A wandering Psyquic appears! The Wanderer vs. Gerard

Team Wanderer:
Dratini [Dan] (Male)
"<Let's see...good quote...good quote...damn, I've got nothing.>"
El's Dragonite Dratini. A jovial fellow, Dan is pretty much Auroch's second in command.

Nature: Relaxed (+1 Def, -15% speed, -10% evasion)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities: Shed Skin
Shed Skin: (Passive) 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.
Marvel Scale (DW, Locked): (Passive) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Level Up:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Egg:
Aqua Jet
Dragon Pulse
Extremespeed
Mist
Supersonic

TM:
Toxic
Protect
Flamethrower
Thunderbolt
Waterfall
Beldum [Maxwell] (Genderless)
"<SQUISHIES.>"
El's shiny Metagross Beldum. Max likes to stomp things.

Nature: Sassy (+1 SpD, -15% Speed, -10% evasion)
Type: Steel/Psychic
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.
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: Clear Body
Clear Body: (Passive) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal: (Passive) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 4 [3 Light Metal]
Base Rank Total: 13

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

Attacks:
Level Up:
Take Down

Other:
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Cleffa [Pipi-chan] (Male)
"<My life is pain.>"
Moe's beloved Clefairy Cleffa. Pipi-chan is thoroughly suicidal, making several attempts on his own life a day - and Moe is completely oblivious.

Nature: Quirky (no effect on stats)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities: Cute Charm, Magic Guard
Cute Charm: (Passive) 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.
Magic Guard: (Passive) 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.
Friend Guard (DW, Locked): (Passive) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 15
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 2/9
MC: 0
DC: 2/5

Attacks:
Level Up:
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf

Egg:
Aromatherapy
Belly Drum
Wish
Amnesia
Fake Tears

TM:
Psyshock
Protect
Thunder Wave
Toxic
Flamethrower
Reflect

Other:
Icy Wind


Team Gerard:
Louise (Wooper) {♀}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water / Ground

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

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

  • Water Absorb: (Passive)
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.

  • Unaware: (Passive)
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Stats:

HP: 90
Atk: 2
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 13 (-)
SC: 1
WC: 1
BST: 9



EC: 2 / 6
MC: 3
DC: 2 / 5


Attacks: 13
Water Gun
Tail Whip
Mud Sport
Mud Shot
Slam
Mud Bomb
Amnesia
Earthquake
Muddy Water
Yawn
Rain Dance

Encore
Recover
Counter
Mud Sport
Acid Spray

Dig
Scald
Ice Beam
Sludge Wave
Dive
Monet (Karrablast) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Bug

  • Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Abilities:
  • Swarm: (Passive)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

  • Shed Skin: (Passive)
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.

  • No Guard: (Passive)
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.

Stats:

HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)
SC: 1
WC: 1
BST: 13



EC: 3 / 6
MC: 0
DC: 2 / 5


Attacks: 20 / 53
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
X-Scissor
Double Edge
Flail
Scary Face
Swords Dance
Bug Buzz

Counter
Pursuit
Megahorn
Screech
Faint Attack

Façade
Frustration
Aerial Ace
Poison Jab
Rain Dance
Mandala (Exeggcute) {♀}
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Grass / Psychic

  • 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.
  • 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.

Abilities:
  • Chlorophyll (Passive)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

  • Harvest: (Passive)
At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.

Stats:

HP: 90
Atk: 2
Def: 3
SpA: 2
SpD: 3 (+)
Spe: 34 (-)
SC: 1
WC: 2
BST: 13



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


Attacks: 13
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
Worry Seed
Extrasensory
SolarBeam
Psychic

Synthesis
Moonlight
Ingrain
AncientPower
Lucky Chant

Reflect
Sunny Day
Light Screen
Sludge Bomb
Hidden Power Fire (7)



Rules said:
3v3 LC Triples
1 sub
2 recoveries/5 chills
2 day DQ
Sunny Park Colosseum
Training Items
All Abilities
Switch = -.-?
arena said:
Field Type: Neutral
Complexity: Simple
Restrictions: Only fully unevolved Pokemon and no single-stage Pokemon, no leaving the 30 feet diameter circle

This arena is a public park. A circular arena (about 30 feet in diameter) is painted on the field, with some bushes over to the side, and a fountain. The main theme to this place is that only Pokemon that are fully unevolved are allowed (no single-stages), as this is the place where Little battles and the Little Cup take place. The fountain surprisingly is enough of a water source for all attacks involving water to be used. The ground is nice and fresh and can be dug through. All of the structures in the park were built to withstand earthquakes, so seismic activity may occur. The park rules state that no battles may go beyond the 30 feet wide circular arena. After all, this is a public park, for everyone who wishes to enjoy its beauty. We're lucky enough that we are allowed to cause earthquakes.
Let the battle begin!
 
I Apologize for my delay, I was waiting on you even though now I realize there wasn't much that I needed to wait for...
Alright, let's see... mmm... Clefa is clearly an annoying mon, but it's Dratini the one that I'm more worried about as he's the one with all the right moves... It's obvious who our first target should be

Monet: Megahorn (Dan) ~ Megahorn (Dan)
* If Dan (Succesfully) uses a Protective or Evasive move then switch your target to Maxwell (once) and push actions

Louise: Ice Beam (Dan) ~ Ice Beam (Dan)

* If Dan (Succesfully) uses a Protective or Evasive move then use Earthquake (once) and push actions

Mandala: Extrasensory (Dan) ~ Extrasensory (Dan)

* If Dan (Succesfully) uses a Protective or Evasive move then use Hidden Power (Maxwell) once and push actions
 

<All ganging up on me, huh...How about we use that against them?>


<I don't care, just let me die already...>


<SQUISHIES.>

Dan: Protect -> Extremespeed (Wooper)
Maxwell: Zen Headbutt (Wooper) -> Zen Headbutt (Wooper)
Pipi-chan: Magical Leaf (Wooper) -> Magical Leaf (Wooper)
 
Dan's defensive tactics may have saved his skin, while Louise is in dire straits, courtesy of a well-timed crit from Pipi-Chan. Both teams have a more heavily damaged member, but no one has exited the fight unscathed.


45 HP- 81%
3/3/2/2/43

68 HP- 86%
2/3/2/3/26

79 HP- 88%
1/2/2/2/15

18 HP-86%
2/2/2/1/13

83 HP-82%
4/2/2/2/52

84 HP- 90%
2/3/2/3/34
A1:
Dratini Protect -10,6 en
Karrablast Megahorn Beldum (9754 miss) -7 en
Exeggcute Hidden Power Beldum (hit 9205 no crit) (7-1,5)*1,5=8,25 dmg -5 en
Beldum Zen Headbutt Wooper (hit 3557 no crit 3107 no flinch) 8+3=11 dmg -5 en
Cleffa Magical Leaf Wooper (hit 445 crit) (6+3+1,5)*2,25=23,625 dmg -4 en
Wooper Earthquake Dratini (hit 6328 no crit) 7,5+3-1,5=9 blocked dmg -6 en
Wooper Earthquake Beldum (hit 6789 no crit) (7,5+3-1,5)*1,5=13,5 dmg
Wooper Earthquake Cleffa (hit 789 no crit) 7,5+3=10,5 dmg
Wooper Earthquake Karrablast (hit 5616 no crit) (7,5+3)*0,67=7,035 dmg
Wooper Earthquake Exeggcute (hit 3229 no crit) (7,5+3-1,5)*0,67=6 dmg
A2:
Dratini Extremespeed Wooper (hit 4205 no crit) 8+1,5=9,5 dmg -6 en
Karrablast Megahorn Dratini (4205 hit 5968 no crit) 12+3+1,5=14,5 dmg -11 en
Exeggcute Extrasensory Dratini (hit 3726 no crit) 8+3=11 dmg -5 en
Beldum Zen Headbutt Wooper (hit 3081 no crit 9933 no flinch) 8+3=11 dmg -9 en
Cleffa Magical Leaf Wooper (hit 2903 no crit) (6+1,5)*2,25=16,875 dmg -8 en
Wooper Ice Beam Dratini (hit 373 crit 4325 no freeze) (10+3)*1,5=19,5 dmg -7 en


 

<Make 'em pay for knocking me out, guys!>


<Yeah, like that's gonna work...>

Dan: Dragon Pulse (Wooper) -> Flamethrower (Karrablast)
Maxwell: Headbutt (Wooper)* -> Zen Headbutt (Karrablast)**

*If for some reason Wooper is KOed, redirect to Karrablast
**If Karrablast uses Counter, use Iron Head (Exeggcute)
Pipi-chan: Icy Wind -> Flamethrower (Karrablast)
 
Glob, I hate misses, well, no use of dropping tears over the spoiled milk, we can still take this, it will be just a bit more complicated so let's see what our dear friends think about this little trick

Monet: Bodyblock (Louise) ~ Megahorn (Dan)
Louise: Ice Beam (Dan) ~ Recover

* If Monet's Megahorn misses A2 then use Ice Beam (Dan) A2 instead
Mandala: Light Screen ~ Extrasensory (Dan)
 
God this format is atrocious.
4 HP- 68%
3/3/2/2/43
68 HP- 76%
2/3/2/3/26
79 HP- 76%
1/2/2/2/15
38 HP-64%
2/2/2/1/13
Light Screen (4a)
25 HP-70%
4/2/2/2/52
Light Screen (4a)
84 HP- 76%
2/3/2/3/34
Light Screen (4a)​
A1:
Karrablast bodyblock Wooper -5 en
Dratini Dragon Pulse Karablast (499 crit!) 9+3+3+(2-2)*1.5=15 dmg, -6 en
Exxegcute Light Screen -9 en
Beldum Headbutt Karrablast (5605 no crit) 7 dmg, -5 en
Cleffa Icy Wind Karrablast (3033 no crit) 3 dmg speed fell 1 stage
Cleffa Icy Wind Wooper (1199 no crit) 3+(2-1)*1.5=4.5 dmg speed fell 1 stage
Cleffa Icy Wind Exxegcute (2148 no crit) (3+(2-3)*1.5)*1.5=2.25 dmg speed fell 1 stage. -5 en
Wooper Ice Beam Dratini (9443 no crit, 5025 no freeze) 15 dmg -11 en
A2:
Dratini Flamethrower Karrablast (5038 no crit, 237 burn) 10 dmg, -7 en
Karrablast Megahorn Dratini (9420 hit, 2403 no crit) 10+3+(4-3)*1.5=11.5 dmg, -7 en
Beldum Zen Headbutt Karrablast (8251 no crit) 11 dmg, -5 en
Exxegcute Extrasensory Dratini (8933 no crit) 11 dmg, -5 en
Cleffa Flamethrower Karrablast (5855 no crit) 10 dmg, -7 en
Wooper Recover. +20HP -11 en
3 no shed skin
burn 2 dmg
 
Last edited:
Darling you forgot to apply STAB on that Megahorn
and that's what happens to me for not checking everything or I would have seen that crit, alright nothing we can do we can still have this

Monet: Endure ~ Megahorn (Maxwell)
* If Cleffa targets you with Encore A1 then use Megahorn (Maxwell) A1 instead
Louise: Ice Beam (Dan) ~ Recover
* If Dan (Succesfully) uses a Protective or Evasive move then use Mud Bomb (Maxwell) (once) and push actions
Mandala: Extrasensory (Dan) ~ Extrasensory (Dan)
* If Dan (Succesfully) uses a Protective or Evasive move then use SolarBeam (Pipi) and push actions
* If Dan has fainted already when you traget him then use SolarBeam (Pipi) and push actions
 
Well, I'll just ignore your endure for a while...

Dan: Round the World (Extremespeed x2, Wooper) -> Cooldown (Flamethrower, Exeggcute)
Pipi-chan: Magical Leaf (Wooper) -> Flamethrower (Exeggcute)
Maxwell: Zen Headbutt (Wooper) -> Iron Head (Exeggcute)
 

4 HP
68 EN
3/3/2/2/43

68 HP
76 EN
2/3/2/3/26

79 HP
76 EN
1/2/2/2/15

Light Screen (4 actions)


38 HP
64 EN
2/2/2/1/13

25 HP
70 EN
4/2/2/2/52


84 HP
76 EN
2/3/2/3/34


Action 1

Karra used Endure -15 energy

Dratini used Combo
To crit (7204) - No
(18 + 1,5) = 19,5 damage

Eggy used Extrasensory - 5 energy
(8 + 3) = 11 damage

Dratini fainted!

Wooper's Ice Beam was useless!

Beldum used Zen Headbutt - 5 energy
To hit (172) - Yes
(8 + 3) = 11 damage

Cleffa used Magical Leaf - 4 energy
(4 + 1,5)*2,25 = 12,375 damage

Wooper fainted!

Action 2

Karra used Megahorn - 7 energy
To hit (2529) - Yes
To crit (1762) - No
(12 + 3 + 1,5 + 2) = 18,5 damage

Beldum used Iron Head - 5 energy
To crit (2841) - No
To flinch (4991) - No
(8 + 3 - 1,5) = 9,5 damage

Cleffa used Flamethrower - 7 energy
To crit (4039) - No
To burn (2873) - No
(6,6 - 1,5)*1,5 = 7,75 damage

Eggy used Solarbeam - 7 energy
To crit (578) - Yes
(12 + 3 + 3) = 18 damage



KO HP
68 EN
3/3/2/2/43

49 HP
66 EN
2/3/2/3/26

61 HP
65 EN
1/2/2/2/15

Light Screen (2 actions)


KO HP
KO EN
2/2/2/1/13

25 HP
48 EN
4/2/2/2/52


67 HP
64 EN
2/3/2/3/34
 
...So I can take out your Karrablast now!

Pipi-chan: Flamethrower (Karrablast) -> Icy Wind
Maxwell: Zen Headbutt (Karrablast) -> Iron Head (Karrablast)*

*If Karrablast is KOed, redirect to Exeggcute
 


Monet: Megahorn (Maxwell) ~ Megahorn (Maxwell)
Mandala: Barrage + Bullet Seed Combo (Pipi) ~ Cooldown [Barrage + Bullet Seed Combo (Pipi)]
 

KO HP
68 EN
3/3/2/2/43


49 HP
66 EN
2/3/2/3/26


61 HP
65 EN
1/2/2/2/15
1 KOC

Light Screen (2 actions)


KO HP
KO EN
2/2/2/1/13

25 HP
48 EN
4/2/2/2/52


67 HP
64 EN
2/3/2/3/34
1 KOC


Action 1


Karra used Megahorn - 11 energy
To hit (9719) - No

Beldum used Zen Headbutt - 5 energy
To hit (6056) - Yes
To flinch (4991) - No
(8 + 3) = 11 damage

Cleffa used Flamethrower - 11 energy
To crit (4039) - No
To burn (2873) - No
(6,6)*1,5 = 9,9 damage

Eggy used OP Combo - 14 energy
5 hits
5 crits
(25 + 5 + 3) = 33 damage

Action 2



Karra used Megahorn - 7 energy
To hit (3091) - Yes
To crit (8371) - No
(12 + 3 + 1,5 + 2) = 18,5 damage


Beldum used Iron Head (Karrablast) - 5 energy
11 damage

Karra fainted!

Cleffa used Icy Wind - 4 energy
To crit (3891) - No
(4 - 1,5)*1,5 = 3.75 damage




KO HP
68 EN
3/3/2/2/43


30 HP
56 EN
2/3/2/3/26
1 KOC


28 HP
50 EN
1/2/2/2/15
1 KOC


KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


63 HP
50 EN
2/3/2/3/19
1 KOC
-1 Speed


Gerard's turn.
 
Welp, nothing to do but Paralyze and pray that the exeggcute can't move.

Pipi-chan: Thunder Wave (Exeggcute) -> Blaze Stream (Flamethrower x2, Exeggcute)
Maxwell: Headbutt (Exeggcute) -> Iron Head (Exeggcute)
 

KO HP
68 EN
3/3/2/2/43


30 HP
56 EN
2/3/2/3/26
1 KOC


28 HP
50 EN
1/2/2/2/15
1 KOC


KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


63 HP
50 EN
2/3/2/3/19
1 KOC
-1 Speed



Action 1

Beldum used Headbutt - 5 energy
To crit (8717) - No
To flinch (4949) - No
(7 - 1,5) = 5,5 damage

Cleffy used Thunder-Wave - 7 energy
25%!

Eggy tries to use Solarbeam...
To move (3544) - Yes
To crit (1675) - No
-7 energy
(12 + 3) = 15 damage

Action 2

Beldum used Iron Head - 5 energy
To crit (4428) - No
To flinch (5449) - No
(8 + 3 - 1,5) = 9,5 damage


Eggy tries to use Solarbeam....
To move (5882) - Yes
-11 energy
(12 + 3) = 15 damage

Clef fainted!





KO HP
68 EN
3/3/2/2/43


30 HP
46 EN
2/3/2/3/26
1 KOC


KO HP
KO EN
1/2/2/2/15
1 KOC


KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


48 HP
32 EN
2/3/2/3/19
2 KOC
20% Para
 

KO HP
68 EN
3/3/2/2/43


30 HP
46 EN
2/3/2/3/26
1 KOC


KO HP
KO EN
1/2/2/2/15
1 KOC


KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


48 HP
32 EN
2/3/2/3/19
2 KOC
20% Para


Action 1

Headbutt - 5 energy
To crit (6910) - No
To flinch (4002) - No
(7 - 1,5) = 5,5 damage

Eggy tries to use Reflect...
To move (2183) - Yes
-9 energy

Action 2

Eggy tries to use Synthesis...
To move (9440) - Yes
-12 energy
+20 HP

Beldum used Iron Heade....with an extra E so people know he isnt messing around - 27 energy
To crit (788) - No
(9 + 3 - 1,5) = 10,5 damage



[/Hide]



KO HP
68 EN
3/3/2/2/43


30 HP
14 EN
2/3/2/3/26
1 KOC
Cooling Down


KO HP
KO EN
1/2/2/2/15
1 KOC


Reflect (5 Actions)

KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


32 HP
11 EN
2/3/2/3/19
2 KOC
15% Para


gg, gentlemen.

Lad: 1 CC

Gerard: 1 CC
Eggy: 2 MC, 1 EC, 1 DC and 2 KOC
Karrablast: 2 MC, 1 EC, 1 DC and 1 KOC
Wooper: 2 MC, 1 EC and 1 DC

Wanderer: 1 CC
Cleffy: 2 MC, 1 EC, 1 DC and 1 KOC
Beldum: 2 MC, 1 EC, 1 DC and 1 KOC
Dratini: 2 MC, 1 EC and 1 DC

Matezoide: 5 UC

Ranger and Lupus: 1 UC each




Gerard orders
 
Last edited:


KO HP
68 EN
3/3/2/2/43

30 HP
14 EN
2/3/2/3/26
1 KOC
Cooling Down

KO HP
KO EN
1/2/2/2/15
1 KOC


Reflect (5 Actions)


KO HP
KO EN
2/2/2/1/13


KO HP
KO EN
4/2/2/2/52



32 HP
11 EN
2/3/2/3/19
2 KOC
15% Para



Action 1

Eggy tries to Chill....
To move (7571) - Yes
+12 energy

Action 2

Beldum chilled +12 energy

Eggy tries to use Sunny Day....
To move (401) - No




KO HP
68 EN
3/3/2/2/43

30 HP
26 EN
2/3/2/3/26
1 KOC
Cooling Down

KO HP
KO EN
1/2/2/2/15
1 KOC


Reflect (5 Actions)


KO HP
KO EN
2/2/2/1/13


KO HP
KO EN
4/2/2/2/52



32 HP
23 EN
2/3/2/3/19
2 KOC
5% Para




Wanderer's turn
 
Why arent you guys killing each other ;m;



KO HP
68 EN
3/3/2/2/43
30 HP
26 EN
2/3/2/3/26
1 KOC
Cooling Down
KO HP
KO EN
1/2/2/2/15
1 KOC


Reflect (5 Actions)

KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


32 HP
23 EN
2/3/2/3/19
2 KOC
5% Para



Action 1

Beldum chilled +12 energy

Eggy tries to use Hidden Power....
To move (5521) - Yes
To crit (9507) - No
(7 - 1,5)*1,5 = 8,25 damage

Action 2

Beldum used Iron Head - 5 energy
To crit (7612) - No
To flinch (2562) - Yes
(4 + 3 - 1,5) = 5,5 damage

Eggy flinched!





KO HP
68 EN
3/3/2/2/43


22 HP
33 EN
2/3/2/3/26
1 KOC


KO HP
KO EN
1/2/2/2/15
1 KOC


Reflect (3 Actions)

KO HP
KO EN
2/2/2/1/13

KO HP
KO EN
4/2/2/2/52


26 HP
18 EN
2/3/2/3/34
2 KOC
 

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