Completed Dreaming Drifting Warlord: UllarWarlord vs Eternal Drifter

#1
Nothing but darkness. A chiming sound rings out.

3v3 Weak FE Singles
2 Day DQ
All abilities
ASB arena
5 chills / 2 recovers
Items = None
2 subs per mon
Arena: Faylion's Mind​

Seeker: UllarWarlord​


<Rapidash> [Marecraft Carrier] (Female)

Nature: Naive (+Spe, -SpD)
Type: Fire
Fire: Fire STAB; immune to burn, 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:
Run Away (Type: Innate)
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.​



Flash Fire (Type: Innate)
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.​



Flame Body (Type: Innate) [DW, Unlocked]
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.​



Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+, +17% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20​



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



Attacks:
Quick Attack
Tackle
Growl
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Megahorn
Bounce
Poison Jab
Flare Blitz
Agility​



Morning Sun
Low Kick
Hypnosis​



Flamethrower
Protect
Wild Charge​


<Octillery> [Tentacleese] (Male)

Nature: Serious (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.​



Abilities:
Suction Cups (Type: Innate)
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.​



Sniper (Type: Innate)
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.​



Moody (Type: Innate) [DW, Unlocked]
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.​



Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 19​



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



Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Gunk Shot
Rock Blast
Octazooka
Bullet Seed
Signal Beam
Ice Beam
Hydro Pump​



Swift
Water Spout
Haze​



Charge Beam
Substitute
Surf​


<Probopass> [SpaceBoss] (Male)

Nature: Brave (+Atk, -Spe)
Type: Rock/Steel
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.​



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:
Sturdy (Type: Innate)
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.​



Magnet Pull (Type: Can Be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.​



Sand Force (Type: Innate) [DW, Unlocked]
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.​



Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 34 (-, -10% Evasion)
Size Class: 3
Weight Class: 7
Base Rank Total: 21​



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



Attacks:
Tackle
Harden
Block
Rock Throw
Thunder Wave
Rock Blast
Rest
Spark
Magnet Rise
Gravity
Iron Defense
Magnet Bomb
Rock Slide
Discharge
Earth Power​



Endure
Explosion
Head Smash​



Protect
Substitute
Double Team​



Levitate​



Challenger: Eternal Drifter

Oblivion Knight (aka Knight of Oblivion) the Scrafty, Agent of Itsumo


Oblivion Knight* (Male Scrafty)
Adamant
Type: Dark/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.



Abilities:
Shed Skin: Type: 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.
Moxie: Type: Innate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
(Dream World: Unlocked!) Intimidate: Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Command: (Ability: Intimidate)
Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None​



HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18



EC: 6/6
MC: 0
DC: 5/5​



Attacks: (31 Moves Known)
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash



Counter
Dragon Dance*
Drain Punch
Fake Out
Fire Punch
Ice Punch*
ThunderPunch*



Dual Chop
Knock Off



Dragon Claw*
Toxic
Bulk Up*
Protect
Rest*
Thief



Fern the Persian, Betrayer of the Light


Fern (Female Persian)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.



Abilties:
Limber: Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
(Dream World: Unlocked!) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.



HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 18



EC: 6/6
MC: 0
DC: 5/5​



Attacks: (32 Moves Known)
Switcheroo
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Power Gem
Slash
Nasty Plot
Assurance
Captivate
Night Slash
Feint
Swagger



Hypnosis
Odor Sleuth
Spite



Icy Wind
Mimic
Swift



Water Pulse
Toxic
Protect
Double Team
Shock Wave
Aerial Ace
Thief
Retaliate



Decoy the Electrode, Bomber of Itsumo


Decoy (Genderless Electrode)
Naive Nature
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.



Abilities:
Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Static: Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
(Dream World: Unlocked!) Aftermath: Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.



HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 161 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Accuracy Bonus: +30%



EC: 6/6
MC: 0
DC: 5/5​



Attacks: (29 Moves Known)
Charge
Tackle
Sonicboom
Spark
Rollout
Screech
Charge Beam
Light Screen
Electro Ball
Selfdestruct
Swift
Magnet Rise
Gyro Ball
Explosion
Mirror Coat



Headbutt
Mimic
Signal Beam
Sucker Punch



Toxic
Zap Cannon
Protect
Thunderbolt
Thunder
Teleport
Double Team
Thunder Wave



Agility
Refresh



Squares materialize in a dark room. The only light is very dim coming from the squares that make up the floor.

(-15% to Acc, Dark and Psychic Pokemon get +3 BAP to all moves, Fire and Electric Pokemon get +10% Acc for attacks and being attacked)​



UllarWarlord sends out Pokemon and equip



Eternal Drifter sends out Pokemon, equip, and moves



UllarWarlord moves
 
#2

So at last, we meet on the field of battle, Itsumo...my servants may be fresh, but they are more than capable of defeating yours! Go, Marecraft Carrier! Show him your power...
 
#3

"A rival? I have only heard bare rumors about you. Still, my servants need training, and might as well test your might as well. How would you care to fight the Betrayer of the Light?"

Fern:
Action 1: Double Team (3 Clones)
Action 2: Fake Out
Action 3: Pay Day

IF Protective/Evasive Move, Feint and push back.
 
#4

You seek to lower my confidence...but I am resolute. By the Huggable Planet, your power shall be mine!

Marecraft Carrier: Quick Attack + Flare Blitz combo > Cooldown (Quick Attack + Flare Blitz combo) > Flamethrower
 
#5
Weather: Clear

Field: Clear

**Flame Body**
HP 100/100
EN 100/100
OK
VS
Field: Clear

**Technician**
HP 100/100
EN 100/100
OK

Action 1
1. Rapidash: Quick Attack + Flare Blitz 3+7+4/2-1=11 EN / Hit 100% / Crit <=625 (3966=No)
Total: 4+10+4+3+6-3=24 Damage / Recoil: 1/3*24=8
2. Persian: Double Team (3) 4*3-1=11 EN
Total: 3 Clones

Action 2
1. Persian: Fake Out 4-1=3 EN / Hit <=9500 (5840=Hit) / Crit <=625 (9920=No)
Total: 1.5(4)+3+4.5-4.5=9 Damage / Flinch
**Flame Body <=3000 (4211=No)**
2. Rapidash: Cooldown
Total: Nothing

Action 3
1. Rapidash: Flamethrower 7-1=6 EN / Hit 100% **Clones 1=Hit, 2-4=Clone (4=Clone)**
Total: Clone Dissipates
2. Persian: Pay Day 3-1=2 EN / Hit <=9500 (5678=Hit) / Crit <=625 (5941=Miss) / +1 CC
Total: 1.5(4)+3+4.5-4.5=9 Damage
**Flame Body <=3000 (2205=BRN)**

**Persian: BRN -2 HP**


As the skirmish dies down, two beams of intense light shine down on the two Pokemon. The squares start to fade away until the only floor left are two circles where the Pokemon stand in the light.

(Sunny Day Active, Attempting a contact move will KO the user)

OUTCOME

Weather: Sunny




Field: Clear

**Flame Body**
HP 74/100
EN 83/100
OK


VS


Field: Clear

**Technician, 2 Clones, +1 CC if win**
HP 74/100
EN 84/100
BRN



UllarWarlord moves
 
#7

"You recover, we will as well."

Fern:
Action 1: Water Pulse
Action 2: Mimic (Morning Sun)
Action 3: Morning Sun

IF Marecraft Carrier does not use Morning Sun, replace action 2 with Shock Wave.
IF Morning Sun is not mimiced by action 3, use Water Pulse instead.
 
#8
Weather: Sunny

Field: Clear

**Flame Body, +17% Acc**
HP 74/100
EN 83/100
OK
VS
Field: Clear

**Technician, 2 Clones, +1 CC if win**
HP 74/100
EN 84/100
BRN

Action 1
1. Rapidash: Fire Spin 5-1=4 EN / Hit 100% / 1=Hit, 2-3=Clone (3=Clone)
Total: Clone Dissipates
2. Persian: Water Pulse 4 EN / Hit 100% / Crit <=625 (7543=No) / Confusion <=2000 (2004=No)
Total: 1.5(1.5(6)-3+4.5-3)=11.25 Damage

**Persian: BRN -2 HP**

Action 2
1. Rapidash: Morning Sun 6+100/10=16 EN
Total: +35 HP
2. Persian: Mimic (Morning Sun) 5-1=4 EN
Total: Mimic (Morning Sun)

**Persian: BRN -2 HP**

Action 3
1. Rapidash: Flamethrower 7-1=6 EN / Hit 100% / 1=Hit, 2=Clone (2=Clone)
Total: Clone Dissipates
2. Persian: Morning Sun 6+100/10-1=15 EN

Total: +35 HP

**Persian: BRN -2 HP**


The light circles begin to color into a lush green and become soft to touch. The lights widen instantly revealing vast meadow with rolling hills. A very strong breezes passes over the meadow in varying directions.
(Weather is Clear, Speed tiers shift from slowest to fastest then vice versa then back again, Field egg group Pokemon get +5 to final damage on STAB moves, Field egg group Pokemon get Agility [if they already have Agility, they get Extreme Speed])



OUTCOME

Weather: Clear
Field: Clear

**Flame Body, +17% Acc**
HP 98/100
EN 57/100
OK
VS
Field: Clear

**Technician, +1 CC if win, **
HP 98/100
EN 61/100
BRN

Eternal Drifter moves
 
#9

"..."

Fern:
Action 1: Water Pulse
Action 2: Power Gem
Action 3: Water Pulse

IF Protective/Evasive Move is issued successfully, Chill that action.
IF Evasive Damaging move issued, Chill that action.
 
#10

The Persian should have 2 less HP due to the burn. Now. Are you feeling the pressure, Itsumo...?

Marecraft Carrier: Flare Blitz + ExtremeSpeed combo > Cooldown (Flare Blitz + ExtremeSpeed combo) > Flamethrower
 
#11
Weather: Clear
Field: Clear

**Flame Body, +17% Acc**
HP 98/100
EN 57/100
OK
VS
Field: Clear

**Technician, +1 CC if win**
HP 98/100
EN 61/100
BRN
Action 1
1. Rapidash: Extremespeed + Flare Blitz 6+7+4/2-1=14 EN / Hit 100% / Crit <=625 (8130=No)
Total: (8+10+4+3+6-3)+5=33 Damage / 1/3*33=11 Recoil
2. Persian: Water Pulse 4 EN / Hit 100% / Crit <=625 (5727=No) / Confusion <=2000 (4441=No)
Total: 1.5(1.5(6)+4.5-3)=15.75 Damage

**Persian: BRN -2 HP**

Action 2
1. Rapidash: Cooldown
Total: Nothing
2. Persian: Power Gem 5 EN / Hit 100% / Crit <=625 (8457=No)
Total: 1.5(7+4.5-3)=12.75

**Persian: BRN -2 HP**

Action 3
1. Persian: Water Pulse 4 EN / Hit 100% / Crit <=625 (1262=No) / Confusion <=2000 (6512=No)
Total: 1.5(1.5(6)+4.5-3)=15.75 Damage
2. Rapidash: Flamethrower 7-1=6 EN / Hit 100% / Crit <=625 (5494=No) / BRN <=1000 (8453=No)
Total: (10+3+4.5-4.5)+5=18 Damage

**Persian: BRN -2 HP**


The weather of the breezing meadow turns from beautifully clear to monsoon level rain. Ebon clouds, gale force winds, and pounding rain dominate the sky. The meadow slowly begins to flood turn the soil into mud.
(Weather is Rainy, All + priority moves drop by 2, All Water egg group Pokemon get Rain Dish [If they have Rain Dish, they get Storm Drain], Fire type Pokemon lose 3 HP each action)

Weather: Rainy
Field: Clear

**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK
VS
Field: Clear

**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN
UllarWarlord moves
 
#12

This is not your ideal environment, Marecraft Carrier...return. Wreak havoc in your wake, Tentacleese...

Switching from Marecraft Carrier the Rapidash to Tentacleese the Octillery

Counterswitch?
 
#13

"Kekekekekeke! Such an ideal environment for such an ideal servant! Get in there! And ZAP THEM INTO OBLIVON!"

Counterswitch accepted:
Fern OUT
Decoy the Electrode IN
Action 1: Thunder
Action 2: Zap Cannon
Action 3: Smiting Bolt (Thunder+Thunder Combo)

IF a Substitute is up when you are to act, use Thunderbolt instead.
IF Zap Cannon misses (80% Accuracy!), use Thunderbolt action 3.
 
#15
Weather: Rainy
Field: Clear

**Sniper, Moody, (Rain Dish)**
HP 100/100
EN 100/100
OK

Bench

**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK

VS
Field: Clear

**Static, Aftermath**
HP 90/90
EN 100/100
OK
Bench

**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN


Calculations

**Moody: 3=Adamant (+2 Atk, -1 SpA)**

Action 1
1. Electrode: Thunder 8-1=7 EN / Hit 100% / Crit <=625 (7782=No) / PAR 20% <=3000 (6998=No)
Total: 1.5(12+3+4.5-4.5)=22.5 Damage
2. Octillery: Focus Energy 12 EN
Total: Focus Energy 6a

**Octillery: Rain Dish +2 HP**

Action 2
1. Electrode: Zap Cannon 9-1=8 EN / Hit <=8000 (2603=Hit) / Crit <=625 (9564=No) / PAR 25%
Total: 1.5(12+3+4.5-4.5)=22.5 Damage / PAR 25%
2. Octillery: **PAR <=2500 (4604=Action)**
Hydro Pump 8-1=7 EN / Hit <=8000 (3267=Hit) / Crit 100%
Total: 12+3+3+5+4.5-3=24.5 Damage

**Octillery: Rain Dish +2 HP**

Action 3
1. Octillery: **PAR <=2500 (3619=Action)**
Bullet Seed 7 EN / Hit 100% / Crit 100% / Hits 6=5 Hits
Total: 5(3)+5(2)+8.5-4.5=29 Damage
2. Electrode: Thunder+Thunder 1.75(8+8+4)-1=34 EN / Hit 100% / Crit <=625 (1641=No) / PAR 20% <=6000 (7938=No)
Total: 1.5(2.25(12)+3+4.5-4.5)=45 Damage

**Octillery: Rain Dish +2 HP**



As the torrential rain continues the pour, a whirlpool begins to spiral beneath the Pokemon. They are sucked down with all the water surrounding them into a dark black abyss with nothing but water.
(Acc of all moves are 50% (Nature has no effect), All creatures that are not inanimate or water types take 10 Damage at the end of the round, Water types get +5% Eva, Electric and Fire types get +10% Acc when attacking and being attacked, Electric Type Pokemon cause 1 Electric damage to all Pokemon on field)

OUTCOME

Weather: ~~~
Field: Clear

**Sniper, Moody**
HP 16/100
EN 74/100
OK

Bench

**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK

VS
Field: Clear

**Static, Aftermath**
HP 36/90
EN 51/100
OK
Bench

**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN


UllarWarlord moves
 
#17

This looks grim. I must hand this victory to you, Itsumo...but the war is far from over.

Tentacleese: Hydro Pump > Hydro Pump > Hydro Pump
 
#19
Weather: ~~~
Field: Clear

**Sniper, Moody, Focus Energy 3a**
HP 16/100
EN 74/100
PAR 20%


**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK

VS
Field: Clear

**Static, Aftermath**
HP 36/90
EN 51/100
OK

**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN

**Moody: 2=Lonely (+2 Atk, -1 Def)**

Action 1
1. Electrode: Cooldown
Total: Nothing
2. Octillery: **PAR <=2000 (6029=Action)**
Hydro Pump 8-1=7 EN / Hit <=6000 (3239=Hit) / Crit 100%
Total: 12+3+3+6-3=21 Damage

**Octillery: Electric Damage -1*1.5=-1.5 HP**

Action 2
1. Electrode: Zap Cannon 9-1=8 EN / Hit <=5500 (5181=Hit) / Crit <=625 (2770=No) / PAR 25%
Total: 1.5(12+3+4.5-4.5)=22.5 Damage / PAR 25%
**Octillery KO / -8 HP**


The ebon abyss flashy to a complete bright white sending Pokemon into a freefall. There are still angled patches of the void that have solidified into impentrable slabs.
(Flying type and Pokemon that know Fly or have Levitate Ability (Magnet Rise does not count) can ignore all rules, Pokemon have 1/8 chance each action to hit a slab taking 5*WC Damage (Rock type and Steel type take half Damage), Making a contact move has -1 Priority)

OUTCOME

Weather: Clear
Field: Clear

**Sniper, Moody, Focus Energy 2a**
HP -8/100
EN 67/100
KO


**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK




VS
Field: Clear

**Static, Aftermath**
HP 15/90
EN 43/100
OK

**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN

UllarWarlord sends out Pokemon

Eternal Drifter moves
 
#21

"This is not going to end well for you. Your servant is slow... easy prey for my one of my current servant's most powerful attacks... Weaken him before you fall!"

Decoy:
Action 1: Zap Cannon
Action 2: Electro Ball
Action 3: Thunder

IF Protect is issued successfully without passing, Chill and push actions back.
 
#22

Fool...do you not know that we thrive on technicalities?

SpaceBoss: Levitate command > Earth Power > Head Smash

IF Levitate command would not grant you immunity to arena's effects, use Head Smash A1
 
#23
Weather: Clear

**Sturdy, -10% Eva**
HP 90/90
EN 100/100
OK


**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK

VS
Field: Clear

**Static, Aftermath**
HP 15/90
EN 43/100
OK

**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN

Action 1
1. Electrode: Zap Cannon 9-1=8 EN / Hit <=9000 (1684=Hit) / Crit <=625 (7941=No) / PAR 25%
Total: 12+3+4.5-8.5=11 Damage / PAR 25%
2. Probopass: **PAR <=2500 (7920=Action)
Head Smash 9+7/2.5-1=10.8 EN / Hit <=8000 (4959=Hit) / Crit <=625 (554=Crit) / Recoil
Total: 12+3+3+(7/1.5=5)+4.5-4.5=23 Damage / 23/2=11.5 Recoil
**Electrode KO / -8 HP**

**Probopass: 7=No Damage**


Same Rules

OUTCOME

Weather: Clear

**Sturdy, -10% Eva**
HP 67/90
EN 89/100
PAR 20%



**Flame Body, +17% Acc**
HP 43/100
EN 37/100
OK
VS
Field: Clear

**Static, Aftermath**
HP -8/90
EN 35/100
KO




**Technician, +1 CC if win**
HP 41/100
EN 48/100
BRN

Ullar moves