Facility Battle Subway: Fort Colorcastle

Round 5

Battlefield:
Team FortColors 2 tech used safeguard (1r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 32/85 EN: 19/30
8/6/3/6/121 | 3/2
+2 atk, +2 def, + 1 spe (8t) +3 crit (3t)
quickness
recovery aid 5
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 58/115 EN: 14/30
5/5/6/5/121 | 1/2
+1 atk, +1 def (5t)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Emmet 1 tech used tailwind (2s)
:Cinccino:Cinccino :Leftovers:Leftovers
HP: 40/90 EN: 17/30
7/5/5/5/115 | 1/1
+1 atk, +1 def (4t)
-1 spe (2t)
Types: Normal
Abilities: Cute Charm, Technician, Skill Link

:Archeops:Archeops :Choice Scarf:Choice Scarf
HP: ko/90 EN: 18/30
10/4/8/5/127 | 3/3
Types: Rock, Flying
Abilities: Defeatist,
+10% Acc​
dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748602224042.png

:Groudon::Lilligant-Hisui::Krilowatt::Cinccino::Archeops:
Step 1:
:Lilligant-Hisui:axe kick
-4 en
crit yes
371 effect no
(12 + 12 + 3 + 4 - 5) * 1.5 + 4 = 43 damage
:Cinccino:faints!

Battlefield:
Team FortColors 2 tech used safeguard (1r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 32/85 EN: 15/30
8/6/3/6/121 | 3/2
+2 atk, +2 def, + 1 spe (8t) +3 crit (3t)
quickness
recovery aid 5
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 58/115 EN: 14/30
5/5/6/5/121 | 1/2
+1 atk, +1 def (5t)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Emmet 1 tech used tailwind (2s)
:Cinccino:Cinccino :Leftovers:Leftovers
HP: ko/90 EN: 17/30
7/5/5/5/115 | 1/1
+1 atk, +1 def (4t)
-1 spe (2t)
Types: Normal
Abilities: Cute Charm, Technician, Skill Link

:Archeops:Archeops :Choice Scarf:Choice Scarf
HP: ko/90 EN: 18/30
10/4/8/5/127 | 3/3
Types: Rock, Flying
Abilities: Defeatist,
+10% Acc​
FortColors wins!
bp = 300 + 100 + 200 * (32/85 + 58/115 + 29/30) * 2 = 1000
 
1748603381966.png


Team 10: Energy Stall
Strategy: Defeating our opponents by attacking is optional. If they can't push through our defenses, they'll wear out and faint!
Extra Items: :leppa berry:Leppa Berry x2, :safety goggles:Safety Goggles
:Kingambit::Dusknoir::Corviknight:

:sv/kingambit:
Kingambit
Level 4

Techniques:
Triple Combo

Bashful nature ( No changes )
Typing: Dark/Steel
Abilities: Defiant, Supreme Overlord Hidden Ability: Pressure

HP: 95
Attack: 10
Defen.: 9
Sp.Atk: 5
Sp.Def: 6
Speed: 50
Size: 3
Weight: 5


Combinations (0-3 slots, based on format Level)
Select Combinations as you send out this Pokemon.

Movepool
Level 0
Aerial Ace
Air Slash
Brick Break
Dark Pulse
Facade
Feint Attack
Flash Cannon
Focus Blast
Hone Claws
Iron Head
Kowtow Cleave
Leer
Metal Sound
Night Slash
Poison Jab
Protect
Psycho Cut
Rest
Rock Polish
Round
Screech
Shadow Claw
Slash
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Wave
Toxic
X-Scissor
Zen Headbutt

Level 1
Confide
Cut
Double Team
Dual Chop
False Swipe
Iron Defense
Metal Claw
Power-Up Punch
Quick Guard
Rain Dance
Rock Smash
Role Play
Sandstorm
Scary Face
Scratch
Stealth Rock
Sucker Punch
Swagger
Taunt

Level 2
Assurance
Beat Up
Foul Play
Grass Knot
Low Kick
Metal Burst
Payback
Revenge
Reversal
Secret Power
Steel Beam
Stone Edge
Take Down
Thief

Level 3
Attract
Dig
Frustration
Fury Cutter
Headbutt
Knock Off
Laser Focus
Lash Out
Low Sweep
Pursuit
Return
Rock Tomb
Snarl
Throat Chop
Torment

Level 4
Embargo
Endure
Fling
Giga Impact
Guillotine
Hidden Power (Select a Hidden Power type)
Hyper Beam
Magnet Rise
Mean Look
Retaliate
Snatch
Spite
Tera Blast
:sv/dusknoir:
Dusknoir
Level 4

Techniques:
Triple Combo

Bashful nature ( No changes )
Typing: Ghost
Abilities: Pressure Hidden Ability: Frisk

HP: 80
Attack: 7
Defen.: 10
Sp.Atk: 5
Sp.Def: 10
Speed: 45
Size: 4
Weight: 5


Combinations (0-3 slots, based on format Level)
Select Combinations as you send out this Pokemon.

Movepool
Level 0
Astonish
Brick Break
Calm Mind
Dark Pulse
Earthquake
Facade
Feint Attack
Fire Punch
Focus Blast
Ice Beam
Ice Punch
Leer
Protect
Psychic
Rest
Rock Slide
Round
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Snore
Strength
Substitute
Thunder Punch
Toxic
Will-O-Wisp

Level 1
Captivate
Confide
Confuse Ray
Counter
Curse
Double Team
Flash
Haze
Helping Hand
Infestation
Mega Punch
Mud-Slap
Night Shade
Ominous Wind
Pain Split
Power-Up Punch
Rain Dance
Rock Smash
Seismic Toss
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Trick

Level 2
Bind
Blizzard
Disable
Double-Edge
Dream Eater
Dynamic Punch
Focus Punch
Mega Kick
Nightmare
Payback
Poltergeist
Revenge
Secret Power
Thief

Level 3
Attract
Body Slam
Bulldoze
Charge Beam
Darkest Lariat
Foresight
Frustration
Hard Press
Headbutt
Hex
Icy Wind
Laser Focus
Leech Life
Phantom Force
Psych Up
Pursuit
Return
Rock Tomb
Skitter Smack
Telekinesis
Torment

Level 4
Ally Switch
Destiny Bond
Embargo
Endure
Fling
Future Sight
Giga Impact
Gravity
Grudge
Hidden Power (Select a Hidden Power type)
Hyper Beam
Imprison
Mean Look
Memento
Metronome
Mimic
Natural Gift
Skill Swap
Snatch
Spite
Tera Blast
Trick Room
Wonder Room
:sv/corviknight:
Corviknight
Level 4

Techniques:
Triple Combo

Serious nature ( No changes )
Typing: Flying/Steel
Abilities: Pressure, Unnerve Hidden Ability: Mirror Armor

HP: 95
Attack: 6
Defen.: 8
Sp.Atk: 4
Sp.Def: 6
Speed: 67
Size: 4
Weight: 4


Combinations (0-3 slots, based on format Level)
Select Combinations as you send out this Pokemon.

Movepool
Level 0
Aerial Ace
Air Slash
Brave Bird
Bulk Up
Defog
Drill Peck
Facade
Fake Tears
Flash Cannon
Hone Claws
Iron Head
Leer
Light Screen
Metal Sound
Nasty Plot
Protect
Reflect
Rest
Round
Screech
Sleep Talk
Snore
Substitute
Work Up

Level 1
Agility
Air Cutter
Curse
Dual Wingbeat
Iron Defense
Metal Claw
Peck
Rain Dance
Rock Smash
Roost
Sand Attack
Scary Face
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Taunt

Level 2
Assurance
Double-Edge
Focus Energy
Fury Attack
Hurricane
Payback
Pluck
Revenge
Reversal
Sky Attack
Steel Beam
Take Down
Thief

Level 3
Attract
Body Slam
Fly
Heavy Slam
U-turn

Level 4
Body Press
Endure
Giga Impact
Hidden Power (Select a Hidden Power type)
Hyper Beam
Power Trip
Retaliate
Spite
Tera Blast

sending out corviknight with leftovers!
metal sound + fake tears + air cutter
drill peck + screech
tailwind + payback

:sv/corviknight::leftovers:
 
Sending out Dusknoir with weakness policy!
:sv/dusknoir::weakness policy:
shadow sneak + rock slide + confuse ray
will-o-wisp + embargo
body slam + icy wind
hidden power grass


:sv/dusknoir::weakness policy:
will-o-wisp (groudon)

At the start of the step, if groudon is to use rock slide in combination, use shadow sneak + rock slide + confuse ray.
At the start of the step, if krillowatt is to use waterfall in combination, use shadow sneak + rock slide + confuse ray.
At the start of my turn, if groudon is to use fire fang in combination, use shadow sneak + rock slide + confuse ray.
At the start of my turn, if krillowatt does not have quickness condition, use trick room.
 
:bw/groudon:
Fire Fang + Bulldoze
[start of step] IF corviknight is to use a protective move, THEN use safeguard.
[start of step] IF corviknight is to use endure, THEN use safeguard.

:bw/krilowatt:
Entrainment (corviknight, minus)
[start of step] IF corviknight is to use a protective move, THEN use Charge + Wild Charge (dusknoir)
[start of step] IF corviknight is to use endure, THEN use Charge + Wild Charge (corviknight)
 
Last edited:
Round 1
Battlefield:
Team FortColors
:Groudon:Groudon :Choice Band:Choice Band
HP: 95/95 EN: 30/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 115/115 EN: 30/30
5/5/6/5/121 | 1/2
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 95/95 EN: 30/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 80/80 EN: 30/30
7/10/5/10/45 | 4/5
Types: Ghost
Abilities: Pressure​
dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748638606977.png

:Groudon::Lilligant-Hisui::Krilowatt::Corviknight::Dusknoir:
:Groudon: brings the sun (4r)
:Dusknoir: frisks the opposition
Step 1:
:Krilowatt:entrainment :Corviknight:
-4 en
:Corviknight:'s abilities are set to Minus (6t)
:Groudon: fang slide:Corviknight::Dusknoir:
-5 en
146, 137 crits no
(7 + 11 + 4 - 10) *2/3 = 8 damage
(7 + 11 + 4 - 8) * 1.5 * 2/3 = 14 damage
:Corviknight::Dusknoir: burned, flinched -1 spe (3t)!
:Corviknight: heals 3
:Corviknight::Dusknoir: take 2 damage

Battlefield: sun (3r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 95/95 EN: 25/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 115/115 EN: 27/30
5/5/6/5/121 | 1/2
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 84/95 EN: 30/30
burned
flinch(1)
-1 spe (2t)
entrainment(minus)(5t)
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 72/80 EN: 30/30
7/10/5/10/45 | 4/5
flinched(1)
-1 spe (2t)
burned
Types: Ghost
Abilities: Pressure​
FortColors to order
team Emmet to order
FortColors to order
 
Last edited:
:bw/groudon:
Heat Crash (corviknight)
[start of step] IF dusknoir is to use confuse ray in combination, THEN use protect
[start of step] IF corviknight is to use a protective move, THEN use Safeguard
[start of step] IF ally switch, THEN use Heat Crash (Dusknoir)
[start of step] IF metal sound in combination, THEN use Heat Crash (corviknight)
 
Last edited:
Round 2
Battlefield: sun (3r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 95/95 EN: 25/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 115/115 EN: 27/30
5/5/6/5/121 | 1/2
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 84/95 EN: 30/30
burned
flinch(1)
-1 spe (2t)
entrainment(minus)(5t)
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 72/80 EN: 30/30
7/10/5/10/45 | 4/5
flinched(1)
-1 spe (2t)
burned
Types: Ghost
Abilities: Pressure​
dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748682116611.png

:Groudon::Lilligant-Hisui::Krilowatt::Corviknight::Dusknoir:
Step 1:
:Groudon: protect
-4 en
:Groudon: is protected
:Dusknoir: phantom boulders
-5 en
109 crit no
278 flinch no
:Krilowatt: (8 + 4 + 3 - 5) * 2/3 = 7 damage
:Krilowatt: is confused (3t)
groudon is protected
:Krilowatt: torment :Corviknight:
-3 en
:Corviknight: is tormented
:Corviknight: iron defence
-3 en
+2 def (5t)
no longer burned
:Corviknight: heals 6
:Dusknoir: take 2 damage

Battlefield: sun (2r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 95/95 EN: 21/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 115/115 EN: 24/30
5/5/6/5/121 | 1/2
confused (2t)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 1 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 90/95 EN: 27/30
flinch(1)
-1 spe (1t)
entrainment(minus)(4t)
tormented(iron defence)
+2 def (5t)
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 70/80 EN: 25/30
7/10/5/10/45 | 4/5
flinched(1)
-1 spe (1t)
burned
Types: Ghost
Abilities: Pressure​
team Emmet to order
FortColors to order
team Emmet to order
 
:sv/dusknoir::weakness policy:
spite (groudon)

At the start of the step, if krilowatt is to use a defense raising action, use snatch.
At the start of the step, if krilowatt is to use an electric attack targeting corviknight and groudon is to use a fire attack targeting corviknight, use trick room.
At the start of the step, if groudon is to use a protective move targeting groudon, use trick room.
At the start of my turn, if groudon does not have a protective status and does not have a decoy and krillowatt does not have follow me, use will-o-wisp + embargo (groudon).
 
:bw/groudon:
Thunder Punch (Corviknight)
[start of step] IF corviknight is to use protect, THEN use Substitute.

:bw/krilowatt:
Electro Ball (corviknight)
[start of step] IF corviknight is to use protect, THEN use Wild Charge (Dusknoir)
 
Round 3

Battlefield: sun (2r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 95/95 EN: 21/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 115/115 EN: 24/30
5/5/6/5/121 | 1/2
confused (2t)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 1 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 90/95 EN: 27/30
flinch(1)
-1 spe (1t)
entrainment(minus)(4t)
tormented(iron defence)
+2 def (5t)
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 70/80 EN: 25/30
7/10/5/10/45 | 4/5
flinched(1)
-1 spe (1t)
burned
Types: Ghost
Abilities: Pressure​
dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748685062890.png

:Groudon::Lilligant-Hisui::Krilowatt::Corviknight::Dusknoir:
Step 1:
:Groudon: thunder punch :Corviknight:
-3 en
330 crit no
566 effect no
(8 + 17 - 8) * 1.5 - 6 = 20 damage
:Krilowatt: electro ball :Corviknight:
-3 en
191 crit no
(15 + 6 + 3 - 6) * 1.5 = 27 damage
:Krilowatt: takes 14 in confusion
:Corviknight: spite :Krilowatt:
-2 en
:Krilowatt: is inflicted with dread(12)
:Dusknoir: heat metal
-4 en
-1 tech
:Groudon: is burned and is unable to pick up their choice band.
:Corviknight: heal 6
:Groudon::Dusknoir: take 2 damage
:Krilowatt: loses 2 en

Battlefield: sun (1r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 93/95 EN: 18/30
11/10/6/7/104 | 6/12
burned
embargo (6t)
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 101/115 EN: 19/30
5/5/6/5/121 | 1/2
confused (1t)
dread(12)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 2 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 49/95 EN: 25/30
flinch(1)
entrainment(minus)(3t)
tormented(iron defence, spite)
+2 def (4t)
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 68/80 EN: 21/30
7/10/5/10/45 | 4/5
flinched(1)
burned
Types: Ghost
Abilities: Pressure​
FortColors to order
team Emmet to order
FortColors to order
 
Last edited:
:bw/groudon:
Eruption
[start of step] IF dusknoir is to use a protective move targeting itself, THEN use Eruption
[start of step] IF corviknight is to use a protective move targeting itself, THEN use Solar Beam (dusknoir)
[start of step] IF ally switch, THEN use eruption
[start of step] IF snatch, THEN use eruption
 
Round 4

Battlefield: sun (1r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 93/95 EN: 18/30
11/10/6/7/104 | 6/12
burned
embargo (6t)
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 101/115 EN: 19/30
5/5/6/5/121 | 1/2
confused (1t)
dread(12)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 2 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 49/95 EN: 25/30
flinch(1)
entrainment(minus)(3t)
tormented(iron defence, spite)
+2 def (4t)
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 68/80 EN: 21/30
7/10/5/10/45 | 4/5
flinched(1)
burned
Types: Ghost
Abilities: Pressure​
dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748761481213.png

:Groudon::Lilligant-Hisui::Krilowatt::Corviknight::Dusknoir:
Step 1:
:Krilowatt: charge
-3 en
+1 spd (3t), quickness, +1 crit (3t), recovery aid 1
+2 charge
:Groudon: eruption:Corviknight::Dusknoir:
-4 en
563, 167, crits no
15 * 93/95 = 15
(15 + 6 + 4 - 6) * 1.5 * 2/3 = 19 damage
(15 + 6 + 4 - 10) *2/3 = 10 damage
:Corviknight: u-turn:Groudon:
-4 en
6 + 6 - 10 = 2 damage
:Corviknight: sheds all temporary conditions
:Dusknoir: trick room
-3 en
speed is inverted (4r)
:Corviknight: heal 6
:Krilowatt: heal 1
:Groudon::Dusknoir: take 2 damage
:Krilowatt: loses 2 en

Battlefield: trick room (3r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 89/95 EN: 14/30
11/10/6/7/104 | 6/12
burned
embargo (5t)
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 102/115 EN: 14/30
5/5/6/5/121 | 1/2
dread(9)
+1 spd, +1 crit (3t)
quickness
charge(2)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 2 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 36/95 EN: 21/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 56/80 EN: 21/30
7/10/5/10/45 | 4/5
flinched(1)
burned
Types: Ghost
Abilities: Pressure​
team Emmet to order
FortColors to order
team Emmet to order
 
:sv/corviknight::leftovers:
roost

At the start of the step, if krilowott is to use an electric attack targeting corviknight, use protect.
At the start of the step, if krilowatt is to use an otk attack targeting corviknight, use protect.
At the start of the step, if groudon is to use a fire attack targeting corviknight, use roost.
At the start of the step, if groudon is to use a ground attack targeting corviknight, use fly (groudon).
 
:bw/krilowatt:
Sheer Cold (Dusknoir, quick)
[start of step] IF dusknoir is to use a protective move, THEN use Imprison (Endure)
[start of step] IF dusknoir is to use endure, THEN use Imprison (Protect)
[start of turn] IF dusknoir is to use ally switch, THEN use Sheer Cold (Dusknoir)

:bw/groudon:
Focus Punch (Corviknight)
 
Round 5


Battlefield: trick room (3r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 89/95 EN: 14/30
11/10/6/7/104 | 6/12
burned
embargo (5t)
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 102/115 EN: 14/30
5/5/6/5/121 | 1/2
dread(9)
+1 spd, +1 crit (3t)
quickness
charge(2)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 2 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 36/95 EN: 21/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 56/80 EN: 21/30
7/10/5/10/45 | 4/5
flinched(1)
burned
Types: Ghost
Abilities: Pressure​
dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748805614905.png

:Groudon::Lilligant-Hisui::Krilowatt::Corviknight::Dusknoir:
Step 1:
:Dusknoir: protect
-4 en
:Dusknoir: is protected
:Corviknight: roost
-5 en
:Corviknight: heals 20 hp.
:Krilowatt: imprison(endure)
-4 en
endure is imprisoned (4r)
:Groudon: focus punch :Corviknight:
-5 en
228 crit no
(15 + 5 - 8) * 1.5 = 18 damage
:Corviknight: heal 6
:Krilowatt: heal 1
:Groudon::Dusknoir: take 2 damage
:Krilowatt: loses 2 en

Battlefield: trick room (2r), imprison(endure, 3r)
Team FortColors 2 tech used
:Groudon:Groudon :Choice Band:Choice Band
HP: 87/95 EN: 9/30
11/10/6/7/104 | 6/12
burned
embargo (4t)
Types: Ground
Abilities: Drought,
+10% Acc
:Krilowatt:Krilowatt :macho brace:
HP: 102/115 EN: 8/30
5/5/6/5/121 | 1/2
dread(5)
+1 spd, +1 crit (2t)
quickness
charge(2)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Drain 2 tech used
:Corviknight:Corviknight :Leftovers:Leftovers
HP: 44/95 EN: 16/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve, Mirror Armor

:Dusknoir:Dusknoir :Weakness Policy:Weakness Policy
HP: 54/80 EN: 17/30
7/10/5/10/45 | 4/5
flinched(1)
burned
Types: Ghost
Abilities: Pressure​
FortColors to order
team Emmet to order
FortColors to order
 
Back
Top