Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
You stumble into another chamber, much like the ones you've already seen. This one, however, feels more relaxing. A light mist covers the ground, as you look across the chamber. There are three pools of water - two look raised above the ground height, with small waterfalls cascading down into the third. You also see another tunnel out.... but since it appears nothing here intends to kill you, a short breather couldn't hurt. Besides, you don't often get to relax in what might as well be an empty spa!
Player Options:
a) Rest in the left pool
b) Rest in the right pool
c) Rest in the central pool Elevator Music
You realise you neglected to bring any appropriate clothes, nor any other clothes to change into. However, nobody appears to be watching, so you quickly strip down before settling into the water, as the rest of your team appears to have done so. The water is cold, easily leaving you awake and alert. Before long, however, you decide to leave, lest you freeze.
You're glad you're not claustrophobic as you climb down yet another tunnel. You emerge into another very plain chamber, although you're a little bit surprised to find what appears to be the skeleton of a Magikarp, stripped completely to the bone. You look up and notice a Cradily and an Eelektross eying you up.
Ah. This is probably the part where you avoid becoming the main course.
A chamber deep underground, with walls of rock, small tunnels leading in and out, and a quiet pool of water occupying a substantial amount of floorspace. The most eye-catching details are the gems that litter the walls, faintly glowing.
Codifications:
- Arena is classified as inside
- Nature Power calls Power Gem, Secret Power may lower Attack
Attacks:
Wring Out
Swallow
Spit Up
Stockpile
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Ancient Power
Brine
Giga Drain
Gastro Acid
Amnesia
Energy Ball
Barrier
Curse
Endure
Mirror Coat
Recover
Bind
Block
Earth Power
Pain Split
Seed Bomb
Mimic
Hyper Beam
Solar Beam
Sludge Bomb
Sludge Wave
Protect
Earthquake
Rock Slide
Infestation
Substitute
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"Rock and Roll!" | "uh...I am the rock and you go rolling then?
Mollux: Knock Off (Eelektross) ~ Sludge Bomb (Eelektross)
IF (you are targeted by a damaging Ground-type combination) THEN (use Protect on the first instance)
IF (Eelektross is under the effect of a protective/evasive move when you would act) THEN (use Knock Off (Cradily) on the first instance and push actions back)
IF (Eelektross is KOed when you would act) THEN (use Knock Off (Cradily)
Mr. Mime: Psychic (Eelektross) ~ Psyshock (Eelektross)
IF (Mollux is targeted by a damaging Ground-type combination) THEN (use Protect (Mollux) on the second instance)
IF (Eelektross is under the effect of a protective/evasive move when you would act) THEN (use Psyshock (Cradily) and push actions back)
IF (Eelektross is KOed when you would act) THEN (use Psyshock (Cradily)
Roserade: Solar Beam (Eelektross) ~ Sludge Bomb (Eelektross)
IF (you are targeted by a damaging Fire-type combination) THEN (use Protect on the first instance)
IF (Eelektross is under the effect of a protective/evasive move when you would act) THEN (use Poison Sting [Contact] (Cradily) and push actions back)
IF (Eelektross is KOed when you would act) THEN (use Poison Sting [Contact] (Cradily))
Cradily used Earthquake! (-7en)
Crit: 7 9 14 (no no no)
Damage:
vs Mollux: (10*0.75+3)*2.25= 23.625hp
vs Mr. Mime: (10*0.75+1.5)= 9hp
vs Roserade: (10*0.75+3)= 10.5hp
Eelektross used Roar! (-7en)
Mollux will return to pokeball!
Cradily used Earthquake! (-7en)
Crit: 7 10 5 (no no no)
Damage:
vs Mollux: (10*0.75+3)*2.25= 23.625hp
vs Mr. Mime: (10*0.75+1.5)= 9hp
vs Roserade: (10*0.75+3)= 10.5hp
Eelektross used Discharge + Discharge! (-27en)
Crit: 3 3 4 8 (n n n n)
Effect: 6 4 4 7 (oh my lord that was just right!)
vs Mollux: (8*2.25*0.75+3+1.5)= 18
vs Mr. Mime: (8*2.25*0.75+3-1.5)= 15
vs Roserade: (8*2.25*0.75+3+1.5)*0.67= 12
vs Cradily: (8*2.25*0.75+3+1.5)*0.67= 12
Eelektross: cooldown - Thunderbolt (Volkraken)
[TWO SUBS] IF Volkraken is under P/E or on the evasive stage of a D/E AND Eelektross is to attack it with thunderbolt THEN Bounce (Roserade) instead Cradily: Rock Slide - Stone Edge (Volkraken)
IF Wide Guard is up AND Cradily is to Rock Slide THEN Stone Edge Volkraken on the first instance, Seed Bomb Mime on the second and push back IF flinch THEN push back
Volkraken use Flame Burst! (-5en)
Crit: doesn't matter
Damage: enough
Eelektross fainted!
Cradily lost 6hp
Cradily used Rock Slide! (-5en)
Hit: 19 83 50 ( y y y)
Crit: 4 8 9 (n n n)
Effect: 4 7 (;~;)
Damage:
vs Volkraken: (8*0.75+3+3)*1.5= 18hp
vs Mr. Mime: (8*0.75+3+1.5)= 10.5hp
vs Roserade: (8*0.75+3+3)= 12hp
FP: 55 (no)
Roserade used Aromatherapy! (-8en)
it was fun while it last
Mr. Mime used Hypnosis! (-6en)
Hit: 72 (no)
But it missed!
ACTION 2!
Volkraken used Pain Split! (-35.5en)
+25hp
Cradily lost 25hp
Roserade used Sweet Scent! (-4en)
Mr. Mime used Hypnosis! (-10en)
Duration: 1 (1a)
Cradily fell asleep!
Cradily is fast asleep!
Hp: 40
En: 40
1/4/5/6/90
Other:
Item: Odd Incense
Hp: 28
En: 55
2/3/6/4/104
Other:
Item: Shiny Stone
Hp: 48
En: 43
1/3/5/4/110
Other:
Item: Binding Band
Mollux: Heal Pulse (Roserade) ~ Knock Off (Cradily)
IF (you are targeted by a damaging Ground-type combination a2) THEN (use Protect a2)
IF (you are targeted by a damaging Rock-type combination a2) THEN (use Protect a2)
Mr. Mime: Chill ~ Chill
IF (Earthquake is used outside of a combination a2) THEN (use Wide Guard a2)
IF (Cradily is awake when you would act a1) THEN (use Hypnosis (Cradily) a2)
Roserade: Nightmare (Cradily) ~ Chill
IF (Cradily is awake when you would act a1) THEN (use Chill a1)
NOTE: From Handbook: If either move in the combo has a charge priority, the combo has the same charge priority
Cradily woke up!
Cradily is gathering sunlight!
Roserade chilled! (+12en)
Mr. Mime chilled! (+12en)
Mollux used Heal Pulse! (-14en)
+20hp roserade
+2hp
Hp: 48
En: 62
1/3/5/4/88
Other:
Item: Black Sludge
Hp: 48
En: 43
1/3/5/4/110
Other:
Item: Binding Band
1x Potion
1x Super Potion
3x Ether
1x Revive
4x Cherish Ball
3x Dusk Ball
1x Thunder Stone
You continue down your tunnel, reaching... another cavern. This one is particularly boring, with nothing but an exit tunnel and a small scribbling on the wall. You read it, as it asks a simple question.
"Which is stronger in battle - Quantity, Quality, or Love?
You immediately think of those strategy games you've played until the wee hours of the morning, and how the best strategy tends to boil down to more dakka. Quantity, then. Nothing happens in response to your thoughts, so you head down the next tunnel.
I probably should have mentioned that in the LoA: I don't actually intend to leave the TLRs due to the LoA, as the DQ interval here matches well enough with my reduced activity/motivation. Doesn't stop you from asking for subrefs tho, but regardless, I intend to finish them, even if at a slower pace than usual.
Also, stunfisk infestation. That is wrong on so many levels.
More tunnels. You're glad that you're not claustrophobic as others, as you enter another chamber with another body of water.
Well, that might be optimistic. It's not that deep from what you can tell, and unlike the other pools not clear, filled with muck. You'd like to get out of this chamber, but you presume some contrived scenario will block your path. You fail to be surprised when three Stunfisk swim out of the lake.
What is more surprising, however, is when the room starts to shake, and rocks begin to fall from the ceiling. You take this a hint to get moving.
Another underground chamber, like all the others you have seen... but, at the same time, something here feels ominous. Perhaps it's just the depth you've travelled down though... or the fact that rocks are falling from the ceiling. Your choice.
Codifications:
- Arena starts at "Pressure (0)". At the end of each round, Pressure increases by 1. For every point of Pressure, every action (Including Chill) costs 2 more EN to use. Chill's EN Cost increase is capped at 6.
- Arena is classified as inside
- Nature Power calls Power Gem, Secret Power may lower Attack
Attacks:
Fissure
Flail
Tackle
Water Gun
Mud-Slap
Mud Sport
Bide
Thunder Shock
Mud Shot
Discharge
Endure
Bounce
Muddy Water
Thunderbolt
Revenge
Earth Power
Me First
Pain Split
Spite
Yawn
Earthquake
Sludge Wave
Bulldoze
Rock Slide
Substitute
Swagger
Reflect Type
Electro Web
Sleep Talk
Snore
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"Pathetic squad reporting for duty!" | "We are the last line of defense!" | "Actually we are the first too. Basically if you defeat us, you win -_-"
Stunfisk 1: Earthquake - Discharge IF Wide Guard is up AND Roserade is under P/E THEN Revenge (Cradily) on the second instance and push back IF Wide Guard is up THEN Sandstorm on the first instance, Earth power (Roserade) on the second and push back Stunfisk 2: Earthquake - Discharge IF Wide Guard is up AND Roserade is under P/E THEN Earth Power (Cradily) on the first instance, Revenge (Cradily) on the second instance and push back
IF Wide Guard is up THEN Earth Power (Roserade) and push back
Stunfisk 3: Earthquake - Discharge IF Wide Guard is up AND Roserade is under P/E THEN Earth Power (Cradily) on the first instance, Revenge (Cradily) on the second instance and push back
IF Wide Guard is up THEN Earth Power (Roserade) and push back