Facility Battle Tree: Prismaticism

dusknoir.png

[Activate Gimmick 1] Aim ~ Brick Break ~ Rest



Battle Segment 2:
Round 1:

Team Prismat:
spinda.png

HP: 85/85 | EN: 100/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Empty
Wild Pokémon:
dusknoir.png

HP: 70/70 | EN: 100/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
1732253988251.png


Step 1:

:spinda: used Toxic !
Hit (<=540) = yes (462)
:dusknoir: was badly poisoned ! (dosage = 1)
7EN

:dusknoir: used Aim !
:dusknoir:'s accuracy rose sharply ! (6 turns)
5EN

:dusknoir: was hurt by the poison ! (-1 HP)
:dusknoir:'s poisoning worsened ! (+1 dosage)

Step 2:

:spinda: used Teeter Dance !
:Dusknoir: was confused !
5EN

:dusknoir: used Brick Break !
Crit (<=25) = no (411)
Damage: (8+0)*1.5+4 = 16
6EN
:dusknoir: hurt itself in confusion ! (-8 HP)

:dusknoir: was hurt by the poison ! (-2 HP)
:dusknoir:'s poisoning worsened ! (+2 dosage)

Step 3:

:spinda: used Shadow Ball !
Crit (<=25) = no (493)
Sp def drop (<=120) = no (577)
Damage: (8-2)*1.5 = 9
8EN

:dusknoir: used Rest !
:dusknoir: fell asleep !
+20HP, -15EN
:dusknoir: is no longer poisoned !
Team Prismat:
spinda.png

HP: 69/85 | EN: 80/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Empty
Wild Pokémon:
dusknoir.png

HP: 70/70 | EN: 74/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
Sleep (2t), +2 Accuracy (4t), Confused (1t)

gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
dusknoir.png

Activate Gimmick 2: Create a Terrain of your choosing (as if a terrain-summoning move was used), and also that Terrain cannot be changed for one (1) round.
Misty Terrain was created !

Brick Break ~ Brick Break ~ Brick Break

IF Spinda has a decoy THEN use Earthquake

Prismaticism to order
 
Round 2:
Team Prismat:
spinda.png

HP: 69/85 | EN: 80/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Empty
Wild Pokémon:
dusknoir.png

HP: 70/70 | EN: 74/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
Sleep (2t), +2 Accuracy (4t), Confused (1t)

gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
1732434156647.png

Misty Terrain was created for 5 rounds !
:dusknoir: is no longer asleep !

Step 1:

:spinda: used Fake Tears !
:dusknoir:'s sp def fell harshly ! (5 turns)
8EN

:dusknoir: used Brick Break !
Crit (<=25) = no (369)
Damage: (8+0)*1.5+4 = 16
6EN
:dusknoir: hurt itself in confusion ! (-8 HP)
:dusknoir: snapped out of confusion !

Step 2:

:spinda: used Shadow Ball !
Crit (<=25) = no (32)
Sp def drop (<=120) = no (128)
Damage: (8-2)*1.5+8 = 17
6EN

:dusknoir: used Brick Break !
Crit (<=25) = no (241)
Damage: (8+0)*1.5+4 = 16
6EN

Step 3:

:spinda: used Shadow Ball !
Crit (<=25) = yes (19)
Sp def drop (<=120) = no (306)
Damage: (8-2+3)*1.5+8 = 22
6EN

:dusknoir: used Brick Break !
Crit (<=25) = no (345)
Damage: (8+0)*1.5+4 = 16
6EN


Team Prismat:
spinda.png

HP: 21/85 | EN: 60/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (4R)
Wild Pokémon:
dusknoir.png

HP: 23/70 | EN: 56/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
+2 Accuracy (1t), -2 sp def (2t)

gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
Prismaticism to order
 
dusknoir.png

Brick Break ~ Brick Break ~ Brick Break

Round 3:
Team Prismat:
spinda.png

HP: 21/85 | EN: 60/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (4R)
Wild Pokémon:
dusknoir.png

HP: 23/70 | EN: 56/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
+2 Accuracy (1t), -2 sp def (2t)

gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist

1732907920405.png


Step 1:

:spinda: used Shadow Ball !
Crit (<=25) = no (590)
Sp def drop (<=120) = no (312)
Damage: (8-2)*1.5+8 = 17
6EN

:dusknoir: used Brick Break !
Crit (<=25) = no (515)
Damage: (8+0)*1.5+4 = 16
6EN

Step 2:

:spinda: used Shadow Ball
Damage: (8-2)*1.5+8 = 17
6EN
:dusknoir: was KO'ed !
Team Prismat:
spinda.png

HP: 5/85 | EN: 48/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (3R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
gurdurr.png

"How did you manage to lose to a freaking spinda huh ?"

Brick Break ~ Brick Break ~ Brick Break

IF Spinda is under the effects of Protection THEN use Aim
Prismaticism to order
 
Round 4:
Team Prismat:
spinda.png

HP: 5/85 | EN: 48/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (3R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 70/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist

1734535427366.png


Step 1:

:spinda: used Mud-Slap !
Crit (<=25) = no (490)
Damage: (4+2) = 6
8EN
:gurdurr:'s accuracy fell ! (2 turns)

Gurdurr used Brick Break !
Hit (<=300) = no (301|83)
But it missed !
6EN

Step 2:

:spinda: used Flash !
:gurdurr:'s accuracy stage fell ! (3 turns)
8EN

:gurdurr: used Brick Break !
But it missed !
6EN

Step 3:

:spinda: used Psychic !
Crit (<=25) = no (254)
Effect (<=60) = no (95)
Damage: (9+2)*1.5 = 17
7EN

:gurdurr: used Brick Break
but it missed !
6EN
Team Prismat:
spinda.png

HP: 5/85 | EN: 25/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (3R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 47/70 | EN: 82/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
-2 accuracy (1t)

 
:sv/gurdurr:

Activate Gimmick 2

The ref's critical checks, effect checks, and accuracy checks are Lucky for three (3) turns.
 
Team Prismat:
spinda.png

HP: 5/85 | EN: 25/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (3R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 47/70 | EN: 82/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist
-2 accuracy (1t)


Trek 2

Dice:
d24 for Critical Hits
d100 for most Effects
Other Dice will be specified

Spinda Psychic
C: [1=Yes]=6
E: [10>= Yes]=97
D: [9+5-3]*1.5=17
[17 D Gur] [7 E Spi]

Gurdurr Chill
[+12 E Gur]

Spinda Fake Out
C: [1=Yes]=13
D: [4+3+5-4]=8
[8 D Gur] [4 E Spi]

Gurdurr Flinched

Spinda Psychic
C: [1=Yes]=20
E: [10>= Yes]=88
D: [9+5-3]*1.5=17
[17 D Gur] [7 E Spi]

Gurdurr Chill
[+12 E Gur]

Team Prismat:
spinda.png

HP: 5/85 | EN: 6/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (2R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 5/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist

Having given up, the Gurdurr wonders why you keep attacking him...

:SV/Gurdurr:
Chill x3

Prismaticism to order
 
Team Prismat:
spinda.png

HP: 5/85 | EN: 6/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (2R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: 5/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist

Spinda Psychic
C: [1=Yes]=6
E: [10>= Yes]=97
D: [9+5-3]*1.5=17
[17 D Gur] [7 E Spi]
Gurdurr fainted

Prismaticism has won 1/2 matches.

Team Prismat:
spinda.png

HP: 5/85 | EN: 6/100
[5/5/5/5/60]
SC/WC: 2/1 | R/C: 2/5
Own Tempo, Tangled Feet
aromatisse.png

HP: 95/95 | EN: 100/100
[5/5/7/6/29]
SC/WC: 2/2 | R/C: 2/5
Healer
Field
Misty Terrain (2R)
Wild Pokémon:
dusknoir.png

HP: KO/70 | EN: 0/100
[5/7/4/7/45]
SC/WC: 4/5 | R/C: 2/5
Pressure, Frisk
gurdurr.png

HP: KO/70 | EN: 100/100
[8/4/4/3/40]
SC/WC: 2/3 | R/C: 2/5
Guts, Sheer Force, Iron Fist

Roleplay Segment 3 to come.
 
Roleplay Segment 3:

With the forest Pokemon safely handled, you turn your attention to finding the other human that is supposed to be around here. Perhaps they might know of a way back to your cabin? You press forward through the forest, progress slowed down by the thick woods. But trudge on you must, and finally after about an hour you find your way to a clearing.

There, in the clearing, is a very unusual structure. A relatively large building stands in front of you. However, this is no ramshackle hut in the woods or anything else that you would expect in this place, but rather a rust-colored corrugated metal. It is clear that this structure is some form of man-made, but who could have built it? Your mind immediately jumps to the thought of that other human, perhaps he had something to do with building the place?

You try to open the door, but annoyingly, it is locked shut. You try to knock a few times, to see if you can grab the attention of the (hopefully) human inside. But after several minutes of pounding, it is clear that it is of no use. If you hope to get back home, you're going to need help, and no mere locked door is going to stand in your way!

Prismaticism how will you open the locked door?
 
"The door might not open from the outside but it definitely will from the inside. Team, do we have any Fire left in us to smoke them out with?" To Prismat's dismay Ol' Factory could only shrug in reply and Pandemonium continued to wobble as if not hearing the question. Slightly disappointed, Prismat took a moment to think of an alternative solution. If smoke from a fire isn't possible perhaps a different kind of smoke is? With that idea, he jumped into action, ordering Ol' Factory to create the most abhorrent smell its capable of (Merit), and Pandemonium to bolster its efforts with Helping Hand. If anything inside the building has a nose it will be forced out while Prismat and Pandemonium are untouched thanks to their lost sense of smell.
 
Creating smells that would be considered a war crime is Ol' Factory's specialty, and they get to work concocting another nasty brew. Pandemonium contributes to the concoction with some very nasty farts courtesy of those berries he ate on the way here. Ol' Factory finishes the noxious gas, and saturates the unusual structure with it. At first nothing seems to happen, but then Prismat starts to hear a voice coming from inside the structure.

"Cabbage, what did you do?"
"Nothing, why does everything always have to be my fault...ACK!"
"It...hurck! It must be one of the locals!"

The sound of rushing footsteps can be heard, a lock unlocks, and then out comes a scientist and a Pokemon.

Spr_BW_Scientist_M.png
"Hack! Okay, who is the wise guy that's stinking up the place?!" He looks over to Prismat and identifies Ol' Factory as the problem immediately. "Why you little, Cabbage why don't you get some friends to take these rancid interlopers to the cleaners!"

celebi.png
"As you wish." The Celebi blinks out of existence, before coming back not a moment later with two powerful looking Pokemon. "Ah, this should do nicely. Well, off you go!"

Rolls [1d36]=36,31=Volcarona and Sigilyph

Volcarona
Bug/Fire
Flame Body, Swarm

CR -1: 70/3/3/7/7/100 | 3/3

Moves
Aerial Ace
Air Slash
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Facade
Flamethrower
Harden
Poison Jab
Protect
Psychic
Round
Signal Beam
Toxic
Zen Headbutt

Solar Beam
Fiery Dance
Quiver Dance
Rest
Snore
Sigilyph
Psychic/Flying
Wonder Skin, Magic Guard, Tinted Lens

CR -1: 70/4/5/7/5/97 | 3/2

Moves
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt

Charge Beam
Imprison
Rest
Snore
Whirlwind

Despite the two Pokemon clearly being wild, Celebi seems to have some significant sway over them. The Scientist orders Sigilyph to attack first!

Prismaticism to order vs Sigilyph
 
Sending out Ol' Factory the Aromatisse :ss/aromatisse:

Dazzling Gleam - Dazzling Gleam - Dazzling Gleam

Once, at start of turn, if Aromatisse is Asleep, use Sleep Talk
Start of turn, if able, use Light Screen if it is step 1 and use Nasty Plot if it is step 2 and use Thunderbolt if it is step 3
 
Team Prismat:
:Aromatisse:
Ol' Factory
HP: 95/95
EN: 100/100
Stats: 5/5/7/6/29
S/W: 2/2
Abilities: Healer
Other: None

:Spinda:
Pandemonium
HP: 85/85
EN: 100/100
Stats: 5/5/5/5/60
S/W: 2/1
Abilities: Own Tempo, Tangled Feet
Other: Hax (+2 Evasion)

Team Scientist:
:Sigilyph:
Sigilyph
HP: 70/70
EN: 100/100
Stats: 4/5/7/5/97
S/W: 3/2
Abilities: Wonder Skin, Magic Guard, Tinted Lens
Other: None
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

:Volcarona:
Volcarona
HP: 70/70
EN: 100/100
Stats: 3/3/7/7/100
S/W: 3/3
Abilities: Flame Body, Swarm
Other: None
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

Used Effects:
1. If the weather is clear, create a weather of your choosing (as if a weather-summoning move was used), and also that weather cannot be changed for one (1) round.
2. Create a Terrain of your choosing (as if a terrain-summoning move was used), and also that Terrain cannot be changed for one (1) round.
3. The ref's critical checks, effect checks, and accuracy checks are Lucky for three (3) turns.
4. None?

Round 1:

Sigilyph Imprison
Light Screen Imprisoned 5R
[10 E Sig]

Aromatisse Dazzling Gleam
C: [1=Yes]=14
D: [8+3+7-5]=13
[13 D Sig] [6 E Aro]

Sigilyph Flash Cannon
C: [1=Yes]=18
E: [10>= Yes]=87
D: [8+7-6]*2+4=22
[22 D Aro] [6 E Sig]

Aromatisse Nasty Plot
[+2 SpA 5t] [14 E Aro]

Sigilyph Flash Cannon
C: [1=Yes]=11
E: [10>= Yes]=97
D: [8+7-6]*2+4=22
[22 D Aro] [6 E Sig]

Aromatisse Thunderbolt
C: [1=Yes]=21
E: [10>= Yes]=78
D: [9+7-5]*1.5+8=25
[25 D Sig] [7 E Aro]

Spr_BW_Scientist_M.png
"Bah, this Sigilyph is taking too much damage. Cabbage, do something!"

celebi.png
"Hmm, I think we have something in the base that can help."

The Celebi rummages around in the building for a minute, before coming out with a large, wooden Pokemon doll.

Spr_BW_Scientist_M.png
"Wait what are you doing with Mr. Plank!?"

The Celebi does not heed the scientist's protests, as it goes to put it in front of the Sigilyph, making a makeshift substitute. It does this with a throw...which misses it's mark and lands with a thud on the Sigilyph's head. Ouch.

Gimmick 2 Activate: The ref's Pokemon loses 5 HP and gains a 5 HP Decoy.

Team Prismat:
:Aromatisse:
Ol' Factory
HP: 51/95
EN: 73/100
Stats: 5/5/7/6/29
S/W: 2/2
Abilities: Healer
Other: +2 Special Attack (3t)

:Spinda:
Pandemonium
HP: 85/85
EN: 100/100
Stats: 5/5/5/5/60
S/W: 2/1
Abilities: Own Tempo, Tangled Feet
Other: Hax (+2 Evasion)

Team Scientist:
:Sigilyph:
Sigilyph
HP: 27/70
EN: 100/100
Stats: 4/5/7/5/97
S/W: 3/2
Abilities: Wonder Skin, Magic Guard, Tinted Lens
Other: Substitute (5 HP)
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

:Volcarona:
Volcarona
HP: 70/70
EN: 100/100
Stats: 3/3/7/7/100
S/W: 3/3
Abilities: Flame Body, Swarm
Other: None
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

Used Effects:
1. If the weather is clear, create a weather of your choosing (as if a weather-summoning move was used), and also that weather cannot be changed for one (1) round.
2. Create a Terrain of your choosing (as if a terrain-summoning move was used), and also that Terrain cannot be changed for one (1) round.
3. The ref's critical checks, effect checks, and accuracy checks are Lucky for three (3) turns.
4. None?

Field: Imprison [Light Screen] 4R

Prismaticism to order
 
Team Prismat:
:Aromatisse:
Ol' Factory
HP: 51/95
EN: 73/100
Stats: 5/5/7/6/29
S/W: 2/2
Abilities: Healer
Other: +2 Special Attack (4t)

:Spinda:
Pandemonium
HP: 85/85
EN: 78/100
Stats: 5/5/5/5/60
S/W: 2/1
Abilities: Own Tempo, Tangled Feet
Other: Hax (+2 Evasion)

Team Scientist:
:Sigilyph:
Sigilyph
HP: 27/70
EN: 100/100
Stats: 4/5/7/5/97
S/W: 3/2
Abilities: Wonder Skin, Magic Guard, Tinted Lens
Other: Substitute (5 HP)
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

:Volcarona:
Volcarona
HP: 70/70
EN: 100/100
Stats: 3/3/7/7/100
S/W: 3/3
Abilities: Flame Body, Swarm
Other: None
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

Used Effects:
1. If the weather is clear, create a weather of your choosing (as if a weather-summoning move was used), and also that weather cannot be changed for one (1) round.
2. Create a Terrain of your choosing (as if a terrain-summoning move was used), and also that Terrain cannot be changed for one (1) round.
3. The ref's critical checks, effect checks, and accuracy checks are Lucky for three (3) turns.
4. None?

Field: Imprison [Light Screen] 4R

Round 2

Sigilyph Flash Cannon
C: [1=Yes]=17
E: [10>= Yes]=82
D: [8+7-6]*2+4=22
[22 D Aro] [6 E Sig]

Aromatisse Round
C: [1=Yes]=14
D: [6+7-5]+8=16
[16 D Sig] [5 E Aro]

Sigilyph Flash Cannon
C: [1=Yes]=20
E: [10>= Yes]=57
D: [8+7-6]*2+4=22
[22 D Aro] [6 E Sig]

Aromatisse Round
C: [1=Yes]=23
D: [6+6+7-5]+8=22
[22 D Sig] [5 E Aro]

Team Prismat:
:Aromatisse:
Ol' Factory
HP: 7/95
EN: 63/100
Stats: 5/5/7/6/29
S/W: 2/2
Abilities: Healer
Other: +2 Special Attack (2t)

:Spinda:
Pandemonium
HP: 85/85
EN: 100/100
Stats: 5/5/5/5/60
S/W: 2/1
Abilities: Own Tempo, Tangled Feet
Other: Hax (+2 Evasion)

Team Scientist:
:Sigilyph:
Sigilyph
HP: KO/70
EN: 66/100
Stats: 4/5/7/5/97
S/W: 3/2
Abilities: Wonder Skin, Magic Guard, Tinted Lens
Other: Substitute (5 HP)
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

:Volcarona:
Volcarona
HP: 70/70
EN: 100/100
Stats: 3/3/7/7/100
S/W: 3/3
Abilities: Flame Body, Swarm
Other: None
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.

Used Effects:
1. If the weather is clear, create a weather of your choosing (as if a weather-summoning move was used), and also that weather cannot be changed for one (1) round.
2. Create a Terrain of your choosing (as if a terrain-summoning move was used), and also that Terrain cannot be changed for one (1) round.
3. The ref's critical checks, effect checks, and accuracy checks are Lucky for three (3) turns.
4. None?

Field: Imprison [Light Screen] 3R

:Volcarona: Volcarona is sent out!

Prismaticism to order
 
Switching to :ss/spinda: Pandemonium

Rock Slide - Rock Slide - Rock Slide

Once, at start of step, if Volcarona is to use Aim and is not to use Aim on any other step, use Fake Out
Start of turn, if Volcarona has Protection, use Calm Mind
 
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