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You go to the next part of this marsh, which is literally bubbling. It simmers down when you enter it, though you can feel it to be quite sticky. Somewhat rattled, you move ahead at a steady pace, but soon you feel it become difficult to walk. You look down, and to your horror, you find that you are sinking into the sand! To make things worse, a Heracross and a Lanturn appear on the scene, and observe your helplessness! They move in for the kill at once, and you must defeat them and escape before it is too late!
Quicksand Marsh
You're sinking into the quicksand, putting you on a timer! Water is available, but not solid ground. You will need to beat your opponents before it's too late...
Summary:
Arena Type: Marsh
Player will wipe in a reasonable number of rounds that DW decided to keep "Hidden"... ¬_¬
Seismic Moves have "reduced power"
Attacks:
Eerie Impulse
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Stockpile
Swallow
Spit Up
Electro Ball
Bubblebeam
Signal Beam
Discharge
Aqua Ring
Hydro Pump
Ion Deluge
Charge
Cyclohm: Fire Blast (Heracross) - Hurricane (Heracross) IF Heracross is undeground when Cyclohm is to attack it THEN Dragon Pulse Lanturn on the first instance, Twister Lanturn on the second and push back
Necturna: Power Whip (Lanturn) - Leaf blade (Lanturn) IF Lanturn is under successful P/E when Necturna is to attack it THEN Shadow Claw (Heracross) and push back
Croagunk: Poison Jab (Lanturn) - Drain Punch (Lanturn) IF Lanturn is under successful P/E when Croagunk is to attack it THEN Rock Slide
"SMASH TIME!!!" | "Uhhh... I appear to be quite popular today..."
Heracross: Rock Slide > Rock Slide
Lanturn: Blizzard > Blizzard
The Heracross began by hammering your team in a barrage of rocks, as the Necturna walloped the Lanturn hard with a powerful slash of a vine. The Cyclohm then invested the Heracross with a star-shaped blast of fire, as the Lanturn unleashed a powerful gale of ice, dealing damage to your team & freezing the Necturna, as well as the Croagunk, who simply idled. The Heracross then fired off another barrage of rocks, as the Necturna idled. The Cyclohm then hit back at the Heracross, blowing it far away with a powerful cyclone, as the Lanturn battered the whole team with another storm of ice, though the attack missed the frozen Necturna. The Croagunk then broke free of his icy prison & fought back, walloping the Lanturn with a powerful punch, & replenishing some lost health.
You can feel the soles of your shoes start to sink into the sand.
BEGIN ROUND
--- ACTION ONE
Heracross used Rock Slide! (Crit Roll {Gleeok} [<=625]: 1564/10000; No)
Gleeok took (7)=7 Damage! (Crit Roll {Diababa} [<=625]: 2036/10000; No)
Diababa took (7)=7 Damage! (Effect Roll {Flinch, Diababa} [<=3000]: 7059/10000; No)
(Crit Roll {Croagunk} [<=625]: 687/10000; No)
It is not very effective...
Croagunk took ((7+6)÷1.5)=8.667 Damage! (Effect Roll {Flinch, Croagunk} [<=3000]: 4989/10000; No)
Heracross used 6 Energy!
Diababa used Power Whip (Lanturn)! (Hit Roll [<=8500]: 495/10000; Yes)
(Crit Roll [<=625]: 4916/10000; No)
It is Super Effective!
Lanturn took ((13+3+6)×1.5)=33 Damage!
Diababa used (8-1)=7 Energy!
Gleeok used Fire Blast (Heracross)! (Hit Roll [<=8500]: 5420/10000; Yes)
(Crit Roll [<=625]: 7573/10000; No)
It is Super Effective!
Heracross took ((11+3)×1.5)=21 Damage! (Effect Roll {Burn} [<=1000]: 2857/10000; No)
Gleeok used 8 Energy!
Lanturn used Blizzard! (Hit Roll {Gleeok} [<=8000]: 2413/10000; Yes)
(Crit Roll {Gleeok} [<=625]: 2125/10000; No)
It is Super Effective!
Gleeok took ((9.25+1.5)×1.5)=16.125 Damage! (Hit Roll {Diababa} [<=7000]: 2175/10000; Yes)
(Crit Roll {Diababa} [<=625]: 1900/10000; No)
It is Super Effective!
Diababa took ((9.25-3)×1.5)=9.375 Damage! (Effect Roll {Freeze, Diababa} [<=1000]: 366/10000; Yes)
(Duration Roll [<=5000 (1a)/<=10000 (2a)]: 2354/10000; 1a)
Diababa became frozen (1a)! (Hit Roll {Croagunk} [<=7000]: 3295/10000; Yes)
(Crit Roll {Croagunk} [<=625]: 3465/10000; No)
Croagunk took (9.25+3)=12.25 Damage! (Effect Roll {Freeze, Croagunk} [<=1000]: 144/10000; Yes)
(Duration Roll [<=5000 (1a)/<=10000 (2a)]: 4411/10000; 1a)
Croagunk became frozen (1a)!
Lanturn used 8 Energy!
Croagunk is frozen solid!
--- ACTION TWO
Heracross used Rock Slide! (Crit Roll {Gleeok} [<=625]: 6433/10000; No)
Gleeok took (7)=7 Damage! (Crit Roll {Diababa} [<=625]: 1094/10000; No)
Diababa took (7)=7 Damage! (Effect Roll {Flinch, Diababa} [<=3000]: 5857/10000; No)
(Crit Roll {Croagunk} [<=625]: 2287/10000; No)
It is not very effective...
Croagunk took ((7+6)÷1.5)=8.667 Damage! (Effect Roll {Flinch, Croagunk} [<=3000]: 3630/10000; No)
Heracross used (6+4)=10 Energy!
Diababa is frozen solid!
Gleeok used Hurricane (Heracross)! (Hit Roll [<=7000]: 755/10000; Yes)
(Crit Roll [<=625]: 7666/10000; No)
It is Super Effective!
Heracross took ((11+3)×2.25)=31.5 Damage! (Effect Roll {Confusion} [<=3000]: 7518/10000; No)
Gleeok used 8 Energy!
Lanturn used Blizzard! (Hit Roll {Gleeok} [<=8000]: 5640/10000; Yes)
(Crit Roll {Gleeok} [<=625]: 7291/10000; No)
It is Super Effective!
Gleeok took ((9.25+1.5)×1.5)=16.125 Damage! (Hit Roll {Diababa} [<=7000]: 7579/10000; No)
Diababa avoided the attack! (Hit Roll {Croagunk} [<=7000]: 910/10000; Yes)
(Crit Roll {Croagunk} [<=625]: 610/10000; Yes)
A Critical Hit!
Croagunk took (9.25+3+3)=15.25 Damage!
Lanturn used (8+4)=12 Energy!
Croagunk thawed out! (Paralysis Roll {Croagunk} [<=1000]: 3566/10000; No) Croagunk used Drain Punch (Lanturn)! (Crit Roll [<=625]: 7559/10000; No)
Lanturn took (8+3+3)=14 Damage!
Croagunk recovered (14÷2)=7 HP! (Ability Roll {Poison Touch} [<=3000]: 9523/10000; No)
Croagunk used (12-1)=11 Energy!
Heracross: Megahorn (Gleeok) > Close Combat (Gleeok)
IF Gleeok uses Protect successfully without transfer, THEN use Knock Off (Diababa) on the first instance. IF Gleeok has Double Team clones up when you act, THEN use Rock Slide on the first instance.
Lanturn: Dazzling Gleam > Electro Ball (Croagunk)
IF either Pokémon uses Protect (Croagunk) successfully A2, THEN use Ice Beam (Gleeok) A2. IF Croagunk has Double Team clones up when you act, THEN use Shock Wave (Croagunk) A2.
Player Options
Issue two actions per Pokémon.
Initiate a Capture Phase.
After much deliberation, I have decided that I don't want a heracross. Not worth the risk I suppose...
thus...
Cyclohm: Fire Blast (Heracross) - Hurricane (Heracross)
Necturna: Power Whip (Lanturn) - Horn Leech (Lanturn)
Croagunk: Poison Jab (Lanturn) - Rock Slide
IF Fully Paralysed THEN Push back
Of course, if Hurricane misses, I may consider it a divine sign to think otherwise
In short, your team does not hold back, & you sweep past with ease, taking out the two guards, but in the process, the Cyclohm has taken quite a bit of damage & is in a critical condition.
Following the battle, you quickly shake the quicksand off, pick up the Muscle Band & the Wise Glasses, then tend to your team, before moving on, deeper into the marsh...
BEGIN ROUND
--- ACTION ONE
Heracross used Megahorn (Gleeok)! (Crit Roll [<=625]: 4358/10000; No)
Gleeok took (13+3)=16 Damage! (Ability Roll {Static} [<=3000]: 5624/10000; No)
Heracross used (8-1)=7 Energy!
Diababa thawed out!
Diababa used Power Whip (Lanturn)! (Hit Roll [<=8500]: 4039/10000; Yes)
(Crit Roll [<=625]: 6797/10000; No)
It is Super Effective!
Lanturn took ((13+3+6)×1.5)=33 Damage!
Diababa used (8-1)=7 Energy!
Gleeok used Fire Blast (Heracross)! (Hit Roll [<=8500]: 7096/10000; Yes)
(Crit Roll [<=625]: 3604/10000; No)
It is Super Effective!
Heracross took ((11+3)×1.5)=21 Damage! (Effect Roll {Burn} [<=1000]: 8155/10000; No)
Gleeok used 8 Energy!
Lanturn used Dazzling Gleam! (Crit Roll {Gleeok} [<=625]: 4117/10000; No)
It is Super Effective!
Gleeok took ((7+1.5)×1.5)=12.75 Damage! (Crit Roll {Diababa} [<=625]: 4726/10000; No)
Diababa took (7-3)=4 Damage! (Crit Roll {Croagunk} [<=625]: 4701/10000; No)
Croagunk took (7+3)=10 Damage!
Lanturn used 6 Energy!
(Paralysis Roll {Croagunk} [<=500]: 1354/10000; No) Croagunk used Poison Jab (Lanturn)! (Crit Roll [<=625]: 4839/10000; No)
Lanturn took (8+3+3)=14 Damage! (Effect Roll {Poison} [<=3000]: 127/10000; Yes)
Lanturn became poisoned!
Croagunk used (6-1)=5 Energy!
Lanturn was hurt by her poison!
Lanturn took 2 Damage!
--- ACTION TWO
Heracross used Close Combat (Gleeok)! (Crit Roll [<=625]: 9389/10000; No)
Gleeok took (13+3)=16 Damage!
Heracross' Defence fell (1s)!
Heracross' Sp. Defence fell (1s)! (Ability Roll {Static} [<=3000]: 7240/10000; No)
Heracross used (8-1)=7 Energy!
Diababa used Horn Leech (Lanturn)! (Crit Roll [<=625]: 924/10000; No)
It is Super Effective!
Lanturn took ((9+3+6)×1.5)=27 Damage!
Diababa recovered (24÷2)=12 HP!
Diababa used (12-1)=11 Energy!
Lanturn Fainted!
Gleeok used Hurricane (Heracross)! (Hit Roll [<=7000]: 6062/10000; Yes)
(Crit Roll [<=625]: 9521/10000; No)
It is Super Effective!
Heracross took ((11+3)×2.25+2)=33.5 Damage!
Gleeok used 8 Energy!
You walk into the next part of the marsh, and find yourself staring into a... maze? The heck? Shaking your head into disbelief, you enter the maze, wondering what awaits you within.
You see only two ways to proceed. Either way, you cannot help but to feel that there is danger lurking about... What do you do?
Player Options
a) Head West.
b) Head East.
Manage your team.
Feeling like the east was the best direction to go, you head east.
The next part of the maze is quite eerie. The entirety of the ground is bare, & there are several trees growing out of the swamp, providing shade, but also shadows. You attempt to find your way through them, but you are surprised by a Seadra! It pulls Croagunk away & runs around in the mini-maze. It will take you a couple of rounds to catch up.
(NB: This trap has no trap moves. No really, it does not. This is DW TLR's for you.)
Mystic Marsh Interior
The marshy ground is not particularly unique. Both water and ground is available for use, though the ground is a lot less firm...
Summary:
Arena Type: Marsh
Seismic moves may have their power weakened.
BEGIN ROUND
--- ACTION ONE
Seadra used Ice Beam! (Crit Roll [<=625]: 7016/10000; No)
Croagunk took (9+3)=12 Damage! (Effect Roll {Freeze} [<=1000]: 3961/10000; No)
Seadra used 7 Energy!
Croagunk burrowed underground!
Croagunk suspended Dig!
Croagunk used 6 Energy!
--- ACTION TWO
Seadra used Flash Cannon!
Seadra's attack missed!
Seadra used 6 Energy!
Croagunk suspended Dig!
Croagunk used (6+4)=10 Energy!
--- ACTION THREE
Seadra used Ice Beam!
Seadra's attack missed!
Seadra used 7 Energy!
Croagunk used Dig! (Crit Roll [<=625]: 4556/10000; No)
Seadra took (8+3)=11 Damage! (Ability Roll {Poison Touch} [<=3000]: 4308/10000; No)
Croagunk used 10 Energy!
--- END ROUND
BEGIN ROUND
--- ACTION ONE
Croagunk used a Vacuum Wave + Vacuum Wave combo!
Croagunk's Fighting Gem boosted the attack! (BEC=(3+7)=10, 58 > 10; Combo works)
(Crit Roll [<=625]: 6832/10000; No)
Seadra took (12+3+1.5)=16.5 Damage!
Croagunk used ((4+8)×1.5-1)=20 Energy!
Seadra used Focus Energy!
Seadra became pumped!
Seadra used 12 Energy!
--- ACTION TWO
Seadra used Flash Cannon!
A Critical Hit!
Croagunk took (8+5+3)=16 Damage!
Seadra used 6 Energy!
Seadra: Ice Beam (Majora's Wrath) > Muddy Water
IF Majora's Wrath uses (Protective Move) successfully without transfer A1 AND Gleeok uses (Protective Move) successfully without transfer A1, THEN use Ice Beam (Diababa) A1. IF Majora's Wrath uses (Protective Move) successfully without transfer A1, THEN use Ice Beam (Gleeok) A1.
Player Options
Send in Necturna & Issue two actions per Pokémon.
Send in Necturna & Initiate a Capture Phase.
Basically you are resigned to resort to stall tactics in order to blunt the assault the Seadra is making on your team. Not that I really mind since I gain 1 UC for every round you recover/chill-spam against this Seadra.
Arena Notes
-Type: Marsh
-Seismic attacks could have their BAP reduced to 75% of normal power
BEGIN ROUND
--- ACTION ONE
Seadra used Ice Beam (Majora's Wrath)!
A Critical Hit!
It is Super Effective!
Majora's Wrath took ((9+5+1.5)×1.5)=23.25 Damage! (Effect Roll {Freeze} [<=1000]: 4198/10000; No)
Seadra used 7 Energy!
Diababa chilled out!
Diababa recovered 12 Energy!
Gleeok used Sunny Day!
The sunlight became harsh (4r)!
Gleeok used 10 Energy!
Majora's Wrath used Synthesis!
Majora's Wrath recovered 30 HP!
Majora's Wrath used ((110÷10)+5-1)=15 Energy!
The sunlight is harsh...
--- ACTION TWO
Majora's Wrath chilled out!
Majora's Wrath recovered 6 HP!
Majora's Wrath recovered 12 Energy!
Seadra used Muddy Water! (Hit Roll {Majora's Wrath} [<=9500]: 479/10000; Yes)
A Critical Hit!
It is not very effective...
Majora's Wrath took ((4.5+3+5+1.5)÷1.5)=9.333 Damage! (Effect Roll {-1 Accuracy, Majora's Wrath} [<=3000]: 4752/10000; No)
(Hit Roll {Gleeok} [<=9500]: 2541/10000; Yes)
A Critical Hit!
It is not very effective...
Gleeok took ((4.5+3+5+1.5)÷1.5)=9.333 Damage! (Hit Roll {Diababa} [<=8500]: 8114/10000; Yes)
A Critical Hit!
It is not very effective...
Diababa took ((4.5+3+5-3)÷1.5)=6.333 Damage! (Effect Roll {-1 Accuracy, Diababa} [<=3000]: 506/10000; Yes)
Diababa's Accuracy fell (1s)!
Seadra used (7-1)=6 Energy!
Diababa used Synthesis!
Diababa recovered 28.333 HP!
Diababa used ((100÷10)+5-1)=14 Energy!
I don't really love to stall. To be honest I hate and am terrible on it.
But I need three healthy pokemon and Seadra to be safe on the next steps (assuming one pokemon will be taken out by a random trap), so I guess it can't be helped.
Necturna: Torment (Seadra) - Chill
IF Seadra uses P/E sucessfully A1 THEN Chill and push back
Tangrowth: Sleep Powder (Seadra) - Chill
IF Seadra uses P/E sucessfully A1 THEN Chill and push back
Cyclohm: Slack Off - Chill
IF Seadra isn't tormented when Cyclohm is to move A1 AND Necturna used Torment A1 THEN Torment A1 and push back
BEGIN ROUND
--- ACTION ONE
Majora's Wrath used Sleep Powder (Seadra)! (Hit Roll [<=7500]: 7308/10000; Yes)
(Duration Roll [<=6666 (1a)/<=9999 (2a)]: 4453/10000; 1a)
Seadra fell asleep (1a)!
Majora's Wrath used (7-1)=6 Energy!
Seadra is fast asleep...
Diababa used Torment! (Hit Roll [<=7500]: 4855/10000; Yes)
Seadra became subjected to the torment (6a)!
Diababa used 10 Energy!
Gleeok used Slack Off!
Gleeok recovered 20 HP!
Gleeok used ((110÷10)+2)=13 Energy!
The sunlight is harsh...
--- ACTION TWO
Majora's Wrath chilled out!
Majora's Wrath recovered 6 HP!
Majora's Wrath recovered 12 Energy!
Seadra woke up!
Seadra used Signal Beam (Majora's Wrath)!
A Critical Hit!
It is Super Effective!
Majora's Wrath took ((8+5+1.5)×1.5)=21.75 Damage! (Effect Roll {Confusion} [<=1000]: 8697/10000; No)
Seadra used 6 Energy!
Seadra: Ice Beam (Majora's Wrath) > Dragon Pulse (Majora's Wrath)
IF Majora's Wrath uses (Protective Move) successfully without transfer, AND Gleeok uses (Protective Move) successfully without transfer, THEN re-direct your current attack to Diababa. IF Majora's Wrath uses (Protective Move) successfully without transfer, THEN rerdirect your current attack to Gleeok.
Player Options
Issue two actions per Pokémon.
Initiate a Capture Phase.
Not even Focus Energy expiring seemed to have stopped Seadra from peppering the Tangrowth with critical hits... Not that they seem to be dealing much damage relative to the amount of health it is recovering...
Arena Notes
-Type: Marsh
-Seismic attacks could have their BAP reduced to 75% of normal power
Seadra used Dragon Pulse (Majora's Wrath)! (Crit Roll [<=625]: 309/10000; Yes)
A Critical Hit!
Majora's Wrath took (9+5+1.5)=15.5 Damage!
Seadra used 7 Energy!
Tangrowth: Sleep Powder (Seadra) - Synthesis
IF Successful P/E A1 THEN Synthesis and push back Cyclohm: Thunder Wave (Seadra) - Chill
IF Successful P/E A1 THEN Chill and push back Necturna: Vine Whip (Seadra) - Chill
IF Successful P/E A1 THEN Chill and push back
Seadra: Bounce (Majora's Wrath) > Signal Beam (Majora's Wrath)
Once again the Seadra tries to take evasive actions in an attempt to throw you back to square one... Once again the evasive attempt gets neutered by sleep... At least it will not be evading anything for some time yet... Although the sunlight has now faded.
Arena Notes
-Type: Marsh
-Seismic attacks could have their BAP reduced to 75% of normal power
BEGIN ROUND
--- ACTION ONE
Majora's Wrath used Sleep Powder (Seadra)! (Hit Roll [<=7500]: 3649/10000; Yes)
(Duration Roll [<=6666 (1a)/<=9999 (2a)]: 5782/10000; 1a)
Seadra fell asleep (1a)!
Majora's Wrath used (7-1)=6 Energy!
Seadra is fast asleep...
Diababa used Vine Whip (Seadra)! (Crit Roll [<=625]: 5556/10000; No)
It is Super Effective!
Seadra took ((6+3+6)×1.5)=22.5 Damage!
Seadra's sleep levels fell (1a)! (Ability Roll {Poison Point} [<=3000]: 8081/10000; No)
Diababa used (3-1)=2 Energy!
Gleeok used Thunder Wave (Seadra)!
Seadra became paralysed (25%)!
Gleeok used (7-1)=6 Energy!
The sunlight is harsh...
--- ACTION TWO
Majora's Wrath used Synthesis!
Majora's Wrath recovered 30 HP!
Majora's Wrath used ((110÷10)+5-1)=15 Energy!
Diababa chilled out!
Diababa recovered 12 Energy!
Gleeok chilled out!
Gleeok recovered 12 Energy!
Seadra woke up! (Paralysis Roll {Seadra} [<=2500]: 3701/10000; No) Seadra used Signal Beam (Majora's Wrath)! (Crit Roll [<=625]: 4049/10000; No)
It is Super Effective!
Majora's Wrath took ((8+1.5)×1.5)=14.25 Damage! (Effect Roll {Confusion} [<=1000]: 8284/10000; No)
Seadra used 6 Energy!
Seadra: Ice Beam (Majora's Wrath) > Dragon Pulse (Majora's Wrath)
IF either Pokémon uses (Protective Move) (Majora's Wrath) successfully, AND either Pokémon uses (Protective Move) (Gleeok) successfully, THEN re-direct your current attack to Diababa. IF either Pokémon uses (Protective Move) (Majora's Wrath) successfully, THEN re-direct your current attack to Gleeok.
Player Options
Issue two actions per Pokémon.
Initiate a Capture Phase.