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Facility Battle Subway: Fort Colorcastle

3 winstreak resume!

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

krilowatt.png

Kennen (Krilowatt)
Level 4 — EXP: 0 / 10

Techniques:
Dynamax

Timid nature ( Attack -1, Speed x1.15, Accuracy +10 )
Typing: Water/Electric
Abilities: Trace, Magic Guard Hidden Ability: Minus

HP: 115
Attack: 5 (-)
Defen.: 5
Sp.Atk: 6
Sp.Def: 5
Speed: 121 (+)
Size: 1
Weight: 2



Combinations (6 / 6)
Volt Switch + Whirlpool
Chilling Water + Blizzard
Confuse Ray + Imprison
Aqua Jet + Safeguard
Electroweb + Waterfall
Charge + Wild Charge

Movepool
Level 0
Aqua Jet
Dazzling Gleam
Earth Power
Earthquake
Facade
Hone Claws
Ice Beam
Ice Punch
Ice Shard
Liquidation
Protect
Rest
Round
Signal Beam
Sleep Talk
Snore
Substitute
Surf
Tackle
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Waterfall
Wild Charge

Level 1
Bubble
Bubble Beam
Captivate
Charge
Confide
Confuse Ray
Counter
Cut
Detect
Discharge
Double Team
Echoed Voice
Eerie Impulse
Electric Terrain
Fairy Wind
Flash
Hail
Helping Hand
Magnetic Flux
Mirror Coat
Rain Dance
Recycle
Rock Smash
Safeguard
Shock Wave
Swagger
Swift
Thunder Shock
Water Gun
Water Pulse
Whirlpool

Level 2
Aqua Tail
Blizzard
Entrainment
Hydro Pump
Iron Tail
Low Kick
Payback
Rising Voltage
Secret Power
Thunder
Zap Cannon

Level 3
Attract
Bulldoze
Chilling Water
Dive
Electro Ball
Electroweb
Flip Turn
Follow Me
Frustration
Fury Cutter
Heart Swap
Icy Wind
Low Sweep
Mind Reader
Muddy Water
Pounce
Return
Scald
Speed Swap
Torment
Volt Switch

Level 4
Copycat
Endure
Fling
Giga Impact
Guillotine
Hidden Power (Grass)
Hyper Beam
Imprison
Me First
Metronome
Natural Gift
Sheer Cold
groudon.png

I, The Lord of Wind and Flame (Groudon)
Level 4 — 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 (6 / 6)
Thunder Punch + Dynamic Punch
Fire Fang + Bulldoze
Swords Dance + Precipice Blades
Rock Slide + Power-Up Punch
Safeguard + Heat Crash
Dragon Tail + Thunder Wave

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

Level 4
Block
Body Press
Endure
Eruption
Fissure
Fling
Giga Impact
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Overheat
Stomping Tantrum
Tera Blast
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
Sunny Day + Solar Blade
Axe Kick + Vacuum Wave
Sweet Scent + GrassWhistle
Triple Axel + Leaf Blade
Petal Blizzard + Pollen Puff

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

1747824780557.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 Dusknoir with safety goggles!
:sv/dusknoir::safety goggles:
shadow sneak + rock slide + confuse ray
will-o-wisp + embargo
body slam + icy wind
 
Sending out someone else for once

Krilowatt @ Scope Lens and Lilligant @ Macho Brace

:bw/krilowatt::scope lens:
:sv/lilligant-hisui::macho brace:


trace:
corviknight -> mirror armor
duksnoir -> frisk
kingambit -> pressure
 
Last edited:
sending out corviknight with leftovers!
metal sound + fake tears + air cutter
sky attack + screech
tailwind + payback

:sv/corviknight::leftovers:
brave bird (liligant-hisui)

At the start of the step, if liligant-hisui is to use a sleep inducing move targeting corviknight, use protect.
At the start of the step, if krillowatt is to use waterfall in combination, use protect.
At the start of the step, if an opposing pokemon is to use a protective move, use tail wind.
At the start of the step, if an opponent is to use safe guard, use brave bird(liligant-hisui.)
 
Last edited:
:sv/lilligant-hisui:
Grasswhistle (corviknight)

:bw/krilowatt:
Torment (dusknoir)
[start of step] IF dusknoir is to use shadow sneak in combination, THEN use aqua jet + safeguard (dusknoir)
[start of step] IF dusknoir is to use will-o-wisp not as combination, THEN use safeguard.
[start of step] IF dusknoir is to use confuse ray not as combination, THEN use safeguard.
[start of step] IF dusknoir is to use trick room, THEN use Imprison (Trick Room).
 
Round 1
Battlefield:
Team FortColors
:Lilligant-Hisui:Lilligant-Hisui: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
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
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 Stall
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 80/80 EN: 30/30
7/10/5/10/45 | 4/5
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 95/95 EN: 30/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve

dice are d600, roll low to hit/crit/effect, roll high for multi hit
1747894969908.png

:Groudon::Lilligant-Hisui::Krilowatt::Dusknoir::Corviknight:
:Krilowatt: traces mirror armor (6t)
:Dusknoir: frisks opponents
Step 1:
:Corviknight: protect
-4 en
:Corviknight: is protected!
:Krilowatt: safety jet!
-6 en
-1 tech
455 crit no
:Krilowatt: creates a safeguard (4r)
(4 + 5 + 3 - 10) = 1 damage

:Dusknoir: shadow slide
-6 en
1 tech used

8 + 7 + 3 - 6 * 2/3 = 8 damage :Lilligant-Hisui:
8 + 7 + 3 - 5 * 2/3 = 9 damage :Krilowatt:
:Lilligant-Hisui:grass whistle
-3 en
it is protected!
Battlefield:
Team FortColors 1 tech used safeguard (3r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 78/85 EN: 27/30
8/6/3/6/121 | 3/2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 24/30
5/5/6/5/121 | 1/2
trace (mirror armor) 5t
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 79/80 EN: 24/30
7/10/5/10/45 | 4/5
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 95/95 EN: 26/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve

FortColors to order
team Emmet to order
FortColors to order
 
Last edited:
:bw/krilowatt:
Electroweb + Waterfall
[start of step] IF corv is to use a protective move targeting itself, AND dusknoir is to use a protective move targeting itself, THEN use Charge.
[start of step] IF corv is to use a protective move targeting itself, AND dusknoir is to use trick room, THEN use Imprison (Trick Room)
[start of step] IF corv is to use a protective move targeting itself, THEN use Torment (Dusknoir)
[start of step] IF dusknoir is to use a protective move targeting itself, THEN use Electro Ball (Corviknight)
 
Round 2
Battlefield:
Team FortColors 1 tech used safeguard (3r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 78/85 EN: 27/30
8/6/3/6/121 | 3/2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 24/30
5/5/6/5/121 | 1/2
trace (mirror armor) 5t
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 79/80 EN: 24/30
7/10/5/10/45 | 4/5
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 95/95 EN: 26/30
6/8/4/6/67 | 4/4
Types: Flying, Steel
Abilities: Pressure, Unnerve

dice are d600, roll low to hit/crit/effect, roll high for multi hit
1747986527946.png

:Groudon::Lilligant-Hisui::Krilowatt::Dusknoir::Corviknight:
Step 1:
:Corviknight:endure
-4 en
:Corviknight:endures!
:Dusknoir: shadow sneak:Lilligant-Hisui:
-2 en
166 crit no
(4 + 7 + 3 - 6) = 8 damage
:Lilligant-Hisui: coaching
-3 en
+1 atk, +1 def (8t), +2 crit (3t) quickness :Lilligant-Hisui::Krilowatt:
:Lilligant-Hisui: recovery aid 2
:Krilowatt: electro fall!:Dusknoir::Corviknight:
-6 en
-1 tech
crits yes
(8 + 6 + 3 + 4 - 10) *2/3 = 7 damage
(8 + 6 + 3 + 4 - 6- 3) *3/2 * 2/3 = 12 damage
:Dusknoir: -1 spe (3t)
:Corviknight: mirror armor shenanigans, -1 spe (3t)
:Lilligant-Hisui: heals 2
:Corviknight: heals 6
Battlefield:
Team FortColors 2 tech used safeguard (2r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 72/85 EN: 23/30
8/6/3/6/121 | 3/2
+1 atk, +1 def (8t)
+2 crit (3t)
quickness
recovery aid 2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 18/30
5/5/6/5/121 | 1/2
trace (mirror armor) 4t
+1 atk, +1 def (7t)
+2 crit (2t)
quickness
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 22/30
7/10/5/10/45 | 4/5
-1 spe (3t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 89/95 EN: 22/30
6/8/4/6/67 | 4/4
-1 spe (3t)
Types: Flying, Steel
Abilities: Pressure, Unnerve

team Emmet to order
FortColors to order
team Emmet to order
 
Last edited:
:sv/corviknight::leftovers:
brave bird (liligant-hisui)

At the start of the step, if liligant-hisui is to use a fire attack in combination targeting corviknight, use protect.
At the start of my turn, if I am asleep, use sleep talk.
At the start of my turn, if krilowat is to use a special returning move and liligant-hisui does not have a protective status, use brave bird (liligant-hisui).
At the start of my turn, if liligant-hisui does not have a protective status, use air cutter + metal sound + fake tears.
 
:sv/lilligant-hisui:
Protect
[start of step] IF dusknoir is to use trick room, THEN use grasswhistle + sweet scent
[start of step] IF dusknoir is to use imprison, THEN use grasswhistle + sweet scent

:bw/krilowatt:
Wild Charge (Corviknight)
 
Round 3
Battlefield:
Team FortColors 2 tech used safeguard (2r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 72/85 EN: 23/30
8/6/3/6/121 | 3/2
+1 atk, +1 def (8t)
+2 crit (3t)
quickness
recovery aid 2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 18/30
5/5/6/5/121 | 1/2
trace (mirror armor) 4t
+1 atk, +1 def (7t)
+2 crit (2t)
quickness
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 22/30
7/10/5/10/45 | 4/5
-1 spe (3t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 89/95 EN: 22/30
6/8/4/6/67 | 4/4
-1 spe (3t)
Types: Flying, Steel
Abilities: Pressure, Unnerve


dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748003025575.png

:Groudon::Lilligant-Hisui::Krilowatt::Dusknoir::Corviknight:
Step 1:
:Lilligant-Hisui: protect
- 4 en
:Lilligant-Hisui: is protected
:Krilowatt: wild charge :Corviknight:
-4 en
crit yes
(9 + 5 + 3 + 4 - 6) * 1.5 + 4 = 27 damage
recoil lol magic guard
:Krilowatt: +1 charge
:Corviknight:brave bird :Lilligant-Hisui:
-3 en
it is protected!
:Dusknoir: future sight:Lilligant-Hisui:
-3 en
:Dusknoir: predicts damage!
:Lilligant-Hisui: heals 2
:Corviknight: heals 6
Battlefield:
Team FortColors 2 tech used safeguard (2r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 74/85 EN: 19/30
8/6/3/6/121 | 3/2
+1 atk, +1 def (7t)
+2 crit (2t)
quickness
future sight
recovery aid 2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 14/30
5/5/6/5/121 | 1/2
trace (mirror armor) 3t
+1 atk, +1 def (6t)
+2 crit (1t)
quickness
charge(1)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 19/30
7/10/5/10/45 | 4/5
-1 spe (3t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 68/95 EN: 19/30
6/8/4/6/67 | 4/4
-1 spe (3t)
Types: Flying, Steel
Abilities: Pressure, Unnerve​

FortColors to order
team Emmet to order
FortColors to order
 
:bw/krilowatt::scope lens:
Wild Charge (corviknight)
[start of step] IF corv is to use a protective move, AND dusknoir is to use a protective move, THEN use charge.
[start of step] IF corviknight is to use a protective move, THEN use Wild Charge (dusknoir)
 
:sv/coriknight::leftovers:
air cutter + metal sound + fake tears.

At the start of the step, if liligant-hisui is to use a sleep inducing move in combination, use sleep talk.
At the start of the step, if liligant-hisui is to use hide, use roost.

:sv/dusknoir::safety goggles:
psychic (liligant-hisui)

At the start of the step, if lilligant hisui is to use a sleep inducing move, use sleep talk.
At the start of the step, if liligant hisui is to use hide, use haze.
 
Round 4
Battlefield:
Team FortColors 2 tech used safeguard (2r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 74/85 EN: 19/30
8/6/3/6/121 | 3/2
+1 atk, +1 def (7t)
+2 crit (2t)
quickness
future sight
recovery aid 2
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 14/30
5/5/6/5/121 | 1/2
trace (mirror armor) 3t
+1 atk, +1 def (6t)
+2 crit (1t)
quickness
charge(1)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 19/30
7/10/5/10/45 | 4/5
-1 spe (3t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 68/95 EN: 19/30
6/8/4/6/67 | 4/4
-1 spe (3t)
Types: Flying, Steel
Abilities: Pressure, Unnerve​


dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748071094327.png

:Groudon::Lilligant-Hisui::Krilowatt::Dusknoir::Corviknight:
Step 1:
:Lilligant-Hisui: grass whistle + sweet scent
-6 en
:Corviknight::Dusknoir: are asleep (2t), -2 evasion (3t)
:Krilowatt: wild charge :Corviknight:
-4 en
crit yes
(9 + 5 + 3 + 4 + 4 - 6) * 1.5 + 4 = 33 damage
recoil lol magic guard
:Krilowatt: +1 charge
:Corviknight::Dusknoir:sleep talk
-2 en
sleep talk (3t)
:Lilligant-Hisui: heals 2
:Corviknight: heals 6
:Lilligant-Hisui: future sight damage
(12 + 5 - 6) * 1.5 = 17
Battlefield:
Team FortColors 2 tech used safeguard (1r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 59/85 EN: 13/30
8/6/3/6/121 | 3/2
+1 atk, +1 def (6t)
+2 crit (1t)
quickness
future sight
recovery aid 2
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 10/30
5/5/6/5/121 | 1/2
trace (mirror armor) 2t
+1 atk, +1 def (5t)
quickness
charge(2)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 17/30
7/10/5/10/45 | 4/5
-1 spe (2t)
sleep (1t)
eva -2 (2t)
sleep talk (3t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 41/95 EN: 17/30
6/8/4/6/67 | 4/4
-1 spe (2t)
sleep (1t)
eva -2 (2t)
sleep talk (3t)
Types: Flying, Steel
Abilities: Pressure, Unnerve​

team Emmet to order
FortColors to order
team Emmet to order
 
:sv/corviknight::leftovers:
brave bird (liligant-hisui)
At the start of the step, if liligant hisui is to use a protective move targeting itself, use roost.
At the start of the step, if krillowat is to use an electric attack targeting corviknight, use protect.
At the start of my turn, if lilgant hisui does not have a protective status, use air cutter + metal sound + fake tears.
At the start of my turn, if krillowat is to use mirror coat, use brave bird (liligant-hisui).
 
Round 5
Battlefield:
Team FortColors 2 tech used safeguard (1r)
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 59/85 EN: 13/30
8/6/3/6/121 | 3/2
+1 atk, +1 def (6t)
+2 crit (1t)
quickness
recovery aid 2
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 107/115 EN: 10/30
5/5/6/5/121 | 1/2
trace (mirror armor) 2t
+1 atk, +1 def (5t)
quickness
charge(2)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 1 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 17/30
7/10/5/10/45 | 4/5
-1 spe (2t)
sleep (1t)
eva -2 (2t)
sleep talk (3t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 41/95 EN: 17/30
6/8/4/6/67 | 4/4
-1 spe (2t)
sleep (1t)
eva -2 (2t)
sleep talk (3t)
Types: Flying, Steel
Abilities: Pressure, Unnerve​


dice are d600, roll low to hit/crit/effect, roll high for multi hit
1748164225983.png

:Groudon::Lilligant-Hisui::Krilowatt::Dusknoir::Corviknight:
Step 1:
:Dusknoir: ally switch
-3 en
:Dusknoir::Corviknight: change places!
:Lilligant-Hisui: coaching
-3 en
+1 atk, +1 def (8t), +2 crit (3t), quickness
:Krilowatt: guillotine!:Dusknoir:
-6 en
but ghosts cannot be beheaded!
:Corviknight:Horrendous Noise:Lilligant-Hisui::Krilowatt:
-5 en
tech used
20, 283 crits 1
-4 spD :Lilligant-Hisui::Krilowatt: 5t (after some mirror armor bounces)
(6 + 4 + 3 + 3 - 6) * 2 + 16 * 2/3 = 24 damage :Lilligant-Hisui:
(6 + 4 + 3 - 5) + 16 * 2/3 = 16 damage :Krilowatt:
:Lilligant-Hisui: heals 4
:Corviknight: heals 6
Battlefield:
Team FortColors 2 tech used
:Lilligant-Hisui:Lilligant-Hisui:macho brace:
HP: 39/85 EN: 10/30
8/6/3/6/121 | 3/2
+2 atk, +2 def (8t)
+3 crit (3t)
-4 spD (5t)
quickness
recovery aid 4
free tech used
Types: Grass, Fighting
Abilities: Chlorophyll, Hustle, Leaf Guard
+10% Acc
:Krilowatt:Krilowatt :Scope Lens:Scope Lens
HP: 91/115 EN: 4/30
5/5/6/5/121 | 1/2
trace (mirror armor) 1t
+2 atk, +2 def (7t)
quickness
+3 crit (2t)
-4 spD (5t)
charge(2)
Types: Water, Electric
Abilities: Trace, Magic Guard, Minus
+10% Acc
Team Energy Stall 2 tech used
:Dusknoir:Dusknoir :Safety Goggles:Safety Goggles
HP: 72/80 EN: 14/30
7/10/5/10/45 | 4/5
-1 spe (1t)
eva -2 (1t)
sleep talk (2t)
Types: Ghost
Abilities: Pressure, Frisk

:Corviknight:Corviknight :Leftovers:Leftovers
HP: 47/95 EN: 12/30
6/8/4/6/67 | 4/4
-1 spe (1t)
eva -2 (1t)
sleep talk (2t)
Types: Flying, Steel
Abilities: Pressure, Unnerve​

FortColors to order
team Emmet to order
FortColors to order
 
Last edited:
:sv/lilligant-hisui:
Teeter Dance
[start of step] IF corviknight is to use a multi-target move targeting you, THEN use Teeter Dance
[start of step] IF dusknoir is to use a protective move targeting itself, AND corv is to use a protective move targeting itself, THEN use chill.
[start of step] IF corv is to use a protective move targeting itself, THEN use psych up (dusknoir)
[start of step] IF dusknoir is to use a protective move targeting itself, THEN use psych up (corviknight)
 
:sv/corviknight::leftovers:
roost

At the start of my turn, if liligant-hisui is not covered and does not have protection, use air slash (liligant-hisui).
At the start of my turn, if liligant-hisui is not covered and does not have protection, use sky attack.

:sv/dusknoir::safety goggles:
psychic(liligant-hisui)

At the start of the step, if krilowatt is to use guillotine target corviknight, use ally swap.
At the start of the step, if krilowatt is to use an electric attack targeting dusknoir, disable sub 3 this step.
At the start of the step, if krillowatt is to use an electric attack targeting corviknight, use ally swap.
At the start of the turn, if able, use ice beam (liligant-hisui).
 
Last edited:
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