Round 1: Eternal Drifter and Arcanite

#1
This is the first round of the tournament. The winner gets a fucking legendary. And a Master Ball. Need I say more?

Eternal Drifter

Solrock (U)

Nature: Quiet
+1 SpA, -15% Spe, -10% evasion

Type: Rock/Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability: Levitate
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 60 (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 17

MC: 0

Attacks:
#Level Up#
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Embargo
Rock Slide
Cosmic Power
Psychic
Heal Block
Stone Edge
SolarBeam
Explosion
Wonder Room

#TM/HM#
Psyshock
Toxic
Sunny Day
Protect
Smack Down
Earthquake
Shadow Ball
Double Team
Flamethrower
Will-O-Wisp
Flash
Substitute

#Event/Tutor#
Earth Power
Endure
Heat Wave
Magic Coat
Mimic
Morning Sun
Signal Beam
Stealth Rock


Gorebyss (F)

Nature: Mild (+SpA, -Def)

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

Ability: Swift Swim
Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 90
Atk: 3
Def: 3 (-)
SpA: 5 (+)
SpD: 3
Spe: 52
Size Class: 2
Weight Class: 2
Base Rank Total: 18

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

Attacks:
#Level Up#
Clamp
Water Gun
Iron Defense
Whirlpool
Confusion
Agility
Water Pulse
Amnesia
Aqua Ring
Dive
Psychic
Aqua Tail
Hydro Pump

#Egg#
Barrier
Confuse Ray
Endure
Refresh

#TM/HM#
Toxic
Ice Beam
Protect
Shadow Ball
Double Team
Rest
Scald
Substitute
Surf

#Event/Tutor#
Bounce
Mimic
Mud Slap
Signal Beam
Sleep Talk
Snore
Swift


Amoonguss (M)

Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion

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.

Ability: Regenerator
Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 110
Atk: 3
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 26 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 18

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

Attacks:
#Level Up#
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Giga Drain
Toxic
Synthesis
Clear Smog
SolarBeam
Spore

#Egg#
Body Slam
Endure
Growth
Poison Powder
Stun Spore

#TM/HM#
Venoshock
Hidden Power (Electric 7)
Sunny Day
Protect
Rain Dance
Double Team
Sludge Bomb
Flash
Payback
Substitute

#Event/Tutor#
Foul Play
Gastro Acid
Seed Bomb
Sleep Talk
Snore
Worry Seed


Arcanite

Azumaril (M)

Nature: Jolly
+15% Speed, -1 Special Attack, +4% Accuracy

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

Ability: Huge Power
Huge Power (Innate):
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Stats:
HP: 110
Atk: Rank 2 [5 Huge Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]

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

Attacks:
#Level Up#
Tackle
Bubble
Defense Curl
Tail Whip
Water Sport
Water Gun
Rollout
Bubblebeam
Helping Hand
Aqua Tail
Double-Edge
Splash
Charm
Bounce
Superpower
Rain Dance
Aqua Ring

#Egg#
Aqua Jet
Encore
Belly Drum

#TM/HM#
Protect
Substitute
Toxic
Light Screen
Dig
Return
Brick Break
Double Team
Rest
Giga Impact
Bulldoze
Dive
Waterfall
Focus Punch

#Event/Tutor#
Ice Punch
Knock Off
Sleep Talk
Endure
Dizzy Punch


Camerupt (M)

Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion

Type: Fire/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Ability: Solid Rock
Solid Rock (Innate):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

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

Attacks:
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Rock Slide
Earthquake
Eruption
Flamethrower
Curse

#Egg#
Endure
Body Slam
Scary Face

#TM/HM#
Protect
Substitute
Toxic
Sunny Day
Hyper Beam
Solar Beam
Dig
Double Team
Sandstorm
Rest
Overheat
Will o Wisp
Explosion
Giga Impact
Stone Edge
Bulldoze

#Event/Tutor#
Sleep Talk
Mimic


Zoroark (F)

Nature: Hasty
+15% Spd, +17% Acc, -1 Def

Type: Dark
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.

Ability: Illusion
Illusion (Innate):
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
#Level Up#
U-turn
Scratch
Leer
Pursuit
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Night Slash
Torment
Nasty Plot
Night Daze
Imprison

#Egg#
Sucker Punch
Snatch
Extrasensory
Counter

#TM/HM#
Protect
Substitute
Hyper Beam
Dig
Shadow Ball
Flamethrower
Rest
Focus Blast
Giga Impact
Swords Dance
Grass Knot
U-Turn
Hidden Power (Ice, 7)
Double Team

#Event/Tutor#
Bounce
Dark Pulse
Sleep Talk
Low Kick
[/SIZE]

The turn order to be decided by coin flip!
Heads=Eternal Drifter
Tails=Arcanite


Arcanite will send out with items first!
Eternal will respond and order!
Arcanite will order
I will ref!
 
#3

"Nat, Nat."

Gorebyss @ Scope Lens:
Action 1: Toxic
Action 2: Scald
Action 3: Whirlpool

IF Encore is ordered, use Whirlpool the action before.
IF Focus Punch is ordered, use Bounce and push actions back.
 
#4

'It appears my calculations were correct...
We can't have you getting poisoned now, so Dive out of the way. Then Set up a protective Light Screen, and finish with an Encore, which will lock him into barraging you with weak whirlpools, as well as removing the slim chance that he will burn you with the scalding water he originally planned.'


[Dive > Light Screen > Encore]
 
#5
Pre-Round Information

Eternal Drifter

Gorebyss @ Scope Lens
Health: 90
Energy: 100
Status: None
Stats: 3/3/5/3/52 2/2
Field: Empty

Arcanite

Azumarill @ Rindo Berry
Health: 110
Energy: 100
Stats: 2[5]/3/1/3/58 2/3
Field: Empty

Azumarill dove underwater!

Gorebyss used Toxic! (-7 EN)
It missed!

Azumarill used Dive! (-9 EN)
no crit (3)
(8+3+3)/1.5=9.33

Azumarill used Light Screen! (-10 EN)

Gorebyss used Whirlpool! (-4 EN)
hit (71)
no crit (12)
(4/2+3+3)/1.5=5.33

-2 HP Azumarill

Azumarill used Encore! (-10 EN)

Gorebyss used Whirlpool! (-4 EN)
hit (71)
no crit (12)
(4/2+3+3)/1.5=5.33

-2 HP Azumarill



The first round of the ASB Battle Factory kicks off this match between Eternal Drifter and Arcanite with both trainers releasing their newly acquired Water types, Drifters Gorebyss squaring off against Arcanite's Azumarill. Both trainers elect to go for the strategic route as they shout orders to their Pokemon, Azumarill instantly Dives underwater to scout Gorebyss's move. A wise action as it avoids the Toxic sludge Gorebyss spat at it, and getting in a little bit of damage as it completes its Dive. Anticipation is the name of the game for the second action as Azumarill shrouds itself in a golden box that seems to weaken opposing special attacks. eanwhile Gorebyss uses a bit of foresight and decides to trap Azumarill in a raging Whirlpool, the vortex sapping Azumarills health despite being a weak attack. Azumarill takes advantage of this opportunity to invite Gorebyss to continue Whirlpooling with a nice Encore, as gorebyss maintains the Whirlpool.

At the end of the first round not much damage has been dealth but the battlers have begun to set up for the long game, what will the next round bring?



Gorebyss @ Scope Lens
Health: 81
Energy: 85
Status: None
Stats: 3/3/5/3/52 2/2
Field: Encored into Whirlpool (1a)

Arcanite

Azumarill @ Rindo Berry
Health: 95
Energy: 71
Stats: 2[5]/3/1/3/58 2/3
Field: Whirlpooled (2a), Light Screen (4a)

Arcanite
Drifter
Me
 
#6

'Hmmmm.... There doesn't seem to be an easy solution here.
Let's take the chance to get Knock Off that scope lens, then smash Gorebyss hard with a Giga Impact! To finish off, let's take a leaf from Drifter's plans, and Toxic it. let's try to get more free turns, or protect you from poison! If Toxic is ordered on a2, replace orders remaining with a Toxic, then Encore his Toxic!'


[Knock Off > Giga Impact > Toxic]
[IF Toxic is ordered on a2, THEN replace a2 with Toxic, and replace a3 with Encore]
 
#8
Pre-Round Information


Gorebyss @ Scope Lens
Health: 81
Energy: 85
Status: None
Stats: 3/3/5/3/52 2/2
Field: Encored into Whirlpool (1a)

Arcanite

Azumarill @ Rindo Berry
Health: 95
Energy: 71
Stats: 2[5]/3/1/3/58 2/3
Field: Whirlpooled (2a), Light Screen (4a)

Azumarill used Knock Off! (-3 EN)
no crit (13)
4+3=7

Gorebyss used Whirlpool! (-4 EN)
hit (32)
no crit (4)
(4/2+3+3)/1.5=5.33

Azumarill used Giga Impact! (-10 EN)
no crit (16)
14+3=17

Gorebyss used Substitute (15)! (-12 EN)

Azumarill used Toxic! (-7 EN)
It failed!

Gorebyss used Toxic! (-7 EN)
hit (24)
Azumarill became badly poisoned!

-4 HP Azu from Whirlpool
-8 EN total from Gore to maintain Whirlpool
-1 HP Azu from Poison, Toxic counter at 2



Azumarill contineus this fight by slapping Gorebyss in the face hard enough to knock off its Scope Lens. Gorebyss can only continue to spin the Whirlpool after its Encore last round. Azumarill then summons up its power and rushes at Gorebyss, hitting it with a Giga Impact! Unfazed, the fish simply creates a miniature doll to use as a decoy. This proves wise as it summarily absorbs toxins spewed out by Azumarill, the water rat being hit by Gorebyss' own Toxic in return.



Gorebyss @ Scope Lens
Health: 52
Energy: 54
Status: None
Stats: 3/3/5/3/52 2/2
Field: Substitute (15)

Arcanite

Azumarill @ Rindo Berry
Health: 85
Energy: 51
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (2DPA), Light Screen (1a)

Drifter
Arcanite
Me
 
#9

As I awaited Eternal Drifter's orders, I wondered if my being away for the weekend would be an issue.... I would be back early on Monday, and would prioritize ordering immediately.
 
#11

'Full steam ahead! Break that substitute with a Focus Punch! Then, as confusion is an unwanted status for any academic, Bounce out of the way! Finally, Dig underground to avoid his Whirlpool!'

[Focus Punch > Bounce > Dig]
 
#12

Gorebyss @ Scope Lens
Health: 52
Energy: 54
Status: None
Stats: 3/3/5/3/52 2/2
Field: Substitute (15)

Arcanite

Azumarill @ Rindo Berry
Health: 85
Energy: 51
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (2DPA), Light Screen (1a)

Azumarill stored power...

Gorebyss chilled! (+12 EN)

Azumarill used Focus Punch! (-10 EN)
no crit (15)
15+3=18-->15
The Substitute was destroyed!

Azumarill bounced up high!

Gorebyss used Confuse Ray! (-5 EN)
It missed!

Azumarill used Bounce! (-10 EN)
miss (98)

Azumarill dug underground!

Gorebyss used Whirlpool! (-4 EN)

Azumarill used Dig! (-10 EN)
no crit (6)
8+3=11

-6 Damage from poison



Well this was a boring round.



Gorebyss @ Scope Lens
Health: 41
Energy: 57
Status: None
Stats: 3/3/5/3/52 2/2
Field: None

Arcanite

Azumarill @ Rindo Berry
Health: 79
Energy: 21
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (3DPA)

Arcanite
Drifter
Me
 
#13

'Energy is running low... we need time to recover. Encore his whirlpool, then chill twice. If he tries to protect himself from our encore, chill on a1, Dizzy Punch a2, and chill a3.'

[Encore > Chill > Chill]
[IF Protect a1, then Chill > Dizzy Punch > Chill Instead]


Refnote: The Scope lens is gone (Knock Off)
 
#15

Gorebyss
Health: 41
Energy: 57
Status: None
Stats: 3/3/5/3/52 2/2
Field: None

Arcanite

Azumarill @ Rindo Berry
Health: 79
Energy: 21
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (3DPA)

Gorebyss used Protect! (-7 EN)

Azumarill Chilled! (+12 EN)

-3 HP Azumarill

Azumarill used Dizzy Punch! (-5 EN)
no confusion (58)
crit (1)
7+3+3=13

-3 HP Azumarill

Gorebyss used Rest! (-15 EN)
Gorebyss went to sleep! (Sleep counter dropped to 2a)
+12 HP for Gorebyss

Azumarill Chilled! (+12 EN)

-3 HP Azumarill

Gorebyss used Sleep Talk!
1-4=4
Gorebyss selected Whirlpool! (-7 EN)
hit (3)
crit (1)
(4+3+3)/1.5=6
Azumarill was trapped in a Whirlpool! (4a)
Gorebyss sleep counter dropped to 1
+12 HP Gorebyss

-3 HP Azumarill
-2 HP Azumarill



Well this was a boring round x2.



Gorebyss
Health: 52
Energy: 28
Status: Asleep
Stats: 3/3/5/3/52 2/2
Field: None

Arcanite

Azumarill @ Rindo Berry
Health: 62
Energy: 40
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (4DPA), Whirlpool (3a)

Drifter
Arcanite
Me
 
#16

"..."

Gorebyss:
Action 1: Sleep (Chill)
Action 2: Chill
Action 3: Clamp

IF Evasive damaging move ordered action 3, Bounce.
IF Protective/Evasive move ordered action 3, switch actions 2 and 3 around.
 
#17

'I think it's time to get some damage on the board. I couldn't find this out for certain, so depending on whether substitute blocks the residual damage from Clamp or not, here are two alternative actions:
IF Substitute does block the residual damage from Clamp, use Focus Punch, then Dizzy Punch, then Substitute (15HP).
If Substitute does not block the residual damage from Clamp, use Focus Punch, then Chill, then Dive+Dive Combo.'


Substitute does block Clamp Residual Damage:
[Focus Punch > Dizzy Punch > 15HP Substitute]
Substitute does NOT block Clamp Residual Damage:
[Focus Punch > Chill > Dive+Dive Combo]
 
#18

Gorebyss
Health: 52
Energy: 28
Status: Asleep
Stats: 3/3/5/3/52 2/2
Field: None

Arcanite

Azumarill @ Rindo Berry
Health: 62
Energy: 40
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (4DPA), Whirlpool (3a)

Azumarill charged up!

Gorebyss slept!
+12 HP
Sleep Counter to 0a

Azumarill used Focus Punch! (-10 EN)
no crit (9)
15+3=18

-4 HP Azumarill
-2 HP Azumarill

Azumarill used Dizzy Punch! (-5 EN)
confusion (7)
Intense Confusion (3/3 | 4a)
no crit (5)
7+3=10

Gorebyss woke up!
Gorebyss is confused! (96)
Gorebyss hit itself in confusion!
Confusion stage dropped to 3
4 damage to Gorebyss

-4 HP Azumarill
-2 HP Azumarill
Confusion stage dropped to 2

Azumarill used Substitute (15)! (-12 EN)

Gorebyss is confused! (63)
Gorebyss hit itself in confusion!
Confusion stage dropped to 1
4 damage to Gorebyss

-4 HP Azumarill
-2 HP Azumarill
Confusion stage dropped to 0



This was a more exciting round as the combatants shifted to a more offensive pace. The stall tactics continue as the residual damage builds up on Azumarill, the Toxic poison and the Whirlpool chipping away. Azumarill charges up while Gorebyss finishes Resting before focusing and hitting it with a devastating punch! Azumarill then punches Gorebyss with dizzying precision, confusing Gorebyss for 4 actions! Gorebyss then becomes vulnerable, hitting itself in confusion! Azumarill takes the opportunity to set up a Substitute to absorb incoming attacks while Gorebyss hits itself yet again. This matchup nears and end as the residual damage has taken its toll, both parties are on their last legs.



Gorebyss
Health: 28
Energy: 28
Status: None
Stats: 3/3/5/3/52 2/2
Field: None

Arcanite

Azumarill @ Rindo Berry
Health: 29
Energy: 13
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (5DPA), Substitute (15)

Arcanite
Drifter
Me
 
#19

'Let us end this. You're in pretty Bad Shape Azumarill, and wont last too long now. Use your Substitute to your advantage to fire off a Focus punch! Then Chill out for the rest of the round. If he tries to protect himself from your focus punch, chill, and push actions down. If he orders a Substitute of 20 or more HP on a1, use Giga Impact, then Chill and conclude with a Waterfall instead.'

[Focus Punch > Chill > Chill]
IF Protect is ordered on any action, chill, and push actions down.
IF Substitute (20+) is ordered a1, use
[Giga Impact > Chill > Waterfall]
 
#21

Gorebyss
Health: 28
Energy: 28
Status: None
Stats: 3/3/5/3/52 2/2
Field: None



Azumarill @ Rindo Berry
Health: 29
Energy: 13
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (5DPA), Substitute (15)​

Round 6​

Gorebyss creates a substitute, which was promptly destroyed by Azumarill's Focus Punch. Then the pokemon chill.

And I die of boredom.

Gorebyss: 15hp substitute for 12 energy

Azumarill: Focus Punch: no more sub for 10 energy
Crit: won't matter
-5hp due to poison

Gorebyss: Chill

Azumarill: Chill
-5hp due to poison

Gorebyss: Chill

Azumarill: Chill
-5hp due to poison.



Gorebyss
Health: 13
Energy: 40
Status: None
Stats: 3/3/5/3/52 2/2
Field: None



Azumarill @ Rindo Berry
Health: 14
Energy: 27
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (6DPA), Substitute (15)​

Eternal Drifter's turn!
 
#23

'Hmph. It looks like we're going down, but we might as well take Gorebyss with us!'

'Start with a toxic, and then Encore her Endure. Then Finish it off with a Dizzy Punch! If my calculations are correct, both you and Gorebyss will die from Poison! Good Job against a tough opponent.'


[Toxic > Encore > Dizzy Punch]
 
#24

Gorebyss
Health: 13
Energy: 40
Status: None
Stats: 3/3/5/3/52 2/2
Field: None



Azumarill @ Rindo Berry
Health: 14
Energy: 27
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (6DPA), Substitute (15)​


Round 7​

Gorebyss pumps up adrenaline to endure this round, but Azumarill is smarter and uses Toxic to poison the fish and then Encores it, making it get stuck on Endure. Finally Azumarill attacks with Dizzy Punch and both mons succumb to toxic poison. Azumarill fainted! Gorebyss fainted!

And this match ends in a draw!


...


wait..

WHAT DO YOU MEAN BY "THERE ARE STILL TWO POKEMON LEFT A PIECE"?! ARE YOU FUCKING KIDDING ME!!WHAT IS WRONG WITH YOU GUYS?! ENOUGH STALLING >_<!!!

...erm.

Carry On.


Gorebyss: Endure for 15 energy

Azumarill: Toxic for 7 energy
Hit: 82 (yes)
-6hp due to toxic poison

Gorebyss lost 1hp due to toxic poison

Azumarill: Encore for 10 energy
-6hp due to toxic poison

Gorebyss: Endure for 15 energy
-1hp due to toxic poison

Azumarill: Dizzy Punch: 7+3 = 10 damage for 5 energy
Crit: doesn't matter
-6hp due to toxic poison

Gorebyss: Endure for 15 energy
-1hp due to toxic poison

Azumarill fainted!

Gorebyss fainted!




Gorebyss
Health: KO
Energy: KO
Status: None
Stats: 3/3/5/3/52 2/2
Field: None



Azumarill @ Rindo Berry
Health: KO
Energy: KO
Stats: 2[5]/3/1/3/58 2/3
Field: Badly Poisoned (6DPA), Substitute (15)​

Eternal_Drifter sends out mon with item
Arcanite sends out mon with item and orders
Eternal_Drifter gives orders
I Ref