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Taina
Payback -7 EN
Vs Fezandipiti
-
BAP = 10
= Decoy takes 10 damage!
Decoy faded!
Turn 8
Luna
Headlong Rush -8 EN
Vs Fezandipiti
Crit YES
(12 BAP +3 STAB +3 CRIT +7 ITEM +10 ATK -6 DEF)*1.5 *3
= Fezandipiti takes 117 Damage!
takes 14 damage!
-1 Def -1 SPD (2) Turns End of Step
heals 4 HP End of Round
Misty Terrain has faded!
gains a Fortune Marker/Counter (5)
gains a Fortune Marker/Counter (3)
Behavior
None. Tinkatink aren't capable of fighting back against Pokemon; but they deal huge damage to structures.
(With no behavior; they don't receive any orders or take any turns at all.)
The Coalition Commander (Corviknight) The final hope of the Korvid Kingdom's forces!
For waves after the first, randomize which Wall each portion of the wave spawns in; with one portion per Wall.
Don't withdraw any Raid Pokemon as phases changes. (Add the new wave to what's already in play.)
Guest Ally: The Coalition Commander
(Guest allies are added to your Reserve at the start of battle. They don't count towards your "bring" limit.)
Raid Arena — The Coalition Castle The two armies regularly clash in Eastern Paldea, over a dusty strip of wasteland on the southmost shore. The metal-rich soil makes it a favored place for both people, and the inevitable territorial war only adds more metal to the earth as bodies fall...
The scrap-seeking Scourge Legion now marches from the north, seeking to dismantle all that we hold dear for parts. Is this the Coalition's last stand?
Camouflage: Steel | Nature Power: Metal Sound | Secret Power: 50% chance to lower the defender's Defense by one (1) for their next three (3) turns.
All Phases - The Battle for the Korvid Kingdom
The battlefield is divided into four "zones": the West Wall, the North Wall, the East Wall, and the Korvid Kingdom's Keep. These zones affect the battlefield in a myriad of ways:
Each wall has 500 Structure HP; and the Keep has 2,000 Structure HP.
Actions and effects of Pokemon can only affect other Pokemon in the same zone.
Field Conditions are confined to the zone they're created in.
Battle Conditions affect and are affected by every zone.
As any Pokemon changes zones, it leaves play in the first zone, and then enters play in the destination zone.
For their turn, each Scourge Invader will do one of the following, starting from the top:
First, if any player-controlled Pokemon is present in their zone, they'll perform their ordered action as normal.
Else, if no player-controlled Pokemon is present in their zone, and their zone still has any Structure HP remaining, they'll deal their listed Structure Damage to the Zone.
Otherwise, they'll move to the Keep.
At the end of the round, if it is the second round of this Raid phase: Advance the Raid phase.
If a Wall runs out of Structure HP, it is destroyed. If the Keep runs out of Structure HP, the player loses the battle.
All Phases - Defending the Keep
As the raid begins; the PR starts in the West Wall, The SU starts in the East Wall (not the North), and the AG starts in the North Wall (not the East). The Corvid Commander starts in the Keep, and takes orders from the player.
In their order post, before they issue orders; the player may move up to one (0-1) Pokemon they control to another zone. (You can move to destroyed zones to intercept invaders, if needed.)
All attacks, used by Pokemon the player controls, target "one other Pokemon".
(Tinkatink Warriors and Tinkatuff Elites have Traits that cause excess damage from attacks to "spill over" to the next Warrior or Elite.)
All Phases - The Last Line of Defense
When Scourge invaders faint, their listed value in Gimmigold is paid to the challenger.
In their order post, before they issue orders, the challenger may spend their Gimmigold to place Forretrifications on a Wall or the Keep; and to upgrade their Forretrifications. Forretrifications may also be dismantled if desired, but no Gimmigold is refunded.
Each wall has room for 2 Forretrifications by default, and the Keep has room for 4 Forretrifications.
Forretrifications in destroyed zones continue to function, if their effects are applicable, and they can still be upgraded.
Forretrification List
Each Forretrification costs a certain amount of Gimmigold to place. The price of upgrading a Forretrification is twice (x2) the cost of creating it.
Upgrading a Forretrification replaces a portion of its effect text with the chosen upgraded text. A Forretrification can be switched between its A and B upgrades by spending the upgrade cost again, but can't have both upgrades at once.
The available Forretrifications, and their upgrades, are as follows:
Forretrification
Gimmigold
Effect
Upgrade A
Upgrade B
Excadrilling
10
Scourge Invaders in this zone, that spawned [this round], can't [change zones] or damage structures.
"this round"
→ "this or last round"
"change zones"
→ "change zones, act"
Ghold Mine
10
If you would earn Gimmigold in this zone; instead, gain [twice (x2)] as much Gimmighold.
Limit one (1) Ghold Mine.
"twice (x2)"
→ "thrice (x3)"
"one (1)"
→ "one (1) un-upgraded"
Aegismithy
10
Damage dealt to the raiders, the Commander, and structures [in this zone] is reduced by [five (5)].
(As a reminder, the Piercing modifier doesn't mention Arena effects.)
"in this zone"
→ "in any zone"
"five (5)"
→ "fifteen (15)"
Kartarmory
50
Scourge Invaders [in this zone] take [double (x2)] damage from all sources.
"in this zone"
→ "in any zone"
"doubled (x2)"
→ "quintupled (x5)"
Celemplacement
500
At the end of each step: Each Boss loses HP, equal to [100] plus [one-tenth (x0.1)] of their remaining HP.
Limit one (1) Celemplacement.
"100"
→ "300"
"one-tenth (x0.1)"
→ "one-fifth (x0.2)"
Managing your Kartarmories, and upgrading them correctly for your team, is the key to this encounter.
Rewards
Player Progress: Phases Completed / 4 Entry Cost: 7JC
Progress Reward: 4 EXP for each raider.
Victory: 2 EXP more for each raider.
First-Time Victory: Paladin, Cleric, and Sorcerer vocations to your profile.
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3RC, 6JC
Completion: 2 moreJC
==================================
Raiding Team:
Backpack:
Rocky Helmet
Black Sludge
Choice Specs
Protector Pokemon
Duelist
Iron Hands [Commander Sterling] (F)
Level: 3 | EXP: 0/10
Typing: Fighting, Electric
Abilities:
Quark Drive
Nature: Careful (+ Special Defense, - Special Attack)
Munkidori Acid Spray
C: [1=Yes]=12=No
Corrosion on Tinkatink
D: [4+3+9-0]*1.5=24
Blackguard steals the Thief Boost
[24 D Tink][-2 SpD Tink] [+1 SpD Chand 3t] [5 E Munki]
Tinkatink Warrior fainted (East Wall)
20 Gimmigold was added to the Treasure Hoard.
Chandelure Calm Mind
[+1 SpA, SpD Chand 8t] [10 E Chand]
Tinkatink Warriors Strike!
But they cannot get through the Raiders!
Corviknight Has No Target, so Loafs Around (Struggle, but no Target, Energy, or Recoil)
Iron Hands Fire Punch
C: [1=Yes]=7
Eff: Irrelevant
D: [8+10-0]*1.5=27
[27 D Tink] [6 E Iron]
Tinkatink Warrior fainted (West Wall)
20 Gimmigold was added to the Treasure Hoard.
Munkidori Nasty Plot
Blackguard stole the boosts!
[+2 SpA 5t Chand] [10 E Munki]
Chandelure Flamethrower Tinkatink Army
C: [1=Yes]=19=No
Eff: [10>= Yes]=24=No
D: ([9+3+15-0]*1.5+12)*3=158
[158 D Tink] [7 E Chand] [+1 Heat Marker Chand]
Chains to all 4 Tinkatink, fainting them.
(20*4*3) Gimmigold was added to the Treasure Hoard.
Corviknight Light Screen
Light Screen...0t?
The move failed.
Iron Hands was loafing around! (Struggle)
[5 EN Iron]
Phase 2 Begins!
Rolls; West Wall, North Wall, East Wall
The Ocean-Might General approaches the [1d3=2] North Wall!
The Spiral-Shell General approaches the [1d2=2] East Wall!
5 Tinkatink Warriors approach the West Wall!
Ocean Might attacked the North Wall
[250 D North Wall]
Chandelure Flamethrower Spiral Shell
C: [1=Yes]=18
Eff: LOL
D: ([9+3+16-11]+12)*3*5=435
[435 D Spi] [7 E Chand] [+1 Flash Fire Chand]
Anyone for Escargot? Extra Crispy.
600 (200*3) Gimmigold was added to the Treasure Hoard.
Tinkatink Attack!
But they cannot get past the Iron Hands.
Corviknight Light Screen
Failed
Iron Hands Fire Punch
C: [1=Yes]=14
Eff: [10>= Yes]=25=No
D: [8+10-0]*1.5=27
1 Tinkatink fainted
20 (20*1) Gimmigold was added to the Treasure Hoard.
Munki Calm Mind
Blackguard Stole the boosts
[SpA Boost 8t Chand] [+1 SpD Chand 8t] [10 E Munki]
Naviathan Attacked the North Wall
[250 Damage North Wall]
North Wall was destoyed!
Chandelure Chill
[+12 E Chand]
Tinkatink Assault
[400 Damage West Wall]
Corviknight Light Screen
Fails
Iron Hands Chill
[+12 E Iron]
Phase 3 Begins!
West, North, East
Sharp-Edge General and Tinkatink Warrior x3 approaches the (1d3=2) North Wall
Earth-Moving General and Tinkatink Warrior x3 approaches the (1d2=2) East Wall
Tinkatuff Elite approaches the West Wall
Keep:
Health: 2000
Forretrifications: Kartarmory B, Kartarmory B, Kartarmory B