Facility Realgam Tower: cityscapes

Reward Info
KO a Pokemon: 2 EXP
KO a second Pokemon: 3 EXP
KO a third Pokemon: 2 EXP
Win the battle: 3 EXP

Match Type: 4v4 Doubles
DQ Time: 48 hours for challenger, 72 hours for ref
Battle Level: 2
Substitution Count: 4
Recovery Count: 2
Chill Count: 5
Switching Method: On
Ability Count: All
Advanced Techniques: None
Backpack Size: 9
Arena: The Battleground

Buck's grandfather runs the Battleground, a cute little cafe with a field to allow for Pokemon battles. Gym leaders frequent it from time to time, but the five regulars are Cheryl, Mira, Riley, Marley, and Buck – together known as the Stat Trainers. On any given day two of them will be up for a fight, and Buck's grandfather shows no small amount of favoritism to them!
  • Two different Stat Trainers will be randomly chosen to battle. When a Stat Trainer is chosen, the two Pokemon associated to that Stat Trainer are selected for battle, the two items associated to that Stat Trainer are put into the Backpack, and an extra arena effect specific to that Stat Trainer is activated. Any Backpack item may be equipped to any Stat Trainer Pokemon, and the two Pokemon in play at the same time can be any two of the four total that are selected.
    • If Cheryl is battling: The first move during the battle used by a Stat Trainer Pokemon that states "The user heals" as an execution effect, that isn't a Z-Effect, or that states "On hit: The user heals", heals 5 extra HP. Furthermore, the first move other than Rest during the battle used by a Stat Trainer Pokemon that creates a condition that heals HP at the end of each step, instead creates a condition identical in all ways except it heals 1 additional HP per step.
    • If Mira is battling: The move Mirror Coat always fails when used by the challenger.
    • If Riley is battling: The move Counter always fails when used by the challenger.
    • If Marley is battling: Single hit attacks with 4 or less base power have +1 priority when used by Stat Trainer Pokemon.
    • If Buck is battling: Stat Trainer Pokemon take 2 less damage from super effective hits.
  • Camouflage turns the user into a Normal type
  • Secret Power may cause paralysis
  • Nature Power becomes Tri Attack

Team cityscapes

Absol (F) **Leliel

Level: 2
EXP: 0/10
Advanced Techniques: None

Type: Dark

Abilities: Pressure, Super Luck, Justified

Stats:
HP: 85
Atk: 9
Def: 5
SpA: 6
SpD: 5
Spe: 75
Size: 3
Weight: 3

Moves:
[Level 0]
Aerial Ace
Air Slash
Attract
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Flamethrower
Flash
Ice Beam
Leer
Mud-Slap
Night Slash
Play Rough
Protect
Psycho Cut
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Thunder Wave
Thunderbolt
Toxic
X-Scissor
Zen Headbutt

[Level 1]
Bite
Brutal Swing
Calm Mind
Curse
Cut
Detect
Echoed Voice
False Swipe
Hail
Hone Claws
Incinerate
Magic Coat
Quick Attack
Rain Dance
Rock Smash
Role Play
Sandstorm
Scratch
Shock Wave
Snore
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Water Pulse
Will-O-Wisp

[Level 2]
Assurance
Blizzard
Captivate
Close Combat
Double-Edge
Dream Eater
Feint
Fire Blast
Focus Energy
Foul Play
Iron Tail
Megahorn
Nightmare
Payback
Punishment
Razor Wind
Rest
Secret Power
Stone Edge
Superpower
Swords Dance
Thief
Thunder

Staraptor (M) **Blazing Star

Level: 2
EXP: 0/10
Advanced Techniques: None

Type: Normal/Flying

Abilities: Intimidate, Reckless

Stats:
HP: 90
Atk: 9
Def: 5
SpA: 4
SpD: 5
Spe: 100
Size: 2
Weight: 2
Hardy Nature

Moves:
[Level 0]
Aerial Ace
Air Slash
Astonish
Attract
Brave Bird
Confide
Double Team
Facade
Growl
Mud-Slap
Protect
Round
Sand Attack
Tackle
Toxic
Wing Attack

[Level 1]
Air Cutter
Defog
Detect
Echoed Voice
Ominous Wind
Quick Attack
Rain Dance
Snore
Steel Wing
Sunny Day
Swagger
Swift
Twister
Whirlwind
Work Up

[Level 2]
Agility
Captivate
Close Combat
Double-Edge
Feather Dance
Fury Attack
Heat Wave
Hurricane
Pluck
Rest
Revenge
Roost
Secret Power
Sky Attack
Take Down
Thief

Goodra **Jade

Level: 2
EXP: 0/10
Advanced Techniques: None

Type: Dragon

Abilities: Sap Sipper, Hydration, Gooey

Stats:
HP: 95
Atk: 7
Def: 5
SpA: 8
SpD: 11
Spe: 80
Size: 4
Weight: 5
Hardy Nature

Moves:
[Level 0]
Attract
Confide
Counter
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Protect
Rock Slide
Round
Strength
Surf
Tackle
Thunder Punch
Thunderbolt
Toxic

[Level 1]
Absorb
Brutal Swing
Bubble
Curse
Dragon Breath
Dragon Tail
Hail
Incinerate
Mega Punch
Poison Tail
Rain Dance
Rock Smash
Shock Wave
Sludge Bomb
Snore
Sunny Day
Swagger
Tearful Look
Water Gun
Water Pulse
Weather Ball

[Level 2]
Acid Armor
Acid Spray
Aqua Tail
Assurance
Blizzard
Charm
Feint
Fire Blast
Flail
Focus Punch
Hydro Pump
Infestation
Iron Tail
Life Dew
Mega Kick
Power Whip
Rest
Secret Power
Superpower
Take Down
Thunder

Lanturn **Destiny

Level: 2
EXP: 0/10
Advanced Techniques: None

Type: Water/Electric

Abilities: Volt Absorb, Illuminate, Water Absorb

Stats:
HP: 105
Atk: 4
Def: 4
SpA: 6
SpD: 6
Spe: 67
Size: 2
Weight: 2
Docile Nature

Moves:
[Level 0]
Attract
Confide
Dazzling Gleam
Double Team
Facade
Flash
Ice Beam
Protect
Round
Signal Beam
Surf
Thunder Wave
Thunderbolt
Toxic
Waterfall

[Level 1]
Bubble
Bubble Beam
Charge
Confuse Ray
Curse
Discharge
Hail
Heal Bell
Mist
Psybeam
Rain Dance
Shock Wave
Snore
Spark
Sucker Punch
Supersonic
Swagger
Water Gun
Water Pulse

[Level 2]
Agility
Amnesia
Aqua Ring
Aqua Tail
Blizzard
Captivate
Double-Edge
Eerie Impulse
Flail
Hydro Pump
Rest
Rising Voltage
Screech
Secret Power
Spit Up
Stockpile
Swallow
Take Down
Thunder
Whirlpool
Wild Charge
Zap Cannon

:muscle band: Muscle Band
:wise glasses: Wise Glasses
:rocky helmet: Rocky Helmet
:oran berry: Oran Berry
:pecha berry: Pecha Berry
:cheri berry: Cheri Berry
:rawst berry: Rawst Berry

Roll for Opponents (2d5): 2, 5 = Mira, Buck

Team Mira
:sv/Porygon-Z

Porygon-Z

Type:
Normal
Abilities: Adaptability/Download/Analytic

Nature: Serious
HP: 90
Atk: 6
Def: 5
SpA: 10
SpD: 6
Spe: 90

Size: 1
Weight: 3

Moves:
Level 0:
Aerial Ace
Confide
Dark Pulse
Defense Curl
Double Team
Facade
Flash
Ice Beam
Protect
Psychic
Round
Shadow Ball
Sharpen
Signal Beam
Tackle
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt

Level 1:
Curse
Discharge
Magic Coat
Psybeam
Psywave
Rage
Rain Dance
Recycle
Shock Wave
Snore
Sunny Day
Swagger
Swift
Thunder Shock
Trick

Level 2:
Agility
Barrier
Blizzard
Double-Edge
Dream Eater
Eerie Impulse
Foul Play
Iron Tail
Nasty Plot
Nightmare
Recover
Rest
Secret Power
Skull Bash
Solar Beam
Take Down
Thief
Thunder
Zap Cannon
:sv/Alakazam:

Alakazam

Type:
Psychic
Abilities: Synchronize/Inner Focus/Magic Guard

Nature: Serious
HP: 80
Atk: 4
Def: 4
SpA: 10
SpD: 7
Spe: 120

Size: 3
Weight: 3

Moves:
Level 0:
Attract
Confide
Counter
Dazzling Gleam
Double Team
Energy Ball
Facade
Fire Punch
Flash
Focus Blast
Ice Punch
Kinesis
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Zen Headbutt

Level 1:
Calm Mind
Confusion
Curse
Magic Coat
Mega Punch
Night Shade
Psybeam
Psywave
Rage
Rain Dance
Recycle
Role Play
Safeguard
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Swift
Taunt
Trick

Level 2:
Barrier
Captivate
Disable
Double-Edge
Dream Eater
Dynamic Punch
Expanding Force
Focus Punch
Foul Play
Grass Knot
Iron Tail
Mega Kick
Nasty Plot
Nightmare
Psychic Terrain
Psycho Shift
Recover
Rest
Secret Power
Skull Bash
Submission
Take Down
Thief
Zap Cannon

Team Buck
:sv/Dusknoir:

Dusknoir

Type:
Ghost
Abilities: Pressure/Frisk

Nature: Serious
HP: 80
Atk: 7
Def: 10
SpA: 5
SpD: 10
Spe: 45

Size: 3
Weight: 5

Moves:
Level 0:
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Punch
Strength
Thunder Punch
Toxic

Level 1:
Calm Mind
Confuse Ray
Curse
Mega Punch
Night Shade
Ominous Wind
Power-Up Punch
Rain Dance
Rock Smash
Seismic Toss
Shadow Sneak
Snore
Sucker Punch
Sunny Day
Swagger
Taunt
Trick
Will-O-Wisp

Level 2:
Bind
Blizzard
Captivate
Disable
Double-Edge
Dream Eater
Dynamic Punch
Focus Punch
Haze
Infestation
Mega Kick
Nightmare
Payback
Poltergeist
Rest
Revenge
Secret Power
Thief
:sv/Claydol:

Claydol

Type:
Ground / Psychic
Abilities: Levitate

Nature: Serious
HP: 85
Atk: 5
Def: 8
SpA: 5
SpD: 9
Spe: 75

Size: 4
Weight: 5

Moves:
Level 0:
Ancient Power
Confide
Dazzling Gleam
Double Team
Earth Power
Earthquake
Facade
Flash
Harden
Ice Beam
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Toxic
Zen Headbutt

Level 1:
Calm Mind
Confusion
Cosmic Power
Drill Run
Extrasensory
Magic Coat
Psybeam
Rain Dance
Rapid Spin
Recycle
Refresh
Rock Smash
Safeguard
Sandstorm
Snore
Sunny Day
Swagger
Trick

Level 2:
Double-Edge
Dream Eater
Eerie Impulse
Expanding Force
Grass Knot
Heal Block
Iron Defense
Nasty Plot
Psychic Terrain
Rest
Rock Polish
Sand Tomb
Secret Power
Solar Beam
Stealth Rock
Stone Edge

Potion

Lucky Egg
Red Card
Sitrus Berry
Sticky Barb
Weakness Policy
Power Lens
Life Orb
Leftovers
Exp. Share


Sending out Porygon-Z @ Power Lens and Dusknoir @ Leftovers (equipping Exp. Share on Claydol in the bench)
:ss/porygon-z::power lens::ss/dusknoir::leftovers:
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
wow, that exp share in the back looks really strong. 6 turns will last forever in doubles, and you obviously have that massive special attack to inherit. no sense being scared of a pokemon that hasn't even come out yet, though

Goodra @ Oran Berry
Draco Meteor (Porygon-Z) ~ Surf
If Porygon-Z is to use Nasty Plot, and Lanturn is taunted, then use Dragon Tail (Porygon-Z).
If Porygon-Z is to use Skull Bash targeting you, then Acid Armor the first instance.
If Porygon-Z has Protection S1, then use Acid Armor, and change Acid Armor in the second sub to Dragon Pulse (Porygon-Z).
If Porygon-Z is to use Recover S2, then use Dragon Pulse (Dusknoir) S1.

Lanturn @ Wise Glasses
Hydro Pump (Porygon-Z) ~ Hydro Pump (Porygon-Z)
If Dusknoir is to use Focus Punch in a combination, then use Surf.
If Porygon-Z is to use Nasty Plot, and you are not Taunted, then use Eerie Impulse (Porygon-Z).
If Porygon-Z has Protection S1, then use Rain Dance.
If Porygon-Z is to use Recover S2, then use Hydro Pump (Dusknoir) S1.
 
:ss/porygon-z::power lens:
Tri Attack (Goodra) ~ Tri Attack (Goodra)
:ss/dusknoir::leftovers:
Ice Punch (Goodra) ~ Ice Punch (Goodra)
Round 1
Team cityscapes
:ss/goodra::oran berry:
Dragon | Sap Sipper/Hydration/Gooey
HP: 95/95 | EN: 100
7/5/8/11/80
CC: 1
Status: Ok

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 100
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 90/90 | EN: 100
6/5/10/6/90
CC: 1
Status: Ok

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 100
7/10/5/10/45
CC: 1
Status: Ok​
Porygon-Z's Download
Porygon-Z's Attack rose!

Step 1
Porygon-Z used Tri Attack! (-6 EN, 94 left)
Roll to Crit (1/24 = Crit): 6/24 = No Crit
Roll for Effect (<3/10 = Effect): 4/10 = No Effect
(8 + 3 + 2 - 1) = 12 damage (83 HP left)
Jade ate its Oran Berry!
Jade restored a little HP! (+10 HP, 93 left)

Jade used Draco Meteor! (-9 EN, 91 left)
Roll to Crit (1/24 = Crit): 17/24 = No Crit
(13 + 3 + 2) = 18 damage (72 HP left)
Jade's Sp. Attack harshly fell!

Destiny used Hydro Pump! (-8 EN, 92 left)
Roll to Hit (10/10 = Miss): 6/10 = Hit!
Roll for Crit (1/24 = Crit): 6/24 = No Crit
(11 + 3 + 1) = 15 damage (57 HP left))

Dusknoir used Ice Punch! (-6 EN, 94 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
Roll for Effect (<3/10 = Effect): 8/10 = No Effect
(8 + 2) * 1.5 = 15 damage (78 HP left)
Jade's Gooey
Dusknoir's Speed fell!

Step 1
Porygon-Z used Tri Attack! (-6 EN, 88 left)
Roll to Crit (1/24 = Crit): 6/24 = No Crit
Roll for Effect (<3/10 = Effect): 7/10 = No Effect
(8 + 3 + 2 - 1) = 12 damage (66 HP left)

Jade used Surf! (-7 EN, 84 left)
Roll to Crit (2d24): 16, 17 = No Crit
Lanturn's Water Absorb
Lanturn's HP is already full!
Porygon-Z: (9 + 2) * (2/3) - 2 * 3 = 1.33333 round to 1 damage (56 HP left)
Dusknoir: (9 - 1 - 2) * (2/3) - 2 * 3 = -2 round to 1 damage (79 HP left)

Destiny used Hydro Pump! (-8 EN, 84 left)
Roll to Hit (10/10 = Miss): 3/10 = Hit!
Roll for Crit (1/24 = Crit): 10/24 = No Crit
(11 + 3 + 1) = 15 damage (41 HP left))

Dusknoir used Ice Punch! (-6 EN, 88 left)
Roll to Crit (1/24 = Crit): 4/24 = No Crit
Roll for Effect (<3/10 = Effect): 4/10 = No Effect
(8 + 2) * 1.5 = 15 damage (51 HP left)
Jade's Gooey
Dusknoir's Speed fell!

Dusknoir restored a little HP using its Leftovers! (+1 HP, 80 left)
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 51/95 | EN: 84
7/5/8/11/80
CC: 1
Status: -2 Sp. Attack (decaying in 1s)

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 84
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 41/90 | EN: 88
6/5/10/6/90
CC: 1
Status: +1 Attack (decaying in 4s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 88
7/10/5/10/45
CC: 1
Status: -2 Speed (next stage decaying in 5s)​
:ss/porygon-z::power lens:
Recover ~ Skull Bash (Goodra)
IF Goodra is to use Counter AND you are to use Skull Bash targeting Goodra THEN Tri Attack (Goodra)
[Check at start of Step] IF Goodra is under the effects of Protection AND you are to use Skull Bash targeting Goodra THEN Skull Bash (Lanturn)
IF Goodra is KOed when you are to act THEN Skull Bash (Lanturn)

:ss/dusknoir::leftovers:
Ice Punch (Goodra) ~ Ice Punch (Goodra)
IF Goodra is to use Counter THEN Ice Beam (Goodra)
IF Goodra is under the effects of a P/E move when you are to act THEN Poltergeist (Lanturn)
IF Goodra is KOed when you are to act THEN Poltergeist (Lanturn)
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus

this isn't as straightforward as i thought... still, good job so far.


so, rain party?

Acid Armor ~ Rest
If you get crit S2 then legitimately cry


rain party!!!

Rain Dance ~ Discharge
 
Round 2
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 51/95 | EN: 84
7/5/8/11/80
CC: 1
Status: -2 Sp. Attack (decaying in 1s)

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 84
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 41/90 | EN: 88
6/5/10/6/90
CC: 1
Status: +1 Attack (decaying in 4s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 88
7/10/5/10/45
CC: 1
Status: -2 Speed (next stage decaying in 5s)​
Porygon-Z's Download
Porygon-Z's Attack rose!

Step 1
Porygon-Z used Recover! (-12 EN, 76 left)
Porygon-Z restored its HP! (+20 HP, 61 left)

Jade used Acid Armor! (-7 EN, 77 left)
Jade's Defense sharply rose!

Destiny used Rain Dance! (-10 EN, 74 left)
It started to rain!

Dusknoir used Ice Punch! (-6 EN, 82 left)
Roll to Crit (1/24 = Crit): 10/24 = No Crit
Roll for Effect (<3/10 = Effect): 8/10 = No Effect
(8 + 2) * 1.5 - 2 * 3 = 9 damage (42 HP left)
Jade's Gooey
Dusknoir's Speed fell!

Step 2
Porygon-Z tucked in its head!
Porygon-Z's Defense rose!

Jade used Rest! (-15 EN, 62 left)
Jade fell asleep! (3s)

Destiny used Discharge! (-6 EN, 68 left)
Roll for Crit (1/24 = Crit): 9, 21, 4 = No Crit
Roll for Effect (<4/10 = Effect): 6, 7, 10 = No Effect
Goodra: (8 + 3 - 4) * 0.75 * 0.67 = 3.5175 round to 4 damage (38 HP left)
Porygon-Z: (8 + 3 + 1) * 0.67 = 8.04 round to 8 damage (53 HP left)
Dusknoir: (8 + 3 - 3) * 0.67 = 5.36 round to 5 damage (75 HP left)

Dusknoir used Ice Punch! (-6 EN, 76 left)
Roll to Crit (1/24 = Crit): 15/24 = No Crit
Roll for Effect (<3/10 = Effect): 1/10 = Effect!
(8 + 2) * 1.5 - 2 * 3 = 9 damage (29 HP left)
Jade's Gooey
Dusknoir's Speed fell!
Jade was frozen but it doesn't really matter!

Porygon-Z used Skull Bash! (-8 EN, 68 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
(13 + 3 + 2 + 1) - 1 * 3 = 16 damage (13 HP left)
Porygon-Z's Speed fell!

Goodra rested and became healthy! (+40 HP, 53 HP left)
Goodra's Hydration
Goodra woke up!
Goodra thawed out!
Dusknoir restored a little HP using its Leftovers! (+2 HP, 77 left)
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 53/95 | EN: 62
7/5/8/11/80
CC: 1
Status: +2 Defense (decaying in 2s), 1 recovery left

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 68
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 53/90 | EN: 68
6/5/10/6/90
CC: 1
Status: +1 Attack (decaying in 2s), 1 recovery left, +1 Defense (decaying in 2s), -1 Speed (decaying in 5s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 77/80 | EN: 76
7/10/5/10/45
CC: 1
Status: -4 Speed (next stage decaying in 3s)​
 
Last edited:

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
Goodra: (8 + 3 - 4) * 0.75 * 0.67 = 3.5175 round to 4 damage (38 HP left)
(8 + 2) * 1.5 - 2 * 3 = 9 damage (21 HP left)
where exactly did my hp go

anyway time for some absolutely chaotic orders


direct attacking won't work, they'll just recover again. no good.


listen here! if you want to take me out, you'll have to try a little harder than that!

Rest ~ Dragon Pulse (Porygon-Z)
If Porygon-Z is to target you with Skull Bash, you are to use Rest, and Dusknoir is not to target you with Curse, then Acid Armor and push back. Only do this once.
If Porygon-Z is to target you with Skull Bash, Dusknoir is to target you with Curse, and Goodra's first substitution didn't activate, then use Counter and change the next action to Draco Meteor (Porygon-Z).
If Porygon-Z is to use Nasty Plot S2, and Goodra's first substitution didn't activate, then use Dragon Tail (Porygon-Z) S2.
If Porygon-Z is to use Protect (self), and Goodra's first substitution didn't activate, then use Feint (Porygon-Z) and push back, non-consecutively.


time for everyone's favorite status!

Thunder Wave (Porygon-Z) ~ Hydro Pump (Porygon-Z)
If any opponent is to use a damaging Ice-type attack targeting Goodra, and Goodra is to use Rest, then use Protect (Goodra).
If any opponent is to use Nightmare targeting Goodra, and Goodra is to use Rest, then use Protect (Goodra).
If Porygon-Z is to use Rest S1, then use Hydro Pump (Porygon-Z).
If Dusknoir is to use Disable S2 targeting Goodra, and Goodra's first substitution activated, then use Protect (Goodra) S2.
 
Last edited:
Fixed that cityscapes
:ss/porygon-z::power lens:
Recover ~ Skull Bash (Goodra)

:ss/dusknoir::leftovers:
Sunny Day ~ Ice Punch (Goodra)
Round 3
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 53/95 | EN: 62
7/5/8/11/80
CC: 1
Status: +2 Defense (decaying in 2s), 1 recovery left

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 68
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 53/90 | EN: 68
6/5/10/6/9051
CC: 1
Status: +1 Attack (decaying in 2s), 1 recovery left, +1 Defense (decaying in 2s), -1 Speed (decaying in 5s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 77/80 | EN: 76
7/10/5/10/4511
CC: 1
Status: -4 Speed (next stage decaying in 3s)​
Step 1
Jade used Rest! (-15 EN, 47 left)
Jade fell asleep! (3s)

Destiny used Thunder Wave! (-7 EN, 61 left)
Porygon-Z was paralyzed (50%)!

Roll for Full Paralysis (1/2 = Fully Paralyzed)
Porygon-Z was paralyzed! It can't move!
Porygon-Z's paralysis wore off!

Dusknoir used Sunny Day! (-10 EN, 66 left)
The weather became Sunny!

Jade rested and became healthy! (+10 HP, 63 left)
Dusknoir restored a little HP using its Leftovers! (+2 HP, 79 left)

Step 2
Porygon-Z tucked in its head!
Porygon-Z's Defense rose!

Jade is fast asleep.

Destiny used Hydro Pump! (-8 EN, 53 left)
Roll to Hit (10/10 = Miss): 4/10 = Hit!
Roll for Crit (1/24 = Crit): 2/24 = No Crit
(11 - 3 + 3 + 1) = 12 damage (41 HP left))

Dusknoir used Ice Punch! (-6 EN, 60 left)
Roll to Crit (1/24 = Crit): 1/24 = Crit!
(8 + 3 + 2) * 1.5 = 20 damage (43 HP left)
Jade's Gooey
Dusknoir's Speed fell!

Porygon-Z used Skull Bash! (-8 EN, 60 left)
Roll to Crit (1/24 = Crit): 6/24 = No Crit
(13 + 3 + 2 + 1) - 1 * 3 = 16 damage (27 HP left)
Jade's Gooey
Porygon-Z's Speed fell!

Porygon-Z's paralysis worsened! (25%)
Jade's Defense stat stage decayed to 0!
Porygon-Z's Attack stat stage decayed to 0!
Porygon-Z's Defense stat stage decayed to 0!
Jade rested and became healthy! (+10 HP, 37 HP left)
Dusknoir restored a little HP using its Leftovers! (+2 HP, 79 left)
Field Effects:
The sunlight is harsh. (4r)​
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 37/95 | EN: 47
7/5/8/11/80
CC: 1
Status: 0 recoveries left, Asleep (1s)

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 53
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 41/90 | EN: 60
6/5/10/6/9036
CC: 1
Status: 1 recovery left, -2 Speed (next stage decaying in 3s), Paralyzed (25%)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 79/80 | EN: 60
7/10/5/10/4516
CC: 1
Status: -5 Speed (next stage decaying in 1s)​
Orders coming later, @ me on Discord for mistakes
 
Last edited:
:ss/porygon-z::power lens:
Ice Beam (Goodra) ~ Recover
IF you are fully paralyzed THEN push actions back
IF Goodra is under the effects of a P/E move when you are to act THEN Skull Bash (Lanturn)
IF Goodra is KOed when you are to act THEN Skull Bash (Lanturn)
IF Lanturn is under the effects of a P/E move when you are to act AND you are to use Skull Bash targeting Lanturn THEN Nasty Plot the first instance, Chill all remaining instances, pushing actions back each time

:ss/dusknoir::leftovers:
Ice Punch (Goodra) ~ Ice Punch (Goodra)
IF Goodra is under the effects of a P/E move when you are to act THEN Poltergeist (Lanturn)
IF Goodra is KOed when you are to act THEN Poltergeist (Lanturn)
IF Lanturn is under the effects of a P/E move when you are to act AND you are to use Poltergeist targeting Lanturn THEN Chill and push actions back
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus

this is a little awkward. so do we regroup or what?


hey, wait a minute! these guys forgot their time travel rules!

Snore (Porygon-Z) ~ Superpower (Porygon-Z)


they messed with our rain, too! get them!

Protect (Goodra) ~ Thunder + Shock Wave (Porygon-Z)
[I'm pretty sure Porygon-Z's first sub should fail, because it checks at priority 0, meaning Porygon-Z is unable to retroactively use Skull Bash at priority +1. If this is wrong, don't use these orders.]

If Porygon-Z has more than 15 HP left when you are to act S2 (somehow), then use Toxic (Dusknoir).
 
Last edited:
This round will use hotfixed paralysis
Round 4
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 37/95 | EN: 47
7/5/8/11/80
CC: 1
Status: 0 recoveries left, Asleep (1s)

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 105/105 | EN: 53
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: 41/90 | EN: 60
6/5/10/6/9036
CC: 1
Status: 1 recovery left, -2 Speed (next stage decaying in 3s), Paralyzed (5%)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 79/80 | EN: 60
7/10/5/10/459
CC: 1
Status: -5 Speed (next stage decaying in 1s)​
Step 1
Jade is fast asleep.
Jade used Snore! (-3 EN, 44 left)
Roll for Crit (1/24 = Crit): 22/24 = No Crit
Roll for Effect (<4/10 = Effect): 2/10 = Effect!
(5 + 2) = 7 damage (34 HP left)

Destiny used Protect! (-12 EN, 41 left)
Destiny protected Jade!

Porygon-Z flinched!

Dusknoir used Poltergeist! (-8 EN, 52 left)
Roll to Hit (10/10 = Miss): 9/10 = Hit!
Roll to Crit (1/24 = Crit): 11/24 = No Crit
(11 + 3 + 3) = 17 damage (88 HP left)

Jade rested and became healthy! (+10 HP, 47 left)
Dusknoir restored a little HP using its Leftovers! (+2 HP, 80 left)
Dusknoir's Speed stage decayed to -4!

Step 2
Jade woke up!
Jade used Superpower! (-8 EN, 36 left)
Roll to Crit (1/24 = Crit): 10/24 = No Crit
(12 + 2) * 1.5 = 21 damage (13 HP left)
Jade's Attack fell!
Jade's Defense fell!

Destiny used Thunder Crash! (-24 EN, 17 left)
Crit doesn't matter
Effect doesn't matter
(11 + 3 + 1) = 15 damage (-2 HP left)
Porygon-Z fainted!
+2 EXP!

Dusknoir used Ice Punch! (-6 EN, 46 left)
Roll to Crit (1/24 = Crit): 21/24 = No Crit
(8 + 2) * 1.5 + 2 = 17 damage (30 HP left)
Jade's Gooey
Dusknoir's Speed fell!
Field Effects:
The sunlight is harsh. (3r)​
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 30/95 | EN: 36
7/5/8/11/80
CC: 1
Status: 0 recoveries left

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 90/105 | EN: 17
4/4/67/6/67
CC: 1
Status: Ok
Team Mira & Buck
:ss/porygon-z::power lens:
Normal | Adapability/Download/Analytic
HP: KO | EN: 60
6/5/10/6/90
CC: 1
Status: KOed

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 46
7/10/5/10/459
CC: 1
Status: -5 Speed (decaying in 5s)​
Sending out Claydol with Exp. Share.
:ss/claydol::ss/dusknoir:
Claydol will be inheriting Porygon-Z's Sp. Attack.
cityscapes to order (and possibly correct mistakes)
 
Last edited:

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
[Lanturn should restore 2 HP from using the combo, due to Volt Absorb. Goodra's -1 Atk and Def should be listed in the post-round, not that it matters in this case. Goodra's Superpower should do 2 less damage due to the arena.]


great job taking down that first one! now it's really time to recover, though.

Switching in Staraptor @ Nothing, replacing Goodra.


yeah, i'm just gonna ignore that. more damage! more!!! wait, where's my item?

HydrogenHydreigon to counterswitch or decline
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus

so this is the big threat, huh. do your best to keep it under control.


i'm taking everything from you! i will surpass you!!

Thief (Claydol) ~ Whirlwind + Ominous Wind (Claydol)
At the start of the round, if Dusknoir is to use Trick targeting you S1, and Dusknoir is to use Trick targeting Claydol S2, then use Whirlwind (Claydol) S1 and Brave Bird (Dusknoir) S2.
If Claydol has the effect Protection at the start of your turn S1, then use Toxic (Dusknoir) and push back.
At the start of the round, If Claydol is to use Trick targeting you only once this round, and Staraptor's first substitution didn't activate, then use Toxic (Dusknoir) S1.
If Claydol has the effect Magic Coat at the start of your turn S2, then use Brave Bird (Claydol).


are you all insane? what is even happening??

Chill ~ Chill
At the start of your turn, if you have the effect Taunt and Claydol does not have the effect Protection, then use Signal Beam (Claydol).
At the start of your turn, if you have the effect Taunt and Claydol has the effect Protection, then use Zap Cannon (Dusknoir).
At the start of S2, if Claydol targeted you last step, and Claydol is to use a damaging Ground-type move targeting you this step, then use Protect (self).
 
:ss/claydol:
Earth Power (Lanturn) ~ Magic Coat
:ss/dusknoir:
Poltergeist (Lanturn) ~ Poltergeist (Lanturn)
Round 5
Team cityscapes
:ss/staraptor:
Normal/Flying | Intimidate/Reckless
HP: 90/90 | EN: 100
9/5/4/5/100
CC: 1
Status: Ok

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 90/105 | EN: 17
4/4/67/6/67
CC: 0
Status: Ok
:goodra: HP: 30/95 | EN: 36 | Status: 0 recoveries left

Team Mira & Buck
:ss/claydol::exp share:
HP: 85/85 | EN: 100
5/8/510/9/75
CC: 1
Status: Exp. Share (10 SpA, 6s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 46
7/10/5/10/459
CC: 1
Status: -5 Speed (decaying in 5s)
:porygon-z: KO
Blazing Star's Intimidate
Claydol's Attack fell!
Dusknoir's Attack fell!

Step 1
Blazing Star used Thief! (-4 EN, 96 left)
Roll to Crit (1/24 = Crit): 22/24 = No Crit
(6 + 1) * 1.5 - 2 = 8.5 round to 9 damage (76 HP left)
Blazing Star stole Claydol's Exp. Share!

Claydol used Earth Power! (-7 EN, 93 left)
Roll to Crit (1/24 = Crit): 10/24 = No Crit
Roll for Effect (1/10 = Effect): 6/10 = No Effect
(9 + 3 + 4) * 1.5 = 24 damage (66 HP left)

Lanturn chilled! (+12 EN, 29 left)

Dusknoir used Poltergeist! (-8 EN, 38 left)
Roll to Hit (10/10 = Miss): 1/10 = Hit!
Roll to Crit (1/24 = Crit): 22/24 = No Crit
(11 + 3 + 3) - 3 = 14 damage (52 HP left)

Step 2
Claydol used Magic Coat! (-10 EN, 83 left)
Claydol shielded itself in a magic paling!

Blazing Star used Brave Bird! (-8 EN, 88 left)
Roll to Crit (1/24 = Crit): 18/24 = No Crit
(12 + 3 + 2 + 1) + 1 = 19 damage (57 HP left)
Blazing Star was hurt by the recoil! (-4 HP, 86 left)

Lanturn chilled! (+12 EN, 41 left)

Dusknoir used Poltergeist! (-8 EN, 30 left)
Roll to Hit (10/10 = Miss): 3/10 = Hit!
Roll to Crit (1/24 = Crit): 10/24 = No Crit
(11 + 3 + 3) - 3 = 14 damage (38 HP left)
Field Effects:
The sunlight is harsh. (2r)​
Team cityscapes
:ss/staraptor::exp share:
Normal/Flying | Intimidate/Reckless
HP: 86/90 | EN: 88
9/5/4/5/100
CC: 1
Status: Ok

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 38/105 | EN: 41
4/4/67/6/67
CC: 0
Status: Ok
:goodra: HP: 30/95 | EN: 36 | Status: 0 recoveries left

Team Mira & Buck
:ss/claydol:
HP: 57/85 | EN: 83
5/8/510/9/75
CC: 1
Status: Exp. Share (10 SpA, 4s), -1 Attack (4s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 30
7/10/5/10/459
CC: 1
Status: -5 Speed (decaying in 3s), -1 Attack (4s)
:porygon-z: KO
Orders coming later
 
Last edited:
:ss/claydol:
Earth Power (Lanturn) ~ Earth Power (Lanturn)
IF Lanturn is under the effects of a P/E move when you are to act THEN Ice Beam (Staraptor)
IF Staraptor is under the effects of a P/E or D/E move AND you are to use Ice Beam (Staraptor) THEN Cosmic Power and push actinos back
[KO sub] IF Lanturn is KO'ed when you are to act THEN Ice Beam (Staraptor)
:ss/dusknoir:
Poltergeist (Lanturn) ~ Chill
IF Lanturn is under the effects of a P/E move when you are to act THEN Chill
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus

this is the second time in a row i've been made into a supporter with rain dance. why? set me free!

Protect (Lanturn) ~ Rain Dance + Tailwind


have you never been in combat before? the entire purpose of fighting is to test your limits and do things that you otherwise would never do. you're definitely strong in the air, but right now we need a different strategy.

Toxic (Dusknoir) ~ Hydro Pump (Claydol)
 
Round 6
Team cityscapes
:ss/staraptor::exp share:
Normal/Flying | Intimidate/Reckless
HP: 86/90 | EN: 88
9/5/4/5/100
CC: 1
Status: Ok

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 38/105 | EN: 41
4/4/67/6/67
CC: 0
Status: Ok
:goodra: HP: 30/95 | EN: 36 | Status: 0 recoveries left

Team Mira & Buck
:ss/claydol:
HP: 57/85 | EN: 83
5/8/510/9/75
CC: 1
Status: Exp. Share (10 SpA, 4s), -1 Attack (4s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 30
7/10/5/10/459
CC: 1
Status: -5 Speed (decaying in 3s), -1 Attack (4s)
:porygon-z: KO
Step 1
Blazing Star used Protect! (-12 EN, 76 left)
Blazing Star protected Jade!

Claydol used Ice Beam! (-7 EN, 76 left)
Roll to Crit (1/24 = Crit): 19/24 = No Crit
(9 + 5) * 1.5 = 21 damage (65 HP left)
Blazing Star was frosted! (1)

Destiny used Toxic! (-7 EN, 34 left)
Roll to Hit (10/10 = Miss): 4/10 = Hit!
Dusknoir was badly poisoned!

Dusknoir Chilled! (+12 EN, 42 left)

Dusknoir restored a little HP using its Leftovers! (+2 HP, 80 left)
Dusknoir was hurt by the toxic poison! (-2 HP, 78 left)

Step 2
Blazing Star used Squall! (-40 EN, 36 left)
It started to rain!
A tailwind blows behind cityscapes's side of the field!
Destiny's Water Absorb
Destiny's HP was restored! (+2 HP, 40 left)

Destiny used Hydro Pump! (-8 EN, 26 left)
Roll to Hit (10/10 = Miss): 7/10 = Hit!
Roll for Crit (1/24 = Crit): 17/24 = No Crit
(11 - 2 + 3 + 3) * 1.5 - 2 = 20.5 round to 21 damage (36 HP left)
Destiny's HP was restored! (+2 HP, 42 left)

Claydol used Earth Power! (-7 EN, 71 left)
Roll to Crit (1/24 = Crit): 22/24 = No Crit
Roll for Effect (1/10 = Effect): 8/10 = No Effect
(9 + 3 + 4) * 1.5 = 24 damage (18 HP left)

Dusknoir Chilled! (+12 EN, 54 left)

Dusknoir restored a little HP using its Leftovers! (+2 HP, 80 left)
Dusknoir was hurt by the toxic poison! (-2 HP, 78 left)
Dusknoir's toxic poison worsened! (+2 Counters, 4 left)
Field Effects:
Rain is falling. (Rain, 4r)
There is a tailwind blowing behind cityscapes's side of the field. (Tailwind, 5s)​
Team cityscapes
:ss/staraptor::exp share:
Normal/Flying | Intimidate/Reckless
HP: 65/90 | EN: 36
9/5/4/5/100
CC: 0
Status: Frosted (1 Counter)

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 18/105 | EN: 26
4/4/67/6/67
CC: 0
Status: Ok
:goodra: HP: 30/95 | EN: 36 | Status: 0 recoveries left

Team Mira & Buck
:ss/claydol:
HP: 36/85 | EN: 71
5/8/510/9/75
CC: 1
Status: Exp. Share (10 SpA, 2s), -1 Attack (2s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 54
7/10/5/10/459
CC: 1
Status: -5 Speed (decaying in 1s), -1 Attack (2s)
:porygon-z: KO
cityscapes to order
 
Last edited:

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
[Dusknoir's Leftovers should activate before Poison damage due to component trigger sort. Claydol should take 2 less damage from Hydro Pump due to Buck's arena effect.]


medic! i need healing!!


wow, they really did a number on you..

Switching in Goodra @ Rocky Helmet, replacing Staraptor.

HydrogenHydreigon to counterswitch or decline
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus

now isn't the time to get complacent! they can take you out if you try to heal. go for a decisive attack!


the rain will wash away all opposition!!

Weather Ball (Claydol) ~ Surf
If Lanturn is KO'd when you are to act and Claydol has the effect Protection, then use Charm (Dusknoir).
If Lanturn is KO'd when you are to act and Claydol does not have the effect Protection, then use Weather Ball (Claydol).
If Claydol has the effect Protection when you are to act, then use Surf and push back.
At the start of S2, if Claydol used Protect last step and Dusknoir used Sunny Day last step, then use Surf.


alright, high-pressure situation. just hang in there...

Hydro Pump (Claydol) ~ Chill
If Hydro Pump is disabled when you are to use it, then use Water Pulse (Claydol).
If Claydol has the effect Protection when you are to act, then Chill and push back.
If the weather is sunny when you are to act, and neither foe is to use Sunny Day this step, then use Rain Dance.
If you have the effect Taunt and you are to Chill, then use Water Pulse (Dusknoir).
 
:ss/claydol:
Earth Power (Lanturn) ~ Earth Power (Lanturn)
[KO sub] IF Lanturn is KOed when you are to act THEN Ice Beam (Goodra)
:ss/dusknoir:
Poltergeist (Lanturn) ~ Shadow Sneak (Lanturn)
[KO sub] IF Lanturn is KOed when you are to act THEN Ice Punch (Goodra)

Reffing to come after one more round of desperately trying to find an out
 
Last edited:
Round 7
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 30/95 | EN: 36
7/5/8/11/80160
CC: 1
Status: 0 recoveries left

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 18/105 | EN: 26
4/4/67/6/67134
CC: 0
Status: Ok
:staraptor::exp share: HP: 65/90 | EN: 36 | Status: Frosted (1 Counter)

Team Mira & Buck
:ss/claydol:
HP: 36/85 | EN: 71
5/8/510/9/75
CC: 1
Status: Exp. Share (10 SpA, 2s), -1 Attack (2s)

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 80/80 | EN: 54
7/10/5/10/459
CC: 1
Status: -5 Speed (decaying in 1s), -1 Attack (2s)
:porygon-z: KO
Step 1
Jade used Weather Ball! (-7 EN, 29 left)
Roll to Crit (1/24 = Crit): 10/24 = No Crit
(10 + 3 + 1) * 1.5 - 2 = 19 damage (17 HP left)
Water Absorb, +2 HP Lanturn 20 left

Destiny used Hydro Pump! (-8 EN, 18 left)
Roll to Hit (10/10 = Miss): 1/10 = Hit!
Roll to Crit (1/24 = Crit): 12/24 = No Crit
(11 + 3 + 3 - 2) * 1.5 - 2 = 21 damage (-4 HP left)
Claydol was KO'ed!
Water Absorb, +2 HP Lanturn 22 left

Claydol used Earth Power! (-7 EN, 64 left)
Crit & Effect dont matter
(9 + 3 + 4) * 1.5 = 24 damage (-6 HP left)
Destiny was KO'ed!

Dusknoir used Poltergeist! (-8 EN, 46 left)
Roll to Hit (10/10 = Miss): 4/10 = Hit!
Roll to Crit (1/24 = Crit): 17/24 = No Crit
(11 + 3 + 3) - 3 = 14 damage (8 HP left)

Dusknoir's Speed stage decayed!
Dusknoir was hurt by the toxic poison! (-4 HP, 76 left)

Step 2
Dusknoir used Shadow Sneak! (-4 EN, 42 left)
Crit doesn't matter
(4 + 3 + 3) - 3 = 7 damage (1 HP left)

Jade Surfs (-7 EN, 22)
Water Absorb, +12 HP Lanturn (13 left)
10 damage Dusknoir 66 left

Destiny chills (+12 EN, 30 left)

Dusknoir restored a little HP using its Leftovers! (+2 HP, 68 left)
Dusknoir was hurt by the toxic poison! (-4 HP, 64 left)
Dusknoir's toxic poison worsened! (+2 Counters, 6 left)
Field Effects:
Rain is falling. (Rain, 3r)
There is a tailwind blowing behind cityscapes's side of the field. (Tailwind, 3s)​
Team cityscapes
:ss/goodra:
Dragon | Sap Sipper/Hydration/Gooey
HP: 30/95 | EN: 22
7/5/8/11/80160
CC: 1
Status: 0 recoveries left

:ss/lanturn::wise glasses:
Water/Electric | Volt Absorb/Illuminate/Water Absorb
HP: 13 | EN: 30
4/4/67/6/67134
CC: 0
Status: Ok
:staraptor::exp share: HP: 65/90 | EN: 36 | Status: Frosted (1 Counter)

Team Mira & Buck
:ss/claydol:
HP: KO | EN: 64
5/8/510/9/75
CC: 1
Status: KOed

:ss/dusknoir::leftovers:
Ghost | Pressure/Frisk
HP: 64/80 | EN: 42
7/10/5/10/458
CC: 1
Status: -6 Speed (decaying in 5s), Badly Poisoned (6 Counters)
:porygon-z: KO
:ss/alakazam::life orb:
Alakazam with Life Orb comes out.
Orders coming in next post
 
Last edited:
:ss/alakazam:
Dazzling Gleam ~ Dazzling Gleam
If Lanturn is KOed when you are to act AND Goodra is under the effects of a P/E move THEN use Calm Mind
:ss/dusknoir:
Shadow Sneak + Poltergeist (Lanturn) ~ Chill
IF Lanturn is under the effects of a P/E move when you are to act A1 THEN Ice Punch (Goodra)


Apologies for the probably scuffed orders motivation has not been the best
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus

hmm, we could stick around for longer (double protect into surf chill or even eerie impulse, lol), but i think we've overstayed our welcome. thanks for playing!

Dragon Claw (Alakazam) ~ Flail (Alakazam)


me getting two knockouts! imagine that!

Surf ~ Surf
 

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