Completed Hickory Dickory Dock (Florina Liastacia vs Doduodrio)

HydrogenHydreigon

in a constant state of confusion
Rules:
3v3 3-4* Singles
3 Subs
Switch = OK
Items = ON
2 Recoveries, 5 Chills​
Team Florina Liastacia
:sm/heliolisk:
Heliolisk [Vetero Forto - Weather Strength (Esperanto)] (Female)

2fWEklu.png

Trainer name: Nespera
Vetero Forto is very sore about losing her Barometer to a Sticky Barb, as it's happened twice. Adaptable to most situations, she uses creativity to get around her weaknesses.

Nespera is a woman who lived among dwarves for her childhood, learning crafting from them. She made the Barometer Vetero uses, and is similarly about using the tools available to their fullest.
Stage 3/5
Types: Normal/Electric

Normal.png

STAB


Electric.png

STAB; immune to paralysis status.

Abilities:
Dry Skin / Sand Veil / Solar Power (H)

Dry Skin: This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by one (1). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. #Molded

Sand Veil: This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. #Molded

Solar Power: When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by three (3).

Nature: Serious (+Spe, -Spe)

Stats:
HP: 85
Atk: 4
Def: 4
SpA: 8
SpD: 7
Spe: 109
Size Class: 2
Weight Class: 2

Attacks:

Agility
Ally Switch
Attract
Breaking Swipe
Brutal Swing
Bulldoze
Camouflage
Charge
Charge Beam
Confide
Cut
Dark Pulse
Dig
Discharge
Double Team
Dragon Pulse
Dragon Rush
Dragon Tail
Eerie Impulse
Electric Terrain
Electrify
Electro Ball
Electroweb
Endure
Facade
Fire Punch
Flash
Focus Blast
Frustration
Giga Impact
Glare
Grass Knot
Hidden Power (Ice)
Hyper Beam
Hyper Voice
Iron Tail
Light Screen
Low Kick
Low Sweep
Mega Kick
Mega Punch
Mud-Slap
Parabolic Charge
Pound
Protect
Psych Up
Quick Attack
Rain Dance
Razor Wind
Rest
Return
Rock Slide
Rock Tomb
Round
Sandstorm
Secret Power
Sleep Talk
Snore
Solar Beam
Substitute
Sunny Day
Surf
Swagger
Swift
Tail Whip
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
U-turn
Volt Switch
Weather Ball
Wild Charge
vivillon-pokeball.png


Vivillion [Vivillain] (F)

8o2r8Wn.png

Trainer: Viva
Viva and Vivillain are diametrically opposed, one in love with life, one determined to end it. Luckily, the latter is a Vivillion, and so cannot do much about her ambition.
Stage 3/5

Types: Bug/Flying

Bug.png

STAB

Flying.png

STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Unaffected by Spikes or Toxic Spikes. when switching in

Abilities:

Shield Dust / Compoundeyes / Friend Guard

Shield Dust: This Pokemon has dust covering the outside of its body that reduces the Effect Chance of incoming attacks to 0%. This prevents such things as Burns from Flamethrower from occuring.

Compoundeyes: This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Friend Guard: The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Nature: Serious (+Spe, -Spe)

Stats:
HP: 90
Atk: 4
Def: 4
SpA: 7
SpD: 4
Spe: 89
Size Class: 2
Weight Class: 2

Attacks:

Acrobatics
Aerial Ace
Aromatherapy
Attract
Bug Bite
Bug Buzz
Calm Mind
Confide
Double Team
Draining Kiss
Dream Eater
Energy Ball
Facade
Flash
Frustration
Giga Impact
Gust
Harden
Hidden Power (Ground)
Hurricane
Hyper Beam
Infestation
Light Screen
Poison Powder
Powder
Protect
Psybeam
Psych Up
Psychic
Quiver Dance
Rage Powder
Rain Dance
Rest
Return
Roost
Round
Safeguard
Secret Power
Sleep Powder
Sleep Talk
Solar Beam
String Shot
Struggle Bug
Stun Spore
Substitute
Sunny Day
Supersonic
Swagger
Tackle
Thief
Toxic
U-turn

self-reffing template
:bw/wigglytuff:
Wigglytuff [Punk Rock] (M)

Stage 3/5

Types: Normal/Fairy

Normal.png

STAB

Fairy.png

STAB

Abilities:

Cute Charm / Competitive / Frisk (HA)

Cute Charm: This Pokemon's natural cuteness causes Pokemon of the opposite gender to become Infatuated 30% of the time after striking with a contact move.

Competitive: This Pokemon has a major competitive streak, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Special Attack increases by two (2) stages.

Frisk: The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases or decreases in damage, BAP and STAB from the opponent's item. This will not block the increase in BAP moves like Acrobatics and Knock Off that incur when an item is or isn't held. Item-Based increase in ranks (Such as from Rare Candy) are not negated by Frisk. The Pokemon will not be affected by Fling or Natural Gift.

Nature: Serious (+Spe, -Spe)

Stats:
HP: 110
Atk: 5
Def: 4
SpA: 6
SpD: 4
Spe: 45
Size Class: 2
Weight Class: 2

Attacks:

Ally Switch
Attract
Baton Pass
Bide
Blizzard
Body Slam
Bounce
Brick Break
Bubble Beam
Captivate
Charge Beam
Charm
Confide
Copycat
Counter
Covet
Curse
Dazzling Gleam
Defense Curl
Detect
Dig
Disable
Disarming Voice
Double Slap
Double Team
Double-Edge
Drain Punch
Draining Kiss
Dream Eater
Dynamic Punch
Echoed Voice
Endure
Facade
Fake Tears
Feint Attack
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Headbutt
Heal Pulse
Helping Hand
Hidden Power (Poison)
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Incinerate
Last Resort
Light Screen
Magic Room
Mega Kick
Mega Punch
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Nightmare
Perish Song
Play Nice
Play Rough
Pound
Power-Up Punch
Present
Protect
Psych Up
Psychic
Psywave
Punishment
Rage
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rollout
Round
Safeguard
Screech
Secret Power
Seismic Toss
Self-Destruct
Shadow Ball
Shock Wave
Sing
Skull Bash
Sleep Talk
Snatch
Snore
Solar Beam
Spit Up
Stealth Rock
Stockpile
Strength
Submission
Substitute
Sunny Day
Swagger
Swallow
Sweet Kiss
Take Down
Teleport
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Uproar
Wake-Up Slap
Water Gun
Water Pulse
Wild Charge
Wish
Work Up
Zap Cannon
Team Doduodrio
:SS/Slowbro:
Slowbro: Sheldon - Male - Stage 3
Types: Water/Psychic
Abilities: Oblivious / Own Tempo / (Unlocked) Regenerator
Profile as a Slowpoke:
Slow and dopey, Sheldon chugs along at his own pace. He has a sturdy body, so if he was attacked, he probably wouldn't even notice. He is often caught staring blankly into space.

Changes Upon Evolving:
One day, Sheldon was sitting at the beach, staring off into space with his usual blank expression when a Shellder flipped out of the water and chomped down hard on his tail, triggering his sudden evolution! Sheldon can now sit up straight, but he still finds it difficult to focus on what's in front of him. His intelligence seems to have increased a little bit, though. Just a bit. Sheldon's body is sturdier than it was as a Slowpoke and can now launch stronger Psychic and Water attacks.

How They Met:
Sheldon's original trainer was one of Doduodrio's friends who traded him in the hopes of evolving him. Unfortunately, before the trade happened, Sheldon managed to lose his King's Rock, and couldn't evolve into Slowking. Because he was a traded Pokemon, Sheldon is one of Doduodrio's strongest team members. His original trainer insists that he doesn't want to trade back for Sheldon, so Doduodrio has been raising him ever since.

Name Origins:
Sheldon has "Shel" in it which references Slowbro's category, the "Hermit Crab" Pokemon.



Hidden Power: Electric
Nature: Serious (no effect)
HP: 95
Atk: 6
Def: 8
SpA: 7
SpD: 6
Spe: 30

Size Class: 3
Weight Class: 4
Aerial Ace
Amnesia
Attract
Avalanche
Belch
Belly Drum
Bide
Blizzard
Block
Body Press
Body Slam
Brick Break
Brine
Bubble Beam
Bulldoze
Calm Mind
Captivate
Confide
Confusion
Counter
Curse
Dig
Disable
Dive
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Earthquake
Echoed Voice
Endure
Facade
Fire Blast
Fissure
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Foul Play
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Hail
Headbutt
Heal Pulse
Hidden Power
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison
Incinerate
Iron Defense
Iron Tail
Light Screen
Liquidation
Me First
Mega Kick
Mega Punch
Mimic
Mud Shot
Mud Sport
Mud-Slap
Muddy Water
Nasty Plot
Natural Gift
Nightmare
Pay Day
Protect
Psych Up
Psychic
Psychic Terrain
Psyshock
Psywave
Rage
Rain Dance
Razor Shell
Recycle
Reflect
Rest
Return
Rock Smash
Round
Safeguard
Scald
Secret Power
Seismic Toss
Shadow Ball
Skill Swap
Skull Bash
Slack Off
Sleep Talk
Snore
Stomp
Stored Power
Strength
Submission
Substitute
Sunny Day
Surf
Swagger
Swift
Tackle
Take Down
Telekinesis
Teleport
Thunder Wave
Toxic
Tri Attack
Trick
Trick Room
Water Gun
Water Pulse
Weather Ball
Whirlpool
Withdraw
Wonder Room
Yawn
Zap Cannon
Zen Headbutt



:SS/Plasmanta:
Plasmanta: Node - Female - Stage 3
Types: Electric/Poison
Abilities: Storm Drain / Vital Spirit / (Unlocked) Telepathy
Profile as a Snugglow:
Node is cheerful and constantly bounces around with seemingly limitless energy. She loves to hug her friends. Her bubbly personality cheers up her teammates and helps encourage them in battle. Node isn't always like this, though; when she doesn't get her way, she can be quite feisty.

Changes Upon Evolving:
Node is no longer as small and bouncy as she was as a Snugglow, but she's still very energetic. Her loving hugs always make her teammates feel better and encourage them to continue battling their hardest. She's too big to fit indoors, though, so she gets to stay outside in a special barn. Her increase in size also means that Node is big enough to be ridden; she glides gracefully through the air, held aloft by magnetic currents.

How They Met:
Doduodrio hatched Node from when she was an egg, hoping to learn more about raising Pokemon through her. Electric and Poison are some of the more dangerous Pokemon types, so he was hoping for it to be good experience for the future. He received the egg from a Pokemon Breeder who worked at the Smogon CAP Nursery.

Name Origins:
The two antennae on Snugglow and Plasmanta look like what Doduodrio originally thought were called "nodes."
Hidden Power: Ice
Nature: Serious (no effect)
HP: 85
Atk: 4
Def: 8
SpA: 9
SpD: 7
Spe: 100

Size Class: 7
Weight Class: 9
Acid
Aqua Tail
Attract
Aura Sphere
Body Press
Body Slam
Clear Smog
Confide
Cross Poison
Cut
Dazzling Gleam
Defog
Discharge
Double Team
Eerie Impulse
Electric Terrain
Electrify
Electro Ball
Encore
Endure
Facade
Flash Cannon
Frustration
Giga Impact
Haze
Hidden Power
Hyper Beam
Ion Deluge
Liquidation
Parabolic Charge
Poison Jab
Poison Sting
Poison Tail
Protect
Psybeam
Psychic
Psyshock
Psywave
Rain Dance
Rest
Return
Round
Secret Power
Shock Wave
Signal Beam
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Splash
Substitute
Supersonic
Swagger
Taunt
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
Venom Drench
Venoshock
Water Pulse
Wide Guard
Wild Charge

:SS/Jumbao:
Jumbao: Taro - Female - Stage 3
Types: Grass/Fairy
Abilities: Drought / Trace / (Unlocked) Overcoat
Profile:
Taro likes to dance happily, shaking her hefty limbs and spinning to create a maraca sound that would rival Maractus. The dance can strengthen the sunlight which lets her fire off powerful Solarbeams. Her large size can be a bit difficult when navigating tight spaces, but it also lends her enormous strength, although Taro prefers to use special moves over physical moves. Despite her extreme weakness in Poison-type attacks, she and Node are good friends since they are both very energetic.

How They Met:
On a trip through Alola, Doduodrio met Taro in the lush jungle filled with tropical trees and plants. Being a jungle, it was quite difficult to navigate, so he asked Taro for assistance and they've been friends ever since!

Name Origins:
Jumbao's limbs are visually very similar to the taro root.
Hidden Power: Ground
Nature: Serious (no effect)
HP: 95
Atk: 5
Def: 7
SpA: 9
SpD: 7
Spe: 96

Size Class: 4
Weight Class: 10
Arm Thrust
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Bullet Seed
Confide
Dazzling Gleam
Detect
Double Team
Draining Kiss
Endure
Energy Ball
Explosion
Facade
Fake Out
Flame Burst
Flower Shield
Focus Blast
Focus Energy
Frustration
Giga Drain
Giga Impact
Grass Knot
Grassy Terrain
Gyro Ball
Healing Wish
Heavy Slam
Helping Hand
Hidden Power (Ground)
Hyper Beam
Ingrain
Leaf Storm
Leafage
Life Dew
Light Screen
Lucky Chant
Magic Room
Magical Leaf
Magical leaf
Metronome
Misty Terrain
Moonblast
Natural Gift
Play Rough
Protect
Psych Up
Rest
Return
Rototiller
Round
Safeguard
Sandstorm
Seed Bomb
Self-Destruct
Shadow Ball
Shore Up
Sleep Talk
Smelling Salts
Snore
Solar Beam
Solar Blade
Substitute
Sunny Day
Superpower
Swagger
Synthesis
Tackle
Toxic
Wish
Wonder Room
Wood Hammer
Worry Seed
Turn Order:
Roll 1d2 (1 = Flo sends out first, 2 = Duo sends out first): 2/2 = Flo sends out first
Doduodrio sends out and equips
Florina Liastacia sends out, equips and orders
Doduodrio orders
I ref​
 
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"Aww, Taro, I wanted to use you, but this matchup isn't very good for you. I'll save you for later. Node on the other hand..."
:jumbao: :blobsad:
:plasmanta: "Yeah! Let's start!"

Sending in Plasmanta @ Wiseglasses
 
:xy/heliolisk: "No Sticky Barb? NO STICKY BARB!"

Sending out Heliolisk @ Barometer

Sandstorm > Hyper Voice > Dig (Regular)
(CASOA) IF Ion Deluge is on the field THEN replace all instances of Hyper Voice in orders with Bulldoze
(CASOR) IF Rain Dance A1 OR A2 OR A3 THEN Hyper Beam A1 AND Mud Slap A2
(CASOA) IF Plasmanta is to use Encore AND you are to use Sandstorm THEN begin string Bulldoze > Bulldoze > Sandstorm
 
1648310261150.png

"Uh oh... This opponent may be a little more difficult to take down..."

:ss/plasmanta:
"Ha! You're no match for me!!!"

Aura Sphere - Wide Guard - Aura Sphere
 
Round 1
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 85/85 | EN: 100
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/plasmanta::wise glasses:
Poison/Electric | Storm Drain/Vital Spirit/Telepathy
HP: 85/85 | EN: 100
4/8/910/7/100
CC: 1
Status: Ok​
Action 1
Heliolisk used Sandstorm! (-10 EN, 90 left)
A sandstorm kicked up!

Plasmanta used Aura Sphere! (-6 EN, 94 left)
Roll to Crit (1/24 = Crit): 23/24 = No Crit
(8 + 3) * 1.5 = 16.5 round to 17 damage (68 HP left)
It's super effective!

Plasmanta is buffeted by the sandstorm! (-2 HP, 83 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 70 left)

Action 2
Plasmanta used Wide Guard! (-7 EN, 87 left)
Wide Guard is protecting Doduodrio's team!

Heliolisk used Hyper Voice! (-6 EN, 84 left)
Wide Guard protected Doduodrio's team!

Plasmanta is buffeted by the sandstorm! (-2 HP, 81 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 72 left)

Action 3
Plasmanta used Aura Sphere! (-6 EN, 81 left)
Roll to Crit (1/24 = Crit): 21/24 = No Crit
(8 + 3) * 1.5 = 16.5 round to 17 damage (55 HP left)
It's super effective!

Heliolisk used Dig (Default)! (-6 EN, 78 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
(8 + 1 - 4) * 2 = 10 damage (71 HP left)

Plasmanta is buffeted by the sandstorm! (-2 HP, 69 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 57 left)
Field Effects:
The sandstorm is raging. (3r)
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 57/85 | EN: 78
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/plasmanta::wise glasses:
Poison/Electric | Storm Drain/Vital Spirit/Telepathy
HP: 69/85 | EN: 81
4/8/910/7/100
CC: 1
Status: Ok​
Turn order:
Florina Liastacia and Doduodrio correct any mistakes
Doduodrio orders
Florina Liastacia orders
I ref

 
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"Keep up the pressure, Node!"

:ss/plasmanta:
"More! POWER!!!"

Body Press - Aura Sphere - Body Press
IF Heliolisk is under the effects of a P/E move, use Substitute (15)
IF Heliolisk is in the evasive stage of a D/E move, use Protect
IF Heliolisk has at least one Double Team clone active, use Shock Wave
 
Round 2
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 57/85 | EN: 78
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/plasmanta::wise glasses:
Poison/Electric | Storm Drain/Vital Spirit/Telepathy
HP: 69/85 | EN: 81
4/8/910/7/100
CC: 1
Status: Ok​
Action 1
Heliolisk used Dig (Evasive)! (-11 EN, 67 left)
Heliolisk burrowed its way underground!

Plasmanta used Body Press! (-6 EN, 75 left)
But it missed!

Heliolisk used Dig (Evasive)!
Roll to Crit (1/24 = Crit): 21/24 = No Crit
(4 + 1 - 4) * 2 = 2 damage (67 HP left)

Plasmanta is buffeted by the sandstorm! (-2 HP, 65 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 59 left)

Action 2
Heliolisk used Hyper Voice! (-6 EN, 61 left)
Roll to Crit (1/24 = Crit): 11/24 = No Crit
(9 + 1 + 3 + 3 + 1) = 17 damage (48 HP left)

Plasmanta used Aura Sphere! (-6 EN, 69 left)
Roll to Crit (1/24 = Crit): 5/24 = No Crit
(8 + 3) * 1.5 = 16.5 round to 17 damage (42 HP left)

Plasmanta is buffeted by the sandstorm! (-2 HP, 46 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 44 left)

Action 3
Heliolisk used Dig (Evasive)! (-11 EN, 50 left)
Heliolisk burrowed its way underground!

Plasmanta used Body Press! (-6 EN, 63 left)
But it missed!

Heliolisk used Dig (Evasive)!
Roll to Crit (1/24 = Crit): 22/24 = No Crit
(4 + 1 - 4) * 2 = 2 damage (44 HP left)

Plasmanta is buffeted by the sandstorm! (-2 HP, 42 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 46 left)
Field Effects:
The sandstorm is raging. (2r)
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 46/85 | EN: 50
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/plasmanta::wise glasses:
Poison/Electric | Storm Drain/Vital Spirit/Telepathy
HP: 42/85 | EN: 63
4/8/910/7/100
CC: 1
Status: Ok​
Turn order:
Florina Liastacia and Doduodrio correct any mistakes
Florina Liastacia orders
Doduodrio orders
I ref​
 
2fWEklu.png
"That helped a bit, but not really that much."
:xy/heliolisk: "Let's go on the offensive!"

Hyper Voice > Mud Slap > Hyper Voice
(CASOT) IF the weather is Rain THEN Sandstorm ONCE
(CASOA) IF Ion Deluge is on the field THEN replace all instances of Hyper Voice in orders with Bulldoze
(CASOT) IF under P/E THEN Light Screen first instance, Chill second instance, pushing each time
 
1648579466842.png

"Then we're going to have to go on the offensive as well!"

:ss/plasmanta:
"Stop that! I HATE MUD!!!"

Aura Sphere - Aura Sphere - Aura Sphere
 
Round 3
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 46/85 | EN: 50
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/plasmanta::wise glasses:
Poison/Electric | Storm Drain/Vital Spirit/Telepathy
HP: 42/85 | EN: 63
4/8/910/7/100
CC: 1
Status: Ok​
Action 1
Heliolisk used Hyper Voice! (-6 EN, 44 left)
Roll to Crit (1/24 = Crit): 6/24 = No Crit
(9 + 1 + 3 + 3 + 1) = 17 damage (25 HP left)

Plasmanta used Aura Sphere! (-6 EN, 57 left)
Roll to Crit (1/24 = Crit): 24/24 = No Crit
(8 + 3) * 1.5 = 16.5 round to 17 damage (29 HP left)

Plasmanta is buffeted by the sandstorm! (-2 HP, 23 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 31 left)

Action 2
Heliolisk used Mud-Slap! (-5 EN, 39 left)
Roll to Crit (1/24 = Crit): 15/24 = No Crit
(2 + 1 + 3 + 1) * 2 = 14 damage (11 HP left)
Plasmanta's accuracy fell!

Plasmanta used Aura Sphere! (-10 EN, 47 left)
Roll to Crit (1/24 = Crit): 2/24 = No Crit
(8 + 3) * 1.5 = 16.5 round to 17 damage (14 HP left)

Plasmanta is buffeted by the sandstorm! (-2 HP, 3 left)
Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 16 left)

Action 3
Heliolisk used Hyper Voice! (-6 EN, 33 left)
Crit doesn't matter
(9 + 1 + 3 + 3 + 1) = 17 damage (-6 HP left)
Plasmanta fainted!

Heliolisk's Dry Skin
Heliolisk had its HP restored. (+2 HP, 18 left)
Field Effects:
The sandstorm is raging. (1r)
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 18/85 | EN: 33
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/plasmanta::wise glasses:
Poison/Electric | Storm Drain/Vital Spirit/Telepathy
HP: KO | EN: 47
4/8/910/7/100
CC: 1
Status: KOed​
Turn order:
Florina Liastacia and Doduodrio correct any mistakes
Doduodrio sends out and orders
Florina Liastacia orders
I ref​
 
1648600377860.png

"Taro, I think you can handle this one!"

:ss/jumbao::blobthumbsup:

Sending in Jumbao @ Life Orb and Activate Drought and Trace Solar Power

Giga Drain - Giga Drain - Giga Drain

[CASOA] IF Heliolisk is to use a D/E move, use Bulldoze and push back
IF Heliolisk successfully used a P/E move, use Ingrain first instance and Chill on future instances pushing back
[ONCE] IF Heliolisk successfully used Endure, use Toxic and push back
 
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:xy/heliolisk: "You know they say that all Pokemon are created equal, but you look at me and you look at Jumbao and you can see that statement is not true. See, normally if you go one on one with another Pokemon, you got a 50/50 chance of winning. But I've got a Barometer and I'm a Normal-type! So you got a 25%, AT BEST, at beat me. Then you add the weather to the mix, your chances of winning drastic go down. See the 1v1, at the BBP Arena, you got a 50% chance of winning, but I, I got a 60% of winning, because I got Sandstorm and you ain't even gonna hit! So Jumbao, you take your 50% chance, minus my 25% chance and you got a 25% chance of winning this battle. But then you take my 75% chance of winning, cuz I got a Barometer, and then add 60%, I got 135% chance of winning this matchup. See Doduodrio, the numbers don't lie, and they spell disaster for you this round."

Sandstorm > Hidden Power (Ice) + Focus Blast > Hidden Power (Ice) + Focus Blast
(CAEO A1) IF Giga Drain hits A1, THEN Endure A2, Mud Slap A3
 
Round 4
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: 18/85 | EN: 33
4/4/8/7/109
CC: 1
Status: Ok
Team Doduodrio
:ss/jumbao::life orb:
Grass/Fairy | Drought/Trace/Overcoat
HP: 95/95 | EN: 100
5/7/9/7/96
CC: 1
Status: Ok​
Action 1
Jumbao's Drought (-10 EN, 90 left)
The sunlight turned harsh!
Jumbao's Trace (-6 EN, 84 left)
Jumbao's Solar Power
Jumbao traced Heliolisk's Solar Power!

Heliolisk used Sandstorm! (-10 EN, 23 left)
A sandstorm kicked up!

Jumbao used Giga Drain! (-8 EN, 76 left)
Roll to Hit (>8/10 = Miss): 2/10 = Hit
Roll to Crit (1/24 = Crit): 1/24 = Crit!
(8 + 3 + 3 + 2 + 3) = 19 damage (-1 HP left)
Heliolisk fainted!
Jumbao lost some of its HP! (-3 HP, 92 left)
Field Effects:
The sandstorm is raging. (3r)
Team Florina Liastacia
:ss/heliolisk::barometer:
Electric/Normal | Dry Skin/Sand Veil/Solar Power
HP: KO | EN: 23
4/4/8/7/109
CC: 1
Status: KOed
Team Doduodrio
:ss/jumbao::life orb:
Grass/Fairy | Drought/TraceSolar Power/Overcoat
HP: 92/95 | EN: 76
5/7/9/7/96
CC: 1
Status: Trace (Solar Power, 5a)​
Turn order:
Florina Liastacia and Doduodrio correct any mistakes
Florina Liastacia sends out and orders
Doduodrio orders
I ref​
 
Ah. Bugger. I was simply outplayed.

Sending out Wigglytuff @ Focus Sash

Toxic > Light Screen > Stealth Rock
IF Toxic misses A1 THEN Toxic A2, do not push
IF Magic Room is in effect, THEN initiate string Fire Blast > Flamethrower > Fire Blast
IF Wigglytuff is to use Toxic AND Misty Terrain is in effect THEN Flash that action
 
1649558297447.png

"We've been saving it, but I think now is a good time to use our Fake Out!"

:ss/jumbao::blobuwu:

Protect - Fake Out - Sunny Day
 
Round 5
Team Florina Liastacia
:ss/wigglytuff::focus sash:
Normal/Fairy | Cute Charm/Competitive/Frisk
HP: 110/110 | EN: 100
5/4/6/4/45
CC: 1
Status: Ok
Team Doduodrio
:ss/jumbao::life orb:
Grass/Fairy | Drought/TraceSolar Power/Overcoat
HP: 92/95 | EN: 76
5/7/9/7/96
CC: 1
Status: Trace (Solar Power, 5a)​
Action 1
Jumbao used Protect! (-7 EN, 71 left)
Jumbao protected itself!

Wigglytuff used Toxic! (-7 EN, 93 left)
Jumbao protected itself!

Action 2
Jumbao used Fake Out! (-4 EN, 67 left)
Roll to Crit (1/24 = Crit): 15/24 = No Crit
(4 - 5 + 1) = at least 1 damage (109 HP left)
Jumbao lost some of its HP! (-3 HP, 89 left)

Wigglytuff flinched!

Action 3
Jumbao used Sunny Day! (-10 EN, 57 left)
The sunlight became harsh!

Wigglytuff used Stealth Rock! (-12 EN, 81 left)
Pointed stones were scattered on Doduodrio's side of the field!

Wigglytuff's Focus Sash broke!
Jumbao was hurt by the sunlight! (-1 HP, 88 left)
Field Effects:
The sunlight is harsh. (3r)
Pointed stones float in the air on Doduodrio's side of the field. (Stealth Rock)
Team Florina Liastacia
:ss/wigglytuff::focus sash:
Normal/Fairy | Cute Charm/Competitive/Frisk
HP: 109/110 | EN: 81
5/4/6/4/45
CC: 1
Status: Ok
Team Doduodrio
:ss/jumbao::life orb:
Grass/Fairy | Drought/TraceSolar Power/Overcoat
HP: 88/95 | EN: 57
5/7/9/7/96
CC: 1
Status: Trace (Solar Power, 2a)​
Turn order:
Florina Liastacia and Doduodrio correct any mistakes
Doduodrio orders
Florina Liastacia orders
I ref​
 
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"Do you feel that summer heat? That means that it's time to blast away with our Solar Beams!"

:ss/jumbao::blobnom:

Solar Beam - Solar Beam - Solar Beam
IF the weather is Rain when you are to act AND you are to use Solar Beam, use Heavy Slam
[ONCE] IF Wigglytuff is to use Thunder Wave, use Safeguard
[CASOA] IF Wigglytuff successfully used a P/E move this action, use Ingrain first instance and Chill remaining instances
 
Round 6
Team Florina Liastacia
:ss/wigglytuff:
Normal/Fairy | Cute Charm/Competitive/Frisk
HP: 109/110 | EN: 81
5/4/6/4/45
CC: 1
Status: Ok
Team Doduodrio
:ss/jumbao::life orb:
Grass/Fairy | Drought/TraceSolar Power/Overcoat
HP: 88/95 | EN: 57
5/7/9/7/96
CC: 1
Status: Trace (Solar Power, 2a)​
Action 1
Jumbao used Solar Beam! (-9 EN, 48 left)
Jumbao took in sunlight!
Jumbao used Solar Beam!
Roll to Crit (1/24 = Crit): 5/24 = No Crit
(12 + 3 + 3 + 5) = 23 damage (86 HP left)
Jumbao lost some of its HP! (-3 HP, 85 left)

Wigglytuff used Bide!
Wigglytuff is bracing itself!

Jumbao was hurt by the sunlight! (-1 HP, 84 left)

Action 2
Jumbao used Solar Beam! (-13 EN, 35 left)
Jumbao took in sunlight!
Jumbao used Solar Beam!
Roll to Crit (1/24 = Crit): 4/24 = No Crit
(12 + 3 + 3 + 5) = 23 damage (63 HP left)
Jumbao lost some of its HP! (-3 HP, 81 left)

Wigglytuff used Bide!
Wigglytuff is tracing itself!

Jumbao was hurt by the sunlight! (-1 HP, 80 left)

Action 3
Jumbao's Trace wore off!

Wigglytuff used Bide! (-47 EN, 36 left)
Wigglytuff released its energy! (80.5~81 damage, -1 HP Jumbao)
Jumbao fainted!
Field Effects:
The sunlight is harsh. (2r)
Pointed stones float in the air on Doduodrio's side of the field. (Stealth Rock)
Team Florina Liastacia
:ss/wigglytuff:
Normal/Fairy | Cute Charm/Competitive/Frisk
HP: 69/110 | EN: 36
5/4/6/4/45
CC: 1
Status: Ok
Team Doduodrio
:ss/jumbao::life orb:
Grass/Fairy | Drought/TraceSolar Power/Overcoat
HP: KO | EN: 35
5/7/9/7/96
CC: 1
Status: KOed​
Turn order:
Florina Liastacia and Doduodrio correct any mistakes
Doduodrio sends out Slowbro and equips
Florina Liastacia orders
Doduodrio orders
I ref
Ref's Note: A mistake in reffing last round means Jumbao has one less HP (Solar Power). I don't think this warrants a reorder (and even then idt it'd be allowed due to Flo abusing Duo not subbing for Bide) but just thought it'd be best to put this here.
 
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