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After the little detour with that Chimchar, you proceed forward in the marsh, only to find a strange rock formation blocking your way...
Code:
XXXEXXX
XX___XX
XOO_OOX
X_OOO_X
XO___OX
X_OOO_X
X_____X
XXXYXXX
O - Rock
_ - Free space to push
X - Wall
E - Exit
Y - You
You take a deep breath and access the situation...
The Crobat tells you not to worry and Machoke will handle the grunt work. He informs you that 4 rounds of pushing will be needed and that they might cause rocks to fall or pokemon to attack you. It would be your duty to deal with the stray pokemon as Machoke did the pushing.
Crobat asked if you understood and you replied positively. With nothing in the way, Machoke started to push and the result was...
PUSH-RNG (1-4): 1
Machoke manages to push the rocks as instructed...but he slipped and fell face to the floor, causing rocks to fall onto *pokemon* for some damage.
TARGETS (1-3 | 1-3): 1, 1 -- Ursaring x2
-20 HP Ursaring
Crobat and Machoke give you the opportunity to tend to your team and deal with the foes before pushing once more.
Arena: Golden Marsh of Souls
You've found out where all the water from that cascade you saw came to. In this marsh there are some islands of "solid ground" and a vast golden marsh filled with all kinds of junk. Some you shouldn't even look at. All the things left at Victory Road eventually come to the Marsh, be them pokeballs, garbage, items or even living beings, the latter being the reason why it is called "marsh of souls". So many pokemon are brough to this place in...unwanted conditions that newer pokemon are forced to develop a tough skin to resist this enviroment. Your hope to hit any pokemon with a spread move is by using the islands to focus on one of them. You find it difficult to access other pokemon, which combined with the heavy air of the marsh of souls makes healing much more difficult. Finally, the harsh place forces you to be extra precise, specially when hitting where it hurts.
Arena Type: Marsh. Dusk Balls have increased capture rate due to this being inside the cave.
Fire Pokemon gain the ability "Victory Star"
Spread moves hit only one pokemon, chosen by the player. This work for moves that hit only opponents (e.g. muddy water) and for the ones that hit everyone (e.g. Earthquake)
The moves Heal Pulse, Softboiled and Milk Drink heal only by 10hp instead of 20hp.
Chimchar is immune to Taunt, Torment, Imprison, Disable, Pain Split and Flinch and its attacks can't be redirect by Snatch.
All pokemon get the effects of the item "Expert Belt". Doesn't Stack if the pokemon is holding Expert Belt.
With nothing in the way, Machoke started to push and the result was...
PUSH-RNG (1-4): 3
…nothing, as you manage to push the rock without any problems. Lucky you!
With nothing in the way, Machoke started to push and the result was...
PUSH-RNG (1-4): 4
…nothing, as you manage to push the rock without any problems. Lucky you!
With nothing in the way, Machoke started to push and the result was...
PUSH-RNG (1-4): 3
…nothing, as you manage to push the rock without any problems. Lucky you!
You finally reach the other side of the Cave. Or so you thought, as there is a big rock blocking the way. The cave is still unstable and there are still many pokemon around. This isn’t over.
Arena: Golden Marsh of Souls
You've found out where all the water from that cascade you saw came to. In this marsh there are some islands of "solid ground" and a vast golden marsh filled with all kinds of junk. Some you shouldn't even look at. All the things left at Victory Road eventually come to the Marsh, be them pokeballs, garbage, items or even living beings, the latter being the reason why it is called "marsh of souls". So many pokemon are brough to this place in...unwanted conditions that newer pokemon are forced to develop a tough skin to resist this enviroment. Your hope to hit any pokemon with a spread move is by using the islands to focus on one of them. You find it difficult to access other pokemon, which combined with the heavy air of the marsh of souls makes healing much more difficult. Finally, the harsh place forces you to be extra precise, specially when hitting where it hurts.
Arena Type: Marsh. Dusk Balls have increased capture rate due to this being inside the cave.
Fire Pokemon gain the ability "Victory Star"
Spread moves hit only one pokemon, chosen by the player. This work for moves that hit only opponents (e.g. muddy water) and for the ones that hit everyone (e.g. Earthquake)
The moves Heal Pulse, Softboiled and Milk Drink heal only by 10hp instead of 20hp.
Chimchar is immune to Taunt, Torment, Imprison, Disable, Pain Split and Flinch and its attacks can't be redirect by Snatch.
All pokemon get the effects of the item "Expert Belt". Doesn't Stack if the pokemon is holding Expert Belt.
Action 1 Ursaring used Facade!
Crit (<=625): 1710 - NO
Damage: 14+3+3+4.5 = 24.5
-7 EN
Clawitzer used Water Pulse!
Crit (<=625): 9783 - NO
Damage: (6+3+3+2+2+5.5)*1.5 = 32.25
-3 EN
Slowking used Water Pulse!
Crit (<=625): 4661 - NO
Damage: (6+3+2+3)*1.5 = 21
-3 EN
-4 HP Ursaring [Burn, Poison]
Action 2 Ursaring used Facade!
Crit (<=625): 1710 - NO
Damage: 14+3+3+4.5 = 24.5
-11 EN
Clawitzer used Bubble Beam!
Crit (<=625): 1921 - NO
Damage: (7+3+2+2+5.5)*1.5 = 29.25
-4 EN
Slowking used Scald!
Crit (<=625): 8372 - NO
Damage: (8+3+2+3)*1.5 = 24
-5 EN
As much as I hate it, I don't see why you wouldn't be able to switch. Frosty - Victory Road
Soul Friends - Battle
Arena: Golden Marsh of Souls
You've found out where all the water from that cascade you saw came to. In this marsh there are some islands of "solid ground" and a vast golden marsh filled with all kinds of junk. Some you shouldn't even look at. All the things left at Victory Road eventually come to the Marsh, be them pokeballs, garbage, items or even living beings, the latter being the reason why it is called "marsh of souls". So many pokemon are brough to this place in...unwanted conditions that newer pokemon are forced to develop a tough skin to resist this enviroment. Your hope to hit any pokemon with a spread move is by using the islands to focus on one of them. You find it difficult to access other pokemon, which combined with the heavy air of the marsh of souls makes healing much more difficult. Finally, the harsh place forces you to be extra precise, specially when hitting where it hurts.
Arena Type: Marsh. Dusk Balls have increased capture rate due to this being inside the cave.
Fire Pokemon gain the ability "Victory Star"
Spread moves hit only one pokemon, chosen by the player. This work for moves that hit only opponents (e.g. muddy water) and for the ones that hit everyone (e.g. Earthquake)
The moves Heal Pulse, Softboiled and Milk Drink heal only by 10hp instead of 20hp.
Chimchar is immune to Taunt, Torment, Imprison, Disable, Pain Split and Flinch and its attacks can't be redirect by Snatch.
All pokemon get the effects of the item "Expert Belt". Doesn't Stack if the pokemon is holding Expert Belt.
Action 1 Mega Gardevoir used Moonblast!
Crit (<=625): 4813 - NO
-1 SpA (<=3000): 9775 - NO
Damage: 10+3+5.5 = 18.5
-6 EN
Clawitzer used Heal Pulse (Mega Gardevoir)!
Mega Gardevoir: +25 HP
-14 EN
Slowking chilled! (+12 EN)
Action 2
Mega Gardevoir chilled! (+12 EN)
Clawitzer used Water Pulse!
Crit (<=625): 6261 - NO
Damage: (6+3+3+2+2+5.5)*1.5 = 32.25
-3 EN
Slowking used Scald!
Crit (<=625): 3422 - NO
Damage: (8+3+2+3)*1.5 = 24 — KO
-5 EN
You figure that nobody has gotten past that rock before, meaning that there is a good chance that Moltres lies behind it. After a few minutes of walking, you come to a dead end and begin to turn around. However, before you get very far, one of your Pokemon points out that the rocks at the dead end look climbable. Sighing, you begin your ascent, hoping beyond hope that you will be able to find another way down.
At the top of the rocky plateau, you notice that there is a hole in the cavern roof here, letting the sun shine through. As a result, the floor around you is full of small plants. While you contemplate where to go from here, a shadow passes over the cave, making your decision for you.
You quickly run to the cave wall and watch as two majestic figures land on the cave floor. One, a black dragon with blue flames around its mouth, lets loose a torrent of flames that turn the heat in this room up to almost unbearable levels. The other, which must be the Moltres you came for, shoots fire into the sky, intensifying the sun's heat to that of a summer day in the desert. You realize this heat will spell your end if you can't do anything about it, and begin the battle!
Moltres (F)
NATURE: Rash (+1 SpA, -1 SpD) TYPE: Fire / Flying ABILITIES: Pressure / Flame Body (H) ITEM: Life Orb
ATTACKS
Agility
Air Slash
Ancient Power
Ember
Endure
Fire Spin
Flamethrower
Heat Wave
Hurricane
Leer
Peck
Roost
Safeguard
Sky Attack
Solar Beam
Sunny Day
Wing Attack
Air Cutter
Ancient Power
Ominous Wind
Roost
Tailwind
Fire Blast
Fly
Hyper Beam
Protect
Sky Drop
Sleep Talk
Hidden Power (Grass)
Substitute
Endure
Detect
Steel Wing
U-Turn
Rock Smash
MC Allocation: 0
Charizard (F)
NATURE: Naughty (+1 Atk, -1 SpD)
TYPE: Fire / Flying ABILITIES: Blaze / Solar Power (H) / Tough Claws (Mega Only) ITEM: Charizardite X
ATTACKS
Air Slash
Dragon Claw
Dragon Rage
Ember
Fire Fang
Fire Spin
Flamethrower
Flame Burst
Flare Blitz
Growl
Heat Wave
Inferno
Scary Face
Scratch
Shadow Claw
Slash
Smokescreen
Wing Attack
Air Cutter
Counter
Crunch
Focus Punch
Outrage
Earthquake
Fly
Protect
Rock Slide
Solar Beam
Iron Tail
Thunder Punch
Solar Beam
Hidden Power (Grass)
Sky Drop
Shadow Claw
Bulldoze
Sleep Talk
MC Allocation: 0
Arena: Crimson Volcano
While not a proper volcano, you surely feel as if it was one. At the very top of the mountain you are greeted by the powerful sun its whole glory from a big hole at the ceiling. The sun shines brighter the usual, perhaps due to the influence of the legendary fire bird, and you don't think you will be able to change that. Flowers and roses, as well grass, are everywhere, bathed in the semi-permanent sunlight. In the other hand the rocks are all cracked due to the heat. The sun empowers the fire pokemon in the battlefield, filling up their energy and morale. The sun also brings up the heat and you feel as if this room was getting hotter and hotter while you were investigating the mountain, and that it is getting hotter even still! You and your pokemon are sweating buckets and you fear you might need to end this fast, before the sun depletes your energy and leaves you completely dried out.
Arena Type: Cave
Permanent Sun. Can’t be changed by other weather effects.
Fire Pokemon gain the abilities "Victory Star" (stacks) and "Mold Breaker".
Grassy Terrain is always up, stacking with other "terrains" if needs be.
Every round the temperature increases and the heat gets stronger, making non-fire pokemon lose 0.2*[number of battle updates made by the ref on the entire thread - Max of 6] Energy per action per action and enhancing the burn chance of moves and abilities by 20% (so Flame Body would be 30, 36, 42, 48, 54, 60 etc until 100%). Air Lock doesn’t block this.
Rock-typed moves have their bap halved and can't flinch.
Charizard can evolve into Charzard-X without the need of a trainer.
I might need to tone this down to benefit myself make this less intimidating. We shall see.
Ursaring: Facade (Charizard) - Gunk Shot (Charizard)
IF Charizard is under the evasive part of Fly AND NOT Under Smack Down THEN Dig (Charizard) and push back IF Charizard is under P/E THEN Rock Slide AND push back Clawitzer: Dragon Pulse (Charizard) - Water Pulse (Charizard) [ONCE]IF Solarbeam (Clawitzer) THEN Protect AND push back IF Charizard is under the evasive part of fly AND NOT under Smack Down THEN Smack Down (Charizard) and push back Slowking: Icy Wind - Psychic (Charizard)
[ONCE]IF Solarbeam (Slowking) THEN Teleport (Evasive) AND push back IF Charizard is under P/E A1 THEN Trick Room A1
Worth noting that neither the change to Blaze nor the change to Solar Power apply to this TLR.
"Gun 'em down!" | "Hell yeah, let's do it!" Moltres @ Life Orb | Mega Charizard X @ Charizardite X
Moltres: Hurricane (Ursaring) > Air Slash (Slowking)
Mega Charizard X: Sky Drop (Ursaring) > Heat Wave IF Ursaring is KO'd when you are to act, THEN Thunder Punch (Clawitzer) Frosty - Victory Road
Through the Fire and the Flames - Battle
Arena: Crimson Volcano
While not a proper volcano, you surely feel as if it was one. At the very top of the mountain you are greeted by the powerful sun its whole glory from a big hole at the ceiling. The sun shines brighter the usual, perhaps due to the influence of the legendary fire bird, and you don't think you will be able to change that. Flowers and roses, as well grass, are everywhere, bathed in the semi-permanent sunlight. In the other hand the rocks are all cracked due to the heat. The sun empowers the fire pokemon in the battlefield, filling up their energy and morale. The sun also brings up the heat and you feel as if this room was getting hotter and hotter while you were investigating the mountain, and that it is getting hotter even still! You and your pokemon are sweating buckets and you fear you might need to end this fast, before the sun depletes your energy and leaves you completely dried out.
Arena Type: Cave
Permanent Sun. Can’t be changed by other weather effects.
Fire Pokemon gain the abilities "Victory Star" (stacks) and "Mold Breaker".
Grassy Terrain is always up, stacking with other "terrains" if needs be.
Every round the temperature increases and the heat gets stronger, making non-fire pokemon lose 0.2*[number of battle updates made by the ref on the entire thread - Max of 6] Energy per action per action and enhancing the burn chance of moves and abilities by 20% (so Flame Body would be 30, 36, 42, 48, 54, 60 etc until 100%). Air Lock doesn’t block this.
Rock-typed moves have their bap halved and can't flinch.
Charizard can evolve into Charzard-X without the need of a trainer.
Charizard mega evolved!
----
Action One
Mega Charizard X picked Ursaring up and flew up! (-3.75 EN)
Moltres used Hurricane (Ursaring)!
Crit (<=625): 2045 - NO
Confuse (<=3000): 1314 - YES
Duration (1-3): 3/3 - 4a
Ursaring: 22+3+3+4.5 = 32.5 DMG, Confused (4a)
-7 EN, -2 HP
Self-Hit (<=5000): 3 - YES
Ursaring hit itself in confusion!
Ursaring: 4+3+4.5 = 11.5 DMG
-3 EN
Clawitzer used Dragon Pulse (Mega Charizard X)!
Mega Charizard X avoided the attack!
-7 EN
Slowking used Icy Wind!
Crit [Moltres] (<=625): 8334 - NO
Moltres: 4.5+4.5 = 9 DMG, -1 Spe
Mega Charizard X avoided the attack!
-5 EN
Mega Charizard X used Sky Drop (Ursaring)!
Crit (<=625): 1424 - NO
Ursaring: 11+2+4.5 = 17.5 DMG, KO'd
-3.75 EN
Mega Charizard X: -1 HP [Solar Power]
Clawitzer, Slowking: -2.6 EN [Arena]
Mega Charzard X: +1 HP, Clawitzer: +2 HP [Grassy Terrain]
----
Action Two
Mega Charizard X used Thunder Punch (Clawitzer)!
Crit (<=625): 6305 - NO
Paralyze (<=1000): 5995 - NO
Clawitzer: (8+2+4.5)*1.5 = 21.75 DMG
-6 EN
Clawitzer used Water Pulse (Mega Charizard X)!
Crit (<=625): 7966 - NO
Confuse (<=2000): 2513 - NO
Mega Charizard X: 6+3+3+2-3+7 = 18 DMG
-3 EN
Moltres used Air Slash (Slowking)!
Crit (<=625): 3642 - NO
Flinch (<=3000): 8022 - NO
Slowking: 8+3+3+3 = 17 DMG
-5 EN, -2 HP
Slowking used Psychic (Mega Charizard X)!
Crit (<=625): 4515 - NO
-1 SpD (<=1000): 3350 - NO
Mega Charizard X: 11+3+4.5 = 18.5 DMG
-6.5 EN
Mega Charizard X: -1 HP [Solar Power]
Clawitzer, Slowking: -2.6 EN [Arena]
Mega Charzard X: +2 HP, Clawitzer: +2 HP [Grassy Terrain]
Slowking: +2 HP [King's Rock]
"And the truly powerful one has arrived. TIME TO CRUSH HER!" Mega Charizard X @ Charizardite X
Mega Charizard X: Iron Tail (Gardevoir) > Shadow Claw (Gardevoir) IF Gardevoir is under the effects of a Protective/Evasive Move, THEN Solar Beam (Clawitzer) IF Gardevoir is to use Ally Switch, THEN Solar Beam (Gardevoir) and push back
Gardevoir [MEGA EVOLVE]: Moonblast (Charizard) - Swift
Clawitzer: Water Pulse (Charizard) - Water Pulse (Charizard)
IF Clawitzer is under Sky Drop when it is to act THEN Smack Down (Moltres) [ONCE] IF Solarbeam (Clawitzer) AND A2 THEN Protect AND push back [KO SUB] IF Charizard is KO'd THEN Heal Pulse (Gardevoir) Slowking: Psychic (Charizard) - Power Gem (Charizard)
[ONCE] IF Solarbeam (Slowbro) AND A2 AND not in a combo THEN Teleport (Evasive) AND push back IF Damaging Flying Typed move A2 AND Slowking is the sole target of it AND Charizard is KO'd A2 THEN Power Gem (Moltres) A2 [KO SUB] IF Charizard is KO'd THEN Trick Room
"Let's dish out some more damage!" Moltres @ Life Orb
Moltres: Protect (Mega Charizard X) > Heat Wave IF Mega Charizard X has less than 39 HP when you are to act A1, THEN Initiate Action String [Heat Wave > Fire Blast (Mega Gardevoir)]
Frosty - Victory Road
Through the Fire and the Flames - Battle
Arena: Crimson Volcano
While not a proper volcano, you surely feel as if it was one. At the very top of the mountain you are greeted by the powerful sun its whole glory from a big hole at the ceiling. The sun shines brighter the usual, perhaps due to the influence of the legendary fire bird, and you don't think you will be able to change that. Flowers and roses, as well grass, are everywhere, bathed in the semi-permanent sunlight. In the other hand the rocks are all cracked due to the heat. The sun empowers the fire pokemon in the battlefield, filling up their energy and morale. The sun also brings up the heat and you feel as if this room was getting hotter and hotter while you were investigating the mountain, and that it is getting hotter even still! You and your pokemon are sweating buckets and you fear you might need to end this fast, before the sun depletes your energy and leaves you completely dried out.
Arena Type: Cave
Permanent Sun. Can’t be changed by other weather effects.
Fire Pokemon gain the abilities "Victory Star" (stacks) and "Mold Breaker".
Grassy Terrain is always up, stacking with other "terrains" if needs be.
Every round the temperature increases and the heat gets stronger, making non-fire pokemon lose 0.2*[number of battle updates made by the ref on the entire thread - Max of 6] Energy per action per action and enhancing the burn chance of moves and abilities by 20% (so Flame Body would be 30, 36, 42, 48, 54, 60 etc until 100%). Air Lock doesn’t block this.
Rock-typed moves have their bap halved and can't flinch.
Charizard can evolve into Charzard-X without the need of a trainer.
Gardevoir traced Solar Power! [-6 EN]
Gardevoir mega evolved!
Action One Mega Gardevoir used Moonblast (Mega Charizard X)! [-6 EN]
Crit (<=625): 3274 - NO
-1 SpA (<=3000): 5060 - NO
Mega Charizard X: 10+3+2+7 = 22 DMG
Mega Charizard X used Iron Tail (Mega Gardevoir)! [-7 EN]
Crit (<=625): 7538 - NO
-1 Def (<=3000): 1932 - YES
Mega Gardevoir: (10+2+3)*1.5 = 22.5 DMG, -1 Def
Speed Tie [Clawitzer|Moltres]: 2/2 - Moltres Moltres used Protect (Mega Charizard X)! [-7 EN]
Moltres protected Mega Charizard X!
Clawitzer used Water Pulse (Mega Charizard X)! [-7 EN]
Mega Charizard X: 6+3+3+2-3+7 = 18 DMG => 0 DMG
Moltres: -7.2 EN
Slowking used Psychic (Mega Charizard X)! [-6.5 EN]
Mega Charizard X: 11+3+4.5 = 18.5 DMG => 0 DMG
Moltres: -7.4 EN
Mega Charizard X and Mega Gardevoir struggle to contain the power! [-1 HP]
The intense heat exhausts Mega Gardevoir, Clawitzer, and Slowking! [-2.8 EN]
Mega Gardevoir, Clawitzer, Slowking, and Mega Charizard X feel nature's embrace! [+2 HP]
Slowking tapped into his crack rock! [+2 HP]
Action Two Mega Gardevoir used Swift! [-5 EN]
Crit [Moltres, Mega Charizard X] (<=625): 6673, 5447 - NO, NO
Moltres: (4.5+3+2+2+7)/1.5 = 12.33 DMG
Mega Charizard X: 4.5+3+2+2+7 = 18.5 DMG
Mega Charizard X used Shadow Claw (Mega Gardevoir)! [-5 EN]
Crit (<=1250): 94 - YES
Mega Gardevoir: (7+3+2+3)*1.5 + 2 = 24.5 DMG
Clawitzer used Water Pulse (Mega Charizard X)! [-11 EN]
Crit (<=625): 2946 - NO
Confuse (<=2000): 2771 - NO
Mega Charizard X: 6+3+3+2-3+7 = 18 DMG
Slowking used Power Gem (Mega Charizard X)! [-6 EN]
Crit (<=625): 3027 - NO
Mega Charizard X: (4+4.5)*1.5 = 12.75 DMG Mega Charizard X was KO'd!
Mega Gardevoir struggles to contain the power! [-1 HP]
The intense heat exhausts Mega Gardevoir, Clawitzer, and Slowking! [-2.8 EN]
Mega Gardevoir, Clawitzer, and Slowking feel nature's embrace! [+2 HP]
Slowking tapped into his crack rock! [+2 HP]
Here goes nothing.
Gardevoir: Thunder Wave (Moltres) - Thunderbolt (Moltres)
[ONCE]IF Moltres is under P/E AND Gardevoir is to Thunder Wave (Moltres) THEN Chill AND Push back [ONCE]IF Moltres is to use COMBO (Sky Attack + Sky Attack) (Gardevoir) THEN Evasive Teleport and push back Clawitzer: Smack Down (Moltres) - Heal Pulse (Gardevoir)
[ONCE]IF Moltres is under P/E AND Clawitzer is to Smack Down THEN Chill and push back [ONCE]IF Moltres is to use a Grass-Typed damaging COMBO AND Clawitzer is the sole target THEN Dive (Suspend) and Dive (Release) on the following action Slowking: [USE FULL RESTORE] - Power Gem (Moltres)
[ONCE]IF Slowking is under D/E AND Slowking is to Power Gem (Moltres) THEN Chill IF Moltres has 40 or less hp AND Slowking is to Power Gem (Moltres) AND Moltres is NOT under P/E THEN Yawn (Moltres)
"And some more while we're at it." Moltres @ Life Orb
Moltres: Sky Attack (Mega Gardevoir) > Heat Wave
Frosty - Victory Road
Through the Fire and the Flames - Battle
Arena: Crimson Volcano
While not a proper volcano, you surely feel as if it was one. At the very top of the mountain you are greeted by the powerful sun its whole glory from a big hole at the ceiling. The sun shines brighter the usual, perhaps due to the influence of the legendary fire bird, and you don't think you will be able to change that. Flowers and roses, as well grass, are everywhere, bathed in the semi-permanent sunlight. In the other hand the rocks are all cracked due to the heat. The sun empowers the fire pokemon in the battlefield, filling up their energy and morale. The sun also brings up the heat and you feel as if this room was getting hotter and hotter while you were investigating the mountain, and that it is getting hotter even still! You and your pokemon are sweating buckets and you fear you might need to end this fast, before the sun depletes your energy and leaves you completely dried out.
Arena Type: Cave
Permanent Sun. Can’t be changed by other weather effects.
Fire Pokemon gain the abilities "Victory Star" (stacks) and "Mold Breaker".
Grassy Terrain is always up, stacking with other "terrains" if needs be.
Every round the temperature increases and the heat gets stronger, making non-fire pokemon lose 0.2*[number of battle updates made by the ref on the entire thread - Max of 6] Energy per action per action and enhancing the burn chance of moves and abilities by 20% (so Flame Body would be 30, 36, 42, 48, 54, 60 etc until 100%). Air Lock doesn’t block this.
Rock-typed moves have their bap halved and can't flinch.
Charizard can evolve into Charzard-X without the need of a trainer.
Gardevoir traced Solar Power! [-6 EN]
Gardevoir mega evolved!
Action One
Frosty used a Full Restore on his team! (+40 HP, Cures all statuses)
Moltres was cloaked in a white light! Mega Gardevoir used Thunder Wave (Moltres)! [-9 EN]
Moltres was paralyzed (25%)!
Clawitzer used Smack Down (Moltres)! [-6 EN]
Crit (<=625): 3126 - NO
Moltres: (5)*2.25 = 5.625 DMG, Smacked Down (6a)
Full Paralysis (<=2500): 8034 - NO Moltres used Sky Attack (Mega Gardevoir)! [-9 EN, -2 HP]
Crit (<=1250): 9894 - NO
Mega Gardevoir: 14+3+3 + 2 = 22 DMG
Mega Gardevoir struggles to contain the power! [-1 HP]
The intense heat exhausts Mega Gardevoir, Clawitzer, and Slowking! [-3 EN]
Mega Gardevoir, Clawitzer, Slowking, and Moltres feel nature's embrace! [+2 HP]
Slowking tapped into his crack rock! [+2 HP]
Action Two Mega Gardevoir used Thunderbolt (Moltres)! [-9 EN]
Crit (<=625): 1489 - NO
Moltres: (9+2+7)*1.5 = 27 DMG
Clawitzer used Heal Pulse (Mega Gardevoir)! [-14 EN]
Mega Gardevoir: +25 HP
Slowking used Power Gem (Moltres)! [-8 EN]
Crit (<=625): 2784 - NO
Moltres: (4+4.5)*2.25 = 19.125 DMG
Full Paralysis (<=2500): 8144 - NO Moltres used Heat Wave! [-6 EN, -2 HP]
Crit [Mega Gardevoir, Clawitzer, Slowking] (<=625): 9669, 2993, 6902 - NO
Burn [Mega Gardevoir, Clawitzer, Slowking] (<=1400): 3168, 4772, 2230 - NO
Mega Gardevoir: 7.5+3+3+3+1.5 = 18 DMG
Clawitzer: (7.5+3+3+3+4.5)/1.5 = 14 DMG
Slowking: (7.5+3+3+3+3)/1.5 = 13 DMG
Mega Gardevoir struggles to contain the power! [-1 HP]
The intense heat exhausts Mega Gardevoir, Clawitzer, and Slowking! [-3 EN]
Mega Gardevoir, Clawitzer, and Slowking feel nature's embrace! [+2 HP]
Slowking tapped into his crack rock! [+2 HP]
Gardevoir: Encore (Moltres) - Dazzling Gleam
[ONCE]IF Moltres is under successful P/E A1 THEN Chill A1 AND push back IF Dodge A1 THEN Taunt A1 Clawitzer: Water Sport - Chill
IF Moltres is to Sky Attack A1 THEN Chill A1 and Heal Pulse (Gardevoir) A2 IF Moltres is fully paralysed A1 THEN Toxic (Moltres) A2 AND embrace death Slowking: Chill - Chill [ONCE]IF Moltres is under an Evasive move A1 yes I mean evasive, as in evasive agility, not d/e THEN Incinerate A1 [ONCE]IF Moltres is under a Protective move A1 THEN Incinerate A2
Can't shake this feeling that I'll end up killing something I don't want here.
Arena: Crimson Volcano
While not a proper volcano, you surely feel as if it was one. At the very top of the mountain you are greeted by the powerful sun its whole glory from a big hole at the ceiling. The sun shines brighter the usual, perhaps due to the influence of the legendary fire bird, and you don't think you will be able to change that. Flowers and roses, as well grass, are everywhere, bathed in the semi-permanent sunlight. In the other hand the rocks are all cracked due to the heat. The sun empowers the fire pokemon in the battlefield, filling up their energy and morale. The sun also brings up the heat and you feel as if this room was getting hotter and hotter while you were investigating the mountain, and that it is getting hotter even still! You and your pokemon are sweating buckets and you fear you might need to end this fast, before the sun depletes your energy and leaves you completely dried out.
Arena Type: Cave
Permanent Sun. Can’t be changed by other weather effects.
Fire Pokemon gain the abilities "Victory Star" (stacks) and "Mold Breaker".
Grassy Terrain is always up, stacking with other "terrains" if needs be.
Every round the temperature increases and the heat gets stronger, making non-fire pokemon lose 0.2*[number of battle updates made by the ref on the entire thread - Max of 6] Energy per action per action and enhancing the burn chance of moves and abilities by 20% (so Flame Body would be 30, 36, 42, 48, 54, 60 etc until 100%). Air Lock doesn’t block this.
Rock-typed moves have their bap halved and can't flinch.
Charizard can evolve into Charzard-X without the need of a trainer.
Gardevoir traced Solar Power! [-6 EN]
Gardevoir mega evolved!
Action One Mega Gardevoir used Encore (Moltres)! [-11 EN]
Moltres received an Encore!
Clawitzer used Water Sport! [-6 EN]
Water was sprayed all over!
Slowking chilled! [+12 EN, +6 HP]
Full Paralysis (<=2000): 1938 - YES Moltres was fully paralyzed!
Mega Gardevoir struggles to contain the power! [-1 HP]
The intense heat exhausts Mega Gardevoir, Clawitzer, and Slowking! [-3.2 EN]
Mega Gardevoir, Clawitzer, Slowking, and Moltres feel nature's embrace! [+2 HP]
Slowking tapped into his crack rock! [+2 HP]
Action Two Mega Gardevoir used Dazzling Gleam! [-7 EN]
Crit (<=625): 3916 - NO
Moltres: (8+3+2+7)/1.5 = 13.333 DMG
Clawitzer used Toxic (Moltres)! [-9 EN, KO]
Moltres was badly poisoned! Clawitzer fainted from exhaustion!
Slowking chilled! [+12 EN, +6 HP]
Full Paralysis (<=1000): 47 - YES Moltres was fully paralyzed!
Mega Gardevoir struggles to contain the power! [-1 HP]
The intense heat exhausts Mega Gardevoir and Slowking! [-3.2 EN]
Mega Gardevoir, Moltres, and Slowking feel nature's embrace! [+2 HP]
Moltres was hurt by the poison! [-1 HP]
Slowking tapped into his crack rock! [+2 HP]