Frosty vs akela in the Grass Gym.

Rules said:
4vs4 doubles Strongmons
MONOTYPE
Arena: Grass Gym (Pwnemon's HYPERNATURAL emporium or whatever that is)
Subs: 3
Item: Yes
2 Recovery/5 Chill
Abilities: One

Also:
Also, and to clarify: When I said "Pwne's gym" I am including the "blind switch every round including the first" rule that he uses.

Unless akela objects.

Frosty's team:
477.png

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
Type:
Ghost:
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Abilities:
Pressure:
(Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks (79/96):
Astonish (*)
Attract
Bind
Blizzard
Brick Break
Bulldoze
Calm Mind
Charge Beam
Confuse Ray (*)
Counter
Curse
Dark Pulse
Destiny Bond (*)
Disable (*)
Double Team
DynamicPunch
Earthquake
Embargo
Endure
Facade
Faint Attack
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight (*)
Frustration
Future Sight
Giga Impact
Gravity
Grudge
Helping Hand
Hex
Hidden Power Water
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison (*)
Leer (*)
Mean Look
Memento
Metronome
Night Shade (*)
Pain Split (*)
Payback
Protect
Psych Up
Psychic
Pursuit (*)
Rain Dance
Rapid Spin
Return (*)
Rest
Rock Slide
Rock Tomb
Round
Shadow Ball
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thief
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room

609.png

Chandelure [Jalhalla] (M)

Nature: Timid (+ Speed, - Attack, +10%acc)

Type: Ghost / Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flame Body:
(Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag (DW): [UNLOCKED] (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+) (+10%acc)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC 5/5

Attacks (48/62):
Acid
Acid Armor
Astonish
Calm Mind
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Haze
Heat Wave
Hex
Hidden Power Water (7)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
Snore
Solarbeam
Spite
Substitute
Sunny Day
Taunt
Telekinesis
Toxic
Trick
Trick Room
Will-o-Wisp
NecturnaSprite_FrontNorm.png

Diababa [Necturna] (F)
Nature: Impish (+Def, -SpA)

Type: Grass/Ghost

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

Telepathy (UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 2
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves (66/66 - Movepool Complete!) :
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustation
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power Ice (7BP)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch (Helping Hand)
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed
302.gif

Sableye (Zant) (M)

Types: Ghost/Dark
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Nature: Brave (+1 Atk, -15% spe, -10% evasion)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16


Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

EC:Not Aplicable
MC:0
DC:5/5

Attacks (44/105):
Astonish
Confuse ray
Counter
Dark Pulse
Detect
Endure
Faint attack
Fake Out
Feint
Fire Punch
Focus Punch
Foresight
Foul play
Fury Swipes
Helping Hand
Ice Punch
Knock off
Leer
Low Kick
Magic Coat
Mean look
Metal Burst
Night Shade
Pain Split
Payback
Power gem
Protect
Punishment
Recover
Scratch
Shadow Sneak
Shadow ball
Shadow claw
Sleep Talk
Snatch
Substitute
Sucker Punch
Taunt
Thief
Thunderpunch
Torment
Toxic
Trick
Will-o-Wisp
Zen headbutt

akela's team:
Archeops [Mor] [F]
567.png

Lonely Nature (+1 ATK, -1 Def)
Types: Rock/Flying
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Egg Group: Flying/Water 3
Ability:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0

Attacks: (70/70)
Level Up
Acrobatics
Agility
AncientPower
Crunch
Double Team
Dragon Claw
DragonBreath
Endeavor
Leer
Pluck
Quick Attack
Quick Guard
Rock Slide
Rock Throw
Scary Face
Thrash
U-Turn
Wing Attack
Egg
Bite
Defog
Dragon Pulse
Earth Power
Head Smash
Knock Off
Steel Wing
Tutor
Aqua Tail
Bounce
Heat Wave
Iron Defense
Iron Tail
Outrage
Roost
Sky Attack
Sleep Talk
Snore
Stealth Rock
Tailwind
Uproar
TM/HM
Aerial Ace
Attract
Bulldoze
Cut
Dig
Dragon Tail
Earthquake
Facade
Fly
Focus Blast
Frustration
Giga Impact
Hidden Power (BAP: 7; Type: Electric)
Hone Claws
Hyper Beam
Protect
Rest
Return
Rock Polish
Rock Smash
Rock Tomb
Roar
Round
Sandstorm
Shadow Claw
Smack Down
Stone Edge
Substitute
Swagger
Taunt
Torment
Toxic
Carracosta [Oo] [F]
565.png

Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Group: Water 1/Water 3
Abilities:
Solid Rock (Passive):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP:
100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 27 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks: (65/65)
Level Up
AncientPower
Aqua Jet
Aqua Tail
Bide
Bite
Brine
Crunch
Curse
Hydro Pump
Protect
Rain Dance
Rock Slide
Rollout
Shell Smash
Smack Down
Water Gun
Wide Guard
Withdraw
Egg
Body Slam
Flail
Iron Defense
Knock Off
Rock Throw
Slam
Water Pulse
Whirlpool
Tutor
Block
Earth Power
Icy Wind
Iron Head
Iron Tail
Low Kick
Sleep Talk
Snore
Stealth Rock
Superpower
TM/HM
Attract
Blizzard
Bulldoze
Dig
Dive
Double Team
Earthquake
Facade
Focus Blast
Frustration
Giga Impact
Hidden Power (Type: Fire; BAP: 7)
Hyper Beam
Ice Beam
Rest
Return
Rock Polish
Rock Smash
Rock Tomb
Round
Sandstorm
Scald
Stone Edge
Strength
Substitute
Surf
Swagger
Toxic
Waterfall
Gigalith [Run] [M]
runthegigalith_zps68240685.png

Sassy Nature (+1 SpD, -15% Speed, -10% Evasion)
Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Group: Mineral
Abilities:
Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sand Force (Passive):This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 21 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 9/9
MC: max
DC: 5/5

Attacks: (49/49)
Level Up
Explosion
Harden
Headbutt
Iron Defense
Mud-Slap
Power Gem
Rock Blast
Rock Slide
Sand-Attack
Sandstorm
Smack Down
Stealth Rock
Stone Edge
Tackle
Egg
Autotomize
Curse
Gravity
Heavy Slam
Lock-On
Magnitude
Rock Tomb
Take Down
Tutor
Block
Earth Power
Sleep Talk
Snore
Superpower
TM/HM
Attract
Bulldoze
Double Team
Earthquake
Facadae
Flash Cannon
Frustration
Giga Impact
Hidden Power (Type: Ice; BAP: 7)
Hyper Beam
Iron Head
Protect
Rest
Return
Rock Polish
Rock Smash
Round
SolarBeam
Strength
Substitute
Swagger
Toxic
Crustle [Core] [F]
558.png

Brave Nature (+1 Atk, -15% Speed, -10% Evasion)
Types: Bug/Rock
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Groups: Bug/Mineral
Abilities:
Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor (Toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks: (56/56)
Level Up
Bug Bite
Faint Attack
Flail
Fury Cutter
Rock Blast
Rock Polish
Rock Slide
Rock Wrecker
Sand-Attack
Shell Smash
Slash
Smack Down
Stealth Rock
Withdraw
X-Scissor
Egg
Counter
Curse
Endure
Night Slash
Sand Tomb
Spikes
Tutor
Block
Iron Defense
Knock Off
Sleep Talk
Snore
TM/HM
Aerial Ace
Attract
Bulldoze
Cut
Dig
Double Team
Earthquake
Facade
Frustration
Giga Impact
Hidden Power Ice 7
Hone Claws
Hyper Beam
Poison Jab
Protect
Return
Rock Smash
Rock Tomb
Round
Sandstorm
Shadow Claw
SolarBeam
Stone Edge
Strength
Struggle Bug
Substitute
Swagger
Swords Dance
Toxic

akela specifies whether or not the blind switch in is accepted.
IF akela says yes, THEN: Blind switch in occurs.
Frosty equips.
akela equips/orders.
Frosty orders.
I ref.

IF akela says no, THEN: Frosty sends out/equips.
akela sends out/equips/orders.
Frosty orders.
I ref.
 
Coolio.

Also, before we can PM mons, P2X7 needs to roll for the weather (sand, sun or rain)

For reference here is the arena:

Welcome to Pwnemon's Nature Emporium!

...What, are you surprised that I'm leading you indoors? You say a Nature Emporium should be out in nature? You know I'm always in pursuit of the best: Nature wasn't natural enough for me, so I made an arena that was supernatural! No, wait, that word's been taken... HYPERNATURAL! Pwnemon's Hypernatural Emporium. I like it.

Anyway, what do we do in here? We stimulate the senses of grass-type Pokemon by rapidly cycling between all the common natural types of weather—sun, rain, and sandstorms (no, you're not the first person to point out that sandstorms aren't common, shut up and battle me). Such stimulation drives these Pokemon into overdrive, unleashing their full natural talent. Unfortunately, it also causes them to produce bucketloads of sap—even the ones not based on trees shut up—which is a bug that will be fixed at a later date but until then grants them all the ability Sticky Hold! So yeah, aside from the endangered animal pet store in the back of questionable legality, that's basically all we do here. Now let's battle!

Summary: (if youre really too lazy to read my minimal flavor smh)
  • Cycles between Rain, Sand, and Sun every round
  • Grass-types all have Sticky Hold
 
I will go with Bongo Bongo the Dusknoir with Expert Belt and Pressure and Diababa the Necturna with Rare Candy and Telepathy.

Sending out Carracosta @ Rare Candy.
Crustle @ Amulet Coin

And with a flash of light that illuminates the arena that has been darkened by the presence of rain, both trainers have their starting duos, and are ready to fight.


477.png

Dusknoir [Bongo Bongo] (M)
HP
: 90
Energy: 100
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion

NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 100
Energy: 100
Stats: 5(6)/5/2/5(6)/81
Abilities: Telepathy / Sticky Hold
Other: None

565.png

Carracosta [Oo] (F)
HP
: 100
Energy: 100
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

558.png

Crustle [Core] (F)
HP
: 100
Energy: 100
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion

Huh...... It turns out that this is a one-ability battle, thus akela still has to tell me which abilities were chosen, so I guess you guys could re-send in mons if you want. Edit: I just got a PM from akela telling me said abilities, so the battle can continue, I guess.
 
Last edited:
Crustle: X-Scissor (Necturna) > Poison Jab (Necturna) > X-Scissor
Carracosta: Ice Beam (Necturna) > Icy Wind > Ice Beam (Necturna)
 
You want to be a gym leader, so I will go out and say it: You left yourself wide open without subs and with this set of orders. Which is particularly bad considering that you have a x4 weak pokemon out. If you want to be offensive, make sure that you can deal as much damage as your opponent. If you can't, then be defensive and wait to try your luck ordering last.

2 cents.

Diababa/Necturna: Leaf Storm (Carracosta) - Helping Hand (Dusknoir) - Leaf Blade (Carracosta)
Bongo Bongo/Dusknoir
: Helping Hand (Diababa) - Rock Slide - Hidden Power Water (Crustle)
 
Pre-round:

Rain (Permanent)

477.png

Dusknoir [Bongo Bongo] (M)
HP
: 90
Energy: 100
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion

NecturnaSprite_FrontNorm.png

Diababa [Necturna] (F)
HP
: 100
Energy: 100
Stats: 5(6)/5/2/5(6)/81
Abilities: Telepathy / Sticky Hold
Other: None

565.png

Carracosta [Oo] (F)
HP
: 100
Energy: 100
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

558.png

Crustle [Core] (F)
HP
: 100
Energy: 100
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion

Frosty decides to teach akela a lesson, as Dusknoir gives its ally a Helping Hand by cheering it on, allowing Nectuna to unleash a devasting Storm of Leaves that inflicts incredible damage on Carracosta. Crustle then charges at Necturna and attacks it by using its claws in a Scissoring motion, as Carracosta manages to recover from its grievous injuries and fires a Beam of Icy, liquid nitrogen-like energy at Necturna as well, who then decides to return the favor given by its ally and gives Dusknoir a Helping Hand in return, energizing the Rock Slide that it drops on its enemies, but not before Crustle Jabs at Necturna with a Poisonous claw, envenomating it. Carracosta then blows an Icy-cold Wind at its foes, slowing them down. Necturna isn't much affected by this, however, and slashes at Carracosta with a Blade made of Leaves, heavily wounding it, but Crustle then attacks it with another Scissoring motion, then gets knocked back as Dusknoir blasts it with a Hidden, oceanic Power. As the round comes to a close, the rain clouds above the arena fade away to give way to a sandstorm that blows in from an undisclosed location.
Action 1:
Dusknoir used Helping Hand
-18 energy

Necturna used Leaf Storm
[to crit <625] 4044 no
[(28 + 3 + 3 + 1 - 4.5 - 2) * 2.25] = 64.125 damage
Necturna's Special Attack fell (-2 Sp.Atk)
-8 energy

Crustle used X-Scissor
[to crit <625] 4911 no
(8 + 3 + 6 - 7.5) = 9.5 damage
-5 energy

Carracosta used Ice Beam
[to crit <625] 5143 no
[to freeze <1000] 1205 no
[(10 + 6 - 7.5) * 1.5] = 12.75 damage
-7 energy

Action 2:
[speed tie: 1=Dusknoir, 2=Crustle] 2 (Crustle)

Necturna used Helping Hand
-12 energy

Crustle used Poison Jab
[to crit <625] 8186 no
[to poison <3000] 1147 yes
(8 + 6 - 7.5) = 6.5 damage
Necturna was poisoned
-6 energy

Dusknoir used Rock Slide
[to crit Carracosta <625] 7564 no
[to crit Crustle <625] 4099 no
[to flinch Carracosta <3000] 5488
(12 + 7.5 - 8.5) = 10.5 damage (Carracosta)
[(12 + 7.5 - 7.5 - 1) * 1.5] = 16.5 damage (Crustle)
-6 energy

Carracosta used Icy Wind
[to hit Necturna <9500] 5202 yes
[to crit Dusknoir <625] 7137 no
[to crit Necturna <625] 6792 no
(6 + 6 - 7.5) = 4.5 damage (Dusknoir)
[(6 + 6 - 7.5) * 1.5] = 6.75 damage (Necturna)
-5 energy

-2 HP (Necturna) [Poison]

Action 3:
Necturna used Leaf Blade
[to crit <1250] 5760 no
[(9 + 3 + 1 + 7.5 - 8.5 - 2) * 2.25] = 21.375 damage
-6 energy

Crustle used X-Scissor
[to crit <625] 8031 no
(8 + 3 + 6 - 7.5) = 9.5 damage
-5 energy

Carracosta used Ice Beam
[to crit <625] 3072 no
[to freeze <1000] 3110 no
[(10 + 6 - 7.5) * 1.5] = 12.75 damage
-7 energy

Dusknoir used Hidden Power
[to crit <625] 5097 no
[(7 + 4.5 + 3 - 4.5 - 1) * 1.5] = 14.25 damage
-5 energy

-2 HP (Necturna) [Poison]

[RNG for weather: 1=Sun, 2=Rain, 3=Sand] 3 (Sand)

Post-round:

Sandstorm (Permanent)

477.png

Dusknoir [Bongo Bongo] (M)
HP
: 85
Energy: 71
Stats: 5/5/3/5/39(22)
Abilities: Pressure
Other: -10% Evasion

NecturnaSprite_FrontNorm.png

Diababa [Necturna] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: -1 Sp.Atk. Poisoned

565.png

Carracosta [Oo] (F)
HP
: 4
Energy: 81
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion
 
Necturna will be replaced by Sableye with Everstone.
Swtching Carracosta with Archeops @ Defeatist and Amulet Coin
Switching Crustle with Gigalith @ Sturdy and nothing.
After a moment, both trainers have their chosen duos, and the battle can continue.

Post-round:

Sandstorm (Permanent)

477.png

Dusknoir [Bongo Bongo] (M)
HP
: 85
Energy: 71
Stats: 5/5/3/5/39(22)
Abilities: Pressure
Other: -10% Evasion. -1 Speed


302.gif

Sableye [Zant] (M)
HP
: 90
Energy: 100
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: -1 Speed


567.png

Archeops [Mor] (F)
HP
: 100
Energy: 100
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

runthegigalith_zps68240685.png

Gigalith [Run] (M)
HP
: 100
Energy: 100
Stats: 5/5/2/4/21
Abilities: Sturdy
Other: None

565.png

Carracosta [Oo] (F)
HP
: 4
Energy: 81
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion

Huh.... Looks like Frosty might have forgotten that this is a one-ability battle, so..... Same rules as last time apply here after Frosty informs me of an ability choice.

Edit:
oopsie haha

Prankster.
Frosty chose an ability. Carry on.

Edit 2:
Sableye have equal atk and def, so its def should get raised to 5.
Sorry about that, I'm not sure how I missed that.
 
Last edited:
Sableye have equal atk and def, so its def should get raised to 5.

Bongo Bongo/Dusknoir: Thunderpunch (Archeops) - Brick Break (Gigalith) - Ice Punch (Archeops)
IF
Archeops is under Roost AND Archeops is the target of Bongo Bongo's attack THEN Brick Break (Archeops)
IF Archeops is on the semi-vulnerable state of a damaging evasive move AND Bongo Bongo is set to attack it THEN Focus Blast (Gigalith) on the first instance, Hidden Power Water (Gigalith) on the second and Brick Break (Gigalith) on the third.

Zant/Sableye: Will-o-Wisp (Gigalith) - Thunderpunch (Archeops) - Ice Punch (Archeops)
IF
Gigalith is under protective/evasive A1 THEN Switch A1 and A2
IF Archeops is on the semi-vulnerable state of a damaging evasive move AND Zant is targeting Archeops THEN Low Kick (Gigalith) on the first instance - Brick Break (Gigalith) on the second and Low Kick (Gigalith) on the third
 
Archeops: Bounce (Dusknoir) > Dig (Dusknoir) > Bounce (Dusknoir)
Gigalith: Block (Duksnoir) > Double Team (2 Clones) > Rock Slide
 
Last edited:
Sorry that this is so late.

Pre-round:

Sandstorm (Permanent)



477.png

Dusknoir [Bongo Bongo] (M)
HP
: 85
Energy: 71
Stats: 5/5/3/5/39(22)
Abilities: Pressure
Other: -10% Evasion. -1 Speed


302.gif

Sableye [Zant] (M)
HP
: 90
Energy: 100
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None



567.png

Archeops [Mor] (F)
HP
: 100
Energy: 100
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

runthegigalith_zps68240685.png

Gigalith [Run] (M)
HP
: 100
Energy: 100
Stats: 5/5/2/4/21
Abilities: Sturdy
Other: -10% Evasion
565.png

Carracosta [Oo] (F)
HP
: 4
Energy: 81
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion

The round starts as Sableye creates a Will-O-Wisp that floats into Gigalith, burning it, before Archeops leaps into the air, causing Dusknoir to launch a Blast of Focused energy at Gigalith, who moves in to Block its attacker, parenting it from escaping as Archeops falls from the sky to attack, but overshoots the distance and makes a quick decision to Dig a hole in the spot it lands in, vanishing underground. Sableye then Kicks Gigalith in a Low area, causing it to stumble as Dusknoir uses a Hidden Power to launch a projectile made of an odd energy at it that bursts into water on contact, but Gigalith recovers itself and creates Doubles of itself to confuse its foes. Archeops then emerges underneath Dusknoir and slashes at it with its claws before Bouncing off of it like a makeshift spring, jumping high into the sky. Back on the ground, Gigalith is double teamed by its foes, who each strike at it hard enough to Break Bricks, but both attacks hit one of Gigalith's doubles, leaving its would be assailants open to a Rock Slide that Gigalith creates above them while Archeops falls from the sky once more..... and misses again, closing out the round in a disappointing fashion.
Action 1:
Sableye used Will-O-Wisp
[to hit <8500] 4745 yes
Gigalith was burned
-7 energy

Archeops sprang into the air

Dusknoir used Focus Blast
[to hit <8000] 6454 yes
[to crit <625] 4478 no
[to lower special defense <1000] 5098 no
[(12 - 2 + 4.5 - 6 - 1 + 2) * 1.5] = 18.75 damage
-8 energy

Gigalith used Block
Dusknoir was prevented from switching
-8 energy

Archeops used Bounce
[to hit <9500] 9671 no
-11 energy

-2 HP (Dusknoir) [Sandstorm]
-2 HP (Sableye) [Sandstorm]
-2 HP (Gigalith) [Burn]

Action 2:
Archeops dug underground

Sableye used Low Kick
[to crit <625] 5206 no
[(12 + 8.5 - 7.5 - 1) * 1.5] = 18 damage
-7 energy

Dusknoir used Hidden Power
[to crit <625] 3489 no
[(7 - 2 + 4.5 - 6 - 1 + 2) * 1.5] = 6.75 damage
-5 energy

Gigalith used Double Team
2 clones created
-8 energy

Archeops used Dig
[to crit <625] 4072 no
(8 + 8.5 - 7.5) = 9.5 damage
-12 energy

-2 HP (Dusknoir) [Sandstorm]
-2 HP (Sableye) [Sandstorm]
-2 HP (Gigalith) [Burn]

Action 3:
Archeops sprang into the air

Sableye used Brick Break
[to hit: 1=Gigalith, 2-3=Clone] 3 (Clone)
A clone disappeared
-6 energy

Dusknoir used Brick Break
[to hit: 1=Gigalith, 2=Clone] 2 (Clone)
A clone disappeared
-6 energy

Gigalith used Rock Slide
[to crit Dusknoir <625] 2567 no
[to crit Sableye <625] 6551 no
(6 + 3 + 7.5 - 7.5 - 3) = 13.5 damage (Dusknoir)
(6 + 3 + 7.5 - 7.5 - 3) = 13.5 damage (Sableye)
-7 energy

Archeops used Bounce
[to hit <9500] 9763 no
-11 energy

-2 HP (Dusknoir) [Sandstorm]
-2 HP (Sableye) [Sandstorm]
-2 HP (Gigalith) [Burn]

[RNG for weather: 1=Sun, 2=Rain, 3=Sand] 1 (Sun)

Post-round:

Sun (Permanent)



477.png

Dusknoir [Bongo Bongo] (M)
HP
: 56
Energy: 52
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion. Can't switch (Permanent).


302.gif

Sableye [Zant] (M)
HP
: 70
Energy: 80
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None




567.png

Archeops [Mor] (F)
HP
: 100
Energy: 65
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

runthegigalith_zps68240685.png

Gigalith [Run] (M)
HP
: 50
Energy: 77
Stats: 5/5/2/4/21
Abilities: Sturdy
Other: -10% Evasion. Burned.
565.png

Carracosta [Oo] (F)
HP
: 4
Energy: 81
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion
 
Sorry this took so long.
Switching Archeops with Carracosta.
Sableye will be replaced by Chandelure with Dusk Stone and Shadow Tag.
At this point, both trainers have their Pokémon selected, and the battle can continue. Also, Frosty, I was working on this as you posted.

Pre-round:

Sun (Permanent)


477.png

Dusknoir [Bongo Bongo] (M)
HP
: 56
Energy: 52
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion. Can't switch (Permanent).

609.png

Chandelure [Jalhalla] (M)
HP
: 90
Energy: 100
Stats: 1/3/6(7)/3/92
Abilities: Shadow Tag
Other: +10% Accuracy
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None

302.gif

Sableye [Zant] (M)
HP
: 70
Energy: 80
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion

565.png

Carracosta [Oo] (F)
HP
: 4
Energy: 81
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

runthegigalith_zps68240685.png

Gigalith [Run] (M)
HP
: 50
Energy: 77
Stats: 5/5/2/4/21
Abilities: Sturdy
Other: -10% Evasion. Burned.
567.png

Archeops [Mor] (F)
HP
: 100
Energy: 65
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion

akela orders.
Frosty orders.
I ref.
 
Carracosta: Aqua Jet + Aqua Jet (Chandelure) > Cool Down (Aqua Jet (Chandelure)) > Aqua Jet + Aqua Jet (Chandelure)
IF Chandelure uses a P/E move, THEN Redirect to Dusknoir.
Gigalith: Rock Slide > Rock Slide > Rock Slide
IF Dusknoir uses a P/E move A1, THEN change action to Stone Edge (Chandelure) and push actions back
 
Dusknoir: Rock Slide - Helping Hand (Chandelure) - chill
Chandelure: Protect - Solarbeam (Gigalith) - Energy Ball (Gigalith)
 
Pre-round:

Sun (Permanent)


477.png

Dusknoir [Bongo Bongo] (M)
HP
: 56
Energy: 52
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion. Can't switch (Permanent).

609.png

Chandelure [Jalhalla] (M)
HP
: 90
Energy: 100
Stats: 1/3/6(7)/3/92
Abilities: Shadow Tag
Other: +10% Accuracy
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None

302.gif

Sableye [Zant] (M)
HP
: 70
Energy: 80
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion


565.png

Carracosta [Oo] (F)
HP
: 4
Energy: 81
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion

runthegigalith_zps68240685.png

Gigalith [Run] (M)
HP
: 50
Energy: 77
Stats: 5/5/2/4/21
Abilities: Sturdy
Other: -10% Evasion. Burned.
[/hide=akela's bench]

567.png

Archeops [Mor] (F)
HP
: 100
Energy: 65
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion[/hide]

Carracosta immediately shoots forward at Chandelure with Jet-like speed, but has to make a quick change of course as its target creates a Protective barrier, and crashes into Dusknoir instead, who causes a Rock Slide above its foes that knocks its attacker unconscious as Gigalith follows suit and causes a Rock Slide as well, although Chandelure's barrier protects it from the attack. Dusknoir then gives its ally a Helping Hand as Chandelure takes advantage of the sunlight and fires a powerful Beam of Solar energy at Gigalith, dealing massive damage, but Gigalith recovers from this and drops more Rocks on its foes before Chandelure fires a Ball of Energy at it, knocking it unconscious as Dusknoir rests momentarily to restore its energy. With the end of the round, the sun appears to be here to stay, as it continues to shine down upon the arena.
Action 1:
Chandelure used Protect

Carracosta used Wave Jet
[to crit <625] 9333 no
(10 - 3 + 3 + 6 - 7.5) = 8.5 damage
-17.5 energy

Dusknoir used Rock Slide
[to crit Carracosta <625] 4796 no
[to crit Gigalith <625] 8352 no
[to flinch Gigalith <3000] 5243 no
(6 + 7.5 - 8.5) = 4.5 damage (Carracosta)
Carracosta fainted
(6 + 7.5 - 7.5 - 1) = 5 damage (Gigalith)
-6 energy

Gigalith used Rock Slide
[to crit Dusknoir <625] 6210 no
[(8 + 3 + 7.5 - 4.5 - 3) * 1.5] = 16.5 damage (Chandelure)
Chandelure protected itself (-12.6 energy)
(8 + 3 + 7.5 - 7.5 - 3) = 8 damage (Dusknoir)
-5 energy

-2 HP (Dusknoir) [Burn]

Action 2:
Dusknoir used Helping Hand

Chandelure used SolarBeam
[to crit <625] 6970 no
[(24 + 9.5 - 6 - 1) * 1.5] = 38.25 damage
-8 energy
-16 energy (Dusknoir)

Gigalith used Rock Slide
[to hit Chandelure <9000] 9047 no
[to crit Dusknoir <625] 7991 no
(8 + 3 + 7.5 - 7.5 - 3) = 8 damage (Dusknoir)
Missed
-9 energy

-2 HP (Gigalith) [Burn]

Action 3:
Chandelure used Energy Ball
[to crit <625] 4349 no
[to lower special defense <1000] 2498 no
[(8 + 8.5 - 6 - 1) * 1.5] = 14.25 damage
Gigalith fainted
-6 energy

Dusknoir used Chill
+12 energy

[RNG for weather: 1=Sun, 2=Rain, 3=Sand] 1 (Sun)

Post-round:

Sun (Permanent)


477.png

Dusknoir [Bongo Bongo] (M)
HP
: 31
Energy: 42
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion. Can't switch (Permanent).

609.png

Chandelure [Jalhalla] (M)
HP
: 90
Energy: 73
Stats: 1/3/6(7)/3/92
Abilities: Shadow Tag
Other: +10% Accuracy
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None

302.gif

Sableye [Zant] (M)
HP
: 70
Energy: 80
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion


565.png

Carracosta [Oo] (F)
HP
: -1
Energy: 63
Stats: 4/5(6)/4/3/27
Abilities: Solid Rock
Other: -10% Evasion. Fainted

runthegigalith_zps68240685.png

Gigalith [Run] (M)
HP
: -9
Energy: 63
Stats: 5/5/2/4/21
Abilities: Sturdy
Other: -10% Evasion. Burned. Fainted
[/hide=akela's bench]

567.png

Archeops [Mor] (F)
HP
: 100
Energy: 65
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion[/hide]
 
(no PM switches since only I can switch anyway).

Jalhalla the Chandelure leaves and Zant the Sableye takes its place.

Zant/Sableye: Will-o-Wisp (Archeops) - Ice Punch (Archeops) - Thunderpunch (Archeops)
IF
Archeops is under successful Protective/Evasive AND Sableye is targeting it THEN Fire Punch Crustle and push back
IF Archeops uses damaging evasive move NOT in a combo AND NOT suspended AND Sableye is set to target it THEN use Stall on that action
IF Archeops is on the semi-vulnerable state of a damaging evasive moves AND Sub 2 doesn't apply THEN Fire Punch Crustle and push back

Bongo Bongo/Dusknoir: Will-o-Wisp (Crustle) - Rock Slide - Thunderpunch (Archeops)
IF
Bongo Bongo is taunted A1 THEN Rock Slide
IF Crustle is under successful Protective/Evasive AND Dusknoir is targeting only it THEN Rock Slide
IF Archeops is on the semi-vulnerable state of a damaging evasive move AND Dusknoir is targeting only it THEN Fire Punch Crustle and push back
 
Crustle: Dig (Dusknoir) > Rock Wrecker (Dusknoir) > Rock Throw (Dusknoir)
IF Dusknoir faints, THEN Redirect to Sableye
Archeops: Rest > Sleep Talk (Rock Slide, Heat Wave, Tailwind, Stealth Rock) > Shadow Claw (Dusknoir)
IF Dusknoir faints, THEN Redirect to Sableye.
 
Last edited:
Pre-round:

Sun (Permanent)


477.png

Dusknoir [Bongo Bongo] (M)
HP
: 31
Energy: 42
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion. Can't switch (Permanent).

302.gif

Sableye [Zant] (M)
HP
: 70
Energy: 80
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None

609.png

Chandelure [Jalhalla] (M)
HP
: 90
Energy: 73
Stats: 1/3/6(7)/3/92
Abilities: Shadow Tag
Other: +10% Accuracy


567.png

Archeops [Mor] (F)
HP
: 100
Energy: 65
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

558.png

Crustle [Core] (F)
HP
: 69
Energy: 84
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion

After losing both Pokemon in a single round, akela sends out Mor-Archeops and Core-Crustle to continue the fight. Sableye starts off the round by sending a Will-O-Wisp floating towards Archeops, who is burned by the orb, but takes a Rest and falls asleep, curing itself of its burn. Dusknoir then sends a Will-O-Wisp of its own floating towards Crustle, burning it before its target Digs underground, then emerges behind Dusknoir and attacks. Archeops, still fast asleep, starts to Talk in its Sleep, and starts to flap its wings to summon a Tailwind behind its team before being abruptly awoken by an Ice-cold Punch by Sableye as Dusknoir causes a Rock Slide that tumbles down onto its foes, and causes Crustle to flinch, losing its action. Archeops then slashes at Dusknoir with Shadowy Claws as Crustle Throws a Rock at its foe, but Sableye then Punches Archeops with an electrified fist as Dusknoir follows suit and delivers another ThunderPunch to Archeops. With this final attack having been executed, dark clouds appear in the sky, covering up the sun, and it starts to rain in the arena.
Action 1:
[speed tie: 1=Dusknoir, 2=Crustle] 1 (Dusknoir)
Sableye used Will-O-Wisp
[to hit <7500] 7409 yes
Archeops was burned
-7 energy

Archeops used Rest
Archeops fell asleep
-15 energy

Dusknoir used Will-O-Wisp
[to hit <8500] 3739 yes
Crustle was burned
-7 energy

Crustle dug underground

Crustle used Dig
[to crit <625] 500 yes
(8 + 6 - 7.5 - 3 + 3) = 6.5 damage
-10 energy

-2 HP (Crustle) [Burn]

Action 2:
[speed tie: 1=Dusknoir, 2=Crustle] 1 (Dusknoir)
Archeops used Sleep Talk
[move chosen: 1=Rock Slide, 2=Heat Wave, 3=Tailwind, 4=Stealth Rock] 3 (Tailwind)
Archeops used Tailwind
A wind began to blow behind akela's team
-13 energy

Sableye used Ice Punch
[to crit <625] 9631 no
[to freeze <1000] 5947 no
[(8 + 8.5 - 3) * 1.5] = 20.25 damage
Archeops woke up
-6 energy

Dusknoir used Rock Slide
[to hit Archeops <9000] 4860 yes
[to crit Archeops <625] 8900 no
[to crit Crustle <625] 9342 no
[to flinch Crustle <3000] 2562 yes
[(8 + 7.5 - 3 + 2) * 1.5] = 21.75 damage (Archeops)
[(8 + 7.5 - 7.5 + 2) * 1.5] = 15 damage (Crustle)
-6 energy

Crustle flinched

+12 HP (Archeops)
-2 HP (Crustle) [Burn]

Action 3:
Archeops used Shadow Claw
[to crit <1250] 6576 no
[(7 + 8.5 - 7.5) * 1.5] = 12 damage
-5 energy

Crustle used Rock Throw
[to crit <625] 1460 no
(5 + 3 + 6 - 7.5 - 3) = 3.5 damage
-2 energy

Sableye used ThunderPunch
[to crit <625] 8203 no
[to paralyze <1000] 9394 no
[(8 + 8.5 - 3) * 1.5] = 20.25 damage
-6 energy

Dusknoir used ThunderPunch
[to crit <625] 7358 no
[to paralyze <1000] 3768 no
[(8 + 7.5 - 3 + 2) * 1.5] = 21.75 damage
-6 energy

-2 HP (Crustle) [Burn]

[RNG for weather: 1=Sun, 2=Rain, 3=Sand] 2 (Rain)

Post-round:

Rain (Permanent)


477.png

Dusknoir [Bongo Bongo] (M)
HP
: 9
Energy: 23
Stats: 5/5/3/5/39
Abilities: Pressure
Other: -10% Evasion. Can't switch (Permanent).

302.gif

Sableye [Zant] (M)
HP
: 70
Energy: 61
Stats: 4(6)/3(5)/3/3/43
Abilities: Prankster
Other: -10% Evasion
NecturnaSprite_FrontNorm.png

Necturna [Diababa] (F)
HP
: 38
Energy: 74
Stats: 5(6)/5/2/5(6)/81(46)
Abilities: Telepathy / Sticky Hold
Other: None

609.png

Chandelure [Jalhalla] (M)
HP
: 90
Energy: 73
Stats: 1/3/6(7)/3/92
Abilities: Shadow Tag
Other: +10% Accuracy


567.png

Archeops [Mor] (F)
HP
: 16
Energy: 32
Stats: 6/2/4/3/110
Abilities: Defeatist
Other: None

558.png

Crustle [Core] (F)
HP
: 48
Energy: 72
Stats: 4/5/3/3/39
Abilities: Sturdy
Other: -10% Evasion
 
Last edited:
According to your calculations, Archeops should not be KO'd, as Frosty only managed to do 84 damage to it.

You also seem to have forgot about Tailwind A2.
 
Last edited:
Sorry about the miscalc, not sure how I messed it up that badly. I may be wrong though, but I'm pretty sure that Tailwind doesn't change turn order until the next turn, at least ingame. I may be wrong though, so let me know if I am and I will fix it.
 
Asked on IRC and apparently you are correct and I was mistaken.

Well then, I have no hope of success. As such, I will not wait for Frosty to send out his next pokemon (my actions will not change).

Archeops: Head Smash (Dusknoir) > Head Smash (Dusknoir) > Head Smash (Dusknoir)
IF Dusknoir faints, THEN redirect to Frosty's other pokemon
Crustle: Earthquake > Rock Wrecker (Dusknoir) > Bulldoze
IF Dusknoir faints, THEN redirect to Frosty's other pokemon
 
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