

Kirinriki (the Girafarig)
Item: Exp. Share
HP: -2.5 KO
EN: 27
Stats: 3/4/4/2/85
Status: Unconsious from her Injuries: KO

Max (the Butterfree)
Item: Rare Candy
HP: 59
EN: 59
Stats: 1/2/5/4/70
Status: Paralyzed (15%)
Effective speed is 17.5


Alice (the Donphan)
Item: Exp. Share
HP: 24
EN: 52
Stats: 5/5/1/3/50
Status: Battered yet satisfied with her hax, but otherwise Normal


Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 79
Stats: 5/3/1/3/144
Status: Untouched
Field: Stealth Rock in Effect
Agility (Evasive) ~ Fake Out ~ Agility (Evasive)


Natara (the Azumarill)
Item: Exp. Share
HP: 104
EN: 84
Stats: 6/3/1/3/50
Status: Very irritated at her inability to Punch Stuff, but otherwise normal
Brick-Break -> Superpower -> Brick Break
If Weavile is under the invulnerable effects of a damaging/evasive move AND it is not suspended, use Dive that action the first time, Dig the second and Dive the third, pushing back every time
If Counter, use Toxic that action the first time, Rain Dance the second and Defense Curl the third,, pushing back every time.
Dig: The Pokemon digs its way under the ground with claws or other appendages, and surfaces beneath its opponent and jumps out of the ground to attack it. The Pokemon may stay underground for an extended length of time, but this costs an additional six (6) energy per action. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underground at the end of the round, it may not be switched out. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude can always strike a digging opponent, while other attacks can hit if aimed properly. Earthquake, Bulldoze, and Magnitude have double their Base Attack Power against a Digging foe.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ground | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dig will have 0 priority on the action the Pokemon attacks. | CT: Deferring
Dive: The Pokemon dives underwater and surfaces under the opponent to attack them. The Pokemon may stay underwater for an extended period of time, but this costs an additional six (6) energy per action. This move fails if not used in or near water. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underwater at the end of the round, it may not be switched out. Surf and Whirlpool will both hit during Dive and have 15 Base Attack Power and 6 Base Attack Power, respectively. If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dive will have 0 priority on the action the Pokemon attacks. | CT: Deferring
Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to maneuver much more swiftly. Agility can also be used as a +1 Priority evasive attack. Agility will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Agility also fails if used successively, or if used after Protect, Detect, Wide Guard, Quick Guard Evasive Teleport, or the Dodge Command. If Evasive Agility is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified. This move locks its changed stat for the round if used on the last action of a round if not used evasively.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 Speed Boost, +1 Evasive Use | CT: Passive
Brick Break: The Pokemon’s appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive
Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set
Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force
Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field.
Attack Power: Fixed Damage = 12 + 3 per weakness to Rock - 3 per resistance to Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set
Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ground | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dig will have 0 priority on the action the Pokemon attacks. | CT: Deferring
Dive: The Pokemon dives underwater and surfaces under the opponent to attack them. The Pokemon may stay underwater for an extended period of time, but this costs an additional six (6) energy per action. This move fails if not used in or near water. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underwater at the end of the round, it may not be switched out. Surf and Whirlpool will both hit during Dive and have 15 Base Attack Power and 6 Base Attack Power, respectively. If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dive will have 0 priority on the action the Pokemon attacks. | CT: Deferring
Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to maneuver much more swiftly. Agility can also be used as a +1 Priority evasive attack. Agility will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Agility also fails if used successively, or if used after Protect, Detect, Wide Guard, Quick Guard Evasive Teleport, or the Dodge Command. If Evasive Agility is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified. This move locks its changed stat for the round if used on the last action of a round if not used evasively.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 Speed Boost, +1 Evasive Use | CT: Passive
Brick Break: The Pokemon’s appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive
Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set
Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force
Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field.
Attack Power: Fixed Damage = 12 + 3 per weakness to Rock - 3 per resistance to Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set
Stealth Rock:
HP: 100 - (12 + 3) = 85
Agility (Evasive):
EN: 79 - 7 = 72
Brick Break:
Miss (Agility)
EN: 84 - 8 = 76
Fake Out
Crit Check (625): 3938 (no crit)
HP: 104 - [(4 + (5 *1.5) - (3*1.5) * 1] = 97
EN: 72 - 4 = 68
Brick BreaK:
Natara Flinched (Fake Out)
Agility (Evasive):
EN: 68 - 7 = 61
Brick Break:
Miss (Agility)
EN: 76 - 8 = 68
HP: 100 - (12 + 3) = 85
Agility (Evasive):
EN: 79 - 7 = 72
Brick Break:
Miss (Agility)
EN: 84 - 8 = 76
Fake Out
Crit Check (625): 3938 (no crit)
HP: 104 - [(4 + (5 *1.5) - (3*1.5) * 1] = 97
EN: 72 - 4 = 68
Brick BreaK:
Natara Flinched (Fake Out)
Agility (Evasive):
EN: 68 - 7 = 61
Brick Break:
Miss (Agility)
EN: 76 - 8 = 68


Manyura (the Weavile)
Item: Exp. Share
HP: 75
EN: 61
Stats: 5/3/1/3/144
Status: Hit by rocks, but otherwise normal
Field: Stealth Rock in Effect


Natara (the Azumarill)
Item: Exp. Share
HP: 97
EN: 68
Stats: 6/3/1/3/50
Status: Still very irritated at her inability to Punch Stuff, but otherwise normal
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