Action 1: Gallade chilled!
+12 energy Dragonair used Icy Wind!
RNG Roll (Hit) [<=9500 Hit]: 6899/10000 (Hit)
RNG Roll (Crit) [<=625 Crit]: 8855/10000 (No)
(2.25-2+3+(4.5-6)) = 1.75 damage
-2 HP (Life Orb)
Stat Change: -1 Spe (Gallade)
-5 energy Post-action:
+21.75 HP due to Wish (Gallade)
Action 2: Dragonair used Toxic!
RNG Roll (Hit) [<=9000 Hit]: 6331/10000 (Hit)
Status Change: BPSN (Gallade)
-7 energy Gallade chilled!
+12 energy Post-action:
-1 HP due to PSN (Gallade)
Action 3: Dragonair used Reflect!
Other Change: Reflect (Dragonair)
-8 energy Gallade used Ice Punch!
RNG Roll (Crit) [<=625 Crit]: 5194/10000 (No)
(4+(7.5-6))*1.5-1.75 = 6.5 damage
-6 energy Post-action:
-1 HP due to PSN (Gallade)
(Pyroak) Ambrose (M) Nature: Brave (+1 atk, -8 spe, -10% flat evasion) Types: Grass / Fire 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. Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
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. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Blaze Kick Counter
GrassWhistle Inferno Natural Gift Psybeam Revenge
AncientPower Block Headbutt Heat Wave Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock
Attract Bulldoze Double Team Dragon Tail
Endure Energy Ball Facade Fire Blast
Flame Charge Flamethrower Flash Flash Cannon Frustration Giga impact Grass Knot Hidden Power (Ice, 7) Hyper Beam Incinerate Light Screen Low Sweep Overheat Protect Rest Return Roar Rock Climb Rock Slide Rock Smash Rock Tomb Round Safeguard Secret Power SolarBeam
Stone Edge Strength Substitute
Sunny Day Swagger Swords Dance Toxic Will-O-Wisp
ABIL: Rock HEAD
(Colossoil) Sid (M)
Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks) Type: Dark/Water Dark: 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. 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: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Leer Magnitude Megahorn Muddy Water Peck
Rapid Spin Spit Up Stockpile Swallow Tackle
Fire Fang Fissure Flail Foul Play Mud Bomb
Mud Shot Sand Tomb
Screech Sucker Punch
AncientPower Aqua Tail Dark Pulse Dive Earth Power Iron Tail Knock Off
Attract Brick Break Bulldoze Captivate Double Team
Earthquake Echoed Voice Embargo
Endure Facade Frustration Giga Impact Hidden Power Hyper Beam Natural Gift Payback Poison Jab Protect Quash Rain Dance Rest Retaliate Return Roar Rock Slide Rock Smash Rock Tomb Round Sandstorm Secret Power Sleep Talk Sludge Bomb Sludge Wave Smack Down Snarl Snatch Stone Edge Strength Substitute Sunny Day Swagger Taunt Thief Toxic U-turn
(Kitsunoh) Newman (M)
Nature: Jolly (+17 Spe, +19% Accuracy, -1 SpA)
Types: Ghost/Steel 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. 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.
Abilities: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks: Copycat Curse
Fake Out Hex Imprison
Iron Defense Iron Head Lick Memento Tail Whip
Scratch Shadow Claw Shadow Sneak
Metal Sound Meteor Mash
Endeavor Foul Play Fury Cutter
Last Resort Magic Coat Ominous Wind Pain Split
Role Play Sleep Talk Snatch Snore
Attract Captivate Cut Dark Pulse Dig Double Team Dream Eater Embargo Endure Facade Flash Flash Cannon Frustration Gyro Ball Hidden Power Natural Gift Payback Protect Psych Up Psychic Rain Dance Rest Return Roar Rock Smash Round Safeguard Secret Power Shadow Ball Sleep Talk Substitute Sunny Day Swagger Taunt Thief Torment Toxic Trick Room Will-o-Wisp
Nature: Quiet (SpA +1, Spe -8, Eva -10%) Type: Poison Poison Type - 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.
Ability:Shed Skin - (Innate) 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.
Hidden Power [Ice, 7]
Dragonair ♀ - Rage Nature: Bold (Def: +1, Atk: -1) Type: Dragon Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ability:Marvel Scale - (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Hidden Power [Grass, 7]
Dunsparce ♀ - Fun Nature: Brave (Atk: +1, Spe -6, Evasion -10%)) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability:Serene Grace - (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Taunt ~ Psycho shift ~ Meteor Mash
IF successful protective/evasive then Perish Song the first time, Sub (20) the next, pushing back in both cases
IF magic coat when you're using Taunt then use Psycho Shift the first time, sub (20) the next, and meteor mash the third, pushing back in all cases
IF damaging Fire-Type move when you would be using Meteor Mash then Revenge
Flamethrower --- Earthquake --- Earthquake
IF successful Protective/Evasive move, THEN Chill and push actions back.
IF Will-O-Wisp is successfully used, THEN use Magic Coat.
IF Yawn is successfully used, THEN use Magic Coat.