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.
Which means that I will see Keldeo (assuming no other annoying traps) with a lovely 20en Tangrowth. But considering I was expecting no Tangrowth like a second ago, it isn't that bad.
True to word, your Pokémon swiftly finish off the battle after a little rest.
After the battle, you pick up the Coba Berry & tend to your team before looking at the maze. There is one new path north as well as the path west that would take you back to where you were. You sense that one of the paths contains danger. What do you do?
Player Options
a) Head North.
b) Head West.
Manage your team.
BEGIN ROUND
--- ACTION ONE
Majora's Wrath used Synthesis!
Majora's Wrath recovered 30 HP!
Majora's Wrath used ((110÷10)+5-1)=15 Energy!
Gleeok chilled out!
Gleeok recovered 12 Energy!
Diababa chilled out!
Diababa recovered 12 Energy!
Machoke used Rock Slide! (Crit Roll {Majora's Wrath} [<=625]: 6220/10000; No)
Majora's Wrath took (8)=8 Damage! (Crit Roll {Gleeok} [<=625]: 7024/10000; No)
Gleeok took (8)=8 Damage! (Crit Roll {Diababa} [<=625]: 9439/10000; No)
Diababa took (8)=8 Damage!
Machoke used 6 Energy!
The sunlight is harsh...
--- ACTION TWO
Majora's Wrath chilled out!
Majora's Wrath recovered 6 HP!
Majora's Wrath recovered 12 Energy!
Diababa used Power Whip (Machoke)! (Crit Roll [<=625]: 4516/10000; No)
Machoke took (13+3+4.5)=20.5 Damage!
Diababa used (8-1)=7 Energy!
Gleeok used Thunderbolt (Machoke)! (Crit Roll [<=625]: 4117/10000; No)
Machoke took (9+3+4.5)=16.5 Damage!
Gleeok used (7-1)=6 Energy!
Feeling like north is the best place to go, you head north, into the next part of the maze.
This part of the maze appears quite serene & untouched. A Water Gem, 5× Cherish Ball, & a Potion lie on the ground below you. How many are you willing to pick up?
Player Options
Pick up 1-3 items, specifying which items you take.
Manage your team.
You feel like that the Potion would come in handy, so you pick it up. Nothing of consequence happens, much to your surprise.
You then turn your attention back to the maze. You can go back to where you came from & head south, or you can take the only new path north. You cannot help but to feel that danger is lurking either way you go...
Player Options
a) Head North.
b) Head South.
Manage your team.
Willing to backtrack this time you decide to head South, feeling like there is no point in continuing on your current path.
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 Machoke! It pulls Diababa away & runs around in the mini-maze. It will take you a couple of rounds to catch up.
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.
"I lost my dignity last time... and you decided to come back for more?! Leave me alone!"
Machoke: Fire Punch > Ice Punch > Fire Punch
IF Protect is used successfully, THEN use Focus Energy on the first instance. IF Pain Split is issued, THEN use Protect on the first instance.
BINGO! Also yay now having exactly 1 UC per update on this TLR... 9.9
FROSTY
Mystic Marsh - The Marsh's Mysterious Maze
Having been used to being supportive, the Necturna is forced to defend for herself & shows her capabilities by comfortably leading the straightforward damage race in spite of the Machoke's coverage. The Necturna is feeling a bit worn down now but she has to defend herself for one more round!
Arena Notes
-Type: Marsh
-Seismic attacks could have their BAP reduced to 75% of normal power
BEGIN ROUND
--- ACTION ONE
Diababa used Horn Leech! (Crit Roll [<=625]: 1810/10000; No)
Machoke took (9+3+4.5)=16.5 Damage!
Diababa recovered (16.5÷2)=8.25 HP!
Diababa used (12-1)=11 Energy!
Machoke used Fire Punch! (Crit Roll [<=625]: 1089/10000; No)
It is Super Effective!
Diababa took (8×1.5)=12 Damage! (Effect Roll {Burn} [<=1000]: 7074/10000; No)
Machoke used 6 Energy!
--- ACTION TWO
Diababa used Power Whip (Machoke)! (Crit Roll [<=625]: 6457/10000; No)
Machoke took (13+3+4.5)=20.5 Damage!
Diababa used (8-1)=7 Energy!
Machoke used Ice Punch! (Crit Roll [<=625]: 4583/10000; No)
It is Super Effective!
Diababa took (8×1.5)=12 Damage! (Effect Roll {Freeze} [<=1000]: 9885/10000; No)
Machoke used 6 Energy!
--- ACTION THREE
Diababa used Horn Leech! (Crit Roll [<=625]: 9755/10000; No)
Machoke took (9+3+4.5)=16.5 Damage!
Diababa recovered (16.5÷2)=8.25 HP!
Diababa used (12-1)=11 Energy!
Machoke used Fire Punch! (Crit Roll [<=625]: 2672/10000; No)
It is Super Effective!
Diababa took (8×1.5)=12 Damage! (Effect Roll {Burn} [<=1000]: 2079/10000; No)
Machoke used 6 Energy!
--- END ROUND
I guess it can't be helped. Just don't complain when I start the stall procedures -_-''.
Synthesis - Horn Leech - Synthesis
IF P/E AND Necturna is set to Horn Leech THEN Chill and push back IF Payback + Payback and machoke isnt tormented THEN Torment
... Did nobody ever tell you this TLR started months before the substitution rule changes? Nevertheless, you are glad to see your Necturna alive but she seems to be in a bad way...
Arena Notes
-Type: Marsh
-Seismic attacks could have their BAP reduced to 75% of normal power
BEGIN ROUND
--- ACTION ONE
Diababa used Synthesis!
Diababa recovered 20 HP!
Diababa used ((100÷10)+4)=14 Energy!
Machoke used Payback! (Crit Roll [<=625]: 6434/10000; No)
It is Super Effective!
Diababa took (10×1.5)=15 Damage!
Machoke used 7 Energy!
--- ACTION TWO
Diababa used Horn Leech! (Crit Roll [<=625]: 6684/10000; No)
Machoke took (9+3+4.5)=16.5 Damage!
Diababa recovered (16.5÷2)=8.25 HP!
Diababa used (12-1)=11 Energy!
Machoke used Ice Punch! (Crit Roll [<=625]: 9216/10000; No)
It is Super Effective!
Diababa took (8×1.5)=12 Damage! (Effect Roll {Freeze} [<=1000]: 2748/10000; No)
Machoke used 6 Energy!
--- ACTION THREE
Diababa used Synthesis!
Diababa recovered 20 HP!
Diababa used ((100÷10)+4)=14 Energy!
Machoke used a Payback + Payback combo! (BEC=(7+11)=18, 69 > 18; Combo works)
(Crit Roll [<=625]: 5001/10000; No)
It is Super Effective!
Diababa took (22.5×1.5)=33.75 Damage!
Machoke used ((7+11)×1.75)=31.5 Energy!
Frosty sent out Majora's Wrath & Gleeok!
--- END ROUND
The sunlight is harsh...
--- ACTION TWO
Majora's Wrath chilled out!
Majora's Wrath recovered 6 HP!
Majora's Wrath recovered 12 Energy!
Diababa chilled out!
Diababa recovered 12 Energy!
Gleeok chilled out!
Gleeok recovered 12 Energy!
Machoke used Rock Slide! (Crit Roll {Majora's Wrath} [<=625]: 8805/10000; No)
Majora's Wrath took (8)=8 Damage! (Crit Roll {Gleeok} [<=625]: 9744/10000; No)
Gleeok took (8)=8 Damage! (Crit Roll {Diababa} [<=625]: 1766/10000; No)
Diababa took (8)=8 Damage!
Machoke used 6 Energy!
Tangrowth: Sleep Powder (Machoke) - Chill
IF p/e THEN chill and push back
Cyclohm: Slack Off - Chill
IF Payback + Payback AND A2 THEN Torment (Machoke) A2
Necturna: Synthesis - Chill
IF Focus Punch AND A2 THEN Vine Whip (Machoke) A2
After the battle, you pick up the Coba Berry & tend to your team before looking at the maze. There is one path north as well as the path west. You sense that one of the paths contains danger. What do you do?
Player Options
a) Head North.
b) Head West.
Manage your team.
Feeling like north is the best place to go, you head north, into the next part of the maze.
This part of the maze appears quite serene & untouched. However, there is nothing here of note & the items you did not take earlier appear to have sunken into the marsh. Oh well just when you thought you could abuse the scenario to build up a plethora of items...
After that, you then turn your attention back to the maze. You can go back to where you came from & head south, or you can take the only new path north. You cannot help but to feel that danger is lurking either way you go...
Player Options
a) Head North.
b) Head South.
Manage your team.
I forgot spread penalty for Rock Slide on the past two encounters so I added HP respectively in this update. 4 to Tangrowth, 6 to the other two.
FROSTY
Mystic Marsh - The Marsh's Mysterious Maze
Feeling as if you need to continue heading north, you head north.
The marsh seems surprisingly uninhabited here. You feel somewhat unnerved as you look around, wondering if any Pokémon lie in wait. Your inner question is soon answered as a set of three Pokémon amble towards you. They seem to get more and more angry as they near you before they finally go into a full out attack! Engarde!
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.
Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Cross Chop
Swagger
Thrash
Punishment
Close Combat
Final Gambit
Cyclohm: Draco Meteor (Mankey A) - Protect (Necturna)
Necturna: Horn Leech (Mankey A) - Power Whip (Mankey A)
Tangrowth: Giga Drain (Mankey A) - Seed Bomb (Mankey A)
IF Tangrowth flinches A1 THEN Replace A2 WITH COMBO (Vine Whip + Power Whip) at Mankey A
BEGIN ROUND
--- ACTION ONE
Diababa used Horn Leech (Mankey A)! (Crit Roll [<=625]: 3336/10000; No)
Mankey A took (9+3+6)=18 Damage!
Diababa recovered (18÷2)=9 HP!
Diababa used (12-1)=11 Energy!
(Speed Tie Roll [<=3333 (Mankey A)/<=6666 (Mankey B)/<=9999 (Mankey C)]: 2284/10000; Mankey A)
Mankey A used Rock Slide! (Crit Roll {Majora's Wrath} [<=625]: 1784/10000; No)
Majora's Wrath took (6-1.5)=4.5 Damage! (Effect Roll {Flinch, Majora's Wrath} [<=3000]: 422/10000; Yes)
(Crit Roll {Gleeok} [<=625]: 6113/10000; No)
Gleeok took (6-1.5)=4.5 Damage! (Hit Roll {Diababa} [<=9000]: 5622/10000; Yes)
(Crit Roll {Diababa} [<=625]: 6926/10000; No)
Diababa took (6-1.5)=4.5 Damage!
Mankey A used 6 Energy!
(Speed Tie Roll [<=5000 (Mankey B)/<=10000 (Mankey C)]: 6276/10000; Mankey C)
Mankey C used Rock Slide! (Crit Roll {Majora's Wrath} [<=625]: 8827/10000; No)
Majora's Wrath took (6-1.5)=4.5 Damage! (Crit Roll {Gleeok} [<=625]: 7825/10000; No)
Gleeok took (6-1.5)=4.5 Damage! (Hit Roll {Diababa} [<=9000]: 3135/10000; Yes)
(Crit Roll {Diababa} [<=625]: 7780/10000; No)
Diababa took (6-1.5)=4.5 Damage!
Mankey C used 6 Energy!
Mankey B used Rock Slide! (Crit Roll {Majora's Wrath} [<=625]: 8161/10000; No)
Majora's Wrath took (6-1.5)=4.5 Damage! (Crit Roll {Gleeok} [<=625]: 5958/10000; No)
Gleeok took (6-1.5)=4.5 Damage! (Hit Roll {Diababa} [<=9000]: 3407/10000; Yes)
(Crit Roll {Diababa} [<=625]: 2065/10000; No)
Diababa took (6-1.5)=4.5 Damage!
Mankey B used 6 Energy!
Gleeok used Draco Meteor (Mankey A)! (Hit Roll [<=9000]: 9273/10000; No)
Gleeok's attack missed!
Gleeok's Sp. Attack fell (2s)!
Gleeok used (10-1)=9 Energy!
Majora's Wrath flinched!
--- ACTION TWO
Diababa used Power Whip (Mankey A)! (Hit Roll [<=8500]: 6410/10000; Yes)
(Crit Roll [<=625]: 7804/10000; No)
Mankey A took (13+3+6)=22 Damage!
Diababa used (8-1)=7 Energy!
(Speed Tie Roll [<=3333 (Mankey A)/<=6666 (Mankey B)/<=9999 (Mankey C)]: 4672/10000; Mankey B)
Mankey B used Acrobatics (Diababa)! (Crit Roll [<=625]: 1411/10000; No)
It is Super Effective!
Diababa took ((11-1.5)×1.5)=14.25 Damage!
Mankey B used 7 Energy!
(Speed Tie Roll [<=5000 (Mankey A)/<=10000 (Mankey C)]: 3372/10000; Mankey A)
Mankey A used Acrobatics (Diababa)! (Crit Roll [<=625]: 3740/10000; No)
It is Super Effective!
Diababa took ((11-1.5)×1.5)=14.25 Damage!
Mankey A used 7 Energy!
Mankey C used Acrobatics (Diababa)! (Crit Roll [<=625]: 9094/10000; No)
It is Super Effective!
Diababa took ((11-1.5)×1.5)=14.25 Damage!
Mankey C used 7 Energy!
Gleeok used Protect (Diababa)!
Gleeok protected Diababa!
Gleeok used 7 Energy!
Majora's Wrath used a Vine Whip + Power Whip combo (Mankey A)! (BEC=(7+2)=9, 50 > 9; Combo works)
(Hit Roll [<=9250]: 5120/10000; Yes)
(Crit Roll [<=625]: 6169/10000; No)
Mankey A took (23+3+3+4)=33 Damage!
Majora's Wrath used ((8+3)×1.5-1)=15.5 Energy!
--- END ROUND
You would change your mind if I used Trick Room. It is silly to say "oh your nature is wrong" when we are talking about the first time I've ever had something like this happen because of quiet. And I sure as hell was thankfull to have quiet more than once.
Actually I had Protect before when I was to use Electroweb, so it is less Cyclohm being quiet and I being stupid.
Although I am not the only thing stupid in this. To be honest, Keldeo isn't worth it. Fucking Moltres isn't worth it. I am tired of this bs.
Necturna: Shadow Claw (Mankey A) - Chill
IF Taunt A1 AND aimed at Necturna AND by Mankey B or C THEN Chill A1 and push back Cyclohm: Electroweb - Thunderbolt (Mankey A)
IF Flying Damaging Combo AND aimed at Necturna AND Cyclohm isn't taunted THEN Protect Necturna and push back Tangrowth: cooldown - Giga Drain (Mankey A)
IF Flying Damaging Combo AND aimed at Necturna AND Cyclohm used Protect A1 AND Tangrowth isn't taunted THEN Protect (Necturna) A2
BEGIN ROUND
--- ACTION ONE
Mankey A used Protect!
Mankey A protected himself!
Mankey A used 7 Energy!
Diababa used Shadow Claw (Mankey A)
Mankey A protected himself!
Mankey A blocked (8+3+6)=17 Damage!
Mankey A used (17÷2.5)=6.8 Energy!
Diababa used (5-1)=4 Energy!
Mankey B used Beat Up (Diababa)! (Crit Rolls [<=625/10000]: 2021, 7567, 679; No | No | No)
It is Super Effective!
Hit 3 Times!
Diababa took ((9-1.5)×1.5)=11.25 Damage!
Mankey B used (3×2)=6 Energy!
Gleeok used Electroweb!
Mankey A protected himself!
Mankey A blocked (4.5+3+4.5-4)=8 Damage!
Mankey A used (8÷2.5)=3.2 Energy! (Hit Roll {Mankey B} [<=9500]: 8433/10000; Yes)
(Crit Roll {Mankey B} [<=625]: 603/10000; Yes)
A Critical Hit!
Mankey B took (4.5+3+3+4.5)=15 Damage!
Mankey B's Anger Point triggered!
Mankey B's rose to the maximum level!
Mankey B's Speed fell (1s)!
Mankey B's Defiant triggered!
Mankey B's Attack cannot rise any higher! (Hit Roll {Mankey C} [<=9500]: 2182/10000; Yes)
(Crit Roll {Mankey C} [<=625]: 8225/10000; No)
Mankey C took (4.5+3+4.5-4)=8 Damage!
Mankey C's Speed fell (1s)!
Mankey C's Defiant triggered!
Mankey C's Attack rose (2s)!
Gleeok used (5-1)=4 Energy!
Majora's Wrath must recharge!
Mankey C used an Assurance + Assurance combo (Diababa)! (BEC=(8+12)=20, 87 > 20; Combo works)
(Crit Roll [<=625]: 6800/10000; No)
It is Super Effective!
Diababa took ((27-1.5)×1.5+4)=42.25 Damage!
Mankey C used ((8+12)×1.75)=35 Energy!
Diababa Fainted!
--- ACTION TWO (BEC=(9+13)=22, 81 > 22; Combo works) Mankey B is tightening her focus!
Mankey A used Acrobatics (Majora's Wrath)! (Crit Roll [<=625]: 6496/10000; No)
It is Super Effective!
Majora's Wrath took ((11-1.5)×1.5)=14.25 Damage!
Mankey A used 7 Energy!
Gleeok used Thunderbolt (Mankey A)! (Crit Roll [<=625]: 7304/10000; No)
Mankey A took (9+3+4.5-4)=12.5 Damage! (Effect Roll {Paralysis, Mankey A} [<=1000]: 6255/10000; No)
Gleeok used (7-1)=6 Energy!
Mankey C must recharge!
Majora's Wrath used Giga Drain (Mankey A)! (Crit Roll [<=625]: 5812/10000; No)
Mankey A took (8+3+3+4)=18 Damage!
Majora's Wrath recovered (4.5÷2)=2.25 HP!
Majora's Wrath used (12-1)=11 Energy!
Mankey A Fainted!
Mankey B used a Focus Punch + Focus Punch combo (Majora's Wrath)! (Crit Roll [<=625]: 5542/10000; No)
Majora's Wrath took (33.75+3-1.5+12)=47.25 Damage!
Mankey B used ((10+14)×1.75-1)=41 Energy!
"ERFHJDFMLGERHRFVGSFHDGJKJSADGUHDERKGHJDFGHJDFBGJDSBJK!!!" | "... Did my comrade just lose her sanity?"
Mankey B: N/A > Rock Slide IF Majora's Wrath faints, THEN replace all remaining action with Close Combat (Gleeok).
Mankey C: Rock Slide > Rock Slide
IF either Pokémon uses Protect (Majora's Wrath) successfully, THEN use Close Combat (Gleeok) that action, pushing actions back. IF Gleeok uses Torment (Mankey C) successfully, THEN use Close Combat (Gleeok) A2. IF Majora's Wrath faints, THEN replace all remaining action with Close Combat (Gleeok).
Player Options
Issue two actions per Pokémon.
Initiate a Capture Phase.