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Alright, so Fellow wants to play dirty, then we shall. Spiroffin, it appears that I have good news for you! Apparently, a Substitute cannot block Disable (?), so that's what we will use! We shall Disable Shadow Ball from Fellow's repertoire temporarily & turn the tables on Solstice! That will turn the tables on Fellow & Solstice greatly & limit him to HP Fire as his only attacking option! And all that will do is a pathetic 3 Damage to us! Either way if Disable works or not, I want you to Calm your Mind next, then use Energy Ball on the Substitute.
Fellow, thinking he has the advantage, sets up a safe 25% Substitute in front of him. Safe? Did I actually say that? Spiroffin, with a snap of a finger, magically Disables Fellow and any signs of him firing off a Shadow Ball! Aha! And with Fellow's orders to carry out two consecutive Shadow Balls, it is now impossible! Spiroffin takes this happy time to set up a Calm Mind and fire off a Energy Ball! However, as this is an artificial arena, it seems like Spiroffin has some trouble conjuring a perfect sphere - it's filled with flaws! Still, the juices within the ball was filled with critical matter! Not even a Fellow can escape from that! Oh wait, there's a Substitute...
Alright, good job, thank goodness it worked, but let's keep things simple! Destroy the Substitute with a Psychic & Energy Ball in succession, & finish up by slamming Fellow into a sarcophagus with Psychic! After that, we'll be left with 1 Energy (I did the calcs), but eliminating the sub is a priority!
Summary of Actions: Psychic > Energy Ball > Psychic
With Shadow Ball not an option anymore, Fellow goes for a lesser alternative - Hidden Power Fire! He attacks with as much might as he can with the attack, but it only manages to create a very small burn mark on Spiroffin. Not minding the attack much, Spiroffin goes and uses his Psychic powers to mentally damage Fellow right on the spot! That itself only managed to scratch Fellow's Substitute.
Fellow keeps up with his Hidden Power Fire assault that I think Spiroffin's actually enjoying! Spiroffin takes the hit with delight and retaliates with a grassy Energy Ball made from... I have no idea. Another scratch on the Substitute is made... leaving it completely destroyed!
Now vulnerable to any assaults, Fellow quickly puts on his Detect skills. Alas, they come to great effort when Spiroffin attempts to Psychic. Too bad, it's completely avoided!
As the round ends, Spiroffin feels a little... weaker than usual. Or... it's just that he's back to normal!
Alright, Spiroffin, let's join Fellow with a temporary ceasefire by chilling ourselves! Then we shall Disable Shadow Ball for action two & then use chill #3 final action. Hooray for boring rounds...
We begin this AMAZING EVENTFUL round with both opponents chilling off! That was amazing. After that happened, Fellow remembers how to Shadow Ball stuff now! Now chilled, Fellow goes and throws a fresh Shadow Ball from the ghostly hallows that strikes Spiroffin right on! Spiroffin isn't about to let that continue though! SNAP! DISABLED! BOO YEAH! Fellow doesn't mind as he ends the round by getting a nice, round Substitute up as Spiroffin chills again...
Anyways, subs are annoying, let's begin by using Psychic on the Substitute, then chill off again for the fourth time, & round out with another Psychic. Keeping it simple.
From behind his Substitute, Fellow yawns at how boring the match got at Spiroffin who doesn't wanna die. Spiroffin uses Psychic and hurts the sub... *yawn* and then Fellow responds back with a 4 damage Hidden Power Fire. Spiroffin just chills because the attack did like nothing. Fellow's getting a little too comfortable as well and chills. Spiroffin uses Psychic again... and the Substitute... it breaks! IT'S A MIRACLE!!!
Anyways, 1st action is irrelevant, since we'll fall to sleep. If we wake up action two, we'll use our final chill, then Disable Shadow Ball. If we wake up action three, then just Disable Shadow Ball.
Apparently Spiroffin thinks it's an irrelevant action and does absolutely nothing. Fellow goes and makes a 15% sub, which is 14 HP. While that happens, Spiroffin falls asleep! Pretty intense if I say so myself! Taking advantage of Spiroffin's snoozing, Fellow takes a chill pill, which reminds him how to use Shadow Ball, and then fires off a Shadow Ball straight at Spiroffin! How many more babies need to die to satisfy this match????
Spiroffin, being the sleephead he is, keeps on sleeping since he's awesome. Fellow just chills twice before Spiroffin finally becomes aware of the illegal drugs that Fellow has been using. With that in mind, he snaps like a wizard and Disables Fellow's ability to use Shadow Ball! The round ends with both mons exchanging fire, with Spiroffin doing an 8 damage Psychic on Fellow's Substitute and Fellow himself doing a 4 damage HP Fire.
At the moment I said that word, life has finally sprung into motion. Yamask start traveling about, the Cofagragius or however you spell it are shifting in their tombs. Revenankh are looking for puppies to kill. IT'S ALL GOOD!
Fellow fires off a Hidden Power Fire at Spiroffin in hopes of defeating it, but it only scratches the little wall. Spiroffin attempts to get off one last damaging Psychic, but seeing how it costs 7 energy and he only has 4, he starts wobbling uncontrollably! It seems like... HE HAS NO ENERGY LEFT! As Spiroffin falls onto the ground, something interesting happens. His eyes finally open...
Anyways, go, Utilitand! Your ability is Vital Spirit, which will put to bed any aspirations of being put to sleep. Anyways, perfect time to make your debut Utilitand! Start out with a Sludge Bomb to rid that Substitute! Then finish up this Eevee with a combination of Acrobatics & Earth Power in succession! (Not a combo, I might add). If Eevee decides to use Detect one action, then use Whirlwind final action so we can guarantee that we're up against Bushido next round!
Summary of Actions: Sludge Bomb > Acrobatics > Earth Power Substitute Earth Power for Whirlwind if Fellow uses Detect at any point during the round.
Let's do this! Good thing Detect can't block Whirlwind...
Ok Fellow all we need now isfor you to try your best! Lead off with a combo of Tackle+Quick Attack to try and smash Utilitand into a sarcofagus. Then finish with a Tail Whip!
As Utilitand emerges from his Pokeball, he gives Fellow's Substitute no mercy. Immediately he spits out a nasty, corrosive Sludge Bomb at the Substitute, breaking it down into acid. As that happened, Fellow was planning has combo! Quick! Look at that Fellow run! Attack! That's an attack! TACKLE! IT'S A GOOOOOOAL! And this successfully pounded the airborne Utilitand into a sarcophagus! What's inside? You know what it is? I see a Revenankh! And it WRAAAAAAAAAAPS its bandages all around poor Utilitand until he thinks of no hope...
Still, he DOES have a little light of hope in him! With his Acrobatics, he tries to kick Revenankh out for freedom... but sadly, he can't because the rules state that either Revenankh or Utilitand must be hit from Fellow. And guess what, Fellow's just doing nothing this action! HOW CRUEL!
While Utilitand attempts to get out of Revenankh's grips, Fellow just whips his tail back and forth. Almost like a Taunt imo. This means that Utilitand is still kinda stuck! But wait... I think I see something weird coming from below Fellow! It's... a Earth Power! POW! POW! POW! It seems a little on the weak side, but the fact that Utilitand could summon it even when immobilize must say something!
But the good news is that I have an idea! I want you to use Rapid Spin, since being trapped by a Revenankh counts as something like Fire Spin, the we'll be free...Hopefully...If this strategy works, Then I want you to use Acrobatics & deal major damage, then use U-Turn to finish him off & let Deadcadrill have one final voided assault. If if fails, then I want you to use Earth Power & then since we'll be free of the Revenankh, we'll finish up with an Acrobatics.