Attempt 1 - Snubbull vs Clefairy.
Snubbull handles it with the greatest of ease.
Spearow vs. Miltank.
Return's damage must be seen to be believed.
Swift is a 5HKO. Just impossible to beat the Tank.
Attempt 2 - Wooper vs Clefairy.
Accidentally picked Wooper instead of Spearow. Gonna make it work tho.
Dig is a 3HKO on Clef. Wooper just doesn't have enough firepower.
Crit on 2nd Dig. No damage taken. Might as well try it.
Not gonna work. 30% on a crit. Yikes.
Wooper got hit by Attract. That's gonna be annoying... And it was. Crit Rollouts, Stomp... This definitely didn't work out. Dig to stop Rollout is pretty important tho.
Attempt 3 - Spearow 3HKO'd Clefairy. No damage, Mimic + a bad Metronome roll. Ain't my problem.
Snubbull and Wooper vs Miltank.
The strat is simple. Debuff with Snubbull. Charm on Turn 1. If Miltank rolls, switch to Wooper and Dig.
Sadly, my simple strat simply didn't work.
Wooper just can't hit hard enough. Let's see if just going unga with Snubbull does.
Attempt 4 -
Close, but no cigar. 4 Headbutts didn't do the trick. Could it be a bad roll? One Charm ain't enough to keep Rollout in check.
Attempt 5 - Quilava will get a brand new chance to make me want to throw it in the box again. Gonna teach it Rollout. It's the only reasonable chance it got against Miltank.
Started off with 2 Headbutts. I needed those to soften Clefairy and leave the good rolls for Miltank.
Wrapped it up on the 2nd Rollout.
36/57HP remaining. Should've given it the Berry, but them's the breaks. Do or die now. Here comes the Tank.
... Aaand of course.
So now I'm on a tricky situation. I need the headbutts to whack Clefairy quickly before it can do too much damage and leave me on the range for a Tank KO on the 2nd Roll.
I also absolutely can't let it Mimic Rollout.
On the other hand, Lava's 3rd Roll did like, 30%. This might be possible, but this is going to be very rough.
Gonna give it the Berry and try again.
Attempt 5.1 - Quilava beat Clefairy.
33/57 HP remaining. 3rd Rollout turn.
Let's rumble.
Miltank Rolls on Turn 1. Down to 17, Berry kicks in, back to 27, 16 damage on the first roll. I'm dead next turn.
The only chance of a Quilava win is on a 5th roll with more than 16HP at the very least. Crit or Stomp means instant death.
Let's see if Quilava can pull it off.
Attempt 5.2 - Aaaaand Clefairy rolled a Dragon Rage. This is why I don't gamble.
Attempt 5.3 - Headbutt + 3 Rolls took Clef down. Took a crit Ice Beam and 2 hits of a Double-Slap in the process. Neat.
37/57 HP vs Miltank. This is very much possible.
She started with a Rollout. 17 dmg. 30HP left post-Berry but...
It wasn't enough. 4th roll did 65%.
It. Must. Be. The. 5th.
Attempt 5.4 - Rollout from the jump. Quilava, take the wheel...
Clefairy Mimic'd Rollout. Uh-oh.
But it was for naught. Rollout is a 3HKO.
48HP left. Quilava must tank 2 rollouts.
Tank in...
Well, that was awkward.
Stomp does 23 damage. Now that's a lotta damage! It's also a 3HKO no matter what.
Flinch, Berry heal, repeat.
Headbutt does an embarrassing amount of damage.
And the third turn kicks in with Quilava getting kicked out by Stomp.
Attempt 5.5 - Let's roll out.
31/57 after Clefairy, still on 4th roll.
Tank still 2HKOs if it doesn't miss Rollout.
So it's a situation where both sides cleanly 2HKO, but Quilava is slower.
This is a bad matchup. No frills about it.
Metrollnome can easily cut your rolls short. Double-Slap can and will constantly put you in 2HKO range for Tank's rolls. Mimic copying Rollout also puts you in a bad spot, Quilava itself can miss. Miltank gets a guaranteed 3HKO with either Rollout or Stomp.
All of these are very easy ways to cut off a Rollout sweep and they can overlap and will happen constantly and consistently.
Attempt 6 - Spearow dispatched Clefairy.
Snubbull vs Miltank.
I lead off with Charm, Miltank with Attract. This is all very cute, but doesn't make for an entertaining battle. Especially since I'm using Charm again.
-2 Stomp did 15 damage.
-4 Rollout did 3.
Time to spam Headbutt... And Attract got in the way. This is bad.
It gets worse. Crit 3rd Roll quickly sent Snubbull all the way out of the Gym.
*sigh*... Reset. Again.
Attempt 7 - Metrollnome called Dizzy Punch and then Double-Edge. Double KO. Yet another reset.
Attempt 8 - Back to the plan of Charm Snubbull + Dig Wooper.
Getting 2 Charms off was the secret. Tank is too fast even at -2. Forget about Scary Face. Charm and Dig out the Rolls.