Matezoide vs Houndoomsday

Geodude6

Look at my shiny CT!
Rules:

2v2 NFE singles
48 hour DQ
1 Ability
Training items
2/5 Recoveries/Chills
2 subs
Switch=KO

Arena:

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of
the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up.
Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally. Ignoring that because i can.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:


Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).


Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).


Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.


Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).


Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.


Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.


Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.


Team Matezoide:
Matezoide said:
Thankies :D


<Tyrogue> [Little Mac] (Male)

Nature: Adamant

Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

About: Small and light, Little Mac is a fighter at heart. He is not afraid to take on enemies larger than himself and aims to become the greatest boxer in the world. After learning everything he could learn from Doc Louis (At the moment), they went their separated ways, under the promisse that they will meet again when he is ready to finish the training. Mac is constantly training his body and soul.


Abilities:

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.

Steadfast (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Vital Spirit (DW LOCKED, Innate):This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Tyrogue
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12


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


Tackle (*)
Helping Hand (*)
Fake Out (*)
Foresight (*)

Earthquake (*)
Low Sweep (*)
Rock-Slide (*)
Toxic
Double Team
Protect
Substitute
Rest
Sleep Talk
Facade
Seismic Toss
Brick-Break

Counter (*)
Hi Jump Kick (*)
Bullet Punch (*)
Feint
Mach Punch
Endure
Mind Reader
Pursuit
Rapid Spin




<Eevee> (Harold) [Male]
Nature: Adamant (+Atk, -SpAtk)

Type: Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


About: As an unborn Eevee, Harold was defective. While his brothers and sister developed, Harold's was halted and when his mother gave birth, he was the only one that stayed behind, although nobody knew about his existence.
After several months inside his mother, the fetus that would turn into Harold started to die, but luckly, his family came across a Moss Rock. Due to Eevee's adaptable nature, his body began to change. This allowed Harold's fetus to fully develop and he was born a week later.
However, because of this event, part of his DNA is that of a Leafeon, leading Harold to be born with it's physical characteristics and making him immune to the effect of the other stones, he can only evolve into Leafeon.


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

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

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

Moves:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Covet (*)
Quick Attack (*)

Protect (*)
Work Up (*)
Round (*)
Dig

Endure (*)
Flail (*)
Yawn (*)
Team Houndoomsday:
Houndoomsday said:
Thanks for reffing, sorry I was late, but I wanted my Dragonair to evolve before I battled!

Bulbasaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
Type: Grass/Poison
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.
Poison: 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.

Abilities:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed

Stats:
HP: 90
Attack: Rank 1 (-)
Defense: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 3/9
MC: 0
DC: 2/5

Attacks:
Tackle (*)
Growl (*)
Leech Seed (*)
Vine Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Synthesis
Worry Seed

Giga Drain (*)
Sludge (*)
Curse (*)

Toxic (*)
Rest (*)
Protect (*)
Sunny Day



Dragonair [Smaug] (Male)
Nature: Adamant (+Att, -SpA)
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: 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): 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: 100
Attack: Rank 4 (+)
Defense: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 2

EC: 4/9
MC: 0
DC: 3/5

Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Agility (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Dragon Rush
Dragon Dance

Extremespeed (*)
Aqua Jet (*)
Supersonic (*)
Surf

Light Screen (*)
Safeguard (*)
Protect (*)
Substitute



Houndour [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
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.
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 bushfire areas.

Abilities:
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: 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.
Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Leer (*)
Howl (*)
Ember (*)
Roar (*)
Smog (*)
Bite (*)
Odor Sleuth (*)
Beat Up (*)

Fire Spin (*)
Thunder Fang (*)
Counter (*)
Fire Blast

Will O'Wisp (*)
Sludge Bomb (*)
Sunny Day (*)
OoO:
Houndoomsday sends out Pokémon, chooses ability,and equips an item.
Matezoide sends out, equips an item, chooses ability, and issues actions.
Houndoomsday issues actions.
I ref.
 
Eevee is supposed to have Take Down as pre-level 25 move, if it isnt a problem, i would like to have acess to it. It's past owner forgot to add the move and i just realised that.

Take Down -> Quick-Attack -> Take Down


If Sleep Powder, use Sand-Attack that action and push-back.


He will have an Exp.Share and Adaptability for ability.

Let me know if thats not allowed and i will re-order.
 

Geodude6

Look at my shiny CT!
I'm not late!

Team HDDay:

Bulbasaur
Type: Grass/Poison
Status: Healthy
Ability: Overgrow
HP: 90
EN: 100
Stats: 1/2/4/3/45
Item: Amulet Coin
Team Matezoide:

Harold
Type: Normal
Status: Healthy
Ability: Run Away/Adaptability
HP: 90
EN: 100
Stats: 3/2/1/3/55
Item: Exp. Share​
Turn order: Eevee>Bulbasaur

A1
Eevee used Take Down!
(-5 EN)
(hit:7087:yes)
(crit:7184:no)
(14.5 dmg)
Eevee was hit with recoil!
(3.625 dmg recoil)
Bulbasaur used Leech Seed!
(-9 EN)
(hit:8982:yes)
Eevee was seeded!

Eevee's health was sapped by Leech Seed!

A2
Eevee used Quick Attack!
(-2 EN)
(crit:7704:no)
(10.5 dmg)
Bulbasaur used Toxic!
(-6 EN)
(hit:8736:yes)
Eevee was badly poisoned!

Eevee is hurt by poison.
Eevee's health was sapped by Leech Seed!

A3
Eevee used Take Down!
(-5 EN)
(hit:6753:yes)
(crit:5625:no)
(14.5 dmg)
Eevee was hit with recoil!
(3.625 dmg recoil)
Bulbasaur used Giga Drain!
(-11 EN)
(crit:7339:no)
(12.5 dmg)
Eevee had its HP drained!
(6.25 recovery)

Eevee is hurt by poison.
Eevee's health was sapped by Leech Seed!

(Bulbasaur's 65.75 HP was rounded to 66)
(Eevee's 63.25 HP was rounded to 63)

Team HDDay:​

Bulbasaur
Type: Grass/Poison
Status: Healthy
Ability: Overgrow
HP: 66
EN: 74
Stats: 1/2/4/3/45
Item: Amulet Coin
Team Matezoide:

Harold
Type: Normal
Status: BPSN (2 dpa)
Ability: Run Away/Adaptability
HP: 63
EN: 88
Stats: 3/2/1/3/55
Item: Exp. Share
Other: Leech Seed (3a, 3 dpa)


Arena is switching to:

Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).



Order of Operations:
Houndoomsday issues actions.
Matezoide issues actions.
I ref.​
 

Geodude6

Look at my shiny CT!
Team HDDay:​

Bulbasaur
Type: Grass/Poison
Status: Healthy
Ability: Overgrow
HP: 66
EN: 74
Stats: 1/2/4/3/45
Item: Amulet Coin

Team Matezoide:

Harold
Type: Normal
Status: BPSN (2 dpa)
Ability: Run Away/Adaptability
HP: 63
EN: 88
Stats: 3/2/1/3/55
Item: Exp. Share
Other: Leech Seed (3a, 3 dpa)
Turn order: Eevee>Bulbasaur

A1
Bulbasaur used Protect!
(-7 EN)
Bulbasaur protected itself!
Eevee used Yawn!
(-6 EN)
Bulbasaur protected itself!

Eevee is hurt by Poison.
Eevee's health was sapped by Leech Seed!

A2
Bulbasaur used Protect!
(-9 EN)
But it failed!
Eevee used Yawn!
(-8 EN)
Bulbasaur grew drowsy!

Eevee is hurt by poison.
Eevee's health was sapped by Leech Seed!

A3
Eevee used Take Down!
(-5 EN)
(hit:8191:yes)
(crit:9999:no)
(14.5 dmg)
Eevee was hit with recoil!
(3.625 dmg recoil)
Bulbasaur used Giga Drain!
(-11 EN)
(crit:9337:no)
(12.5 dmg)
Eevee had its HP drained!
(6.25 recovery)

Eevee is hurt by poison.
Eevee's health was sapped by Leech Seed!

Bulbasaur fell asleep!
(severity:4:intense)

(Bulbasaur's 60.75 HP was rounded to 61)
(Eevee's 31.875 HP was rounded to 32)
Team HDDay:

Bulbasaur
Type: Grass/Poison
Status: SLP (2a)
Ability: Overgrow
HP: 61
EN: 43
Stats: 1/2/4/3/45
Item: Amulet Coin​
Team Matezoide:

Harold
Type: Normal
Status: BPSN (3 dpa)
Ability: Run Away/Adaptability
HP: 32
EN: 69
Stats: 3/2/1/3/55
Item: Exp. Share
Other: Leech Seed (0a, 3 dpa)​



Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Order of Operations:
Matezoide issues actions.
Hounddomsday issues actions.
I sleep through the night without playing PMD.
I go to school.
I ref this when I get home from school.

(this will not be reffed until at least tomorrow afternoon)​
 
Bulbasaur should have used Sleep Powder A3, can you fix it before you go? Also, Bulbasaur is supposed to fall asleep A1 of the next round, after his action.


PS: Damn you, Subway, why didnt you give this Eevee Facade or Return?
 

Geodude6

Look at my shiny CT!
So... My mom took my computer. I can still ref this, but don't expect this to be reffed quickly.
 
Round Sub-Ref: Canis fixes what Geodude didn't​
Houndoomsday:

Bulbasaur
Type: Grass/Poison
Status: Healthy
Ability: Overgrow
HP: 66
EN: 74
Stats: 1/2/4/3/45
Item: Amulet Coin

Matezoide:

Harold
Type: Normal
Status: BPSN (2 dpa)
Ability: Run Away/Adaptability
HP: 63
EN: 88
Stats: 3/2/1/3/55
Item: Exp. Share
Other: Leech Seed (3a, 3 dpa)​

Turn order: Eevee>Bulbasaur​

A1
Bulbasaur used Protect!
(-7 EN)
Bulbasaur protected itself!
Eevee used Yawn!
(-6 EN)
Bulbasaur protected itself!

Eevee is hurt by Poison.
Eevee's health was sapped by Leech Seed!

A2
Bulbasaur used Protect!
(-9 EN)
But it failed!
Eevee used Yawn!
(-8 EN)
Bulbasaur grew drowsy!

Eevee is hurt by poison.
Eevee's health was sapped by Leech Seed!

A3
Eevee used Take Down!
(-5 EN)
(hit:8191:yes)
(crit:9999:no)
(14.5 dmg)
Eevee was hit with recoil!
(3.625 dmg recoil)
Bulbasaur used Sleep Powder
(-7 EN)
(Roll = 2555, hit)
Eevee was put to sleep!
(roll (d3) = 2, 1a)​

Eevee is hurt by poison.
Eevee's health was sapped by Leech Seed!

Houndoomsday:

Bulbasaur
Type: Grass/Poison
Status: Drowsy (Falls asleep next action)
Ability: Overgrow
HP: 57
EN: 47
Stats: 1/2/4/3/45
Item: Amulet Coin​
Matezoide:

Harold
Type: Normal
Status: BPSN (3 dpa); Sleep (1a)
Ability: Run Away/Adaptability
HP: 47
EN: 69
Stats: 3/2/1/3/55
Item: Exp. Share
Other: Leech Seed (0a, 3 dpa)​



Field Type: Electric​

Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Fixed the round for you. I'll ref this in a different style. Why did you have to choose such a complicated arena D:

Order of Operations:​

Mate, Houndoom, Ref​
 
Round 3: Screw you computer.​
Damnit.​
I was just about to post. And my comp shuts down. Making me lose everything I had.
You'll have to take my word for it. (Mate confirmed the calculations on IRC so)

Everything hit as normal and nothing got a critical hit.
Eevee fainted due to poison (lol Toxic, he'd have 1 HP left otherwise). Bulbasaur has 16 EN and 33 HP.
Oh, and the arena's back to normal.

With that, Mate sends out his Tyrogue, Houndoomsday orders, then Mate counterorders and I ref.
 
Worry Seed-Chill-Giga Drain

If Substitute A1 Then replace actions with Giga Drain-Giga Drain+Razor Leaf-Cooldown
If Fake Out Then use Chill (only once)
 
Lets see how this goes.

Substitute (15) -> Rest -> Sleep Talk (Hi Jump Kick, Facade, Earthquake, Brick-Break)

If the Substitute is broken A2, Chill that action.

Not perfect, but i wanna see how this goes.
 
Round 3: Bulbasaur used EN Drain!
Arena: Normal: "It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral. "
Houndoomsday:​

Bulbasaur
Type: Grass/Poison
Status: Normal, 1 KOC
Ability: Overgrow
HP: 33
EN: 16
Stats: 1/2/4/3/45
Item: Amulet Coin

Matezoide:

Little Mac
Type: Fighting
Status: Normal
Ability: Guts
HP: 90
EN: 100
Stats: 3/2/1/2/35
Item: Nothing (?)​

Alas, poor Bulbasaur's Giga Drain + Razor Leaf combo is illegal (as discussed on IRC), so he only uses Giga Drain.​

Bulbasaur used Giga Drain! (-15 EN)
(crit = 7238, no) Tyrogue took (8+3+3)= 14 damage!​

Tyrogue used Substitute! (-12 EN)​

Tyrogue created a substitute! (-15 HP, +15 HP Sub)

Bulbasaur used Giga Drain! (-19 EN)
(crit = 3392, no) Tyrogue's Substitute took (8+3+3)= 14 damage!
Bulbasaur fainted from exhaustion!​
Tyrogue used Rest! (-15 EN)
Tyrogue went to sleep and became healthy!
+12 HP Tyrogue




Houndoomsday:​

Bulbasaur
Type: Grass/Poison
Status: Normal, 1 KOC
Ability: Overgrow
HP: KO
EN: KO
Stats: 1/2/4/3/45
Item: Amulet Coin​


Matezoide:​

Little Mac
Type: Fighting
Status: Substitute (1 HP)
Ability: Guts
HP: 83
EN: 73
Stats: 3/2/1/2/35
Item: Nothing (?)​

Arena roll: 3 = Water: "Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up."​


Houndoomsday sends out a mon with an item (or no item) and orders if I'm not mistaken, if I am, he sends out and then Mate orders
Mate orders (Or Houndoomsday if I'm mistaken)
I ref after you point out any mistakes​
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top