Someone Playing With Ice: Someoneelse vs IceSpade


"We have a doubles here today! The rules are:"
2vs2 NFE doubles
Training items
All abilities
0 Recovers / 2 Chills
2 Day DQ
2 Subs.
Arena: ASB Arena​

"We have the initiator, Someoneelse!"​

]


Lampent [Wisp] (F)
Nature: Modest (+SAtk, -Atk)
Type:​



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.​



Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.​



Abilities:​



Flame Body:
Innate
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:
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.​



Shadow Tag (DW, locked):
Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.​



Stats:​



HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 13​



EC: 8/9
MC: 0
DC: 2/5​



Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Shadow Ball​



Acid Armor
Endure
Heat Wave​



Sunny Day
Protect
Solarbeam
Flamethrower​

Kadabra [Someoneelse] (M)
Nature: Modest (+SAtk, -Atk)​



Type:​



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.​




Abilities:​



Synchronize:
Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.​



Inner Focus:
Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.​



Magic Guard (DW, locked):
Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.​



Stats:​



HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 3
Base Rank Total: 12​




EC: 8/9
MC: 1
DC: 3/5​



Attacks:​



Ally Switch
Confusion
Disable
Double Team
Encore
Guard Split
Hidden Power (Fighting, 7)
Kinesis
Knock Off
Miracle Eye
Protect
Psybeam
Psychic
Psyshock
Reflect
Recover
Shadow Ball
Teleport​

Fraxure [Helicopter] (Get it? As in Chopper? No… Ok) (F)
Nature: Jolly
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.​



Abilities:
Mold Breaker:
Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)​



Rivalry:
Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.​



Unnerve (DW, locked):
Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.​



Stats:​



HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 78 (+)
+10% Accuracy
Size Class: 2
Weight Class: 3
Base Rank Total: 17​




EC: 8/9
MC: 0
DC: 4/5​



Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Swords Dance
Guillotine
Outrage​



Endure
Focus Energy
Night Slash
Reversal​



Aerial Ace
Cut
X-Scissor​



"And challenger, IceSpade!"​


Electabuzz [Obliterator] (F)​



Traits: Wily, bossy and sneaky. Has a habit of making bad puns.



Nature:
Hasty (+15% Speed, +30% Accuracy, -1 Def)​



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:​



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.​



Vital Spirit (DW: Locked)
Type: 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.​



Stats:
HP: 90
Atk: Rank 3
Def: Rank 1-
SpA: Rank 3
SpD: Rank 3
Spe: 121+
Size Class: 2
Weight Class: 3
Base Rank Total: 18​



EC: 4/9
MC: 0
DC: 3/5​



Attacks:​



Quick Attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Thunder Wave
Light Screen
Electro Ball​



Cross Chop
Ice Punch
Barrier
Fire Punch​



Magnet Rise
Bide
Feint​



Double Team
Protect
Thunder
Substitute
Volt Switch
Hidden Power Grass 7​




Bronzor [Demolisher] (G)​



Traits: Jolly, kindhearted, and a bit childish. Never talks with punctuation marks.



Nature: Brave (+1 Atk, - 15%Spe, -10% Evasion)​



Type:
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.
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.​



Abilities:​



Levitate:
Type: Trait
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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.​



Heatproof:
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.​



Heavy Metal: (Locked)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.​



HP: 90
Atk: Rank 2(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20(-)
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 11​



EC: 3/6
MC: 1
DC: 2/5​



Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Faint Attack
Safeguard
Gyro Ball
Payback​



Signal Beam
Stealth Rock
Rollout​



Toxic
Earthquake
Solarbeam
Protect​


Deino [Pulverizer] (F)​



Nature: Naive (+15% Speed, +7% Accuracy, -1 SpDef)​



Types:​



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.​



Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.​



Hustle:
Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.​



HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 44+
Size Class: 1
Weight Class: 2
Base Rank Total: 13​



EC: 0/9
MC: 0​



Attacks:​



Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Outrage​



Dark Pulse
Fire Fang
Ice Fang
Draco Meteor​



Taunt
Thunder Wave
Dragon Tail​



"Let the match begin!"​



Someoneelse send out Pokemon and equip



IceSpade send out Pokemon, equip, moves



Someoneelse moves
 

Someoneelse

Why am I here?

Who should go in?


We should have the Pokemon that need to evolve in, in my opinion. Wisp, I want you to go to Central Processing sooner rather than later, so you'll go in. I would also like to go in, so I shall. Helicopter, are you alright sitting out?


That's fine, just send me into a battle soon.

Sending in Wisp the Lampent @ Lucky Egg and Someoneelse the Kadabra @ Exp. Share.
 

Go, Obliterator and Pulverizer! Show them who's boss!

"Don-"Thunder"-estimate me!!!"

"Yay, breakfast is ready!!!"

Obliterator @ Exp. Share: Thunder Wave (Kadabra)~Light Screen (Both Allies)~Thunder (Kadabra)
If Kadabra uses P/E move, redirect to Lampent
Pulverizer @ Lucky Egg (Hustle Enabled): Draco Meteor (Kadabra)~Crunch (Kadabra)~Crunch (Kadabra)
If Kadabra uses P/E move, redirect to Lampent
If Lampent uses Will-o-wisp A2 or A3, use Taunt A1
 

Someoneelse

Why am I here?
Kadabra: Protect (Lampent) > Encore (Electabuzz) > Disable (Crunch) (Deino)

Lampent: Will-O-Wisp (Deino) > Will-O-Wisp + Smog (Electabuzz) > Cooldown (Will-O-Wisp + Smog (Electabuzz))


Word your subs better next time.
 

"And the match begins!"​

Weather: Clear
Field: Clear

**Clear**
HP 90/90
EN 100/100
OK


**Clear**

HP 90/90

EN 100/100
OK






VS
Field: Clear

**Clear**
HP 90/90
EN 100/100
OK


**Clear**
HP 90/90
EN 100/100
OK


Action 1

1. Electabuzz: Thunder Wave 7-1=6 EN / Hit 100% / Effect: PAR

Total: PAR 25%

2. Kadabra: Protect (Lampent) 7 EN
Total: Protect (Lampent)
3. Lampent: **PAR Check <=2500 (1037=PAR)**
Total: PAR 20%
4. Deino: Taunt 10-1=9 EN
Total: **Protect**​





Action 2

1. Electabuzz: Light Screen 10 EN
Total: Light Screen 6a
2. Kadabra: Encore 10 EN
Total: Encore 2a
3. Deino: Crunch 6-1=5 EN / Hit <=9500 (4418=Hit) / Crit <=625 (1989=No) / Effect: -1 DEF <=2000 (1498=Effect)
Total: 1.5(8+3+3+4.5-3)=23.25 Damage / -1 Def
4. Lampent: **PAR Check <=2000 (3960=Action)**
Will-O-Wisp + Smog 7+3-1=9 EN / Hit 100% / Crit <=625 (2677=No) / Effect: BPSN and BRN
Total: 2/3(4)+3+6-4.5=7.16 Damage / BPSN 1 and BRN​





**Electabuzz: BPSN 1 -1 HP and BRN -2 HP**​



Action 3​




1. Electabuzz: Electabuzz: Light Screen 10 EN
Total: Light Screen 6a​





2. Kadabra: Disable (Crunch) -7 EN / Hit 100%

Total: Disable (Crunch) 6a
3. Deino: Crunch **Disabled**
Total: Nothing
4. Lampent: Cooldown
Total: Cooldown​






**Electabuzz: BPSN 1 -1 HP and BRN -2 HP**​




OUTCOME



Weather: Clear








Field: Clear








**Clear**




HP 90/90




EN 91/100




PAR 15%










**-1 Def**








HP 67/90







EN 76/100






OK








VS





Field: Light Screen 6a​














**Clear**






HP 83/90






EN 74/100






BPSN 2, BRN















**Disable (Crunch) 5a**






HP 90/90






EN 86/100






OK









"This round has been crippling!"​





Someoneelse moves
 

Someoneelse

Why am I here?
You forgot Electabuzz's status. It is also Encored for one action.
Kadabra: Encore (Crunch (Kadabra)) > Psyshock (Electabuzz) > Recover
If Deino uses a damaging Dark-type attack on Kadabra A3, change that action to Evasive Teleport.
If Deino uses Draco Meteor on Kadabra A3, change that action to Evasive Teleport.

Lampent: Fire Spin (Deino) > Fire Spin (Electabuzz) > Hex (Electabuzz)
If Deino uses a damaging Dark-type attack on Lampent A3, use Protect that action.
If Deino uses Draco Meteor on Lampent A3, use Protect that action.


<Alakazam> Can you Encore a disabled move?
<Glacier> yup. unless they change it because its such a troll move
<Glacier> *changed
 
All right team, let's...uh...try to win this battle!

Electabuzz: Light Screen T_T~Thunder Wave (Kadabra)~Thunder (Kadabra)
"Ugh, in your dreams..."
Deino: Dark Pulse(Kadabra)~Dragon Rage(Kadabra)~Taunt (Kadabra)
"Please, just let the poor blind dragon eat..."

EDIT: @Faylion, I don't know why but okay
 
IceSpade, you Crunch actions are illegal. Reorder please. Its my bad, but pick moves anyway. anyway. I will be the one to figure it out. When you make illegal orders. Its just confusing. I would end up realizing the taunt. It will force you to struggle twice.
 

"Will we see yet another crafty round!"​

Weather: Clear
Field: Clear

**Clear**
HP 90/90
EN 91/100
PAR 15%


**-1 Def**
HP 67/90
EN 76/100
OK
VS
Field: Light Screen 6a

**Encore a1**
HP 83/90
EN 74/100
BPSN 2, BRN


**Disable (Crunch) 5a**
HP 90/90
EN 86/100
OK


Action 1

1. Electabuzz: **Encore**​

Light Screen 10 EN​


Total: Light Screen 6a / Clear

2. Kadabra: Encore 10 EN

Total: Encore 2a
3. Deino: **Encore**
**Disable (Crunch)**
Struggle 5 EN / Hit 100% / Crit <=625 (5182=No)
Total: 5+4.5-3=6.5 Damage / .4(6.5)=2.6 Recoil​







4. Lampent: **PAR Check <=1500 (8014=Action)**


Fire Spin 5-1=4 EN / Hit <=8500 (7788=Hit) / Crit <=625 (4826=No) / Effect: Fire Spin

Total: .67(2/3(4)+3+6-1.5)=6.81 Damage / Fire Spin 4a​











**Electabuzz: BPSN 2 -2 HP, BRN -2 HP / Deino: Fire Spin -2 HP**​













Action 2​


1. Electabuzz: Thunder Wave 7-1=6 EN / Hit 100% / Effect: PAR

Total: PAR 25%​












2. Deino: **Encore**
**Disable (Crunch)**​




Struggle 5 EN / Hit 100% / Crit <=625 (5182=No)


Total: 5+4.5-3=6.5 Damage / .4(6.5)=2.6 Recoil

3. Kadabra: **PAR Check <=2500 (1240=PAR)**
Total: Nothing / PAR 20%​














4. Lampent: **PAR Check <=1500 (2930=Action)**



Fire Spin 5+4-1=8 EN / Hit <=8500 (1030=Hit) / Crit <=625 (8333=No) / Effect: Fire Spin


Total: 2/3(4)+3+6-4.5=7.16 Damage / Fire Spin 4a​











**Electabuzz: BPSN 2 -2 HP, BRN -2 HP, Fire Spin -2 HP / Deino: Fire Spin -2 HP**​







Action 3


1. Electabuzz: Thunder 8-1=7 EN / Hit 100% / Crit <=625 (4426=No) / Effect: PAR <=3000 (9871=No)

Total: 12+3+4.5-4.5=15 Damage
2. Deino: Taunt 10-1=9 EN
Total: Taunt 6a
3. Kadabra: **PAR Check <=2000 (8884=Action)**
Recover **Taunt**
Total: Taunt 5a
4. Lampent: **PAR Check <=1500 (6745=Action)**
Hex 7-1=6 EN / Hit 100% / Crit <=625 (740=No)
Total: 2/3(10)+3+6-4.5=11.16 Damage​













**Electabuzz: BPSN 2 -2 HP, BRN -2 HP, Fire Spin -2 HP / Deino: Fire Spin -2 HP**​












OUTCOME




Weather: Clear














Field: Clear
















**Clear**








HP 90/90








EN 73/100








PAR 10%


















**Taunt 5a**








HP 39/90








EN 66/100








PAR 15%








VS








Field: Light Screen 4a













**Trapped: Fire Spin**






HP 49/90






EN 51/100






BPSN 3, BRN


















**Disable (Crunch) 2a, Trapped: Fire Spin**






HP 77/90






EN 67/100






OK


















"Yet another tactical round!"​







IceSpade moves






 
Gonna go all out offense now

Electabuzz: Electro Ball~Thunder~Electro Ball, all at Kadabra
If Kadabra successfully uses a P/E move on itself, redirect to Lampent
If Electro Ball is Disabled, use Thunder instead

KO Sub: If Kadabra faints, redirect remaining attacks to Lampent

Deino: Focus Energy~Dark Pulse~Draco Meteor, all at Kadabra
If Kadabra successfully uses a P/E move on itself, redirect to Lampent

KO SUb: If Kadabra faints, redirect remaining attacks to Lampent
 

Someoneelse

Why am I here?
Just a side note: Speed changes happen after an action.

Kadabra: Psychic + Psyshock (Electabuzz) > Cooldown (Psychic + Psyshock (Electabuzz) > Psychic (Electabuzz)
If you are fully paralysed, push actions back.

Lampent: Smog + Will-O-Wisp (Deino) > Cooldown (Smog + Will-O-Wisp (Deino)) > Hex (Electabuzz)
If you are fully paralysed, push actions back.
 
Weather: Clear
Field: Clear



**Clear**
HP 90/90
EN 73/100
PAR 10%


**Taunt 5a**
HP 39/90
EN 66/100
PAR 15%
VS
Field: Light Screen 4a

**Trapped: Fire Spin 2a**
HP 49/90
EN 51/100
BPSN 3, BRN


**Hustle, Disable (Crunch) 2a, Trapped: Fire Spin 1a**
HP 77/90
EN 67/100
OK

Action 1
1. Electabuzz: Electro Ball 9-1=8 EN / Hit 100% / Crit <=625 (4926=No)

Total: 15+3+4.5-4.5=18 Damage
2. Deino: Focus Energy
Total: Focus Energy 6a
3. Kadabra: **PAR Check <=1500 (1024=PAR)
Total: PAR 10%
4. Lampent: **PAR Check <=1000 (4462=Action)**
Will-O-Wisp + Smog 7+3-1=9 EN / Hit 100% / Crit <=625 (9917=No) / Effect: BPSN and BRN
Total: .67(2/3(4)+3+6-1.5)=6.8 Damage / BPSN 1 and BRN

**Electabuzz: BPSN 3 -3 HP, BRN -2 HP, Fire Spin -2 HP / Deino: BPSN 1 -1 HP, BRN -2 HP, Fire Spin -2 HP**

Action 2
1. Electabuzz: Thunder 8-1=7 EN / Hit 100% / Crit <=625 (4705=No) / Effect: PAR <=3000 (5381=No)
Total: 12+3+4.5-4.5=15 Damage
2. Deino: Dark Pulse 6-1=5 / Hit 100% / Crit <=625 (2629=No) / Flinch <=2000 (3873=No)
Total: 1.5(8+3+3+3-4.5)=18.75 Damage
**Kadabra KO / -13 HP**
3. Lampent Cooldown
Total: Cooldown

**Electabuzz: BPSN 3 -3 HP, BRN -2 HP, Fire Spin -2 HP / Deino: BPSN 1 -1 HP, BRN -2 HP**

Action 3
1. Electabuzz: Electro Ball 9-1=8 EN / Hit 100% / Crit <=625 (4926=No)
Total: 15+3+4.5-3=19.5 Damage
2. Deino: Draco Meteor 10-1=9 EN / Hit 100% / Crit <=625 (3302=No) / User -2 Spa
Total: 14+3+3+3-3=20 Damage / User -2 SpA
3. Lampent: **PAR Check <=1000 (4866=Action)**
Hex 7-1=6 EN / Hit 100% / Crit <=625 (5022=No)
Total: 2/3(10)+3+6-4.5=11.16 Damage


**Electabuzz: BPSN 3 -3 HP, BRN -2 HP / Deino: BPSN 1 -1 HP, BRN -2 HP**


OUTCOME

Weather: Clear
Field: Clear


**Clear**
HP 50/90
EN 58/100
PAR 5%
**Taunt 5a**
HP -13/90
EN 66/100
PAR 10%
VS
Field: Light Screen 1A

**Static**
HP 19/90
EN 51/100
BPSN 4, BRN

**Hustle, Focus Energy 3a, -2 SpA**
HP 59/90
EN 41/100
BPSN 2, BRN
Someoneelse moves
 

Someoneelse

Why am I here?
Heat Wave + Heat Wave > Cooldown (Heat Wave + Heat Wave) > Minimize
If Electabuzz uses Protect A1, Flamethrower (Deino) and push actions back.
If Electabuzz has a Substitute up when you would act, Flamethrower (Electabuzz) the first time and Heat Wave the next.
 
Time to finish this
Electabuzz: Electro Ball+Electro Ball~Cooldown (Electro Ball+Electro Ball)~Electro Ball
Deino: Crunch~Dragon Rage~Crunch
 
Weather: Clear
Field: Clear


**Clear**
HP 50/90
EN 58/100
PAR 5%

**Taunt 5a**
HP -13/90
EN 66/100
PAR 10%
VS
Field: Light Screen 1A

**Static**
HP 19/90
EN 51/100
BPSN 4, BRN

**Hustle, Focus Energy 3a, -2 SpA**
HP 59/90
EN 41/100
BPSN 2, BRN

Action 1
1. Electabuzz: Electro Ball + Electro Ball 1.75(9+4+9+8)-1=51.5 EN / Hit 100% / Crit <=625 (7382=No)
Total: 2.25(15)+3+4.5-3=38.25 Damage
**Electabuzz KO / -1 EN**
2. Deino: Crunch 6-1=5 EN / Hit <=9500 (9564=Miss)
Total: Miss
3. Lampent: **PAR <= 500 (9744=Action)**
Heat Wave + Heat Wave 1.75(7+7+4)-1=30.5 EN / Hit <=8100 (1235=Hit) / Crit <= (7191=No)
Total: .67(2.25(10)+3+6-1.5)=20.1 Damage

**Deino: BPSN 2 -2 HP, BRN -2 HP**

Action 2
1. Deino: Dragon Rage 5 EN / Hit 100%
Total: 10 Damage
2. Lampent: Cooldown
Total: Nothing

Action 3
1. Deino: Crunch 6-1=5 EN / Hit <=9500 (3335=Hit) / Crit 100%
Total: 1.5(8+3+3+3+4.5-3)=27.75 Damage
**Lampent KO / -16 HP**​


OUTCOME
Weather: Clear
Field: Clear


**Clear**
HP -16/90
EN 27/100
KO

**Taunt 5a**
HP -13/90
EN 66/100
PAR 10%
VS
Field: Light Screen 1A

**Static**
HP 19/90
EN -1/100
KO

**Hustle, Focus Energy 1a, -2 SpA**
HP 59/90
EN 26/100
BPSN 2, BRN
Winner: Icespade

Faylion: 4 UC

Icespade: 1 CC
Deino: 1 EC, 2 MC, 1 DC, 1 EC or DC, 2 KOC
Electabuzz: 1 EC, 3 MC, 1 DC

Someoneelse: 1 CC
Lampent: 1 EC, 2 MC, 1 DC, 1 EC or DC, 1 KOC
Kadabra: 1 EC, 3 MC, 1 DC​
 

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