Thunder > Thunder > Thunder IF Reflect Type is issued, THEN replace all remaining actions with Ice Beam. IF Endure is issued, THEN use Hail on the first instance and replace all instances of Thunder with Thunderbolt.
We're back! Flamestrike has swapped out Mindstrike to bring back his Cyclohm, who comes out taking Stealth Rock damage. Sensing impending doom, Stevenson braces itself to Endure the blows to come. However, Shockstrike takes advantage of the situation by cooling the air and turning the rain into a Hailstorm! Of course, Alchemator's Starmie will have none of that, and Rain Dances the weather back to as it was, to which Shockstrike shoots a Thunderbolt in anger. Of course, the humiliation doesn't end there - Stevenson just barely has enough energy to pull off a Pain Split, stealing some health from the Cyclohm! Unfortunately, all Shockstrike can do is another Thunderbolt, eating up much of the Starmie's recovery.
Shockstrike's been significantly weakened, but Stevenson's at death's door. How will this play out next? Find out after the break!
Order: Starmie, Cyclohm
Pre-round Shockstrike was hurt by Stealth Rock! (-12 HP Cyclohm) Numbers: Cyclohm: -12 EN
Action 1 (Priority: Starmie, Cyclohm) Stevenson used Endure!
Stevenson braced himself! Shockstrike used Hail!
It started to hail! (4 rounds) Stevenson is pelted by hail! (-2 HP Starmie) Numbers:
-Cyclohm: -10 EN
-Starmie: -2 HP, -15 EN
Action 2 Stevenson used Rain Dance!
It started to rain! (4 rounds) Shockstrike used Thunderbolt!
-Hit chance: Irrelevant = Hit
-Crit chance: 522 = EEEEEEEEEEEEYUP.
-Damage: (10 + 3 + 3 + 7.5 - 4.5) * 1.5 = 28.5 damage!
-Effect chance (Paralyzed <= 1000): 4725 = NOPE. Stevenson endured the blow! Numbers:
-Cyclohm: -6 EN
-Starmie: -21(!) HP, -10 EN
I recall hearing that only the action goes to completion, not the entire round. After all, the trainer has to do something about his lack of active pokemon before the opponent continues to do stuff. So one Slack Off would go off, but the chill and second Slack Off would not.
Abilities: Shield Dust, Static, Overcoat
Status ailments: None
Stat changes: None
Other: Stealth Rock
Abilities: Clear Body, Light Metal
Status ailments: None
Stat changes: -10 Evasion
Rain (2 rounds)
Round 6: The sleepy and the numb
We're back! As you'll recall, Stevenson exhausted itself last round, so now Alchemator has switched back into Orwell. Shockstrike spends the round dropping pillar after pillar of Thunder, but it isn't enough to stop the Metagross, who takes a nice long Rest, recharging its batteries and sleeping away the occasional bout of paralysis. Also, Sleep Talking.
Looks like Shockstrike's pretty low on steam at this point. Will our napping tank end up avenging Stevenson next round? Find out after the break!
Order: Cyclohm, Metagross
Action 1 Shockstrike used Thunder!
-Crit chance: 8324 = NOPE.
-Damage: 12 + 3 + 7.5 - 6 = 16.5 damage
-Effect chance (Paralysis <= 3000): 3000 = Holy shit, man. Orwell was paralyzed! (20%)
-Move chance (Paralyzed <= 2000): 8150 = Move Orwell used Rest!
Orwell went to sleep! (3 actions) Orwell recovered 12 HP!
Orwell's paralysis was alleviated! Numbers:
-Cyclohm: -7 EN
-Metagross: -4.5 HP, -14 EN
Apparently according to Engineer, the rest duration from the previous should have dropped or something, because of Thunder dealing 16.5 DMG, & "Rest Sleep is still considered Normal Sleep." Fix?
Engedit: The DAT description for Rest does say that 18 DMG will automatically wake the target up; dogfish and I talked about this for a bit and my interpretation is that a hit with 18 DMG will wake the target up immediately on its next action, while a hit that deals 16 DMG, since Rest is a form of sleep, will just reduce the Sleep Counter by one.
Well it says in Rest's description that it lasts for three actions unless it is interrupted. If a hit of 16 damage doesn't actually interrupt Rest, then I would think Rest would last for the whole three actions. Plus, the fact that Rest's sleep has its own rules about duration and interruption suggests that Rest sleep is not normal sleep.
I'll have to check this though.
<%Objection> Rest's description says that the pokemon sleeps and restores 12 HP for 3 actions unless interrupted by an attack that does 18 or more damage
<%Objection> The sleep status description says that if the sleeping mon is hit by an attack that does 16 or more damage, then its sleep counter lowers by 1
<%Objection> so, would an attack that does 16 or 17 damage to a Resting mon lower the sleep counter (thus making its effect last for only 2 actions) or does it have to do 18 damage to have any effect?
<%Objection> *more than 18 damage
<Box> 18 or more damage *
<%Objection> actually rest says more than 18 not 18 or more
<Box> !move rest
<%Objection> so yeah, there's my question
<~Deck_Knight> Rest overrides that. Basically Rest is a 3 action sleep with 12 Healing per action and per action status healing that can only be disrupted by a very strong attack.
So yeah, Rest sleep is not the same as normal sleep after all.
Dear CAP ASB gods: Why am I paired up with someone who is too lazy to even post for their own comrade...
Taunt > Low Kick > Fire Punch IF Protect is issued successfully without transfer when you are to use Taunt, THEN use Earthquake + Earthquake combo that action. IF Agility (Evade) is issued successfully when you are to use Taunt, THEN use Chill that action, pushing actions back.