2v2 Singles; Speed-X vs Zekrom

2v2 Singles
3 Day DQ
2 Recoveries, 5 chills
Switch = OK
All Abilities
Training items only (if applicable)
Arena: Pokemon Stadium

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description:
Round 1: Read Arena Restrictions.
Round 2: Arena changes to one of 8 elemental fields (Non-repeating till exhausted).
Round 3: Arena changes again to one of remaining 7 elemental fields.
Round 4: Arena changes to normal with Arena Restrictions.
[and the arena change repeats as Round 2, Round 3 and Round 4]
Eg: Round 5: The Arena changes to one of 6 elemental fields.

# If a pokemon falls off the Arena, it can return without any penalty.
# Each trainer will be given the option to switch Pokemon, in the same order as they were supposed to be ordering, when the Arena changes. After both trainers decide whether or not to switch, attack orders proceed normally.

Note: Switching and Counter switching rules do not apply if the Field type is changing and the order in which the trainer would post their orders will remain the same as it was before the switching phase.

Team Speed-X


Peridot [F] [Chespin]
Types:
[Grass]
"Immunity to Leech Seed, Worry Seed, and all 'Powder' based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command."

Abilities::
Overgrow
"When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)."
Bulletproof (HA, locked)​

Nature:
Impish (+1 Defense | -1 S.Attack)​

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 1
Base Rank Total: 14​

Counters
Evolution Counters: 1/9
Move Counters: 0
Ability Counters: 1/5
Knock-Out Counters: 0​

Attacks:
Level Up (9 / 14)
Tackle | Growl | Vine Whip | Rollout | Bite | Leech Seed | Pin Missle | Seed Bomb​
Egg (5 / 7)
Curse | Synthesis | Belly Drum | Spikes | Defense Curl​
TM/HM (5 / 45)
Bulk Up | Swagger | Payback | Gyro Ball | Substitute​

Topaz [M] [Fennekin]
Types:
[Fire]
"Fire STAB; immune to burn status. Brighten Command."

Abilities::
Blaze
"When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2)."
Magician (HA, locked)​

Nature:
Timid (+15% Speed | -1 Attack | +16% Accuracy)​

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13​

Counters
Evolution Counters: 1/9
Move Counters: 0
Ability Counters: 1/5
Knock-Out Counters: 0​

Attacks:
Level Up (9 / 16)
Scratch | Tail Whip | Ember | Howl | Flame Charge | Psybeam | Fire Spin | Lucky Chant | Psyshock​
Egg (4 / 4)
Heat Wave | Hypnosis | Magic Coat | Wish​
TM/HM (7 / 35)
Toxic | Incinerate | Grass Knot | Psych Up | Substitute | Solar Beam​

Aquamarine [F] [Froakie]
Types:
[Water]
"Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action."

Abilities::
Torrent
"When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2)."
Protean (HA, locked)​

Nature:
Timid (+15% Speed | -1 Attack | +23% Accuracy)​

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 82 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14​

Counters
Evolution Counters: 1/9
Move Counters: 0
Ability Counters: 2/5
Knock-Out Counters: 0​

Attacks:
Level Up (11 / 14)
Pound | Growl | Bubble | Quick Attack | Lick | Water Pulse | Smokescreen | Round | Fling​
Egg (5 / 6)
Toxic Spikes | Camouflage | Mud Sport | Mind Reader | Water Sport​
TM/HM (5 / 36)
Substitute | Scald | Attract | Double Team | Hidden Power (Fire)​


Team Zekrom2525



Charmander
Male
Nature: Timid
Type: Fire
Abilities: Blaze/ [Hidden Locked - Solar Power)


Stats:
HP: 90
Atk: 1 [-]
Def: 2
SpA: 2
SpD: 2
Spe: 75 [+15%] & [+19% Acc]
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/9
MC: 0
AC: 2/5
KOC: 1

Attacks:
Level Up
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Slash




Egg Moves


Ancient Power
Bite
Dragon Dance
Dragon Pulse
Flare Blitz


TM/HM

Dragon Claw
Protect
Flamethrower
Substitute
Power-Up Punch
Thunder Punch


Wartortle
Male
Nature: Calm
Type: Water
Abilities: Torrent/ [Hidden Locked - Rain Dish)


Stats:
HP: 90
Atk: 2 -
Def: 3
SpA: 3
SpD: 4 +
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16


EC: 4/9
MC: 1
AC: 2/5
KOC: 0

Attacks:
Level Up
Tackle
Tail Whip
Water Gun
Bubble
Withdraw
Bite
Rapid Spin
Protect
Water Pulse
Hydro Pump



Egg Moves

Aqua Jet
Aqua Ring
Dragon Pulse
Muddy Water
Water Spout

TM/HM

Toxic
Ice Beam
Scald
Surf
Waterfall
Iron Defense
http://cap.smogon.com/Sprites/frontnormal-monohm.png


Monohm [Male]
Types: Electric/Dragon
Abilities:: Shield Dust / Static / Overcoat (Hidden - Locked)
Nature: Modest
Stats:
HP: 90
Atk: Rank 1 -
Def: Rank 3
SpA: Rank 4 +
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Level Up
Tackle
Growl
Twister
Dragon Rage
Charge
Thunder Shock
Rain Dance
Sonic Boom

Egg Moves:

Hydro Pump
Heal Bell
Power Gem
Magnet Rise

Dragon Breath

TM/HM:
Thunderbolt
Fire Blast
Surf
Hidden Power: Grass
Torment


Battle Rules:
Decision of the Ref is final regarding flavor and Arena mechanics for this battle.
Unless a glaring error is made, request for recalculating a round will be not be entertained.

Orders:
Speed-X sends out
Zekrom2525 sends out and orders
Speed-X Orders

Ref​
 
Last edited:

Sub (25%) ~ Rollout ~ Rollout

If you're inflicted with a burn at any point, use Spikes + Spikes.

Just felt like adding an image.
 
Round 1:


90
100
1/2/2/2/75/S1/W1
+2 BAP to fire attacks if HP less than 30
Blaze | +19% Acc​


90
100

3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot

Field Effect: Normal Arena Restrictions (1 Round)
Action 1:

Blaze's flamethrower on Peridot
Crit Check (625): 7859 (No)
Damage: (9 + 3 + 3 - 3) * (3/2) = 18
Effect Chance (1000): 4921 (no)
EN Check = 6

Peridot created a Subsitute (25 HP)!
EN Check: 24

Action 2:

Blaze's Fire Fang on Peridot
Crit Check (625): 7950 (No)
Damage: (7 + 3 + 1.5 - 6) * (3/2) = 8.25
Substitute took damage, Substitute (16.75 HP)
EN Check = 4

Peridot 's Roll Out on Blaze
Accuracy Check (9000): 4325 (HIT)
Crit Check (625): 9602 (no)
Damage: (4 + 4.5 - 3) * (3/2) = 8.25
EN Check: 5

Action 3:

Blaze's flamethrower on Peridot
Crit Check (625): 8336 (No)
Damage: (9 + 3 + 3 - 3) * (3/2) = 18
Substitute took damage, Substitute faded!
EN Check = 6

Peridot 's Roll Out on Blaze
Accuracy Check (9000): 43 (HIT)
Crit Check (625): 6084 (no)
Damage: ((4 + 3) + 4.5 - 3) * (3/2) = 12.75
EN Check: (5+1) = 6



69
84
1/2/2/2/75/S1/W1
+2 BAP to fire attacks if HP less than 30
Blaze | +19% Acc​


47
65

3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot | Rollout effect (+6 BAP next action)

Field Change check (1-8): 5; Field type changes to Electric next round (1 Round)
All Electric moves +2 Damage
All movement based attacks +3 Energy cost
If attacked by an electric attack while attacking, the electric attack has +10% para chance
Dig will only succeed if Atk rank is 5 or above.

This round, the audience saw some great exchange of blows.

Peridot is trying to Roll Out Blaze off the stage.
If Peridot misses its attack it could go crashing onto any field hazards.
And even if Blaze falls of the stage he could come back in without any penalty.


Where as Blaze is trying all out to damage Peridot as much as possible and
get a status on it too if it could.

Who will come out on top? we will have to wait and watch!


Orders for Round 2:

Speed-X decides to switch pokemon
Zekrom decides to switch pokemon
Speed-X Orders
Zekrom Orders
Ref


 
Last edited:
So should I switch AND order in the same post, or is it the usual switching-ordering, like:

Speed-X decides to switch (or not)
Zekrom decides to switch (or not)
Speed-X orders
Zekrom orders

Just wondering! But nonetheless Chespin is staying
 
Pokemon Stadium Rules said:
At the end of every round, the arena changes to one of 8 elemental fields (non-repeating).

Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
This means that, in this particular Arena (Pokemon Stadium), there is no initiation of switch phase, asking for counter switch and change of order as to who will order first if counter-switch is accepted.

You are right, as to how the switching and ordering would take place, I corrected the order.
  • Zekrom you are up to choose whether or not you want to switch.
  • Then Speed-X gives his orders with Peridot the Chespin.
  • and then you order with either Blaze the Charmander or the new pokemon you switched into.

Note: Choosing an Arena with Intense Complexity has its consequences.
____________________________________________________________________________

Personal Note: Yeah, that image idea is cool. I like to use images with my order, makes me feel like I am ordering them. The cool features of ASB! (Still need to learn flavor though)
 
Last edited:
Its okay! Just double checking. Anyway you can't learn if you don't make mistakes. x]

Rollout ~ Rollout ~ Rollout

As for "flavor," as everyone calls it here, just do some basic roleplaying. Describing what happens in the stadium, and if you feel like it, describe the execution of the moves. What you did was great, just saying that since I'm used to the roleplaying scene that's how I would do it. Depends on how familiar you are with RP'ing I guess. ^^
 
Last edited:
Round 2:


69
84
1/2/2/2/75/S1/W1
+2 BAP to fire attacks if HP less than 30
Blaze | +19% Acc​


47
65

3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot

Field Effect: (1 Round)
All Electric moves +2 Damage
All movement based attacks +3 Energy cost
If attacked by an electric attack while attacking, the electric attack has +10% para chance
Dig will only succeed if Atk rank is 5 or above.
Action 1:

Blaze's Thunder Punch on Peridot
Crit Check (625): 9435 (No)
Damage: (8 + 1.5 - 6) * (2/3) = 2.333333
Effect Chance (2000): 3979 (no)
EN Check = 6 + 3 = 9

Peridot 's Roll Out on Blaze
Accuracy Check (9000): 4148 (HIT)
Crit Check (625): 4272 (no)
Damage: ((4 + 6) + 4.5 - 3) * (3/2) = 17.25
EN Check: (5+2) + 3 = 10

Action 2:

Blaze's Fire Fang on Peridot
Crit Check (625): 3957 (No)
Damage: (7 + 3 + 1.5 - 6) * (3/2) = 8.25
Effect Chance (1000,1000): 721 (Yes Burn), 6129 (no Flinch)
EN Check = 4 + 3 = 7

Peridot is burned!

Peridot 's Roll Out on Blaze
Accuracy Check (9000): 4325 (HIT)
Crit Check (625): 9602 (no)
Damage: ((4 + 9) + 4.5 - 3 - 3) * (3/2) = 17.25
EN Check: (5+3) + 3 = 11

Peridot gets burn damage = 2

Action 3:

Blaze's Blaze activates!

Blaze's flamethrower on Peridot
Crit Check (625): 5086 (No)
Damage: (11 + 3 + 3 - 3) * (3/2) = 21
EN Check = 6

Peridot's Overgrow activates!

Peridot 's Roll Out on Blaze
Accuracy Check (9000): 43 (HIT)
Crit Check (625): 6084 (no)
Damage: ((4 + 12) + 4.5 - 3 - 3) * (3/2) = 21.75
EN Check: (5+4) + 3 = 12

Peridot's Roll Out effect resets!
Peridot gets burn damage = 2

Blaze's HP = 69 - 17.25 - 17.75 - 21.25 = 12.75 ~ 13
Peridot's HP = 47 - 2.33 - 8.25 - 2 - 21 -2 = 11.42 ~ 11

Blaze's Energy = 84 - 9 - 7 - 6 = 62
Peridot's Energy = 65 - 10 - 11 - 12 = 32



13
62
1/2/2/2/75/S1/W1
+2 BAP to fire attacks if HP less than 30
Blaze | +19% Acc | Blaze is activated (+2 BAP for fire moves)​


11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )

Field Change check (1-8): 6; Field type changes to Flying next round (1 Round)
No energy cost for fly, Jump Command is available
All wind based attacks -1 Energy cost
Dig will only succeed if Atk rank is 5 or above.

This round, the audience saw even greater action by Blaze and Peridot.

Peridot has completed its Roll Out and knocked off Blaze once off the stage!
Blaze came back and burned Peridot with a Fire Fang attack!

Will Blaze get the KO or will Peridot be switched out?


A Fire pokemon fan is cheering for Blaze from near the stands!

Stay tuned to this amazing battle, going onto the Flying Stage next!


Orders for Round 3:

Zekrom decides to switch pokemon
Speed-X decides to switch pokemon
Zekrom Orders
Speed-X Orders
Ref


 
Last edited:
Thunder Punch ~ Thunder Punch ~ Thunder Punch

if a Damaging Water Attack is used then Protect ( & push actions back )
if Toxic spikes is used then Protect
 
Round 3:


13
62
1/2/2/2/75/S1/W1
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)


90
100
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F]

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )



Field Effect: (1 Round)
No energy cost for fly, Jump Command is available
All wind based attacks -1 Energy cost
Dig will only succeed if Atk rank is 5 or above.
Action 1:

Blaze Protects against attacks!

Aquamarine 's Bubble on Blaze
Crit Check (625): 8888 (no)
Damage: (4 + 3 + 4.5 - 3) * (3/2) = 12.75
EN Check: 2

EN Check for Blaze: 7 + (12.75/2.5) = 12.1

Action 2:

Blaze tries to Protect itself against attacks!
The move failed as it is used consecutively!
EN Check for Blaze: 7

Aquamarine 's Water Pulse on Blaze
Crit Check (625): 1057 (no)
Damage: (6 + 3 + 4.5 - 3) * (3/2) = 15.75
Effect Chance (3000): 6028 (No)
EN Check: 3

Blaze Faints!



-3
43
1/2/2/2/75/S1/W1
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)


90
95
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )



Field Changes back to Normal next Round (for 1 Round)
The floor is made of linoleum and sod.
Dig fails, Rock moves requiring rocky materials fail unless; pokemon is able to perform the attack regardless,
Water moves requiring external supply of water fail unless; pokemon is able to perform the attack regardless,
Camouflage and Nature Power treat the field as Normal type.​


The trainer Zekrom was beaten comprehensively by Speed-X with pure display of skill this round.

Aquamarine the Froakie has managed to knock out Blaze, who was a threat to her partner.
Will Zekrom come back from this early set back?


Auamarine the Froakie is out on the field now, who will Zekrom send to win him this battle?

Stay tuned to this amazing battle, which will be brought to you by another great ref of ASB.


Orders for Round 4:

Speed-X decides to switch pokemon
Zekrom2525 sends out his last pokemon and Orders
Speed-X Orders
Ref

Edit:
Sorry "User: Zekrom" tagged the wrong Zekrom ~_~
 
Last edited:
Monohm:

Magnet Rise ~ Thunder Bolr ~ Hidden Power

if Froakie uses mud sport dodge & push actions back
if froakie uses camoflage before unleasing a hidden power then surf & push back
 
Mud Sport ~ Scald + Water Pulse ~ Cooldown (Chill)

Idk why everyone always puts a command in parenthesis during a cooldown action if you are unable to do anything. Are there certain exceptions to this or something?
 
Round 4:


90

100
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M]

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)



90
95
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )



Field Effect: (1 Round)
Dig fails, Rock moves requiring rocky materials fail unless; pokemon is able to perform the attack regardless,
Water moves requiring external supply of water fail unless; pokemon is able to perform the attack regardless,
Camouflage and Nature Power treat the field as Normal type.
Action 1:

Monohm uses Dodge!
EN Check: 5

Aquamarine uses Mud Sport on the field!
EN Check: 5
The final damage of Electric-type attacks on any target is reduced by 50% (0.5x) for 6 actions.

Action 2:

Monohm uses Magnet Rise!
EN Check: 5
Monohm is levitating for 6 actions.

Aquamarine 's Scald+Water Pulse on Monohm
Crit Check (625): 413 (yes)
Damage: (14 + 3 + 3 + 4.5 - 3) * (2/3) = 14.33
Effect Chance (2000): NA (No) Monohm's shield dust protects it from secondary effects
Effect Chance (3000): NA (No) Monohm's shield dust protects it from secondary effects
EN Check: 8 * 1.5 = 12

Action 3:

Aquamarine is cooling down after the combo!

Monohm uses Thunderbolt!
Crit Check (625): 8539 (no)
Damage: ((9 + 3 + 6 - 3) * (3/2)) /2 = 11.25
EN Check: 6



76

84
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M] | Magnet Rise (4a)

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)



79
78
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )



Field Changes to Ground Type next Round (for 1 Round)
Mud Sport (3a)
Ground moves -1 Energy, consecutive Digging -2 Energy, Mud Sport is active
Rare Bones, Thick Clubs, Hard Stones can be picked up and thrown at opp using fling.​


Orders for Round 5:

Speed-X decides to switch pokemon
Speed-X Orders
Zekrom2525 Orders
Ref
 
Last edited:
Fling (Rare Bone) ~ Quick Attack ~ Fling (Hard Stone)

If Monohm uses Torment, replace that first instance with Attract
 
Round 5:


76

84
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M] | Magnet Rise (4a)

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)



79
78
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )



Field Effect: (1 Round)
Ground Type This Round (for 1 Round)
Ground moves -1 Energy, consecutive Digging -2 Energy, Mud Sport is active
Rare Bones, Thick Clubs, Hard Stones can be picked up and thrown at opp using fling.
Action 1:

Aquamarine 's Fling (Rare Bone) on Monohm
Crit Check (625): 8582 (no)
Damage: (14 + 1.5 - 4.5) * (1) = 11
EN Check: 7

Monohm uses Rain Dance!
EN Check: 10

It started to rain!

Action 2:

Aquamarine 's Quick Attack on Monohm
Crit Check (625): 8223 (no)
Damage: (4 + 1.5 - 4.5) * (1) = 1
Effect Chance (3000): 4137 (no)
EN Check: 3

Monohm 's Thunderbolt+Thunderbolt on Aquamarine
Crit Check (625): 8517 (no)
Damage: ((20.25 + 3 + 6 - 3) * (3/2))/2 = 19.6875
Effect Chance (2000): 1138 (Yes)
EN Check: 8 * 3.5 = 28

Froakie is paralysed (15%)

Action 3:


Monohm cools down after combo!

Para check (1500): 8037 (no)
Aquamarine 's Fling (Hard Stone) on Monohm
Crit Check (625): 3024 (no)
Damage: (14 + 1.5 - 4.5) * (1) = 11
EN Check: 7

Mud Sport fades!
Rain is falling heavily!



53

46
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M] | Magnet Rise (1a)

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)



59
61
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (10%)

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )



Field Changes to Rock Type next Round (for 1 Round)
Rain is active for 3 Rounds
Rock moves -1 Energy, -50% Evasion for Flying Type pokemon and +3 Energy for flying moves,
The cacti around the outside of the arena mimic the effects of Spikes as a movement hazard.​


Orders for Round 6:

Speed-X decides to switch

Zekrom2525 Orders
Speed-X Orders
Ref
 

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