[WIN] Stormrage Depths (Normal) - Eternal Drifter and tavok

You slowly procede through the damp tunnel down the depths of the mountain, illuminating your path with enchanted torches you acquired in the New Dawn fortress. Sometimes you hear ominous noises echoing through the stale air, but you think they probably are caused by bats or similar creatures. The ground is coursed by light quakes every now and then, but nothing which makes you worry about. As you make your way down, your torches illuminate a fascinating limestone cave, similar to an ancestral sculpture which lies buried into the earth for ages. A Zubat flies above your head, making you wonder how there could be life even in a place like this.

As you walk carefully between the white stalagmites, the cavern slowly widens in a particularly large vault, with some stalactites scattered on the ceiling. You are unsure whether to going on or not - maybe the cause of the seismic waves Lance was looking for is not even here. All you can see around you are rocks, barren floors with few damp spots here and there. After a while, you decide to come back, but all of a sudden, a horrible shriek echoes through the cavern! You look around frantically, then, as you turn your eyes above your heads, the figure of a menacing winged creature comes out of the shadows! You ready your Poké Balls, in the face of the new threat.



HP 700
Atk 5
Def 4
SpA 3
SpD 4
Spe 150
26% Accuracy boost


Abilities: Rock Head, Unnerve


Itsumo (Male Spiritomb)
Nature: Serious (No effect)

Type: Ghost/Dark

Abilities:
Pressure: Type: Passive
(Dream World: Unlocked!) Infiltrator: Type: Passive

HP: 90
Atk: Rank 3
Def: Rank 4
SpAtk: 3
SpDef: 4
Spe: 35
Size Class: 2
Weight Class: 5
Base Rank Total: 18

MC: 0
AC: 5/5

Attacks: (67/67 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Feint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse


Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen


Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room


Water Pulse
Calm Mind
Toxic
Hidden Power (Steel)

Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball

Double Team
Shock Wave
Rock Tomb

Torment
Facade
Secret Power
Rest
Attract
Thief
Endure
Round
Quash
Will-O-Wisp
Silver Wind
Embargo
Retaliate
Giga Impact
Flash
Psych Up
Natural Gift
Infestation
Swagger
Substitute
Snarl
Confide



Tetsu (Male Bisharp)
Nature: Adamant (+Attack, -Special Attack)

Type: Dark/Steel

Abilities:
Defiant:
Type: Passive
Inner Focus: Type: Passive
(Dream World: Unlocked!) Pressure: Type: Passive

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20


EC: 6/6
MC: 0
AC: 5/5

Attacks: (39/76 Moves Known)
Metal Burst
Scratch
Leer
Fury Cutter
Torment
Feint Attack
Scary Face
Metal Claw
Slash
Assurance
Metal Sound
Embargo

Iron Defense
Night Slash
Iron Head
Swords Dance
Guillotine


Headbutt
Psycho Cut
Pursuit

Revenge
Sucker Punch

Dual Chop
Knock Off
Low Kick
Snatch
Spite
Stealth Rock

Hone Claws
Toxic
Protect

Brick Break
Sandstorm
Aerial Ace
Thief

False Swipe
Retaliate
Thunder Wave
Snarl

Randy (Metagross (-)) He's male, don't let GF confuse you.
Nature: Quiet (+SpA, -Spe)

Type:

- Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
- Psyquic:Psychic STAB; 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:

- Clear Body (Passive): This Pokémon's body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

- Light Metal (Passive, Unlocked): The Pokémon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokémon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)


Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (-) (Evasion drop: -10%)
Size Class: 4
Weight Class: 9 (6 with Light Metal)
Base Rank Total: 22


EC: 9/9
MC: 0
AC: 5/5
KOC: 0



Moves:

Level Up (10)
- Take Down
- Magnet Rise
- Metal Claw
- Confusion
- Scary Face
- Pursuit
- Bullet Punch
- Psychic
- Hammer Arm
- Meteor Mash

Egg Moves (0)
None

TMs: (14)
- Toxic
- Light Screen
- Protect
- Earthquake
- Shadow Ball
- Brick Break
- Reflect
- Aerial Ace
- Grass Knot
- Substitute
- Flash Cannon
- Sandstorm
- Giga Impact
- Double Team

Move Tutor (13):
- Hone Claws
- Endure
- Gravity
- Headbutt
- Ice Punch
- Iron Defense
- Iron Head
- Icy Wind
- Signal Beam
- Thunder Punch
- Zen Headbutt
- Explosion
- Stealth Rock


Lira (Aromatisse (F))
Nature: Modest (+SpA, -Atk)

Type:

- Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:

- Healer (Passive): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

- Aroma Veil (Passive) (UNLOCKED): This Pokemon and its allies on the field can not be effected by Attract, Disable, Encore, Taunt, or Torment.

Stats:

HP: 110
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 29
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5
KOC: 0


Moves:

Level Up

- Aromatic Mist
- Heal Pulse
- Sweet Scent
- Fairy Wind
- Sweet Kiss
- Odor Sleuth
- Echoed Voice
- Calm Mind
- Draining Kiss
- Aromatherapy
- Moonblast
- Misty Terrain
- Skill Swap
- Psychic
- Psych Up

Egg Moves:

- Captivate
- Disable
- Reflect
- Wish

TMs/HMs:

- Toxic
- Protect
- Light Screen
- Thunderbolt
- Torment
- Energy Ball
- Trick Room
- Flash Cannon
- Rest
- Sleep Talk
- Hyper Beam
- Dream Eater
- Substitute
- Psyshock
- Hidden Power (Ground)
- Dazzling Gleam
 
"Ugh, that beast is enormous! I'd rather not fight it, but I think we have no choice. Lira, Randy, let's roll!"

"Don't worry: I'll make sure this isn't much of a hassle."
"I'll just smack it down, if you don't mind."

Aromatisse will take a Sachet; Metagross will have an Expert Belt.

Metagross:
Meteor Mash - Iron Head
IF Aerodactyl is untargetable when you would move, THEN Hone Claws and push actions back.

Aromatisse:
Trick Room - Reflect (Spiritomb, Bisharp, Metagross)

If you think anything else should we done instead, tell me so I can edit it. Spiritomb will be tanking, and Metagross and Bisharp will be the main damage dealers, I guess.
 

"Out of the way, you overgrown bird! Clear the path for the Demon Lord of Tyranny!"

"We will take over this mountain for Kyofu!"

"And make him stay busy with making a lair and staying out of my plans..."

Let's do this:

Itsumo:
Toggle: Pressure
Action 1: Rock Tomb (Aerodactyl)
Action 2: Shock Wave (Aerodactyl)

IF Aerodactyl is untargettable, Chill and push actions back.

Tetsu:
Action 1: Metal Claw (Aerodactyl)
Action 2: Iron Head (Aerodactyl)
IF Aerodactyl is untargettable, Hone Claws and push actions back.
 
Round 1

Aerodactyl immediately dives on the Spiritomb and grabs it with its talons, flying out of reach with the Ghost-type soon afterwards. The team mates were expecting such a move, though, and while waiting for the enemy they sharpen their claws to power up the following attacks. Nevertheless, Lira opts for neutralizing the enemy's main advantage, twisting the dimensions and turning the foe's agility against it.

This allows the team to lay a more hurtful blow than before, but Aerodactyl's attention quickly shifts to the Bisharp, who has to suffer a fiery blast of starshaped flames.

|Spe 35| HP 76/Energy 92 (Reflect for 4 more rounds)
Atk 3
Def 4 (5)
SpA 3
SpD 4 (5)
Spe 35
SC 2 / WC 5
Abilities: Pressure, Infiltrator

|Spe 70| HP 83/Energy 91 (+2 Attack)
Atk 6 (7)
Def 4
SpA 1
SpD 3
Spe 70
SC 3 / WC 4
Abilities: Defiant, Inner Focus, Pressure

|Spe 60| HP 100/Energy 87 (Reflect for 4 more actions)
Atk 5
Def 5
SpA 4
SpD 3
Spe 60
SC 4 / WC 9 (6)
Abilities: Clear Body, Light Metal

|Spe 29| HP 110/Energy 80
Atk 2
Def 3
SpA 5 (6)
SpD 3 (4)
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

HP 638
Pressure: toggled ON
Aerodactyl took Spiritomb into the air!
Hone Claws: +1 Attack, +1 Accuracy, 6 energy
Hone Claws: +1 Attack, +1 Accuracy, 7 energy

Hit roll (1-9500): 2215/10000
Crit roll (1-625): 9310/10000

Rock Tomb: (6 [BP] - 1.5 [Stat Dif]) * 1.5 = 7 damage, 4 energy

Crit roll (1-625): 9675/10000
Sky Drop: 11 [BP] + 3 [STAB] = 14 damage
Trick Room: Trick Room for 4 rounds, 10 energy
--------------------------------------------------------------------------
Reflect: Spiritomb, Bisharp, and Metagross are protected against physical attacks for 6 actions, 10 energy

Crit roll (1-625): 1570/10000
Shock Wave: (6 [BP] - 1.5 [Stat Dif]) * 1.5 = 7 damage, 4 energy

Crit roll (1-625): 8980/10000
Atk boost roll (1-2000): 2027/10000

Meteor Mash: (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 + 2 [Stage Dif] = 25 damage, 6 energy

Crit roll (1-625): 5248/10000
Atk boost roll (1-1000): 690/10000

Metal Claw: (6 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy]) * 1.5 + 2 [Stage Dif] = 23 damage, +1 Attack, 3 energy

Crit roll (1-625): 4893/10000
Burn roll (1-1000): 3287/10000

Fire Blast (Bisharp): (11 [BP]) * 1.5 = 17 damage

Trick Room for 3 more rounds
38
35
30
29
 
Last edited:
Wait, so even with Pressure and using high threat moves, Spiritomb is not the target? Please don't tell me we messed up and the changes had not been implemented..
 
...Not as planned!

Let's keep trying and hope that Spiritomb gains enough threat. In the meantime, keep an eye on Bisharp's health, please.

...Unless you have any ideas?

Itsumo:
Action 1: Will-O-Wisp (Aerodactyl)
Action 2: Rock Tomb (Aerodactyl)

IF Aerodactyl is untargettable, Chill and push actions back.

Bisharp:
Action 1: Iron Head (Aerodactyl)
Action 2: Metal Claw (Aerodactyl)

IF Aerodactyl is untargettable, Chill and push actions back.
 
Last edited:
Wait, so even with Pressure and using high threat moves, Spiritomb is not the target? Please don't tell me we messed up and the changes had not been implemented..
You didn't mess up. But even with the threat bonus of Pressure and the high threat generated by Rock Tomb, Spiritomb's pitiful damage didn't cause much threat compared to those STAB Steel-type boosted attacks.
 
Yeah zarator, I realized that after taking a good look at the calcs (I didn't know how threat was calculated, I do know). Thanks.

Seems like tanking with Spiritombs is not going to work, as its damage output is too low... At least Bisharp is going to be receiving Fire Blasts and not EQs... unless...
What if you burn Aerodactyl while I set up Light Screen? I *think* (we should ask) that, with the burn, Aero would still avoid using physical attacks, and with Light Screen Bisharp would take those Fire Blasts more comfortably... OR we can start nuking it. Send me a PM or something about what you think so I edit in orders.

EDIT:

Metagross: Iron Head - Meteor Mash
Aromatisse: Light Screen (Bisharp / Metagross / Spiritomb) - Heal Pulse (Bisharp)

Both: IF Aerodactyl is untargetable, THEN chill and push actions back.
 
Last edited:
Round 2

Giving up on trying and grab the beast's attention, Itsumo cripples it with a burn, letting his time mates lash out with impunity. But Aerodactyl, after knocking back Randy with its wings, fries Tetsu with another blast of starshaped flames. Luckily, Lira's intervention prevents Aerodactyl's attack from leaving severe consequences.

|Spe 35| HP 76/Energy 81 (Reflect for 3 more rounds, Light Screen for 4 more actions)
Atk 3
Def 4 (5)
SpA 3
SpD 4 (5)
Spe 35
SC 2 / WC 5
Abilities: Pressure, Infiltrator

|Spe 70| HP 89/Energy 83 (+1 Attack, Reflect for 3 more rounds, Light Screen for 4 more actions)
Atk 6 (7)
Def 4
SpA 1
SpD 3
Spe 70
SC 3 / WC 4
Abilities: Defiant, Inner Focus, Pressure

|Spe 60| HP 96/Energy 76 (Reflect for 4 more actions)
Atk 5
Def 5
SpA 4
SpD 3
Spe 60
SC 4 / WC 9 (6)
Abilities: Clear Body, Light Metal

|Spe 29| HP 110/Energy 56
Atk 2
Def 3
SpA 5 (6)
SpD 3 (4)
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

HP 529, Burned (4a)
Light Screen: Spiritomb, Bisharp, and Metagross are protected against physical attacks for 6 actions, 10 energy

Hit roll (1-7500): 5520/10000
Will-O-Wisp: Aerodactyl is burned, 7 energy

Crit roll (1-625): 9155/10000
Iron Head: (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 22 damage, 5 energy

Crit roll (1-625): 2773/10000
Iron Head: (8 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy]) * 1.5 + 4 [Stage Dif] = 28 damage, 5 energy

Crit roll (1-625): 5432/10000
Wing Buffet (Metagross): (9*0.67 [BP] + 3 [STAB] - 3 [Burn]) * 0.67 = 4 damage, Threat reduced by 50%

Aerodactyl suffers 2 damage for the burn
--------------------------------------------------------------------------
Heal Pulse (Bisharp): 17 HP restored, 14 energy

Hit roll (1-9500): 5579/10000
Crit roll (1-625): 5978/10000

Rock Tomb: (6 [BP] - 1.5 [Stat Dif]) * 1.5 = 7 damage, 4 energy

Crit roll (1-625): 5404/10000
Atk boost roll (1-2000): 2519/10000

Meteor Mash: (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 23 damage, 6 energy

Crit roll (1-625): 5646/10000
Atk boost roll (1-1000): 3878/10000

Metal Claw: (6 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy]) * 1.5 + 4 [Stage Dif] = 25 damage, 3 energy

Crit roll (1-625): 4714/10000
Burn roll (1-1000): 615/10000

Fire Blast (Bisharp): (11*0.67 [BP]) * 1.5 = 11 damage, Bisharp is burned

Healer roll (1-5000): 459/10000
Healer: the team is healed from status ailments
Aerodactyl suffers 2 damage for the burn
Trick Room for 2 more rounds
91
59
54
51
 
Last edited:
Ugh, had completely forgotten about this. I guess it's time to just nuke this thing.

Metagross: Iron Head - Meteor Mash
IF Aerodactyl is untargetable when you would move, THEN Hone Claws and push actions back.

Aromatisse: Thunderbolt - Flash Cannon
IF Aerodactyl is untargetable when you would move, THEN Chill and push actions back.

Here hopping it doesn't go crazy and destroy us.
 
Spiritomb:
Action 1: Taunt (Aerodactyl)
Action 2: Rock Tomb (Aerodactyl)

IF Aerodactyl is untargettable when you would act, Chill and push back.

Bisharp:
Action 1: Iron Head (Aerodactyl)
Action 2: Metal Claw (Aerodactyl)

IF Aerodactyl is untargettable when you would act, Chill and push back.
 
Round 3

The team now turns to all-out offense, but Aerodactyl gets in the way of the Steel-types, dazing them with a terrifying shriek. While Tetsu doesn't seem to be much impaired, Randy looks too stunned to undertake any kind of action.

|Spe 35| HP 66/Energy 68 (Reflect for 1 more action, Light Screen for 2 more actions)
Atk 3
Def 4 (5)
SpA 3
SpD 4 (5)
Spe 35
SC 2 / WC 5
Abilities: Pressure, Infiltrator

|Spe 70| HP 89/Energy 78 (Reflect for 1 more action, Light Screen for 2 more actions, Defeaning Screech for 5 more actions)
Atk 6 (7)
Def 4
SpA 1
SpD 3
Spe 70
SC 3 / WC 4
Abilities: Defiant, Inner Focus, Pressure

|Spe 60| HP 96/Energy 68 (Reflect for 1 more action, Light Screen for 2 more actions, Defeaning Screech for 5 more actions)
Atk 5
Def 5
SpA 4
SpD 3
Spe 60
SC 4 / WC 9 (6)
Abilities: Clear Body, Light Metal

|Spe 29| HP 110/Energy 43
Atk 2
Def 3
SpA 5 (6)
SpD 3 (4)
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

HP 416, Burned (2a)
Crit roll (1-625): 5431/10000
Paralysis roll (1-1000): 6162/10000

Thunderbolt: (9 [BP] + 3 [Stat Dif]) * 1.5 = 18 damage, 7 energy
Taunt: Aerodactyl is taunted, 9 energy

Crit roll (1-625): 4779/10000
Iron Head: (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 22 damage, 5 energy

Crit roll (1-625): 6919/10000
Iron Head: (8 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy]) * 1.5 + 2 [Stage Dif] = 26 damage, 5 energy

Targets: 2/4, 2/3
Defeaning Screech: Bisharp and Metagross can't use moves with a base energy cost of 6 or higher for 6 actions

Aerodactyl suffers 2 damage for the burn
--------------------------------------------------------------------------
Crit roll (1-625): 7535/10000
Flash Cannon: (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy

Hit roll (1-9500): 1140/10000
Crit roll (1-625): 7797/10000

Rock Tomb: (6 [BP] - 1.5 [Stat Dif]) * 1.5 = 7 damage, 4 energy
Can't act

Crit roll (1-625): 5701/10000
Atk boost roll (1-1000): 3981/10000

Metal Claw: (6 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy]) * 1.5 + 2 [Stage Dif] = 23 damage, 3 energy
Dragon Rage (Spiritomb): 10 damage

Aerodactyl suffers 2 damage for the burn
Trick Room for 1 more round
140
139
73
72
 
Alright, this isn't TOO bad: I suggest we keep pounding at it while Aromatisse sets up Reflect and Heals Spiritomb. She, however, will have to start chilling somewhat soon.

Metagross: Metal Claw - Bullet Punch
IF Aerodactyls is untargetable when you would move, THEN Hone Claws and push actions back.

Aromatisse: Reflect (Spiritomb / Metagross / Bisharp) - Heal Pulse (Spiritomb)
 
Dragon Rage... one way that Aerodactyl can cut through, I see. At any rate, chilling is a good idea with Aromatisse soon.

Spiritomb:
Action 1: Hidden Power
Action 2: Rock Tomb

IF Aerodactyls is untargetable when you would move, THEN Chill.

Bisharp:
Action 1: Night Slash
Action 2: Metal Claw

IF Aerodactyls is untargetable when you would move, THEN Chill.
 
Round 4

The team, even if slowed down, keeps up the offense while the Aromatisse tries to renew defenses, but in vain. To make things worse, Aerodactyl releases another screech towards the team. Now, only Itsumo seems to be unaffected by the prehistoric bird's unnerving shrieks.

|Spe 35| HP 76/Energy 60
Atk 3
Def 4 (5)
SpA 3
SpD 4 (5)
Spe 35
SC 2 / WC 5
Abilities: Pressure, Infiltrator

|Spe 70| HP 89/Energy 71 (Defeaning Screech for 3 more actions)
Atk 6 (7)
Def 4
SpA 1
SpD 3
Spe 70
SC 3 / WC 4
Abilities: Defiant, Inner Focus, Pressure

|Spe 60| HP 96/Energy 63 (Reflect for 1 more action, Light Screen for 2 more actions, Defeaning Screech for 6 more actions)
Atk 5
Def 5
SpA 4
SpD 3
Spe 60
SC 4 / WC 9 (6)
Abilities: Clear Body, Light Metal

|Spe 29| HP 110/Energy 19 (Defeaning Screech for 6 more actions)
Atk 2
Def 3
SpA 5 (6)
SpD 3 (4)
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

HP 342
Reflect: failed, 10 energy

Crit roll (1-625): 384/10000
Hidden Power (Critical Hit): (6 [BP] - 1.5 [Stat Dif] + 3 [Crit]) * 1.5 = 11 damage, 4 energy

Hit roll (1-9500): 9565/10000
Metal Claw: missed, 3 energy

Crit roll (1-1250): 6613/10000
Night Slash: 7 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy] = 15 damage, 4 energy
Dragon Rage (Spiritomb): 10 damage

Aerodactyl suffers 2 damage for the burn
--------------------------------------------------------------------------
Crit roll (1-625): 6003/10000
Bullet Punch: (4 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 16 damage, 2 energy
Heal Pulse (Spiritomb): 20 HP restored, 14 energy

Hit roll (1-9500): 7754/10000
Crit roll (1-625): 5830/10000

Rock Tomb: (6 [BP] - 1.5 [Stat Dif]) * 1.5 = 7 damage, 4 energy

Hit roll (1-9500): 9041/10000
Crit roll (1-625): 1330/10000
Atk boost roll (1-1000): 8965/10000

Metal Claw: (6 [BP] + 3 [STAB] + 4 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 21 damage, 3 energy

Targets: 3/4, 3/3
Defeaning Screech: Metagross and Aromatisse can't use moves with a base energy cost of 6 or higher for 6 actions

Aerodactyl suffers 2 damage for the burn
Aerodactyl heals from burn
Trick Room expires
176
174
89
82
 

"I mock you, you pathetic bird!"

Spiritomb:
Action 1: Will-O-Wisp (Aerodactyl)
Action 2: Rest (Self)

IF Itsumo is not at the top of the threat list when you are to act, Taunt and push actions back.
IF Aerodactyl is untargetable when you would use Will-O-Wisp, THEN Chill and push actions back.

Bisharp:
Action 1: Chill
Action 2: Chill
 
Last edited:
Aromatisse: Chill - Chill

Metagross: Metal Claw - Bullet Punch
IF Aerodactyl is untargetable when you would move, THEN Hone Claws and push actions back.
 
Round 5

Aerodactyl knocks back Itsumo with its wings wide open and turns on the Bisharp, but the Spiritomb manages to draw the prehistoric bird's attention once more. Randy manages to sneak its attacks in, but the other team mates have no choice other than resting as Aerodactyl flies beyond reach, before diving violently on the Ghost-type.

|Spe 35| HP 52/Energy 63
Atk 3
Def 4 (5)
SpA 3
SpD 4 (5)
Spe 35
SC 2 / WC 5
Abilities: Pressure, Infiltrator

|Spe 70| HP 89/Energy 95 (Defeaning Screech for 1 more action)
Atk 6 (7)
Def 4
SpA 1
SpD 3
Spe 70
SC 3 / WC 4
Abilities: Defiant, Inner Focus, Pressure

|Spe 60| HP 96/Energy 58 (Defeaning Screech for 4 more actions)
Atk 5
Def 5
SpA 4
SpD 3
Spe 60
SC 4 / WC 9 (6)
Abilities: Clear Body, Light Metal

|Spe 29| HP 110/Energy 43 (Defeaning Screech for 4 more actions)
Atk 2
Def 3
SpA 5 (6)
SpD 3 (4)
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

HP 307
Hit roll (1-9500): 4247/10000
Crit roll (1-625): 3117/10000
Atk roll (1-1000): 5842/10000

Metal Claw: (6 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 19 damage, 3 energy

Crit roll (1-625): 2121/10000
Wing Buffet (Spiritomb): 9 [BP] + 3 [STAB] = 12 damage
Chill: Restores 12 energy

Crit roll (1-625): 384/10000
Taunt: Aerodactyl is taunted, 9 energy
Chill: Restores 12 energy

--------------------------------------------------------------------------
Crit roll (1-625): 7246/10000
Bullet Punch: (4 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 16 damage, 2 energy
Aerodactyl flew high!
Chill: Restores 12 energy
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit roll (1-625): 5830/10000
Fly (Spiritomb): 9 [BP] + 3 [STAB] = 12 damage
229
176
124
82
 

"I mock you! Watch as I regain health, and see that you can do nothing!"

"Thou has already annoyed the beast. You have no need to raise its temper further."

Itsumo:
Action 1: Will-O-Wisp (Aerodactyl)
Action 2: Rest (Self)

IF Aerodactyl is untargetable action 1, Pursuit and push actions back.

Tetsu:
Action 1: Metal Claw (Aerodactyl)
Action 2: Iron Head (Aerodactyl)

IF Aerodactyl is untargetable, Pursuit and push actions back.
 
Aromatisse: Chill - Fairy Wind
IF Aerodactyl is untargetable when you would move, THEN chill and push actions back

Metagross: Metal Claw - Bullet Punch
IF Aerodactyl is untargetable when you would move, THEN Hone Claws and push actions back.
 
Round 6

The Steel-type keep up the offense, but Itsumo fails to cripple the foe with his eerie wisps. Aerodactyl charges itself and violently dives on the Spiritomb, then ravages it with sharpened appendages for solid damage. The Ghost-type falls asleep to try and recover energies, but he may be in for a rude awakening.

|Spe 35| HP 27/Energy 41 (Rest for 2 more actions)
Atk 3
Def 4 (5)
SpA 3
SpD 4 (5)
Spe 35
SC 2 / WC 5
Abilities: Pressure, Infiltrator

|Spe 70| HP 89/Energy 87
Atk 6 (7)
Def 4
SpA 1
SpD 3
Spe 70
SC 3 / WC 4
Abilities: Defiant, Inner Focus, Pressure

|Spe 60| HP 96/Energy 53 (Defeaning Screech for 2 more actions)
Atk 5
Def 5
SpA 4
SpD 3
Spe 60
SC 4 / WC 9 (6)
Abilities: Clear Body, Light Metal

|Spe 29| HP 110/Energy 53 (Defeaning Screech for 4 more actions)
Atk 2
Def 3
SpA 5 (6)
SpD 3 (4)
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

HP 221
Hit roll (1-9500): 5274/10000
Crit roll (1-625): 8638/10000
Atk boost roll (1-1000): 4636/10000

Metal Claw: (6 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 19 damage, 3 energy
Aerodactyl is glowing!

Hit roll (1-9500): 3336/10000
Crit roll (1-625): 4747/10000
Atk boost roll (1-1000): 7040/10000

Metal Claw: (6 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 19 damage, 3 energy

Hit roll (1-7500): 9674/10000
Will-O-Wisp: missed, 7 energy
Chill: Restores 12 energy

Crit roll (1-1250): 7371/10000
Sky Attack (Spiritomb): 14 [BP] + 3 [STAB] = 17 damage

--------------------------------------------------------------------------
Crit roll (1-625): 7396/10000
Bullet Punch: (4 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 16 damage, 2 energy

Crit roll (1-1250): 8942/10000
Stone Edge (Spiritomb): 10 [BP] + 3 [STAB] + 3 [Stat Dif] = 16 damage

Crit roll (1-625): 7969/10000
Iron Head: (8 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 22 damage, 5 energy
Rest: Spiritomb falls asleep for 3 actions, 15 energy
Rest: 12 HP restored

Crit roll (1-625): 4975/10000
Fairy Wind: 4 [BP] + 3 [STAB] + 3 [Stat Dif] = 10 damage, 2 energy
235
217
159
92
 
Ugh, I'm sorry, I really have not had enough time to think about a good strategy for this :/ I promise that I will have edited orders in by tomorrow.

EDIT:
Alright, so, Aerodactyl is going to use Defeaning Screech again at 175 HP, which would not be nice considering our current situation. I'd say we should wait until Aromatisse can move and heal Itsumo a little before moving on. For that, maybe you should try to call Double Team by Sleep Talk. I dunno if you have other moves that would lower threat. OR we could try and just go on a crazy damage race from here, just using low energy attacks. Itsumo would go down, but it should survive this round. I actually prefer the second one, since it doesn't depend as much on luck, but I'm not quite sure...

EDIT 2:

Metagross: Chill - Chill

Aromatisse: Chill - Chill

EDIT 3:
Before I forget, Metal Claw gets priority thanks to Light Metal. I feel like we should just move on, but have this in minds for future rounds.
 
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