Ongoing The Blazing Dojo! - Lv 1 B3P2 - SolarHaven vs The Faz

:fire stone: Welcome to the Blazing Dojo :expert belt:
...
The Mage and the City Lord meet today in the Blazing Dojo.
Two powerful souls, masters of magic and entertainment, bring the heat to this place.
They seek to hone their skills in battling whilst under a sensei's watchful eye.
Solar's Team
:grumpig:
:sv/Grumpig:
Stella, Lithe of Adjudication the Grumpig
Serious nature (+None, -none)
Typing: Psychic
Abilities: Thick Fat, Own Tempo Hidden Ability: Gluttony
Requires no Tech for their first Technique each battle.

HP: 90
Attack: 4
Defen.: 5
Sp.Atk: 7
Sp.Def: 8
Speed: 80
Size: 2
Weight: 4

Movepool
Level 0:
Brick Break
Calm Mind
Dazzling Gleam
Earth Power
Energy Ball
Facade
Fire Punch
Flash Cannon
Focus Blast
Heal Bell
Hyper Voice
Ice Punch
Light Screen
Nasty Plot
Power Gem
Protect
Psychic
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Punch
Thunder Wave
Toxic
Uproar
Whirlwind
Zen Headbutt

Level 1:
Amnesia
Captivate
Confide
Confuse Ray
Confusion
Counter
Double Team
Encore
Extrasensory
Flash
Growl
Helping Hand
Mega Punch
Mirror Coat
Mud-Slap
Night Shade
Power-Up Punch
Psybeam
Psychic Terrain
Psywave
Rain Dance
Recycle
Role Play
Seed Bomb
Seismic Toss
Shock Wave
Simple Beam
Snowscape
Sunny Day
Swagger
Swift
Taunt
Teeter Dance
Trick
:solrock:
:sv/solrock:
Sol Invictus the Solrock
Serious nature ( +None, -None )
Typing: Rock/Psychic
Abilities: Levitate
Requires no Tech for their first Technique each battle.

HP: 95
Attack: 7
Defen.: 6
Sp.Atk: 4
Sp.Def: 5
Speed: 70
Size: 2
Weight: 5

Movepool
Level 0:
Calm Mind
Earth Power
Earthquake
Facade
Flamethrower
Heal Block
Hypnosis
Iron Head
Light Screen
Protect
Psychic
Reflect
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Swords Dance
Tackle
Toxic
Will-O-Wisp
Zen Headbutt

Level 1:
Ancient Power
Confide
Confusion
Cosmic Power
Defense Curl
Double Team
Fire Spin
Flash
Harden
Helping Hand
Incinerate
Iron Defense
Morning Sun
Pain Split
Psychic Terrain
Psywave
Rain Dance
Recycle
Rock Throw
Safeguard
Sand Tomb
Sandstorm
Stealth Rock
Sunny Day
Swagger
Swift
Weather Ball
:furret:
:sv/furret:
Samwise, Apogee of Freneticism the Furret
Serious nature ( +None, -None )
Typing: Normal
Abilities: Run Away, Keen Eye Hidden Ability: Frisk (Locked)
Requires no Tech for their first Technique each battle.

HP: 90
Attack: 6
Defen.: 5
Sp.Atk: 4
Sp.Def: 4
Speed: 90
Size: 3
Weight: 3

Movepool
Level 0:
Brick Break
Dizzy Punch
Facade
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Hyper Voice
Ice Beam
Ice Punch
Play Rough
Protect
Quick Attack
Rest
Round
Shadow Ball
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Punch
Thunderbolt
Toxic
Uproar
Work Up
Zen Headbutt

Level 1:
Agility
Amnesia
Baby-Doll Eyes
Brutal Swing
Captivate
Charm
Confide
Curse
Cut
Defense Curl
Detect
Double Team
Echoed Voice
Growl
Helping Hand
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Scratch
Seed Bomb
Shock Wave
Slam
Sucker Punch
Sunny Day
Swagger
Swift
Tidy Up
Trick
Water Pulse
Whirlpool

:leftovers: Leftovers
:cleanse tag: Cleanse Tag
:lucky egg: Lucky Egg
:focus sash: Focus Sash
:quick claw: Quick Claw
:choice specs: Choice Specs
:razz berry: Razz Berry

Fazzie's Team
:archaludon:
:sv/archaludon:
Archaludon
Serious nature ( +None, -None )
Typing: Steel/Dragon
Abilities: Stamina, Sturdy Hidden Ability: Stalwart (locked)
HP: 95
Attack: 8
Defen.: 9
Sp.Atk: 9
Sp.Def: 5
Speed: 85
Size: 3
Weight: 4
Movepool
Level 0:
Aura Sphere
Brick Break
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Flash Cannon
Hone Claws
Iron Head
Leer
Light Screen
Metal Sound
Night Slash
Protect
Reflect
Rest
Roar
Rock Slide
Round
Screech
Slash
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Wave
Thunderbolt
Level 1:
Iron Defense
Metal Claw
Mirror Coat
Rock Smash
Scary Face
Stealth Rock
Steel Roller
:decidueye:
:sv/decidueye:
Decidueye
Serious nature ( +None, -None )
Typing: Grass/Ghost
Abilities: Overgrow Hidden Ability:Long Reach (Locked)
HP: 90
Attack: 8
Defen.: 6
Sp.Atk: 7
Sp.Def: 7
Speed: 70
Size: 3
Weight: 3
Movepool
Level 0:
Aerial Ace
Air Slash
Astonish
Brave Bird
Bullet Seed
Defog
Energy Ball
Facade
Leaf Blade
Light Screen
Nasty Plot
Protect
Psycho Cut
Rest
Round
Shadow Ball
Shadow Claw
Shadow Sneak
Sleep Talk
Snore
Substitute
Swords Dance
Tackle
Toxic
Work Up
Level 1:
Air Cutter
Confide
Confuse Ray
Curse
Double Team
Dual Wingbeat
Echoed Voice
False Swipe
Feather Dance
Grassy Terrain
Growl
Haze
Helping Hand
Leafage
Magical Leaf
Night Shade
Ominous Wind
Peck
Rain Dance
Razor Leaf
Roost
Safeguard
Seed Bomb
Steel Wing
Sucker Punch
Sunny Day
Swagger
Swift
Synthesis
Tailwind
Level 3:
Spirit Shackle (sig)
:duraludon:
:sv/duraludon:
Duraludon
Serious nature ( +None, -None )
Typing: Steel/Dragon
Abilities: Light Metal, Heavy Metal Hidden Ability: Stalwart (Locked)
HP: 85
Attack: 7
Defen.: 8
Sp.Atk: 9
Sp.Def: 4
Speed: 85
Size: 3
Weight: 3

Movepool
Level 0:
Brick Break
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Facade
Flash Cannon
Hone Claws
Iron Head
Leer
Light Screen
Metal Sound
Night Slash
Protect
Reflect
Rest
Roar
Rock Slide
Round
Screech
Slash
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Wave
Thunderbolt

Level 1:
Iron Defense
Metal Claw
Mirror Coat
Rock Smash
Scary Face
Stealth Rock
Steel Roller

:Choice Band: Choice Band
:Leftovers: Leftovers
:Eviolite: Eviolite
:Life Orb: Life Orb
:Sticky Barb: Sticky Barb
Turn Order:
1d2 (1 = Solar, 2 = Faz) - 1

SolarHaven sends and equips
The Faz sends, equips and orders
SolarHaven orders
I ref
HeliosAflame reviews

(Reminder: The first round has 2 steps.)
 
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A hooded figure, exuding a dim ambient glow enters the foray. After a few close calls in combat, the voice of Sol Invictus gives the omniscient idea to convince Stella to sharpen her skills, or rather, develop past blind luck, to ensure she would never lose again while in such a position of power. Samwise, inviting himself to the function, wraps himself around Solar and drapes along like a cape, yapping the entire way as "emotional support". Before entering, Stella foretells that the cause of this visit (the trainer of the Gallade from the street scuffle) would be present at the dojo today.

As Solar enters, he gives glances towards everyone in the main floor, with their own journeys of self-discovery to embark upon, unable to find the source that Stella is talking about. Shivers go down Stella's back as she is ushered along. She attempts to keep a calm demeanor as she anticipates the City Lord's appearance. Getting situated for the sparring session, she begins to nibble on some lunch to get fast-acting carbs in her system and reduce stress.

(Sending out Grumpig @ :leftovers: Leftovers)


:sv/grumpig: :leftovers:
 
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As Stella gets distracted eating, a loud helicopter sound starts whirling from ahead.
The helicopter lands in the back of the dojo, visible by a large double doors. From atop it, a slender and well-produced woman hops off.


1728779557502.png

Hmph! The grumpig returns!
You humiliated my finest performer. I have already hired 37 performance coaches to ensure it won't happen again.
While Gallblade rehabilitates - I gotta deal with you, little trickster. Titanium! Unfold!

The helicopter behind Fazzie unfolds, transforming itself into a mighty Archaludon.

:sv/Archaludon: with the Leftovers :Leftovers:

Light Screen - Night Slash
IF Grumpig is under a decoy THEN use Earthquake and push back
IF Grumpig uses Counter THEN use Swords Dance and push back
IF Grumpig uses Confuse Ray THEN use Substitute and push back
 
Stella awkwardly begins dancing, spinning in a circle, almost as to mimic helicopter propellers as a coping mechanism for having to fight a giant transformer for a sparring session. No amount of tricks up Stella's sleeve could prepare her for steel like this, and she tries to level the playing field.

:sv/grumpig: :leftovers:
"I-uhh... I know! Before we begin, we should... have a quick chat! I know it might be confusing to hear, but I really meant no harm back there! Let's start by breaking down some of those walls you have constructed so I can get to know you better."

Orders:
Teeter Dance, Brick Break

(Helios I'm relying on this commentary to know what the heck I was supposed to do here LOL)
 
Solar's Team
:sv/Grumpig: @ Leftovers :leftovers:
Stella, Lithe of Adjudication
Typing: Psychic
Abilities: Thick Fat, Own Tempo
HP: 90/90
EN: 100%
Attack: 4
Defen.: 5
Sp.Atk: 7
Sp.Def: 8
Speed: 80
Size | Weight: 2 | 4
Recoveries | Chills: 2 | 5
:solrock: Sol Invictus OK!
:furret: Samwise OK!
:cleanse tag:
Cleanse Tag
:lucky egg:
Lucky Egg
:focus sash:
Focus Sash
:quick claw:
Quick Claw
:choice specs:
Choice Specs
:razz berry:
Razz Berry
Fazzie's Team
Leftovers :leftovers: @ :sv/Archaludon:
Archaludon
Typing: Steel/Dragon
Abilities: Stamina, Sturdy
HP: 95/95
EN: 100%
Attack: 8
Defen.: 9
Sp.Atk: 9
Sp.Def: 5
Speed: 85
Size | Weight: 3 | 4
Recoveries | Chills: 2 | 5
:decidueye: Decidueye OK!
:duraludon: Duraludon OK!
:Choice Band: Choice Band
:Eviolite: Eviolite
:Life Orb: Life Orb
:Sticky Barb: Sticky Barb
Step 1
:archaludon:Archaludon used Light Screen! (-10 EN)
Archaludon's team has Light Screen!

:grumpig:Stella used Teeter Dance! (-5 EN)
:archaludon:Archaludon became Confused!

Step 2
:archaludon:Archaludon used Night Slash! (-5 EN)
Crit? (1d8, 8) - No (4)
Damage: 7+8-5=10*1.5=15 damage
Archaludon is Confused!
-8 HP

:grumpig:Stella used Brick Break! (-6 EN)
Crit? (1d24, 24) - No (3)
Damage: 8+4-9-1=2*1.5=3 damage
:archaludon:Archaludon's Stamina!
Archaludon's Defense rose! (+1)

:archaludon:Archaludon's Leftovers :leftovers:!
+2 HP
:grumpig:Stella's Leftovers :leftovers:!
+2 HP
Solar's Team
:sv/Grumpig: @ Leftovers :leftovers:
Stella, Lithe of Adjudication
Typing: Psychic
Abilities: Thick Fat, Own Tempo
HP: 77/90
EN: 89%
Attack: 4
Defen.: 5
Sp.Atk: 7
Sp.Def: 8
Speed: 80
Size | Weight: 2 | 4
Recoveries | Chills: 2 | 5
Fazzie's Team
Conditions:
Light Screen (1 more step)
Leftovers :leftovers: @ :sv/Archaludon:
Archaludon
Typing: Steel/Dragon
Abilities: Stamina, Sturdy
HP: 86/95
EN: 85%
Attack: 8
Defen.: 9
Sp.Atk: 9
Sp.Def: 5
Speed: 85
Size | Weight: 3 | 4
Recoveries | Chills: 2 | 5
Conditions: +1 Defense Stage (2 more turns)
Confusion (2 more turns)​
Turn Order:
HeliosAflame reviews
SolarHaven orders
The Faz orders
I ref
 
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Watching the battle from the sidelines is a solitary figure.
The watcher observes the progress of his budding disciples and is pleased. There are rough edges, but all show potential. He begins to organise his thoughts on each of the participants.


The match up was well chosen and the subs are looking for the obvious threats. I like the raw light screen given how terrible your opponents physical options were, though I will explain some possible answers in Solars write up.
the subs could be doing more work for you.
  1. "if grumpig uses confuse ray" should check for the confusion inducing moves action group instead. In general I would suggest you use action groups whenever possible. (ctrl f "action groups" and looping to the last thing search finds has a drop down with all the legal groups.)
  2. Also it should have "and I am not slower" since it relies on directly countering an enemy action. ("I am not slower" instead of "I am faster" is good practice because first order wins speed ties.) this sub is currently abusable, see my notes for solar.
This was a tricky round for sure. My general thought is "if you can't do at least 15 damage, don't bother attacking unless there is a very good reason to do so". It is often going to be better to spend your time setting up later rounds to be better. Setting up the field or boosting your attack power.

Here are some possible things you could have done, either to trade actions with archaludon so both sides lose value, or to set up for later attacks.

  1. Nast Plot x 2. If you can't deal damage then play moves that improve your damage. You will do a lot more damage with +16's than you will just throwing attacks, especially when the light screen wears off.
  2. Encore. encore on light screen forces archaludon to repeat it next round, trading your actions that don't do much with your opponents actions. Since light screen would still be 1 step remaining when encore makes arch repeat it they wouldn't even create a new screen. Arch then will lose an additional action on the round afterwards or they will have to counter swap, letteing grunpig into a better match up.
  3. Reflect. With reflect up nightslash does 5 damage. Now no one is happy.
  4. Thunder wave. This match up is going to take a while.. giving a permanent status is a good way to prepare for the long haul. Arch will either need to rest and clear it at some point, or they will lose an action anyway and you gain speed control.
  5. Thunder wave ~ confuse ray. Speed control can be used for something like this. Fazzie has a sub "If my opponent uses confuse ray then use substitute and push back." So if you thunder wave and then confuse ray archaludon gets confused first and then hits themself for 19. Grunpig can clear the decoy afterwards with seismic toss.
My orders:
Thunder wave ~ confuse ray
[step 1] At the end of my turn, if archaludon is not paralyzed, use thunder wave on step 2.

This ended up being more complicated than expected so writing it out more fully.
You want to check the thunder wave actually hits, because running confuse ray into substitute is horrible. BUT Fazzie has a sub checking at the start of the step "If my opponent is using confuse ray." So at the start of step 2 you would be "locked in" to using confuse ray (because second order cannot change the truth or falsity of player 1's subs with their own subs.) Instead you need to change your step 2 order during step 1, before Fazzie's sub is watching.

Hopefully that helps get people thinking about what can be done when attacks are ineffective!
A few notes!
  1. Healing does not require a pokemon to be missing hp.
  2. Leftovers heals the participants for 6 on step 1 and 2 on step 2. Normally this would just be reffed as 2 on step 2 (and skip writing text for "heal 6 but it is lost to over healing.")
  3. Turn vs step vs round is an important distinction. Light screen lasts for steps instead of turns. This means for example that if archaludon is faster and there is 1 step left on light screen, he will still have it when grunpig attacks. If it was 1 turn remaining then it would end as soon as archaludon's turn ended.
  4. Light screen is a condition on a team not a pokemon and should be noted next to "Fazzie's Team". This is relevant because if archaludon leaves play, the buff will remain for the team.
  5. Brick break halves the durations of screens. Lightscreen was at 4 steps remaining when brick break hit, going to 2 when brick break hit, going to 1 when the step ended.
Change list: both pokemon have 4 too much life, light screen should be 1 step remaining and marked on the team, not the pokemon.
 
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