Facility The Legend Gauntlet (Zeraora): shadowpea vs HydrogenHydreigon

nightblitz42

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:ss/zeraora:
Plasma Zone
A large area oversaturated with electricity. The static charges in the air permeate everything, facilitating the flow of electricity to and fro. Even the ground you stand on has sparks running along.
  • Damaging Normal-type moves are treated as Electric-moves. This effect takes place after all type-changing Abilities are resolved
  • The moves Charge Beam, Electroweb and Nuzzle inflict a conducting effect for three (3) actions. Under the conducting effect, the target’s weakness to Electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when conducting. This cannot stack with Water Gun’s effect
  • All Electric-type moves are able to hit through the evasive stage of Dig
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Levitating Rock Formation
This strange rock formation is under a constant strong magnetic field. Oddly for rocks, these can fly around at high speed, so Pokémon with strong magnetic affinities should be able to do the same.
  • Rock-, Steel- and Electric-type Pokémon performing a damaging Electric-type move will gain the Hovering status for one (1) action until the end of their next step. The move doesn’t need to succeed for this effect to happen
  • All Hovering Pokémon have their Speed increased by 50%. This effect is temporary, and dissipates once the Pokémon is grounded again
  • At the end of every round, Electric-type Pokémon, as well as Pokémon with either Plus or Minus, have their Defense and Special Defense raised one (1) stage
Codifications
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Causes Paralysis
===============================
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage
===============================
Roaring Maze
A disorienting maze where Zeraora has been spotted running around. Static electricity makes it hard to move for Pokémon with a lot of fur. From time to time, an ear-shattering thunderbolt strikes at random, illuminating part of the labyrinth, but leaving painful marks in the retinas of those who looked at it directly.
  • Sound-based moves automatically fail
  • Pokémon with the Abilities Fluffy, Fur Coat, Static, Cotton Down and Big Pecks have their Speed reduced by one (1) stage. This adjusts their natural stage
  • Pokémon with the Abilities Volt Absorb, Lightning Rod, Motor Drive and Battery restore 2 HP at the end of every action. These stack
  • Every odd-numbered round, the Accuracy of all moves is decreased by a flat 10%
  • Every even-numbered round, the Accuracy of all moves is increased by a flat 10%
Codifications
Camouflage: Ground
Nature Power: Power Gem
Secret Power: Causes flinching
===============================
Surging Caldeira
From the research led in this parts, this is where Zeraora was born. The caldeira has patches of boiling magma meshing with the ambient sparks, creating a unique kind of energy.
  • All damaging Electric-type moves are treated as Electric/Fire dual-typed moves
  • All damaging Fire-type moves are treated as Fire/Electric dual-typed moves
  • Damaging Fire-type moves get a chance to paralyze equal to their original chance of burning
  • Damaging Electric-type moves get a chance to burn equal to their original chance of paralyzing
Codifications
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Causes burn

Team HydrogenHydreigon :
:ss/glastrier:
Gallant the Glastrier (-)
Stage 3*
Hidden Power Type: -
Types: Ice
Abilities: Chilling Neigh
Nature: Serious
Stats:
HP: 95
Atk: 10
Def: 9
SpA: 5
SpD: 8
Spe: 30
Size Class: 4
Weight Class: 11
Moves:
Assurance
Avalanche
Blizzard
Body Press
Body Slam
Bulldoze
Close Combat
Crunch
Double Kick
Double-Edge
Endure
Facade
Giga Impact
Hail
Heavy Slam
High Horsepower
Hyper Beam
Ice Beam
Icicle Crash
Icicle Spear
Icy Wind
Iron Defense
Megahorn
Mist
Mud Shot
Outrage
Payback
Protect
Rest
Round
Scary Face
Sleep Talk
Smart Strike
Snarl
Snore
Stomp
Stomping Tantrum
Substitute
Superpower
Swords Dance
Tackle
Tail Whip
Take Down
Taunt
Thrash
Throat Chop
Torment
Uproar
:ss/thundurus:
Throne the Thundurus (M)
Stage 3*
Hidden Power Type: Ground
Types: Electric/Flying
Abilities: Prankster/Defiant (HA, Unlocked)
Nature: Serious
Stats:
HP: 90
Atk: Rank 8
Def: Rank 5
SpA: Rank 9
SpD: Rank 6
Spe: 111
Size Class: 3
Weight Class: 4
Moves:
Agility
Assurance
Astonish
Attract
Bite
Body Slam
Brick Break
Brutal Swing
Bulk Up
Charge
Charge Beam
Confide
Crunch
Dark Pulse
Discharge
Double Team
Eerie Impulse
Electro Ball
Electroweb
Embargo
Endure
Facade
Flash Cannon
Fling
Fly
Focus Blast
Frustration
Giga Impact
Grass Knot
Hammer Arm
Heal Block
Hidden Power (Ground)
Hyper Beam
Incinerate
Iron Tail
Leer
Nasty Plot
Payback
Protect
Psychic
Rain Dance
Rest
Return
Revenge
Rock Smash
Role Play
Round
Scary Face
Secret Power
Shock Wave
Sky Drop
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Smart Strike
Snore
Strength
Substitute
Superpower
Swagger
Taunt
Thief
Thrash
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
U-turn
Uproar
Volt Switch
Weather Ball
Wild Charge
:ss/chandelure:
Chime the Chandelure (M)
Stage 3*
Hidden Power Type: Fairy
Typing: Fire/Ghost
Abilities: Flash Fire/Flame Body/Infiltrator (HA, Unlocked)
Nature: Quirky
Stats:
HP: 85
Atk: 4
Def: 7
SpA: 10
SpD: 7
Spe: 80
Size Class: 2
Weight Class: 3
Moves:
Acid
Acid Armor
Ally Switch
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confide
Confuse Ray
Curse
Dark Pulse
Double Team
Dream Eater
Embargo
Ember
Endure
Energy Ball
Facade
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Flash
Frustration
Giga Impact
Haze
Heat Wave
Hex
Hidden Power (Fairy)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Mystical Fire
Night Shade
Overheat
Pain Split
Payback
Power Split
Protect
Psychic
Psych Up
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Sleep Talk
Smog
Snore
Solar Beam
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will-O-Wisp

Team shadowpea :
View attachment 398091
Dragonhead the Panjatom ♂
Stage 3*

Type: Ghost/Dragon
Ability:
Comatose
Nature: Hardy (neutral)

Stats:
HP: 90
Atk: 9
Def: 5
SpA: 4
SpD: 8
Spe: 101
Size Class: 2
Weight Class: 1

Attacks:
Aerial Ace
Astonish
Attract
Bind
Brave Bird
Breaking Swipe
Brutal Swing
Bulldoze
Confide
Crunch
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rage
Dragon Rush
Dream Eater
Drill Run
Dual Chop
Earthquake
Endure
Facade
Fairy Lock
Fly
Frustration
Giga Impact
Growl
Haze
Heal Block
Helping Hand
Hex
Hidden Power [Fighting]
Hyper Beam
Ice Fang
Ice Punch
Icy Wind
Imprison
Infestation
Iron Tail
Laser Focus
Leech Life
Nasty Plot
Outrage
Phantom Force
Poison Fang
Poison Gas
Protect
Psych Up
Psychic
Psychic Fangs
Rain Dance
Rest
Return
Rock Slide
Rock Tomb
Round
Sand Tomb
Shadow Ball
Shadow Claw
Sleep Talk
Smart Strike
Snore
Spirit Shackle
Spite
Stone Edge
Substitute
Surf
Swagger
Throat Chop
Toxic
Toxic Spikes
Trick Room
Venoshock
Whirlpool
Wrap
Zen Headbutt
View attachment 398094
Astryl the Aurumoth ♀
Stage 3*

Type: Bug/Psychic
Abilities:
Weak Armor / No Guard / Light Metal (HA, unlocked)
Nature: Bashful (neutral)

Stats:
HP: 100
Atk: 9
Def: 7
SpA: 8
SpD: 5
Spe: 94
Size Class: 4
Weight Class: 5

Attacks:
Ally Switch
Ancient Power
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confide
Confusion
Counter
Cut
Dazzling Gleam
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power [Ground]
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Imprison
Infestation
Light Screen
Lunge
Magic Room
Megahorn
Nasty Plot
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psychic Terrain
Psyshock
Quiver Dance
Rain Dance
Reflect
Rest
Retaliate
Return
Round
Safeguard
Secret Power
Shadow Ball
Silver Wind
Skill Swap
Sleep Talk
Snore
Solar Beam
Spotlight
Steel Wing
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
View attachment 426895

Tempest the Thundurus
Stage 3*

Type: Electric/Flying
Abilities:
Prankster / Defiant (HA, unlocked)
Nature: Hardy (neutral)

Stats:
HP: 90
Atk: 8
Def: 5
SpA: 9
SpD: 6
Spe: 111
Size Class: 3
Weight Class: 4

Attacks:
Agility
Assurance
Astonish
Attract
Bite
Body Slam
Brick Break
Brutal Swing
Bulk Up
Charge
Charge Beam
Confide
Crunch
Dark Pulse
Discharge
Double Team
Eerie Impulse
Electro Ball
Electroweb
Embargo
Endure
Facade
Flash Cannon
Fling
Fly
Focus Blast
Foul Play
Frustration
Giga Impact
Grass Knot
Hammer Arm
Heal Block
Hidden Power [Ice]
Hyper Beam
Incinerate
Iron Tail
Leer
Nasty Plot
Payback
Protect
Psychic
Rain Dance
Rest
Return
Revenge
Rock Smash
Round
Scary Face
Secret Power
Shock Wave
Sky Drop
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Smart Strike
Snore
Strength
Substitute
Superpower
Swagger
Taunt
Thief
Thrash
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
U-turn
Uproar
Volt Switch
Weather Ball
Wild Charge
(rolled 1/2): Shadowpea first strike

Sequence:
shadowpea strikes 1 Arena
HydrogenHydreigon strikes 2 Arenas
shadowpea strikes 1 Arena, sends out, and equips
HydrogenHydreigon sends out, equips, and orders
shadowpea orders
I ref
 
Last edited:
1653784445964.png
Well hi again. I doubt we'd be getting another mirror match, but Tempest why don't you start us off and hit that Eject Button if anything not nice comes your way.
 
"Alright Gallant, it's time for your debut! Oh, and take this Weakness Policy in case anything goes awry!"
:ss/glastrier::weakness policy: Finally.
Icicle Crash ~ Icicle Spear ~ Icicle Crash

IF Thundurus is to use a damaging move THEN Avalanche and push actions back
IF Thundurus is under the effects of a P/E move when you are to act THEN Swords Dance the first instance, Chill all remaining instances and push actions back
IF Thundurus is in the evasive stage of a D/E when you are to act THEN Swords Dance the first instance, Chill all remaining instances and push actions back
 
1654263736132.png
My forecast shows big ouchs incoming
Embargo ~ Electro Ball ~ Flash Cannon + Hyper Beam
IF you are critted A2 AND you are critted A1 THEN Protect A3
IF you are critted A1 THEN Flash Cannon + Hyper Beam A2 AND Thunder Wave A3
IF you are critted A2 AND NOT you are critted A1 THEN Taunt + Torment A3
Upon being hit by any attack activate Eject Button
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
B1 R1
:glastrier:HP: 95 EN: 100% Stats: 10/9/5/8/30 Item: Weakness Policy Status: OK
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: Eject Button Status: OK
:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: ??? Status: OK
:aurumoth:HP: 100 EN: 100% Stats: 9/7/8/5/94 Item: ??? Status: OK

Note: HydrogenHydreigon's sub1 is illegal because "IF damaging move" is not a legal Attack Clause.
A1

Embargo (6a)
-5 en (95 en)

Icicle Crash
hit 9/10
crit 4/24
dmg = (9+3+10-5)*1.5 = 25.5 dmg (64 hp)
Eject Button activates: Pivoting
Embargo -> 5a
-6 en (94 en)

A2

Electro Ball
crit 11/24
BAP = 5+(111-30)/10 = 13.1 ~ 13
dmg = 13+3+9-8 = 17 dmg (78 hp)
-8 en (87 en)

Icicle Spear
rolled 4/6: 3 hits
crits 20, 7, 3
dmg = (9+3+10-5)*1.5 = 25.5 dmg (38 hp)
Embargo -> 4a
-6 en (88 en)

A3

Flash Beam
crit 16/24
dmg = (15+9-8)*1.5 = 24 dmg (54 hp)
eff 4/10
Sluggish (1a)
EN cost = (10+6)*2 = -32 en (55 en)

Icicle Crash
hit 2/10
crit 8/24
25.5 dmg (12 hp)
Embargo -> 3a
-6 en (82 en)

Post-Round
Thundurus pivots

Shadowpea's smart damage calculating keeps Thundurus alive long enough to facilitate a Pivot. But will Thundurus' replacement be able to capitalize on the matchup and win?

:glastrier:HP: 54 EN: 82% Stats: 10/9/5/8/30 Item: Weakness Policy Status: Embargo (3a)
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:thundurus:HP: 12 EN: 55% Stats: 8/5/9/6/111 Item: (none) Status: Pivoting, Combo spent
:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: ??? Status: OK
:aurumoth:HP: 100 EN: 100% Stats: 9/7/8/5/94 Item: ??? Status: OK

This Round's sequence:
shadowpea sends out/equips/orders
HydrogenHydreigon orders
I ref​
 
1654347697543.png
@ Expert Belt
[Weak Armor OFF]
Infestation ~ Will-O-Wisp + Focus Blast ~ Focus Blast

IF Glastrier is under P/E THEN Tail Glow and push back
IF Glastrier is behind a substitute AND the substitute has at least 25 HP AND your special attack combat stage is at 0 or above THEN Overheat and push
(CASOA3) IF you are tormented THEN replace Focus Blast with Close Combat A3
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
B1 R2
:glastrier:HP: 54 EN: 82% Stats: 10/9/5/8/30 Item: Weakness Policy Status: Embargo (3a)
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:aurumoth:HP: 100 EN: 100% Stats: 9/7/8/5/94 Item: Expert Belt Status: Weak Armor OFF
:thundurus:HP: 12 EN: 55% Stats: 8/5/9/6/111 Item: (none) Status: Combo spent
:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: ??? Status: OK
A1

Protect
-7 en (75 en)
Embargo -> 2a

Tail Glow
+3 SpA
-10 en (90 en)

A2

Infestation
crit 8/24
dmg = 4+3+8-8+6 = 13 dmg (41 hp)
Partial Trapping (4a)
-4 en (86 en)

Substitute (25)
-25 hp (16 hp)
-24 en (51 en)
Embargo -> 1a

P. Trapping: -2 hp (14 hp) -> 3a

A3

Overheat
No Guard
crit 7/24
dmg = (13+8-8)*1.5+6+4 = 29.5 dmg (substitute broke!)
-2 SpA (+1 SpA remaining)
-9 en (79 en)

Payback
crit 21/24
dmg = (10+10-7)*1.5 = 19.5 dmg (80 hp)
-7 en (44 en)
Embargo wore off!

P. Trapping: -2 hp (12 hp) -> 2a

This is gonna be a tough one to come back from, for sure.

:glastrier:HP: 12 EN: 44% Stats: 10/9/5/8/30 Item: Weakness Policy Status: Infestation (2a)
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:aurumoth:HP: 80 EN: 79% Stats: 9/7/8/5/94 Item: Expert Belt Status: +1 SpA, Weak Armor OFF
:thundurus:HP: 12 EN: 55% Stats: 8/5/9/6/111 Item: (none) Status: Combo spent
:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: ??? Status: OK

This Round's methods:
HydrogenHydreigon orders
shadowpea orders
I ref​
 
"Yeah I don't see any way we're winning this."
:ss/glastrier: For shame.
Rest ~ Payback ~ Endure

[Non-consecutive] IF damaging Fire- OR Fighting-type move THEN Protect and push actions back
 

nightblitz42

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Moderator
B1 R3
:glastrier:HP: 12 EN: 44% Stats: 10/9/5/8/30 Item: Weakness Policy Status: Infestation (2a)
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:aurumoth:HP: 80 EN: 79% Stats: 9/7/8/5/94 Item: Expert Belt Status: +1 SpA, Weak Armor OFF
:thundurus:HP: 12 EN: 55% Stats: 8/5/9/6/111 Item: (none) Status: Combo spent
:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: ??? Status: OK
A1

Protect
-7 en (37 en)

Close Combat
potential dmg = (12+9-9)*1.5+4 = 22
Protect EN cost = 22/2.5 = -8.8 en (28 en)
-1 Def, -1 SpD
-8 en (71 en)

Infestation: -2 hp (10 hp) -> 1a

A2

Focus Blast
No Guard
crit 19/24
dmg = (12+8-8)*1.5+4 = 22 dmg (KO!)
-8 en (64 en)

Post-Round
SpA -> +0

Glastrier doesn't have enough Protects to deal with Aurumoth's incessant attacking. Thus, the first battle goes to Shadowpea.

:glastrier: KO
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:aurumoth:HP: 80 EN: 64% Stats: 9/7/8/5/94 Item: Expert Belt Status: -1 Def, -1 SpD, Weak Armor OFF
:thundurus:HP: 12 EN: 55% Stats: 8/5/9/6/111 Item: (none) Status: Combo spent
:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: ??? Status: OK

Next Battle's setup:
shadowpea strikes 1 Arena
HydrogenHydreigon chooses an Arena, sends out, and equips
shadowpea sends out, equips, and orders
HydrogenHydreigon orders
I ref​
 
Hmm... looking at the rules I don't see anything that says that? Maybe I missed something tho. Should we wait for a ruling?
That said, good morning! (Though it's evening my time lol)
 
so it doesnt im just stupid then

1655123296510.png
@ Eject Button look at these buttons go
Ice Punch ~ Rock Slide ~ Ice Punch
(CASOR) IF Embargo any action AND NOT Double Team any action THEN Outrage (3a) A1
IF damaging Dark-type combo THEN Protect and push
IF Thundurus is in the evasive stage of a D/E move when you are to act THEN Phantom Force (Evasive) and push
Upon being hit by any attack, activate Eject Button
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Note: shadowpea 's Sub1 costs 2 subs because of overlapping Attack Clauses. Therefore it will be ignored.

B2 R1
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: Eject Button Status: OK
:glastrier:HP: 95 EN: 100% Stats: 10/9/5/8/30 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:pajantom:HP: 90 EN: 100% Stats: 9/5/4/8/101 Item: Eject Button Status: OK
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:aurumoth:HP: 100 EN: 100% Stats: 9/7/8/5/94 Item: ??? Status: OK
A1

Embargo (6a)
-5 en (95 en)

Ice Punch
crit 18/24
dmg = (8+9-5)*1.5 = 18 dmg (72 hp)
eff 6/10
Thundurus' Eject Button activates! (Pivoting)
-6 en (94 en)
Embargo -> 5a

A2

Taunt-Ment!
Taunted (3a), Tormented (6a)
-40 en (55 en)

Rock Slide
hit 6/10
crit 18/24
dmg = (8+9-5)*1.5 = 18 dmg (54 hp)
-6 en (88 en)
Embargo -> 4a
Taunt -> 2a
Torment -> 5a

A3

Crunch
crit 22/24
dmg = (8+8-5)*1.5 = 16.5 dmg (73 hp)
eff 9/10
-6 en (49 en)

Ice Punch
crit 15/24
dmg = (8+9-5)*1.5 = 18 dmg (36 hp)
eff 1/10: Freeze
Freeze duration = (1d3)-1 (rolled 1/3): Frozen (0a)
-6 en (82 en)
Embargo -> 3a
Taunt -> 1a
Torment -> 4a

:thundurus:HP: 36 EN: 49% Stats: 8/5/9/6/111 Item: (none) Status: Pivoting, Frozen (0a), Combo spent
:glastrier:HP: 95 EN: 100% Stats: 10/9/5/8/30 Item: ??? Status: OK
:chandelure:HP: 85 EN: 100% Stats: 4/7/10/7/80 Item: ??? Status: OK

Arena: Plasma Zone

:pajantom:HP: 73 EN: 82% Stats: 9/5/4/8/101 Item: Eject Button Status: Embargo (3a), Taunt (1a), Torment (4a)
:thundurus:HP: 90 EN: 100% Stats: 8/5/9/6/111 Item: ??? Status: OK
:aurumoth:HP: 100 EN: 100% Stats: 9/7/8/5/94 Item: ??? Status: OK

This Round's fiddling:
HydrogenHydreigon sends out/equips/orders
shadowpea orders
I ref​
 
(nightblitz42 correct me if i'm wrong here but even if the sub takes up two subs it's not illegal, so iirc wouldn't the rule be to ignore the last sub listed rather than to disregard the legal sub entirely?)
"Upon further inspection my orders were pretty dumb. I can't see us winning this, but Chime maybe you can try to salvage us a victory?"
:ss/chandelure::ghost gem: "...Why are you sending me out for this matchup?"
Shadow Ball ~ Shadow Ball [GEM] ~ Shadow Ball [GEM]
IF Pajantom is under the effects of a P/E move OR in the evasive stage of a D/E move THEN Calm Mind even instances, Acid Armor odd instances, pushing actions back each time
IF Pajantom is to Imprison Shadow Ball THEN Protect
 

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