Completed Akela vs. nightblitz42

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
3 v 3 Doubles
Stage 3 and Lower
Standard BBP Arena
5 Chills
2 Recoveries
2 Subs
Switch = OK

Team nightblitz42 :
:ss/malamar:
Malamar [M]
STAGE:
3*
NATURE: Serious (no change)
TYPE: Dark/Psychic
ABILITIES: Contrary, Suction Cups, Infiltrator

STATS
HP: 90
Atk: 4
Def: 4
SpA: 3
SpD: 4
Spe: 78
Size Class: 3
Weight Class: 2

MOVES
Acupressure
Aerial Ace
Ally Switch
Attract
Baton Pass
Brutal Swing
Calm Mind
Camouflage
Confide
Constrict
Cut
Dark Pulse
Destiny Bond
Disable
Double Team
Embargo
Endure
Facade
Fake Tears
Flamethrower
Flash
Flatter
Fling
Foul Play
Frustration
Future Sight
Giga Impact
Guard Swap
Hidden Power (Fire)
Hyper Beam
Hypnosis
Light Screen
Liquidation
Nasty Plot
Night Slash
Payback
Peck
Pluck
Power Split
Protect
Psybeam
Psych Up
Psychic
Psycho Cut
Psyshock
Psywave
Rain Dance
Reflect
Rest
Retaliate
Return
Reversal
Rock Slide
Round
Scary Face
Secret Power
Simple Beam
Slash
Sleep Talk
Snore
Stored Power
Substitute
Sunny Day
Superpower
Swagger
Switcheroo
Tackle
Taunt
Thief
Throat Chop
Thunderbolt
Topsy-Turvy
Torment
Toxic
Trick Room
Wrap
:ss/indeedee:
Indeedee [M]
STAGE:
3*
NATURE: Serious (no change)
TYPE: Psychic/Normal
ABILITIES: Inner Focus / Synchronize

STATS
HP: 80
Atk: 3
Def: 3
SpA: 5
SpD: 4
Spe: 95
Size Class: 2
Weight Class: 3

MOVES
After You
Ally Switch
Aromatherapy
Attract
Calm Mind
Dazzling Gleam
Disarming Voice
Draining Kiss
Drain Punch
Encore
Endure
Energy Ball
Extrasensory
Facade
Fake Out
Future Sight
Helping Hand
Hyper Voice
Imprison
Last Resort
Magical Leaf
Magic Room
Metronome
Mystical Fire
Pay Day
Play Nice
Play Rough
Power Split
Power Swap
Protect
Psybeam
Psychic
Psychic Terrain
Psych Up
Psyshock
Rest
Round
Shadow Ball
Sleep Talk
Snore
Stored Power
Substitute
Swift
Tri Attack
Trick
Trick Room
Wonder Room
Zen Headbutt

Ditto [Genderless]
STAGE:
2*
NATURE: Serious (no change)
TYPE: Normal
ABILITIES
: Limber / Imposter

STATS
HP: 70
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 48
Size Class: 1
Weight Class: 1

MOVES
Transform

Team akela :
Normal Sprite

Eater of Worlds (Cursola) [F]
Stage 2*
Nature: Serious Nature
Type: Ghost

Abilities:
Weak Armor: By default the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a physical attack, reducing the Pokemon's Defense by one (1) stage for each hit and increasing their Speed by two (2) stages for each hit. When toggled, no effect.
Perish Body: If the Pokemon is struck by a contact attack, the Pokemon inflicts both itself and its attacker with the Doom status.

Stats:
HP: 80
Atk: 4
Def: 3
SpA: 6
SpD: 6
Spe: 30
Size Class: 2
Weight Class: 1

Movepool:
Stage 2:
Ancient Power
Astonish
Confuse Ray
Curse
Destiny Bond
Disable
Grudge
Harden
Haze
Head Smash
Hex
Mirror Coat
Nature Power
Night Shade
Perish Song
Power Gem
Spite
Strength Sap
Tackle
Water Pulse

Stage 3: (Locked)
Amnesia
Ancient Power
Astonish
Attract
Blizzard
Body Slam
Brine
Bulldoze
Calm Mind
Curse
Dig
Disable
Earth Power
Earthquake
Endure
Facade
Giga Drain
Giga Impact
Grudge
Hail
Harden
Hex
Hydro Pump
Hyper Beam
Ice Beam
Icicle Spear
Icy Wind
Iron Defense
Leech Life
Light Screen
Liquidation
Mirror Coat
Night Shade
Perish Song
Pin Missile
Power Gem
Protect
Psychic
Rain Dance
Reflect
Rest
Revenge
Rock Blast
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Scald
Screech
Self-Destruct
Shadow Ball
Sleep Talk
Snore
Spite
Stealth Rock
Stomping Tantrum
Stone Edge
Strength Sap
Substitute
Sunny Day
Surf
Tackle
Throat Chop
Whirlpool
Will-O-Wisp

Stage 4: (Locked)
Stage 5: (Locked)

Hundred (Fidgit) [F]
Stage 2*
Nature: Serious Nature
Type: Poison / Ground

Abilities:
Persistent: This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its Defense and Special Defense each is increased by one (1) Rank permanentl/y, and its BRT is increased by two (2) ranks.
Frisk: The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases or decreases in damage, BAP and STAB from the opponent's item. This will not block the increase in BAP moves like Acrobatics and Knock Off that incur when an item is or isn't held. Item-Based increase in ranks (Such as from Rare Candy) are not negated by Frisk. The Pokemon will not be affected by Fling or Natural Gift.

Stats:
HP: 90
Atk: 4
Def: 5
SpA: 4
SpD: 4
Spe: 105
Siz: 2
Wei: 4

Movepool:
Stage 2:
Acid Spray
After You
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Disable
Double-Edge
Earth Power
Encore
Entrainment
Follow Me
Gravity
Gust
Haze
Heal Block
Heal Pulse
Helping Hand
Instruct
Knock Off
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Misty Terrain
Quick Guard
Rapid Spin
Razor Wind
Rototiller
Sand Tomb
Sludge Bomb
Spikes
Spotlight
Stealth Rock
Sticky Web
Tailwind
Toxic Spikes
Venom Drench
Whirlwind
Wide Guard
Wish
Wonder Room

Stage 3: (Locked)
Acid Spray
Acrobatics
Aerial Ace
After You
Air Slash
Ally Switch
Attract
Body Slam
Brutal Swing
Bulldoze
Captivate
Circle Throw
Clear Smog
Comet Punch
Confide
Copycat
Dig
Disable
Double Team
Earth Power
Earthquake
Echoed Voice
Embargo
Encore
Endure
Entrainment
Facade
Fling
Follow Me
Frustration
Giga Impact
Gravity
Gust
Haze
Heal Block
Heal Pulse
Helping Hand
Hidden Power
Hyper Beam
Knock Off
Light Screen
Lucky Chant
Low Sweep
Magic Room
Me First
Metronome
Mimic
Misty Terrain
Natural Gift
Poison Jab
Protect
Psych Up
Quick Guard
Quash
Rain Dance
Rapid Spin
Razor Wind
Reflect
Rest
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Sand Tomb
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Spikes
Spotlight
Stealth Rock
Sticky Web
Stone Edge
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Thief
Torment
Toxic
Toxic Spikes
Trick Room
U-turn
Venom Drench
Venoshock
Whirlwind
Wide Guard
Wish

Stage 4: (Locked)
Acid Spray
Acrobatics
Aerial Ace
After You
Air Slash
Ally Switch
Attract
Block
Body Slam
Brutal Swing
Bulldoze
Captivate
Circle Throw
Clear Smog
Comet Punch
Confide
Copycat
Dig
Disable
Double Team
Drill Run
Earth Power
Earthquake
Echoed Voice
Embargo
Encore
Endure
Entrainment
Facade
Fling
Follow Me
Frustration
Gastro Acid
Giga Impact
Gravity
Gust
Haze
Heal Block
Heal Pulse
Helping Hand
Hidden Power
Hyper Beam
Icy Wind
Knock Off
Laser Focus
Light Screen
Lucky Chant
Low Sweep
Magic Room
Me First
Metronome
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Ominous Wind
Poison Jab
Protect
Psych Up
Quick Guard
Quash
Rain Dance
Rapid Spin
Razor Wind
Reflect
Rest
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Role Play
Round
Safeguard
Sand Tomb
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Spikes
Spotlight
Stealth Rock
Sticky Web
Stomping Tantrum
Stone Edge
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Swift
Tailwind
Taunt
Telekinesis
Thief
Throat Chop
Torment
Toxic
Toxic Spikes
Trick Room
Twister
U-turn
Venom Drench
Venoshock
Whirlwind
Wide Guard
Wish

Stage 5: (Locked)

Lamp (Mollux) [M]
Stage 1*

Types: Fire/Poison
Nature: Serious Nature

Abilities:
Dry Skin: This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by one (1). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate: (Locked) By default this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. When toggled, no effect.

Stats:
HP: 90
Atk: 2
Def: 4
Spa: 6
Spd: 5
Spe: 76
Siz: 3
Wei: 3

Movepool
Stage 1:

Acid
Acid Armor
Acid Spray
Belch
Bide
Clear Smog
Confuse Ray
Draining Kiss
Ember
Eruption
Final Gambit
Gunk Shot
Heat Wave
Inferno
Lava Plume
Moonlight
Recover
Spotlight
Toxic Spikes
Water Gun
Withdraw

Stage 2: (Locked)
Acid
Acid Armor
Acid Spray
Aqua Ring
Belch
Bide
Charm
Clear Smog
Confuse Ray
Draining Kiss
Ember
Eruption
Final Gambit
Fire Spin
Gastro Acid
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Inferno
Lava Plume
Moonlight
Rapid Spin
Recover
Sleep Talk
Spotlight
Stealth Rock
Toxic Spikes
Trick
Venom Drench
Water Gun
Withdraw

Stage 3: (Locked)
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Belch
Bide
Calm Mind
Charm
Clear Smog
Confide
Confuse Ray
Dazzling Gleam
Double Team
Draining Kiss
Ember
Eruption
Explosion
Facade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hidden Power
Hyper Beam
Inferno
Infestation
Lava Plume
Leech Life
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Secret Power
Sleep Talk
Sludge Bomb
Sludge Wave
Solar Beam
Spotlight
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venom Drench
Venoshock
Water Gun
Will-O-Wisp
Withdraw

Stage 4: (Locked)
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Belch
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confide
Confuse Ray
Dazzling Gleam
Double Team
Draining Kiss
Ember
Eruption
Explosion
Facade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hidden Power
Hyper Beam
Inferno
Infestation
Iron Defense
Knock Off
Lava Plume
Leech Life
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Secret Power
Shock Wave
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
Solar Beam
Spotlight
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venom Drench
Venoshock
Water Gun
Will-O-Wisp
Withdraw

Stage 5 (Locked)


Seeker akela sends out
Challenger nightblitz42 sends out/orders
akela orders
I ref
 
Go my Eater of Worlds and my Lamp. Bright the world so your ally can Eat it!

Sending out Eater of Worlds the Cursola and Lamp the Mollux.
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Sending in Indeedee and Malamar.

:ss/malamar:
Throat Chop (Cursola) > Future Sight (Mollux) > Psychic (Mollux)
[a2 OR a3] IF Cursola uses Mirror Coat AND Mollux uses Spotlight (Cursola) THEN Night Slash, pushing back.
:ss/Indeedee:
Psychic Terrain > Psychic (Mollux) > Psyshock (Mollux)
[a2 OR a3] IF Mollux uses Spotlight (Cursola) THEN Attract (Cursola), pushing back.

akela to order
 
"You ever dance with the devil in the pale moonlight?"
Mollux: Eruption + Eruption > Eruption > Heatwave + Heatwave
Cursola: Power Gem (Indeedee) > Water Pulse (Mollux) > Nature Power (Indeedee)
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 90/90 | EN: 100 | 4/4/3/4/78 | 3/2
Status: OK
:ss/indeedee: Inner Focus, Synchronize
HP: 80/80 | EN: 100 | 3/3/5/4/95 | 2/3
Status: OK

:ss/mollux: Dry Skin
HP: 90/90 | EN: 100 | 2/4/6/5/76 | 3/3
Status: OK
:ss/Cursola: Weak Armor, Perish Body
HP: 80/80 | EN: 100 | 4/3/6/6/30 | 2/1
Status: OK
Speed order: Indeedee -> Malamar -> Mollux -> Cursola

A1

Indeedee: Psychic Terrain (4r)
-9en (91en)

Malamar: Throat Chop (Cursola)
Crit roll: 13/24
Dmg = (8+3+4-3)*1.5 = 18 dmg (62hp)
Silenced (6a)
Weak Armor: -1 Def, +2 Speed (30*2.5=75)
Perish Body: Cursola and Malamar both Doomed (0/3 counters)
-5en (95en)

Cursola: Power Gem (Indeedee)
Crit roll: 12/24
Dmg = 8+6-4 = 10 dmg (70hp)
-6en (94en)
Silenced -> 5a

Mollux: Supervolcano Eruption!
Crit rolls: 9, 7 / 24
Dmg (Indeedee) = (15*2.25)*.75+3+6-4 = 30.3125 dmg (40hp)
Dmg (Malamar) = (15*2.25)*.75+3+6-4 = 30.3125 dmg (60hp)
Cooldown (1a)
EN cost = (8+2)*3.5-1 = -34en (66en)

A2

Indeedee: Psychic (Mollux)
Crit roll: 19/24
Dmg = (6+3+3+2+5-5)*1.5 = 21 dmg (69hp)
Eff chance = .1 (rolled 5/10)
EN cost = 5+(3/2)-1 = -5.5en (85en)

Malamar: Future Sight (Mollux)
-7en (88en)

Mollux: Cooldown

Cursola: Water Pulse (Mollux)
Potential dmg = (6+6-5)*1.5 = 10.5 = 11
Dry Skin: 11*.25 = 2.75 = +3hp (72hp)
-4en (90en)
Silenced -> 4a

A3

Indeedee: Psyshock (Mollux)
Crit roll: 15/24
Dmg = (8+3+2+5-4)*1.5 = 21 dmg (51hp)
-5en (80en)

Malamar: Psychic (Mollux)
Crit roll: 9/24
Dmg = (6+3+3+2+3-5)*1.5 = 18 dmg (33hp)
Eff chance = .1 (rolled 7/10)
EN cost = 5+(3/2)-1 = -5.5en (82en)

Cursola: Nature Power (Indeedee)
Terrain changed it to Psychic (Indeedee)
Crit roll: 9/24
Dmg = (6+3+2+6-4)/1.5 = 8.66 = 9 dmg (31hp)
EN cost = 2+5+(3/2) = -8.5en (81en)
Silenced -> 3a

Mollux: Drought Wave!
Hit chance = .9*.9 = .81 (rolled 98, 80): Miss (Indeedee), Hit (Malamar
Crit roll: 4/24
Dmg (Malamar) = 21.875 dmg (38hp)
Burn chance = .1+.1 = .2 (rolled 1/10): Burn
Cooldown (1a)
EN cost = (7+2)*3.5-1 = -30.5en (35en)

Malamar: -2hp (36hp)

Post-Round
Psychic Terrain -> 3r
Cursola and Malamar Doom -> 1/3 counters

:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 36/90 | EN: 82 | 4/4/3/4/78 | 3/2
Status: Doomed (1/3 counters), Burned
:ss/indeedee: Inner Focus, Synchronize
HP: 31/80 | EN: 80 | 3/3/5/4/95 | 2/3
Status: OK

Field: Psychic Terrain (3r)

:ss/mollux: Dry Skin
HP: 33/90 | EN: 35 | 2/4/6/5/76 | 3/3
Status: Future Sight (from Malamar), Cooldown (1a)
:ss/Cursola: Weak Armor, Perish Body
HP: 62/80 | EN: 81 | 4/3/6/6/30(75) | 2/1
Status: Doomed (1/3 counters, self-inflicted), Silenced (3a), -1 Def, +2 Speed

This round's complications:
akela orders
nightblitz42 orders
I ref​
 
Last edited:
EDIT: If I am not mistaken, there should be a burn chance with Heat Wave of 20%. And Illuminate wouldn't guarantee a Heat Wave combo of hitting. It would just boost it from 81% accuracy to 91% accuracy. But the accuracy of Heat Wave + Heat Wave should still be 81% because Illuminate has not been unlocked.

Initiating Switch Phase!

Return, Eater of Worlds. Go Hundred!

Switching Cursola for Fidgit.

Would you care to counter switch?
 
Last edited:
Mollux: Cool Down > Draining Kiss (Malamar) > Lava Plume
IF Malamar is KOed when you would Target it, THEN Acid Spray (Indeedee) and push back
Fidgit: Metronome (1.Brutal Swing, 2.Sludge Wave, 3.Surf, 4.Dazzling Gleam, 5.Hyper Voice, 6.Air Cutter, 7.Clanging Scales, 8.Blizzard, 9.Struggle Bug, 10.Diamond Storm) > Earth Power (Indeedee) > Sludge Bomb (Indeedee)
IF Indeedee is KOed when you would Target it, THEN Sludge Bomb (Malamar) and push back.

Now I see the difference between Stage 2 and Stage 3. A lot of possibilities have been lost by not having Stage 3.
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Yeah, Stage 2->3 is definitely the biggest gap between stages in terms of battle power.

Indeedee: Psychic (Mollux) > Protect (Self) > Endure
Malamar: Psychic (Fidgit) x3

:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 36/90 | EN: 82 | 4/4/3/4/78 | 3/2
Status: Doomed (1/3 counters), Burned
:ss/indeedee: Inner Focus, Synchronize
HP: 31/80 | EN: 80 | 3/3/5/4/95 | 2/3
Status: OK

Field: Psychic Terrain (3r)

:ss/mollux: Dry Skin
HP: 33/90 | EN: 35 | 2/4/6/5/76 | 3/3
Status: Future Sight (from Malamar), Cooldown (1a)
:ss/fidgit: Persistent, Vital Spirit, Frisk
HP: 90/90 | EN: 100 | 4/5/4/4/105 | 2/4
Status: OK
Speed order: Fidgit -> Indeedee -> Malamar -> Mollux

A1

Fidgit: Metronome
Roll: 2/10 : Metronome called Sludge Wave!
Crit rolls: 12, 15, 13
Dmg (Indeedee) = 10*.75+3+4-4 = 10.5 dmg (20hp)
Dmg (Malamar) = 10*.75+3+4-4 = 10.5 dmg (25hp)
Dmg (Mollux) = (10*.75+3+4-5)/1.5 = 6.3 dmg (27hp)
Eff rolls: 1, 5 / 10 : Indeedee poisoned
EN cost = 7+7-1 = -13en (87en)

Indeedee: Psychic (Mollux)
Crit roll: 19/24
Dmg = (6+3+3+2+5-5)*1.5 = 21 dmg (6hp)
Eff chance = .1 (rolled 1/10): -1 SpD
EN cost = 5+(3/2)-1 = -5.5en (74en)

Malamar: Psychic (Fidgit)
Crit roll: 17/24
Dmg = (6+4+3+2+4-5)*1.5 = 21 dmg (69hp)
Eff chance = .1 (rolled 5/10)
EN cost = 5+(4/2)-1+4 = -10en (72en)

Mollux: Cooldown

Mollux got hit with a Future Sight (from Malamar!)
Crit roll: 11/24
Dmg = (12+3+2+4-5)*1.5+2 = 26 dmg (KO!)

Malamar burn: -2hp (23hp)
Indeedee poison: -2hp (18hp)

A2

Indeedee: Protect (self)
-6en (68en)

Fidgit: Earth Power (indeedee)
Potential dmg = 9+3+4-4 = 12
Protect EN cost = 12/2.5 = -4.8en (63en)
Fidgit EN cost = -6en (81en)

Malamar: Psychic (Fidgit)
Crit roll: 5/24
21 dmg (48hp)
Eff chance = .1 (rolled 8/10)
-14en (58en)

Malamar: -2hp (21hp)
Indeedee: -2hp (16hp)

A3

Indeedee: Endure
-14en (54en)

Fidgit: Sludge Bomb (Indeedee)
Crit roll: 19/24
Dmg = 9+3+4-4 = 12 dmg (4hp)
-6en (75en)

Malamar: Psychic (Fidgit)
Crit roll: 6/24
21 dmg (27hp)
Eff chance = .1 (rolled 8/10)
-18en (40en)

Malamar: -2hp (19hp)
Indeedee: Indeedee: -2hp (2hp)

Post-Round
Psychic Terrain -> 2r
Malamar's Doom -> 2 counters

:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 19/90 | EN: 40 | 4/4/3/4/78 | 3/2
Status: Doomed (2/3 counters), Burned
:ss/indeedee: Inner Focus, Synchronize
HP: 2/80 | EN: 54 | 3/3/5/4/95 | 2/3
Status: Poisoned

Field: Psychic Terrain (2r)

:ss/mollux: fainted
:ss/fidgit: Persistent, Vital Spirit, Frisk
HP: 27/90 | EN: 75 | 4/5/4/4/105 | 2/4
Status: OK
:ss/Cursola: Weak Armor, Perish Body
HP: 62/80 | EN: 81 | 4/3/6/6/30 | 2/1
Status: Doomed (1/3 counters, self-inflicted)


This round's playing:
akela auto-sends out Cursola again
nightblitz42 orders
akela orders
I ref
I'll give my orders later in a new post.
 
Last edited:

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
You automatically send out Cursola.
I switch out Malamar for Ditto, Impersonate Fidgit.

:ss/ditto:
After You (Indeedee) > Earth Power (Fidgit) > Air Slash (Fidgit)
ONCE IF Fidgit is KO'd THEN Wish (self).
IF Indeedee is KO'd THEN Earth Power (Fidgit).
IF Fidgit uses a P/E move a1 THEN Follow Me, pushing back.

:ss/indeedee:
Psychic (Fidgit) x3
IF Fidgit is KO'd THEN Shadow Ball (Cursola).
IF Fidgit uses a P/E move a1 THEN Aromatherapy, pushing back.

akela up
 
Cursola: Water Pulse (Ditto) > Strength Sap (Ditto) > Water Pulse (Ditto)
Fidgit: Gust (Indeedee) > Metronome [1) Blizzard , 2) Precipice Blades, 3) Hydro Cannon, 4) Prismatic Laser, 5) Shadow Force, 6) Eternabeam, 7) Boomburst, 8) Snarl, 9) Meteor Assault, 10) Sunsteel Strike) > Earth Power (Ditto)
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
:ss/ditto: Limber/Imposter
HP: 70/70 | EN: 100 | 2/2/2/2/48 | 1/1
Status: OK
:ss/indeedee: Inner Focus, Synchronize
HP: 2/80 | EN: 54 | 3/3/5/4/95 | 2/3
Status: Poisoned

:ss/fidgit: Persistent, Vital Spirit, Frisk
HP: 27/90 | EN: 75 | 4/5/4/4/105 | 2/4
Status: OK
:ss/Cursola: Weak Armor, Perish Body
HP: 62/80 | EN: 81 | 4/3/6/6/30 | 2/1
Status: OK
Pre-Round
Ditto Impersonates Fidgit
-10en (90en)

Speed order: Ditto/Fidgit (tied) -> Indeedee -> Cursola

A1

Fidgit: Gust (Indeedee)
Crit roll: 15/24
Dmg = 4+4-4 = 4 dmg (KO!)
-3en (72en)

Ditto: Earth Power (Fidgit)
Crit roll: 9/24
Dmg = (9+3+4-4)*1.5 = 18 dmg (9hp)
Eff chance = .1 (rolled 2/10)
-6en (84en)

Cursola: Water Pulse (Ditto)
Crit roll: 4/24
Dmg = (6+6-4)*1.5 = 12 dmg (58hp)
Eff chance = .2 (rolled 9/10)
-4en (77en)

A2

Ditto EN cost: 7+4-1=10
Fidgit EN cost: 7

Fidgit: Metronome
(rolled 7/10): Boomburst
Cursola is immune
Crit roll: 22/24
Dmg = 14+4-4 = 14 dmg (44hp)
EN cost = 7+10 = -17en (55en)

Ditto: Earth Power (Fidgit)
Crit roll: 11/24
18 dmg (KO!)
-10en (74en)

Cursola: Strength Sap (Ditto)
-1 Atk
Healing = 5*4+(2*-1) = 20-2 = +18hp (80hp)
EN cost = 2+(4*2) = -10en (67en)

A3

Ditto: Wish (Self)
EN cost = 4+(70/10) = -11en (63en)

Cursola: Water Pulse (Ditto)
Crit roll: 4/24
12 dmg (32hp)
Eff chance = .2 (rolled 5/10)
-4en (63en)

Post-Round
Psychic Terrain -> 1r

:ss/ditto:->:ss/fidgit: Persistent, Vital Spirit, Frisk
HP: 32/70 | EN: 63 | 4/5/4/4/105 | 2/4
Status: Is Fidgit, Wish, -1 Atk
:ss/indeedee: fainted
:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 19/90 | EN: 40 | 4/4/3/4/78 | 3/2
Status: Burned

Field: Psychic Terrain (1r)

:ss/fidgit: fainted
:ss/Cursola: Weak Armor, Perish Body
HP: 80/80 | EN: 63 | 4/3/6/6/30 | 2/1
Status: OK
:ss/mollux: fainted


Sending in Malamar.
:ss/malamar:

This round's countdown:
akela orders
nightblitz42 orders
I ref​
 
Last edited:
Water Pulse (Ditto) > Water Pulse (Ditto) > Water Pulse (Ditto)
IF Ditto is KO'D, THEN Hex (Malamar) instead
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Fidgit: Knock Off (Cursola) x3
Malamar: Foul Play (Cursola) x3

:ss/ditto:->:ss/fidgit: Persistent, Vital Spirit, Frisk
HP: 32/70 | EN: 63 | 4/5/4/4/105 | 2/4
Status: Is Fidgit, Wish, -1 Atk
:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 19/90 | EN: 40 | 4/4/3/4/78 | 3/2
Status: Burned

Field: Psychic Terrain (1r)

:ss/Cursola: Weak Armor, Perish Body
HP: 80/80 | EN: 63 | 4/3/6/6/30 | 2/1
Status: OK
A1

Ditto: Knock Off (Cursola)
Crit roll: 16/24
Dmg = (7+4-3)*1.5-2 = 10 dmg (70hp)
Cursola and Ditto both Doomed
Weak Armor: -1 Def, +2 Speed (30*2.5 = 75)
-7en (56en)

Malamar: Foul Play (Cursola)
Crit roll: 11/24
Dmg = (10+3-3+4-3)*1.5+2 = 18.5 dmg (51hp)
Malamar Doomed
Weak Armor: -2 Def, +4 Speed (30*(1+.75*4) = 120)
-6en (34en)

Water Pulse (Ditto)
Crit roll: 3/24
Dmg = (6+6-4)*1.5 = 12 dmg (20hp)
Eff chance = .2 (rolled 9/10)
-8en (55en)

Ditto's wish came true!
Healing = 70/4 = 17.5 = +17hp (37hp)

Burn: -2hp (17hp)

A2

Cursola: Water Pulse (Ditto)
Crit roll: 12/24
12 dmg (25hp)
Eff chance = .2 (rolled 6/10)
-12en (43en)

Ditto: Knock Off (Cursola)
Crit roll: 2/24
Dmg = (7+4-3)*1.5-2+4 = 14 dmg (37hp)
Weak Armor: -3 Def, +6 Speed (30*(1+.75*6) = 165)
-11en (45en)

Malamar: Foul Play (Cursola)
Crit roll: 12/24
Dmg = (10+3-3+4-3)*1.5+6 = 22.5 dmg (14hp)
Weak Armor: -4 Def
-10en (24en)

Burn: -2hp (15hp)

A3

Cursola: Water Pulse (Ditto)
Crit roll: 23/24
12 dmg (13hp)
Eff chance = .2 (rolled 3/10)
-16en (27en)

Ditto: Knock Off (Cursola)
Crit roll: 11/24
Dmg = (7+4-3)*1.5-2+8 = 18 dmg (KO!)
-15en (30en)

Burn: -2hp (13hp)

Post-Round
Doom -> 1 Counter
Pyschic Terrain vanished!
Ditto Atk -> -0

:ss/ditto:->:ss/fidgit: Persistent, Vital Spirit, Frisk
HP: 13/70 | EN: 30 | 4/5/4/4/105 | 2/4
Status: Is Fidgit, Doomed (1/3 Counters)
:ss/malamar: Contrary, Suction Cups, Infiltrator
HP: 13/90 | EN: 24 | 4/4/3/4/78 | 3/2
Status: Burned, Doomed (1/3 Counters)
:ss/indeedee: fainted

:ss/Cursola: fainted
:ss/fidgit: fainted
:ss/mollux: fainted


Rewards:
akela : +3 TC, +3 RC, -1 JC
nightblitz42 : +3 TC, +6 RC, +2 JC

Thanks for playing!
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top