Facility The Legend Gauntlet (Thundurus) Duo vs Epic

Yooo tlg finally​

Format
The Legend Gauntlet is played in matches rather than games. The specific rules for these matches and the games within can be found below.

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 4 Pokemon that will be used for all of the games in the match.

Game 1:
- The ref flips a coin 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 sends out a pokemon first in the same post where they struck the final arena

Games 2+:
- The loser of the previous match decides whether they want to be T1 or T2 (if T1, the next step is done in the same post)
- T1 strikes one arena
- T2 picks one of the remaining arenas
- The round is played on the selected arena
- T2 sends out a pokemon first in the same post where they chose the arena.

Game
B4P2 Singles
72h DQ
Abilities: All
Backpack Size: 7
Switch: OK
Advanced Techniques: 1
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when a Pokemon is fainted. The trainer of the fainted Pokemon loses the game.

Sand's Reach


A reaching peninsula with five finger-like projections out into the water, evoking the image of a hand grasping into the depths. Standing in the palm of the hand all one can notice is the five distinct paths ahead. Despite the eerie sight, it can't be denied that this would be a beautiful and striking location to erect a settlement.

  • Pokemon's final stat ranks are rounded to the nearest five (5).
  • The Same-Type Attack Bonus portion of damage calculation raises attack power by five (5) instead of three (3).

Codifications
Camouflage: Water-type
Nature Power: Shore Up
Secret Power: Lowers the target's Speed stage by one (1) for their next five (5) turns.

=======================================

Driftveil Drawbridge

The pride of Driftveil City, this drawbridge is raised and lowered throughout the day to allow boats to pass You can see the bridge raised high in the air from miles away, highlighting why this is such an important symbol for people living in the city.

  • At the beginning of the round, if the round number is odd:
    • Discard any weather in play and create a unique weather named "Divine Winds" until the end of the round with the following effects:
      • This Weather can't be discarded, and other Weather can't be created
      • The Weather is unaffected by abilities
      • While tallying type effectiveness: The weaknesses of the Flying-type can't be tallied.
      • The item Barometer:dowsing machine: and the abilities Cloud Nine and Air Lock have no effect.
  • At the end of the round, if the round number is even:
    • All Pokemon that are holding an item are hit with the move Sky Attack from a Pokemon with an Attack Rank of 8. If both active Pokemon are holding an item at the end of the round, the slower of the two is hit with Sky Attack first.

Codifications
Camouflage: If the round number is odd - Flying-type | If the round number is even - Steel-type
Nature Power: If the round number is odd - Gust | If the round number is even - Gear Up
Secret Power: If the round number is odd - Inflict Hovering on the user for three (3) turns | If the round number is even - Inflict Grounded on the target for three (3) turns

=======================================

Chargestone Cave

A vast cave system filled with an eerie magnetic current. Certain Pokemon appear to be affected by the magnetic current more than others manifesting strange results.

  • Steel-type Pokemon are Hovering and are unaffected by Grounded.
  • Pokemon with a SC of two or below (2-) have the ability Plus in addition to their other abilities (even when inactive)
  • Pokemon with a WC of two or below (2-) have the ability Minus in addition to their other abilities (even when inactive)
  • Pokemon with a WC of four or above (4+) have an additional weakness to electric

Codifications
Camouflage: Rock-type
Nature Power: Magnetic Flux
Secret Power: Place two (2) charge counters on the user until they leave play

=======================================

Royal Unova Top Deck


A beautiful yacht often filled with trainers looking for either a challenge or a way to escape the typical routes. The large boat travels throughout the Unova Region allowing for a more leisurely form of travel as well. Stormy seas often make the battles that happen aboard particularly intense.

  • Default weather is Rain. (When the match begins, and when an active weather's duration expires, the weather is Rain until it is discarded)
  • Default terrain is Electric Terrain. (When the match begins, and when an active terrain's duration expires, the terrain is Electric Terrain until it is discarded)
  • Once per round per Pokemon, after a Pokemon successfully executes a move with the tag #wind that Pokemon immediately calls and attempts the move surf.

Codifications
Camouflage: Water-type
Nature Power: Aqua Cutter
Secret Power: Inflicts Paralysis with two (2) counters

=======================================

White Forest Canopy


This well preserved patch of old growth has grown so massive that the inhabitants here have learned to live at all levels of the forest. The trees here are connected in a massive root system sharing nutrients and water.

  • Grass-type attacks have their BAP increased two (2)
  • All Pokemon in play are Grounded
  • At the end of each round, if a Pokemon used a combination with two component moves that each have the combo class "Material" that round, that Pokemon gains one Combo Token.

Codifications
Camouflage: Grass-type
Nature Power: Power Whip
Secret Power: Lower the target's Attack stage by one (1) for their next five (5) turns.

T1 Roll (Duo or Epic): 1 (Duo)

DUO!!!
:expert belt: Expert Belt
:choice band: Choice Band
:lucky egg: Lucky Egg
:red card: Red Card
:eject button: Eject Button
:sticky barb: Sticky Barb
:enigma berry: Enigma Berry
:SS/Golisopod:
Gilgamesh

Species:
Golisopod, Gender: Male
Level: 3, EXP: 4 / 10
Nature: Careful (+SpD, -SpA)
Typing: Bug / Water
Abilities: Emergency Exit
Profile:
Gilgamesh is in a constant state of meditation and zen, with the help of Julie, in order to keep his inner rage from bursting out and causing him to go on a rampage. As a Wimpod, Gilgamesh was (understandably) terrified of everything. He was also often picked on because of how weak he was. So, when he finally evolved into a Golisopod, the extreme change caused him to then be angry at everything around him and to want to take revenge on those that hurt him in the past.

How They Met:
Gilgamesh would have lashed out and hurt many innocent Pokemon if it weren't for Julie who intervened and then taught him about mindfulness and meditation. She helped him find peace, and Gilgamesh is a lot happier now than he was when he first evolved.

Name Origins:
Gilgamesh was a legendary hero in Mesopotamian mythology. I liked the name and it felt like it was quite fitting for a super strong armored bug.

Statistics:
HP:
90
Atk: 9
Def: 10
SpA: 4 (-)
SpD: 9 (+)
Spe: 40

Size Class: 3
Weight Class: 5
Hidden Power: None

Moves:

Level 0:

Aerial Ace
Aqua Jet
Brick Break
Bug Bite
Bug Buzz
Bulk Up
Dark Pulse
Facade
Focus Blast
Ice Beam
Iron Head
Liquidation
Poison Jab
Protect
Rest
Rock Slide
Round
Screech
Shadow Claw
Slash
Sleep Talk
Snore
Substitute
Surf
Swords Dance
Toxic
Waterfall
X-Scissor

Level 1:
Confide
Defense Curl
Double Team
Drill Run
Dual Chop
False Swipe
Hail
Harden
Iron Defense
Metal Claw
Pain Split
Rain Dance
Rock Smash
Sand Attack
Sludge Bomb
Spikes
Sucker Punch
Swagger
Swift
Taunt
Water Pulse
Wide Guard

Level 2:
Assurance
Blizzard
Close Combat
First Impression
Payback
Pin Missile
Venoshock

Level 3:
Attract
Dive
Frost Breath
Frustration
Fury Cutter
Icy Wind
Knock Off
Laser Focus
Leech Life
Mud Shot
Muddy Water
Psych Up
Razor Shell
Return
Rock Tomb
Rollout
Scald
Skitter Smack
Sludge Wave
Snarl
Struggle Bug
Throat Chop
:BW/Sableye:
Sneakers

Species:
Sableye, Gender: Male
Level: 2, EXP: 0 / 10
Nature: Quirky (No change)
Typing: Dark / Ghost
Abilities: Keen Eye / Stall / (Unlocked) Prankster
Profile:
Sneakers will sneak around craftily, setting up pranks for unsuspecting people and Pokemon, then cackling with glee as his plots succeed. Then he runs away before his victims can do anything about it. But that's not all. Sneakers is also a fan of groan-inducing puns... What does a ghost say when they can't reach the top shelf? "Give me a BOO-st!"

How They Met:
After hearing someone knock on the door and then a giggle followed by a "Trick or treat," Lola opened the door. Sneakers sat on the doorstep with a small costume and a little paper bag waiting for candy. ...But it wasn't even Halloween yet. But Sneakers was very patient. He waited... and waited... and waited...... until Lola caved and gave him a Snickers bar. As she handed it to him, she was shocked by a hand buzzer! (naturally) Then Sneakers dashed inside the house and lodged himself in the pantry every since, pranking people who open the pantry door.

Name Origins:
Sableye is pretty sneaky, and I liked the name Sneakers!

Statistics:
HP:
80
Atk: 6
Def: 6
SpA: 5
SpD: 5
Spe: 50

Size Class: 1
Weight Class: 2
Hidden Power: None

Moves:

Level 0:

Aerial Ace
Astonish
Brick Break
Bulk Up
Calm Mind
Dark Pulse
Dazzling Gleam
Energy Ball
Facade
Feint Attack
Fire Punch
Hone Claws
Ice Punch
Leer
Light Screen
Nasty Plot
Poison Jab
Power Gem
Protect
Psychic
Reflect
Rest
Round
Shadow Ball
Shadow Claw
Shadow Sneak
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Punch
Thunder Wave
Toxic
Will-O-Wisp
X-Scissor
Zen Headbutt

Level 1:
Captivate
Confide
Confuse Ray
Counter
Cut
Detect
Double Team
Encore
Fake Out
Flash
Flatter
Helping Hand
Incinerate
Mega Punch
Metal Claw
Moonlight
Mud-Slap
Night Shade
Ominous Wind
Pain Split
Power-Up Punch
Psybeam
Rain Dance
Recover
Rock Smash
Role Play
Scratch
Seismic Toss
Shock Wave
Sucker Punch
Sunny Day
Swagger
Taunt
Tickle
Trick
Water Pulse

Level 2:
Disable
Double-Edge
Dream Eater
Dynamic Punch
Feint
Focus Punch
Foul Play
Fury Swipes
Low Kick
Mega Kick
Metal Burst
Nightmare
Payback
Poltergeist
Punishment
Quash
Secret Power
Take Down
Thief
:sv/hemogoblin:
Tums

Species:
Hemogoblin, Gender: Male
Level: 2, EXP: 0 / 10
Nature: Quirky (No change)
Typing: Fairy / Fire
Abilities: Pixilate / Intimidate / (Unlocked) Own Tempo
Profile:
Tums constantly suffers from migraines, colds, and tummy troubles. Sometimes, this causes him to belch out flames or even spontaneously combust! Generally, Tums is a sweet guy who tries to make the best of his situation, although when he gets upset, let's just say things can get... explosive.

How They Met:
One day, Doduodrio answered a knocking (more like banging) on the front door. In stumbled Tums, ailing from an especially bad stomachache. Fortunately, Oona mysteriously had the cure in the form of a powder that she claimed was dust from the Moon. Shrewdly seeing the opportunity in the moment, Oona told Tums that he could have as much of the powder as he wanted--for a price, of course. He would have to help her out in her basement. He didn't mind, though, and gladly moved into the basement. (Do not try this at home! This is literally blackmail!)

Name Origin:
Tums is a medicine used to relieve heartburn. Also, Hemogoblin looks like it has tumors growing out of it--hence the "tum" part. Very clever, huh?

Statistics:
HP:
95
Atk: 7
Def: 6
SpA: 7
SpD: 6
Spe: 55

Size Class: 3
Weight Class: 4
Hidden Power: None

Moves:

Level 0:

Bulk Up
Dazzling Gleam
Energy Ball
Facade
Flamethrower
Hyper Voice
Light Screen
Play Rough
Protect
Psychic
Rest
Screech
Shadow Ball
Sleep Talk
Substitute
Tail Whip
Thunderbolt
Wild Charge
Will-O-Wisp
Zen Headbutt

Level 1:
Brutal Swing
Charm
Defense Curl
Disarming Voice
Echoed Voice
Helping Hand
Life Dew
Magical Leaf
Misty Terrain
Moonlight
Pound
Rain Dance
Safeguard
Seismic Toss
Slam
Spikes
Sunny Day
Sweet Kiss
Taunt
Tickle
Trick
Wrap

Level 2:
Disable
Double-Edge
Fire Blast
Flare Blitz
Grass Knot
Heat Wave
Solar Beam
Take Down
Thunder
:BW/Metagross:
Tera

Species:
Metagross, Gender: Unknown
Level: 2, EXP: 0 / 10
Nature: Docile
Typing: Steel / Psychic
Abilities: Clear Body / (Unlocked) Light Metal
Profile:
Tera is very thoughtful and is quiet most of the time, so a lot of the time, people forget that they are even there... or at least people would forget if they weren't so big. They are very inquisitive and are always collecting data about everybody they see for future use.

How They Met:
Being a Steel-type, Tera was drawn in by Bub's Magnet Pull. Doduodrio helped them unstick themself from Bub (Note to Self: Maybe Bub can help attract more Steel-type friends?). Tera was curious about bonds and the stock market (at least that's what Doduodrio thinks they said...) so they asked to join the team!

Name Origins:
Tera is from terabyte, a computer term. It's also the prefix for one trillion, which may just as well be Tera's IQ level.

Statistics:
HP:
90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70

Size Class: 4
Weight Class: 9
Hidden Power: None

Moves:

Level 0:

Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt

Level 1:
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick

Level 2:
Double-Edge
Dynamic Punch
Expanding Force
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Take Down


EPIC!!!
Metagrossite
Swampertite
Eject Button
Red Card
Sticky Barb
Choice Band
Choice Specs
:sv/zapdos:
Zapdos [Tami] (F)

Level: 4 | EXP: --

Typing: Electric, Flying

Abilities:
Pressure, Static (Unlocked)

Nature: Timid (+ Speed, - Attack, Accuracy +10)

HP: 95
Atk: 6 (-)
Def: 6
SpA: 9
SpD: 7
Spe: 115 (+)
Size Class: 4
Weight Class: 4

Moves
Level 0:
Aerial Ace
Brave Bird
Defog
Drill Peck
Facade
Leer
Light Screen
Metal Sound
Protect
Reflect
Rest
Roar
Round
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Whirlwind
Wild Charge

Level 1:
Agility
Air Cutter
Ancient Power
Charge
Confide
Curse
Detect
Discharge
Double Team
Dual Wingbeat
Eerie Impulse
Electric Terrain
Extrasensory
Flash
Hail
Helping Hand
Magnetic Flux
Mud-Slap
Ominous Wind
Peck
Rage
Rain Dance
Rock Smash
Roost
Sandstorm
Shock Wave
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Thunder Shock
Twister
Weather Ball

Level 2:
Double-Edge
Heat Wave
Hurricane
Pluck
Razor Wind
Rising Voltage
Secret Power
Sky Attack
Take Down
Thunder
Zap Cannon

Level 3:
Acrobatics
Baton Pass
Bide
Charge Beam
Electro Ball
Fly
Frustration
Headbutt
Laser Focus
Return
Sky Drop
U-turn
Volt Switch

Level 4:
Endure
Giga Impact
Hidden Power (Ground)
Hyper Beam
Mimic
Natural Gift
Tera Blast
:sv/golisopod:
Golisopod [Dana] (F)

Level: 4 | EXP: --

Typing: Bug, Water

Abilities:
Emergency Exit

Nature: Careful (+ Special Defense, - Special Attack)

HP: 90
Atk: 9
Def: 10
SpA: 4 (-)
SpD: 9 (+)
Spe: 40
Size Class: 3
Weight Class: 5

Moves
Level 0:
Aerial Ace
Aqua Jet
Brick Break
Bug Bite
Bug Buzz
Bulk Up
Dark Pulse
Facade
Focus Blast
Ice Beam
Iron Head
Liquidation
Poison Jab
Protect
Rest
Rock Slide
Round
Screech
Shadow Claw
Slash
Sleep Talk
Snore
Substitute
Surf
Swords Dance
Toxic
Waterfall
X-Scissor

Level 1:
Confide
Defense Curl
Double Team
Drill Run
Dual Chop
False Swipe
Hail
Harden
Iron Defense
Metal Claw
Pain Split
Rain Dance
Rock Smash
Sand Attack
Sludge Bomb
Spikes
Sucker Punch
Swagger
Swift
Taunt
Water Pulse
Wide Guard

Level 2:
Assurance
Blizzard
Close Combat
First Impression
Payback
Pin Missile
Venoshock

Level 3:
Attract
Dive
Frost Breath
Frustration
Fury Cutter
Icy Wind
Knock Off
Laser Focus
Leech Life
Mud Shot
Muddy Water
Psych Up
Razor Shell
Return
Rock Tomb
Rollout
Scald
Skitter Smack
Sludge Wave
Snarl
Struggle Bug
Throat Chop

Level 4:
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Electric)
Hyper Beam
Spite
:sv/metagross:
Metagross [Quinn] (F)

Level: 4 | EXP: --

Techniques:
Mega Evolution
Z-Moves

Typing: Steel, Psychic

Abilities:
Clear Body, Light Metal (Unlocked)

Nature: Jolly (+ Speed, - Special Attack, Accuracy +10)

HP: 90
Atk: 10
Def: 9
SpA: 6 (-)
SpD: 7
Spe: 81 (+)
Size Class: 4
Weight Class: 9

:sv/Metagross-Mega:
Mega Metagross
Typing:
Steel, Psychic
Abilities: Clear Body, Light Metal, Tough Claws

HP: 90
Atk: 10
Def: 11
SpA: 7 (-)
SpD: 8
Spe: 127 (+)
Size Class: 4
Weight Class: 11

Moves
Level 0:
Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt

Level 1:
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick

Level 2:
Double-Edge
Dynamic Punch
Expanding Force
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Take Down

Level 3:
Body Slam
Bulldoze
Frustration
Fury Cutter
Gyro Ball
Headbutt
Icy Wind
Laser Focus
Miracle Eye
Psych Up
Psyshock
Pursuit
Return
Rock Tomb
Rollout
Self-Destruct
Telekinesis

Level 4:
Ally Switch
Block
Body Press
Endure
Explosion
Giga Impact
Gravity
Hidden Power (Fire)
Hyper Beam
Magnet Rise
Mimic
Natural Gift
Stomping Tantrum
:sv/swampert:
Swampert [Kira] (F)

Level: 4 | EXP: --

Techniques:
Mega Evolution
Z-Moves

Typing: Water, Ground

Abilities:
Torrent, Damp (Unlocked)

Nature: Adamant (+ Attack, - Special Attack)

HP: 95
Atk: 9 (+)
Def: 7
SpA: 5 (-)
SpD: 7
Spe: 60
Size Class: 3
Weight Class: 4

:sv/Swampert-Mega:
Mega Swampert
Typing:
Water, Ground
Abilities: Torrent, Damp, Swift Swim

HP: 95
Atk: 12 (+)
Def: 8
SpA: 6 (-)
SpD: 8
Spe: 70
Size Class: 3
Weight Class: 5

Moves
Level 0:
Avalanche
Brick Break
Bulk Up
Earth Power
Earthquake
Facade
Focus Blast
Ice Beam
Ice Punch
Liquidation
Protect
Refresh
Rest
Roar
Rock Slide
Round
Screech
Sleep Talk
Sludge
Snore
Strength
Substitute
Surf
Tackle
Toxic
Uproar
Waterfall
Work Up

Level 1:
Amnesia
Ancient Power
Barrier
Bite
Captivate
Confide
Counter
Curse
Defense Curl
Double Team
Echoed Voice
Growl
Hail
High Horsepower
Mega Punch
Mirror Coat
Mud-Slap
Power-Up Punch
Rain Dance
Rock Climb
Rock Smash
Rock Throw
Sand Tomb
Seismic Toss
Stealth Rock
Supersonic
Swagger
Water Gun
Water Pulse
Whirlpool
Wide Guard
Yawn

Level 2:
Aqua Tail
Blizzard
Double-Edge
Dynamic Punch
Focus Punch
Hammer Arm
Hydro Pump
Ice Ball
Iron Tail
Low Kick
Mega Kick
Mud Bomb
Secret Power
Stone Edge
Superpower
Take Down

Level 3:
Attract
Bide
Body Slam
Bulldoze
Darkest Lariat
Dig
Dive
Flip Turn
Foresight
Frustration
Headbutt
Icy Wind
Mud Shot
Muddy Water (Signature)
Outrage
Return
Rock Tomb
Rollout
Scald
Sludge Wave
Stomp

Level 4:
Body Press
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hydro Cannon
Hyper Beam
Mimic
Mud Sport
Natural Gift
Stomping Tantrum
Water Pledge

Doduodrio to do t1 stuff
epicdrill to follow.
Dylando to wonder why there are 2 mirror matches​
 
1698687628764.png

"Sand's Reach looks pretty. Let's go there! Gilgamesh, I think you'd be right at home here. Let's start with you!"

Choosing :soft sand: Sand's Reach and sending out :golisopod: Gilgamesh the Golisopod holding a :red card: Red Card!

:ss/golisopod:
"I feel... powerful here."
 
Sending out Zapdos @ Choice Specs.

:sv/zapdos:
Electro Ball, Electro Ball, Electro Ball
IF Golisopod has Protection when you are to act, THEN Tailwind the first instance and Chill other instances.
 
1698700682992.png

"Not the best matchup... I think this will work though."

:ss/golisopod:
"Remain calm in all matchups, even those we would rather not be in. This is the way."

Do not consume Red Card.

Liquidation - Pain Split - Pain Split

At the end of the step, IF you have a Retreat marker, THEN use Tactical Retreat
 
Alright hello i am in fact super late
Even so i have not actually been dq'd properly
idk if this works but-

Zapdos used Electro ball! (-8 EN)
(From my understanding the BAP is 8 * 115 / 40 (23). Damn.)
(Edit: nvm)
Crit: 3 (no)
(15+5+15-10) * 1.5 = 38 Damage!

Golisopod used Liquidation! (-7 EN)
Crit: 2
9+5+10-5 = 19 Damage!

Zapdos used Electro Ball again! (-8 EN)
Crit: 24 (Yes)
(15+5+15-10+3) * 1.5 = 42 Damage!

Golisopod used Pain Split! (-20 EN)
10 vs 76... 50 difference. (Capped)
Golisopod is now 35 HP.
Zapdos is now at 51 HP.

Zapdos used Electro Ball! (-8 EN)
(15+5+15-10) * 1.5 = 38 Damage!
Golisopod fainted.
...rip...
epicdrill wins

Doduodrio Your loss, which t do you want to be?​
 
Last edited:
1701675327716.png

"I heard Chargestone Cave is cool, so let's go there. And let's start with you, Sneakers! You'll like the dark shadows, I think."

Picking :thunder stone: Chargestone Cave! Sending out :sableye: Sneakers the Sableye holding a :lucky egg: Lucky Egg!

:bw/sableye:
"Thank you very much, hehehe~"
 
Sending out Zapdos @ Sticky Barb

:sv/zapdos:
Sky Attack, Sky Attack, Sky Attack
[Once] IF you are not holding a Sticky Barb, THEN Volt Switch.
IF Sableye is to use Counter AND you are not holding a Sticky Barb, THEN Thunderbolt.
IF you have Sealed (Sky Attack), THEN Aerial Ace the first instance and Thunderbolt subsequent instances.
IF the opposing team has Reflect AND you are not holding a Sticky Barb, THEN Thunderbolt.
 
1702009224961.png

"Hmm... this will be tricky. As per usual!"

:bw/sableye:
"This cave is dark... I'm right at home! Ihihihi~"

Poltergeist + Trick - Substitute - Power Gem
 
Oh yea whoops

Pasting these from handbook bc they're old, if these are the wrong ones lmk and also if I'm forgetting any old ones
A ovaloid charm said to bring the bearer great luck and good health.

The holder's critical hit stage is increased by one (1).

While the holder is attacking or is being attacked: The four core stat ranks of both the attacker and the defender are always at most 0.

At the end of the round, except the round where this item was equipped: Destroy this item.

A menacing metal sphere covered in hooked barbs.

When the holder attacks with a contact attack: Give that attack a power bonus of two (2).

After the holder executes a contact attack, if the holder last received this item from their trainer: The first target drops all of their held items, then the holder transfers this item to that target.

At the end of the step: The holder takes two (2) damage.

At the end of the round: The holder drops this item.

The Pokemon's mere presence inspires a sense of dread
in anyone opposing them.

While an opponent is performing an action that targets
the user: Raise that action's Energy Cost by two (2).

When the user is attacked, by an attacker with less
remaining Energy than the user: Give that attack a power penalty of one (1).





Zapdos is charging Sky Attack!

Sableye used Spooky Tricks! (-32 EN)
Crit (>21/24=Yes): 21 (No)
(11+3+6-6) = 14 Damage!
Sableye got a Sticky Barb!
Zapdos got a Lucky Egg!

Zapdos used Sky Attack! (-10 EN)
Crit (2/2=Yes): 1 (No)
14+3+0-0 = 17 Damage!

Sableye took 2 damage!

Sableye used Substitute! (-14 EN)
Decoy time, 10 HP

Zapdos used Volt Switch! (-5 EN)
-7, 3 left

Sableye took 2 damage!

Zapdos is charging Sky Attack!

Sableye used Power Gem! (-8 EN)
(8+0-0-1+5) * 1.5 = 18 Damage.

Zapdos used Sky Attack! (-10 EN)
The Decoy broke.

Sableye took 2 damage and dropped Sticky Barb!
:zapdos: :lucky egg:
HP: 68/95
EN: 75
Pressure / Static
6/6/9/7/115

:sableye:
HP: 41/80
EN: 46
Keen Eye / Stall / Prankster / Plus / Minus
6/6/5/5/50​

Doduodrio to order
epicdrill to order
Dylando to not take a year to ref


 
Last edited:
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"Oops, I forgot this existed."

:bw/sableye:
"Stalling, that's right!"

Power Gem - Power Gem - Power Gem
Nonconsecutively, at the start of the step, IF Zapdos is subject to Protection, THEN use Recover
At the start of your turn, IF Zapdos is to use Sky Attack, THEN use Metal Burst (Stall)
At the start of your turn, IF Zapdos has used a damaging Electric-type combo this step, THEN use Metal Burst (Stall)
At the start of your turn, IF Zapdos has used a damaging Flying-type combo this step, THEN use Metal Burst (Stall)
 
Sorry for consistently taking forever to ref

Zapdos readied Sky Attack!
Zapdos used Sky Attack! (-10 EN)
(I rolled 8 instead of 2 but it got 5 so it crits)
14+3+3+0-0= 20 Damage!
Eff (<31/100=Yes): 78 (No)

Sableye used Metal Burst! (-13 EN)
20 * 1.25 = 30 Damage!

Zapdos readied and used Sky Attack! (-10 EN)
Crit (2/2=Yes) : 1 (No)
14+3+0-0= 17 Damage!

Sableye used Metal Burst! (-12 EN)
17 * 1.25 = 21 Damage!

Zapdos readied and used Sky Attack! (-10 EN)
Crit is irrelevant.
14+3+0-0= 17 Damage!

Sableye fainted!

epicdrill wins a Thundurus!

Doduodrio gets 2 Battle Tower rewards.
(6 TC, 8 RC)

I get: 8 JC, and 3 RC!​
 

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