[POISON] - Leader Engineer Pikachu vs Challenger deadfox081
Quote:
Originally Posted by Fat deadfox081
Okay Engi. We have partnered through Raids, refereed each other in countless facilities but to date I cannot remember a proper battle between us. Its time to change that on the grandest stage available.
Challenging Engineer Pikachu and the Poison Gym
Quote:
Originally Posted by Fat Engineer Pikachu
"If you want one so badly I guess you can have it."
Format: 4v4 Singles DQ: 72 Hours Abilities: ALL Switch: OK Items: ON Substitutions: TWO Infinite chills / Recovers
Arena
Arena: Erlenmeyer Flask Arena Type: Urban Field Type: Poison, Water Complexity: Intense Formats: All Formats
Restrictions: OHKO moves are banned.
Description:
In the beautiful world of PYREX™ lies a gigantic titration flask, half-full with some ungodly acid; the opening is barely large enough for daring trainers to slip through, and so, of course, that's where the gym battles always take place.
Anything poisonous is powered up in this flask, especially slow-acting toxins. Acid constantly eats away at those affected by it, taking its toll over long periods of time—not even pressure equalization can stop the acid from doing its deed. Yet, the water content is enough those who need it to draw their power from.
Despite borosilicate's resistance to thermal expansion and network solid configuration, it's still quite fragile and vulnerable to a Pokemon's attacks. As such, all of the highly powerful attacks are outright banned, as are items whose sole purpose are to increase damage. That's all there is to it.
Summary:
Effects
BPSN starts at 2 DPA instead of the normal 1 DPA.
Pokemon without a Poison or non-corroded Steel typing take 1/3 DPA.
Rain Dish and Dry Skin are activated at half value in clear weather.
Choice Band, Choice Specs, Life Orb, Expert Belt, Muscle Band, Wise Glasses, Evolutionary Stones, Elemental Gems, and +4 DMG items (e.g. Silk Scarf) have no effect.
Black Sludge has its effect increased by 50% if it is not boosted by the holder's ability.
Codifications
A Pokemon afflicted with PSN that would be PSNed again by an attack will have PSN replaced with BPSN which starts at 2 DPA.
Weather Ball is Water-type.
SolarBeam retains its full BAP. Morning Sun, Moonlight, and Synthesis restore default amounts of HP.
Camouflage replaces the user's typing with a Poison typing.
Air Lock and Cloud Nine have no effect on acid DMG.
Hello people, long time no see, huh?
Today here we have a very interesting battle in our hands! In the world of ASB Raids, these two make a terrific pair, defeating and destroying one overbloated ridiculous Raid Boss after another with fine strategy and hours of preparation.
But now we will see something different for a change. Deadfox081 and Engineer Pikachu will be on opposite sides in this battle, something extremely rare and exciting to say the least. Let's get to know a bit about our contestants as we proceed, shall we?
Our Gym Leader is one of interesting deeds. He is around ever since the very begining, being on the first page of the Registration Topic. He was the first trainer to get the Ghost Badge, the Gym Leader with the second biggest number of Actually-Trained Gym Pokemon (12, 2 less than IAR, the same number as Zarator, 2 more than Dogfish44, 3 more than Gerard, 4 more than Texas, Atheno and Rediamond, 5 more than jas, yeah I have no life), the Leader with the second best win-loss ratio and, well...point is: he knows how to play this somewhat. Somewhat.
Unlike some other Gyms, where the strategy is probably something along the lines of "ATTTTTTTTTTTTTTTTTTTTTTTAAAAAAAAAAAACKKK!!", the Poison Gym Team is made with one goal and one goal only: survive longer. His pokemons are sturdy, capable of dealing with residual damage and getting healthy easily. The core of his team won't break with brute force alone and I believe other challengers can attest to that.
As I said on other occasions, the Poison Team is one entity, so pointing out one pokemon to watch is always dubious. But since I like to do that, pay close attention to Tanka the Venusaur. It combines bulk, capacity to heal itself and the ability to use residual damage pretty well. Also it packs a good punch haha.
The challenger is also a trainer of accomplishments. Well, "almost" accomplishments. He almost got the bug gym, if it weren't for severely understimating a Heracross. He "almost" beat the Ground Gym, getting a really close finish. He "almost" (actually no haha) beat the Ghost Gym, if it weren't for a certain ref's RNG screwing with him royally *whistles*. And I believe he almost likes almost getting stuff.
But I kid. The Challenger has proven in more than one occasion that he is not to be triffled with. Believe me I know ._. . On a more serious note, deadfox081 has a pretty nice win-lose ratio and a vast array of pokemon with many possibilities. As Raids teach us, some variety + good strategy = victory. Deadfox081 is a Raid Meister so he knows that. His ability to challenge very different gyms with very different teams and do well is admirable. And this means that Engineer will have a tough job figuring out what to do.
Pay close attention to Psycha the Reuniclus. It hits Poison supereffectively with STAB, is immune to the acid majingajing and have a big movepool. Also it is one of the challengers first pokemon, so he knows how to use it. Also, more importantly: it has sleep talk. haha.
TYPE: Dark / Poison
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.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
ABILITIES Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits. Keen Eye (Unlocked): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Type: Grass / Poison
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
ABILITIES Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Chlorophyll (Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Type: Poison / Flying
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES 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. Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
ATTACKS [63]:
Acrobatics
Air Cutter
Air Slash
Astonish
Bite
Confuse Ray
Cross Poison
Haze
Leech Life
Mean Look
Poison Fang
Screech
Supersonic
Swift
Wing Attack
TYPE: Ground / Poison
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
ABILITIES Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
ATTACKS [94]: Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gravity
Gust
Heal Block
Helping Hand
Knock Off
Lucky Chant
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Toxic Spikes
Whirlwind
Wide Guard
Wonder Room
Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Spikes
Stealth Rock (#)
Wish (#)
Block
Drill Run
Skill Swap
Snatch
Snore
Swift
Twister
TYPE: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
ABILITIES Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Liquid Ooze: (Innate) This Pokemon’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. Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Bide
Brine
Giga Drain
Mega Drain
Mimic
Reflect
Sleep Talk
Whirlpool
Shoki the Skuntank
Skuntank (Shoki) (F) NATR: Rash (+1 SpA, -1 SpD)
TYPE: Poison / Dark
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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.
ABILITIES Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Keen Eye (Unlocked): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
STATS: 103 / 93 / 67 / 71 / 61 / 84
TYPE: Fire / Poison
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
ABILITIES Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Illuminate (Unlocked): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Type: Psychic 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.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (60):
PHYSICAL
Dizzy Punch
Drain Punch
Endeavour
Explosion
Fire Punch
Gyro Ball
Ice Punch
Knock Off
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Superpower
ThunderPunch
Zen Headbutt
SPECIAL
Energy Ball
Flash Cannon
Focus Blast
Future Sight
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Night Shade
Psychic
Psyshock
Psywave
Shadow Ball
Signal Beam
Thunder
OTHER
Attract
Calm Mind
Charm
Confuse Ray
Double Team
Embargo
Flash
Gravity
Heal Block
Helping Hand
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Recover
Reflect
Rest
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Summary: 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.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (36):
PHYSICAL
Earthquake
Focus Punch
Headbutt
Tackle
Zen Headbutt
SPECIAL
Brine
Confusion
Flamethrower
Focus Blast
Grass Knot
Heal Pulse
Hidden Power [Ground-7]
Ice Beam
Icy Wind
Incinerate
Psychic
Psyshock
Scald
Signal Beam
Surf
Water Gun
Water Pulse
Whirlpool
OTHER
Block
Curse
Disable
Endure
Growl
Light Screen
Magic Coat
Mud Sport
Protect
Reflect
Slack Off
Sleep Talk
Thunder Wave
Toxic
Yawn
Type: Steel/Ground Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponent’s incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks (40):
PHYSICAL
Aqua Tail
Bind
Crunch
Dig
Double Edge
Dragon Tail
Earthquake
Fire Fang
Flail
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Rage
Rock Blast
Rock Slide
Rock Throw
Rock Tomb
Sand Tomb
Smackdown
Stone Edge
Tackle
Thunder Fang
SPECIAL
Dark Pulse
Dragonbreath
Dragon Pulse
Earth Power
Mud Slap
OTHER
Automize
Curse
Double Team
Endure
Harden
Mud Sport
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Taunt
Type: Ground/Ghost Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. 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.
Iron First: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Attacks (43):
PHYSICAL
Astonish
Brick Break
Bulldoze
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Fly
Hammer Arm
Heavy Slam
Ice Punch
Low Kick
Low Sweep
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
Stone Edge
ThunderPunch
Zen Headbutt
SPECIAL
Earth Power
Flash Cannon
Focus Blast
Grass Knot
Ice Beam
Icy Wind
Mud Slap
Psychic
Shadow Ball
Solarbeam
Thunderbolt
OTHER
Defence Curl
Double Team
Iron Defence
Magic Coat
Protect
Rock Polish
Safeguard
Sleep Talk
Stealth Rock
Toxic
Order of Operations:
Heads: Leader goes first
Tails: Challenger goes first
(Tails)
deadfox081 sends out pokemon with Item
Engineer Pikachu sends out Pokemon with Item and Orders
deadfox081 gives orders
I Eat PopcornRef
I think you'll find that EVERYTHING has Sleep Talk!
"Good luck Engineer. Its time I set about turning some of those almosts into completions and I couldn't think of a better way to do it than take down one of the strongest leaders around. Lag, you're up first. You can take whatever he wants to throw at us. Have these Leftovers to aid your longevity."
"Someday I'll find that Sleep Talk is more irritating than Float Stone... but I digress. Yogan, I suppose you'll do well enough against that Slowbro." Yogan (F) ABIL: Dry Skin, Illuminate ITEM: Black Sludge
Toxic Spikes – Fire Spin – SolarBeam IF (Magic Coat is used on Toxic Spikes) THEN (Swap Toxic Spikes with Fire Spin the first time, Toxic Spikes with SolarBeam the second, and use Sludge Bomb the third)
[ONCE] IF (Light Screen is used) THEN (Use Snatch and push actions back)
__________________
[11:35] <Zarator> My friend always laugh at me for liking young girls
[11:35] <Zarator> I am still within reasonableness^^
The challenger begins this with Lag the Slowbro holding a Leftovers. The challengers opts for a safe neutral lead instead of a more risky approach. Slowbro can hit hard most pokemon on the Leader's team with Psychic and the Water typing is neutral against the ones that resist Psychic attacks. Also, Regenerator and a good defense means that it can't go back and forward without losing much momentum.
The Leader counterattacks with Yogan the Mollux holding a Black Sludge. While it may seem strange to send a fire type versus slowbro, Dry Skin turns the table and gives a much wanted immunity and a nice nice constant healing. The Leader may have considered his Dark mons valuable against the challenger's team and prefered not to risk them going first. Or maybe he just likes Mollux. It IS adorable.
...anyway..
The match begins with Yogan spreading Toxic Spikes all over the arena to set up for the next pokemon that will come. Lag also goes with the supportive rout, but with a different approach, paralysing Mollux with Thunder Wave, so the challenger's overall slow team can deal with it better.
On the second action, Lag, now faster (hard to believe, isn't it?) proceeds to attack, using Psychic Powers to throw Yogan around. The Mollux manages to keep his cool (hot) though and uses Fire Spin against his foe, not only dealing some damage (not much), but also and more importantly, trapping the Slowbro.
Finally, Lag attacks once more with Hidden Power Ground for good damage and Yogan repays the favor but getting some sunlight on its system to fire a powerful Solarbeam at the Slowbro for also good damage.
During this round, Lag kept nibbling on his Leftovers to endure the Acid Mist and the Fire Spin. Yogan got more healing for himself, thanks to Black Sludge's enhanced effects and all this moisture.
End Result: an equal matchup. Both mons have exactly the same hp and en. I believe this is a sign of a very close battle folks!
data
Mollux: Toxic Spikes for 6 energy
+1.5hp due to black sludge
+1hp due to Dry Skin
Slowbro: Thunder Wave for 7 energy
+1hp due to leftovers
-0.33hp due to acid
Slowbro: Psychic: (6+3+3+1.5)*1.5 = 20.25 damage for 5.5 energy
Crit: 12 (no)
Effect: 4 (no)
+1hp due to leftovers
-0.33hp due to acid
Full Paralysis: 47 (no)
Mollux: Fire Spin: (4+3+3)*0.67 = 6.7 damage for 4 energy
Hit: 27 (no)
Crit: 4 (no)
+1.5hp due to black sludge
+1hp due to Dry Skin
Slowbro lost 2hp due to fire spin
Slowbro: Hidden Power Ground: (7+1.5)*2.25= 19.125 damage for 5 energy
Crit: 9 (no)
+1hp due to leftovers
-0.33hp due to acid
-2hp due to fire spin
Full Paralysis: 58 (no)
Mollux: Solarbeam: (12+3)*1.5 = 22.5 damage for 8 energy
Crit: 12 (no)
+1.5hp due to black sludge
+1hp due to Dry Skin
"Great work Lag, now set about doing some more damage."
Light Screen > Psychic > Psyshock
IF Snatch when you would use Light Screen THEN Psychic and push back IF Mollux has clones up when you come to act THEN Earthquake
Hp: 68
En: 82
3/4/5/3/26 (-10eva)
Other: Fire Spin for 2a
Item: Leftovers
Round 2
Fearing a sudden offensive strategy from Yogan, Lag sets up a Light Screen. But the lampshell mon likes to takes things sloooow and...well, it didn't move! Got Fully Paralysed! Maybe that is too slow...
Now safer behind a screen, Lag resumes its offensive, using its Psychic power to throw Yogan around. But Mollux isn't bothered at all and continues to do things sloooowly and Toxic's the Slowbro with a floating blob from its lamp. Pretty! Also, the arena seems to augment Toxic's power!
Finally, Lag attacks once more with Psyshock, using its mental power to create some physical waves that slap Yogan and the Mollux is forced to Recover to stay in the game.
The match is still tied, even though Lag has a small health advantage. Toxic will start to build up next round and Lag is still stuck. The challenger may be winning in terms of hp...but he sure didn't break the Leader's Stalemate just yet.
Which is boring, btw.
data
Slowbro: Light Screen for 9 energy
-2hp due to fire spin
-0.33hp due to mist
+1hp due to leftovers
Full Paralysis: 2/100 (yes)
Mollux: fully paralysed.
+1.5hp due to Black Sludge
+1hp due to dry skin
Slowbro: Psychic: 20.25hp for 5.5 energy
Crit: 13
Effect: 6
Full Paralysis: 66/100 (no)
Mollux: Toxic for 6 energy
+1.5hp due to Black Sludge
+1hp due to dry skin
Slowbro is Poisoned!
-2hp due to toxic
-2hp due to fire spin
-0.33hp due to mist
+1hp due to leftovers
Slowbro: Psyshock: (8+3+1.5)*1.5= 18.75hp for 5 energy
Crit: 6
-2hp due to toxic
-0.33hp due to mist
+1hp due to leftovers
Full Paralysis: 55/100 (no)
Mollux: Recover: +20hp for 12 energy
+1.5hp due to Black Sludge
+1hp due to dry skin
SolarBeam – Venoshock – SolarBeam
IF (You are at or below 93.5 HP when you are to Venoshock) THEN (Use Giga Drain)
[ONCE] IF (Thunder Wave is used) THEN (Use Safeguard and restart the queue)
__________________
[11:35] <Zarator> My friend always laugh at me for liking young girls
[11:35] <Zarator> I am still within reasonableness^^