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Huh, so Safeguard doesn't wear off? I assumed that it would since paralysis degrades, but...
IF Safeguard wears off THEN
Maila: chill - Glare Enbi: chill - Recover Great Wall: chill - Thunder Wave
(Great Wall) IF (Regice is already paralyzed on A2) THEN (chill instead)
IF Safeguard does NOT wear off THEN
Maila: chill - Moonlight Enbi: chill - Recover Great Wall: chill - chill
(Maila) IF (Regice uses Focus Punch OR Hammer Arm on Great Wall) THEN (Bodyblock Great Wall instead)
(Enbi) IF (Regice uses Ice Beam OR Frost Breath on Great Wall) THEN (Bodyblock Great Wall instead; if this is on A2 and not A1, then Recover A1)
Arena Rules:
Constant, unalterable Hail [Nullified by Air Lock]
Ice is impregnable to Fire in the room and will not melt.
Hail currently increases damage to 4 DPA, and Heals Pokemon with Ice Body for 4 HPPA.
Floor is completely frozen over and gives Dig -1 priority on evasive action and hit.
Fly and Bounce cannot gain enough altitude to evade.
Regice's attacks do not calculate evasive abilities.
Item cannot be removed from boss, but can be Embargoed or Magic Roomed.
Player Options:
Issue your actions in the Boss Battle. Don't worry Kax your wrap up is still coming.
Arena Rules:
Constant, unalterable Hail [Nullified by Air Lock]
Ice is impregnable to Fire in the room and will not melt.
Hail currently increases damage to 4 DPA, and Heals Pokemon with Ice Body for 4 HPPA.
Floor is completely frozen over and gives Dig -1 priority on evasive action and hit.
Fly and Bounce cannot gain enough altitude to evade.
Regice's attacks do not calculate evasive abilities.
Item cannot be removed from boss, but can be Embargoed or Magic Roomed.
Player Options:
Issue your actions in the Boss Battle.
Maila: Taunt - Glare
IF (Protect is used on A2) THEN (Use Glare - chill instead) Enbi: chill - chill
IF (Ice Beam OR Frost Breath on Regirock) THEN (Bodyblock Regirock instead) Regirock: chill - Thunder Wave
IF (Regice is paralyzed on A2) OR (Revenankh's substitute does not activate) THEN (chill instead)
Arena Rules:
Constant, unalterable Hail [Nullified by Air Lock]
Ice is impregnable to Fire in the room and will not melt.
Hail currently increases damage to 4 DPA, and Heals Pokemon with Ice Body for 4 HPPA.
Floor is completely frozen over and gives Dig -1 priority on evasive action and hit.
Fly and Bounce cannot gain enough altitude to evade.
Regice's attacks do not calculate evasive abilities.
Item cannot be removed from boss, but can be Embargoed or Magic Roomed.
Player Options:
Issue your actions in the Boss Battle.
Rewards
10 TC
Togekiss: 12 MC, 1 KO
Infernape: 6 MC
Slowking: 6 MC, 1 KO
Weaville: 4 MC, 2 DC
Vanilluxe: 4 MC, 2 DC
Regice: 5 MC, 3 DC, 4 KO
Boulderdash: 1 EC, 2 MC, 1 DC
YOU LOSE
3 Heal Ball
2 Sport Ball
4 Lure Balls
1 Potion
1 Super Potion
1 Enigma Berry
I get 58 UC for reffing this.
If there are any hassles here then let me know, I'll let you guys go off and claim before deciding if you want to bonus play some more. Remembering that you need to lead off with your final 3 active Pokemon and any Pokemon that were "boxed" (ie those caught when you already had 6 Pokemon) will not be automatically healed (unless captured with a Heal Ball) but you may still select these to be part of your 6 Pokemon team.
Ready for Steel Tower!
For the journey, I'll spend 5 TC on Sports Balls, bringing me up to 8 Sports Balls, 2 Heal Balls, 7 Lure Balls, 3 Poke Balls, 1 Luxury Ball and 1 Premier Ball.
For Items, I'll take my remaining Revive and Ether, whilst buying 1 Super Potion and 1 Potion for 13 TC.
And keeping my Gems, Items and other goodies.
Infernape (F) Nature: Mild (+SpA, -Def).
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade
Encore
Assist
Fake Out
Fire Punch
Focus Punch
Counter
ThunderPunch
Quick Guard
Helping Hand
Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw
Giga Impact
Sleep Talk
Secret Power
Solarbeam
Blast Burn
Vacuum Wave
Endeavor
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Magic Coat
Togekiss [Quartz] (Male) Nature:Bold (Increase Defense by 1, Decrease Attack by 1)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW-Unlocked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Follow Me
Gift Pass
Ancient Power
Safeguard
Aura Sphere
Air Slash
ExtremeSpeed
Sky Attack
Wish
Tailwind
Counter
Magic Coat
Water Pulse
Shock Wave
Heal Bell
Heat Wave
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Regenerator (DW- Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Power Gem
Hidden Power Electric
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Psychic
Slack Off
Nasty Plot
Heal Pulse
Trump Card
Water Pulse
Rain Dance
Swagger
Safeguard
Me First
Future Sight
Mud Sport
Wonder Room
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Explosion
Stomp
Icy Wind
Curse
Superpower
Ice Beam
Ancient Power
Hammer Arm
Lock-On
Zap Cannon
Charge Beam
Hyper Beam
Counter
Thunderbolt
Rock Slide
Thunder Wave
Protect
Focus Blast
Hidden Power Ground
Flash Cannon
Boulderdash (U)
Timid (+15% Speed, +28% Accuracy, -1 Atk) Rock
Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW-LOCKED): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Paleo Wave
Earth Power
Rock Polish
Fire Blast
Protect
Volt Switch
Hidden Power Fighting
Weavile
(M) Nature: Jolly (+15% Speed, +24% Accuracy, -1 Special Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Pickpocket (DW-LOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off anopponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item isstolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Let's go on to Iron Dungeon! I'll assume that things in my backpack carry over :)
I will drop 10 TC on a set of Timer and Sport Balls, bringing me to 9 Timer Balls, 3 Heal Balls, 9 Sport Balls, and 1 Great Ball.
I'll also drop 18 TC on 1 Potion, 1 Super Potion, and 1 Ether.
All my Pokemon should get healed by means of party or Heal Ball, I think. Also, I renamed Regirock.
Milotic (Enbi) (F) Nature: Bold (Defense increased by *, Attack reduced by *)
Kills: 2
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Cute Charm (Unlocked): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Attacks:
Splash
Tackle
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Aqua Tail
Rain Dance
Hydro Pump
Attract
Safeguard
Aqua Ring
Type: Ghost / Fighting
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Ability: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Mummy (Unlocked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Moonlight
Hammer Arm
Counter (#)
Drain Punch (#)
Shadow Sneak (#)
Taunt (#)
Protect
Earthquake (#)
Brick Break
Double Team
Torment
Low Sweep
Rock Slide (#)
Substitute
Move Count: 24
Sudowoodo (Kii) (M) Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type: Rock
Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Rattled (Unlocked): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Fake Tears
Wood Hammer
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Rock Slide
Hammer Arm
Sucker Punch
Double-Edge
Endure (#)
Stealth Rock (#)
Sand Tomb (#)
Fire Punch
Taunt
Smack Down
Earthquake
Brick Break (#)
Double Team (#)
Torment (#)
Rock Polish
Move Count: 24
Regirock (Easter) (U) Nature: Sassy (Special Defense increased by *, -15% Speed, -10% Evasion) Type: Rock
Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Sturdy (LOCKED): (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm. Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Dry Skin (LOCKED): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Type: Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Ice Body (LOCKED): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Steel Gem (5)
HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Steel Gem (5)
HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Steel Gem (5)
A | B
HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Steel Gem (3)
A | B
HP: 72 | HP: 5
EN: 91 | EN: 91
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Burned | N/A
Player Options:
Issue actions against the lackeys.
----
Kax you've misunderstood the way I write actions in this thing, after this long I'm half tempted to just ref as is but I'll be all too nice and allow you to reorder. The mons all work down in columns so the top row of actions in my above post are the respective Klinks for action 1 with the second row action 2. Basically your actions would result in Regice protected against nothing and Infernape failing to Focus Punch. Go again with the orders and I'll ref your round separately if I come to it before Eng is ready to go.
Player Options:
Issue actions against the lackeys.
Steel Gem (3)
A | B
HP: 72 | HP: 5
EN: 91 | EN: 91
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Burned | N/A
Flash Cannon + Flash Cannon [GEM] (S) | Lock On
Cooldown | Lock On
Steel Gem (3)
A | B
HP: -3 | HP: -7
EN: 91 | EN: 91
Spe: 63 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Burned | N/A
Steel Gem (5)
A | B
HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
Action 2 OK so I hit an issue here with Focus Punch, you need to pick a target when you enter the charge action (imo) and your actions still say to target Klink A. Sure he will be dead when you come to hit but your sub doesn't kick in until its too late. Infernape:Infernape tightened its focus! Regice: Focus Blast (B) > (12 + (4-2)*1.5)*1.5 = 22.5 = 23 > Klink B's Special Defence fell![23 DMG] [8 EN] Slowking: Fire Blast (B) > CRIT! > (12 + 3 + (5-2)*1.5)*1.5 + 1.75 = 31 [31 DMG] [8 EN] Klink B was knocked out! Klink A: Gear Grind [GEM] (R) > (5*2 + 3 + 3 - 2 + (3-5)*1.5)*1.5 = 16.5 = 17 [17 DMG] [7 EN] Infernape: Focus Punch (B) > No target! [9 EN][/b]
|
(U) | (U)
@
Steel Gem (2) | @
Steel Gem (5)
A | B
HP: 90 | HP: -30
EN: 88 | EN: 95
Spe: 26 | Spe: 26
Modest | Modest
Plus | Plus
Minus | Minus
Clear Body | Clear Body
-10% Eva | -10% Eva
VS.
|
|
@
Focus Sash | @
Expert Belt | @
Mystic Water
(U) | (F) | (F)
HP: 83 | HP: 86 | HP: 90
EN: 87 | EN: 85 | EN: 85
Spe: 43 | Spe: 108 | Spe: 30
Relaxed | Mild | Modest
Clear Body | Blaze | Own Tempo
Ice Body | Iron Fist | Oblivious
N/A | N/A | Regenerator
-10% Eva | N/A | N/A
Player Options:
Issue actions against the lackeys.
While the rest of the area seem bland for the most part, a very intricate design has been placed here. A massive humanoid contraption stands at the center of the room. What this represents you have no clue. It doesn't really resemble any person or Pokemon you know of. In any case the room has no apparent exit, but the gear golem has several levers in front of it. Upon review, the room looks a bit round on the edges, not like the square steel structures you've been used to. There are 3 levers, left, right, and center placed about 5 feet in front on the golem. You hear clanging behind you, forward seems like the best path.
Player Options:
a) Pull the left lever.
b) Pull the centre lever.
c) Pull the right lever.
The gear golem shifts to the right, revealing a cache of items on pedestals. They could be booby-trapped. Unfortunately the golem has stopped moving, and there's still two other levers. You try them, but they are stuck. Looks like you'll need to chance it. The items are a Steel Gem
, 1 Pokeballs
and a Potion
Player Options:
a) Go for one item.
b) Go for two items.
c) Go for three items.
While the rest of the area seem bland for the most part, a very intricate design has been placed here. A massive humanoid contraption stands at the center of the room. What this represents you have no clue. It doesn't really resemble any person or Pokemon you know of. In any case the room has no apparent exit, but the gear golem has several levers in front of it. Upon review, the room looks a bit round on the edges, not like the square steel structures you've been used to. There are 3 levers, left, right, and center placed about 5 feet in front on the golem. You hear clanging behind you, forward seems like the best path.
Player Options:
a) Pull the left lever.
b) Pull the centre lever.
c) Pull the right lever.