Brawl for your life! Dogfish and Subway.

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I do most of my work on a phone, so i'll be adding in the mons gradually over the next day or 2. I'll post when I'm done.

Thanks for your patience!
Dogfish44 said:
[a]Chingling[/a]

Chingling [Notredame] (M)
Nature: Modest (+1 SpA, -1 Atk)

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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

EC: 1/6
MC: 0
DC: N/A

Attacks:
Astonish
Confusion
Entrainment
Growl
Last Resort
Uproar
Wrap

Dream Eater
Hypnosis
Recover

Light Screen
Psyshock
Shadow Ball
Snatch
Taunt
Thunder Wave
Torment

Signal Beam

Total Moves: 18


[a]Magnemite[/a]

Magnemite [Paul] (N/A)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type:
Electric/Steel: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. 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.

Abilities:
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic (DW) (Innate): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 39 (45/1.15 = 39.130435) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/9
MC: 4
DC: 2/5

Attacks:
Discharge
Gyro Ball
Lock-On
Magnet Rise
Metal Sound
Mirror Shot
Screech
Sonicboom
Spark
Supersonic
Tackle
ThunderShock
Thunder Wave
Zap Cannon

Flash Cannon
Light Screen
Thunderbolt

Magic Coat
Signal Beam

Total Moves: 19



Litwick [Éget] (F)
Nature: Timid (+15% Speed [+5% Accuracy], -1 Atk)

Type:

Fire: 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.
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:

Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 23 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 1/9
MC: 0
DC: 1/5

Astonish
Confuse Ray
Curse
Ember
Fire Spin
Flame Burst
Imprison
Minimize
Night Shade
Overheat
Pain Split
Shadow Ball
Smog
Will-O-Wisp

Clear Smog
Endure
Heat Wave

Calm Mind
Fire Blast
Taunt

Move Total: 20


[a]Numel[/a]

Numel [Tüzelés] (F)
Nature: Quiet (+1 SpAtk ; -15% Spe [Flat 10% Eva Drop]

Type:

Fire: 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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple (Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW) (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.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Amnesia
Ember
Focus Energy
Growl
Magnitude
Tackle
Take Down

Endure
Heat Wave
Yawn

Protect
Substitute
Sunny Day

Move Total: 13


[a]Solosis[/a]

Solosis [Meiosis] (F)
Nature: Brave (+1 Atk ; -15% Spe [Flat 10% Eva Drop])

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.

Abilities:
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 Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator (DW) (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.

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Charm
Hidden Power (Flying, 7)
Light Screen
Psyshock
Psywave
Recover
Reflect
Rollout
Snatch

Acid Armor
Night Shade
Trick

Energy Ball
Gyro Ball
Shadow Ball

Move Total: 15


[a]Lotad[/a]

Lotad [Tango] (F)
Nature: Modest (+1 SpA, -1 Atk)

Type: Water / Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: 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.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

Abilities:

Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW) (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.

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

Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam

Giga Drain
Leech Seed
Synthesis

Hidden Power (Ground, 7)
Scald
Toxic

Total Moves:14


[a]Cubone[/a]

Cubone [Fibula] (M)
Nature: Adamant (+Atk ; -Sp.Atk)
Type: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
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.
LightningRod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Battle Armor (DW) (Innate): This Pokemon’s thick armor prevents it from taking critical hits.

HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 35
Size Class: 1
Weight Class: 1

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Bone Club
Bonemerang
Endeavor
Focus Energy
Grown
Headbutt
Leer
Rage
Tail Whip

Detect
Double Kick
Iron Head

Earthquake
Protect
Smack Down

Ice Punch

Total Attacks: 16
SubwayJ said:
7 Eevees are awesome


Mr. Green the Eevee (M)
Nature: Adamant (+Atk, -SpAtk)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Adamant Nature)

HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Endure
Flail
Yawn

Protect
Work Up
Round



Mr. Boddy the Eevee (M)
Nature: Relaxed (+Def, -Speed)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Relaxed Nature)

HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (-) (-10 EVA)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Wish
Stored Power
Yawn

Protect
Work Up
Round



Mrs. White the Eevee (F)
Nature: Calm (+SpDef, -Atk)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Calm Nature)

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Stored Power
Yawn
Endure

Protect
Work Up
Round



Miss Scarlet the Eevee (F)
Nature: Mild (+SpAtk, -Def)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Mild Nature)

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Endure
Flail
Yawn

Protect
Work Up
Round


Mrs. Peacock the Eevee (F)
Nature: Modest (+SpAtk, -Atk)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Modest Nature)

HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Wish
Stored Power
Yawn

Protect
Work Up
Round

Colonel Mustard the Eevee (M)
Nature: Mild (+SpAtk, -Def)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Mild Nature)

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Endure
Stored Power
Yawn

Protect
Work Up
Round
Shadow Ball


Professor Plum the Eevee (M)
Nature: Modest (+SpAtk, -Atk)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:[/B (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats: (Modest Nature)

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Wish
Stored Power
Yawn

Protect
Work Up
Round
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Items:

Chingling: EXP Share

Magnemite: Magnet

Litwick: Charcoal

Numel: EXP Share

Solosis: Jacoba Berry

Lotad: Leftovers

Cubone: Thick Club
 
Colonel Mustard: Leppa Berry
Mrs. White: Oran Berry
Mr. Green: Rawst Berry
Miss Scarlet: Rawst Berry
Professor Plum: Chesto Berry
Mrs. Peacock: Chesto Berry
Mr. Boddy: Cheri Berry
 
Calculations first, then post-round, then flavor.
Mr. Green used Yawn! -6 en
Miss Scarlet used Yawn! -6 en
Mrs. White used Yawn! -6 en
Mrs. Peacock used Yawn! -6 en
Professor Plum used Yawn! -6 en
Colonel Mustard used Shadow Ball! (2/10) (13/16) (8+1.5)*1.5=14.25 damage, 6 en
Mr. Boddy used Yawn! -6 en

Chingling used Psyshock! (7/16) (8+3+3)=14 damage, 5 en
Magnet used Thunderbolt! (12/16) (9/10) (10+3)+4=17 damage, 6 en
Cubone used Bonemerang! (1/10) (8/10) (12/16) (6/16) (5+5+3+1+4.5)=18.5 damage, 6 en
(2/2) Lotad used Scald! (4/16) (3/10) (8+3)=11 damage, 5 en, burn
Numel used Ember! 2 en
Litwick used Heat Wave! 6 en
Plum: (6/10) (5/10) (1/16) ((10+2)*.75+3+3)+4=19 damage
Peacock: (10/10) miss
Body: (7/10) (10/10) (11/16) ((10+2)*.75+3)+5=16 damage
Solosis used Psyshock! (10/16) (8+3+3)=14 damage, 5 en
Plum fainted!
Solosis used LefTovers!

(2/5) White used Round! (15/16)(12+2+3)=17 damage, 7 en
(1/4) Green used Round! (11/16) (12+2+3-1.5)=15.5 damage, 7 en
(1/3) Scarlet used Round! (5/16) (12+2+3+1.5)=18.5 damage, 7 en
(2/2) Mustard used Round! (7/16) (12+2+3+1.5)=18.5 damage, 7 en
Peacock used Round! (1/16) (12+2+3+3+1.5)=21.5 damage, 7 en
Lotad was knocked out!
Body used Round! (13/16) (12+2+3)=17 damage, 7 en

Chingling used Signal Beam! (15/16) (9/10) (8+1.5)=9.5 damage, 6 en
Magnetite used Discharge! I hate you! -5 en
Chingling-(3/16) (4/10)(8+3+1.5)+4=16.5 damage
Cubone-+1 SpA
Numel-0 damage
Litwick-(7/16) (1/10) (8+3+1.5)+4=16.5 damage, paralyzed
Solosis-(3/16) (8/10) (8+3+1.5)+4=16.5 damage
Peacock- (3/16) (9/10) (8+3)+4=15 damage
White- (8/16) (2/10) (8+3-1.5)+4=13.5 damage, paralysis
Mustard-(12/16) (7/10) (8+3)+4=15 damage
Green-(1/16) (5/10) (8+3+3)+4=19 damag
Scarlet- (1/16) (2/10) (8+3+3)+4=19 damage
Boddy- (9/16) (5/10) (8+3)+4=15 damage
Cubone used Bone Club! (11/16) (5/10) (20/20) miss, 4 en
Numel used Heat Wave! -6 en
Peacock- (5/20) (2/10) (3/16) (10+3+1.6)=14.5 damage
Body- (13/20) (8/10) (2/16) (10+3+1.5)=14.5 damage
Mustard-(12/20) (5/10) (6/16) (10+3+1.5)=14.5 damage
Litwick used Fire Blast! (18/20) (14/16) (8/20) (10/10) (12+3+2)+4=21 damage, 7 en
Solosis used Psywave! 10 damage, 4 en
End of calcs


SubwayJ

Green:
HP: 71 En: 87
Status: fine

Boddy:
HP: 44 En: 87
Status: fine

White:
HP: 76 En: 87
Status: paralyzed 15%

Scarlet:
HP: 71 En: 87
Status: fine

Peacock:
HP: 20 En: 87
Status: fine

Mustard:
HP: 60 En: 87
Status: fine

Chingling
HP: 73 En: 89
Status: drowsy

Magnemite
HP: 80 En: 89
Status: drowsy

Litwick
HP: 59 En: 87
Status: drowsy, paralyzed 15%

Numel
HP: 90 En: 92
Status: drowsy

Solosis
HP: 73 En: 83
Status: drowsy

Cubone
HP: 73 En: 90
Status: drowsy
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Feel free to skip flavour, or only write a minimal amount, just send me and Subway a VM once the calcs are done and the post round is up :-)
 
I'm back, but not in time. Whoever takes this, please note I have done the calculations already, so that saves you some work.

Edit: It seems you have not found a sub-ref. I can continue at a much better pace now. What happened last week I do not expect to happen ever again.
In other words: post-round Is up!
 
Calculations first, then post-round, then flavor.
Peacock used Helping Hand! 16 en
Scarlet used Helping Hand! 16 en
Mr. Boddy used Helping Hand! 16 en
Mr. Green used Round! (16/16) (24+2+3-1.5)=27.5 damage, 11 en
Mustard used Round! (10/16) (24+2+3+1.5)=30.5 damage, 11 en
Chingling used Uproar! (2/6) (6/16) - Scarlet (9+1.5)=10.5 damage, 6 en
Magnet used Thunderbolt! (16/16) (7/10) (10+3)+4= 17 damage, 6 en
Cubone used Bonemerang! (2/10) (5/10) (4/16) deadpeacock, 6 en
Numel used Heat Wave! 6 en
Boddy (7/16) (2/20) (2/10) (7.5+3+1.5)=12 damage
Mustard (13/16) (15/20) (7/10) (7.5+3+1.5)=12 damage
Scarlet (12/16) (13/20) (10/10) (7.5+3+1.5)=12 damage
Solosis used Psyshock! (13/16) (8+3+1.5)=12.5 damage, 5 en
White Usef Round! (8/16) (24+2+3)=29 damage, dead Chingling, 11 en
Litwick used Heat Wave! (11/20) 6 en
Boddy (1/16) (3/20) (8/10) (7.5+3+2+3)+4=19.5, dead Bodfy
Mustard (15/16) (4/20) (6/10) (7.5+2+3)+4=16.5 damage
Scarlet (2/16) (18/20) (3/10) (7.5+2+3)+4=16.5 damage

Green used Helping Hand! 6 en
White used Helping Hand! (9/20) 14 en
Mustard used Shadow Ball! (10/16) (3/10) (16+1.5)*1.5=26.25 damage, 6 en
Scarlet used Round! (14/16) (6+3+2)=11 damage, 7 en
Magnet used Thunderbolt! (5/16) (10/10) (10+3)+4=17 damage, 10 en, dead Scarlet
Cubone used Bonemerang! (19/20) (20/20) misshax
Numel used Heat Wave! 10 en
Mustard (5/16 3/20) (41/10) 12 damage
Scarlet (13/16) (11/20) (2/10) (7.5+3+1.5)=12 damahe
White (16/16) (18/20) (4/10) (7.5+3)=10.5 damage
Solosis used Psyshock! Dead Mustard 9 en
Litwick used Heat Wave! (1/20) paralyzed


SubwayJ

Green:
HP: 71 En: 70
Status: fine

White:
HP: 65 En: 62
Status: paralyzed 10%

Scarlet:
HP: 30 En: 64
Status: fine


Magnemite
HP: 80 En: 73
Status: fine

Litwick
HP: 23 En: 81
Status: paralyzed 5%

Numel
HP: 90 En: 76
Status: healthy

Solosis
HP: 73 En: 69
Status: fine

Cubone
HP: 62 En: 84
Status: fine

Done!
 
Calculations first, then post-round, then flavor.
Litwick used Endure! (19/20) 15 en
Scarlet used Round! (1/16) Rock Armor (12+2+3+1.5)=18.5 damage, 11 en
Green used Round! (2/16) (12+3+2-1.5)=15.5 damage, 7 eb
Magnet used Flash Cannon! (10/16) (5/10) (8+3)=11 damage, 6 en
Cubone used Bone Club! (6/16) (20/20) wow, your aim is bad, 4 en
Numel used Heat Wave! 6 en
Scarlet-(4/16) (12/20) (3/10) (7.5+3+1.5)=12 damage
Green- (10/16) (14/20) (2/10) (7.5+3+1.5)=12 damage
White- (17/20) (3/16) (17/20) (7/10) (7.5+3)=10.5 damage
Solosis used Psywave! 10 damage, 4 en, KO Scarlet
White used Round! (11/16) (12+2+3)=17 damage, 7 en

Green used Round! (6/16) (12+2+3-1.5)=15.5 damage, 11 en
Magnet used Thunderbolt! (12/16) (10+3-1.5)+4=15.5 damage, 7 en
Numel used Heat Wave! 10 en
White (10/16) (1/20) (7/10) (7.5+3)=10.5 damage
Green (8/16) (16/20) (2/10) (7.5+3+1.5)=12 damage
Solosis used Psyshock! (4/16) (8+3)=11 damage, 5 en
White used Round! (2/20) paralyzed
Litwick used Heat Wave! 6 en
White (15/16) (10/20) (2/10) (7.5+3-1.5)+4=13 damage
Green (5/16) (19/20) miss

SubwayJ

Green:
HP: 35 En: 52
Status: fine

White:
HP: 4 En: 55
Status: fine

Magnemite
HP: 80 En: 60
Status: fine

Litwick
HP: 23 En: 60
Status: fine

Numel
HP: 90 En: 60
Status: healthy

Solosis
HP: 73 En: 60
Status: fine

done, I predict the next round will be the last, finally
 
Green used Quick ATTACK! (7/16) (9+2-1+3+1.5)=14.5 damage, 17.5 en
White used Quick ATTACK! (8/16) (9+2-1+3-1.5)=11.5 damage, 17.5 en
Magnet used Thunderbolt! (?/16) (10+3+?)>4, 7 en, KO whie
Numel used Ember! (14/16) (4+3+1.5)=8.5 damage, 2 en
Litwick used Flame Burst! (12/16) (7+2+3)+4=16 damage, 5 en,
Solosis used Psyshock! (4/16) (8+3+3)=14 damage, 5 en, KO green

SubwayJ-Defeated

Dogfish-victorious

Magnemite
HP: 80 En: 53
Status: fine

Litwick
HP: 23 En: 55
Status: fine

Numel
HP: 90 En: 58
Status: healthy

Solosis
HP: 46 En: 55
Status: fine

prizes in next post
 
15 UC for me, yay!

3CC for Subway and Dogfish
1EC, 2 MC, 1 DC for everyone
1 extra MC for Chingling and Numel
KOs for: (4/5) Mustard, White, and Green
KOs for: Solosis*4, Cubone, Litwick, Magnemite
 
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