Facility The Legend Gauntlet (Raikou): かたわれ時 vs Chuckeroo777

Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 3 Pokemon.

Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout

Games 2+:
- The winner of the previous round gets to strike one arena
- The loser of the previous round picks one of the remaining arenas
- The round is played on the selected arena
- The loser of the previous round is first sendout

Game
B3P2 Singles
72h DQ, 1 Warning
Abilities: All
Items: ON
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 3
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: Combinations cannot be used
Special Rule #3: Damaging Evasive Moves (excluding Sky Drop) take place over 2 Actions instead of 1 Action, and both parts occur at +0 Priority. (The Pokemon evades at +0 Priority on the first Action, and attacks at +0 Priority on the following Action). Parts 1 & 2 do not incur Consecutive EN Penalty for each other.
Special Rule #4: When you send in your team, if a Pokemon has access to form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Burned Tower: peak
The peak of what was once known as the Brass Tower, where lightning struck and ignited the fire that devoured the rest of the structure. The winds here are strong and changing, and the brass peak could re-ignite the tower, if strong enough lightning was to hit it again.
  • Damaging Fire-, Water- and Electric-type moves have their BAP increased by three (3)
  • Tailwind is always active but switches sides at the end of each round. It starts on the side of the Trainer ordering first
  • If a Trainer orders two damaging Electric-type moves in a row, the second is treated as a Fire-type move. If the same Pokémon then uses a third Electric-type move in a row, it is treated as a Fire-type move and its BAP is increased by 50%
Codifications
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Causes Paralysis
===================
Raikou’s Thunder Mane
By some time-space alteration or another, you are now battling within the Legendary Beast’s mane, made of actual clouds. Electric energy surrounds you from all parts, clinging to you the faster you move.
  • Default weather is rain
  • Default terrain is Electric Terrain
  • All damaging moves with a priority of 1 or more are treated as Electric-type moves
  • Thunder gains 25% recoil
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===================
Rumbling Cave
This underground cave hosts the echoes of Raikou’s battlecry. It is said to be so frightening, some Pokémon immediately flee the cave, while other pretend to play dead on the spot, all out of sheer instinct.
  • Seismic moves cause the target to be switched out at the end of the round. Soundproof Pokémon are immune to that effect (but not the move itself)
  • Roar paralyzes the target if it successfully hits
  • Spread moves are able to hit through the evasive phase of D/E moves
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Saber-Toothed Tiger Cemetery
The species Raikou is linked to is long extinct. This cemetery is full of well-preserved fossils, reminding all of the fickle fate of any species, no matter how powerful.
  • At the start of each Round, inflict all Pokemon that are not Doomed with the Doom status (2r). Perish Song cannot stack with this effect
  • The Doom status inflicts 20 HP and 20 EN damage
  • All Pokémon gain access to Ancient Power
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Battle Tower
This facility located in Hoenn has become Raikou’s new home. You should feel rather at ease here with your battle experience, but the Tower is always happy to offer new battling sensations!
  • If a player deals 20 damage or more in a single action, they are awarded one (1) BP
  • If a player is ordering first, they can use one (1) BP to change their held item to any held item they own
  • A player can use two (2) BP to increase their substitution count by one (1)
  • If a player is ordering first, they can use two (2) BP to set a terrain or weather of their choice, for two (2) rounds.
  • A player can use three (3) BP to raise all of the stats of their active Pokémon by one (1), adjusting the natural stage
  • A player can decide to use their BP to buy multiple effects at once, if they have enough BP
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes Paralysis


And here we have a battle for the legendary pokemon Raikou, between かたわれ時 and Chuckeroo777. This promises to be an exciting match. Let's introduce the teams!

かたわれ時
:sm/excadrill:
Exca [♂] Excadrill [Stage: 3]
Type: Ground / Steel
Hidden Power Type: Water

[Abilities]

Sand Rush
This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

Sand Force
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Mold Breaker
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables defensive Abilities the opponent has. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Abilities affected by Mold Breaker are tagged as #Molded. Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.

[Not enough data for a profile]

[Stats and Nature]
Nature: Serious
HP: 100
Atk: 10
Def: 5
SpA: 4
SpD: 5
Speed: 88

Size Class: 1
Weight Class: 3

[Moves]
View attachment 227972
Aerial Ace
Brick Break
Brutal Swing
Bulldoze
Crush Claw
Cut
Dig
Drill Run
Earthquake

Facade
Fissure
Fling
Frustration
Fury Swipes
Giga Impact
High Horsepower
Horn Drill
Iron Head
Metal Claw

Poison Jab
Rapid Spin
Return
Rock Blast
Rock Climb
Rock Smash
Rock Slide
Rock Tomb
Sand Tomb
Scratch
Secret Power
Shadow Claw
Skull Bash
Slash
Smart Strike
Stomping Tantrum

Strength
Submission
X-Scissor

View attachment 227971
Earth Power
Focus Blast
Hidden Power [Water]
Hyper Beam
Mud Shot
Mud Slap

Round
Snore
Sludge Bomb

View attachment 263973
Attract
Confide
Double Team
Endure
Hone Claws
Iron Defense
Metal Sound
Mud Sport
Protect
Rest
Rototiller
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Swagger
Swords Dance
Toxic
:ss/volcarona:
Volc [♀] Volcarona [Stage: 3]
Type: Bug / Fire
Hidden Power Type: Electric

[Abilities]

Flame Body
This Pokemon's external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Swarm
When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by three (3). (eg Silver Wind goes from 6 to 9, X-Scissor from 8 to 11)

[Not enough data]

[Stats and Nature]
Nature: Serious
HP: 90
Atk: 5
Def: 5
SpA: 10
SpD: 8
Speed: 100

Size Class: 3
Weight Class: 3

[Moves]
View attachment 227972
Acrobatics
Aerial Ace
Bug Bite
Double-Edge
Facade
Flame Charge
Flame Wheel
Flare Blitz

Fly
Frustration
Giga Impact
Leech Life
Poison Jab
Return
Secret Power
Take Down
Thrash
U-Turn
Wild Charge
Zen Headbutt

View attachment 227971
Absorb
Bug Buzz
Ember
Fiery Dance
Fire Blast
Fire Spin
Flamethrower

Giga Drain
Gust
Heat Wave
Hidden Power [Electric]
Hurricane
Hyper Beam
Incinerate
Mystical Fire
Overheat

Psychic
Round
Silver Wind
Snore
Solar Beam
Struggle Bug

View attachment 263973
Amnesia
Attract
Calm Mind
Confide
Double Team
Endure
Foresight
Harden
Light Screen
Morning Sun
Protect
Quiver Dance
Rage Powder
Rest
Roost
Safeguard
Screech
Sleep Talk
String Shot
Substitute
Sunny Day
Swagger
Toxic
Whirlwind
Will-O-Wisp
Absorb
Acrobatics
Aerial Ace
Amnesia
Attract
Bug Bite
Bug Buzz
Calm Mind
Confide
Double Team
Double-Edge
Ember
Endure
Facade
Fiery Dance
Fire Blast
Fire Spin
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Fly
Foresight
Frustration
Giga Drain
Giga Impact
Gust
Harden
Heat Wave
Hidden Power
Hurricane
Hyper Beam
Incinerate
Leech Life
Light Screen
Morning Sun
Mystical Fire
Overheat
Poison Jab
Protect
Psychic
Quiver Dance
Rage Powder
Rest
Return
Roost
Round
Safeguard
Screech
Secret Power
Silver Wind
Sleep Talk
Snore
Solar Beam
String Shot
Struggle Bug
Substitute
Sunny Day
Swagger
Take Down
Thrash
Toxic
U-turn
Whirlwind
Wild Charge
Will-O-Wisp
Zen Headbutt

Plasma [♂] Plasmanta [Stage: 3]
Type: Electric / Poison
Hidden Power Type: Ice

[Abilities]

Storm Drain
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water, taking no damage from the attack and increasing its Special Attack by one (1) stage. If this ability was triggered by an opponent's attack, the natural stage is adjusted.

Vital Spirit
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its Defense and Special Defense each is increased by one (1) Rank permanently.

Telepathy
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

[Not enough data]

[Stats and Nature]
Nature: Serious
HP: 85
Atk: 4
Def: 8
SpA: 9
SpD: 7
Speed: 100

Size Class: 7
Weight Class: 9

[Moves]
View attachment 227972
Aqua Tail
Body Press
Body Slam
Cross Poison
Cut
Facade
Frustration
Giga Impact
Liquidation
Poison Jab
Poison Sting
Poison Tail

Secret Power
Sludge Bomb
Wild Charge


View attachment 227971
Acid
Aura Sphere
Clear Smog
Dazzling Gleam
Discharge
Electro Ball

Flash Cannon
Hidden Power [Ice]
Hyper Beam
Parabolic Charge
Psybeam
Psychic
Psyshock
Psywave
Shock Wave
Signal Beam
Sludge Wave
Snore
Thunder
Thunder Shock
Thunderbolt
Venoshock

Water Pulse

View attachment 263973
Attract
Confide
Defog
Double Team
Eerie Impulse
Electric Terrain
Electrify
Encore
Endure
Haze
Ion Deluge
Protect
Rain Dance
Rest
Return
Round
Sleep Talk
Splash
Substitute
Supersonic
Swagger
Taunt
Thunder Wave
Toxic
Venom Drench
Wide Guard
Acid
Aqua Tail
Attract
Aura Sphere
Body Press
Body Slam
Clear Smog
Confide
Cross Poison
Cut
Dazzling Gleam
Defog
Discharge
Double Team
Eerie Impulse
Electric Terrain
Electrify
Electro Ball
Encore
Endure
Facade
Flash Cannon
Frustration
Giga Impact
Haze
Hidden Power
Hyper Beam
Ion Deluge
Liquidation
Parabolic Charge
Poison Jab
Poison Sting
Poison Tail
Protect
Psybeam
Psychic
Psyshock
Psywave
Rain Dance
Rest
Return
Round
Secret Power
Shock Wave
Signal Beam
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Splash
Substitute
Supersonic
Swagger
Taunt
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
Venom Drench
Venoshock
Water Pulse
Wide Guard
Wild Charge

chuckeroo777

Volcarona [Plasmin] (F)
Stage 3*
Types: Bug/Fire

Abilities:
Flame Body / Swarm (Unlocked)

Nature: Serious (+None, -None)

Stats:
HP: 90
Atk: 5
Def: 5
SpA: 10
SpD: 8
Spe: 100
Size Class: 3
Weight Class: 3

Attacks (68 moves):

Level Up

Absorb
Amnesia
Bug Bite
Bug Buzz
Double-Edge
Ember
Fiery Dance
Fire Blast
Fire Spin
Flame Charge
Flame Wheel
Flare Blitz
Gust
Heat Wave
Hurricane
Leech Life
Quiver Dance
Rage Powder
Screech
Silver Wind
String Shot
Struggle Bug
Take Down
Thrash
Whirlwind

Egg/Prevo
Endure
Foresight
Harden
Magnet Rise
Morning Sun
Zen Headbutt

TM/HM
Acrobatics
Aerial Ace
Attract
Calm Mind
Confide
Double Team
Facade
Flamethrower
Fly
Frustration
Giga Drain
Giga Impact
Hidden Power (Ground)
Hyper Beam
Incinerate
Light Screen
Mystical Fire
Overheat
Poison Jab
Protect
Psychic
Rest
Return
Roost
Round
Safeguard
Secret Power
Sleep Talk
Snore
Solar Beam
Substitute
Sunny Day
Swagger
Toxic
U-turn
Wild Charge
Will-O-Wisp

Tutor

Other

Tyrantrum[Teeny] (F)
Stage 3*
Types: Rock/Dragon

Abilities:
Strong Jaw / Rock Head (Unlocked)

Nature: Serious (+None, -None)

Stats:
HP: 90
Atk: 9
Def: 8
SpA: 5
SpD: 4
Spe: 71
Size Class: 5
Weight Class: 6

Attacks (76 moves):

Level Up

Ancient Power
Bide
Bite
Charm
Crunch
Dragon Claw
Dragon Tail
Earthquake
Giga Impact
Head Smash
Horn Drill
Roar
Rock Slide
Stealth Rock
Stomp
Tackle
Tail Whip
Thrash

Egg/Prevo
Curse
Dragon Dance
Fire Fang
Ice Fang
Poison Fang
Rock Polish
Rock Throw
Thunder Fang

TM/HM
Aerial Ace
Assurance
Attract
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Close Combat
Confide
Dark Pulse
Dig
Double Team
Dragon Pulse
Earth Power
Endure
Facade
Frustration
Hidden Power (Water)
High Horsepower
Hone Claws
Hyper Beam
Hyper Voice
Iron Defense
Iron Head
Iron Tail
Outrage
Play Rough
Protect
Psychic Fangs
Rest
Return
Rock Blast
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Secret Power
Sleep Talk
Snore
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Toxic
Zen Headbutt

Tutor

Other

Metagross [Megaton] (~)
Stage 3*
Types: Steel/Psychic

Abilities:
Clear Body / Light Metal (Unlocked)

Nature: Serious (+None, -None)

Stats:
HP: 90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70
Size Class: 4
Weight Class: 9 (7, Light Metal)

Attacks (76 moves):

Level Up

Agility
Bullet Punch
Confusion
Flash Cannon
Hammer Arm
Hyper Beam
Iron Defense
Magnet Rise
Metal Claw
Meteor Mash
Miracle Eye
Psychic
Pursuit
Scary Face
Tackle
Take Down
Zen Headbutt

Egg/Prevo
N/A

TM/HM
Aerial Ace
Ally Switch
Body Press
Body Slam
Brick Break
Brutal Swing
Bulldoze
Confide
Cosmic Power
Cut
Double Team
Earthquake
Endure
Explosion
Facade
Flash
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hidden Power (Water)
Hone Claws
Ice Punch
Icy Wind
Iron Head
Light Screen
Natural Gift
Power-Up Punch
Protect
Psych Up
Psycho Cut
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Self-Destruct
Shadow Ball
Sleep Talk
Sludge Bomb
Snore
Stealth Rock
Stomping Tantrum
Strength
Substitute
Sunny Day
Swagger
Swift
Telekinesis
Thunder Punch
Toxic
Trick

Tutor

Other

Rolled 2 (d2)
chuckeroo777 strikes an arena
かたわれ時 strikes 2 arenas
chuckeroo777 chooses the arena to battle in and sends out
かたわれ時 sends out and orders
chuckeroo777 orders​
 
Ah yes! We've made it to the Battle Tower! I heard Raikou has been spotted nearby!
:sm/tyrantrum: Roar! (Hold on, another trainer is trying to get Raikou first. Lets stop them!)

Sending out Tyrantrum @ Razor Fang
 
Spr_HGSS_Ace_Trainer_M.png

Aight, from what we've heard of the rumors Raikou has been spotted here. Let's -- GAH! ...oh wait it's just another trainer.
Hello there! Searching for Raikou too? You wanna fight? Ok then--
Well we can't whip up a sandstorm, but we can sure pretend we can! Exca, you're up!


:ss/excadrill: w/ Barometer :up-grade:
Sending out Excadrill with Barometer!
Earthquake ~ Iron Head ~ Earthquake
IF
successful P/E, THEN Hone Claws first instance, Stealth Rock second instance, restarting queue each time.
IF Bide, THEN initiate action string Toxic ~ Hone Claws ~ Earthquake.

As usual, likely bad orders.
 
Hmm. This could be bad.
:sm/tyrantrum: Roar! (Don't worry! I can handle this!)

Fire Fang - Fire Fang - Fire Fang
If Fire Fang misses or fails due to a flinch, Then use Stomping Tantrum on the next action.
 
かたわれ時
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 100/100
EN: 100/100
10/5/4/5/88
1/3

chuckeroo777

Razor Fang
Strong Jaw, Rock Head
HP: 90/90
EN: 100/100
9/8/5/4/71
5/6
Action 1
Excadrill uses Earthquake
Crit: 13 (=1/24) no
(10+3+10-8+2)*1.5=25.5->26
6 EN

Tyrantrum uses Fire Fang
Hit: 71 (<=95/100) yes
Crit: 5 (=1/8) no
BRN: 94 (<=10/100) no
(7+3+9-5+3)*1.5=25.5->26
5 EN

かたわれ時 gets 1 BP
Chuckeroo777 gets 1 BP

Action 2
Excadrill uses Iron Head
Crit: 24 (=1/24) no
Flinch: 69 (<=30/100) no
(8+3+10-8+2)*1.5=22.5->23
5 EN

Tyrantrum uses Fire Fang
Hit: 11 (<=95/100) yes
Crit: 2 (<=3/24) yes
BRN: 64 (<=10/100) no
(7+3+3+9-5+3)*1.5=30
9 EN

かたわれ時 gets 1 BP
Chuckeroo777 gets 1 BP

Action 3
Excadrill uses Earthquake
Crit: 11 (=1/24) no
(10+3+10-8+2)*1.5=25.5->26
6 EN

Tyrantrum uses Fire Fang
Hit: 98 (<=95/100) no
13 EN

かたわれ時 gets 1 BP

かたわれ時
3 BP
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 44/100
EN: 83/100
10/5/4/5/88
1/3

chuckeroo777
2 BP

Razor Fang
Strong Jaw, Rock Head
HP: 15/90
EN: 73/100
9/8/5/4/71
5/6
And the round was going even, until a miss on the last Fire Fang leaves Excadrill with a decisive HP advantage. Will Chuckeroo777 be able to come back, or will かたわれ時 close it out?

chuckeroo777 orders
かたわれ時 orders​
 
Spr_HGSS_Ace_Trainer_M.png

We're definitely placing ourselves at a disadvantage if we refuse! Still, this doesn't seem like any more an advantage...

:ss/volcarona: w/ Weakness Policy :weakness-policy:
Counterswitching to Volcarona with Weakness Policy
Spending 3BP to raise all of Volcarona's stats by one

Are you fireproof I wonder?
Flamethrower ~ Mystical Fire ~ Flamethrower
IF
successful P/E, THEN Quiver Dance first instance, Roost second instance, restarting queue each instance.
IF Rock-type combination, THEN Protect and restart queue.
IF Trick AND you do not have a Substitute up, THEN Substitute [15] and restart queue.

And I wonder if I missed anything. I likely did, but eh
 
Pity we are ordering second, I'd really like to use those BP to set some rain. I think we are in a bad spot, but I think we can salvage this, right?
Chitter... (Calculating... Rock Tomb is risky, since the priority ensures the weakness policy effects all three attacks, but Rock Slide's heavy damage and chance to flinch is probably our best play.)

Rock Tomb - Rock Slide - Rock Slide
 
かたわれ時
3 BP
:ss/Volcarona:
Weakness Policy
Flame Body, Swarm
HP: 90/90
EN: 100/100
5/5/10/8/100
3/3
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 44/100
EN: 83/100
10/5/4/5/88
1/3


chuckeroo777
2 BP
:ss/metagross:
Muscle Band
Clear Body, Light Metal
HP: 90/90
EN: 100/100
10[11]/9/7/7/70
4/9[7]

Razor Fang
Strong Jaw, Rock Head
HP: 15/90
EN: 73/100
9/8/5/4/71
5/6

Volcarona's stats all get +1, adjusting the natural stage
-3 BP かたわれ時

Action 1
Metagross uses Rock Tomb
Crit: 7 (=1/24) no
(6+11-5)*2-2=22
4 EN
-1 Spe Volcarona
Weakness Policy activates

Volcarona uses Flamethrower
Crit: 19 (=1/24) no
BRN: 73 (<=10/100) no
(9+3+10-7)*1.5+6=28.5->29
6 EN

+1 BP かたわれ時
+1 BP Chuckeroo777

Action 2
Volcarona uses Mystical Fire
Crit: 13 (=1/24) no
(8+3+10-7)*1.5+6=27
5 EN
-1 SpA Metagross

Metagross uses Rock Slide
Crit: 18 (=1/24) no
(8+11-5)*2-2=26
6 EN

+1 BP かたわれ時
+1 BP Chuckeroo777

Action 3
Volcarona uses Flamethrower
Crit: 1 (=1/24) yes
BRN: 75 (<=10/100) no
(9+3+3+10-7)*1.5+6=33
6 EN

Metagross uses Rock Slide
Crit: 17 (=1/24) no
(8+11-5)*2-2=26
10 EN

+1 BP かたわれ時
+1 BP Chuckeroo777

かたわれ時
3 BP
:ss/Volcarona:
Flame Body, Swarm
HP: 16/90
EN: 83/100
5/5/10/8/100
3/3
+3 Atk (natural stage +3), +3 SpA (natural stage +3), +1 Def (natural stage +1), +1 SpD (natural stage +1), 0 Spe (natural stage +1)
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 44/100
EN: 83/100
10/5/4/5/88
1/3


chuckeroo777
5 BP
:ss/metagross:
Muscle Band
Clear Body, Light Metal
HP: 1/90
EN: 80/100
10[11]/9/7/7/70
4/9[7]
-1 SpA

Razor Fang
Strong Jaw, Rock Head
HP: 15/90
EN: 73/100
9/8/5/4/71
5/6

After last round, both players quickly pivot to new pokemon. The two of them exchange devastating attacks, leaving both Volcarona and Metagross in a bit of a rough spot. Metagross is even down to 1 HP! Since no switching is available next round, I have a feeling we'll be seeing who scores the first KO and wins the first game.

chuckeroo777 orders
かたわれ時 orders​
 
Woah! That was close!
Chitter... (Calculating... Volcarona has no means of Priority attacking, so I just need to ensure they don't pull any defensive tricks.)
Spending 3 BP to boost Metagross' stats
Rock Tomb - Rock Tomb - Rock Tomb

If P/E, Then Pursuit
If Endure, Then Sandstorm
 
Spr_HGSS_Ace_Trainer_M.png

Alright guys, this is ridiculously risky but I think I see a way out of this!

:ss/volcarona:
Tit for tat, let's spend 3BP to raise all of Volcarona's stats by one (again)
Endure ~ Ember ~ Ember
 
かたわれ時
3 BP
:ss/Volcarona:
Flame Body, Swarm
HP: 16/90
EN: 83/100
5/5/10/8/100
3/3
+3 Atk (natural stage +3), +3 SpA (natural stage +3), +1 Def (natural stage +1), +1 SpD (natural stage +1), 0 Spe (natural stage +1)
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 44/100
EN: 83/100
10/5/4/5/88
1/3


chuckeroo777
5 BP
:ss/metagross:
Muscle Band
Clear Body, Light Metal
HP: 1/90
EN: 80/100
10[11]/9/7/7/70
4/9[7]
-1 SpA

Razor Fang
Strong Jaw, Rock Head
HP: 15/90
EN: 73/100
9/8/5/4/71
5/6

Volcarona's stats all get +1, adjusting the natural stage
-3 BP かたわれ時
Metagross' stats all get +1, adjusting the natural stage
-3 BP Chuckeroo777

Action 1
Volcarona uses Endure
15 EN

Metagross uses Sandstorm
10 EN

-2 HP Volcarona (Sandstorm)

Action 2
Metagross uses Rock Tomb
Crit doesn't matter
(6+11-5)*2-2=22
4 EN
Volcarona Endures

Volcarona uses Ember
Crit doesn't matter
(4+3+10-7)*1.5+6=21
2 EN
Metagross is KOed

-2 HP Volcarona (Sandstorm)
Volcarona is KOed

かたわれ時
0 BP
:ss/Volcarona:
Flame Body, Swarm
HP: KO/90
EN: 66/100
5/5/10/8/100
3/3
KO
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 44/100
EN: 83/100
10/5/4/5/88
1/3


chuckeroo777
2 BP
:ss/metagross:
Muscle Band
Clear Body, Light Metal
HP: KO/90
EN: 66/100
10[11]/9/7/7/70
4/9[7]
KO

Razor Fang
Strong Jaw, Rock Head
HP: 15/90
EN: 73/100
9/8/5/4/71
5/6

This round, both players manage to score the KO on their opponent. However, because Metagross fainted first, かたわれ時 wins the first game of this TLG!

かたわれ時 takes a 1-0 lead
For reference, here are the available arenas.
Burned Tower: peak
The peak of what was once known as the Brass Tower, where lightning struck and ignited the fire that devoured the rest of the structure. The winds here are strong and changing, and the brass peak could re-ignite the tower, if strong enough lightning was to hit it again.
  • Damaging Fire-, Water- and Electric-type moves have their BAP increased by three (3)
  • Tailwind is always active but switches sides at the end of each round. It starts on the side of the Trainer ordering first
  • If a Trainer orders two damaging Electric-type moves in a row, the second is treated as a Fire-type move. If the same Pokémon then uses a third Electric-type move in a row, it is treated as a Fire-type move and its BAP is increased by 50%
Codifications
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Causes Paralysis
===================
Raikou’s Thunder Mane
By some time-space alteration or another, you are now battling within the Legendary Beast’s mane, made of actual clouds. Electric energy surrounds you from all parts, clinging to you the faster you move.
  • Default weather is rain
  • Default terrain is Electric Terrain
  • All damaging moves with a priority of 1 or more are treated as Electric-type moves
  • Thunder gains 25% recoil
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===================
Rumbling Cave
This underground cave hosts the echoes of Raikou’s battlecry. It is said to be so frightening, some Pokémon immediately flee the cave, while other pretend to play dead on the spot, all out of sheer instinct.
  • Seismic moves cause the target to be switched out at the end of the round. Soundproof Pokémon are immune to that effect (but not the move itself)
  • Roar paralyzes the target if it successfully hits
  • Spread moves are able to hit through the evasive phase of D/E moves
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Saber-Toothed Tiger Cemetery
The species Raikou is linked to is long extinct. This cemetery is full of well-preserved fossils, reminding all of the fickle fate of any species, no matter how powerful.
  • At the start of each Round, inflict all Pokemon that are not Doomed with the Doom status (2r). Perish Song cannot stack with this effect
  • The Doom status inflicts 20 HP and 20 EN damage
  • All Pokémon gain access to Ancient Power
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Battle Tower
This facility located in Hoenn has become Raikou’s new home. You should feel rather at ease here with your battle experience, but the Tower is always happy to offer new battling sensations!
  • If a player deals 20 damage or more in a single action, they are awarded one (1) BP
  • If a player is ordering first, they can use one (1) BP to change their held item to any held item they own
  • A player can use two (2) BP to increase their substitution count by one (1)
  • If a player is ordering first, they can use two (2) BP to set a terrain or weather of their choice, for two (2) rounds.
  • A player can use three (3) BP to raise all of the stats of their active Pokémon by one (1), adjusting the natural stage
  • A player can decide to use their BP to buy multiple effects at once, if they have enough BP
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes Paralysis


かたわれ時 strikes an arena
chuckeroo777 chooses an arena and sends out
かたわれ時 sends out and orders
chuckeroo777 orders​
 
Spr_HGSS_Ace_Trainer_M.png

Man... this is spooky... but I can feel Raikou's presence... I'm sure he's nearby.
Are both of you on max glow? Good-- WOAH! Oh wait it's you again. This cemetery sure does unnerve you doesn't it?
Alright team, I have an idea. A really risky idea, but an idea nontheless. Let's see how this goes!


:ss/excadrill: w/ Barometer :up-grade:
Sending out Excadrill with Barometer!
I don't like the look of this Metagross, I feel like he's ready to pummel me into the earth...
Earthquake ~ High Horsepower ~ Earthquake
IF
successful P/E, THEN Stealth Rock first instance, Hone Claws second instance, restarting each instance.
IF Ground-type OR Fighting-type combination, THEN Protect, and restart queue.
 
かたわれ時
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 100/100
EN: 100/100
10/5/4/5/88[176]
1/3

chuckeroo777
:ss/Metagross:
Muscle Band
Clear Body, Light Metal
HP: 90/90
EN: 100/100
10[11]/9/7/7/70
4/9[7]
Excadrill and Metagross both get Doom (2r)

Action 1
Excadrill uses Earthquake
Crit: 5 (=1/24) no
(10+3+10-9+2)*1.5=24
6 EN

Metagross uses Magnet Rise
6 EN

Action 2
Excadrill uses High Horsepower
Hit: 64 (<=95/100) yes
Crit: 13 (=1/24) no
(10+3+10-9+2)*1.5=24
6 EN

Metagross uses Earthquake
Crit: 23 (=1/24) no
(10+11-5)*1.5=24
7 EN

Action 3
Excadrill uses Earthquake
nope
6 EN

Metagross uses Earthquake
Crit: 14 (=1/24) no
(10+11-5)*1.5=24
11 EN

-1r Doom Excadrill
-1r Doom Metagross

かたわれ時
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 52/100
EN: 82/100
10/5/4/5/88[176]
1/3
Doom (1r)

chuckeroo777
:ss/Metagross:
Muscle Band
Clear Body, Light Metal
HP: 42/90
EN: 80/100
10[11]/9/7/7/70
4/9[7]
Doom (1r)​

This round, Metagross spends an action to avoid one attack from Excadrill. The round goes relatively even outside of that, with both pokemon taking the same amount of damage, but Excadrill both has more HP and is faster. Could that be the deciding factor? There is also the Doom status incoming for both pokemon at the end of next round to consider.

chuckeroo777 orders
かたわれ時 orders​
 
Spr_HGSS_Ace_Trainer_M.png

Well. Not like we can refuse can we? This is a bad situation though...
Alright Volc, find a way out of this!


:ss/volcarona: w/ Weakness Policy :weakness-policy:
Sending out Volcarona with Weakness Policy.
This is a most curious situation. Let's see if this works shall we?
Whirlwind ~ Hurricane ~ Hurricane
IF
Sunny Day, THEN replace all mentions of Hurricane in orders and substitutions with Fly.
IF Flying-type combination, THEN Protect and push back.
IF successful P/E, THEN Quiver Dance and push back.

Let's see what I missed
 
Ok, I think I have a plan.
:sm/volcarona: Foosh. (Oh dear. I hate plans that rely on 85% accuracy.)
Fire Spin - Mystical Fire - Mystical Fire
If Fire Spin misses, Then Fire Spin on the following action.
 
かたわれ時
:ss/Volcarona:
Weakness Policy
Flame Body, Swarm
HP: 90/90
EN: 100/100
5/5/10/8/100
3/3
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 52/100
EN: 82/100
10/5/4/5/88[176]
1/3


chuckeroo777
:ss/Volcarona:
Flame Body, Swarm
HP: 90/90
EN: 100/100
5/5/10/8/100
3/3
:ss/Metagross:
Muscle Band
Clear Body, Light Metal
HP: 42/90
EN: 80/100
10[11]/9/7/7/70
4/9[7]


Both Volcaronas get Doom (2r)

Action 1
Volcarona (Plasmin) uses Fire Spin
Hit: 46 (<=85/100) yes
Crit: 12 (=1/24) no
4+3+10-8=9
4 EN

Volcarona (Volc) uses Whirlwind
5 EN

-2 HP Volcarona (Volc) (Fire Spin)

Action 2
Volcarona (Plasmin) uses Mystical Fire
Crit: 11 (=1/24) no
8+3+10-8=13
5 EN
-1 SpA Volcarona (Volc)

Volcarona (Volc) uses Hurricane
Hit: 70 (<=70/100) yes
Crit: 10 (=1/24) no
Confusion: 21 (<=30/100) yes
Counters: 2 (d3) 3 counters
(11+10-8)*1.5-2=17.5->18
8 EN

-2 HP Volcarona (Volc) (Fire Spin)

Action 3
-1 Confusion Counter Volcarona (Plasmin)
Confusion self hit: 1 (=1/3) yes
4+5-5=4
3 EN
-1 Confusion Counter Volcarona (Plasmin)

Volcarona (Volc) uses Hurricane
Hit: 79 (<=70/100) no
12 EN

-2 HP Volcarona (Volc) (Fire Spin)

-1r Doom Volcarona (Volc)
-1r Doom Volcarona (Plasmin)

chuckeroo777 is forced to switch to Metagross

かたわれ時
:ss/Volcarona:
Weakness Policy
Flame Body, Swarm
HP: 62/90
EN: 75/100
5/5/10/8/100
3/3
Doom (1r), Fire Spin (1a), -1 SpA
:sm/excadrill:
Barometer
Sand Rush, Sand Force, Mold Breaker
HP: 52/100
EN: 82/100
10/5/4/5/88[176]
1/3


chuckeroo777
:ss/Metagross:
Muscle Band
Clear Body, Light Metal
HP: 42/90
EN: 80/100
10[11]/9/7/7/70
4/9[7]
:ss/Volcarona:
Flame Body, Swarm
HP: 68/90
EN: 88/100
5/5/10/8/100
3/3

This round, the battlers seem to be more focused on matchup control than they are on dealing damage (although an unlucky confusion self-hit for chuckeroo777 followed by a miss for かたわれ時 certainly doesn't help with that), with かたわれ時 deciding to force chuckeroo777 to switch and chuckeroo777 responding by locking かたわれ時 in so that he can't switch. かたわれ時 has an HP lead in the resulting matchup, but also has first order due to his use of Whirlwind this past round, as well as an incoming Doom effect and an inability to switch. Who will come out on top?

かたわれ時 orders
chuckeroo777 orders​
 
Last edited:
Spr_HGSS_Ace_Trainer_M.png

Brilliant work Volc! That turned out excellently. Now, if we do this properly, not only will Doom not play any part in this, but Raikou will be impressed for sure!

:ss/volcarona:
Hrm. Let us proceed cautiously.
Flamethrower ~ Flamethrower ~ Flamethrower
IF
Endure, THEN Fire Spin A2.
IF successful P/E, THEN Morning Sun.
[Non-consecutive] [CASOA] IF you have less than 24HP, THEN Protect.
 
Oh dear. That confusion miss was extremely unfortunate. We can no long 2hko.
Chitter... (Calculating... I can only take 1 hit, so I guess I have to go for a flinch gambit.)
Rock Tomb - Rock Slide - Rock Slide
 

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