Completed Rediamond shamelessly plugs ASM! Vs. Terrador!

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#1
And now for the ASM Promo...

ASM Promo #3
Victory results in automatic entry into Mossdeep. Reffing the entire battle results in automatic-entry into Mossdeep. Both end in information on the location.

4 vs 4 singles
2 substitutions
Switch=ok
Items=on
Unlimited chills and recovers
All abilities

Arena: ???

A huge well leads down into the ocean from what appears to be the ruins of a building. A huge amount of now obsolete and wrecked technology lies scattered around, while the roof is partially caved in as the steel arches holding up stones have collapsed. No natural material exists, and seismic activity is a bad idea. Weather will fail. No other restrictions exist.

I realise I picked all conditions, but these are standard ASM rules.
I'll take that ASM promo, Rediamond!
Team Rediamond:

Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)

Cloak was one of Griffin's first Pokemon, and remains one of his most powerful, assissting in many of the most difficult battles Griffin enters. He was caught in the Pokemon Tower while Griffin was researching the ghost type, and the connection of life, death, and other worlds in the Mystery Dungeon legends. The prankster of the team, Cloak prefers to use indirect means to force his opponents into submission. Paradoxially, he is quite easy to scare due to being one of the weaker ghosts from Pokemon Tower at the time of his capture, and often being on the recieving end of other, slighly more malicious, tricks. He has developed a fairly close bond with Ninetales and Gardevoir due to being on the same team for a fairly long time. He is wary of many of the newcomer bugs though, and lacks respect of them due to their overreliance on brute force.

Type:
Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Att: Two (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look

Fire Punch*
Ice Punch *
Will-o-Wisp*

Pain Split
Magic Coat

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
# of moves: 33


Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)

Despite being apparently overlooked on Griffin's team, she is his favorite and most powerful team member. Originally a gift from his parents before going on a journey to discover more about the Mystery Dungeon legends and to gain more knowledge and power. She is indeed his starter and most trusted Pokemon. Her preffered strategy has always been to power through anything that comes at her with brutal fire attacks, and dealing with situations these can not resolve through the use of trickery, which she is also quite good at. While her skills do not approach Gengar or Gardevoir in this area, she is not too far behind. She views Scizor and Armaldo as crude due to their need to rely on physical blows, but respects Scylant's similar philosophy on battling.

Type:
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. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20


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

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex

Heat Wave
Magic Coat

HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36


Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)

Armaldo is Scizor's rival in most fields, and the two compete regularly over who is the strongest of the bugs. Griffin obtained the claw fossil during an early trip to Hoenn, but mostly forgot about it until a stop in Cinnabar Island during his Kanto journey, where he had it revived into an Anorith. While the Pokemon in new in evolution and as a main team member, it can hold its own due to a substantial amount of time pouring over the tactics of ancient and relatively recent masters with his trainer in his most recent project, to make a complete record of the events of the Nightblade revolution. His brute force and armor are virtually identical to Scizor, so the two compete regularly as rivals for the top bug on Griffin's team. In some contrast to Scizor, he chooses to use some hazard control alongside physical blows. His physical style and lack of trickery have alienated Griffin's first Pokemon, but earned the respect of Scylant, who views him as an older brother alongside Scizor.

Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 2/5

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect

Rock Slide
Rapid Spin
Cross Poison

Endure
Aqua Tail

X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down


Scylant (F) [Scadi]
Type: Ice/Bug
Nature: Mild (+SpAtt, -Def)

Scadi is the most recent addition to Red's team, and one of the most unique. While he's preferred strategy is fast special offense in the vein of Ninetales, she has a liking for powerful freezing blasts that her Compoundeyes make fairly accurate. In general, she is still training but will become one of the most diverse and dangerous offensive presences on Griffin's team when fully trained. Armaldo and Scizor view her as a younger sister that needs to be protected, and Ninetales has warmed up to her fairly quickly due to her fighting style. Gengar is generally displeased, but happy that she can at least take a prank without trying to freeze his face off. Gardevoir is neutral, but dislikes her slightly due to her typing. Scadi was caught in a remote region of the Orange Islands for the purpose of being on Griffin's bug gym team.

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

EC: 6/6
MC: 1
DC: 5/5

HP: 100
Atk: Rank 4
Def-: Rank 2
SpA+: Rank 5
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Moves: 27
Leer
Leech Life
Focus Energy
Bug Bite
Ice Shard
Slash
Icy Wind
Icicle Spear
Hail
Icicle Crash
Bug Buzz
Avalanche
Sheer Cold
Icy Wind
Ice Punch
Ice Beam

Earth Power
Spikes
Counter

Blizzard
X-Scissor
Rock Slide
Acrobatics
Taunt
Double Team
Dig
U-Turn


To answer your question Red, no, no he didn't bring Tyranitar. What he did bring, however...

Team Terrador:

Starmie * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +20.3% Acc, -* Atk)
Type:
<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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Natural Cure
Type: 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.

Ability 2: Illuminate

Type: Can be Activated

At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Command: (Ability: Illuminate [does not take up one of your three actions per round])

Ability 3 (DW): Analytic

Type: Can be Enabled

If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 + 15%)
Size Class: 2
Weight Class: 4
BST: 19

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

Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*
Light Screen

Endure
Pain Split
Gravity
Role Play

Ice Beam*
Thunderbolt*
Psychic*
Blizzard
Protect
Substitute
Reflect
Psyshock
Thunder
Bide
Rain Dance
Thunder Wave
Dive
Icy Wind
Double Team
Brine
Grass Knot
Swagger

Total: 33


Garchomp(Mighty)(Male)

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Ground: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


HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 118 (+)
Size Class: 3
Weight Class: 4
BST: 22

Jolly Nature: Add 15% to Spe, add 16% to Acc, subtract one from SpA

EC 9/9
MC 0
DC 5/5

Moves
Level Up Moves

Tackle
Sand-Attack
Dragon Rage
Sandstorm
Takedown
Sand Tomb
Slash
Dragon Claw
Dual Chop
Dragon Rush
Dig
Fire Fang

Egg Moves
Dragon Breath
Outrage
Iron Head
Body Slam

Tutor Moves
Aqua Tail

TM/HM Moves

Hone Claws
Earthquake
Protect
Rock Slide
Substitute
Stealth Rock
Dragon Tail
Giga Impact
Brick Break
Stone Edge
Aerial Ace
Rain Dance
Sunny Day
Toxic
Roar

Total: 32

Abilites
Sand Veil(Innate)-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.

Rough Skin(DW)(Innate)-When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.


Charizard [Draco] (Male)
Nature: Rash (+1 SAtk -1 SDef)

Type:
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.
Flying: 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
BST: 20

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

Abilities:
Ability 1: Blaze:When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Ability 2: Solar Power (DW Unlocked!): 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 two (2).

Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Metal Claw
Flamethrower
Dragon Claw
Shadow Claw
Air Slash
Flare Blitz
Heat Wave
Fire Spin
Inferno

Dragon Pulse
Counter
Belly Drum

Blast Burn
Endure
Tailwind

Fire Blast
Protect
Hidden Power Grass 7
Substitute
Brick Break
Sunny Day
Fly
Solarbeam
Reflect
Bide
Earthquake
Dig
Bulldoze
Double Team
Focus Blast

Total: 37


Hydreigon (Apocalypse) (F)
Nature: Hasty (+Spe, -Def, +15 Acc/Dodge)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.

Abilities:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
Size Class: 3
Weight Class: 5
BST: 22

EC: 9/9
MC: 0

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Pulse
Dragon Rush
Outrage
Double Hit
Tri Attack
Body Slam
Scary Face
Hyper Voice
Work Up

Dark Pulse
Earth Power
Thunder Fang
Fire Fang
Head Smash
Ice Fang

Draco Meteor

Taunt
Torment
Substitute
Fly
Fire Blast
Hidden Power (Grass)
Hyper Beam
Protect
Earthquake
Double Team
Reflect
Flamethrower
Rest
Focus Blast
Charge Beam
Incinerate
Acrobatics
Payback
Giga Impact
Stone Edge
Thunder Wave
Bulldoze
Rock Slide
Dragon Tail
Swagger
U-Turn
Flash Cannon
Surf
Rain Dance
Sunny Day
Thief
Frustration
Return

Total: 57


Yep. Rediamond, attach any items you wish, and choose your first mon. Then Terrador will choose his mon and order. Rediamond will order, and SoS will have himself a reffing.
 
#3
Rather a pity that you didn't take an item for Syclant, Rediamond; it might've helped stop this slaughter.

Flamethrower ~ Heat Wave ~ Flamethrower
IF (Syclant uses Dig), THEN (Use Fly and restart the queue)
IF (Syclant uses Double Team), THEN (Use Heat Wave and restart the queue)
 
#7
Red, do I need to know what happens if someone tries to use a seismic attack in here, or is it up to me? Because if it is, I'm going to have SO much fun.

On another note, don't be surprised if I'm slow this week - I'm doing a pantomime in the evenings (I'm the back end of the horse. No, really.) and studying during the day for an exam next Monday. I'll endeavour to ref though.

I am almost certain I've messed up here by the way T_T

Team Rediamond:

Scadi@Nothing (CompoundEyes+Mountaineer+Technician)
HP: 100
Energy: 100
Speed: 121
Stats: 0
Status: Fine
Actions: Evasive Dig~Stay Underground~Stay Underground

Team Terrador:

Draco@Charcoal (Blaze+Solar Power)
HP: 100
Energy: 100
Speed: 100
Stats: 0
Status: Fine
Actions: Flamethrower ~ Heat Wave ~ Flamethrower
IF (Syclant uses Dig), THEN (Use Fly and restart the queue)
IF (Syclant uses Double Team), THEN (Use Heat Wave and restart the queue)

Welcome to the fourth promotional match for Rediamond's Animé-Style-Mafia (TM), and tonight we seem to be deep under the sea, in a mysterious, disused building. What purpose could it have had in a previous life? Who knows... Rediamond. Tricky devil. We begin with Syclant, but with the worst possible matchup, versus Terrador's fierce Charizard! Knowing that he can't possibly win in this situation, Scadi ducks for cover under the floor, chuckling gleefully as Draco's attacks sail overhead. Will Rediamond now counterswitch to a better matchup? Time will tell.

Calcs:
Syclant dug underground! (10 energy)
Charizard flew up high! (10 energy)
Charizard used Fly! (miss)
Syclant remained underground! (6 energy)
Charizard used Heat Wave! (miss, 6 energy)
Syclant remained underground! (10 energy)
Charizard used Flamethrower! (miss, 6 energy)


Team Rediamond:

Scadi@Nothing (CompoundEyes+Mountaineer+Technician)
HP: 100
Energy: 74
Speed: 121
Stats: 0
Status: Fine

Team Terrador:

Draco@Charcoal (Blaze+Solar Power)
HP: 100
Energy: 78
Speed: 100
Stats: 0
Status: Fine

Red's orders.
 
#9
Um, no. You were underground at the end of the round; to the best of my knowledge, you cannot switch out. Furthermore, the EC for staying underground was handled incorrectly; I'm looking that up as we speak.

Aight, found it. According to the OP of the most recent SotG, it costs 6 EN to stay underground, and consecutive EN cost is applied. Furthermore, SDS has given to no-go to switching out (backed by every other user who responded on IRC), so yeah, that's not going to happen either.
 
#10
Hmm? We should probably update the data audit thread for that. Both the energy cost and the switching out. And I thought Deck just said he was considering doing it... didn't know he actually did it.

But that aside, I will edit in orders after I see just how badly this went for energy.

Dig~U-turn~Dig

If Earthquake or Fly action Three, use counter instead
 
#13
Did you know that where I come from, "later tonight" can also mean tomorrow? Trufax.

Team Rediamond:

Scadi@Nothing (CompoundEyes+Mountaineer+Technician)
HP: 100
Energy: 74
Speed: 121
Stats: 0
Status: Fine

Team Terrador:

Draco@Charcoal (Blaze+Solar Power)
HP: 100
Energy: 78
Speed: 100
Stats: 0
Status: Fine

The battle continues in these mysterious underwater ruins, and with Scadi trapped in the battle by refusing to resurface at the end of last round, Draco unleashes a furious firestorm for insane damage, boosted by his Charcoal! Scadi safely manages to U-Turn out, but with only a single hitpoint left, and having barely scratched the fearsome dragon. Rediamond's in a terrible position, right from the start. Can he turn it around?

Syclant used Dig! But it had no effect! (6 energy)
Charizard used Fire Blast! (hit roll: 3135 - yes, crit roll: 922 - no, burn roll: 3956 - no) (45 damage, 7 energy)
Syclant used U-Turn! (crit roll: 7759 - no) (4 damage, 4 energy)
Charizard used Flamethrower! (crit roll: 7484 - no, burn roll: 2780 - no) (40 damage, 6 energy)
Charizard flew up high! (10 energy)
Charizard used Fly! (hit roll: 2444 - yes, crit roll: 2789 - no) (16 damage)
Syclant fainted!


Team Rediamond:

Scadi@Nothing (CompoundEyes+Mountaineer+Technician)
HP: 0
Energy: 64
Speed: 121
Stats: 0
Status: Fine

Team Terrador:

Draco@Charcoal (Blaze+Solar Power)
HP: 96
Energy: 55
Speed: 100
Stats: 0
Status: Fine

Red's new mon, Terrador's orders.
 
#15
Uh, SoS...

Two notable things are wrong with your reffing.
1) Red's sub should've activated on A3, resulting in Syclant attempting to use Counter (more on this later)
2) Flamethrower deals (10+3+3)*2.25+4=40 DMG, not 38. Syclant ends the round at -1 HP.

TL;DR Syclant is dead. Rediamond, I assume that you still want to switch Armaldo in?
 
#19
In your own words, let's make the best of a bad situation; guess what? Hazards WORK in ASB. Let this battle teach you that lesson!

Protect ~ Stealth Rock ~ Dragon Tail
 
#20
Oh Jesus, I completely missed that sub. I am so sorry.

Second, that's odd. I'm pretty sure I calced it the same way the first time (during reffing) and second time (now), and came up with 38 then and 40 now. I don't even -_- Will ref at a later stage...
 
#21
Or, y'know, a week later. That works too. Things should be less slow from now on though.

By the way Red, your type descriptions on Gengar are outdated. I recommend fixing that.

Team Rediamond:

Cloak@Nothing (Levitate)
HP: 90
Energy: 100
Speed: 127
Stats: 0
Status: Fine
Actions: Will-o-Wisp~Shadow Ball~Ice Punch
IF Outrage or Dragon Rush, use Counter.

Team Terrador:
Bench:

Draco@Charcoal (Blaze+Solar Power)
HP: 96
Energy: 55
Speed: 100
Stats: 0
Status: Fine


Mighty@Muscle Band (Sand Veil+Rough Skin)
HP: 110
Energy: 100
Speed: 118
Stats: 0
Status: Fine
Actions: Protect ~ Stealth Rock ~ Dragon Tail

Both battlers switch to new Pokémon, with Cloak the Gengar now facing off versus Mighty the Garchomp, possibly the most obvious naming choice in the history of ASB. However, Mighty takes a decidedly defensive approach at first, erecting a green shield against Cloak's flame attack, protecting against a potential burn - smart move. Cloak follows up with a dark orb, that impacts on Mighty's scales for considerable damage, but Mighty seems disinterested, and simply throws rocks about the arena - a strange strategy, will it pay off? Well, as a frigid fist collides with him, Mighty uses Cloak's own momentum against him, smashing his tail into him so hard that he retreats to his Pokéball in favour of Sunshine the Ninetales! And now the rocks' purpose becomes clear, as they become sentient, and smack her about, made worse by her fire typing - and Drought won't help her here, beneath the sea!

Calcs:
Garchomp used Protect! (7 energy)
Gengar used Will-o-Wisp! (hit roll: irrelevant) (7 energy)
Gengar used Shadow Ball! (crit roll: 2850 - no, drop roll: 4536 - no) (14 damage, 5 energy)
Garchomp used Stealth Rock! (12 energy, Stealth Rock on Rediamond's field)
Gengar used Ice Punch! (crit roll: 6340 - no, freeze roll: 6022 - no) (15 damage, 4 damage recoil, 6 energy)
Garchomp used Dragon Tail! (crit roll: 4002 - no) (15 damage, 4 energy)
Gengar returned to its Pokéball! (roll: 1/2 - Ninetales)
Ninetales was sent out!
The pointed rocks dug in to Ninetales! (15 damage)


Team Rediamond:
Bench:

Cloak@Nothing (Levitate)
HP: 71
Energy: 82
Speed: 127
Stats: 0
Status: Fine


Sunshine@??? (Flash Fire+Drought)
HP: 85
Energy: 100
Speed: 115
Stats: 0
Status: Fine

Team Terrador:
Bench:

Draco@Charcoal (Blaze+Solar Power)
HP: 96
Energy: 55
Speed: 100
Stats: 0
Status: Fine


Mighty@Muscle Band (Sand Veil+Rough Skin)
HP: 81
Energy: 73
Speed: 118
Stats: 0
Status: Fine

Red, attach an item to Ninetales if you want, then Terrador orders.
 
#24
I can identify when a situation can not be won. Ninetales, your time is not now. Let Gengar return and fight.

Shadow Ball~Dark Pulse~Shadow Ball
IF Bide, use Mean Look~Toxic~Shadow Ball with Mean Look correlating to the first action of Bide.
IF Dive, use Counter for fun.
 
#25
Well, Red, I'm happy for you, and I'mma let you finish, but Stealth Rock is the best move of all time.

Of all time.

12+((8+3+1.5(4-2))*1.5)+(13+3+1.5(4-3)+4~^)+((8+3+1.5(4-2))*1.5)=12+21+22+21=76>71, and I only take 39 DMG (barring crits and SpD drops) to boot. I could Double Team, but I'll take a clean skirmish victory here.

Psyshock ~ Brine ~ Psyshock
 
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