Facility Safari Zone: LouisCyphre

Sounds good. FT 9 + 1 = 10 EP. Dusknoir was caught!

Proceeding to Trek 2:

Trek 2: Main Vein

This is where most of the mining activity took place. The now-abandoned tunnel still paints a vivid picture of its prior glory days. Pickaxes, lanterns and other mining equipment lay around, rusty and broken. The vein itself still seem to be teeming with Pokemon activity. The stone emits a soft, mauve light throughout the cavern.


No arena effects.
Camouflage: Rock | Nature Power: Dig | Secret Power: Inflict Identified on the defender until they leave play.

Wild Items:
  • 4x:eviolite:Eviolite

You track down the marked Sneasel...

Sneasel @ Eviolite & Wide Lens (Pickpocket) steps forward.
:ss/sneasel: :eviolite::wide lens:

LouisCyphre to send, equip, and order.
 
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We'll once more lean on :iron valiant:Dark Forest the Iron Valiant, holding nothing.

ironvaliant.png

"Our possession is more valuable than your well-being. Please promptly return it."

Dark Forest - Brick Break | Drain Punch | Spirit Break
At the start of the step, IF Sneasel is to use Taunt this step and not on any other step, THEN use Protect.​
On your turn, IF Sneasel has a Decoy THEN use Close Combat on second instance and Moonblast on other instances.​
On your turn, IF Sneasel is subject to Evasive THEN use Aura Sphere.​
On your turn, IF Sneasel intends to use Counter THEN use Focus Blast on second instance and Dazzling Gleam on other instances.​
 
(Ref note: I honestly don't know if I'm over DQ or not. I'm going to ref this round and then calc battle hours - assuming that they're for the entire safari and not per battle; if they're per battle I'm definitely not.)
Team Lou - 1/1 Lifelines
:toxic orb:Toxic Orb
:wide lens:Wide Lens :sneasel:
:focus sash:Focus Sash
:quick ball:Quick Ball
:fluffy tail:Fluffy Tail
:super potion:Super Potion
:hyper potion:Hyper Potion
:ether:Ether
:elixir:Elixir
:revive:Revive

:iron valiant: | Quark Drive | OK
HP: 62/85 | EN: 76/100 | ATK 9 | DEF 6 | SPA 10 | SPD 5 | SPE 116 | S/W 3/3 | Chill 5 | Rcv 2 | CT 1
:breloom: | Effect Spore, Poison Heal, Technician | OK
HP: 45/85 | EN: 35/100 | ATK 9 | DEF 6 | SPA 4 | SPD 5 | SPE 81 | S/W 3/3 | Chill 3 | Rcv 3 | CT 0

Main Vein
:sneasel: :eviolite: :wide lens: | Inner Focus, Keen Eye, Pickpocket | Curious
EP: 70/70 | FT: 0 | ATK 7 | DEF 6 | SPA 3 | SPD 9 | SPE 115 | S/W 2/3 | Rcv 1
The Chronicle - Trek 2, Round 1
Step 1
Iron Valiant used Protect!
-12 EN
A ward against all evil...

Sneasel used Taunt!
Iron Valiant protected itself...
Step 2
Sneasel used Fake Out!
Crit: No (212)
(4 + 7 - 6) = 5 DMG​
Iron Valiant flinched!

Step 3
Iron Valiant used Spirit Break!
-6 EN
Crit: No (40)
It's super effective!
(9 + 3 + 9 - 6)*1.5 = 22.5 ~ 23 DMG
Sneasel's SPA fell! [-1, 2t]

Sneasel used Avalanche!
Crit: No (308)
(12 + 3 + 7 - 6) = 16 DMG​

Team Lou - 1/1 Lifelines
:toxic orb:Toxic Orb
:wide lens:Wide Lens :sneasel:
:focus sash:Focus Sash
:quick ball:Quick Ball
:fluffy tail:Fluffy Tail
:super potion:Super Potion
:hyper potion:Hyper Potion
:ether:Ether
:elixir:Elixir
:revive:Revive

:iron valiant: | Quark Drive | OK
HP: 41/85 | EN: 58/100 | ATK 9 | DEF 6 | SPA 10 | SPD 5 | SPE 116 | S/W 3/3 | Chill 5 | Rcv 2 | CT 1
:breloom: | Effect Spore, Poison Heal, Technician | OK
HP: 45/85 | EN: 35/100 | ATK 9 | DEF 6 | SPA 4 | SPD 5 | SPE 81 | S/W 3/3 | Chill 3 | Rcv 3 | CT 0

Main Vein
:sneasel: :eviolite: :wide lens: | Inner Focus, Keen Eye, Pickpocket | Irritated, Faked, -1 SPA (1t)
EP: 57/70 | FT: 0 | ATK 7 | DEF 6 | SPA 3 | SPD 9 | SPE 115 | S/W 2/3 | Rcv 1

Orders to come if it turns out I'm still reffing this.​
 
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By my count I am in fact over time (again, assuming battle hours are for the whole Safari - 0 time rounds 1-3, 86 hrs round 4, 41 hrs round 5), so I'm guessing the rest is in the hands of a capable substitute.
Never mind, battle hours are in fact per battle. Orders to come.
 
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:ss/sneasel: :eviolite: :wide lens:
Poison Jab ~ Icy Wind ~ Poison Jab

[start of step] If Iron Valiant is to use a Sleep-inflicting move in combination and Iron Valiant has a Combo Token, use Protect.
[start of turn] If Iron Valiant has Evasive, use Dig.
[start of turn, step 1 or 2] If Iron Valiant has Protection, use Swords Dance.
[start of turn] If able, use Poison Jab the second instance, use Moonlight on step 3, and use Iron Tail otherwise.


(If convenient, please ping me on Discord when you order so that I ref this promptly.)
 
:sv/iron-valiant:
"Unlike you, we possess advanced medical technologies. Relatively speaking."

Dark Forest - Close Combat | Hyper Potion:iron valiant: | Close Combat

:iron valiant:"Captive, kindly demonstrate your utility to your environmental neighbor."

At the end of the round, with :dusknoir:Dusknoir's assist, we'll declare 7 and throw a :quick ball:Quick Ball.
(If successful, we'll retain Dusknoir as our Wayfinder and proceed.)
 
:iron valiant: | Quark Drive | OK
HP: 41/85 | EN: 58/100 | ATK 9 | DEF 6 | SPA 10 | SPD 5 | SPE 116 | S/W 3/3 | Chill 5 | Rcv 2 | CT 1
:breloom: | Effect Spore, Poison Heal, Technician | OK
HP: 45/85 | EN: 35/100 | ATK 9 | DEF 6 | SPA 4 | SPD 5 | SPE 81 | S/W 3/3 | Chill 3 | Rcv 3 | CT 0

Main Vein
:sneasel: :eviolite: :wide lens: | Inner Focus, Keen Eye, Pickpocket | Irritated, Faked, -1 SPA (1t)
EP: 57/70 | FT: 0 | ATK 7 | DEF 6 | SPA 3 | SPD 9 | SPE 115 | S/W 2/3 | Rcv 1

The Chronicle - Trek 2, Round 2
Step 1
Iron Valiant used Close Combat!
-8 EN
Crit: No (549)
It's hyper effective!
(12 + 3 + 9 - 6)*2 = 36 DMG
Iron Valiant's defenses fell! [-1, 2t]

Sneasel used Poison Jab!
Crit: No (169)
Poison: Yes (114)
It's super effective!
(7 + 8 - 6)*1.5 + 4 = 17.5 ~ 18 DMG
Iron Valiant is Poisoned (2)!​
[Poison] -2 HP IV
Step 2
Lou used the Hyper Potion!
Iron Valiant 21 -> 81 HP

Sneasel used Iron Tail!
Hit: No (464)​

[Poison] -2 HP IV
Step 3
Iron Valiant used Close Combat!
-8 EN
Crit: No (187)
It's hyper effective!
(12 + 3 + 9 - 6)*2 = 36 DMG ~ min EP
Iron Valiant's defenses fell! [-2, 2t]
Sneasel used Moonlight!
Sneasel recovered 20 EP! (0 Rcv left)​

[Poison] -2 HP IV
Lou and Dusknoir threw the :quick ball: Quick Ball!
FT 7 < EP 27

:iron valiant: | Quark Drive | -2 DEF (2t), -2 SPD (2t)
HP: 77/85 | EN: 42/100 | ATK 9 | DEF 6 | SPA 10 | SPD 5 | SPE 116 | S/W 3/3 | Chill 5 | Rcv 2 | CT 1
:breloom: | Effect Spore, Poison Heal, Technician | OK
HP: 45/85 | EN: 35/100 | ATK 9 | DEF 6 | SPA 4 | SPD 5 | SPE 81 | S/W 3/3 | Chill 3 | Rcv 3 | CT 0

Main Vein - 27 Battle Hours remaining
:sneasel: :eviolite: :wide lens: | Inner Focus, Keen Eye, Pickpocket | Irritated, Faked
EP: 27/70 | FT: 7 | ATK 7 | DEF 6 | SPA 3 | SPD 9 | SPE 115 | S/W 2/3 | Rcv 0
 
:leftovers: Leftovers
:leftovers: Leftovers
:pmd/slowking::pmd/starmie:
:sv/slowking:
Alulim (Slowking)
★ ⭒ ⭒ ⭒ Level 1 — EXP: 00 / 10
Name Etymology:
The oldest attested ruler of ancient Sumer. Various versions of the Sumerian King List describe him as ruling for over a thousand years.

Attitude and Motive:


Background:
Quirky nature ( +None, -None )
Typing: Water/Psychic
Abilities: Oblivious, Own Tempo Hidden Ability: Regenerator (Locked)

HP: 95
Attack: 6
Defen.: 6
Sp.Atk: 7
Sp.Def: 8
Speed: 30
Size: 3
Weight: 4


Movepool
Level 0:
Avalanche
Brick Break
Calm Mind
Dragon Tail
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Light Screen
Liquidation
Nasty Plot
Power Gem
Protect
Psychic
Reflect
Rest
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Waterfall
Zen Headbutt

Level 1:
Amnesia
Bubble Beam
Captivate
Confide
Confusion
Counter
Curse
Double Team
Echoed Voice
Flash
Growl
Hail
Heal Pulse
Helping Hand
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Power-Up Punch
Psybeam
Psychic Terrain
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Safeguard
Seismic Toss
Slack Off
Snowscape
Sunny Day
Swagger
Swift
Trick
Water Gun
Water Pulse
Weather Ball
Whirlpool
Yawn
:sv/starmie:
Pretty Maze (Starmie)
★ ⭒ ⭒ ⭒ Level 1 — EXP: 00 / 10
Name Etymology:

236D

Attitude and Motive:
Cryptic and unsettling. Pretty Maze seems to perceive something other than the usual consensus reality.

Background:
Docile nature ( +None, -None )
Typing: Water/Psychic
Abilities: Illuminate, Natural Cure Hidden Ability: Analytic (Locked)

HP: 85
Attack: 6
Defen.: 6
Sp.Atk: 7
Sp.Def: 6
Speed: 115
Size: 2
Weight: 4


Movepool
Level 0:
Avalanche
Dazzling Gleam
Facade
Flash Cannon
Ice Beam
Light Screen
Power Gem
Protect
Psychic
Psycho Cut
Reflect
Refresh
Rest
Round
Signal Beam
Sleep Talk
Snore
Substitute
Surf
Tackle
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Waterfall

Level 1:
Agility
Bubble Beam
Confide
Confuse Ray
Cosmic Power
Curse
Double Team
Flash
Hail
Harden
Pain Split
Psybeam
Psywave
Rage
Rain Dance
Rapid Spin
Recover
Recycle
Swagger
Swift
Trick
Twister
Water Gun
Water Pulse
Whirlpool
Mark: :arghonaut: Arghonaut
Boasts (12):
  • 1 - Attack Limit
  • 1 - Barbarism
  • 1 - Defense Limit
  • 2 - Item Shuffle
  • 1 - Matching
  • 1 - Attachment Issues
  • 2 - Call of Nature
  • 1 - Littering
  • 2 - Packing Light
Wayfinder: :pmd/moltres-galar: Moltres-Galar

Crash Course Pokemon Academy
This small-scale academy welcomes Trainers of all ages, especially if they've just recently embarked on their adventure. Anyone looking for a organized starting point for their learning is welcome. The classes are quick and focus on battling and catching groundwork, and you even get a sweet diploma at the end to prove that you've mastered the basics and are ready to venture into the wider world!

Habitat Info:
This habitat is linear. Treks 1 through 3 are explored in sequence.
2v2 Singles
Level 1
6-item Backpack
Arenas are specified by each trek
All other match rules are default
Safari Supplier: Student Store
Aside from making nutritious meals for hungry Trainers who spent half a day learning and practicing, the school cafeteria also hosts a parapharmacy wing (doubling as infirmary) and a few vending machines with basic resources one would need for their various field homework.
  • 1x:super potion:Super Potion
  • 2x:ether:Ether
  • 1x:quick ball:Quick Ball
(+standard Supplier Offerings)​

Trek 1: Role Call and Capture Basics
teacher.png
[img]https://play.pokemonshowdown.com/sprites/trainers/teacher.png[/img]
After a quick roll call to ensure all the Trainers who signed up are here and a theoretical class on Ball types, you are shown a demonstration on how to capture a Pokemon, with great emphasis on form, throw distance, and analyzing the situation to use the Ball most suited to the situation. On the whiteboard is a simple guideline: "At the start of the step, IF the wild Pokemon's HP is at or below 40% AND the wild Pokemon's HP is above 30% THEN throw an Ultra Ball". Now it's your turn to practice!

No arena effects.​
Secret Power: Grant the user Defense Aid.​

Conservation Reward: 1x:enigma berry:Enigma Berry or 1:amulet coin:RC (Release a Wayfinder caught in this Trek to obtain this.)​

Wild Items (unlimited supply):
  • None.
Wild Pokemon Roll (D3): 3 = :pyroak: Pyroak
:sv/pyroak:
Pyroak
Level 1

Typing: Fire/Grass
Abilities: Rock Head, Battle Armor Hidden Ability: Contrary (Locked)

Field Assist: Forge Onward
The Pokemon has an unstoppable endurance that other Pokemon wish to emulate.
Between Treks: The explorer's Pokemon, with less than 50 Energy, gain Energy equal to the difference.​
Battle Assist: Moral Support
The Pokemon cheers on other Pokemon, providing them confidence and resolve.
The explorer's Pokemon have Attack Aid.​

Capture Tracker: [ O O ]

EP: 70
Attack: 5
Defen.: 8
Sp.Atk: 5
Sp.Def: 5
Speed: 60
Size: 4
Weight: 5


Movepool
Level 0:
Aromatherapy
Blaze Kick
Bullet Seed
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Energy Ball
Facade
Flamethrower
Flash Cannon
Grass Whistle
Iron Head
Light Screen
Petal Blizzard
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Toxic
Wild Charge
Will-O-Wisp
Zen Headbutt

Level 1:
Absorb
Amnesia
Ancient Power
Aromatic Mist
Brutal Swing
Confide
Counter
Double Team
Dragon Breath
Dragon Dance
Ember
Fire Spin
Flame Wheel
Flash
Grassy Terrain
Growth
High Horsepower
Incinerate
Iron Defense
Leafage
Magical Leaf
Mud-Slap
Psybeam
Rock Climb
Rock Smash
Safeguard
Sand Tomb
Seed Bomb
Stealth Rock
Sunny Day
Swagger
Sweet Scent
Swift
Synthesis

:sv/pyroak:
A wild Pyroak appeared!

LouisCyphre to order.
 
We'll lead with :starmie:Pretty Maze the Starmie, holding a shuffled item.

:sv/starmie:
"You are burning away ever so slowly, you know?"

:slowking:"Don't be alarmed at them. They march to their own beat..."

Pretty Maze - Power Gem | Power Gem
At the start of step 1, IF Pyroak is to use a Grass-type attack twice this round THEN use Confuse Ray.​
On your turn, IF Pyroak has a Decoy THEN use Round.​
On your turn, IF Pyroak has no Decoy, Pyroak is not Poisoned, and Pyroak's field does not have Safeguard THEN use Toxic.​
On your turn, IF Pyroak has no Decoy, Pyroak is not Paralyzed, and Pyroak's field does not have Safeguard THEN use Thunder Wave.​
 
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