solarbeam
Spikes
Stealth Rock
Strength
Substiute
Sunny Day
Tackle
Thunder
Thunder Wave
Thunderbolt
Toxic
Worry Seed

Colossoil [Gyorg] (M)
Nature: Jolly (+ Spe, Accuracy +14% (13.9), SpA: -1)
Type: Dark / Ground

Abilities: Rebound/Guts/(H) Pressure [UNLOCKED]

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC:6/6
MC: 0
AC:5/5

Moves (84/90):
Ancient Power
Aqua Tail
Attract
Bite
Body Slam
Bounce
Brick Break
Bubblebeam
Bulldoze
Captivate
Confide
Crunch
Dark Pulse
Dig
Dive
Double Edge
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Echoed Voice
Embargo
Encore
Endure
Facade
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Frustration
Giga Impact
Hidden Power Fairy
Horn Attack
Horn Drill
Hyper Beam
Iron Tail
Knock Off
Leer
Magnitude
Megahorn
Mud Bomb
Mud Shot
Muddy Water
Natural Gift
Payback
Peck
Protect
Pursuit
Quash
Rain Dance
Rapid Spin
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rototiler
Sand Tomb
Sandstorm
Screech
Sleep Talk
Smack Down
Snarl
Snatch
Snore
Spit Up
Stockpile
Stone Edge
Substitute
Sucker Punch
Sunny Day
Superpower
Swallow
Tackle
Taunt
Thief
Thunder Fang
Toxic
U-Turn
Water Spout

Bloodlust


Team Pupil ZhengTann


Haxorus(*) Natsu (M)

Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.

Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.

Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.


Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)

Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.

Abilities:
Ability 1: Mold Breaker
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.

Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5

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

Attacks (71/71):
Aerial Ace
Aqua Tail
Assurance (*)
Attract
Brick Break
Bulldoze
Confide
Counter
Cut
Dig (*)
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
Facade
False Swipe (*)
Fling
Focus Blast
Focus Energy
Frustration
Giga Impact
Grass Knot
Guillotine
Harden
Hidden Power Fire
Hone Claws
Hyper Beam
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Rain Dance
Razor Wind
Rest
Return
Reversal (*)
Roar
Rock Slide
Rock Smash (*)
Rock Tomb
Round
Scary Face (*)
Scratch (*)
Secret Power
Shadow Claw
Shock Wave
Slash (*)
Sleep Talk
Snore
Strength
Substitute
Superpower
Surf
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
X-Scissor (*)
Gardevoir - Lucy (F)

Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.

Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.


Lucy likes to spend most of her time penning her thoughts into words, giving herself clarity on her own emotions. Confident in her appeal and skills, she sometimes still has her doubtful moments, but learning to calm her inner storms is something Zheng taught her to do diligently, and she always falls back to that in any situation.

The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.


Nature: Bold (+1 Def, -1 Atk)

Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.

Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.

Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Ability 2: Trace
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. 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. (Command: Trace (Target Ability) )

Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.



Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3

Stats (Mega-Evo):
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3

EC: 9/9
MC: 1
AC: 5/5

Attacks:
Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Disable
Disarming Voice
Double Team
Double-Edge
Draining Kiss
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Flash
Fling
Focus Blast
Frustration
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mimic
Misty Terrain
Moonblast
Natural Gift
Nightmare
Pain Split
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Froslass - Juvia (F)

Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.

The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.


Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)

Type:
Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold.



Ghost type: 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 the effects.

Abilities:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.

Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3

EC: 6/6 Next Evolution at 6
MC: 0
AC: 5/5

Attacks:
Astonish
Attract
Avalanche
Bide
Bite
Blizzard
Block
Body Slam
Captivate
Confide
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Draining Kiss
Endure
Fake Tears
Frost Breath
Hail
Headbutt
Hex
Hyper Beam
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Light Screen
Mud-Slap
Ominous Wind
Pain Split
Powder Snow
Protect
Psychic
Rain Dance
Rollout
Safeguard
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Spikes
Spite
Substitute
Sucker Punch
Taunt
Torment
Toxic
Wake-up Slap
Water Pulse
Weather Ball
Laxus - Eelektross (M)

Misunderstood since he had memory about his gender and sexuality, Laxus often feels angry at the world. At capture, he felt that only Zheng was non-judgemental to him, and more important, his anger. Yet, he still often lashes out at the people he loved because he's angry with himself for being weak. And he tries to be stronger by projecting his will upon others. Erza and Mirajane are the two who'd stand up to his reckless tantrums, not allowing him to hurt himself or those around him.

Nature: Quiet (+ SpA, -15% Speed, -10% Evasion)

Type:
Electric type: Electric STAB; immune to paralysis status.

Abilities:
Ability 1: Levitate
Type: Passive
Laxus naturally floats above the earth when released, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (50/1.15) (-)

Size Class: 4
Weight Class: 4
BRT: 19

EC: 9/9
MC: 0

Attacks:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Confide
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Pulse
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Focus Punch
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power Ice
Hone Claws
Hyper Beam
Ion Deluge
Iron Tail
Knock Off
Light Screen
Magnet Rise
Outrage
Power-up Punch
Protect
Rest
Rock Slide
Rock Tomb
Signal Beam
Sleep Talk
Spark
Strength
Super Fang
Superpower
Tackle
Thrash
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
U-turn
Volt Switch
Wild Charge
Zap Cannon
Scunner - Crucibelle (F)

Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.

Nature: Naive (+Speed, +% Accuracy, -SpDef)

Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.

Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.


Abilities:
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.

Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.

Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.


Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.

Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)

Size Class: 3
Weight Class: 2
BRT: 21

Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)

Size Class: 3
Weight Class: 2
BRT: 24

MC: 0
AC: 5/5

Attacks (70/70):
Acid Armor
Astonish
Attract
Block
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Embargo
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power Ground
Hyper Beam
Infestation
Iron Head
Low Kick
Magic Room
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Swagger
Torment
Toxic
Toxic Spikes
Trick
U-turn
Venoshock
Withdraw
Wonder Room
Wood Hammer
Zen Headbutt


Order of Operations

ZhengTann sends out pokemon with item
Frosty comments and eventually sends out pokemon with item and orders
ZhengTann orders
Frosty comments
ZhengTann adjusts orders
Frosty eventually gives thumbs up for reffing
Exclaimer refs

 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Cue monologue - I once had a teacher who said that if there's no obvious go-to, then use the elimination process. Froslass is the first obvious choice that should be struck off - Colossoil hard-counters with typing and Rebound. Crucibelle becomes a liability too by being 4x Ground weak. Crap, my hazards game just fell flat.
Worse, Frosty can call in his own hazards game. So my choices are limited to Gardevoir and Haxorus - Eelektross does not have Taunt, so even if it roasts a leading Ferrothorn, by then Frosty would have all Spikes and SR on me and I will have no non-flavour way to remove them. Okay, so narrowing down to these two:
  1. Gardevoir forces Frosty to think twice before leading with Colossoil or Conkeldurr, but is perfect Ferrothorn bait, as Ferrothorn can simply sub to lay down hazards as Gardevoir P/Es. Azumarill is also a subpar choice, with only Iron Tail.
  2. Haxorus baits Azumarill or Conkeldurr, which at least delays the hazards opening. These two probably outdamages, but it gives me more leeway to Counter-play (hah, hah). Haxorus is also a more favourable match-up against Ferrothorn, at least compared to Gardevoir. Conkeldurr is more or less neutral, since Rivalry-boosted Low Kick hurts a lot.
But wait - Deoxys. Frosty's perfect lead. With 90 Speed even at Defense-forme, and its own Taunt/Magic Coat, Haxorus can do nothing as it litters the whole ground. Gardevoir needs at least 2 actions before it can fully stop a decently-subbed Deoxys. Come to think of it, Gardevoir needs at least 2 actions to decently wall-off Ferrothorn too.

So it has to come down to this, I guess - I had to choose between:
  1. Severely hampering Gardevoir, who is a reliable counter to 2 of Frosty's team, by leading with her.
  2. Losing out the hazards game and be prepared to take 12++ damage per switch, by forcing a Deoxys versus Haxorus match-up.
At 2223 hours, my train of thought decided to go for the Gardevoir route. At least ordering second gives me a slim-as-toothpick chance that Frosty might slip with his Subs and allow me a loophole to slip through.

But which item? Rare Candy is a more permanent choice, as it boosts STABs. But RCB can maybe force Frosty to forgo Defense-Deoxys' bulk for Speed, if he aims to lay down more than 1 layer of hazards this round. And Gardevoir at least has Trick to recover from a lost item. Also, Frosty has Mental Herbs - ugh. That means without RCB, I'll need to spend all 3 actions before Gardevoir can lock Deoxys out - by then the damage would be done.

Gah, I can even see Frosty's possible orders so easily:
Spikes > Stealth Rock > Spikes
IF Imprison, THEN Snatch.
IF Taunt AND No Herb, THEN Magic Coat.
IF Magic Coat, THEN Attack.

Things are going to go south so fast. Lucy (Gardevoir w/ Rage Candy Bar).
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
You seem to be too scared of hazards. I suppose your lack of defoggers and rapid spinners justify it to some point, but I think you went too far.

I mean, think about it, I don't need to put up hazards now. It will be same if I put it up now or next round or at any point until you lose the first mon. Considering your tactics only postpone hazards, I can simply play your game and hazards later.

Or I can enjoy me having to hazarders and send out Ferrothorn with Metal Coat to weaken Gardevoir. As you said, your mon hard counters two of my mons. Hell, it is probably the only mon that won't have issues with my conk, so weaken it is really nice.

I honestly I wouldn't fuss too much. I am looking specifically at the item. Yeah you can thief or trick the item, but that costs you an action, so it won't necessarily pay off. It is usually only worth if your mon can use it. If not I would try something else. Specially if you intend to switch (which in theory will happen on a gardevoir vs ferrothorn matchup), as if that happen you will only end up with a glorified complicated knock off wannabe.

Detail: the lack of a defogger/rapid spinner doesn't mean it is the end of the world. As we talked on IRC, flavor moves to clear hazards IS a possibility and it was done before on tournament battles (a long time ago yeah, but the rules didn't change since then, we just got more boring). Sure, the flavor move must be considerably worse than rapid spin/defog for balance reasons, but aside from the opportunity cost, it is not like you are doomed to be stuck with those spikes.

Still, that play is viable, even though it isn't my preferred. So lemme know if you intend to stick with it knowing that my answer with be an offensive Ferrothorn.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Okay, forewarnings like this don't happen very often. But when the opportunity comes by, then theorymonning becomes an algebra exercise versus a risk assessment. Immediately I'd decide against leading with Mega-Crucibelle, Froslass or Gardevoir at this point, since all three of them take high-BAP Gyro Balls and cannot do much, if at all, in return.

Despite having Fire-type attacks, Eelektross does not have Mould Breaker and Rivalry, which when combined actually allows Haxorus to deal more damage in comparison with only Fighting-type attacks. Granted, this means a lot of recoil, too. Still, Eelektross needs to be preserved for that counter-matchup against Azumarill or even Colossoil (Grass Knot), while Haxorus does not hard-counter any of Frosty's mons. Might as well send in the generic wallbreaker to start roughing up some damage before the specialists go in to get the job done. And since Haxorus' job is to just soften things up, it needs firepower more than sustainability, because I only have one Expert Belt. If only Frosty didn't have a Fairy - Dragon Fang would actually be a nice alternative.

Natsu (Haxorus w/ Life Orb).
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Haxorus is better against colossoil than eelektross. Low Kick, better speed and not being weak to a stab ensures that. You are right about azumarill, but your team can handle it somewhat. Also, you must have noticed that you won't be able to play with solely matchups. You will need to play with hazards, since that is your entire theme (and if you play with matchups, you will lose, as you rely the same pokemon for many threats on my team). And for that purpose your pick isn't the best one. I mean, can you point me out one pokemon of my team Crucibelle can set up on remotely safely? There is none. You will need to learn to let go and rely on Acid Armor and Regenerator to do your business and skedaddle, while minimizing your damages.

Still, while your choice isn't 100% safe, I suppose it is acceptable enough. You will just need to watch your health bar a bit...



Onox the Ferrothorn with Rocky Helmet


Stealth Rock - Gyro Ball - Gyro Ball
IF
Ferrothorn is taunted AND Ferrothorn is to Stealth Rock THEN Knock Off instead
IF Haxorus is underground AND Ferrothorn is to Gyro Ball THEN Bulldoze instead
IF Counter AND Ferrothorn is to Gyro Ball THEN Flash Cannon instead
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Unable to safely Taunt, nor Counter, nor Dig. Rocky Helmet and Iron Barbs stacking. Gyro Ball dealing 19.5 DPA. Not good. The only silver lining is that Haxorus can remove SR >_> And even that involves a combo.

On the (tilted) other hand, EQ deals 16.5 DPA with LO recoil, Brick Break deals 21.75 damage with 50% recoil <_< and I don't want to talk about Superpower. I suppose I can play the longer game and stall out a bit with 25 HP Substitute, giving me a small 8 HP lead - or I can go triple EQ and Leeroy half of Ferrothorn's HP- oh hey, Ferrothorn doesn't learn Endure, which means I can seriously hope for a KO next round!

Assuming no crits.

Scenario One: Triple EQ, post-R1.
Haxorus = 61 HP, 67 EN
Ferrothorn = 50 HP
R2: go for the throat. Brick Break > Dig > EQ, subbing against Spikes, non-Dig against Damaging Ground-type attacks, and self-KO moves.

Scenario Two: EQ > Substitute > EQ, post-R1.
Haxorus = 75 HP, 62 EN
Ferrothorn = 67 HP
R2: Poke with EQ and Bulldoze, aiming to survive R2 with minimal HP loss by subbing against Spikes, self-KO moves, and Steel STAB with Dig.

If I can pull off Scenario One, Gardevoir gets a LOT more freedom, and I get to order second with Endeavor on Haxorus. But there's a lot of immediate risk there - whereas for Scenario Two, I'm looking to drag longer than I should, at the possibility of sustaining Haxorus a bit further.

Let's just go Leeroy Jenkins.

Earthquake > Earthquake > Earthquake
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
That is not the most efficient action-set. Yes I am ignoring everything that makes contact. There is at least one order-set that accomplishes more for less.

Think outside the box.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Okay, 3 hints. "Ignoring everything that makes contact", "more for less", and "outside the box". Well, two things:
  1. Focus Blast deals the same amount of damage as Earthquake. But that's the same for less, not more for less. Also non-100% accuracy.
  2. You can't be serious... Hyper Hidden Fire Beam?!?!!?!
Then again, it does deal more damage with less EN cost than triple EQs. The single drawback is sluggishness, because I am NOT going to switch R2, and then it means I can't Taunt A1 R2..... More emphasis on unorthodox methods to remove hazards :/ Well, let's see if I guessed your mind right.

Earthquake > Hyper Beam + Hidden Power Fire {Hidden Fire Form: Crimson Lotus Phoenix Blade!!} > combo cooldown (Earthquake)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
It involves Hyper Beam + Hidden Power yeah. But not A2.

Try it A1.

EDIT: Or you can keep that order-set if you don't mind sluggishness. I don't recommend it tho.
 
Last edited:

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Good point. But to combo A1, let's see.... Well, I can either Bulldoze, or Swords Dance. Former grants instant 12.5 damage, latter grants a future 12 damage minimum. Yeah let's try former. Bulldoze has exactly 5 EN.

Hyper Beam + Hidden Power Fire {Hidden Fire Form: Crimson Lotus Phoenix Blade!!} > combo cooldown (Earthquake) > Bulldoze
 
@ Life Orb
Mold Breaker / Rivalry / Unnerve
100 HP | 100 EN
6/3/1/3/112 (+14% Acc)
STATUS: OK

--------------------VS.--------------------

@ Rocky Helmet
Iron Barbs / Anticipation
100 HP | 100 EN
4/5/2/5/17 (-10% Eva)
STATUS: OK

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Ferrothorn uses Stealth Rock!
Rocks levitate over ZT's side of the field!
-12 EN

Haxorus uses Crimson Lotus Phoenix Blade! (No crit)
CRIT: NO (2258>625)
(21 + 3 + 2 - 6) x 2.25 = 45 DMG
RECOIL: -2 HP
-21 EN


A2

Haxorus cools down.

Ferrothorn uses Gyro Ball! (No crit)
CRIT: NO (1469>625)
15 + 3 + 1.5 = 19.5 DMG
-6 EN


A3

Haxorus uses Bulldoze! (No crit)
CRIT: NO (4831>625)
6 + 3 + 2 + 1.5 = 12.5 DMG
RECOIL: -2 HP
-5 EN

Ferrothorn uses Gyro Ball! (No crit)
CRIT: NO (628>625)
15 + 3 + 1.5 = 19.5 DMG
-10 EN


Haxorus: -43 HP, -26 EN
Ferrothorn: -58 HP, -28 EN




Onox rolls around and throws a series of monolithic rocks towards Zhengtann's side of the field, preparing themselves to strike any new forms of life that appear. Natsu summons a ring of energy, imbued with the powers of fire, and a beam shoots forth and penetrates the shell of the Ferrothorn, dealing immense damage, despite the Haxorus' minuscule special attack! As the dragon cools down, the durian-esque hunk of steel smacks into the dragon, dealing lots of damage with its barbed exterior. Now able to function from the exertion of that beam, Natsu shakes the ground weakly to deal as much damage as possible. Again, Onox rolls into the beast, causing visible scratches and bruises.

@ Life Orb
Mold Breaker / Rivalry / Unnerve
57 HP | 74 EN
6/3/1/3/112 (+14% Acc)
STATUS: Stealth Rocks

--------------------VS.--------------------

@ Rocky Helmet
Iron Barbs / Anticipation
42 HP | 72 EN
4/5/2/5/17 (-10% Eva)
STATUS: OK

ZhengTann orders
Frosty orders
Frosty gives heads up whenever ready
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Eeyup, I am going to resort to phone data if I have to. Well, I have a set of simple orders that would KO Ferrothorn, but I gotta figure out what to sub. I have nothing to stop Endure, so giving up on that - in that case, the top priority of this round is to lose as little HP as possible. Going to sub for self-KO moves, entry hazards, and uhm, Thunder Wave? Since being slow is going to cripple me far more.

Earthquake > Bulldoze > Earthquake
IF Onox-Ferrothorn would use a self-KOing move, THEN replace that action with Protect instead, pushing remaining queue back.
IF Onox-Ferrothorn would use any hazard-setting move at all, THEN replace A1 with Taunt and A2 with Earthquake instead.
IF Onox-Ferrothorn would use any Paralysis-inflicting move at all, THEN replace A1 with Taunt and A2 with Earthquake instead.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
1) Ferrothorn knows Magnet Rise. I blame cellphone.
2) Those last two subs were quite popular back in the day. The "Protect - important move - something" counter too. If you want me to lose an action protecting your taunt then OK. But this isn't a matchup where you would want to stall.

Please reorder.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Yup, I need sleep before I order good stuffs. The main order set is intended to KO Ferrothorn by A2, so even if it wants to suicidal-ly spam hazards, it can only do so A1. This way, I get to at least free up one Substitution to cover Protect, although I'm pretty sure Endure still screws me over whatever I put.

Earthquake > Superpower > Earthquake
IF Onox-Ferrothorn would use a self-KOing move, THEN replace that action with Protect instead, pushing remaining queue back.
IF Onox-Ferrothorn is under the effects of Magnet Rise, THEN replace Earthquake with Brick Break instead.

IF Onox-Ferrothorn is under the effects of Protective/Evasive moves, THEN replace that action with Swords Dance instead, pushing remaining queue back.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
OK, I will need you think ahead now.

If I were to use self-healing moves a1 (any of them), I can have this end either with a double KO or with a KO'd Haxorus and a Ferrothorn under cooldown.

Would you consider either of those end results as favourable or acceptable for you? Which? Why?

If not, you will need to adapt your moves.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Dang, it's already 10pm and I'm about to go as deep as I can a la R1 with no fuel but 3 packets of staggered-eaten biscuits :S

Okay, outcomes I hope for, in order of most preferred:
  1. Ferrothorn KO'ed, Haxorus alive and not crippled to the point that it cannot act before being KO'ed in turn next round.
  2. Ferrothorn KO'ed, Haxorus crippled.
  3. Ferrothorn and Haxorus both alive, but Ferrothorn within KO range at A1 next round.
  4. Ferrothorn alive in any capacity, Haxorus KO'ed.
The fact that Leech Seed can barely achieve what you just said (number 4) is very disturbing...... sigh, I guess I cannot accept what you just said. Ferrothorn being alive means Eelektross is going to take unmitigated damage next round at the best, which severely drags my momentum. So if Ferrothorn is alive, then Haxorus must be too, for me to at least hedge my bets on using second order next round. That means a change in my orders to something like......

Earthquake > Superpower > Earthquake
IF Onox-Ferrothorn would use a self-KOing move, THEN replace that action with Protect instead, pushing remaining queue back.
IF Onox-Ferrothorn is under the effects of Magnet Rise, THEN replace Earthquake with Brick Break instead.
IF Onox-Ferrothorn would use a damaging Steel-type combo, THEN replace that action with Protect instead, pushing remaining queue back.


I have to admit, this revelation is way out of my league. Just how many hours does a first-order player have to spend envisioning these obscure contingencies @.@
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Maybe I am just being too demanding here.

Protect - Leech Seed - COMBO (Giga Impact + Giga Impact)

- - -

Exclaimer to ref. Roll no misses and no crits, k? tks.
 
@ Life Orb
Mold Breaker / Rivalry / Unnerve
57 HP | 74 EN
6/3/1/3/112 (+14% Acc)
STATUS: Stealth Rocks

--------------------VS.--------------------

@ Rocky Helmet
Iron Barbs / Anticipation
42 HP | 72 EN
4/5/2/5/17 (-10% Eva)
STATUS: OK

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

A1

Ferrothorn uses Protect!
Onox's shell becomes impenetrable!
-7 EN

Haxorus uses Earthquake!
10 + 3 + 2 + 1.5 = 16.5 DMG --> 6.6 EN
RECOIL: -2 HP
-7 EN


A2

Haxorus uses Superpower!
(12 + 3 + 2 + 1.5) x 1.5 = 27.75 DMG
IRON BARBS: -6.9375 HP
ROCKY HELMET: -6.9375 HP
RECOIL: -2 HP
-1 Attack, -1 Defense

-8 EN


Ferrothorn uses Leech Seed!
Natsu is infested with parasitic vines!
-9 EN

Ferrothorn saps 3 HP from Haxorus!

A3

Haxorus uses Earthquake!
10 + 3 + 2 + 1.5 - 2 = 14.5 DMG
RECOIL: -2 HP
-7 EN


Ferrothorn uses Deathly Impact!
36 + 1.5 + 2 = 39.5 DMG
-45.5 EN


Haxorus faints!

Haxorus: -59 HP, -22 EN
Ferrothorn: -39 HP, -68 EN




Onox leads with a protective stance to gain some time, and bounces unharmed as the earth shakes. As Natsu charges forward with tremendous power, the Ferrothorn leaves behind seeds on its shell to latch onto the approaching dragon, and they cling on, and start sapping vitality away! In addition, the Haxorus trembles from the impact onto Onox's barbed shell and rough helmet! In one last stand, Onox collides with Natsu, dealing such terrible damage that the beast is knocked out! However, with only a sliver of energy and vitality left, the armored durian is left extremely vulnerable...

@ Life Orb
Mold Breaker / Rivalry / Unnerve
HPKO | 52 EN
6/3/1/3/112 (+14% Acc)
STATUS: RIP Stealth Rocks

--------------------VS.--------------------

@ Rocky Helmet
Iron Barbs / Anticipation
3 HP | 4 EN
4/5/2/5/17 (-10% Eva)
STATUS: Cooldown, Sluggish

ZhengTann sends out a new Pokemon
Frosty orders
ZhengTann orders
 
Last edited:

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
At first, I thought I had to send in Eelektross to finish off Ferrothorn, and then endure another match-up that is not really in my favour. A few minutes later, the phrase "combo cooldown" finally reached my head. Then my eyes finally registered that Ferrothorn has near-zero HP and EN. Time for a real lead.

The only spinner on your team is Colossoil. And it cannot spin unless it is already present on the field, or while it faces a Ghost-type Pokemon. The former is now a given, the later an opportunity to seize. I can spend A1 Spiking, and A2 tanking an attack to lay a second layer of Spikes if I want to. All I need to do is to Pain Split the damage difference back next round, as iffy as it will be with me ordering first.

Considered NeverMeltIce, but you might just choose to not respond with Colossoil, so Dawn Stone is the safer option.

Just for the record, the "no RNG rolls at all" rule is kind of silly.

Juvia (Froslass w/ Dawn Stone).
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
It isn't a "no rng rolls at all" rule per se. I rig some rngs to punish/reward players for the orders done and to punish myself for putting you on situations you can't escape from. For example, if on doubles I set up a Rock Slide spam strategy you can escape from, you can be sure I will have one flinch at least if you don't (and don't use up a strategy that makes it worth it and then some). If on the same situation you can't escape, then it is my fault (there is no much to learn from an unavoidable situation) and a flinch would be mean. If you put me on such a unavoidable situation though, then I would give the flinch as a reward.

Misses and crits and most 10% effects won't be rolled if they are to affect a KO most of the time. Although that might change in the real 202s. Be reminded that this is still a test drive for the most part. I am playing with the possibilities.

Sure, on a singles situation if you just use waterfall on occasion and I don't use a combo to exploit a weakness in your subs, I will just let it be rolled.

Depends on the situation, really.


That being said, your pokemon and item are good. Good to know you are going the hazards route you were planning before. There is one thing you might be missing, but that will only come in later (and it isn't that important), so I will just leave you in suspense.


Simple orders:

cooldown - Spikes - Spikes
IF
Ferrothorn is Taunted THEN Gyro Ball
 
@ Dawn Stone
Snow Cloak / Cursed Body
100 HP | 100 EN
3/3/4/3/127 (+19% Acc)
STATUS: Stealth Rocks

--------------------VS.--------------------

@ Rocky Helmet
Iron Barbs / Anticipation
3 HP | 4 EN
4/5/2/5/17 (-10% Eva)
STATUS: Cooldown, Sluggish

(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)

Froslass is pelted by Stealth Rock! -15 HP

A1

Froslass uses Spikes!
Spikes were scattered all over the opponent's side of the field!
-8 EN

Ferrothorn cools down.

A2

Froslass uses Ominous Wind! (All stats buffed)
EFFECT: YES (320<1000)
Enough DMG
-3 EN


Froslass feels powerful! +1 to ALL stats

Ferrothorn faints!

Froslass:-15 HP, -11 EN
Ferrothorn:-3 HP




Taking advantage of Ferrothorn's inability to move, Froslass prepares a coating of Spikes to make things harder on any new combatants. Just before the opponent can move, Froslass knocks it out with a ghastly wind... and it seems to have gathered some strength from the wind as well.

@ Dawn Stone
Snow Cloak / Cursed Body
85 HP | 89 EN
3/3/4/3/223 (+19% Acc)
STATUS: Stealth Rocks, +1 Attack, +1 Defense, +1 Special Attack, +1 Special Defense, +1 Speed

--------------------VS.--------------------

@ Rocky Helmet
Iron Barbs / Anticipation
HPKO | 4 EN
4/5/2/5/17 (-10% Eva)
STATUS: KO'ed Spikes (1)

Frosty sends out a new Pokemon
ZhengTann orders
Frosty orders
 

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