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30/76 vs. 6/56 6/56 6/56
90/2/3/5/4/70 | 80/1/2/2/1/69(all)
Storm Drain/Vital Spirit | Swift Swim/Rattled(all)
Rare Candy | Nada
N/A | -10% Evasion(all)
Fine | Fine
Action One
Snugglow used Sludge Wave!
CRITS: who cares
(7.5+3+1+7.5-1.5)=17.5 damage MagikarpA
(7.5+3+1+7.5-1.5)=17.5 damage MagikarpB
(7.5+3+1+7.5-1.5)=17.5 damage MagikarpC
Magikarps fainted!
-6 EN
|
30/70 vs. KO KO KO
90/2/3/5/4/70 | 80/1/2/2/1/69(all)
Storm Drain/Vital Spirit | Swift Swim/Rattled(all)
Rare Candy | Nada
N/A | -10% Evasion(all)
Fine | Fine
Magikarp Fisherman sends out and orders. Mamoswindle orders.
I ref.
Action Two
Magikarp used Dragon Rage! (-13 EN)
Damage: 10
Magikarp used Dragon Rage! (-13 EN)
Damage: 10
Salamence used Earthquake! (-15 EN)
Crit: 1/16 YES | 15/16 NO
Damage: 10 + 3 + 9 - 3 = 19
Magikarp B fainted.
Damage: 10 + 9 - 3 = 16
Magikarp C fainted.
Mamoswindle wins.
4 CC, 10 UC, 1x Mystic Water
Skitty: 1EC, 2MC, 1AC
Snugglow: 1EC, 2MC, 1AC, 3KOC
Salamence: 3MC, 3KOC
Kirlia: 1EC, 2MC, 1AC
You may rechallenge the simulator in exactly 0 years, 0 weeks, 0 days, 0 hours, 0 minutes, 1 second from this post.
Fight Subway Boss Ingo
Difficulty: Medium Team Restrictions: Players can bring three Pokémon with them. Item Restrictions: Can bring up to 0 CC worth of non-held items, can bring up to 0 "rare items", can only bring three held items.
Battle Info
Format: 3v3 Singles # Allowed Subs: 3 # Allowed Mega Evolutions: 1 Switch = OK
All Abilities
Items = ON
Player orders first R1.
Subway Boss Ingo's Item Bag: N/A
Arena: Subway Train
(Image) Cramped spaces are characteristic of this arena and during the battle the train zooms along briskly, bumping occasionally, but not enough to interrupt the battle. There are no seats in these custom trains, as they are designed for Pokémon battles, though there are metal rings hanging from the ceiling that Pokémon and players alike can hold onto. The train is big enough in size to fit all Pokémon within reason, though larger Pokémon will find it difficult to maneuver. Somehow, the train is so immeasurably tough that no attack can damage it or throw it off course. Inexplicably, even though it might not make sense, all moves succeed as normal in this arena without environmental hindrance. Although there is electricity flowing about and tons of metal, it is all properly insulated so that no single type of Pokemon has a distinct advantage over any other.
Mamoswine [Male] [Mamoswindle] Types:
Ice - Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
Ground - Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities::
Oblivious - This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt.
Snow Cloak - This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat - This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance
Attacks (38/82): Level Up
Amnesia
Ancient Power
Bite
Blizzard
Double Hit
Earthquake
Endure
Fissure
Flail
Freeze Dry
Fury Attack
Hail
Horn Attack
Ice Fang
Ice Shard
Icicle Crash
Icicle Spear
Icy Wind
Iron Head
Knock Off
Light Screen
Mist
Mud Bomb
Mud-Slap
Mud Sport
Odor Sleuth
Peck
Powder Snow
Protect
Reflect
Rock Slide
Scary Face
Stealth Rock
Stone Edge
Superpower
Tackle
Take Down
Thrash
Lucario [Female] [Aurora] Types:
Fighting - Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel - Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Steadfast - If this Pokemon is flinched, it becomes aware of the speed difference and increases its Speed (adjusting the natural stage) by one (1) stage to make up the difference.
Inner Focus - 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.
Justified - This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack will increase one (1) stage (adjusting the natural stage).
Nature: Naive, -1 SpDef, +15% Spe, 12% Acc boost
Stats: HP: Value 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD (-): Rank 2 Spe (+): Value 104 Size Class: 3 Weight Class: 4 Base Rank Total: 20
Mega-Lucario:
Types:
Fighting - Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel - Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status. Abilities:
Steadfast - If this Pokemon is flinched, it becomes aware of the speed difference and increases its Speed (adjusting the natural stage) by one (1) stage to make up the difference.
Inner Focus - 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.
Justified - This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack will increase one (1) stage (adjusting the natural stage).
Adaptability - The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Nature: Naive, -1 SpDef, +15% Spe, 19% Acc boost Stats:
HP: Value 100 Atk: Rank 6 Def: Rank 3 SpA: Rank 5 SpD (-): Rank 2 Spe (+): Value 129 Size Class: 3 Weight Class: 4 Base Rank Total: 24
EC: 6/6 MC: 1 AC: 5/5
Attacks (51/101):
Agility
Aura Sphere
Blaze Kick
Bone Rush
Bullet Punch
Calm Mind
Close Combat
Copycat
Counter
Crunch
Dark Pulse
Detect
Drain Punch
Dragon Pulse
Dual Chop
Earthquake
Extreme Speed
Endure
Feint
Final Gambit
Flash Cannon
Follow Me
Force Palm
Foresight
Headbutt
Heal Pulse
High Jump Kick
Ice Punch
Iron Defense
Iron Tail
Low Kick
Magnet Rise
Me First
Metal Claw
Metal Sound
Nasty Plot
Poison Jab
Power-Up Punch
Quick Attack
Quick Guard
Reversal
Rock Slide
Screech
Shadow Claw
Sky Uppercut
Stone Edge
Swagger
Swords Dance
Thunderpunch
Vacuum Wave
Zen Headbutt
Aggron [Female] [Nutz'N'Boltz] Types:
Steel - Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Rock - Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Sturdy - 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.
Rock Head - This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. This does not prevent recoil damage from Struggle.
Heavy Metal - The Pokemon's body structure is immensely dense, doubling its actual weight.
Type:
Steel - Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Ability:
Filter - This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).
Stats:
HP: 100 Atk: 6 Def: 10 SpA: 2 SpD: 3 Spe: 43 Size Class: 4 Weight Class: 8 [11 Heavy Metal] Base Stat Total: 25
Moves (38/113):
Aerial Ace
Avalanche
Body Slam
Brick Break
Counter
Curse
Dig
Earthquake
Endeavor
Endure
Fire Punch
Focus Punch
Harden
Headbutt
Head Smash
Heavy Slam
Ice Punch
Iron Defense
Iron Head
Low Kick
Magnet Rise
Metal Burst
Metal Claw
Mud-Slap
Payback
Protect
Reversal
Rock Slide
Rock Tomb
Shadow Claw
Substitute
Superpower
Stealth Rock
Tackle
Take Down
Taunt
Thunderpunch
Thunder Wave
Prizes: 10 UC (First Time Only), 1 of Dwebble, Trubbish, and Klink + 1× Life Orb (Always)
Heavy Slam ~ Head Smash ~ Heavy Slam
IF Counter THEN use Curse first instance, Substitute (15) second instance and Curse third instance
IF Earthquake THEN use Magnet Rise first instance
"This is nearly as eventful as the train ride I took in Hungary, but more on that later."
"Mamoswindle! Make quick work of this one"
Mamoswine @ Relic Crown
Earthquake ~ Icy Wind ~ Earthquake
IF Klinglang uses Magnet Rise THEN start the chain Icy Wind ~ Stealth Rock ~ Icicle Crash
IF Klinglang uses Magic Coat when you would use Stealth Rocks THEN use Knock Off
IF Klinglang uses Gear Grind AND you are faster THEN use Reflect first instance