Completed [Beginners] djkslaf vs Mamoswindle

dana.png

"Welcome one welcome all to this match between the newcomer djkslaf and the returning trainer Mamoswindle, whilst this isn't a big match I'm sure it'll be just as exciting none-the-less"

Match Format: Singles
Team Size: 3
Species Restriction: On
Selection Size: 1
Disqualification Time: 48Hr
Battle Level: 0
Substitution Count: 2
Backpack Size: 6
Advanced Techniques: None
Technique Control: 0
Arena: BBP Arena
Team djkslaf

:sv/pawniard:
Pawniard PAWNIARD
Level 0 EXP 0 / 10

Nature: Serious
Typing: Dark/Steel
Abilities:
Defiant | Inner Focus Hidden Ability: Pressure

HP: 80
Attack: 6
Defen.: 5
Sp.Atk: 3
Sp.Def: 3
Speed: 60
Size: 1
Weight: 2

Moves


Level 0
Aerial Ace
Air Slash
Brick Break
Dark Pulse
Facade
Feint Attack
Flash Cannon
Hone Claws
Iron Head
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
:sv/ababo:
Ababo ABABO
Level 0 EXP 0 / 10

Nature: Serious
Typing: Fairy
Abilities:
Pixilate | Rattled Hidden Ability: Own Tempo

HP: 75
Attack: 3
Defen.: 2
Sp.Atk: 3
Sp.Def: 3
Speed: 38
Size: 1
Weight: 1

Moves


Level 0
Bulk Up
Dazzling Gleam
Facade
Flamethrower
Hyper Voice
Light Screen
Play Rough
Protect
Psychic
Rest
Shadow Ball
Sleep Talk
Substitute
Wild Charge
:sv/fawnifer:
Fawnifer FAWNIFER
Level 0 EXP 0 / 10

Nature: Serious
Typing: Grass
Abilities:
Overgrow Hidden Ability: Galvanize

HP: 80
Attack: 5
Defen.: 3
Sp.Atk: 4
Sp.Def: 3
Speed: 76
Size: 1
Weight: 1

Moves


Level 0
Brick Break
Bulk Up
Energy Ball
Facade
Hyper Voice
Leer
Protect
Quick Attack
Rest
Round
Signal Beam
Sleep Talk
Snore
Substitute
Swords Dance
Tackle
Toxic
Uproar
Wild Charge
Work Up

1x:oran berry:Oran Berry
1x:lum berry:Lum Berry
1x:lucky egg:Lucky Egg
1x:muscle band:Muscle Band
1x:wise glasses:Wise Glasses
1x:life orb:Life Orb
VS
Team Mamoswindle
Sparks (Rotom)
Level 0 EXP: 00 / 10

Quirky nature ( +None, -None )
Typing: Electric/Ghost
Abilities: Levitate
Has the command Forme Shift.

HP: 80
Atk: 4
Def: 6
SpA: 7
SpD: 6
Speed: 91
Size: 1
Weight: 1


Other Formes:

Rotom-Cut
Typing:
Electric/Grass
Ability: Levitate
Knows Leaf Storm while in this forme.

HP: 80
Atk: 5
Def: 8
SpA: 8
SpD: 8
Speed: 86
Size: 2
Weight: 3

Rotom-Freeze
Typing:
Electric/Ice
Ability: Levitate
Knows Blizzard while in this forme.

HP: 80
Atk: 5
Def: 8
SpA: 8
SpD: 8
Speed: 86
Size: 4
Weight: 5

Rotom-Heat
Typing:
Electric/Fire
Ability: Levitate
Knows Overheat while in this forme.

HP: 80
Atk: 5
Def: 8
SpA: 8
SpD: 8
Speed: 86
Size: 2
Weight: 3

Rotom-Spin
Typing:
Electric/Flying
Ability: Levitate
Knows Air Slash while in this forme.

HP: 80
Atk: 5
Def: 8
SpA: 8
SpD: 8
Speed: 86
Size: 1
Weight: 2

Rotom-Wash
Typing:
Electric/Water
Ability: Levitate
Knows Hydro Pump while in this forme.

HP: 80
Atk: 5
Def: 8
SpA: 8
SpD: 8
Speed: 86
Size: 3
Weight: 4

Movepool
Level 0:
Astonish
Dark Pulse
Defog
Facade
Hyper Voice
Light Screen
Nasty Plot
Protect
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Uproar
Will-O-Wisp
Anguish (Delcatty)
Level 1 0 EXP: 00 / 10
Serious nature ( +None, -None )
Typing: Normal
Abilities: Cute Charm, Normalize Hidden Ability: Wonder Skin (Locked)
HP: 85
Attack: 5
Defen.: 5
Sp.Atk: 4
Sp.Def: 4
Speed: 90
Size: 2
Weight: 3

Movepool
Level 0:
Calm Mind
Facade
Fake Tears
Feint Attack
Heal Bell
Hyper Voice
Ice Beam
Nasty Plot
Play Rough
Protect
Rest
Round
Shadow Ball
Sing
Sleep Talk
Snore
Strength
Substitute
Tackle
Tail Whip
Thunder Wave
Thunderbolt
Toxic
Uproar
Wild Charge
Work Up
Zen Headbutt
Florence (Mamoswine)
Level 1 0 EXP: 00 / 10
Hardy nature ( +None, -None )
Typing: Ice/Ground
Abilities: Oblivious, Snow Cloak Hidden Ability: Thick Fat (Locked)
HP: 100
Attack: 9
Defen.: 6
Sp.Atk: 5
Sp.Def: 5
Speed: 80
Size: 5
Weight: 7

Movepool
Level 0:
Avalanche
Earth Power
Earthquake
Facade
Horn Attack
Ice Beam
Ice Shard
Iron Head
Light Screen
Protect
Reflect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Tackle
Toxic
Whirlwind

1x:oran berry:Oran Berry
1x:lum berry:Lum Berry
1x:lucky egg:Lucky Egg
1x:muscle band:Muscle Band
1x:wise glasses:Wise Glasses
1x:life orb:Life Orb
Discord_B7oWCLzOaV.png

djkslaf sends out a mon and equips
Mamoswindle sends out, equips and orders
djkslaf orders
Mamoswindle refs
 
Last edited:
djkslaf don't worry about making moves or anything yet as you don't know what's on the other side, at this point it's just time to pick one of your pokemon and an item from your bag for them to hold such as this image to start the battle

firefox_p99XGdlqaN.png
 
Last edited:
Sending out Sparks the Rotom holding Wise Glasses

Rotom uses Forme Shift to turn into Rotom-Wash

:sv/rotom-wash: @ :wise glasses:

Will-O-Wisp ~ Hydro Pump ~ Hydro Pump
At start of step IF Pawniard is to use Protect THEN use Nasty Plot and push back
At start of step IF Pawniard is to us Toxic THEN use Substitute and push back
 
:sv/pawniard: @ Life Orb
Swords Dance ~ Night Slash ~ Night Slash
At start of step IF Rotom is to use Will-O-Wisp THEN use Protect and push back
At start of step IF Rotom is to use Toxic THEN use Protect and push back
At start of step IF Rotom is to use Thunder Wave THEN use Protect and push back
At start of step IF Rotom is to use Protect THEN use Swords Dance and push back
 
djkslaf just as a heads up, the number of substitutions you're allowed is based on the level of the game we're playing
Substitution Count - Default: Battle Level + 2, or 4, whichever is lower.
Must be a positive integer or zero. Specifies how many Substitutions a trainer may issue to each of their Pokemon in play, when they are issuing those Pokemon their orders.
So At level 0 we both get 2 substitutions each

But also a substitution can't cause confict with the substitutions before it, either in a way that would cause them to retroactively become true or false, or in a way that would cause them to loop
[10.8a] Observed Action Rule
If one substitution with an Action Clause has been evaluated as having observed an action, and another substitution posted later would trigger with a result clause that would change that observed action, in a way that would cause the first substitution's Action Clauses to either become true or to become false; instead, then that later substitution is illegal.

If the truth or falsehood of each of that first substitution's Action Clauses would not change, then this rule isn't relevant to the interaction.

Because most (but not all) interactions involving this rule would be infinite loops otherwise, this is also called the "Sub-Loop Rule". This rule prevents players posting orders later from using their substitutions to "cancel out" their earlier-posting opponents' substitutions.
The example in this case would be if my Rotom wants to Will-O-Wisp then Pawniard wants to protect, but if Pawniard wants to Protect then my Rotom wants to Nasty Plot, but then if my Rotom wants to do something other than Will-O-Wisp Pawniard wants to Swords Dance and if Pawniard wants to do something other than Protect my Rotom wants to Will-O-Wisp, making it impossible to resolve the action.

When ordering second specifically it help that you know exactly what the opponent can do so you don't have to substitute for things that might happen, such as my rotom has no intention to toxic, thunder wave or protect this turn, so you don't have to prepare subtitutions for it
 
ok then let me rewrite my substitutions...?
At start of step IF Rotom is to use Will-O-Wisp THEN use Protect and push back
 
One of the rules is that that substitution specifically isn't legal because it causes a looping circumstance, feel free to rewrite them, this is an unstaked game so instead of an illegal sub being ignored you're getting the chance to fix them

The point I was trying to make at the end is that since you're going second and you can know for certain what my moves are is that you don't have to substitute that you can just protect first move without substituting, the trade off is that it would trigger my substitutions.

However you can't instead make a substitution that will loop with one made earlier because it breaks rule 10.8a of the Battle-By-Post Comprehensive Rules
 
So the reason the match couldn't continue from the orders you made was because the substitution,
At start of step IF Rotom is to use Will-O-Wisp THEN use Protect and push back
breaks the rule in the handbook,
If one substitution with an Action Clause has been evaluated as having observed an action, and another substitution posted later would trigger with a result clause that would change that observed action, in a way that would cause the first substitution's Action Clauses to either become true or to become false; instead, then that later substitution is illegal.
and therefore is an illegal substitution. In a staked game this would mean the sub gets ignored without notice, however this is a casual game so you get notified about it and the chance to change your orders.

To fix it it needs to be an order that isn't going to change how a substitution before works. Normally going second use of substitutions is very limited as you don't need to plan for what might happen with the exception of RNG as you know exactly what your opponent will do, which in this case is Will-O-Wisp/Hydropump/Hydropump with substitute orders if you use Toxic or Protect. You can order Pawniard to Protect the Will-O-Wisp but then the Rotom with use Nasty Plot as per the substitute. What you can't do is substitute for Will-O-Wisp with Protect as it would loop with Rotoms subtitute to Nasty Plot as it retroactively changes if the clause that triggered it is true or false.

To continue you would have to reorder, without having a substitution that would retroactively affect rotoms substitutions.
 
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