Matezoide vs TIO on the Valley of dolls

Frosty

=_=
is a Forum Moderator Alumnusis a Top Community Contributor Alumnus
Aka the arena that gives me a fuckton of headaches

Sending out a new challenge!
3v3 FE singles
I don't care about the rest.

^ Accepting.
1 Day DQ
2 Subs
Training Items
Arena: The Valley of Dolls
Arena: The Valley of the Dolls
Field Type: Ghost
Complexity: Intense
Format: All

Restrictions: Only Rainy Weather, Restricted Mobility, Increased Evasion

Description:

A Dark grove, where the sunlight barely reaches the ground, and where there is no sound, nothing moves in the forest, and long trees with somethings hanging from them is the only visible thing around, there are dolls, thousands of Dolls hanging from the trees, all the trees are full with old, mutilated dolls that give anyone the feeling that they’re constantly being watched, looking at the battlers and judging them from the shadows with their empty eye sockets, the woods are full of them, and there's almost no space to move into the forest, and the forest itself cannot be harmed, still there are some clear spaces with some empty houses and some human-made objects that haven't seen a person in a very long time, there are some canals around the valley, but be careful since it has been known that many people has drowned on them, the things that have happened in this place are tainted by the mistery since there's nobody left to tell the story, well... except for the dolls which are said to whisper in the shadows, ghost pokemon will feel at home in here, any other type, well... let's just say they better offer them a gift upon setting foot on the Valley, you know... just to be safe

island-of-the-dolls-1.jpg



  • Rain is the only weather possible
  • Ghost attacks have +3 in their BP
  • Normal pokemon are susceptible to Ghost attacks
  • Fire moves can be used, but will not affect the woods
  • Pokemon can fly, but they won't see a thing thanks to the woods
  • Pokemon have their speed reduced to 3/5 of their original speed (With the exception of ghost pokes and some regular pokemon*)
  • Every Pokemon that enters the field has their Attack reduced by one (1) (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless, but the ability is annulled)
  • NFE pokemon have their attack reduced by two (2) (No exceptions)
  • Every pokemon begins with a +2 Evasion Bonus
  • After every action, every pokemon (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless) have a 5x%** chance of being affected by fear (reducing their attacks BP in two (2), and having a 25% chance of being paralysed by fear) for 6 actions
  • Light related moves have their light supply at minimum
  • Ground attacks have their BP halved (This is due to the ground being covered in many layers of dead leaves and other stuff)
  • Rock attacks are unusable if they need outside rocks (Stone Edge, Rock Slide, etc..., there are no many rocks in here)
  • Taunt last 3 more actions (At the cost of +2 energy)
  • Foresigh (And similar moves) cannot be used
  • Contact moves are harder to excecute***
  • Water supply on the canals in the forest (7.5% of faint if used)
  • Confusion last one more turn
  • Curse will do 8 damage per action
  • Destiny Bond, Nightmare and Spite will have their power doubled
  • Hex always acts as if the foe is statused
  • Moves that require Focusing have a 50% chance of failure (except ghost ones)
  • If a pokemon tries to damage the forest (or actually damages it), spirits will attack them****
  • Healing moves will regain half the health they should (bar Pain Split)
  • Every Bad Effect is removed if the pokemon uses his first action to honor the Woods (Like Pay Day, Naturl Gift, Present, etc...)
* Ref discretion, but something real, Aipom and Furret are OK, Ursaring and Claydol are NOT
* x being the number of rounds the pokemon has been on the field
***Ref discretion
****Shadow Snakes (number and everything else is up to the ref) that traps the pokemon, making it unable for it to move


Ignore the +2 Evasion bonus......the Fear chance seems annoying as heck, so if you guys want to remove that too.....

Matezoide said:
VS TIO

Spindalina.png

<Spinda> (Dizzy) [Female]
Nature: Brave (- 10% Evasion)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

About: Before her capture, Dizzy was a greatly arrogant and un-nice Spinda, generaly thinking to be better than everyone else, it wasnt until a crushing defeat against another trainer that she realised just how weak she truly was.
Upon being nursed back to health by her trainer and fellow team-mates, she learned to value friendship and became determined to train hard in order to improve herself.

Abilites:

Own Tempo (Innate):
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Tangled Feet (Innate):

When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles

Contrary (DW UNLOCKED, Can Be Enabled):
This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.



Spinda
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 12

EC: NA
MC: 0
DC: 5/5

Attacks:

Tackle(*)
Uproar(*)
Copycat(*)
Faint Attack(*)
Psybeam(*)
Hypnosis(*)
Sucker-Punch
Thrash
Flail

Trick Room(*)
Wild-Charge(*)
Swagger(*)
Shadow Ball
Endure
Covet
Drain Punch
Dig
Fire Punch
Return
Toxic
Ice Punch
Rock Slide
Return
Hyper Voice

Wish(*)
Rapid-Spin(*)
Water-Pulse(*)
Superpower
Last Resort
Psycho Cut
Encore



<Throh> [Ernie] (Male)
Nature: Adamant (+ Attack, - Sp.Attack)

Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.

He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.


Guts (Innate):

This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Inner Focus (Innate):


When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Mold Breaker (DW LOCKED, Innate):

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.)


HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: None
MC: 0
DC: 1/5

Attacks

Bind (*)
Leer (*)
Bide (*)
Focus Energy (*)
Seismic Toss (*)
Vital Throw (*)
Revenge (*)
Storm Throw (*)
Bulk-Up
Superpower
Body Slam
Endure
Wide Guard
Reversal

Earthquake (*)
Rest (*)
Facade (*)

Sleep-Talk (*)
Ice Punch (*)
Thunder Punch (*)


semttulowce.png

<Beheeyem> [Peter] (Male)
Nature: Brave nature (+ Attack,-10% evasion)
Type: Psychic; Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

About: Peter was captured after being over-powered by Rob's Crunch, his main characteristic are his remarkable inteligence (rivaling Twilight's) and braveness during combat, Peter strongly stands up for what he believes in and will fight until the bitter end.

Abilites:

Telepathy (Innate):

This Pokemon has 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.

Synchronize (Innate):

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Analytic (Innate,DW UNLOCKED):
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3

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

Attacks:
Confusion(*)
Growl(*)
Heal Block(*)
Miracle Eye(*)
Psybeam(*)
Headbutt(*)
Hidden-Power -> Fighting (7) (*)
Imprison(*)
Psychic
Recover
Simple-Beam
Zen Headbutt

Trick-Room(*)
Thunderbolt(*)
Rock-Slide(*)
Shadow-Ball
Dark-Pulse
Energy Ball
Magic Coat
Pain-Split
Signal Beam
Substitute
Double Team
Hyper Beam

Skill-Swap(*)
Teleport(*)
Nasty-Plot(*)

TIO said:
593.png

Jellicent[Jill](F)*
Nature: Bold (+Def, -Att)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

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

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout
Brine
Hydro Pump

Confuse Ray*
Mist*
Acid Armor*
Pain Split

Giga Drain
Icy Wind
Magic Coat
Sleep Talk

Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf
Double Team
Hail
Blizzard
560.png

Scrafty [Arthur] (M)
Nature: Adamant (+Att, -SpA)
Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: Type: Innate. This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: Type: Innate. This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW): Type: Can be activated. When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
Size Class: 1
Weight Class: 2
Base Rank Total: 18

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

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Crunch
Focus Punch
Head Smash

Detect
Drain Punch
Fake Out
Counter

ThunderPunch
Ice Punch
Fire Punch
Zen Headbutt

Dig
Stone Edge
Retaliate
Rock Slide
573.png

Cinccino [Dexter](M)
Nature: Adamant (+Att, -SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: Type: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Technician: Type: Innate. This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Skill Link (DW unlocked): Type: Innate. This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 115
Size Class: 1
Weight Class: 1
Base Rank Total: 17

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

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Wake-up Slap
After You
Hyper Voice
Rock Blast
Bullet Seed
Last Resort

Endure
Knock Off
Flail
Mud-Slap
Tail Whip

Covet
Sleep Talk

Safeguard
Dig
Double Team
Retailiate
Thief
Thunder Wave
U-Turn

Order of operations:
Matezoide sends out pokemon first
TIO sends out pokemon with orders
Matezoide gives orders
I Ref
 
SCREW THE FEAR CHANCE.
Sending out Cinccino (who should also be unaffected by speed loss due to being a woodland creature and all).
Tail Slap ~ Bullet Seed ~ Tail Slap
 
Cinccino....that thing.....hits like a nuke....

Contrary: ON!

Trick-Room -> Superpower -> Dig


If i am a derp and Multi-Hits move can stop Trick-Room, change actions to Superpower*3
If theres an extra rule for Dig (Other than the BAP reducion) that i missed, use Superpower A3.

And i forgot to set the switch rules :C
 
Can be Enabled: This Ability can be enabled at the beginning of a round without using an action, however the trainer must be issuing their attacks first. It will remain enabled until ordered otherwise. If the Pokemon has just been sent out, the ability may be enabled upon entry.

So you MUST activate it upon sending out and not when ordering, except when you order first. Because of that Contrary is Disabled for this round.


Spindalina.png

Hp: 90
EN: 100
3/2/2/2/60
Other:

573.png

Hp: 100
En: 100
4/2/2/2/115
Other:​


Round 1​

I hate the valley of dolls.

Cincinno: Tail Slap: 5*4+3+3 -1.75= 24.25 damage for 11 energy
Hit: 86 (-spe means hit)
Crit: 14, 19, 8, 8, 10

Spinda: Trick Room for 10 energy

Spinda: Superpower: (12+1.5)*1.5-1.75 = 18.5 damage for 8 energy
Crit: 4

Cincinno: Bullet Seed: 5*4+3+1.75-1.75= 23 damage for 12 energy
Crit: 12, 14, 9, 4, 12

Spinda: Dig for 5 energy

Cincinno: Tail Slap: missed for 11 energy

Spinda: Dig: 8*0.5+1.5-1.75-1.75 = 2 damage for 5 energy
Crit: 15

Trick Room for 3r​

Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r

573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r​

Matezoide's turn!
 
Superpower does a bit more damage than that because her attack was at 0 when it was used.

Spinda should have 43 HP unless i am missing something.

Also, switching out for Throh.

Counter switch?

Stupid rule! It actually makes sense!
 
Jellicent.
Water Spout ~ Will-O-Wisp ~ Hex
If Bide, Toxic the first action, Will-O-Wisp the second, and push back.
Don't forget that guts is canceled!
 
I.....thought he had Payback when i sent the PM.....


Focus Energy -> Thunder-Punch -> Thunderpunch

If Cursed Body activates A2, use Rest A3.
If Cursed Body activates A2 AND Will-O-Wisp misses, use Earthquake A3 (lol). This sub has priority.
 
Trick Room for 3r​
Spr_5b_538.png

Hp: 120
En: 100
5/3/1/3/45
Other:
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r


593.png

Hp: 110
En: 100
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r


Throh: Focus Energy for 12 energy
Rule 22 (1=move works): 1 (works)

Jellicent: Water Spout: 15+3=18 damage for 7 energy
Crit: 3 (no)

Throh: Thunder Punch: (8+1.5+3)*1.5= 18.75 damage for 6 energy
Crit: Guaranteed
Effect: 9 (no)
Cursed Body: 5 (no)

Jellicent: Will-o-Wisp for 7 energy
Hit: 37 (yes)

Throh: Thunder Punch: (8+1.5+3)*1.5= 18.75 damage for 10 energy
Crit: Guaranteed
Effect: 3 (no)
Cursed Body: 5 (no)
-2hp due to burn

Jellicent: Hex: 10 + 3 +3= 16 damage for 6 energy
Crit: 9 (no)


Trick Room for 2r​
Spr_5b_538.png

Hp: 84
En: 72
5/3/1/3/45
Other: Pumped for 4a, Burn.
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r


593.png

Hp: 62
En: 80
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

Matezoide's turn!
 
male40.png


This is bad.....

Rest -> Sleep-Talk (Thunderpunch, Earthquake, Leer, Bulk Up) -> Sleep-Talk (Thunderpunch, Earthquake, Leer, Bulk Up)


If you wake up A2 or A3, use Thunderpunch that action.
If Thunderpunch is disabled by Cursed Body when you would use it, use Earthquake instead.

Stupid rule (Not one of the arena's rules) that prevents me from switching out now!
 
Trick Room for 2r​
Spr_5b_538.png

Hp: 84
En: 72
5/3/1/3/45
Other: Pumped for 4a, Burn.
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r


593.png

Hp: 62
En: 80
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r


Throh: Rest for 15 energy
+12hp
no more burn

Jellicent: Hydro Pump: 12+3 = 15 damage for 7 energy
Hit: 43 (yes)
Crit: 16

Throh: Sleep Talk: Leer for 7 energy
Move: 3/4 (Leer)
+12hp

Jellicent: Surf: 10+3 = 13 damage for 6 energy
Crit: 5

Throh: Sleep Talk: (8+3+1.5)*1.5+1.75= 20.5 damage for 14 energy
Move: 1/4 (Thunderpunch)
Crit: 16
Effect: 10 (no)
+12hp

Jellicent:Hydro Pump: 12+3 = 15 damage for 7 energy
Hit: 34 (yes)
Crit: 4


Trick Room for 1r​
Spr_5b_538.png

Hp: 77
En: 37
5/3/1/3/45
Other: Pumped for 1a.
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r


593.png

Hp: 41
En: 60
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

TIO's turn!

EDIT at below: fixed.
 
I just realized that the hex from 2 rounds ago should have done 3 more damage due to arena. Nothing important, but you never know.
Recover ~ Shadow Ball ~ Recover
 
Trick Room for 1r​
Spr_5b_538.png

Hp: 77
En: 37
5/3/1/3/45
Other: Pumped for 1a.
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r


593.png

Hp: 41
En: 60
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

Throh: Thunderpunch: (8+3+1.5)*1.5+1.75= 20.5 damage for 10 energy
Crit: guaranteed
Effect: 6 (no)

No more focus energy

Jellicent: Recover: +20hp for 13 energy

Throh: Chill (+12en)

Jellicent: Shadow Ball: 8+3+3=14 damage for 5 energy
Crit: 14 (no)
Effect: 7 (no)

Throh: Chill (+12en)

Jellicent: Recover: +20hp for 13 energy

no more trick room

Spr_5b_538.png

Hp: 63
En: 51
5/3/1/3/45
Other:
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other: -2atk and def for 1r


593.png

Hp: 80
En: 29
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

Matezoide's turn!
 
Endure -> Superpower -> Trick-Room



I just thought of something.....If Contrary is activated, wouldnt that mean Spinda will get +1 Attack upon entering?
 
Spr_5b_538.png

Hp: 63
En: 51
5/3/1/3/45
Other:
Spindalina.png

Hp: 43
EN: 72
3/2/2/2/60
Other:


573.png

Hp: 79
En: 66
4/2/2/2/115
Other:
593.png

Hp: 80
En: 29
1/4/3/4/60
Other:

PRE-ACTION:
Cincinno is scared! -1Atk!
Spinda is Scared! +1Atk! (go go contrary)

ACTIONS:
Spinda used Endure! (-15en)

Cincinno used Tail Slap! 5*4+3+3= 26 damage (-11en)
Hit: 70 (hit)
Crit: doesn't matter

Cincinno used Bullet Seed! 5*4+3 = 23 damage (-12en)
Crit: doesn't matter

Spinda used Superpower! (12+1.5)*1.5+1.75= 22 damage (-8en)
Crit:
+1atk and def

Cincinno used Tail Slap! 5*4+3+3-1.75= 24.25 damage (-11en)
Hit: 88 (hit)
Crit: doesn't matter

Spinda used Trick Room! (-10en)

Trick Room for 3r​

Spr_5b_538.png

Hp: 63
En: 51
5/3/1/3/45
Other:
Spindalina.png

Hp: 1
EN: 39
3/2/2/2/60
Other: +2atk and +1def


573.png

Hp: 57
En: 32
4/2/2/2/115
Other:
593.png

Hp: 80
En: 29
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

Matezoide's turn!
 
Trick Room for 3r​

Spr_5b_538.png

Hp: 63
En: 51
5/3/1/3/45
Other:
Spindalina.png

Hp: 1
EN: 39
3/2/2/2/60
Other: +2atk and +1def


573.png

Hp: 57
En: 32
4/2/2/2/115
Other:
593.png

Hp: 80
En: 29
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

Spinda: Superpower: (12+1.5)*1.5+3.5= 23.75 damage for 12 energy
Crit: 14 (no)

Cincinno: Pound: enough damage for 2 energy

Spinda fainted!

Trick Room for 2r​

Spr_5b_538.png

Hp: 63
En: 51
5/3/1/3/45
Other:
Spindalina.png

Hp: KO
EN: KO
3/2/2/2/60
Other: +2atk and +1def


573.png

Hp: 33
En: 30
4/2/2/2/115
Other:
593.png

Hp: 80
En: 29
1/4/3/4/60
Other:
573.png

Hp: 79
En: 66
4/2/2/2/115
Other: -1atk for 1r

Matezoide sends out pokemon
TIO gives orders
Matezoide gives orders
I Ref
 
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