Facility The Legend Gauntlet: Raikou (Maxim vs chuckeroo777)

Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 3 Pokemon.

Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout

Games 2+:
- The winner of the previous round gets to strike one arena
- The loser of the previous round picks one of the remaining arenas
- The round is played on the selected arena
- The loser of the previous round is first sendout

Game
B3P2 Singles
72h DQ, 1 Warning
Abilities: All
Items: ON
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 3
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: Combinations cannot be used
Special Rule #3: Damaging Evasive Moves (excluding Sky Drop) take place over 2 Actions instead of 1 Action, and both parts occur at +0 Priority. (The Pokemon evades at +0 Priority on the first Action, and attacks at +0 Priority on the following Action). Parts 1 & 2 do not incur Consecutive EN Penalty for each other.
Special Rule #4: When you send in your team, if a Pokemon has access to form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Burned Tower: peak
The peak of what was once known as the Brass Tower, where lightning struck and ignited the fire that devoured the rest of the structure. The winds here are strong and changing, and the brass peak could re-ignite the tower, if strong enough lightning was to hit it again.
  • Damaging Fire-, Water- and Electric-type moves have their BAP increased by three (3)
  • Tailwind is always active but switches sides at the end of each round. It starts on the side of the Trainer ordering first
  • If a Trainer orders two damaging Electric-type moves in a row, the second is treated as a Fire-type move. If the same Pokémon then uses a third Electric-type move in a row, it is treated as a Fire-type move and its BAP is increased by 50%
Codifications
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Causes Paralysis
===================
Raikou’s Thunder Mane
By some time-space alteration or another, you are now battling within the Legendary Beast’s mane, made of actual clouds. Electric energy surrounds you from all parts, clinging to you the faster you move.
  • Default weather is rain
  • Default terrain is Electric Terrain
  • All damaging moves with a priority of 1 or more are treated as Electric-type moves
  • Thunder gains 25% recoil
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===================
Rumbling Cave
This underground cave hosts the echoes of Raikou’s battlecry. It is said to be so frightening, some Pokémon immediately flee the cave, while other pretend to play dead on the spot, all out of sheer instinct.
  • Seismic moves cause the target to be switched out at the end of the round. Soundproof Pokémon are immune to that effect (but not the move itself)
  • Roar paralyzes the target if it successfully hits
  • Spread moves are able to hit through the evasive phase of D/E moves
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Saber-Toothed Tiger Cemetery
The species Raikou is linked to is long extinct. This cemetery is full of well-preserved fossils, reminding all of the fickle fate of any species, no matter how powerful.
  • At the start of each Round, inflict all Pokemon that are not Doomed with the Doom status (2r). Perish Song cannot stack with this effect
  • The Doom status inflicts 20 HP and 20 EN damage
  • All Pokémon gain access to Ancient Power
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Battle Tower
This facility located in Hoenn has become Raikou’s new home. You should feel rather at ease here with your battle experience, but the Tower is always happy to offer new battling sensations!
  • If a player deals 20 damage or more in a single action, they are awarded one (1) BP
  • If a player is ordering first, they can use one (1) BP to change their held item to any held item they own
  • A player can use two (2) BP to increase their substitution count by one (1)
  • If a player is ordering first, they can use two (2) BP to set a terrain or weather of their choice, for two (2) rounds.
  • A player can use three (3) BP to raise all of the stats of their active Pokémon by one (1), adjusting the natural stage
  • A player can decide to use their BP to buy multiple effects at once, if they have enough BP
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes Paralysis


Team Maxim

Zygarde [Itzanma] (-)
Nature: Careful (+SpD, -SpA)
Stage: 4

Profile:
Flavor Blurb about this Pokemon


Zygarde-10%
HP: 80
Atk: Rank 7
Def: Rank 5
SpA: Rank 4 (-)
SpD: Rank 8 (+)
Spe: 115
Size Class: 3
Weight Class: 3



Zygarde-100%
HP: 135
Atk: Rank 7
Def: Rank 9
SpA: Rank 6 (-)
SpD: Rank 9 (+)
Spe: 85
Size Class: 6
Weight Class: 10


Type:
Dragon/Ground

Abilities:
Aura Break/Power Construct

Stats:


HP: 100
Atk: Rank 7
Def: Rank 9
SpA: Rank 5 (-)
SpD: Rank 9 (+)
Spe: 95
Size Class: 5
Weight Class: 7

Attacks:
Bind
Bite
Block
Body Slam
Breaking Swipe
Brick Break
Bulldoze
Camouflage
Coil
Confide
Core Enforcer
Crunch
Dig
Double Team
Draco Meteor
Dragon Breath
Dragon Dance
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Endure
Extreme Speed
Facade
Focus Blast
Frustration
Giga Impact
Glare
Grass Knot
Haze
Hidden Power Fire
High Horsepower
Hyper Beam
Hyper Voice
Iron Tail
Land's Wrath
Outrage
Pain Split
Payback
Protect
Rest
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Round
Safeguard
Sandstorm
Scale Shot
Scorching Sands
Secret Power
Shock Wave
Skitter Smack
Sleep Talk
Sludge Wave
Snore
Spite
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Swift
Thousand Arrows
Thousand Waves
Toxic
Zen Headbutt

Blastoise [Sebastian] (M)
Nature: Modest (+1 SpA, -1 Atk)
Stage: 5

Profile:
Sebastian is, in a word, thoughtful. He rarely acts before checking for the best possible for the situation he is in. As such, is a serious rival with the impulsive Aria.



Mega Ability:
Mega Launcher

Stats:


HP: 90
Atk: Rank 6 (-)
Def: Rank 9
SpA: Rank 11 (+)
SpD: Rank 8
Spe: 78
Size Class: 3
Weight Class: 5


Type:
Water

Abilities:
Torrent/Rain Dish

Stats:


HP: 90
Atk: Rank 5 (-)
Def: Rank 7
SpA: Rank 7 (+)
SpD: Rank 8
Spe: 78
Size Class: 3
Weight Class: 4

Attacks:
Aqua Jet
Aqua Ring
Aqua Tail
Attract
Aura Sphere
Avalanche
Bide
Bite
Blizzard
Block
Body Press
Body Slam
Brick Break
Brine
Bubble
Bubble Beam
Bulldoze
Captivate
Celebrate
Confide
Confusion
Counter
Crunch
Curse
Dark Pulse
Defense Curl
Dig
Dive
Double Team
Double-Edge
Dragon Pulse
Dragon Tail
Dynamic Punch
Earthquake
Endure
Facade
Fake Out
False Swipe
Fissure
Flail
Flash Cannon
Fling
Flip Turn
Focus Blast
Focus Punch
Follow Me
Foresight
Frustration
Giga Impact
Gyro Ball
Hail
Haze
Headbutt
Helping Hand
Hidden Power Fire
Hydro Cannon
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Life Dew
Liquidation
Mega Kick
Mega Punch
Mimic
Mirror Coat
Mist
Mud Sport
Mud-Slap
Muddy Water
Natural Gift
Outrage
Power-Up Punch
Protect
Rage
Rain Dance
Rapid Spin
Reflect
Refresh
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Scald
Secret Power
Seismic Toss
Shell Smash
Signal Beam
Skull Bash
Sleep Talk
Smack Down
Snore
Strength
Submission
Substitute
Surf
Swagger
Tackle
Tail Whip
Take Down
Terrain Pulse
Toxic
Water Gun
Water Pledge
Water Pulse
Water Spout
Waterfall
Weather Ball
Whirlpool
Withdraw
Work Up
Yawn
Zen Headbutt

Tyranitar [Karik] (M)
Nature: Serious (No Change)
Stage: 3

Profile:
This Pokemon's character is, as yet, unknown.

[Mega Evolutions/Forms go here]

Type:
Rock/Dark

Abilities:
Sand Stream/Unnerve

Stats:


HP: 95
Atk: Rank 9
Def: Rank 8
SpA: Rank 7
SpD: Rank 7
Spe: 61
Size Class: 4
Weight Class: 6

Attacks:
Aerial Ace
Ancient Power
Assurance
Attract
Avalanche
Bite
Blizzard
Body Press
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Captivate
Chip Away
Confide
Crunch
Curse
Cut
Dark Pulse
Detect
Dig
Double Team
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Tail
Dynamic Punch
Earth Power
Earthquake
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Fling
Focus Blast
Focus Energy
Focus Punch
Foul Play
Frustration
Fury Cutter
Giga Impact
Headbutt
Heavy Slam
Hidden Power Fairy
High Horsepower
Hone Claws
Hydro Pump
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Incinerate
Iron Defense
Iron Head
Iron Tail
Leer
Low Kick
Mega Kick
Mega Punch
Mud-Slap
Muddy Water
Natural Gift
Nightmare
Outrage
Payback
Power-Up Punch
Protect
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Sand Tomb
Sandstorm
Scary Face
Screech
Secret Power
Shadow Claw
Shock Wave
Sleep Talk
Smack Down
Snarl
Snore
Stealth Rock
Stomp
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Surf
Swagger
Tackle
Taunt
Thrash
Thunder
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Uproar
Water Pulse
Whirlpool

Team chuckeroo777
Metagross [Megaton] (~)
Stage 3*
Types: Steel/Psychic

Abilities:
Clear Body / Light Metal (Unlocked)

Nature: Serious (+None, -None)

Stats:
HP: 90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70
Size Class: 4
Weight Class: 9 (7, Light Metal)

Attacks (76 moves):

Level Up

Agility
Bullet Punch
Confusion
Flash Cannon
Hammer Arm
Hyper Beam
Iron Defense
Magnet Rise
Metal Claw
Meteor Mash
Miracle Eye
Psychic
Pursuit
Scary Face
Tackle
Take Down
Zen Headbutt

Egg/Prevo
N/A

TM/HM
Aerial Ace
Ally Switch
Body Press
Body Slam
Brick Break
Brutal Swing
Bulldoze
Confide
Cosmic Power
Cut
Double Team
Earthquake
Endure
Explosion
Facade
Flash
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hidden Power (Water)
Hone Claws
Ice Punch
Icy Wind
Iron Head
Light Screen
Natural Gift
Power-Up Punch
Protect
Psych Up
Psycho Cut
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Self-Destruct
Shadow Ball
Sleep Talk
Sludge Bomb
Snore
Stealth Rock
Stomping Tantrum
Strength
Substitute
Sunny Day
Swagger
Swift
Telekinesis
Thunder Punch
Toxic
Trick

Tutor

Other
:ss/darmanitan-galar:
Darmanitan-G [MONKE] (M)
Stage 3*
Types: Ice

Abilities:
Gorilla Tactics, Zen Mode (Unlocked)

Nature: Serious (+None, -None)

Stats:
HP: 100
Atk: 10
Def: 4
SpA: 3
SpD: 4
Spe: 95
Size Class: 3
Weight Class: 5

:ss/darmanitan-galar-zen:
Darmanitan-G-Z [MONKE] (M)
Stage 3*
Types: Ice/Fire

Abilities:
Gorilla Tactics, Zen Mode (Unlocked)

Nature: Serious (+None, -None)

Stats:
HP: 100
Atk: 11
Def: 4
SpA: 3
SpD: 4
Spe: 135
Size Class: 3
Weight Class: 5

Attacks (72 moves):

Level Up

Avalanche
Belly Drum
Bite
Blizzard
Headbutt
Ice Fang
Ice Punch
Icicle Crash
Powder Snow
Superpower
Tackle
Taunt
Thrash
Uproar
Work Up

Egg/Prevo
Flame Wheel
Focus Punch
Freeze-Dry
Hammer Arm
Incinerate
Power-Up Punch
Take Down
Yawn

TM/HM
Attract
Body Press
Body Slam
Brick Break
Bulk Up
Bulldoze
Dig
Earthquake
Encore
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Fire Spin
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Giga Impact
Grass Knot
Gyro Ball
Heat Wave
Hyper Beam
Ice Beam
Iron Defense
Iron Head
Mega Kick
Mega Punch
Overheat
Payback
Protect
Psychic
Rest
Reversal
Rock Slide
Rock Tomb
Round
Sleep Talk
Snore
Solar Beam
Stone Edge
Substitute
Sunny Day
Thief
U-turn
Will-O-Wisp
Zen Headbutt

Tutor

Other
:sm/hydreigon:
Hydreigon [Hugo] (M)
Stage 3*
Types: Dark/Dragon

Abilities:
Levitate

Nature: Serious (+None, -None)

Stats:
HP: 95
Atk: 8
Def: 7
SpA: 9
SpD: 7
Spe: 98
Size Class: 4
Weight Class: 5

Attacks (92 moves):

Level Up

Assurance
Bite
Body Slam
Crunch
Double Hit
Dragon Breath
Dragon Pulse
Dragon Rage
Dragon Rush
Focus Energy
Headbutt
Hyper Beam
Hyper Voice
Nasty Plot
Outrage
Roar
Scary Face
Slam
Tackle
Tri Attack
Work Up

Egg/Prevo
Astonish
Belch
Dark Pulse
Earth Power
Fire Fang
Head Smash
Ice Fang
Screech
Thunder Fang

TM/HM
Acrobatics
Attract
Beat Up
Breaking Swipe
Brutal Swing
Bulldoze
Charge Beam
Confide
Double Team
Dragon Dance
Dragon Tail
Earthquake
Echoed Voice
Endure
Facade
Fire Blast
Fire Spin
Flamethrower
Flash Cannon
Fly
Focus Blast
Frustration
Giga Impact
Heat Wave
Helping Hand
Hidden Power (Steel)
Hydro Pump
Incinerate
Iron Tail
Payback
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Secret Power
Sleep Talk
Snarl
Snore
Steel Wing
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Surf
Swagger
Taunt
Thief
Throat Chop
Thunder Wave
Torment
Toxic
U-turn
Uproar
Zen Headbutt

Tutor

Other
1=Maxim strikes first, 2=chuckeroo strikes first: 1=chuckeroo

chuckeroo777 strikes an arena
Maxim strikes two arenas
chuckeroo strikes an arena and sends out
Maxim sends out and orders
chuckeroo orders
I ref
 
Lets go to the Rumbling Cave! Most pokemon avoid it by instinct, so If we do find something to catch, it's bound to be strong!
:ss/hydreigon: G-G-Growl... (This place seems pretty spooky...)
Sending out Hydreigon@Expert Belt
 
"All right, this time we're going for Raikou team!"

:Blastoise: "I wonder who we will run into this time?"

"Oh hey, it's a Hiker. Those guys usually aren't too tough!"

:Hydreigon: "G-G-Growl..."

"...Figures. Well, let's go with old faithful."

Sending out Blastoise with Blastoiseinite

[Mega Evolve] Dragon Pulse~Ice Beam~Dragon Pulse

If Hydreigon is in evasive phase of a Damaging Evasive move, then use Blizzard.
[Once] If Partial Trapping Move and your opponent is not behind a substitute then Whirlpool.
If Self-Switching move exactly once this round and your opponent is not behind a substitute then use Fake Out.
 
:ss/raikou: The Legend Gauntlet (Raikou): Match 1, Round 1 :ss/raikou:
:ss/blastoise:
Blastoisinite

Water | Torrent/Rain Dish
HP: 90/90 | EN: 100
5/7/7/8/78
Status: Ok

:ss/hydreigon::expert belt:
Dark/Dragon | Levitate
HP: 95/95 | EN: 100
8/7/9/7/98
Status: Ok​
Action 1
Blastoise is reacting to its trainer's key stone!
Blastoise evolved into Mega Blastoise!
New Stats: 6/9/11/8/78
New Abilities: Torrent/Rain Dish/Mega Launcher

Hydreigon used Thunder Fang! (-5 EN, 95 left)
Roll to Crit (1/24 = Crit): 17/24 = No Crit
Roll for Effect (1 = Paralysis, 2 = Flinch): 5/10 = No Effect
(7 - 1) * 1.5 + 4 = 13 damage (77 HP left)

Blastoise used Dragon Pulse! (-7 EN, 93 left)
Roll to Crit (1/24 = Crit): 2/24 = No Crit
(9 + 3 + 4) * 1.5 = 24 damage (71 HP left)

Action 2
Hydreigon used Dark Pulse! (-5 EN, 90 left)
Roll to Crit (1/24 = Crit): 14/24 = Crit
Roll for Effect (<3/10 = Effect): 5/10 = No Effect
8 + 3 + 1 = 13 damage (64 HP left)

Blastoise used Ice Beam (-7 EN, 86 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
Roll for Effect (1/10 = Effect): 6/10 = No Effect
(9 + 4) * 1.5 = 19.5 round to 20 damage (51 HP left)

Action 3
Hydreigon used Thunder Fang! (-5 EN, 85 left)
Roll to Crit (1/24 = Crit): 20/24 = No Crit
Roll for Effect (1 = Paralysis, 2 = Flinch): 7/10 = No Effect
(7 - 1) * 1.5 + 4 = 13 damage (51 HP left)

Blastoise used Dragon Pulse! (-7 EN, 79 left)
Roll to Crit (1/24 = Crit): 2/24 = No Crit
(9 + 3 + 4) * 1.5 = 24 damage (27 HP left)
:ss/blastoise-mega:
Blastoisinite

Water | Torrent/Rain Dish/Mega Launcher
HP: 51/90 | EN: 79
5/7/7/8/78
Status: Ok

:ss/hydreigon::expert belt:
Dark/Dragon | Levitate
HP: 27/95 | EN: 85
8/7/9/7/98
Status: Ok​
Turn order:
chuckeroo and Maxim check for mistakes
I fix them
chuckeroo777 orders or switches
Maxim orders
I ref​
 
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Ok Megaton, this guy has a lot of tricks, but I think we can still prevail!
Chitter. (Calculating... this could be close.)
Grass Knot - Grass Knot - Grass Knot
If D/E and opponent is faster, Then Rock Tomb
If Mirror Coat, Then Thunder Punch
If Bide, Then initiate Toxic - Double Team (2) - Thunder Punch
 
"Let's see if we can use this arena to our advantage!"

:Blastoise: "I'm afraid your calculations may be off here."

Protect~Earthquake~Shell Smash
If Metagross is floating when you are to Earthquake, then use Roar that action. (I know this means nothing but I'm not falling for that again.)
 
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:ss/raikou: The Legend Gauntlet (Raikou): Match 1, Round 2 :ss/raikou:
:ss/blastoise-mega:
Blastoisinite

Water | Torrent/Rain Dish/Mega Launcher
HP: 51/90 | EN: 79
6/9/11/8/78
Status: Ok

:ss/metagross::muscle band:
Steel/Psychic | Clear Body/Light Metal
HP: 90/90 | EN: 100
10/9/7/7/70
Status: Ok​
Arena Effects:
Seismic moves have the effect of Roar (switching out, not paralysis)
Roar paralyzes
Spread moves hit through D/E
Action 1
Blastoise used Protect! (-7 EN, 72 left)
Blastoise protected itself!

Metagross used Grass Knot! (-6 EN, 94 left)
Roll to Crit (1/24 = Crit): 6/24 = No Crit
(11 - 1) * 1.5 = 15 damage => 0 damage (51 HP left)

Blastoise protected itself! (-13 EN, 59 left)

Action 2
Blastoise used Earthquake! (-7 EN, 52 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
(10 - 3) * 1.5 = 10.5 round to 11 damage (79 HP left)

Metagross used Grass Knot! (-10 EN, 84 left)
Roll to Crit (1/24 = Crit): 2/24 = No Crit
(11 - 1) * 1.5 = 15 damage (36 HP left)

Action 3
Blastoise used Shell Smash! (-20 EN, 32 left)
Blastoise's Defense fell!
Blastoise's Sp. Defense fell!
Blastoise's Attack rose sharply!
Blastoise's Sp. Attack rose sharply!
Blastoise's speed rose sharply!

Metagross used Grass Knot! (-14 EN, 70 left)
Roll to Crit (1/24 = Crit): 1/24 = Crit!
(11 + 3 - 1) * 1.5 + 2= 21.5 round to 22 damage (14 HP left)

:ss/blastoise-mega:
Blastoisinite

Water | Torrent/Rain Dish/Mega Launcher
HP: 14/90 | EN: 32
5/7/7/8/78
Status: -1 Defense, -1 Sp. Defense, +2 Attack, +2 Sp. Attack, +2 Speed

:ss/metagross::muscle band:
Steel/Psychic | Clear Body/Light Metal
HP: 79/90 | EN: 70
10/9/7/7/70
Status: Switching to Hydreigon​
Turn order:
chuckeroo and Maxim check for mistakes
I fix them
Maxim orders (against Hydreigon)
chuckeroo777 orders (with Hydreigon)
I ref​
 
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Um, I’m getting
Grass Knot: 6 (BP) + 5 (Mega WC) + 7 (SpA) - 8 (SpD)=10*1.5=15
Crit: 13*1.5+2=21.5=22

51-15-22=15 HP left

Remember to adjust Protect as well

I’ll order after confirmation/denial of my calculations. That crit makes me have to reformulate my orders a surprising amount
 
Last edited:
Yep, yours looks right. I treated Grass Knot as special and used Blastoise's normal weight instead of mega. AND I didn't take Shell Smash into account for damage calcs.
51 - 15 - 22 is 14 tho
Fixing everything rn
 
(I think Protect's energy cost still needs to be updated.)

"Checkmate"

Dragon Pulse x3
If Endure A1, then initiate action string Aqua Ring~Fake Out~Block
If Endure A2, then initiate action string Block~Fake Out
[CASOA] If your opponent is to use a Self-Switching move and has used Endure on a previous action and you are not to use Fake Out, then use Flip Turn
 
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Dang. Looks like he has all his bases covered. We could stall to the next round, but he has way too many tricks for us to prevail on first order.
:ss/hydreigon: G-G-Growl. (I'm going to go down swinging!)
Thunder Fang - Thunder Fang - Thunder Fang
 
:ss/raikou: The Legend Gauntlet (Raikou): Match 1, Round 3 :ss/raikou:
:ss/blastoise-mega:
Blastoisinite

Water | Torrent/Rain Dish/Mega Launcher
HP: 14/90 | EN: 32
6/9/11/8/78
Status: -1 Defense, -1 Sp. Defense, +2 Attack, +2 Sp. Attack, +2 Speed

:ss/hydreigon::expert belt:
Dark/Dragon | Levitate
HP: 27/95 | EN: 85
8/7/9/7/98
Status: Ok​
Action 1
Blastoise used Dragon Pulse! (-7 EN, 25 left)
Roll to Crit (1/24 = Crit): 17/24 = No Crit
(9 + 3 + 4) * 1.5 + 4 = 28 damage (-1 HP left)
Hydreigon was KO'ed!

And match one goes to Maxim!
:ss/blastoise-mega:
Blastoisinite

Water | Torrent/Rain Dish/Mega Launcher
HP: 14/90 | EN: 25
6/9/11/8/78
Status: -1 Defense, -1 Sp. Defense, +2 Attack, +2 Sp. Attack, +2 Speed
:ss/hydreigon::expert belt:
Dark/Dragon | Levitate
HP: KO | EN: 85
8/7/9/7/98
Status: KOed​
Turn order:
chuckeroo and Maxim check for mistakes
I fix them
Maxim strikes an arena
chuckeroo777 chooses an arena and sends out
Maxim sends out and orders
chuckeroo order
I ref
I ref​
 
That cave was a disappointment, but we just have to keep looking- Huh? Where the heck are we now? (Raikou’s Thunder Mane)
:ss/darmanitan-galar: MONKE! (MONKE!)
Sending out Darmanitan-Galar@Choice Band
 
Blastoise with Blastoisenite

[Mega Evolve] Aura Sphere x3
If your opponent is in the evasive phase of Dig when you are to move, then Earthquake.
If successful Protective move then Reflect first instance and Chill second.
[A3 only] If your opponent is an Ice/Fire type and sun is not up and your opponent is not behind a Substitute then use Hydro Cannon.
 
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Yikes! Blastoise is definitely a bad match-up for you. A little luck should be all we need though.
:ss/darmanitan-galar: MONKE! (MONKE!)
Headbutt - Headbutt - Headbutt
If Blastoise flinched the previous action, Then U-Turn (Once)

Edit: Forgot MONKE is too berserk for subs.
 
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:ss/raikou: The Legend Gauntlet (Raikou): Match 2, Round 1 :ss/raikou:
:ss/blastoise:
Blastoisinite

Water | Torrent/Rain Dish
HP: 90/90 | EN: 100
5/7/7/8/78
Status: Ok

:ss/darmanitan-galar::choice band:
Ice | Gorilla Tactics/Zen Mode
HP: 100/100 | EN: 100
1019/4/3/4/95
Status: Ok​
Action 1
Blastoise is reacting to its trainer's key stone!
Blastoise evolved into Mega Blastoise!
New Stats: 6/9/11/8/78
New Abilities: Torrent/Rain Dish/Mega Launcher

Darmanitan-G used Headbutt! (-5 EN, 95 left)
Roll to Crit (1/24 = Crit): 24/24 = No Crit
Roll for Effect (<4/10 = Effect): 3/10 = Effect!
7 + 10 = 17 damage (73 HP left)
Blastoise flinched!

The rain restored some of Blastoise's HP! (+2 HP, 75 left)

Action 2
Darmanitan-G used Headbutt! (-9 EN, 86 left)
Roll to Crit (1/24 = Crit): 7/24 = No Crit
Roll for Effect (<4/10 = Effect): 8/10 = No Effect
7 + 10 = 17 damage (58 HP left)

Blastoise used Aura Sphere (-6 EN, 94 left)
Roll to Crit (1/24 = Crit): 9/24 = No Crit
(8 + 3 + 7) * 1.5 = 27 damage (73 HP left)

The rain restored some of Blastoise's HP! (+2 HP, 60 left)

Action 3
Darmanitan-G used Headbutt! (-13 EN, 73 left)
Roll to Crit (1/24 = Crit): 10/24 = No Crit
Roll for Effect (<4/10 = Effect): 9/10 = No Effect
7 + 12 = 17 damage (43 HP left)

Blastoise used Aura Sphere (-10 EN, 84 left)
Roll to Crit (1/24 = Crit): 9/24 = No Crit
(8 + 3 + 7) * 1.5 = 27 damage (46 HP left)
Darmanitan changed to its Zen Mode!

The rain restored some of Blastoise's HP! (+2 HP, 45 left)

Arena Effects:
Default weather/terrain is Rain/Electric
All damaging priority moves are Electric type
Thunder has 25% recoil
:ss/blastoise-mega:
Blastoisinite

Water | Torrent/Rain Dish/Mega Launcher
HP: 45/90 | EN: 84
6/9/11/8/78
Status: Ok
:ss/darmanitan-galar-zen::choice band:
Ice | Gorilla Tactics/Zen Mode
HP: 46/100 | EN: 73
1020/4/3/4/95
Status: Ok​
Turn order:
chuckeroo and Maxim check for mistakes
I fix them
chuckeroo777 orders
Maxim orders
I ref​
 
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A few quick things:
1. Blastoise has Rain Dish and it is raining.
2. Blastoise has 9 defense in mega mode, so if Darm’s attack is 19, headbutt should only be doing 17 damage apiece. There was some confusion regarding whether the attack becomes 18 or 19 via rounding on the Choice Band/Tactics interaction
3. Zen Darm should have 20 attack since it goes up by 1 attack, I think regardless of rounding method.
4. Darm should not have 100 energy
5. I hate it when Headbutt flinches.
 
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