Battling 101! Fish learns the field!

Alright so the first thing to learn is the OP (or Original Post) of the fight. It will be the first post that starts the thread that your fight will take place in. This post here will contain the rules for the fight, the pokemon you have chosen or your team, and the pokemon your opponent has chosen for their team, so that you can easily look at the stats/abilities/movepools of all mons. This post will also list any special conditions of the fight such as who sends out first when that isn't clear, or any starting conditions relevant to the arena. So first off I will list the rules for the match:

3v3 Singles
DQ: 48hr.
One Substitution per player excluding KO Substitutions.
One Mega Evolution
2 Recoveries, 5 Chills per mon
Switch = OK
Abilities = ALL
Items = Training
Arena: ASB Tournament Arena

And these rules do not change from the posting in the battle tower (or wherever the fight originates from), so you don't have to worry about them getting switched on you or anything. Next up will be the Challenger's team. The challenger is whoever issued the match challenge, be it through a direct challenge to someone in the Battle Tower, an open fight that someone picked up, or even posting a challenge in IRC. So since you are the one that issued the challenge to me, your team will be first:

Team Fish:
133.png

*TBD (Eevee) Female*
Nature:
Modest
Type:
Normal: STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.


Abilities:
Run Away:
Type: Passive
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:
Type: Passive
The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Anticipation (DW):
Type: Passive
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Self-Destruct, and Explosion by two (2).

Stats:
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
DC: 0/5
MC: 0

Attacks: 23/82 Total
Helping Hand
Growl
Tackle
Tail Whip
Sand Attack
Baby-Doll Eyes
Swift
Quick Attack
Bite
Focus Energy
Refresh
Covet
Take Down

Endure
Flail
Stored Power
Wish
Yawn

Toxic
Protect
Facade
Shadow Ball
Dig
501.png

*TBD (Oshawott) Male*
Nature:
Hasty
Type:
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:
Type: Passive
When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)
Shell Armor (DW):
Type: Passive
This Pokemon's thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (+) (+9% Accuracy & Evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 13


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

Attacks: 19/71 Total
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge

Air Slash
Assurance
Brine
Detect
Night Slash

Protect
Ice Beam
X-Scissor
Surf
Dive
607.png

*TBD (Litwick) Female*
Nature:
Timid
Type:
Ghost: STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Fire: STAB; immune to burn status. Brighten Command.


Abilities:
Flame Body:
Type: Passive
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.
Flash Fire:
Type: Passive
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.
Infiltrator (DW):
Type: Passive
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, Safeguard, and Substitute with all of its attacks.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 23 (+) (+5% Accuracy & Evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 19


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

Attacks: 20/64 Total
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison

Acid
Acid Armor
Clear Smog
Endure
Heat Wave

Toxic
Sunny Day
Shadow Ball
Fire Blast
Solar Beam


Then the accepter's team will be posted, and obviously the acceptor is however is challenged by the challenger, or the person that accepts an open battle. Since that is me, I will post my team now:

Team Alex:
Eevee_Sprite_by_bigrika.gif

Eevee (Solyr)
Nature:
Bold
Type:
Normal: STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:
Run Away:
Type: Passive
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:
Type: Passive
The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Anticipation (DW):
Type: Passive
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Self-Destruct, and Explosion by two (2).

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

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


Attacks: 22/93 Total
Helping Hand
Growl
Tackle
Tail Whip
Sand Attack
Baby-Doll Eyes
Swift
Quick Attack
Bite
Refresh
Covet
Take Down

Endure
Flail
Stored Power
Wish
Yawn

Toxic
Protect
Shadow Ball
Facade
Echoed Voice
epX15u2.gif

Fennekin (Mariko) Female
Nature:
Modest
Type:
Fire: STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks will have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Abilities:
Blaze:
Type: Passive
When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Magician (DW):
Type: Passive
This Pokemon is crafty and will steal items from an opposing Pokemon during any of its damaging attacks if it does not have one of its own.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13


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

Attacks: 27/58 Total
Double Team
Ember
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Foul Play
Heat Wave
Howl
Hypnosis
Light Screen
Lucky Chant
Magic Coat
Magic Room
Overheat
Protect
Psybeam
Psychic
Psyshock
Scratch
Solar Beam
Substitute
Sunny Day
Tail Whip
Toxic
Willowisp
Wish
698.png

Amaura (Vonlia) Female
Nature:
Quiet
Type:
Ice:
STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.

Frost Command: For the next six (6) actions, this Pokemon's Ice moves will have triple the freeze chance. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
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, Protect, 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:
Refrigerate:
Type: Toggle
By default, this Pokemon's Normal-type moves are Ice-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Refrigerate receive this boost, and not all Ice-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Snow Warning: (DW)
Type: Trigger
This Pokemon summons a massive hailstorm upon its entry into battle that lasts 4 rounds (6 with Icy Rock), expending 10 EN to do so.

Command: Activate Snow Warning - 9 En - Summons haily weather to the field.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40 (-) (-10% Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 15

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


Attacks: 18/63 Total
Growl
Powder Snow
Thunder Wave
Rock Throw
Icy Wind
Take Down
Mist
Aurora Beam

Barrier
Discharge
Haze
Mirror Coat
Magnet Rise

Flash Cannon
Dark Pulse
Protect
Reflect
Toxic


Now that the rules and both teams are posted, any special conditions for the fight will be posted, then the OP will be finished up with the turn order, which will always consist of the Challenger sending out and equiping their mon first, the acceptor sending out their first mon, equiping them and order, the Challenger issuing their orders, and the referee will then ref the match. Any kind of flavor you want can be included in your send out/orders, so long as you don't try to dictate like special conditions or rules or anything like that with your flavor, its there just for fun and doesn't affect the match.


Fish Sends out and equips first mon,
Alex sends out, equips, and issues orders for first mon
Fish issues orders
I ref

Let the match begin!
 
Last edited:
AzureAlexander_zpsf2fcbc50.png

"Come then young trainer, let us see if you and your partners have the heart and mind for battle! Solyr, it's time to earn your stripes breaking in this rookie!"

Eevee_Sprite_by_bigrika.gif
@Exp Share

"Now, as per the basics of any fight, orders are issued for an entire round at a time, these rounds contain 3 actions in which you can use any of your moves/commands, or interact with the arena, depending on the arena used. These rules are different if it is a triples match, where there are 3 pokemon out on the field for each side. Then you only issue 2 actions per mon per round, since there is so much going on in those matches. Your orders can also contain a set of substitutions, which are special conditions in which you will alter your orders depending on what your opponent does/random effects happen. These are mainly used when going first, to give the first ordering player a little less of a disadvantage for allowing the opponent to see their actions before they act themselves. Anyway, enough with the tutorials for now, fight me!"

Toxic - Yawn - Take Down
IF Revenge A3, then protect that action
 
Round 1:
Team Fishshapedfish:
501.png

90 HP
100 EN
Status: None
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

90 HP
100 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share


AzureAlexander_zpsf2fcbc50.png

"Normally there would be a section in here describing the battle, but we will let them fight it out while i explain some things to you. In your fights, make sure to check the numbers of everything that happens, learn what deals more, what is less effective, and what moves are only good in certain conditions. Each pokemon has its own strengths and fighting abilities, so make sure to watch those and alter your orders to best fit your pokemon. This is a good first round, but when you get the chance to order after your opponent, they get the chance to turn the tables on you by ordering second in the next round! Turn order alternates like this through out the entire fight (unless a switch phase is initiated and messes this order up, but will cover this later). For now, you have to order first against me, so make sure to check what moves I have available to me that could really mess with your plans and put a substitution in like i did last round to cover it. Remember that if your opponent doesn't have any moves that would cause you to want to change your orders, don't bother with any subs against them, just let your fists do the talking!"

Round 1:
Oshawott uses Detect!
It protected itself!
-7 Energy

Eevee uses Toxic!
but it failed...
-7 Energy

Round 2:
Eevee uses Yawn!
Oshawott became drowsy
-7 Energy

Oshawott uses Dive!
To Crit <625, 4349 no
8+3-1.5=9.5 Damage to Eevee
-9 Energy

Round 3:
Eevee uses Take Down!
To Hit <8500, 6467 yes
To Crit <625, 1424 no
8+3+2=13 Damage to Oshawott
3.25 Damage Recoil
-6 Energy

Oshawott uses Surf!
To Crit <625, 9280 no
9+3=12 Damage to Eevee
-6 Energy


Oshawott: 13 Damage Taken
7+9+6=22 Energy used
Eevee: 9.5+3.25+12=25 Damage Taken
7+7+6=20 Energy Used

Team Fishshapedfish:
501.png

77 HP
78 EN
Status: Drowsy
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

65 HP
80 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share

FishShapedFish is up!
 
AzureAlexander_zpsf2fcbc50.png

"Oshawott's a boy, I'm beating up HIM. Now make sure that you double check the effects of the moves you are using, some of these moves have specific conditions to make them better that you want to make sure you doublecheck."

Echoed Voice - Toxic - Echoed Voice
 
Round 2:
Team Fishshapedfish:
501.png

77 HP
78 EN
Status: Drowsy
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

65 HP
80 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share


AzureAlexander_zpsf2fcbc50.png

"Don't forget about a pokemon's typing while fighting, if a move matches a pokemons type, they get a STAB (Same Type Attack Bonus) that increases the power and lowers the energy cost of the move. So unless you are trying to hit a mons weaknesses, try to keep your attacks to the same type as your pokemon so that they deal more. Also remember that while it isn't a good idea to use the same move over and over again, choosing one or two moves that deal the most damage and alternating between them allows you to keep your damage output up, while not exhausting your pokemon."

Round 1:
Eevee used Echoed Voice!
To Crit <625, 9974 no
4+3+2=9 Damage to Oshawott
-2 Energy

Oshawott uses X-Scissor!
To Crit <625, 173 yes
8+3-1.5=9.5 Damage to Eevee
-6 Energy

Oshawott fell asleep from yawn!
Duration (1-2) 1 action

Round 2:
Eevee uses Toxic!
To Hit <9500, 3805 yes
Oshawott was badly Poisoned
-7 Energy

Oshawott is fast asleep!

Poison deals 1 Damage to Oshawott

Round 3:
Eevee uses Echoed Voice!
To Crit <625, 5341 no
8+3+2=13 Damage to Oshawott
-5 Energy

Oshawott woke up!
Oshawott uses Assurance!
To Crit <625, 5685 no
6-1.5=4.5 Damage to Eevee
-6 Energy

Poison deals 1 Damage to Oshawott


Oshawott: 9+13+2=24 Damage Taken
6+6=12 Energy used
Eevee: 9.5+4.5=14 Damage Taken
2+7+5=14 Energy Used

Team Fishshapedfish:
501.png

53 HP
66 EN
Status: Badly Poisoned (2 DPA)
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

51 HP
66 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share
 
AzureAlexander_zpsf2fcbc50.png

"Now let's really drill this home."

Echoed Voice - Chill - Echoed Voice
IF Revenge, Chill that action and push down, but only once
 
Round 3:
Team Fishshapedfish:
501.png

53 HP
66 EN
Status: Badly Poisoned (2 DPA)
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

51 HP
66 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share


AzureAlexander_zpsf2fcbc50.png

"Much better! Your getting the hang of this, now show me what you can do!"

Round 1:
Eevee uses Echoed Voice!
To Crit <625, 7309 no
12+2+3=17 Damage to Oshawott
-8 Energy

Oshawott uses Surf!
To Crit <625, 635 no
9+3=12 Damage to Eevee
-6 Energy

Poison deals 2 Damage to Oshawott

Round 2:
Eevee chills!
+12 Energy

Oshawott uses Brine!
To Crit <625, 1815 no
13+3=16 Damage to Eevee
-7 Energy

Poison deals 2 Damage to Oshawott

Round 3:
Eevee uses Echoed Voice!
To Crit <625, 7564 no
16+2+3=21 Damage to Oshawott
-11 Energy

Oshawott uses Brine!

To crit <625, 5811 no
13+3=16 Damage to Eevee
-11 Energy

Poison deals 2 Damage to Oshawott


Oshawott: 17+21+6=44 Damage Taken
6+7+11=24 Energy used
Eevee: 12+16+16=44 Damage Taken
8+11-12=7 Energy Used

Team Fishshapedfish:
501.png

9 HP
42 EN
Status: Badly Poisoned (3 DPA)
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

7 HP
59 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share
 
Round 4:
Team Fishshapedfish:
501.png

9 HP
42 EN
Status: Badly Poisoned (3 DPA)
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

7 HP
55 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share


AzureAlexander_zpsf2fcbc50.png

"The little Oshawott fought valiantly, but it is time for you to send in your next Pokemon! When a mon is KOed, if there are no more Pokemon out for that trainer, the round immediately ends. That trainer then selects the next mon to enter the fight before anything else happens. Then once that mon is sent out, the battle resumes its original order, so the turn order doesn't change at all. So you will need to select your next mon and send it out with its item equipped."

Round 1:
Eevee uses Echoed Voice!
To Crit <625, 5550 no
16+2+3=21 Damage to Oshawott
-15 Energy


Oshawott: 21 Damage Taken
No Energy used
Eevee: No Damage Taken
15 Energy Used

Team Fishshapedfish:
501.png

-12 HP
42 EN
Status: Badly Poisoned (3 DPA)
2/1/3/2/52 (+9% ACC)
S/W: 1/1
Torrent
Amulet Coin

Team Alex:
Eevee_Sprite_by_bigrika.gif

7 HP
40 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share


FishShapedFish sends in their next mon!
 
AzureAlexander_zpsf2fcbc50.png

"Now it is time to teach you about combinations."
Quick Attack+Quick Attack x3
IF Protect A1, then switch actions to Endure - Echoed Voice - Echoed Voice
 
Round 5:
Team Fishshapedfish:
133.png

90 HP
100 EN
Status: None
1/2/3/3/55
S/W: 1/1
Run Away/Adaptability
Lucky Egg

Team Alex:
Eevee_Sprite_by_bigrika.gif

7 HP
40 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share


AzureAlexander_zpsf2fcbc50.png

"Combinations allow you to combine two moves for a greater effect in battle. Almost any move can be combined with itself, while combining two different moves in a combination requires the moves to be similar in function. Combining two moves that create beams of energy to attack the opponent is fine, but trying to combine a thunderbolt with a punch isn't going to make any sense. When you initiate a combination, the different aspects are combined together (And some of these factors get multiplied, check the Player's Handbook to doublecheck these numbers. The Priority of the move is also affected, you first combine the priorities of the moves, and then if the combined number isn't above 0, you subtract two. So combining two 0 Priority moves would result in a -2 priority attack, while combining a +1 priority move with a 0 priority would result in a combination at +1 priority. Finally whenever you use a combo move, you have to spend the next action cooling down from the increased strain from the move. During this cooldown, you can't use any move or command, so be careful that you don't leave yourself open. This cooldown also carries over between rounds, so if you use a combo on the last action of a round, you will have to spend the first action of the next round cooling down."

Round 1:
Solyr uses Mega Quick Attack!
To Crit <625,
9+3+2-1.5=12.5 Damage to Eevee
-20 Energy

Eevee uses Wish!
It made a wish
-12 Energy

Round 2:
Solyr is cooling Down!

Eevee uses Swift!
To Crit <625,
6+3+2=11 Damage to Solyr
-3 Energy
Solyr was KOed!


Eevee: 13 Damage Taken
12+3=15 Energy Used
Solyr: 11 Damage Taken
20 Energy Used

Team Fishshapedfish:
133.png

77 HP
85 EN
Status: 22.5 Wish Incoming
1/2/3/3/55
S/W: 1/1
Run Away/Adaptability
Lucky Egg

Team Alex:
Eevee_Sprite_by_bigrika.gif

-4 HP
20 EN
Status: None
1/3/2/3/55
S/W: 1/1
Run Away/Adaptability
Exp Share
 
Round 6:
Team Fishshapedfish:
133.png

77 HP
85 EN
Status: 22.5 Wish Incoming
1/2/3/3/55
S/W: 1/1
Run Away/Adaptability
Lucky Egg

Team Alex:
698.png

90 HP
100 EN
Status: None
2/2/4/2/40 (-10% EVA)
S/W: 1/1
Glaciate
Exp Share


AzureAlexander_zpsf2fcbc50.png

"Always keep in mind countering moves, these include Counter, Magic Coat, Mirror Coat, and Bide. These moves will reflect the damage or effects of your moves back at you. They can really mess with you when you are ordering first, so always make sure to check your opponents movepools and make sure they dont have access to these moves that can turn your orders on their head."

Round 1:
Eevee uses Shadow Ball!
To Crit <625, 7718 no
Lower SpD <1000, 5152 no
8+1.5=9.5 Damage to Amaura
-6 Energy

Amaura uses Mirror Coat!
9.5*1.5=14.25 Damage to Eevee
-11 Energy

Wish heals eevee for 22.5 HP!

Round 2:
Eevee uses Toxic!
Amaura was badly poisoned!
-7 Energy

Amaura uses Take Down!
To Hit <8500, 2167 yes
To Crit <625, 6826 no
9+3+2=14 Damage to Eevee
4.5 Damage Recoil
-8 Energy

poison deals 1 Damage to Amaura

Round 3:
Eevee uses Shadow Ball!
To Crit <625, 6677 no
Lower SpD <1000, 7348 no
8+1.5=9.5 Damage to Amaura
-6 Energy

Amaura uses Mirror Coat!
9.5*1.5=14.25 Damage to Eevee
-11 Energy

Poison deals 1 Damage to Amaura


Eevee: 14.25+14+14.25-22.5=20 Damage Taken
6+7+6=19 Energy Used
Amaura: 9.5+9.5+2+4.5=26 Damage Taken
11+8+11=30 Energy Used

Team Fishshapedfish:
133.png

57 HP
66 EN
Status: None
1/2/3/3/55
S/W: 1/1
Run Away/Adaptability
Lucky Egg

Team Alex:
698.png

64 HP
70 EN
Status: Badly Poisoned (2 DPA)
2/2/4/2/40 (-10% EVA)
S/W: 1/1
Glaciate
Exp Share
 
Last edited:
Round 7:
Team Fishshapedfish:
133.png

57 HP
66 EN
Status: None
1/2/3/3/55
S/W: 1/1
Run Away/Adaptability
Lucky Egg

Team Alex:
698.png

65 HP
70 EN
Status: Badly Poisoned (2 DPA)
2/2/4/2/40 (-10% EVA)
S/W: 1/1
Glaciate
Exp Share


AzureAlexander_zpsf2fcbc50.png

"You're doing well, just remember that wish and other effects like poison occur after all actions in the round."

Round 1:
Eevee uses Shadow Ball!
To Crit <625, 7438 no
Lower SpD <1000, 9852 no
8+1.5=9.5 damage to Amaura
-6 Energy

Amaura uses Aurora Beam!
To Crit <625, 744 no
Lower Att <1000, 4693 no
7+3+1.5=11.5 Damage to Eevee
-4 Energy

Poison deals 2 Damage to Amaura

Round 2:
Eevee uses Wish!
22.5 Wish incoming!
-12 Energy

Amaura uses Take Down!
To Hit <8500, 5626 yes
To Crit <625, 6453 no
9+3+2=14 Damage to Eevee
3.5 Damage Recoil
-8 Energy

Poison deals 2 Damage to Amaura

Round 3:
Eevee uses Shadow Ball!
To Crit <625, 5798 no
Lower SpD <1000, 3272 no
8+1.5=9.5 damage to Amaura
-6 Energy

Amaura uses Aurora Beam!
To Crit <625, 8847 no
Lower Att <1000, 4098 no
7+3+1.5=11.5 Damage to Eevee
-4 Energy

Poison deals 2 Damage to Amaura

Eevee: 11.5+14+11.5=37 Damage Taken
6+12+6=24 Energy Used
Amaura: 9.5+9.5+6=25 Damage Taken
4+8+4=16 Energy Used

Team Fishshapedfish:
133.png

20 HP
42 EN
Status: Wish Incoming
1/2/3/3/55
S/W: 1/1
Run Away/Adaptability
Lucky Egg

Team Alex:
698.png

39 HP
54 EN
Status: Badly Poisoned (2 DPA)
2/2/4/2/40 (-10% EVA)
S/W: 1/1
Glaciate
Exp Share
 
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