Not Another 6v6 (Frosty Vs. Gerard)

References!

Frosty said:
Thanks for taking this!


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 (54):
Astonish (*)
Bind
Blizzard
Brick Break
Bulldoze
Confuse Ray (*)
Counter
Curse
Destiny Bond (*)
Disable (*)
DynamicPunch
Earthquake
Endure
Fire Punch
Focus Punch
Foresight (*)
Future Sight
Gravity
Grudge
Helping Hand
Hex
Ice Punch
Imprison (*)
Leer (*)
Mean Look
Memento
Metronome
Night Shade (*)
Pain Split (*)
Payback
Protect
Pursuit (*)
Rapid Spin
Return (*)
Rest
Rock Slide
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room



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 - 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 (Earthquake)
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



Rotom [Bellum]
Nature: Modest (+SpA, -Atk)

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.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:

HP: 90
Atk: Rank 1(-1)
Def: Rank 3
SpA: Rank 4(+1)
SpD: Rank 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

MC: 0

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Attacks (52) - MOVEPOOL COMPLETE!:
Astonish
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electroball
Electroweb
Endure
Facade
Flash
Frustation
Hex
Hidden Power Grass (7BP)
Light Screen
Mudslap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
Thunder Wave
Thunderbolt
Thundershock
Toxic
Trick
Uproar
Volt Switch
Will-o-Wisp



Tangrowth [Majora's Wrath] (F)
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type: Grass
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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW): [UNLOCKED] (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 5
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 43 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

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

Attacks (66):
Absorb
Aerial Ace
Amnesia
Ancientpower
Bide
Bind
Block
Brick Break
Bulldoze
Bullet Seed
Constrict
Covet
Curse
Double Team
Earthquake
Endeavor
Endure
Energy Ball
Flail
Focus Blast
Frustation
Giga Drain
Giga Impact
Grass Knot
Growth
Hidden Power Fire [7]
Hyper Beam
Ingrain
Knock Off
Leaf Storm
Leech Seed
Mega Drain
Natural Gift
Nature Power
Pain Split
Payback
Poison Jab
PoisonPowder
Power Swap
Power Whip
Protect
Psych up
Rage Powder
Reflect
Rest
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Seed Bomb
Shock Wave
Slam
Sleep Powder
Sleep Talk
Sludge Bomb
Snore
Solarbeam
Stun Spore
Substitute
Sunny Day
Swords Dance
Synthesis
Thief
Tickle
Toxic
Vine Whip
Worry Seed
Wring Out



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:
Leer
Scratch
Foresight
Night Shade
Astonish
Fake Out
Fury Swipes
Detect
Shadow Sneak

Recover
Trick
Sucker Punch
Feint
Metal Burst

Substitute
Protect
Taunt
Torment
Payback


knock off
faint attack
punishment
shadow claw
power gem
confuse ray
foul play
zen headbutt
shadow ball
mean look
counter
Endure
Magic Coat
Low Kick
Ice Punch
Focus Punch
Pain Split
Snatch
Thief
Toxic



Fidgit (Dethl) Male
Nature: Careful
Type: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.


Abilities:
Persistent:
Type: (Innate)
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit:
Type: (Innate)
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (Dreamworld) [UNLOCKED]
Type:(Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20


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

Attacks (41):
After You
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Disable
Drill Run
Earth Power
Earthquake
Encore
Entrainment
Gastro Acid
Gravity
Gust
Heal Block
Heal Pulse
Helping Hand
Knock Off
Light Screen
Lucky Chant
Magic Room
Metronome
Rapid Spin
Razor Wind
Reflect
Sand Attack
Skill Swap
Sludge Bomb
Snatch
Stealth Rock
Tailwind
Taunt
Toxic
Toxic Spikes
Trick Room
Venoshock
Whirlwind
Wide Guard
Wonder Room
Gerard said:
My team:

Vogue (Starmie) {0}

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic

  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Illuminate: (Innate)
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:

HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BST: 19


EC: 6 / 6
MC: 2
DC: 5 / 5


Attacks: 82 / 87

Attract
Aurora Beam
Avalanche
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confuse Ray
Cosmic Power
Curse
Dive
Double-Edge
Double Team
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Rapid Spin
Recover
Recycle
Reflect Type
Reflect
Refresh
Rest
Return
Round
Scald
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic
Surf
Swagger
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Yue (Darmanitan) {♀}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire ( / Psychic )

  • Fire: Fire STAB; Immune to burn, 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.
  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Sheer Force: (Innate)
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
  • Zen Mode: (Innate)
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Stats:

Regular Darm

HP: 110
Atk: 6 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 82 (-)
SC: 3
WC: 4
BST: 18

Zen Darm

HP: 110
Atk: 3 (+)
Def: 4
SpA: 5
SpD: 4
Spe: 47 (-)
SC: 3
WC: 4
BST: 18


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


Attacks: 60

Attract
Belly Drum
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Encore
Endeavor
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Focus Punch
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Headbutt
Heat Wave
Hidden Power Ice [7]
Hyper Beam
Incinerate
Overheat
Payback
Protect
Psychic
Rage
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sleep Talk
Smack Down
Snore
SolarBeam
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Taunt
Thief
Torment
Toxic
Thrash
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt
Gavroche (Reuniclus) {♂}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic

  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
  • Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
  • Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:

HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20


EC: 9 / 9
MC: 1
DC: 5 / 5


Attacks: 62 / 75

Acid Armor
Astonish
Attract
Calm Mind
Charm
Confuse Ray
Dizzy Punch
Double Team
Drain Punch
Endeavor
Energy Ball
Explosion
Facade
Fire Punch
Flash Cannon
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Helping Hand
Hidden Power Fire (7)
Hyper Beam
Ice Punch
Imprison
Knock Off
Light Screen
Magic Coat
Night Shade
Pain Split
Protect
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Rest
Return
Rock Slide
Rock Smash
Rollout
Round
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snatch
Substitute
Superpower
Swagger
Thunder
ThunderPunch
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt
Éponine (Togekiss) {♀}

Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying

  • Normal: Normal STAB; Adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
  • Flying: Flying STAB; Immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
  • Hustle: (Innate)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
  • Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
  • Super Luck: (Innate)
This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:

HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 96 (+)
SC: 1
WC: 1
BST: 23


EC: 9 / 9
MC: 1
DC: 5 / 5


Attacks: 61

After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Charm
Counter
Defog
Double Edge
Double Team
Drain Punch
Encore
Endeavor
Endure
Extrasensory
ExtremeSpeed
Flamethrower
Fly
Follow Me
Foresight
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Rest
Roost
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Sleep Talk
Solarbeam
Sunny Day
Swagger
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Trick
Wish
Yawn
Wilde (Gallade) {♂}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
  • Fighting: Fighting STAB; Ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
  • Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
  • Justified: (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:

HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 4
WC: 6
BST: 22


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


Attacks: 101 / 125

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Charm
Close Combat
Confuse Ray
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Pulse
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psych Up
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rest
Return
Rock Slide
Rock Smash
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Stored Power
Substitute
Sunny Day
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
X-Scissor
Zen Headbutt
Katherine (Gardevoir) {♀}

Nature: Bold (+1 Def, -1 Atk)
Type: Psychic

  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • Trace: (Can be Activated)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
  • Telepathy: (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: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21


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


Attacks: 13

Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hyper Beam
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Rain Dance
Reflect
Rest
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snatch
Stored Power
Sunny Day
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Will-O-Wisp
Wish


Thanks for reffing :3
Huge copypasta!


(no one ordered it shut up shadow yosuke)

Rules said:
6vs6 Triples FE Match
Serious Business!
Arena: Unown Soup
Subs: 3
All abilities
All items
2 Day DQ
2 recoveries / 5 chills
OH BOY
Frosty sends out mons with items
Gerard sends out mons with items and orders
Frosty orders
Insane Referee!
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Let's start this!



Rotom-W [Bellum]
Nature: Modest (+SpA, -Atk)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:

HP: 90
Atk: Rank 2(-1)
Def: Rank 4
SpA: Rank 5(+1)
SpD: Rank 4
Spe: 86
Size Class: 3
Weight Class: 4
Base Rank Total: 20

MC: 0

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Attacks (52) - MOVEPOOL COMPLETE!:
Astonish
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electroball
Electroweb
Endure
Facade
Flash
Frustation
Hex
Hidden Power Grass (7BP)
Hydro Pump
Light Screen
Mudslap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
Thunder Wave
Thunderbolt
Thundershock
Toxic
Trick
Uproar
Volt Switch
Will-o-Wisp




 


An impressive lineup, but our team is more than prepared to face such a team, Wilde and Katherine have proven time and time again that they can handle their own against anything, while Yue is strong enough to survive while doing some significant damage, and this is without her having changed forms yet, I'm sure we can do some heavy damage here but we should try and prepare ourselves, it's annoying but going first in here is all but secure, even I can't predict everything so try and stay calm.


Focus Sash..........Charcoal............Exp. Belt


Katherine: [Trace Zant's Prankster] Safeguard ~ Grass Knot (Bellum)
* If You're targeted by Taunt then use Magic Coat and push actions
* If Zant uses Fake Out A1 then use Encore (Zant) A2
* If Bellum has clones up when you target it then use Magical Leaf (Bellum) and push actions


Yue: [Activate Sheer Force & Zen Mode] Fire Punch (Bongo) ~ Flare Blitz (Bongo)
* If Bongo uses Counter then use Fire Blast (Bongo) and push actions
* If you're targeted by Hydro Pump then use Protect (Once) and push actions
* If Bongo targets you with Sucker Punch & He doesn't have a sub up then use Will-o-Wisp and push actions


Wilde: Knock Off (Zant) ~ Leaf Blade (Bellum)
* If Bellum uses Substitute the action you're supposed to target him with Knock Off then use Encore (Bellum) said action instead
* If Bellum uses a Protective or Evasive Move then use Leaf Blade (Bellum) and push actions
* If you're targeted by Will-o-Wisp & Safeguard is Not up then use Magic Coat

 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Unown Soup is a very lovely arena imo.

Bellum: Unown F (Follow Me) - Thunderbolt (Gallade)
Bongo Bongo: COMBO (Focus Punch + Shadow Punch) at Gallade - cooldown (see a1)
Zant: Unown H (Helping Hand) at Dusknoir - Shadow Sneak (Gallade)

Should be good enough for now. Hopefully I didn't miss something important
 
Frosty


HP:90
EN:100
Item:Magnet
Stats:2/4/5/2/86
Other:None


HP:90
EN:100
Item:Mental Herb
Stats:5/5/3/5/39
Other:None


HP:90
EN:100
Item:Everstone
Stats:5(4)/4(3)/3/3/43
Other:None

Gerard


HP:100
EN:100
Item:Focus Sash
Stats:2/4/5/4/80
Other:None


HP:110
EN:100
Item:Charcoal
Stats:6/2/2/2/82
Other:None


HP:100
EN:100
Item:Expert Belt
Stats:5/3/4/4/69
Other:None​

Calcs
Speed Order:Rotom-Darmanitan-Gardevoir (prankster)-Gallade-Sableye (prankster)-Dusknoir
Action 1
Gardevoir used Safeguard!
-10en

Sableye used Helping Hand!
-25en

Rotom used Follow Me!
-9en

Darmanitan used Fire Punch!
(1992=nocrit)
(10+3+3)*0.67=14.72dmg!
-5en

Gallade used Knock Off!
(3798=nocrit)
(4+1.5)=5.5dmg!
-4en

Dusknoir used Focused Shadow Punch!
(5870=nocrit)
((15+6)*2+3+3)*1.5=72dmg
-24en

Action 2
Sableye used Shadow Sneak!
(6411=nocrit)
(4+3+1.5)*1.5=12.75dmg
-3en

Rotom used Thunderbolt!
(541=crit)
(2688=effect) Not that it matters...
(10+3+1.5)=14.5+4=18.5dmg
-6en

Gallade fainted!

Darmanitan used Flare Blitz!
(7164=nocrit)
(14+3+1.5)+4=22.5dmg
7.5dmg in recoil!
-8en

Gardevoir used Grass Knot!
(5902=nocrit)
(8+4.5)*1.5=18.75dmg
-5.5en

Dusknoir cooled down!


Frosty


HP:57
EN:85
Item:Magnet
Stats:2/4/5/2/86
Other:None


HP:67
EN:76
Item:Mental Herb
Stats:5/5/3/5/39
Other:1KOC


HP:86
EN:72
Item:None
Stats:4/3/3/3/43
Other:None

Gerard


HP:100
EN:84
Item:Focus Sash
Stats:2/4/5/4/80
Other:Safeguard (3 Rounds)


HP:102
EN:87
Item:Charcoal
Stats:6/2/2/2/82
Other:Safeguard (3 Rounds)


HP:KO
EN:KO
Item:Expert Belt
Stats:5/3/4/4/69
Other:None​
 


And this is why I hate combos...
Ok, sending Eponine with Expert Belt, let's see how we can get back on track
PS: Grass Knot is 8 BP against Rotom-W


Focus Sash..........Charcoal............Exp. Belt
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
SWITCH PHASE INITIATED!
Bongo Bongo OUT
Diababa w/ Rare Candy IN
Zant OUT
Dethl w/ Light Clay IN
COUNTERSWITCH?
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Ordering last on triples, vs gerard on unown soup is like the epithome of LOVELY

Bellum: Discharge - Discharge
IF Bellum is tormented when it is about to attack AND Discharge was used on the turn prior THEN Electroweb A2
IF Mud Sport THEN Thief (Gardevoir) - Hydro Pump (Darmanitan)
IF

Diababa: Shadow Claw (Gardevoir) - Power Whip (Gardevoir)
IF Gardevoir uses Protective/Evasive successfully AND Neither darmanitan nor Togekiss are ordered to feint THEN Protect and push back

Dethl: Light Screen - Reflect
IF Taunt is ordered AND at you THEN Taunt the user and push back
IF Taunted THEN Sludge Bomb (Gardevoir)
IF Snatch AND User isn't taunted THEN Sludge Bomb (Gardevoir)
 


I think you'll find that you're right in being afraid to act second, as I said I dislike having to use combos, but why would you need to when this arena gives you everything you could ever hope for? Goodbye Diababa


Focus Sash..........Charcoal............Exp. Belt


Katherine: Unown D [Dark Void] ~ Helping Hand (Yue)

Yue: Flare Blitz (Diababa) ~ Unown V [V-Create] (Diababa)

Wilde: Icy Wind ~ Unown S [Skill Swap] (Your Hustle & Dethl's Prankster)
 
Placeholder for tomorrow

Frosty


HP:57
EN:85
Item:Magnet
Stats:2/4/5/2/86
Other:None


HP:100
EN:100
Item:Rare Candy
Stats:5/5/2/5/81
Other:None


HP:100
EN:100
Item:Light Clay
Stats:2/4/3/4/105
Other:None

Gerard


HP:100
EN:84
Item:Focus Sash
Stats:2/4/5/4/80
Other:Safeguard (3 Rounds)


HP:102
EN:87
Item:Charcoal
Stats:6/2/2/2/82
Other:Safeguard (3 Rounds)


HP:100
EN:100
Item:Expert Belt
Stats:1/3/5/4/96
Other:Safeguard (3 Rounds)​

Calcs
Speed Order: Fidgit, Togekiss, Rotom-W, Darmanitan, Necturna, Gardevoir

Fidigt used Light Screen!
-10en

Togekiss used Icy Wind!
(8910=hit)
(9663=nocrit)
ROTOM-W (3+4.5)*0.67=5dmg

WIP
 
Ok, I'm taking the reins of this.

Frosty


HP:57
EN:85
Item:Magnet
Stats:2/4/5/2/86
Other:None


HP:100
EN:100
Item:Rare Candy
Stats:5/5/2/5/81
Other:None


HP:100
EN:100
Item:Light Clay
Stats:2/4/3/4/105
Other:None

Gerard


HP:100
EN:84
Item:Focus Sash
Stats:2/4/5/4/80
Other:Safeguard (3 Rounds)


HP:102
EN:87
Item:Charcoal
Stats:6/2/2/2/82
Other:Safeguard (3 Rounds)


HP:100
EN:100
Item:Expert Belt
Stats:1/3/5/4/96
Other:Safeguard (3 Rounds)​


A1:
Fidgit Light Screen -10 en
Gardevoir Dark Void Rotom (7753 hit 2396 1 action) -10 en
Gardevoir Dark Void Necturna (7365 hit 3656 1 action)
Togekiss Icy Wind Rotom (hit 8021 no crit) (3+4,5)*0,67= 5,025 dmg - 5 en -1 Spe
Togekiss Icy Wind Necturna (hit 9811 no crit) (3+2-1)*1,5= 6 dmg -1 Spe
Togekiss Icy Wind Fidgit (hit 4757 no crit) (3+2+3)*1,5= 12 dmg -1 Spe
Rotom is asleep!
Necturna is asleep!
Darmanitan Flare Blitz Necturna (hit 7308 no crit) (14+3+1)*1,5+4= 31 dmg, -15,5 HP -8 en
A2:
Gardevoir Helping Hand Darmanitan -22 en
Fidgit Reflect -10 en
Togekiss Skill Swap Fidgit -7 en
Darmanitan V-Create Necturna (4361 hit 3081 no crit) (24+3+1)*1,5+4= 46 dmg -11 en, -1 Def, Sp. Def and Spe,
Rotom awakens!
Rotom Discharge Gardevoir (hit 4323 no crit) 4+3+1,5+4= 12,5 dmg - 5 en
Rotom Discharge Darmanitan (hit 5333 no crit) 6+3+4,5+4= 17,5 dmg
Rotom Discharge Togekiss (hit 2984 no crit) (6+3+1,5)*1,5+4= 19,75 dmg
Rotom Discharge Necturna (hit 8824 no crit 6874 no para (4+3-1)*0,67+4= 8 dmg
Necturna awakens!
Necturna Power Whip Gardevoir (4935 hit 3774 no crit) 12+3+2,5= 17,5 dmg -7 en


Frosty


HP:52
EN:80
Item:Magnet
Stats:2/4/5/2/86
Other: -1 Spe, Reflect 8a, Light Screen 7a


HP:9
EN:93
Item:Rare Candy
Stats:5/5/2/5/81
Other:-1 Spe, Reflect 8a, Light Screen 7a


HP:88
EN:80
Item:Light Clay
Stats:2/4/3/4/105
Other: -1 Spe, Reflect 8a, Light Screen 7a, Skill Swapped (Hustle)

Gerard


HP:67
EN:52
Item:Focus Sash
Stats:2/4/5/4/80
Other:Safeguard (2 Rounds)


HP:69
EN:68
Item:Charcoal
Stats:6/2/2/2/82
Other:Safeguard (2 Rounds) -1 Def, -1 Sp. Def, -1 Spe


HP:80
EN:88
Item:Expert Belt
Stats:1/3/5/4/96
Other:Safeguard (2 Rounds), Skill Swapped (Prankster)​
 
Last edited:
Gardevoir has Prankster due to Trace so Dark Void has Priority, also Positions are Off so it affects the whole team
(Lots of changes)
 
It did seem something was off... Fidgit has Vital Spirit unless I'm mistaken, so that part doesn't change and he gets the screens up.
EDIT: that said, the only change that ended up happening is that Necturna didn't get to use Shadow Claw and Rotom Discharged A2 instead of A1
 
Last edited:


Gotta be honest, I completely forgot that thing had Vital Spirit, though this might be a bit though but we can make this work


Focus Sash..........Exp. Belt............Exp. Belt


Katherine: Encore (Dethl) ~ Psychic (Dethl)
* If Diababa uses a Priority Combo & Unown Q hasn't been used yet then use Unown Q (Quick Guard) and push actions
* If Eponine is targeted by Fake Out A1 then use Psychic (Diababa) and push actions
* If your target uses a Protective or Evasive move then use Wish (once) and push actions (and subs if aplicable)


Gavroche: Psychic (Dethl) ~ Psychic (Dethl)
* If Unown A (Anger Point) is used A1 then Helping Hand (Eponine) A1 instead
* If Eponine is targeted by Fake Out A1 then use Helping Hand (Katherine) and push actions


Eponine: Air Slash (Diababa) ~ Air Slash (Diababa)
* If Diababa uses a Priority Combo A1 then use Encore (Dethl) A1 instead
* If your target uses a Protective or Evasive move & Unown M hasn't been used yet then Unown M (Mud Sport) once and push actions (and subs if aplicable)
* If Unown A (Anger Powder) is used A1 then use Heat Wave A1 instead
* If Diababa has fainted by the time you target her then use SolarBeam (Bellum)

 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
soo...

I was looking at stuff and ended up seeing something kinda bad.

On round 1, Rotom used Follow Me to redirect all attacks towards it, as well as halving the BAP of physical hits redirected. This means that Sableye didn't lose his Everstone, but rotom did lose its magnet. Also it is supposed to have a few more hp, due to the halfing whatever from knock off and fire punch.

Since Rotom lost his magnet, Togekiss, Darmanitan and Gardevoir get +4hp. Necturna wasn't supposed to be hit by Discharge due to Telepathy, so she should have 8 more hp. Gallade remains fainted since the +4 from magnet is compensated by Sableye's newfound power (+2.5 due to atk, +1 due to everstone, multiplied by 1.5 due to SE), so the only change is probably on round 2.

Can you please fix that. This may change Gerard's orders, so you may wanna let him reorder.

Also, I am gonna go ahead and say it @Gerard: "Anger Point" is a ability, so you probably meant some other move.
 
OK, here is what I ended up doing. I re-reffed all of round 1, given that Frosty pointed out errors in it. I was not sure if that would change anybody's orders, but I did it anyway. So please, order in response to the re-reffed round 1, located beneath this statement.


Diababa the Necturna
100
100
Ranks: 5/5/2/5/81|23|3/3
Status:


Majora's Wrath the Tangrowth
110
100
Ranks: 4/5/4/3/43|21|4/5
Status: -10% EVA


Dethl the Fidgit
100
100
Ranks: 2/4/3/4/105|20|2/4
Status:



Vogue the Starmie
90
100
Ranks: 2/3/4/3/133|19|2/4
Status: +20% ACC


Gavroche the Reuniclus
110
100
Ranks: 4/3/5/3/26|20|2/2
Status: -10% EVA


Eponine the Togekiss
100
100
Ranks: 1/3/5/4/96|23|1/1
Status: +10% ACC




Bongo Bongo the Dusknoir
90
100
Ranks: 5/5/3/5/39|21|4/5
Status: Metal Herb (3/3)
-10% EVA


Bellum the Rotom-Wash
90
100
Ranks: 2/4/5/4/86|20|3/4
Status: Magnet


Zant the Sableye
90
100
Ranks: 4[6]/3[5]/3/3/43|16|1/2
Status: Everstone
-10% EVA



Yue the Darmanitan
110
100
Ranks: 6/2/2/2/82|18|3/4
Zen: 3/4/5/4/47|18|3/4
Status: Charcoal
-10% EVA


Wilde the Gallade
100
100
Ranks: 5/3/4/4/69|22|4/6
Status: Expert Belt
-10% EVA


Katherine the Gardevoir
100
100
Ranks: 2/4/5/4/80|21|3/3
Status: Focus Sash

Gardevoir Traced Sableye's Prankster
EN Check: 5

Darmanitan Toggled Sheer Force On
Darmanitan Toggled Zen Mode On
Action 1
Rotom-Wash's Follow Me
EN Check: 9

Sableye's Helping Hand on Dusknoir
EN Check: 4 + 42/2 = 25

Dusknoir charges its ghostly energy
EN Check: (10 + 4) * 1.5 - 1 = 20

Gardevoir's Safeguard
EN Check: 10

Darmanitan's Fire Punch on Rotom-Wash
Crit Check (625): 2781 (NO)
Damage: (8 + 2 + 3 + 8.5 - 6) * 0.67 + 4 = 14.385
EN Check: 6 - 1 = 5

Gallade's Knock Off on Rotom-Wash
Crit Check (625): 1298 (NO)
Damage: (4 + 7.5 - 6) = 5.5
EN Check: 3

Dusknoir's Focus Punch + Shadow Punch on Gallade
Crit Check (625): 5262 (NO)
Damage: ((15 + 6) * 2 + 3 + 7.5 - 4.5) * 1.5 = 72

Action 2
Sableye's Shadow Sneak on Gallade
Crit Check (625): 1010 (NO)
Damage: (6 + 4 + 8.5 - 4.5) * 1.5 = 21
EN Check: 4 - 1 = 3

Rotom-Wash's Thunderbolt on Gallade
Crit Check (625): 3586 (NO)
Damage: (10 + 3 + 7.5 - 6) = 14.5
EN Check: 7 - 1 = 6

Darmanitan's Flare Blitz on Dusknoir
Crit Check (625): 6349 (NO)
Damage: (10 + 4 + 3 + 2 + 8.5 - 7.5) + 4 = 24
Recoil: 24 / 3 = 8
EN Check: 7 + 4/2 - 1 = 8

Gardevoir's Grass Knot on Rotom-Wash
Crit Check (625): 1599 (NO)
Damage: (8 + 7.5 - 6) * 1.5 = 14.25
EN Check: 4 + 4/2 = 6

Dusknoir cools down



Bongo Bongo the Dusknoir
90 - 24 = 66
100 - 20 = 80
Ranks: 5/5/3/5/39|21|4/5
Status: Metal Herb (3/3)
-10% EVA


Bellum the Rotom-Wash
90 - (14.385 + 5.5 + 14.25) = 55.865
100 - (9 + 6) = 85
Ranks: 2/4/5/4/86|20|3/4
Status: Magnet (Knocked Off)


Zant the Sableye
90
100 - (25 + 3) = 72
Ranks: 4[6]/3[5]/3/3/43|16|1/2
Status: Everstone
-10% EVA



Yue the Darmanitan
110 - 8 = 102
100 - (5 + 8) = 87
Ranks: 6/2/2/2/82|18|3/4
Zen: 3/4/5/4/47|18|3/4
Status: Charcoal
-10% EVA
Safeguard Position 3 rounds


Wilde the Gallade
100 - (72 + 21 + 14.5) = -7.5
100 - 3 = 97
Ranks: 5/3/4/4/69|22|4/6
Status: Expert Belt
KO
Safeguard Position 3 rounds


Katherine the Gardevoir
100
100 - (5 + 10 + 6) = 79
Ranks: 2/4/5/4/80|21|3/3
Status: Focus Sash
Safeguard Position 3 rounds
Prankster Traced 4 actions



Diababa the Necturna
100
100
Ranks: 5/5/2/5/81|23|3/3
Status:


Majora's Wrath the Tangrowth
110
100
Ranks: 4/5/4/3/43|21|4/5
Status: -10% EVA


Dethl the Fidgit
100
100
Ranks: 2/4/3/4/105|20|2/4
Status:



Vogue the Starmie
90
100
Ranks: 2/3/4/3/133|19|2/4
Status: +20% ACC


Gavroche the Reuniclus
110
100
Ranks: 4/3/5/3/26|20|2/2
Status: -10% EVA


Eponine the Togekiss
100
100
Ranks: 1/3/5/4/96|23|1/1
Status: Expert Belt
+10% ACC




Bongo Bongo the Dusknoir
66
80
Ranks: 5/5/3/5/39|21|4/5
Status: Metal Herb (3/3)
-10% EVA


Bellum the Rotom-Wash
56
85
Ranks: 2/4/5/4/86|20|3/4
Status: Magnet (Knocked Off)
1 KOC


Zant the Sableye
90
72
Ranks: 4[6]/3[5]/3/3/43|16|1/2
Status: Everstone
-10% EVA



Yue the Darmanitan
102
87
Ranks: 6/2/2/2/82|18|3/4
Zen: 3/4/5/4/47|18|3/4
Status: Charcoal
-10% EVA
Safeguard Position 3 rounds


Wilde the Gallade
-8
97
Ranks: 5/3/4/4/69|22|4/6
Status: Expert Belt
KO
Safeguard Position 3 rounds


Katherine the Gardevoir
100
79
Ranks: 2/4/5/4/80|21|3/3
Status: Focus Sash
Safeguard Position 3 rounds
Prankster Traced 4 actions

Order
Ref
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I see no big changes to warrant a reorder on round 2 (IMO). So I'd say we go with the previous orders (including switches and what-not). That way we prevent hindsight from screwing up how this was supposed to be ran and move faster.

BUT if Gerard wants to reorder we can.
 
Forgot about some items on Gerard's side in Round 1. Went back and corrected them. The changes impacted almost nothing. With that out of the way, on to...
ROUND 2

Bongo Bongo the Dusknoir
66
80
Ranks: 5/5/3/5/39|21|4/5
Status: Metal Herb (3/3)
-10% EVA


Majora's Wrath the Tangrowth
110
100
Ranks: 4/5/4/3/43|21|4/5
Status: -10% EVA


Zant the Sableye
90
72
Ranks: 4[6]/3[5]/3/3/43|16|1/2
Status: Everstone
-10% EVA



Vogue the Starmie
90
100
Ranks: 2/3/4/3/133|19|2/4
Status: +20% ACC


Gavroche the Reuniclus
110
100
Ranks: 4/3/5/3/26|20|2/2
Status: -10% EVA


Wilde the Gallade
-8
97
Ranks: 5/3/4/4/69|22|4/6
Status: Expert Belt
KO



Diababa the Necturna
100
100
Ranks: 5[6]/5/2/5[6]/81|23|3/3
Status: Rare Candy


Bellum the Rotom-Wash
56
85
Ranks: 2/4/5/4/86|20|3/4
Status: Magnet (Knocked Off)
1 KOC


Dethl the Fidgit
100
100
Ranks: 2/4/3/4/105|20|2/4
Status: Light Clay



Yue the Darmanitan
102
87
Ranks: 6/2/2/2/82|18|3/4
Zen: 3/4/5/4/47|18|3/4
Status: Charcoal
-10% EVA
Safeguard Position 3 rounds


Eponine the Togekiss
100
100
Ranks: 1/3/5/4/96|23|1/1
Status: Expert Belt
+10% ACC
Safeguard Position 3 rounds


Katherine the Gardevoir
100
79
Ranks: 2/4/5/4/80|21|3/3
Status: Focus Sash
Safeguard Position 3 rounds
Prankster Traced 4 actions

Action 1
Fidgit's Light Screen
EN Check: 10

Gardevoir's Dark Void
-On Fidgit
Accuracy Check (8000): 3798 (HIT)

-On Rotom-Wash
Accuracy Check (8000): 5912 (HIT)
Degree: 752 (LIGHT)

-On Necturna
Accuracy Check (8000): 1973 (HIT)
Degree: 6797 (INTENSE)
EN Check: 10

Togekiss' Icy Wind
-On Fidgit
Crit Check (625): 4431 (NO)
Damage: (6 * 0.75 * (2/3) + 2 + 7.5 - 6) * 1.5 = 9.75
Speed: 105 / 1.75 = 60

-On Rotom-Wash
Crit Check (625): 701 (NO)
Damage: (6 * 0.75 * (2/3) + 7.5 - 6) * 0.67 = 4.355
Speed: 86 / 1.75 = 49.14

-On Necturna
Crit Check (625): 3306 (NO)
Damage: (6 * 0.75 * (2/3) + 2 + 7.5 - 8.5) * 1.5 = 6
EN Check: 5
Speed: 81 / 1.75 = 46.29

Darmanitan's Flare Blitz on Necturna
Crit Check (625): 9634 (NO)
Damage: (10 + 4 + 3 + 2 + 8.5 - 7.5) * 1.5 + 4 = 34
Recoil: 34 / 3 = 11.33333
EN Check: 7 + 4/2 + 4 - 1 = 12

Rotom-Wash is asleep

Necturna is asleep

Action 2
Gardevoir's Helping Hand on Darmanitan
EN Check: 4 + 36/2 = 22

Fidgit's Reflect
EN Check: 10

Togekiss's Skill Swap On Fidgit for Prankster with Hustle
EN Check: 7

Darmanitan's V-Create on Necturna
Accuracy Check (9500): 9047 (HIT)
Crit Check (625): 355 (CRIT)
Damage (18 * 2 * (2/3) + 3 + 3 + 8.5 - 7.5) * 1.5 + 4 = 50.5
EN Check: 12 - 1 = 11

Rotom-Wash's Discharge
-On Togekiss
Crit Check (625): 2168 (NO)
Damage: (8 * 0.75 + 3 + 7.5 - 6) * 1.5 = 15.75

-On Darmanitan
Crit Check (625): 5987 (NO)
Damage: (8 * 0.75 + 3 + 7.5 - 3) = 13.5

-On Gardevoir
Crit Check (625): 1444 (NO)
Damage: (8 * 0.75 + 3 + 7.5 - (2 + 6)) = 8.5
EN Check: 6 - 1 = 5

Necturna's Power Whip on Gardevoir
Accuracy Check (8500): 5840 (HIT)
Crit Check (625): 1340 (NO)
Damage: (12 + 4 + 8.5 - (6 + 2)) = 16.5
EN Check: 8 - 1 = 7



Diababa the Necturna
100 - (6 + 34 + 50.5) = 9.5
100 - 7 = 93
Ranks: 5[6]/5/2/5[6]/81|23|3/3
Status: Rare Candy
-1 Speed for 1 round (46.29)
Light Screen Position for 7 actions
Reflect Position for 8 actions


Bellum the Rotom-Wash
56 - 4.355 = 51.645
85 - 5 = 80
Ranks: 2/4/5/4/86|20|3/4
Status: Magnet (Knocked Off)
1 KOC
-1 Speed for 1 round (49.14)
Light Screen Position for 7 actions
Reflect Position for 8 actions


Dethl the Fidgit
100 - 9.75 = 90.25
100 - (10 + 10) = 80
Ranks: 2/4/3/4/105|20|2/4
Status: Light Clay
-1 Speed for 1 round (60)
Prankster swapped for Hustle
Light Screen Position for 8 actions
Reflect Position for 9 actions



Yue the Darmanitan
102 - 13.5 = 88.5
87 - (12 + 11) = 64
Ranks: 6/2/2/2/82|18|3/4
Zen: 3/4/5/4/47|18|3/4
Status: Charcoal
-10% EVA
-1 Speed for 1 rounds (46.86)
-1 DEF for 1 rounds
-1 SPD for 1 rounds
Safeguard Position 2 rounds


Eponine the Togekiss
100 - 15.75 = 84.25
100 - (5 + 7) = 88
Ranks: 1/3/5/4/96|23|1/1
Status: Expert Belt
+10% ACC
Safeguard Position 2 rounds


Katherine the Gardevoir
100 - (8.5 + 16.5) = 75
79 - (10 + 22) = 47
Ranks: 2/4/5/4/80|21|3/3
Status: Focus Sash
Safeguard Position 2 rounds
Prankster Traced 2 actions



Bongo Bongo the Dusknoir
70
80
Ranks: 5/5/3/5/39|21|4/5
Status: Metal Herb (3/3)
-10% EVA


Majora's Wrath the Tangrowth
110
100
Ranks: 4/5/4/3/43|21|4/5
Status: -10% EVA


Zant the Sableye
90
72
Ranks: 4[6]/3[5]/3/3/43|16|1/2
Status: Everstone
-10% EVA



Vogue the Starmie
90
100
Ranks: 2/3/4/3/133|19|2/4
Status: +20% ACC


Gavroche the Reuniclus
110
100
Ranks: 4/3/5/3/26|20|2/2
Status: -10% EVA


Wilde the Gallade
-8
97
Ranks: 5/3/4/4/69|22|4/6
Status: Expert Belt
KO



Diababa the Necturna
9
93
Ranks: 5[6]/5/2/5[6]/81|23|3/3
Status: Rare Candy
-1 Speed for 1 round (46.29)
Light Screen Position for 7 actions
Reflect Position for 8 actions


Bellum the Rotom-Wash
52
80
Ranks: 2/4/5/4/86|20|3/4
Status: Magnet (Knocked Off)
1 KOC
-1 Speed for 1 round (49.14)
Light Screen Position for 7 actions
Reflect Position for 8 actions


Dethl the Fidgit
90
80
Ranks: 2/4/3/4/105|20|2/4
Status: Light Clay
-1 Speed for 1 round (60)
Prankster swapped for Hustle
Light Screen Position for 8 actions
Reflect Position for 9 actions



Yue the Darmanitan
88
64
Ranks: 6/2/2/2/82|18|3/4
Zen: 3/4/5/4/47|18|3/4
Status: Charcoal
-1 Speed for 1 rounds (46.86)
-1 DEF for 1 rounds
-1 SPD for 1 rounds
Safeguard Position 2 rounds


Eponine the Togekiss
84
88
Ranks: 1/3/5/4/96|23|1/1
Status: Expert Belt
+10% ACC
Safeguard Position 2 rounds


Katherine the Gardevoir
75
47
Ranks: 2/4/5/4/80|21|3/3
Status: Focus Sash
Safeguard Position 2 rounds
Prankster Traced 2 actions

Consumed Unowns: D, F, H, S, V

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