Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Ralts, taking careful aim at its paralyzed foe, fires a Thunderbolt at Azurill that strikes it in a vulnerable area, scoring a critical hit, but the latter manages to recover and blows a wave of energized Bubbles at Ralts, and although the stream misses the real Ralts, it does take out several of Ralts's doubles. Feeling smug because of the fact that it still hasn't been hit yet, Ralts decides to take a brief rest; however, this turns out to be the wrong decision, as Azurill leaps forward and Body Slams it, hitting the real Ralts and temporarily paralyzing it from the impact. Ralts, struggling to stand, fires another Thunderbolt at its attacker, but Azurill is unfazed by this and, summoning good memories of its trainer, slams into its foe, knocking Ralts away from it.
Because I didn't get unpara'd, synchronize doesn't activate either :V
Body Slam -> Return -> Body Slam
If Double Team is used, replace that action with Bubble.
If Confuse Ray or Misty Terrain is used, replace that action with Encore and push actions back.
Flame Emblem, before I ref, I would highly recommend that you order something in addition to the Cooldown, in case you are unable to act (example: Cooldown (Alternative action)). This may not make a difference in this battle, as you have a substitution to prevent the only way that you would be unable to move, but it will in other battles.
Azurill leaps at its foe and Body Slams it, but Ralts fights it off by firing a massive Thunderbolt at it, knocking the mouse thing across the arena. As Ralts takes a rest to recoup, Azurill manages to recover from the previous attack, and summons good memories of its trainer to help inspire it to slam its tail into Ralts, knocking the latter to the ground. Ralts then tries to stand, but its paralysis sets in and renders it unable to move, leaving it wide open as Azurill Body Slams the downed Pokemon.
Action 1:
[paralysis check <500] 2732 no
Azurill used Body Slam
[to crit <625] 8103 no
(8 + 3 + 4.5 - 3) = 12.5 damage
-4.33 energy
[paralysis check <1500] 3330 no
Ralts used Thunderbolt + Thunderbolt combo
[to crit <625] 8316 no
(20.25 + 3 - 3) = 20.25 damage
-30 energy
Action 2:
Ralts must cool down
[paralysis check <500] 3773 no
Azurill used Return
[to crit <625] 6085 no
(8 + 3 + 4.5 - 3) = 12.5 damage
-6 energy
Action 3:
[paralysis check <1500] 40 yes
Ralts was paralyzed! It can't move!
[paralysis check <500] 6963 no
Azurill used Body Slam
[to crit <625] 4160 no
(8 + 3 + 4.5 - 3) = 12.5 damage
-4.33 energy
IF successful Protective/Evasive maneuver, Chill and push back actions
IF A2 would attempt to consume more energy than Ralts possesses, use Thunderbolt A2 and Magical Leaf A3
Return (Now with 2 extra BAP for more instadeath!) -> Body Slam -> Chill
Return + Body Slam does exactly 27 damage, not counting the rounding up of each attack. Not only that, paralysis makes Ralts slower than Azurill. GG Ralts.
If Ralts somehow still has HP left on A3, replace A3 with Bubble for the anti-meta finish.
If you get fully para'd on A2 by the most trollish hax that ever existed, push actions back. (Priority over above substitution)
Azurill, summoning wonderful memories of its trainer, Returns Pikachuun's efforts in raising it by delivering a powerful tail slam to Ralts that knocks the latter into the air, hitting the ground a moment later. Exhausted, Ralts decides to take a brief rest, but this leaves it open as Azurill scrunches its body into its tail, which in turn is pushed into the ground, then leaps high into the air, using its spring-like preparation to travel faster and farther, and promptly crashes into its foe with a full-on Body Slam that knocks Ralts unconscious.
Action 1:
Azurill used Return
[to crit <625] 3189 no
(10 + 3 + 4.5 - 3) = 14.5 damage
-6 energy
[paralysis check <500] 7784 no
Ralts used Chill
+12 Energy
Action 2:
Azurill used Body Slam
[to crit <625] 59 yes
(8 + 3 + 3 + 4.5 - 3) = 15.5 damage
Ralts fainted
-4.33 energy
Flame Emblem sends in Durandel-Honedge to continue the fight, who, sensing an attack, creates a Protective barrier that blocks a jet of Scalding-hot water that Azurill spews at it with particular force. Honedge then begins to twirl itself around in an odd, Dance-like movement that helps it to prepare itself for the upcoming combat; however, this is somewhat mitigated as Azurill, who had crept up beside its foe as it was performing its dance, Tickles it, causing Honedge to lose its concentration and begin to laugh. While the the metal combatant is distracted, Azurill quickly sprays a second jet of boiling water at it, causing Honedge to recoil in surprise. Angered, Honedge quickly regains its composure, and begins to perform the same Dance, but it ends this one by slamming the flat part of its body into Azurill, knocking the mouse far away.
Action 1:
Honedge used Protect
Azurill used Scald
[to crit <625] 555 yes
[to burn <3000] 5670 no
(8 + 3 + 1.5 - 3) = 9.5 damage
Honedge protected itself (-10.8 energy)
-6 energy
Action 2:
Honedge used Swords Dance
Honedge's Attack sharply rose (+2 Attack)
-7 energy
Azurill used Tickle
Honedge's Attack fell (-1 Attack)
Honedge's Defense fell (-1 Defense)
-5 energy
Action 3:
Azurill used Scald
[to crit <625] 2963 no
[to burn <3000] 4108 no
(8 + 1.5 - 3) = 6.5 damage
-6 energy
Honedge used Brick Dance
[to crit <625] 6947 no
(8 + 6 - 3 + 4) = 15 damage
Honedge's Attack sharply rose (+2 Attack)
-25.5 energy
Honedge, worn out from its last attack, takes a brief rest, leaving it open as Azurill sprays a jet of Scalding-hot water at it, causing it float backwards as close to stumbling as floating can be; however Honedge is still tired, and continues to rest to regain its strength. Noticing this, Azurill approaches Honedge and begins to Tickle it, causing the latter to start laughing and drop its guard. Satisfied, Azurill takes a brief rest of its own, but as soon as Honedge sees this, it immediately stops laughing and swings itself around in wild, frenetic Dance-like movements, then strikes out at its foe, knocking the mouse's tail out from under it and causing it to fall face-first onto the ground.
Action 1:
Honedge must cool down
Azurill used Scald
[to crit <625] 9830 no
[to burn <3000] 8152 no
(8 + 1.5 - 3) = 6.5 damage
-10 energy
Action 2:
Honedge used Chill
+12 energy
Azurill used Tickle
Honedge's Attack fell (-1 Attack)
Honedge's Defense fell (-1 Defense)
-5 energy
Action 3:
Azurill used Chill
+12 energy
Honedge used Brick Dance
[to crit <625] 9487 no
(8 + 6 - 3 + 4) = 15 damage
Honedge's Attack sharply rose (+2 Attack)
-19.5 energy
Holy Water (Scald + Scald) -> Cooldown (Holy Water) -> Tickle
If a P/E move is issued successfully Chill and push actions back.
If you get haxed into not moving push actions back.
If you still don't burn it flip a table.
Honedge, exhausted from its last attack, needs to take a short break; meanwhile, Azurill, realizing that heated water doesn't seem to be having much effect, expends the last of its strength by firing a burst of Holy Water that catches Honedge off guard, searing the metal creature and leaving lasting burns across it. With a weak smile, Azurill then falls unconscious from the effort of this attack.
Action 1:
Honedge must cool down
Azurill used Holy Water
[to crit <625] 156 yes
[to burn <6000] 1327 yes
(18 + 3 + 1.5 - 3) = 19.5 damage
Honedge was Burned
-28 energy
Azurill fainted