Facility Battle Subway: Fort Colorcastle




The Battle Subway



Battle Rules​

PlayersRefereesOther
Team Size: 2
Selection Size: 3
Round Hours: 72 hours
Battle Hours: 72 hours
Switching: On
Tech: 2 per Battle
Team Size: 2
Selection Size: 3 to 5
Round Hours: 72 hours
Battle Hours: 120 hours
Switching: On
Tech: 2 per Battle
Level: Variable
Steps per Round:
3 in Singles​
1 in Doubles​

Arena — Gear Railway
A network of rail tunnels that connects the Unova region to its beating heart in Nimbasa City. Running alongside the mundane commuter lines and matching their pace, the Battle Trains showcase the skill and power of the Subway's challengers to a crowd of onlookers in every parallel car. Indeed, some passengers take the trains back and forth, trying to follow the win streaks of their favorite competitors.
Camouflage: Steel | Nature Power: Magnet Rise​
Secret Power: 50% chance to increase the user's Speed stage by one (1), for their next three (3) turns.​


Backpack:
:macho brace:
Macho Brace
:leftovers:
Leftovers
:scope lens:
Scope Lens
:choice scarf:
Choice Scarf
:choice band:
Choice Band

groudon.png

I, The Lord of Wind and Flame (Groudon)
Level 3 — EXP: 0 / 10

Jolly nature ( Special Attack -1, Speed x1.15, Accuracy +10 )
Typing: Ground
Abilities: Drought
Traits: Requires 1 Tech to send out, once per battle.

HP: 95
Attack: 11
Defen.: 10
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 104 (+)
Size: 6
Weight: 12



Combinations (4 / 4)
Thunder Punch + Dynamic Punch
Fire Fang + Power-Up Punch
Body Slam + Mud-Slap
Rock Climb + Bulldoze

Movepool
Level 0
Aerial Ace
Brick Break
Bulk Up
Crunch
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Iron Head
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar
Will-O-Wisp
Zen Headbutt

Level 1
Ancient Power
Brutal Swing
Confide
Counter
Cut
Defense Curl
Double Team
Helping Hand
High Horsepower
Incinerate
Mega Punch
Metal Claw
Mud-Slap
Power-Up Punch
Rock Climb
Rock Smash
Safeguard
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Spikes
Stealth Rock
Sunny Day
Swagger
Swift

Level 2
Double-Edge
Dynamic Punch
Fire Blast
Focus Punch
Hammer Arm
Heat Wave
Iron Tail
Mega Kick
Precipice Blades (Sig)
Rock Blast
Secret Power
Solar Beam
Stone Edge
Take Down
Thunder

Level 3
Body Slam
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Heat Crash
Heavy Slam
Lava Plume
Mud Shot
Psych Up
Return
Rock Tomb
Rollout
Scorching Sands
Smack Down
lilligant-hisui.png

Honeyfruit (Lilligant-Hisui)
Level 4 — EXP: 0 / 10

Jolly nature ( Special Attack -1, Speed x1.15, Accuracy +10 )
Typing: Grass/Fighting
Abilities: Chlorophyll, Hustle Hidden Ability: Leaf Guard
Traits: Requires no Tech for their first Technique each battle.

HP: 85
Attack: 8
Defen.: 6
Sp.Atk: 3 (-)
Sp.Def: 6
Speed: 121 (+)
Size: 3
Weight: 2



Combinations (6 / 6)
Victory Dance + Giga Impact
Grassy Terrain + Ingrain
Sunny Day + Solar Blade
Axe Kick + Vacuum Wave
Toxic + GrassWhistle
Triple Axel + Leaf Blade

Movepool
Level 0
Aerial Ace
Air Slash
Aromatherapy
Brick Break
Bullet Seed
Defog
Energy Ball
Facade
Grass Whistle
Heal Bell
Leaf Blade
Petal Blizzard
Poison Jab
Protect
Rest
Round
Sleep Powder
Sleep Talk
Snore
Stun Spore
Substitute
Swords Dance
Toxic
Vacuum Wave

Level 1
Absorb
Charm
Coaching
Confide
Cut
Double Team
Encore
Flash
Grassy Terrain
Growth
Helping Hand
Ice Spinner
Magical Leaf
Pollen Puff
Rain Dance
Safeguard
Seed Bomb
Sunny Day
Swagger
Sweet Scent
Synthesis
Teeter Dance
Weather Ball

Level 2
After You
Axe Kick
Close Combat
Covet
Dream Eater
Entrainment
Grass Knot
Grassy Glide
Hurricane
Ingrain
Leech Seed
Low Kick
Mega Drain
Mega Kick
Secret Power
Solar Beam
Solar Blade
Take Down
Triple Axel
Upper Hand

Level 3
Acrobatics
Attract
Bide
Frustration
Giga Drain
Laser Focus
Low Sweep
Psych Up
Return
Trailblaze
Worry Seed

Level 4
Endure
Giga Impact
Healing Wish
Hidden Power (Fire)
Hyper Beam
Leaf Storm
Metronome
Natural Gift
Nature Power
Tera Blast
Victory Dance
cherrim.gif
cherrim-sunshine.gif

Flower (Cherrim)
Level 4 — EXP: 0 / 10

Timid nature ( Attack -1, Speed x1.15, Accuracy +10 )
Typing: Grass
Abilities: Flower Gift
Traits: Requires no Tech for their first Technique each battle.

HP: 85
Attack: 4 (-)
Defen.: 5
Sp.Atk: 6
Sp.Def: 6
Speed: 98 (+)
Size: 1
Weight: 1



Combinations (6 / 6)
Pollen Puff + Petal Blizzard
Growth + Solar Beam
Sunny Day + Flower Shield
Draining Kiss + Solar Blade
Toxic + Worry Seed
GrassWhistle + Hyper Beam

Movepool
Level 0
Aromatherapy
Bullet Seed
Dazzling Gleam
Energy Ball
Facade
Grass Whistle
Petal Blizzard
Play Rough
Protect
Rest
Round
Sleep Talk
Snore
Substitute
Swords Dance
Tackle
Toxic

Level 1
Captivate
Confide
Defense Curl
Double Team
Flash
Flower Shield
Grassy Terrain
Growth
Heal Pulse
Helping Hand
Leafage
Magical Leaf
Morning Sun
Pollen Puff
Razor Leaf
Safeguard
Seed Bomb
Sunny Day
Swagger
Sweet Scent
Synthesis
Tickle
Weather Ball

Level 2
Grass Knot
Grassy Glide
Leech Seed
Secret Power
Solar Beam
Solar Blade
Take Down

Level 3
Attract
Draining Kiss
Frustration
Giga Drain
Laser Focus
Lucky Chant
Petal Dance
Return
Rollout
Worry Seed

Level 4
Endure
Giga Impact
Healing Wish
Hidden Power (Fire)
Hyper Beam
Natural Gift
Nature Power

Team 8: Auto-Boost
Strategy: These Pokemon boost their stats just by coming in! They've gotta be broken!
Extra Items: :Razz berry:Razz Berry, :nanab berry:Nanab Berry, :full incense:Full Incense
:zebstrika::absol::tatsugiri:

:sv/zebstrika:
Zebstrika
Level 4

Docile nature ( No changes )
Typing: Electric
Abilities: Lightningrod, Motor Drive Hidden Ability: Sap Sipper
Traits: Requires no Tech for their first Technique each battle.

HP: 90
Attack: 7
Defen.: 5
Sp.Atk: 6
Sp.Def: 5
Speed: 116
Size: 4
Weight: 4


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

Movepool
Level 0
Facade
Light Screen
Protect
Quick Attack
Rest
Roar
Round
Screech
Signal Beam
Sleep Talk
Smart Strike
Snore
Substitute
Tail Whip
Thunder Wave
Thunderbolt
Toxic
Uproar
Wild Charge

Level 1
Agility
Charge
Confide
Discharge
Double Kick
Double Team
Eerie Impulse
Electric Terrain
Flash
Helping Hand
High Horsepower
Rage
Rain Dance
Rock Smash
Sand Attack
Shock Wave
Spark
Sunny Day
Swagger
Swift
Taunt

Level 2
Double-Edge
Feint
Low Kick
Secret Power
Supercell Slam
Take Down
Thunder

Level 3
Attract
Baton Pass
Body Slam
Bounce
Bulldoze
Charge Beam
Electro Ball
Electroweb
Flame Charge
Frustration
Laser Focus
Pursuit
Return
Stomp
Thrash
Trailblaze
Volt Switch

Level 4
Ally Switch
Endeavor
Endure
Giga Impact
Hidden Power (ice)
Hyper Beam
Ion Deluge
Magnet Rise
Me First
Overheat
Snatch
Tera Blast
:sv/absol:
Absol
Level 4

Hardy nature ( No changes )
Typing: Dark
Abilities: Pressure, Super Luck Hidden Ability: Justified

HP: 85
Attack: 9
Defen.: 5
Sp.Atk: 6
Sp.Def: 5
Speed: 75
Size: 3
Weight: 3


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

Movepool
Level 0
Aerial Ace
Air Slash
Calm Mind
Dark Pulse
Facade
Feint Attack
Flamethrower
Hone Claws
Ice Beam
Leer
Night Slash
Play Rough
Protect
Psycho Cut
Quick Attack
Rest
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Wave
Thunderbolt
Toxic
Will-O-Wisp
X-Scissor
Zen Headbutt

Level 1
Bite
Brutal Swing
Captivate
Confide
Counter
Curse
Cut
Detect
Double Team
Echoed Voice
False Swipe
Flash
Hail
Incinerate
Mud-Slap
Rain Dance
Rock Smash
Role Play
Sandstorm
Scratch
Shock Wave
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Water Pulse

Level 2
Assurance
Blizzard
Close Combat
Double-Edge
Dream Eater
Feint
Fire Blast
Focus Energy
Foul Play
Iron Tail
Megahorn
Nightmare
Payback
Punishment
Razor Wind
Secret Power
Stone Edge
Superpower
Thief
Thunder

Level 3
Attract
Baton Pass
Body Slam
Bounce
Charge Beam
Frustration
Fury Cutter
Headbutt
Hex
Icy Wind
Knock Off
Laser Focus
Psych Up
Pursuit
Return
Rock Tomb
Snarl
Throat Chop
Torment

Level 4
Endure
Future Sight
Giga Impact
Hidden Power (ice)
Hyper Beam
Magic Coat
Me First
Mean Look
Mimic
Natural Gift
Perish Song
Retaliate
Snatch
Spite
Wish
:sv/tatsugiri:
Tatsugiri
Level 4

Docile nature ( No changes )
Typing: Dragon/Water
Abilities: Commander Hidden Ability: Storm Drain

HP: 85
Attack: 4
Defen.: 5
Sp.Atk: 9
Sp.Def: 7
Speed: 82
Size: 1
Weight: 1


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

Movepool
Level 0
Dragon Pulse
Facade
Nasty Plot
Protect
Rest
Sleep Talk
Substitute
Surf

Level 1
Counter
Dragon Dance
Harden
Helping Hand
Mirror Coat
Rain Dance
Rapid Spin
Taunt
Water Gun
Water Pulse
Whirlpool

Level 2
Dragon Cheer
Hydro Pump
Take Down

Level 3
Baton Pass
Chilling Water
Icy Wind
Lunge
Muddy Water
Outrage

Level 4
Draco Meteor
Endure
Giga Impact
Hidden Power (ice)
Hyper Beam
Memento
Soak
Splash
Tera Blast

Sending out tatsugiri with nanab berry!
combos
Rain Dance + Hyper Beam
Dragon Cheer + Muddy Water
Nasty Plot + Icy Wind

:sv/tatsugiri::nanab berry:

FortColors to send out twice
Auto Boost to send out and order
FortColors to order twice
Auto Boost to order
 
sending out absol with razz berry and defence aid!
:sv/absol::razz berry:

combos
thief + will-o-wisp
throat chop + rock slide
swords dance + knock off


:sv/absol::razz berry:

knock off (groudon)

At the start of my turn, if groudon has a protective status and liligant-h has a protective status, use swords dance.
At the start of my turn, if groudon has a protective status, use knock off + swords dance (liligant-h).
At the start of my turn, if I am asleep, use sleep talk.
At the start of my turn, if able, use thief + will-o-wisp (groudon)
 
:bw/groudon::choice band:
Brick Break (absol)
[start of step] IF tatsu is to use hyper beam in combination targeting you, THEN use protect.
[start of step] IF tatsu is to use hyper beam in combination targeting lilligant, THEN use protect (lilligant)
[start of step] IF tatsu is to use muddy water, THEN use dig (absol).
[start of step] IF tatsu is to use rain dance not in combination, THEN use dig (absol).

:sv/lilligant-hisui:
Victory Dance + Giga Impact (absol)
 
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
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 85/85 EN: 30/30
8/6/3/6/121 | 3/2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost
:Tatsugiri:Tatsugiri :Nanab Berry:Nanab Berry
HP: 85/85 EN: 30/30
4/5/9/7/82 | 1/1
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol :Razz Berry:Razz Berry
HP: 85/85 EN: 30/30
9/5/6/5/75 | 3/3
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​


dice are d600, roll low to hit/crit/effect, roll high for multi hit
1746217179912.png

:Groudon::Lilligant-Hisui::Tatsugiri::Absol:
:Groudon: enters play, 1 tech used
:Groudon: creates sun (4r)
:Tatsugiri: gains +1 spA from storm drain (3t)
:Tatsugiri: eats their nanab berry +1 atk, spA, spe (3t)
:Absol: gains +1 atk, + 1 spA (6t)
:Absol: eats their razz berry +1 atk, spA, spe (3t)
Step 1:
:Lilligant-Hisui: giga dance
-7 en
free tech used
+1 atk, +1 spa, +1 spe (8t)
+3 crit and quickness from macho brace
(15 + 13 + 3 + 3 - 5 - 3) * 1.5 + 4 = 43
:Tatsugiri: cloud beam
-6 en
1 tech used
rain clouds form (5r)
(15 + 9 - 6) + 8 = 26 damage
:Absol: wants to use thief + wisp, but their team has used a combo this round, so they stay on knock
-3 en
408 crit no
(10 + 9 +3 - 10) + 8 = 20 damage
:Groudon: drops choice band
:Groudon: tries to use protect (set start of step), but every pokemon has already acted this step.
:Lilligant-Hisui: heals 3
Battlefield: rain (4r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 75/95 EN: 30/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 62/85 EN: 23/30
8/6/3/6/121 | 3/2
+1 atk, spA, spe (7t)
+ 3 crit (3t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 1 tech used
:Tatsugiri:Tatsugiri
HP: 85/85 EN: 24/30
4/5/9/7/82 | 1/1
+1 atk, +2 spA, +1 spe (2t)
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: 42/85 EN: 27/30
9/5/6/5/75 | 3/3
+2 atk, +2 spA, +1 spe (2t)
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​
FortColors to order
team auto boost to order
FortColors to order
 
Last edited:
:sv/lilligant-hisui::macho brace:
Triple Axel (Tatsugiri)
[start of turn] IF absol does not have protection, AND absol does not have endure status, THEN use Axe Kick (Absol)
[start of turn] IF tatsugiri has protection, THEN use sunny day.
[start of turn] IF tatsugiri is to use a water attack targeting groudon, THEN use Toxic + Grasswhistle (tatsu)
[start of turn] IF tatsugiri is to use counter, THEN use coaching.
 
Round 2
Battlefield: rain (4r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 75/95 EN: 30/30
11/10/6/7/104 | 6/12
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 62/85 EN: 23/30
8/6/3/6/121 | 3/2
+1 atk, spA, spe (7t)
+ 3 crit (3t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 1 tech used
:Tatsugiri:Tatsugiri
HP: 85/85 EN: 24/30
4/5/9/7/82 | 1/1
+1 atk, +2 spA, +1 spe (2t)
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: 42/85 EN: 27/30
9/5/6/5/75 | 3/3
+2 atk, +2 spA, +1 spe (2t)
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​

dice are d600, roll low to hit/crit/effect, roll high for multi hit
1746556301992.png

:Groudon::Lilligant-Hisui::Tatsugiri::Absol:
Step 1:
:Absol: protect
-4 en
:Absol: is protected
:Lilligant-Hisui:triple axel
-4 en
crit yes
(2 + 12 + 2 - 5) + 4 = 15 damage
4 + 2 = 6
6 + 2 = 8
why does this mon hurt so much
:Tatsugiri:nasty winds
-4 en
1 tech used
+2 spA (2t)
(5 + 9 - 6) * 1.5 + 16 * 2/3 = 19 damage
(5 + 9 - 6) * 1.5 + 16 * 2/3 = 19
-1 spe (3t)
:Groudon: sunny day
-8 en
sun created (5r)
:Lilligant-Hisui: heals 3
Battlefield: sun (4r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 56/95 EN: 22/30
11/10/6/7/104 | 6/12
-1 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 46/85 EN: 23/30
8/6/3/6/121 | 3/2
+1 atk, spA (6t)
+ 3 crit (2t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: 56/85 EN: 20/30
4/5/9/7/82 | 1/1
+1 atk, +1 spe (1t)
+4 spA (5t)
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: 42/85 EN: 23/30
9/5/6/5/75 | 3/3
+2 atk, +2 spA, +1 spe (1t)
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​
team auto boost to order
FortColors to order
team auto boost to order
 
Last edited:
:sv/absol:
aerial ace (liligant-h)

At the start of the step, if liligant-h is to use a fighting move targeting absol, use endure.
At the start of my turn, if liligant-h has a protective status, use water pulse (groudon).
At the start of my turn, if I am asleep, use sleep talk.
 
:sv/lilligant-hisui:
Axe Kick (Absol)

:bw/groudon:
Roar (Tatsugiri)
[start of step] IF tatsu is to use a water attack in combination targeting you, THEN use protect.
[start of step] IF tatstu is to use hyper beam in combination targeting you, THEN use protect.
[start of turn] if tatsu does not have protection, AND tatsu does not have decoy, THEN use dragon tail (tatsu)
 
Round 3
Battlefield: sun (4r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 56/95 EN: 22/30
11/10/6/7/104 | 6/12
-1 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 46/85 EN: 23/30
8/6/3/6/121 | 3/2
+1 atk, spA (6t)
+ 3 crit (2t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: 56/85 EN: 20/30
4/5/9/7/82 | 1/1
+1 atk, +1 spe (1t)
+4 spA (5t)
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: 42/85 EN: 23/30
9/5/6/5/75 | 3/3
+2 atk, +2 spA, +1 spe (1t)
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​

dice are d600, roll low to hit/crit/effect, roll high for multi hit
1746702860212.png

:Groudon::Lilligant-Hisui::Tatsugiri::Absol:
Step 1:
:Absol: endure
-4 en
:Absol: is ready for hard hits!
:Lilligant-Hisui:axe kick:Absol:
-5 en
crit yes
(12 + 13 + 3 + 3 - 5) * 1.5 + 4 = 43 damage
:Absol: endures!
:Tatsugiri:icy winds
-3 en
1 tech used
182, 154 hits yes
13, 555, 1 crit
+2 spA (2t)
(5 + 9 + 3 - 6) * 1.5 + 16 * 2/3 = 22 damage
(5 + 9 - 6) * 1.5 + 16 * 2/3 = 19
-1 spe (3t)
:Groudon:dragon tail:Tatsugiri:
-6 en
399 crit no
(6 + 11 - 5) * 1.5 = 17 damage
:Tatsugiri: loses stat stages
:Lilligant-Hisui: heals 3
Battlefield: sun (3r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 34/95 EN: 16/30
11/10/6/7/104 | 6/12
-2 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 30/85 EN: 18/30
8/6/3/6/121 | 3/2
+1 atk, spA (5t)
-1 spe (3t)
+ 3 crit (1t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: 39/85 EN: 17/30
4/5/9/7/82 | 1/1
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: 1/85 EN: 19/30
9/5/6/5/75 | 3/3
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​
FortColors to order
team auto boost to order
FortColors to order
 
:sv/lilligant-hisui:
Vacuum Wave (Absol)
[start of step] IF absol is to use a protective move targeting itself, AND tatsu is to use a protective move targeting itself, THEN use Synthesis
[start of step] IF absol is to use a protective move targeting itself, THEN use solar blade (tatsu)
[start of step] IF tatsugiri is to use a water type attack targeting groudon, THEN replace all upper hand (tatsu) with grasswhistle (tatsu)
 
Last edited:
Round 4
Battlefield: sun (3r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 34/95 EN: 16/30
11/10/6/7/104 | 6/12
-2 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 30/85 EN: 18/30
8/6/3/6/121 | 3/2
+1 atk, spA (5t)
-1 spe (3t)
+ 3 crit (1t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: 39/85 EN: 17/30
4/5/9/7/82 | 1/1
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: 1/85 EN: 19/30
9/5/6/5/75 | 3/3
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​

dice are d600, roll low to hit/crit/effect, roll high for multi hit
1746949417298.png

:Groudon::Lilligant-Hisui::Tatsugiri::Absol:
Step 1:
:Lilligant-Hisui:vacuum wave:Absol:
-2 en
crit yes
:Absol: faints!

:Tatsugiri:icy winds
-3 en
1 tech used
515, 563 hits yes
156 , 434 crit no
+2 spA (2t)
(5 + 9 - 6) * 1.5* 2/3 = 8 damage
(5 + 9 - 6) * 1.5 * 2/3 = 8
-1 spe (3t)
:Groudon:dragon claw:Tatsugiri:
-3 en
93 crit no
(8 + 11 - 5) * 1.5 = 20 damage
:Tatsugiri: loses stat stages
:Lilligant-Hisui: heals 3
Battlefield: sun (3r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 26/95 EN: 13/30
11/10/6/7/104 | 6/12
-2 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 25/85 EN: 16/30
8/6/3/6/121 | 3/2
+1 atk, spA (4t)
-1 spe (2t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: 19/85 EN: 17/30
4/5/9/7/82 | 1/1
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: ko/85 EN: 19/30
9/5/6/5/75 | 3/3
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​
team auto boost to order
FortColors to order
 
Round 5
Battlefield: sun (3r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 26/95 EN: 13/30
11/10/6/7/104 | 6/12
-2 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 25/85 EN: 16/30
8/6/3/6/121 | 3/2
+1 atk, spA (4t)
-1 spe (2t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: 19/85 EN: 17/30
4/5/9/7/82 | 1/1
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: ko/85 EN: 19/30
9/5/6/5/75 | 3/3
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​

dice are d600, roll low to hit/crit/effect, roll high for multi hit
1746984045796.png

:Groudon::Lilligant-Hisui::Tatsugiri::Absol:
Step 1:
:Lilligant-Hisui:vacuum kick!
-5 en
10 crit yes
(12 + 13 + 3 - 5) + 4 = 27 damage
:Tatsugiri: faints!
Battlefield: sun (3r)
Team FortColors 1 tech used
:Groudon:Groudon
HP: 26/95 EN: 13/30
11/10/6/7/104 | 6/12
-2 spe (2t)
Types: Ground
Abilities: Drought,
+10% Acc
:Lilligant-Hisui:Lilligant-Hisui:macho brace:Macho Brace
HP: 25/85 EN: 11/30
8/6/3/6/121 | 3/2
+1 atk, spA (4t)
-1 spe (2t)
recovery aid 3
quickness
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
Team Auto Boost 2 tech used
:Tatsugiri:Tatsugiri
HP: ko/85 EN: 17/30
4/5/9/7/82 | 1/1
Types: Dragon, Water
Abilities: Commander, Storm Drain
:Absol:Absol
HP: ko/85 EN: 19/30
9/5/6/5/75 | 3/3
defence aid
Types: Dark
Abilities: Pressure, Super Luck, Justified​
FortColors wins!
bp 100 + 100 + 200 * (26/95 + 25/85) + 200 * (24/60) = 200 + 114 + 80 = 396 bp
 
1746986888433.png

Team 5: Power Herb
Strategy: If any of these Pokemon get a round with Power Herb uncontested, the opponent is getting deleted.
Extra Items: :power herb:Power Herb x2, :life orb:Life Orb
:braviary::cradily::lunatone:

:sv/braviary:
Braviary
Level 4

Bashful nature ( No changes )
Typing: Normal/Flying
Abilities: Keen Eye, Sheer Force Hidden Ability: Defiant

HP: 95
Attack: 9
Defen.: 6
Sp.Atk: 4
Sp.Def: 6
Speed: 80
Size: 3
Weight: 3


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
Facade
Hone Claws
Iron Head
Leer
Protect
Rest
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Toxic
Whirlwind
Wing Attack
Work Up
Zen Headbutt

Level 1
Agility
Air Cutter
Confide
Cut
Double Team
Dual Wingbeat
Feather Dance
Helping Hand
Metal Claw
Peck
Rain Dance
Rock Smash
Roost
Scary Face
Steel Wing
Sunny Day
Swagger
Swift
Tailwind

Level 2
Assurance
Close Combat
Double-Edge
Fury Attack
Heat Wave
Hurricane
Pluck
Reversal
Secret Power
Sky Attack
Superpower
Take Down

Level 3
Acrobatics
Attract
Body Slam
Crush Claw
Fly
Frustration
Laser Focus
Return
Rock Tomb
Sky Drop
Thrash
U-turn

Level 4
Endure
Giga Impact
Hidden Power Grass
Hyper Beam
Retaliate
Tera Blast
:sv/cradily:
Cradily
Level 4

Quirky nature ( No changes )
Typing: Rock/Grass
Abilities: Suction Cups Hidden Ability: Storm Drain

HP: 90
Attack: 6
Defen.: 7
Sp.Atk: 6
Sp.Def: 8
Speed: 43
Size: 3
Weight: 4


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

Movepool
Level 0
Astonish
Bullet Seed
Constrict
Earth Power
Earthquake
Energy Ball
Facade
Protect
Rest
Rock Polish
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Toxic

Level 1
Acid
Amnesia
Ancient Power
Barrier
Captivate
Confide
Confuse Ray
Curse
Double Team
Flash
Grassy Terrain
Infestation
Mirror Coat
Mud-Slap
Pain Split
Recover
Rock Smash
Sandstorm
Seed Bomb
Sludge Bomb
Stealth Rock
Sunny Day
Swagger
Synthesis
Tickle
Wrap

Level 2
Bind
Double-Edge
Grass Knot
Ingrain
Leech Seed
Mega Drain
Meteor Beam
Power Whip
Rock Blast
Secret Power
Solar Beam
Spit Up
Stockpile
Stone Edge
String Shot
Swallow

Level 3
Attract
Body Slam
Brine
Bulldoze
Dig
Frustration
Gastro Acid
Giga Drain
Headbutt
Mud Shot
Psych Up
Return
Rock Tomb
Sludge Wave
Smack Down
Worry Seed
Wring Out

Level 4
Block
Endure
Giga Impact
Hidden Power Flying
Hyper Beam
Mimic
Natural Gift
:sv/lunatone:
Lunatone
Level 4

Hardy nature ( No changes )
Typing: Rock/Psychic
Abilities: Levitate
Traits: Requires no Tech for their first Technique each battle.

HP: 95
Attack: 4
Defen.: 5
Sp.Atk: 7
Sp.Def: 6
Speed: 70
Size: 2
Weight: 5


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

Movepool
Level 0
Calm Mind
Earth Power
Earthquake
Facade
Heal Block
Hypnosis
Ice Beam
Iron Head
Light Screen
Nasty Plot
Power Gem
Protect
Psychic
Reflect
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Tackle
Toxic
Zen Headbutt

Level 1
Ancient Power
Confide
Confusion
Cosmic Power
Defense Curl
Double Team
Flash
Hail
Harden
Helping Hand
Moonlight
Pain Split
Psychic Terrain
Psywave
Rain Dance
Recycle
Rock Throw
Safeguard
Sand Tomb
Sandstorm
Stealth Rock
Swagger
Swift
Weather Ball

Level 2
Blizzard
Double-Edge
Dream Eater
Grass Knot
Meteor Beam
Rock Blast
Secret Power
Stone Edge

Level 3
Acrobatics
Baton Pass
Body Slam
Bulldoze
Charge Beam
Frustration
Gyro Ball
Icy Wind
Laser Focus
Moonblast
Power Swap
Psych Up
Psyshock
Return
Rock Tomb
Rollout
Self-Destruct
Smack Down
Telekinesis

Level 4
Ally Switch
Embargo
Endure
Explosion
Future Sight
Giga Impact
Gravity
Hidden Power Flying
Hyper Beam
Magic Coat
Magic Room
Mimic
Natural Gift
Skill Swap
Stomping Tantrum
Stored Power
Trick Room
 
Last edited:
lunatone time!
trick room + reflect
hypnosis + swift
nasty plot + meteor beam

:sv/lunatone::leftovers:


round 1, fight!

:sv/lunatone::leftovers:
reflect + trick room

At the start of my turn, if liligant-h is to use a sleep inducing move and I am asleep, use sleep talk.
At the start of the step, if liligant-h is to use victory dance in combo targeting lunatone, use protect
At the start of the step, if groudon is to use a fire fang combo targeting lunatone, use protect.
At the start of the step, if llilgant-h is to use a victory dance in combo targeting braviary, use reflect + trick room
 
Last edited:
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