Facility The Legendary Gauntlet (Tornadus) - Mowtom vs. P2X7

shadowpea

everyone is lonely sometimes
is a Tiering Contributor
:ss/tornadus:

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: When you send in your team, if a Pokemon has access to more than one form-changing item or attachment: 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.
Interdream Zone
Under the guidance of Professor Burnet, you are entering the strange Interdream Zone, where a few specimen of Tornadus have been spotted. They’re said to be looking a bit unusual, though. Keep your eyes open! Also, your Pokémon seem to be feeling a bit strange from the realm between dreams and reality…
  • If they have an alternate forme from their regular sendout forme, Pokémon enter the battle in this forme. Forme requirements are ignored.
    • In the case of multiple alternate formes, such as Castform, the player chooses which forme the Pokémon adopts, though it cannot be its regular forme
    • Pokémon lock their forme on sendout and cannot change mid-battle
    • If a Pokémon has a different movepool than its other forme (for example, Toxtricity-A and -L), it is not affected by this effect
  • All Pokémon’s Special Attack and Speed are swapped, after conversion to the appropriate Rank
    • Conversions are made with the Pokémon's base stats, then Natures are re-applied to the new stats
    • The Special Attack rank always converts to the highest Speed of that rank
List of eligible Pokémon:
Castform
Deoxys
Cherrim
Rotom
Giratina
Shaymin
Darmanitan(-G)
Tornadus
Thundurus
Landorus
Meloetta
Aegislash
Zygarde (cannot choose 100% form on sendout)
Hoopa
Oricorio
Wishiwashi
Minior
Eiscue
Morpeko
Zacian
Zamazenta

Codifications
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage
===============================
Skies of Unova
Trying to catch up to the legendary, you hop onto something that can fly and take off after it. Be careful! Tornadus is used to zoom left and right, and it certainly won’t wait for you! Do you have what it takes to give chase?
  • Any Pokémon whose Speed is 96 or lower at the end of the round is forced to switch out. This effect overrides trapping and self-switching. Stat changes are taken into account when determining a Pokémon’s Speed
  • Using a damaging Electric-type move will catch Tornadus’s attention and nullify the above effect during the round it’s used. The nullification applies to both active Pokémon and is forgotten come next round
  • Using Defog to dispel Tornadus’s cloud will only make it go faster, raising the Speed requirement to 111 and preventing damaging Electric-type moves from catching its attention during the remainder of the round
    • Using Defog after a damaging Electric-type move has been used will make Tornadus flee and the nullification effect is cancelled
Codifications
Camouflage: Flying
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
Hoopa’s Flying Rings
Hoopa has come to disturb your hunt! Carelessly stepping into a ring, you feel yourself soaring at who knows what altitude. The winds are much stronger here, but it appears Tornadus has also been caught by the trickster! You’ll obviously need to carefully select who you’ll be sending out, because you’re still plummeting right now...
  • The Strong Winds weather is in effect for two (2) rounds when the battle starts
  • If a Pokémon can be used in a Sky Battle (full list), its Attack, Defense, Special Attack and Special Defense Ranks are increased by one (1)
  • Gust’s BAP becomes 4 + 4 (If the user has performed Whirlwind since entering play) + (Consecutive Uses * 3), max 20
    • Gust’s EN cost becomes 4 + Consecutive uses
Codifications
Camouflage: Flying
Nature Power: Air Slash
Secret Power: Lower Defense by one stage
===============================
Conductor Room
The conductor room is an enclosed arena hosting a wide array of toys. The toys can spring back to life and help you, or they can spring back to life and hinder you. Which one will it be? That’s the thing: they are kind of rusty, so you don’t really know what’s gonna happen next. Hey, that’s all part of the thrill of a good hunt, right?
  • At the end of each round, starting at the end of round 1, the ref rolls a d4. The outcome (¼ Magnezone, ¼ Abomasnow, ½ Rayquaza) triggers an effect lasting for the entirety of the upcoming round:
    • Magnezone causes all Pokémon to Hover for one (1) round.
      • Magnezone’s Hover makes all damaging Ground-type moves fail against the target, except if the target is in the evasive phase of Dig
    • Abomasnow triggers Hail that lasts one (1) round
      • The hail can only be overwritten by the appropriate weather stone
      • Abomasnow’s Hail makes damaging Fire-type moves hit for the next level of resistance (2x ⇒ 1x, 1x ⇒ 0.5x, etc.)
    • Rayquaza causes all damaging Rock-, Ice- and Electric-typed moves to hit for half damage for one (1) round
      • A Pokémon that has Mold Breaker, Teravolt or Turboblaze will ignore this and hit for full damage
  • The same effect can be rolled twice in a row
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Black Realm
This peculiar floating island is said to be one of Tornadus’s resting place. It’s quite up high, though, and several other Pokémon are roaming around. You could enlist their help, if you so wished, but they need winding up.
  • Upon selecting this arena, both Trainers PM the ref
    • Each Trainer can replace one of their brought Pokémon with a 3* Fearow, Weezing, Kricketune, Emboar or Cinccino, for this match only
    • If they do not wish to replace one of their Pokémon, they signify it to the ref
    • If one of these swapped Pokémon is sent out, they are Sluggish for 1a
  • Swapped Pokémon are considered to be under the Motor Drive Ability, but take half damage from damaging Electric-type moves instead of being immune
:ss/fearow:
Fearow
Stage: ★★★ ⭒ ⭒
Types: Normal/Flying

Abilities:
Keen Eye / Sniper (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
85
Atk: 7
Def: 5
SpA: 5
SpD: 5
Spe: 100
Size Class: 2
Weight Class: 3

Attacks:
Aerial Ace
Agility
Assurance
Astonish
Attract
Bide
Captivate
Confide
Curse
Defog
Detect
Double Team
Double-Edge
Drill Peck
Drill Run
Echoed Voice
Endure
Facade
False Swipe
Feather Dance
Feint Attack
Fly
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Hidden Power [Normal]
Hyper Beam
Leer
Mimic
Mirror Move
Mud-Slap
Natural Gift
Peck
Pluck
Protect
Pursuit
Quick Attack
Rage
Rain Dance
Razor Wind
Rest
Return
Roost
Round
Scary Face
Secret Power
Sky Attack
Sleep Talk
Snore
Steel Wing
Substitute
Sunny Day
Swagger
Swift
Take Down
Thief
Toxic
Tri Attack
U-turn
Uproar
Whirlwind
Wing Attack
Work Up
:ss/weezing:
Weezing
Stage: ★★★ ⭒ ⭒
Types: Poison

Abilities:
Levitate / Neutralizing Gas / Stench (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
85
Atk: 7
Def: 9
SpA: 6
SpD: 5
Spe: 60
Size Class: 2
Weight Class: 1

Attacks:
Assurance
Attract
Belch
Bide
Captivate
Clear Smog
Confide
Curse
Dark Pulse
Destiny Bond
Double Hit
Double Team
Endure
Explosion
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Grudge
Gyro Ball
Haze
Heat Wave
Hidden Power
Hyper Beam
Incinerate
Infestation
Memento
Mimic
Natural Gift
Pain Split
Payback
Poison Gas
Protect
Psybeam
Psywave
Rage
Rain Dance
Rest
Return
Rollout
Round
Screech
Secret Power
Self-Destruct
Shadow Ball
Shock Wave
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smog
Smokescreen
Snore
Spit Up
Spite
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Tackle
Taunt
Thief
Thunder
Thunderbolt
Torment
Toxic
Toxic Spikes
Uproar
Venom Drench
Venoshock
Will-O-Wisp
Zap Cannon
:ss/kricketune:
Kricketune
Stage: ★★★ ⭒ ⭒
Types: Bug

Abilities:
Swarm / Technician (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
90
Atk: 6
Def: 4
SpA: 4
SpD: 4
Spe: 65
Size Class: 2
Weight Class: 3

Attacks:
Absorb
Aerial Ace
Attract
Bide
Brick Break
Bug Bite
Bug Buzz
Captivate
Confide
Cut
Double Team
Echoed Voice
Endure
Facade
False Swipe
Fell Stinger
Flash
Focus Energy
Frustration
Fury Cutter
Giga Impact
Growl
Hidden Power [Normal]
Hone Claws
Hyper Beam
Infestation
Leech Life
Natural Gift
Night Slash
Perish Song
Pound
Power-Up Punch
Protect
Rain Dance
Rest
Return
Rock Smash
Round
Screech
Secret Power
Silver Wind
Sing
Slash
Sleep Talk
Sticky Web
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
X-Scissor
:ss/emboar:
Emboar
Stage: ★★★ ⭒ ⭒
Types: Fire/Fighting

Abilities:
Blaze / Reckless (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
100
Atk: 9
Def: 5
SpA: 7
SpD: 5
Spe: 65
Size Class: 3
Weight Class: 5

Attacks:
Arm Thrust
Assurance
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Burn Up
Confide
Covet
Curse
Defense Curl
Double Team
Earthquake
Echoed Voice
Ember
Endeavor
Facade
Fire Blast
Flame Charge
Flamethrower
Flare Blitz
Fling
Focus Blast
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Head Smash
Heat Crash
Heavy Slam
Hidden Power [Normal]
Hyper Beam
Incinerate
Low Sweep
Magnitude
Odor Sleuth
Overheat
Poison Jab
Power-Up Punch
Protect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Scald
Secret Power
Sleep Talk
Smack Down
Smog
Solar Beam
Stone Edge
Strength
Substitute
Sucker Punch
Sunny Day
Superpower
Swagger
Tackle
Tail Whip
Take Down
Taunt
Thrash
Toxic
Wild Charge
Will-O-Wisp
Work Up
Yawn
:ss/cinccino:
Cinccino
Stage: ★★★ ⭒ ⭒
Types: Normal

Abilities:
Cute Charm / Technician / Skill Link (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
90
Atk: 7
Def: 5
SpA: 5
SpD: 5
Spe: 115
Size Class: 1
Weight Class: 1

Attacks:
After You
Aqua Tail
Attract
Baby-Doll Eyes
Bullet Seed
Calm Mind
Captivate
Charm
Confide
Dazzling Gleam
Dig
Double Slap
Double Team
Echoed Voice
Encore
Endure
Facade
Fake Tears
Flail
Fling
Focus Blast
Frustration
Giga Impact
Grass Knot
Growl
Gunk Shot
Helping Hand
Hidden Power [Normal]
Hyper Beam
Hyper Voice
Iron Tail
Knock Off
Last Resort
Light Screen
Mud-Slap
Play Rough
Pound
Protect
Rain Dance
Rest
Retaliate
Return
Rock Blast
Round
Safeguard
Secret Power
Seed Bomb
Sing
Slam
Sleep Talk
Snore
Substitute
Sunny Day
Swagger
Swift
Tail Slap
Tail Whip
Thief
Thunder
Thunder Wave
Thunderbolt
Tickle
Toxic
U-turn
Uproar
Wake-Up Slap
Work Up

Codifications
Camouflage: Flying
Nature Power: Energy Ball
Secret Power: Causes Paralysis

Mowtom

Medicham [Medium]

Stage: ★★★★★

Base Medicham

Type: Fighting / Psychic

Abilities: Pure Power / Telepathy (Unlocked)

Nature: Jolly (+Speed, -Special Attack)

Stats:
HP: 85
Atk: 5 [10 Pure Power]
Def: 6
SpA: 4 (-)
SpD: 6
Spe: 92 (+) (+10% Accuracy)
Size Class: 3
Weight Class: 3

Mega Medicham

Type: Fighting / Psychic

Abilities: Pure Power / Telepathy (Unlocked) / Pure Power (Mega)

Nature: Jolly (+Speed, -Special Attack)

Stats:
HP: 85
Atk: 7 [15 Pure Power + Medichamite]
Def: 6
SpA: 5 (-)
SpD: 6
Spe: 115 (+) (+10% Accuracy)
Size Class: 3
Weight Class: 3

Attacks (99):

Physical

Bide
Body Slam
Brick Break
Bullet Punch
Counter
Double-Edge
Drain Punch
Dynamic Punch
Facade
Fake Out
Feint
Fire Punch
Fling
Focus Punch
Force Palm
Frustration
Giga Impact
Headbutt
High Jump Kick
Ice Punch
Low Kick
Low Sweep
Mega Kick
Mega Punch
Natural Gift
Poison Jab
Pound
Power-Up Punch
Psycho Cut
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Seismic Toss
Strength
Thunder Punch
Zen Headbutt

Special
Confusion
Dream Eater
Energy Ball
Focus Blast
Grass Knot
Hidden Power (Water)
Hyper Beam
Mud-Slap
Psybeam
Psychic
Psyshock
Round
Shadow Ball
Signal Beam
Snore
Swift
Vacuum Wave

Status
Acupressure
Attract
Baton Pass
Bulk Up
Calm Mind
Captivate
Confide
Double Team
Detect
Endure
Flash
Foresight
Gravity
Guard Swap
Helping Hand
Laser Focus
Light Screen
Magic Coat
Meditate
Metronome
Mimic
Mind Reader
Pain Split
Power Swap
Power Trick
Protect
Psych Up
Quick Guard
Rain Dance
Recover
Recycle
Reflect
Rest
Role Play
Sleep Talk
Substitute
Sunny Day
Swagger
Telekinesis
Toxic
Trick
Work Up

Cradily [Calico]

Stage: ★★★★☆

Type: Rock / Grass

Abilities: Suction Cups / Storm Drain (Unlocked)

Nature: Quiet (+Special Attack, -Speed)

Stats:
HP: 90
Atk: 6
Def: 7
SpA: 7 (+)
SpD: 8
Spe: 37 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4

Attacks (84):

Physical

Astonish
Bind
Body Slam
Bulldoze
Bullet Seed
Constrict
Dig
Double-Edge
Earthquake
Facade
Frustration
Giga Impact
Headbutt
Natural Gift
Power Whip
Return
Rock Blast
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Seed Bomb
Smack Down
Stone Edge
Strength
Wrap

Special
Acid
Ancient Power
Brine
Earth Power
Energy Ball
Giga Drain
Grass Knot
Hidden Power (Flying)
Hyper Beam
Infestation
Mega Drain
Meteor Beam
Mirror Coat
Mud-Slap
Mud Shot
Round
Sludge Bomb
Sludge Wave
Snore
Solar Beam
Spit Up
Wring Out

Status
Amnesia
Attract
Barrier
Block
Captivate
Confide
Confuse Ray
Curse
Double Team
Endure
Flash
Gastro Acid
Grassy Terrain
Ingrain
Leech Seed
Mimic
Pain Split
Protect
Psych Up
Recover
Rest
Rock Polish
Sandstorm
Sleep Talk
Stealth Rock
Stockpile
String Shot
Substitute
Sunny Day
Swagger
Swallow
Swords Dance
Synthesis
Tickle
Toxic
Worry Seed

Dragonite [Dermic]

Stage: ★★★☆☆

Type: Dragon / Flying

Abilities: Inner Focus / Multiscale (Unlocked)

Nature: Quirky

Stats:
HP: 95
Atk: 9
Def: 7
SpA: 7
SpD: 7
Spe: 80
Size Class: 4
Weight Class: 6

Attacks (119):

Physical

Aerial Ace
Aqua Jet
Aqua Tail
Bide
Body Press
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Cut
Dive
Double-Edge
Dragon Claw
Dragon Rush
Dragon Tail
Dynamic Punch
Earthquake
Extreme Speed
Facade
Fire Punch
Fling
Fly
Focus Punch
Frustration
Fury Cutter
Giga Impact
Headbutt
Horn Drill
Ice Punch
Iron Head
Iron Tail
Mega Kick
Mega Punch
Natural Gift
Outrage
Power-Up Punch
Rage
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Skull Bash
Sky Drop
Slam
Steel Wing
Stone Edge
Strength
Superpower
Take Down
Thunder Punch
Waterfall
Wing Attack
Wrap

Special
Air Slash
Blizzard
Bubble Beam
Dragon Breath
Dragon Pulse
Dragon Rage
Fire Blast
Fire Spin
Flamethrower
Focus Blast
Heat Wave
Hidden Power (Grass)
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Incinerate
Mud-Slap
Razor Wind
Round
Shock Wave
Snore
Surf
Swift
Thunder
Thunderbolt
Twister
Water Gun
Water Pulse
Whirlpool
Zap Cannon

Status
Agility
Attract
Captivate
Confide
Curse
Defog
Detect
Double Team
Dragon Dance
Endure
Hail
Haze
Hone Claws
Leer
Light Screen
Mimic
Mist
Protect
Rain Dance
Reflect
Rest
Roar
Roost
Safeguard
Sandstorm
Sleep Talk
Substitute
Sunny Day
Supersonic
Swagger
Thunder Wave
Toxic


P2X7


Smokomodo [Jagger] (M)
Stage: ***
Nature: Serious (+N/A, -N/A)
Type: Fire / Ground
Fire:
Ground:

Abilities:

Blaze: (Passive)
Technician (HA Unlocked): (Passive)

Stats:
HP: 90
Atk: Rank 8
Def: Rank 5
SpA: Rank 6
SpD: Rank 6
Spe: 97
Size Class: 4
Weight Class: 6

Moves (76/84):

Level-Up:
Circle Throw
Eruption
Magnitude
Metal Claw
Morning Sun
Scratch
Storm Throw
Tail Whip
Ember
Smokescreen
Lick
Smog
Mud Shot
Flame Wheel
Bulldoze
Flame Burst
Clear Smog
Lava Plume
Incinerate
Camouflage
Flamethrower
Dig
Screech
Earthquake
Flare Blitz
Fissure

Egg Moves:
Acid Spray
Bone Rush
Bullet Punch
Defog
Fire Spin
Force Palm
Mach Punch
Poison Fang
Sand Tomb

TM Moves:
Roar
Toxic
Bulk Up
Hidden Power [Ice]
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Solar Beam
Return
Brick Break
Double Team
Sludge Bomb
Fire Blast
Facade
Rest
Attract
Round
Work Up
Overheat
Focus Blast
Will-O-Wisp
Giga Impact
Poison Jab
Swagger
Sleep Talk
Substitute
Confide
Cross Poison
Earth Power
Fire Fang
Fire Punch
Gunk Shot
Heat Crash
Heat Wave
High Horsepower
Iron Tail
Low Kick
Mystical Fire
Snore
Stealth Rock
Stomping Tantrum
Superpower
Venom Drench


Togekiss [Vol] (F)
Nature: Serious (+1 N/A, -1 N/A)
Type: Fairy / Flying
Fairy: Fairy STAB.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Unaffected by Spikes or Toxic Spikes when switching in.

Abilities:

Hustle: (Toggle) By default, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. When toggled, no effect.
Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW Unlocked): (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 50% of the time.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 7
Sp.Atk: Rank 9
Sp.Def: Rank 8
Spe: 80
Size Class: 3
Weight Class: 3


Moves (112/???):

Level-Up:
After You
Sky Attack
Extreme Speed
Aura Sphere
Air Slash
Double-Edge
Last Resort
Life Dew
Pound
Tri-Attack
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Fairy Wind
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard
Baton Pass

Egg Moves:
Aerial Ace
Extrasensory
Foresight
Lucky Chant
Mirror Move
Morning Sun
Nasty Plot
Peck
Present
Psycho Shift
Secret Power
Stored Power

TM Moves:
Water Pulse
Focus Punch
Work Up
Psyshock
Toxic
Hidden Power [Rock]
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
SolarBeam
Roost
Safeguard
Frustration
Return
Psychic
Shadow Ball
Brick Break
Reflect
Double Team
Flamethrower
Fire Blast
Facade
Rest
Attract
Round
Echoed Voice
Steel Wing
Endure
Silver Wind
Fling
Incinerate
Giga Impact
Pluck
Thunder Wave
Captivate
Natural Gift
Psych Up
Retaliate
Flash
Dream Eater
Grass Knot
Swagger
Sleep Talk
Substitute
Dazzling Gleam
Confide
Fly
Rock Smash
Mega Punch
Mega Kick
Imprison
Mystical Fire
Drain Punch
Smart Strike
Body Slam
Metronome
Amnesia
Future Sight
Heat Wave
Trick
Hyper Voice
Ally Switch
Play Rough

Tutor Moves:
N/A

Other:
Curse
Defense Curl
Defog
Detect
Draining Kiss
Endure
Headbutt
Helping Hand
Mud-Slap
Rollout
Shock Wave
Snore
Silver Wind
Swift
Telekinesis
Uproar
Zap Cannon
Zen Headbutt



Caribolt [Morrison] (M)
Ability: Serious (+1 N/A, -1 N/A)
Type: Grass / Electric
Grass:
Electric:

Abilities:

Overgrow: (Passive)
Galvanize (HA Unlocked): (Toggle)

Stats:
HP: 90
Atk: Rank 8
Def: Rank 6
SpA: Rank 6
SpD: Rank 6
Spe: 106
Size Class: 4
Weight Class: 5

Moves (75/81):

Level-Up:
Horn Leech
Bullet Seed
Grassy Terrain
Electric Terrain
Boomburst
Tackle
Leafage
Leer
Thunder Shock
Quick Attack
Razor Leaf
Confuse Ray
Spark
Leech Seed
Body Slam
Seed Bomb
Wild Charge
Flash
Signal Beam
Zap Cannon
Magnet Rise
Charge Beam
Synthesis

Egg Moves:
Double-Edge
Double Kick
Natural Gift
Power Whip
Present
Rapid Spin
Spotlight

TM Moves:
Work Up
Bulk Up
Toxic
Hidden Power [Ice]
Sunny Day
Hyper Beam
Frustration
Solar Beam
Protect
Thunderbolt
Thunder
Return
Brick Break
Double Team
Facade
Rest
Attract
Round
Echoed Voice
Energy Ball
Giga Impact
Volt Switch
Thunder Wave
Swords Dance
Grass Knot
Swagger
Sleep Talk
Substitute
Flash Cannon
Nature Power
Confide
Charm
Eerie Impulse
Electroweb
Endure
Giga Drain
Helping Hand
Hyper Voice
Leaf Storm
Metronome
Snore
Solar Blade
Swift
Throat Chop
Uproar

Tutor Moves:
N/A

Other:
N/A



Alright, now that we've got the teams, lets flip a Bronzor to see who strikes first!
(heads: Mowtom, tails: P2X7)
:ss/bronzor:
And Mowtom strikes first!

Mowtom strikes an arena
P2X7 strikes two arenas
Mowtom chooses from the remaining arenas and sends out
P2X7 sends out and orders
Mowtom orders
I ref

Good luck to both sides!​
 

Mowtom

I'm truly still meta, enjoy this acronym!
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"Striking Interdream Zone. Not like either of our teams have any alternate forms, but still."
 

Mowtom

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"Let's go to the Black Realm, then! I have let our referee know if I am switching one of my team for a toy from the arena or not."
 

Mowtom

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"Medium @ Medichamite, take us away!"
"Hmm, I finally get a chance to display my full strength."
 
Whoops; this slipped my mind. Also, Mega Medicham's Attack rank is incorrect; it should only reach 14 with a Jolly Nature.


"Hmm...how is this not a trap?"


Togekiss @ Leftovers

[Toggle Hustle OFF]

Sky Attack - Air Slash - Sky Attack

[Check at the start of the round] IF Medicham is set to use Bide a1, replace your orders by Future Sight - Tailwind - Sky Attack.
IF Medicham is under the effects of a successful P/E move when you would act, use Future Sight the first instance and Tailwind the second, pushing back each instance.
[Check at the start of the action] IF Medicham is set to use Counter when you would use Sky Attack, use Dazzling Gleam that action instead and push back.
 

Mowtom

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"No, the mega stone itself gives an extra +1 Attack rank. There's a reason I wrote it as Pure Power+Medichamite rather than Pure Power. Regardless, let's try to flinch the haxplane!"
"Sometimes, the best plans are also the simplest."
[Mega Evolve] Rock Slide~Rock Slide~Rock Slide
 

shadowpea

everyone is lonely sometimes
is a Tiering Contributor
:ss/tornadus:

MATCH 1, ROUND 1
Team Mowtom
:sm/medicham-mega:
HP: 85/85
EN: 100/100
Item: Medichamite
Type: Psychic/Fighting
Stats: 15/6/4/6/115
Abilities: Pure Power, Telepathy
SC/WC: 3/3
Status: OK

Team P2X7
1646357660341.png

HP: 90/90
EN: 100/100
Item: Leftovers
Type: Fairy/Flying
Stats: 4/7/9/8/80
Abilities: Hustle, Serene Grace, Super Luck (HA)
SC/WC: 3/3
Status: OK
Action 1

Vol began charging up its Sky Attack!

Medium used Rock Slide! (-6 EN)
Crit? (12/24) (crit: 24) No Crit
Flinch? (8/10) Flinch!
(8+8)*1.5=24 damage

Vol flinched!

Vol restored a bit of HP from its Leftovers! (+2 HP Vol)

Action 2

Medium used Rock Slide! (-10 EN)
Flinch? (5/10) (flinch: >7) No Flinch
Crit? (12/24) (crit: 24) No Crit
(8+8)*1.5=24 damage

Vol used Air Slash! (-5 EN)
Hit? (5/20) Hit!
Crit? (4/8) No Crit
(8+3+3)*1.5=21 damage

Vol restored a bit of HP from its Leftovers! (+2 HP Vol)

Action 3

Vol began charging up its Sky Attack!

Medium used Rock Slide! (-14 EN)
Crit? (4/24) (crit: 24) No Crit
Flinch? (4/10) No Flinch
(8+8)*1.5=24 damage

Vol used Sky Attack! (-9 EN)
Hit? (8/10) Hit!
Crit? (1/2) No Crit
(14+3-2)=23 damage

Vol restored a bit of HP from its Leftovers! (+2 HP Vol)

Team Mowtom
:sm/medicham-mega:
HP: 41/85
EN: 70/100
Item: Medichamite
Type: Psychic/Fighting
Stats: 15/6/4/6/115
Abilities: Pure Power, Telepathy
SC/WC: 3/3
Status: OK

Team P2X7
1646357660341.png

HP: 24/90
EN: 86/100
Item: Leftovers
Type: Fairy/Flying
Stats: 4/7/9/8/80
Abilities: Hustle, Serene Grace, Super Luck (HA)
SC/WC: 3/3
Status: OK
Both Pokemon looked to damage each other a lot this round, but an unfortunate Sky Attack miss leaves Medium with a considerable HP lead.

Mowtom orders
P2X7 orders
I ref​
 
Last edited:

Mowtom

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"Also, if Togekiss doesn't flinch A3, I'm pretty sure Super Luck Sky Attack has a 50% crit chance, so a 4/8 is a crit."
 
Last edited:
Speaking of a3: I was under the impression that a Pokemon charging a two-turn attack is considered to have already "moved" during a given action and therefore cannot flinch from a move used at a lower Priority outside of special circumstances (multi-hit moves, Focus Punch, etc).
 

Mowtom

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Speaking of a3: I was under the impression that a Pokemon charging a two-turn attack is considered to have already "moved" during a given action and therefore cannot flinch from a move used at a lower Priority outside of special circumstances (multi-hit moves, Focus Punch, etc).
"No idea where this came from and I'm pretty sure it's false. Can you find where it says this in the handbook or implementation thread or something?"
 
"No idea where this came from and I'm pretty sure it's false. Can you find where it says this in the handbook or implementation thread or something?"
Stemming from the bemusing fact that neither flinching nor Charge Moves are defined in the handbook or data audit, my interpretation of our game's attempt to cram two discrete phases into a single action follows this logic:

  1. On-cartridge, a Pokemon that enters a Charge state cannot flinch from subsequent attacks that turn and lose the charge because it has already acted to enter the state.
  2. Because the act of entering a Charge state counts as a Pokemon's turn on-cartridge and BBP tries to follow on-cartridge precedent when possible, a Pokemon using a Charge Move in this game is considered to have acted at the Charge Priority.
  3. Therefore, a Priority-0 Move cannot make a Pokemon flinch between phases of its Charge Move.
That said, I can't remember when I would've last reffed this situation, so I won't be surprised if I'm wrong; also, I won't want a reorder if so.
 

LouisCyphre

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Allow me to authoritatively clarify what happens regarding moves that have multiple phases and action denial.

The moves that this applies to are the following:
  • Damaging evasive moves, when used Evasively. (They have an evading phase, and an attacking phase.)
  • Charge-up moves such as Skull Bash. (They have a ready phase, and an attacking phase.)
  • Concentration moves such as Focus Punch. (They have a ready phase, an attacking phase, and often have additional properties in between.)
The commonality between all of these moves is that they have one attacking phase where the move is "truly" used, and one non-attacking phase that prepares to use the move.

Rolls to fail to act (paralysis, flinching, and so on) occur prior to the attacking phase. The attacking phase's priority is used to determine when the Pokemon's turn is, including start-of-turn and end-of-turn timings (for effects and for substitutions). The readying phase of the move doesn't count as a turn, and substitutions "at start of your turn" are not checked at the ready phase. To target the priority of the ready step, that timing must be explicitly stated.

Readying an action isn't the same as using an action, and a Pokemon that has only readied an action isn't considered to have yet acted for the purposes of moves that read the target's ordered action (such as Me First) or the target's previously used action (such as Instruct).

The implications of this in the above round are as follows:
  • Vol the Togekiss should have a chance to flinch on her first turn and her third turn, as a result of being hit with Rock Slide.
  • Misinterpretation of the rules is not automatic grounds for a re-order. In this case, it is up to your opponent's (Mowtom's) discretion.
Please, don't hesitate to reach out to the mod team in the future either before ordering, or while reffing a round if the result of an interaction is unclear. Straightening these things out is what we are for. We may not offer you strategic advice for your battles, but we can break down what will happen with your orders in detail.

The effect text of many moves, and the steps of executing an action, are both currently under review. It will be a while until we have enough work done on that front to publish a post, so please follow the above ruling in the meantime.
 

shadowpea

everyone is lonely sometimes
is a Tiering Contributor
fixed
rockslide only flinched on the first hit which missed anyway so the only thing that changed was togekiss has 9 more energy
 

Mowtom

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"Hey, it worked! Now finish it!"
"I don't know about finishing it, but I can certainly back our opponent into a corner."
Poison Jab~Ice Punch~Thunder Punch
[CASOA] IF
Detect+Double Team THEN initiate action string Confide~Return+Poison Jab~Ice Punch
[CA +2] IF Togekiss is under P/E THEN Feint and push back
[CASOA] IF Endure THEN initiate action string Recover~Fake Out~Rock Slide
 
Last edited:
Thanks for clarifying the situation, Lou; I'll watch for that policy post. I will note, though, that my bit about reordering was meant as a reassurance that I wouldn't attempt to contest the round's results, not as an entitled assumption of rewarding ignorance with strategic advantage.


"What one calls a corner is a cozy nook to another."

Extreme Speed + Headbutt combo - Zap Cannon - Dazzling Gleam
 

shadowpea

everyone is lonely sometimes
is a Tiering Contributor
:ss/tornadus:

MATCH 1, ROUND 2
Team Mowtom
:sm/medicham-mega:
HP: 41/85
EN: 70/100
Item: Medichamite
Type: Psychic/Fighting
Stats: 15/6/4/6/115
Abilities: Pure Power, Telepathy
SC/WC: 3/3
Status: OK

Team P2X7
1646357660341.png

HP: 24/90
EN: 86/100
Item: Leftovers
Type: Fairy/Flying
Stats: 4/7/9/8/80
Abilities: Hustle, Serene Grace, Super Luck (HA)
SC/WC: 3/3
Status: OK​

Action 1

Vol used Light Speed Headsmash! (-22 EN)
Crit? (7/8) No Crit
Flinch? (5/10) Flinch!
8-2=6 damage

Medium flinched!

Vol restored a bit of HP from its Leftovers! (+2 HP Vol)
Action 2

Medium used Ice Punch! (-6 EN)
Crit? (16/24) (crit: 24) No Crit
Freeze? (4/10) No Freeze
(8+8)*1.5=24 damage

Vol used Zap Cannon! (-9 EN)
Hit? (8/10) Miss!
Medium avoided the attack!

Vol restored a bit of HP from its Leftovers! (+2 HP Vol)

Action 3

Medium used Thunder Punch! (-6 EN)
crit/para don't matter
24 damage again
Vol fainted!


Team Mowtom
:sm/medicham-mega:
HP: 35/85
EN: 58/100
Item: Medichamite
Type: Psychic/Fighting
Stats: 15/6/4/6/115
Abilities: Pure Power, Telepathy
SC/WC: 3/3
Status: OK

Team P2X7
1646357660341.png

HP: KO/90
EN: 55/100
Item: Leftovers
Type: Fairy/Flying
Stats: 4/7/9/8/80
Abilities: Hustle, Serene Grace, Super Luck (HA)
SC/WC: 3/3
Status: No Combo, KO


A Zap Cannon miss prevented Vol from dealing the damage it needed to KO Medium, which left it unable to stand up to Medium's damage output, giving Mowtom the first win!

Mowtom strikes an arena
P2X7 chooses an arena and sends out
Mowtom sends out and orders
P2X7 orders
I ref​
 

"...Why did I choose Hidden Power [Rock] for a Pokemon that learns Ancient Power? Anyway, let's fight in the Conductor Room."


Caribolt @ Eject Button
 

Mowtom

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"Dermic @ Eject Button, attack!"
"If you say so."
Fire Punch~Ice Punch~Fire Punch
[CASOA] IF
Leech Seed AND NOT Leech Seed any other action THEN Protect and restart queue
[CASOT] IF it is A3 AND Caribolt has less EN than it did at the start of the action AND you have 75 or more HP AND NOT you are Leech Seeded AND NOT you are poisoned THEN Roost
[CASOT] IF Caribolt is under P/E THEN Dragon Dance the first time, Hone Claws the second, and restart queue each time
 

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