Ongoing Trickery in progress!

Let's start this off, folks!

On one side, we have an apprentice of trickery, Keriel!
:oran berry: Oran Berry
:enigma berry: Enigma Berry
:eject button: Eject Button
:relic vase: Vile Vial
:shell bell: Shell Bell
:bright powder: Bright Powder
:focus sash: Focus Sash

:sv/clefable:
Serenity of the Moon (Clefable)
Level 1 EXP: 00 / 10

Docile nature ( +None, -None )
Typing: Fairy
Abilities: Cute Charm, Magic Guard Hidden Ability: Unaware [LOCKED]

HP: 95
Attack: 5
Defen.: 5
Sp.Atk: 7
Sp.Def: 7
Speed: 60
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Brick Break
Confide
Counter
Dazzling Gleam
Defense Curl
Dizzy Punch
Double Team
Facade
Fire Punch
Flamethrower
Flash
Focus Blast
Growl
Hyper Voice
Ice Beam
Ice Punch
Mud-Slap
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Sing
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt

Level 1:
Aromatherapy
Bubble Beam
Calm Mind
Cosmic Power
Curse
Detect
Disarming Voice
Dual Wingbeat
Echoed Voice
Heal Bell
Incinerate
Magic Coat
Magical Leaf
Mega Punch
Pound
Power-Up Punch
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Role Play
Safeguard
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Sweet Kiss
Swift
Tickle
Trick
Water Gun
Water Pulse
Work Up
:sv/gothitelle:
Revelation of the Apocalypse (Gothitelle)
Level 1 EXP: 00 / 10

Serious nature ( +None, -None )
Typing: Psychic
Abilities: Frisk, Competitive Hidden Ability: Shadow Tag [LOCKED]

HP: 85
Attack: 4
Defen.: 7
Sp.Atk: 7
Sp.Def: 8
Speed: 65
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Brick Break
Confide
Dark Pulse
Double Team
Energy Ball
Facade
Feint Attack
Flash
Focus Blast
Hypnosis
Mirror Coat
Play Nice
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Level 1:
Calm Mind
Confusion
Cosmic Power
Fake Out
Flatter
Heal Bell
Magic Coat
Pound
Power-Up Punch
Psybeam
Rain Dance
Recycle
Role Play
Safeguard
Shock Wave
Snore
Swagger
Swift
Taunt
Tickle
Trick

Essence of Chymstry (Venomicon-Prologue)
Level 1 EXP: 00 / 10

Quirky nature ( +None, -None )
Typing: Poison/Flying
Abilities: Stamina Hidden Ability: Power of Alchemy [LOCKED]

HP: 90
Attack: 4
Defen.: 8
Sp.Atk: 8
Sp.Def: 7
Speed: 64
Size: 2
Weight: 2


Venomicon-Epilogue
Typing:
Poison/Flying
Ability: Tinted Lens

HP: 90
Attack: 7
Defen.: 6
Sp.Atk: 5
Sp.Def: 6
Speed: 101
Size: 2
Weight: 2

Movepool
Level 0:
Air Slash
Attract
Brave Bird
Dark Pulse
Drill Peck
Earth Power
Facade
Poison Jab
Protect
Psychic
Round
Shadow Ball
Thunder Wave
Toxic

Level 1:
Air Cutter
Confuse Ray
Dual Wingbeat
Magical Leaf
Peck
Safeguard
Sludge Bomb
Snore
Steel Wing
Swift
Trick
Venom Drench
Withdraw
:sv/astrolotl:
Whimsy of the Aether (Astrolotl)
Level 1 EXP: 00 / 10

Quirky nature ( +None, -None )
Typing: Fire/Dragon
Abilities: Regenerator, Vital Spirit Hidden Ability: Magician [LOCKED]

HP: 100
Attack: 8
Defen.: 5
Sp.Atk: 7
Sp.Def: 5
Speed: 114
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Dazzling Gleam
Dragon Claw
Dragon Pulse
Facade
Fire Fang
Fire Punch
Flamethrower
Protect
Round
Tail Whip
Thunder Wave
Toxic

Level 1:
Cosmic Power
Defog
Dragon Breath
Dragon Tail
Ember
Flame Wheel
Heal Bell
Magic Coat
Magical Leaf
Pound
Safeguard
Snore
Sunny Day
Swift
Taunt
Trick
Twister
Will-O-Wisp
Work Up
Yawn
:sv/necturna:
Vision of the Future (Necturna)
Level 1 EXP: 00 / 10

Quirky nature ( +None, -None )
Typing: Grass/Ghost
Abilities: Forewarn Hidden Ability: Telepathy [LOCKED]
See 5.10 "Unique Pokemon" in the Handbook.

HP: 85
Attack: 9
Defen.: 7
Sp.Atk: 6
Sp.Def: 9
Speed: 58
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Confide
Crunch
Dark Pulse
Double Team
Energy Ball
Facade
Flash
Leaf Blade
Leer
Poison Fang
Protect
Psychic
Round
Shadow Ball
Shadow Claw
Sketch
Thunder Fang
Toxic

Level 1:
Absorb
Calm Mind
Confuse Ray
Curse
Cut
Magical Leaf
Night Shade
Ominous Wind
Seed Bomb
Shadow Sneak
Snore
Sunny Day
Swagger
Swift
Trick
Vine Whip
Will-O-Wisp
Sketched: Magic Coat

And on the other? We have the promising ace, Pratik!
:sv/mawile:
Minerva (Mawile)
Level 1 EXP: 00 / 10

Serious nature ( +None, -None )
Typing: Steel/Fairy
Abilities: Hyper Cutter, Intimidate Hidden Ability: Sheer Force

HP: 80
Attack: 6
Defen.: 6
Sp.Atk: 4
Sp.Def: 4
Speed: 50
Size: 1
Weight: 2

Movepool
Level 0:
Ancient Power
Astonish
Attract
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Facade
Feint Attack
Fire Fang
Flamethrower
Flash Cannon
Focus Blast
Growl
Ice Beam
Ice Punch
Iron Head
Metal Burst
Mud-Slap
Play Rough
Poison Fang
Protect
Psychic Fangs
Rock Slide
Round
Shadow Ball
Sing
Strength
Thunder Fang
Thunder Punch
Toxic

Level 1:
Bite
Brutal Swing
Fairy Wind
False Swipe
Ice Fang
Incinerate
Mega Punch
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Seismic Toss
Slam
Sludge Bomb
Snore
Sucker Punch
Sunny Day
Swagger
Taunt
Tickle
Vise Grip
:sv/clefable:
Venus (Clefable)
Level 1 EXP: 00 / 10

Serious nature ( +None, -None )
Typing: Fairy
Abilities: Cute Charm, Magic Guard Hidden Ability: Unaware

HP: 95
Attack: 5
Defen.: 5
Sp.Atk: 7
Sp.Def: 7
Speed: 60
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Brick Break
Confide
Counter
Dazzling Gleam
Defense Curl
Dizzy Punch
Double Team
Facade
Fire Punch
Flamethrower
Flash
Focus Blast
Growl
Hyper Voice
Ice Beam
Ice Punch
Mud-Slap
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Sing
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt

Level 1:
Aromatherapy
Bubble Beam
Calm Mind
Cosmic Power
Curse
Detect
Disarming Voice
Dual Wingbeat
Echoed Voice
Heal Bell
Incinerate
Magic Coat
Magical Leaf
Mega Punch
Pound
Power-Up Punch
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Role Play
Safeguard
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Sweet Kiss
Swift
Tickle
Trick
Water Gun
Water Pulse
Work Up
:sv/raichu-alola:
Sparky (Raichu-Alola)
Level 1 EXP: 00 / 10

Serious nature ( +None, -None )

Typings:

Electric
Psychic


Abilities:

Surge Surfer: The Pokemon can use its tail to surf on electrical currents, greatly improving their movement speed. While the Terrain is Electric Terrain: The user's Speed is doubled (x2).

Surge Surfer (HA): The Pokemon can use its tail to surf on electrical currents, greatly improving their movement speed. While the Terrain is Electric Terrain: The user's Speed is doubled (x2). [LOCKED]

HP: 85
Attack: 6
Defense: 4
Sp.Atk: 7
Sp.Def: 6
Speed: 110
Size: 1
Weight: 2

Movepool

Level 0:
Attract
Brick Break
Confide
Counter
Defense Curl
Dizzy Punch
Double Team
Facade
Flash
Focus Blast
Growl
Mud-Slap
Play Nice
Play Rough
Protect
Psychic
Round
Signal Beam
Sing
Strength
Surf
Tail Whip
Thunder Punch
Thunder Wave
Thunderbolt
Toxic

Level 1:
Calm Mind
Charge
Curse
Detect
Disarming Voice
Discharge
Double Kick
Echoed Voice
Fake Out
Heart Stamp
Magic Coat
Mega Punch
Nuzzle
Quick Attack
Rage
Rain Dance
Recycle
Refresh
Rock Smash
Safeguard
Seismic Toss
Shock Wave
Slam
Snore
Spark
Swagger
Sweet Kiss
Swift
Teeter Dance
Thunder Shock
Tickle
Yawn

Level 2:
Volt Tackle (SIGNATURE)
:ss/miasmaw:
placeholder

Miasmaw (Morgoth-M)
Level 1 | EXP: 00 / 10

Serious Nature (+N/A , -N/A)

Typing:
Bug
Dragon


Abilities:

Neutralizing Gas:
The Pokemon releases a fume that robs other Pokemon of their abilities. While the user is in play: The abilities of other Pokemon, except those with Neutralizing Gas, are ignored. If a triggered effect of those abilities that would have triggered when their users entered play would be ignored in this way, instead put a Gas Marker on their user with the triggered effect, as well as the following effect:
● At the start of the round, if there are no Pokemon with Neutralizing Gas in play: The triggered effect stored on this marker triggers, then this marker is discarded.

Hyper Cutter: The Pokemon's claws, teeth, or pincers are sharp and never lose their edge.The user's Attack stage can't be reduced by the effects of other Pokemon.

Compound Eyes (HA): The Pokemon has an array of complex eyes that give it a comprehensive view of the field.While the user is executing an action: That action's accuracy is increased by thirty percent (x1.3).
[LOCKED]

Stats :
HP : 90
Atk : 10
Def : 5
SpA : 6
SpD : 8
Speed : 99
Size Class : 2
Weight Class : 4

Movepool:


Level 0:
Attract
Bug Bite
Bug Buzz
Crunch
Dark Pulse
Dragon Claw
Dragon Hammer
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Flash Cannon
Focus Blast
Iron Head
Poison Fang
Poison Gas
Poison Jab
Protect
Round
Thunder Fang
Thunderbolt
X-Scissor

Level 1:
Aromatherapy
Bite
Brutal Swing
Dragon Breath
Dragon Tail
Dual Wingbeat
Haze
High Horsepower
Ice Fang
Rain Dance
Sludge Bomb
Smog
Smokescreen
Snore
Sunny Day
Taunt
Work Up
:sv/probopass:

Placeholder

Sam (Probopass)
Level 1 | EXP: 00 / 10

Serious nature ( +None, -None )

Typing:
Rock
Steel


Abilities:

Sturdy: The Pokemon's body is very solidly constructed, giving it high durability. When the user is attacked: Give that attack a power penalty of one (1). The effects of other Pokemon can't inflict Fainting on the user.

Magnet Pull: The Pokemon's powerful magnetic field allows them a degree of control over Steel-types. The user gains the commands "Magnetic Attraction" and "Magnetic Repulsion". Opposing Steel-type Pokemon can't be declared for manual switching during Switching Phases.
Command: Magnetic Attraction
● --- BAP, 5 En, typeless, --- Acc, Status, CT: None.
● Discards the target's Magnetic Repulsion status, then Inflicts a unique status on the target for their next three (3) turns with the following effect:
- Actions that make contact attempted by the subject will automatically miss targets that don't have Magnet Pull.
Command: Magnetic Repulsion
● --- BAP, 5 En, typeless, --- Acc, Status, CT: None.
● Discards the target's Magnetic Attraction status, then Inflicts a unique status on the target for their next three (3) turns with the following effect:
- Actions that make contact attempted by the subject will automatically miss targets that have Magnet Pull.

Sand Force (HA): The Pokemon can harness the inherent power of a sandstorm to boost their own terrestrial attacks. The user can't take damage from Sandstorm Weather. When the user attacks with a Rock-, Ground-, or Steel-type attack, if the Weather is Sandstorm: Give that attack a power bonus of two (2).
[LOCKED]

Stats :
HP : 85
Attack : 4
Defense : 10
Sp.Atk : 6
Sp.Def : 11
Speed : 40
Size : 2
Weight : 7

Movepool


Level 0:
Ancient Power
Attract
Confide
Dazzling Gleam
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Fire Punch
Flash Cannon
Harden
Ice Punch
Iron Head
Mud-Slap
Protect
Rock Slide
Round
Strength
Tackle
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack

Level 1:
Discharge
Magic Coat
Magnet Bomb
Magnetic Flux
Rock Smash
Rock Throw
Sandstorm
Shock Wave
Snore
Spark
Sunny Day
Swagger
Taunt
Wide Guard

:life orb: Life Orb
:razor fang: Razor Fang
:enigma stone: Enigma Stone
:focus sash: Focus Sash
:leftovers: Leftovers
:light ball: Light Ball
:shell bell: Shell Bell



The way this goes for now...
Keriel to Send Out and Equip
pratik2007 to send out and equip, as well as order.
Keriel to order.
Dylando refs!
 
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1686590108318.png

"I am wide awake."

:Sv/probopass::leftovers:
Sending Sam the Probopass @ Leftovers

Earth Power ~ Earth Power ~ Earth Power

At the every start of step, IF Astrolotl is to use Trick AND NOT Astrolotl is to use Trick on future steps, use Protect pushing back
At the every start of step, IF Astrolotl is to use Yawn OR Taunt, use Magic Coat (2 subs)
 
:astrolotl: :eject-button: | Regenerator, Vital Spirit | OK!
HP 100/100 EN 100/100
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3

:probopass: :leftovers: | Sturdy, Magnet Pull | OK!
HP 85 EN 100/100
Att: 4 Def: 10 SpAtt: 6 SpDef: 11 Spe: 40 S/W: 2/7
Round 1
Step 1
Astrolotl used Trick! (-7 EN)
Astrolotl obtained :leftovers: Leftovers.
Probopass obtained an :eject-button: Eject Button.
Probopass used Earth Power! (-7 EN)
(Crit: 17 (No))
(9+(6-5))*1.5 = 15 Damage!
No Effect (99)
Mmm leftovers... Astrolotl heals 2 HP.

Step 2
Astrolotl used Thunder Wave! (-7 EN)
(Hit: 95 (Yes))
Probopass gained a Paralysis Counter (1).
Probopass used Earth Power! (-7 EN)
(Crit: 9 (No))
15 Damage!
Mmm leftovers again... Astrolotl heals 2 HP.

Step 3
Probopass used Protect! (-12 EN)
Safe against all sorts of different moves!
Astrolotl used Trick! (-7 EN)
But Probopass was protected.
Mmm...Leftovers once more. Astrolotl heals 2 HP.

You can feel your body getting slower... Probopass gained another Paralysis Counter.

:astrolotl: :leftovers: | Regenerator, Vital Spirit | OK!
HP 76/100 EN 79
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3
:probopass: :eject-button: | Sturdy, Magnet Pull | Par (2c)
HP 85/85 EN 74
Att: 4 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
Looks like probopass is a bit troubled here! One hit and it's bound to switch out! Not to mention it's paralyzed, which will surely detriment it later!
It's not all bad for probopass, as it managed to get 2 Earth Powers on Astrolotl! None had the SpDef drop, unfortunately... but it is a 10% chance, after all!

Onto the next round...
Keriel to order.
pratik2007 to order.
Dylando refs!​
 
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:ss/necturna: :focus sash:

Night Shade ~ Night Shade ~ Night Shade

[forewarn] If Probopass is to use Protect, then use Calm Mind.
[2 subs] If Probopass is to use {Toxic or Thunder Wave} not in combination, and Probopass is not Taunted, use Taunt.
If Probopass is to use Toxic in combination, use Protect the first instance.
 
:necturna: :focus-sash: | Forewarn | OK!
HP 85/85 EN 100
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 58 S/W: 3/3

:probopass: :eject-button: | Sturdy, Magnet Pull | Par (2c)
HP 85/85 EN 74
Att: 4 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7​


Here we go.
Step 1
Necturna used Night Shade! (-5 EN)
15 Fixed Damage!
WARNING! PROBOPASS HAS BEEN HIT!!! Preparing to Eject! (Eject Button consumed, Switching Marker ready.)
Probopass used Taunt! (-10 EN)
Imagine not being probopass, smh (Necturna is being Taunted for 3 turns!)

Step 2
Necturna would've used Taunt.. But it can't receive the command due to the Probopass' Taunt! (2 Turns left.)
Necturna used Night Shade! (-5 EN)
15 Fixed Damage!
Probopass used Toxic! (-7 EN)
(Hit: 31 (Yes))
Necturna's ailing with Bad Poison... (2 Counters, to be precise.)
Necturna's not feeling too good... (-2 HP)

Step 3
Necturna used Night Shade! (-5 EN) (Due to sub still failing. 1 Turn left.)
15 Fixed Damage!
Probopass used Thunder Wave! (-7 EN)
(Hit: 29 (Yes))
Necturna's body is locking up slowly... It gained 1 Paralysis Counter.
Necturna's losing life slowly... (-2 HP)

Necturna's condition is getting worse. It now has 2 Paralysis Counters and 4 Poison Counters.
Probopass is overwhelmed by static... it now has 3 Paralysis Counters.

:necturna: Necturna's
Focus Sash faded away. (Consumed.)
The Eject Button activates! :probopass: Probopass has been launched! (Consumed.)
Ooh, a tough round for both challengers! The eject button's finally come into play, what will Pratik do next, hmm? Let's find out after this summary!
:necturna: | Forewarn | Tox (4c) Par (2c)
HP 81/85 EN 85
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 29 S/W: 3/3

:probopass: | Sturdy, Magnet Pull | Par (3c)
HP 40/85 EN 50
Att: 4 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
pratik2007 to replace Probopass, Equip, and Order
Keriel to order
Dylando refs!​
 
1686672210446.png

"Lets try out some new Pokémons."

:sv/mawile::razor fang:
Sending out Minerva The Mawile @ Razor Fang

Crunch ~ Crunch ~ Crunch

Once at the start of step, IF Necturna is to use Trick OR Will-o-wisp OR Confuse Ray use Taunt (3 subs)
 
:necturna: | Forewarn | Tox (4c) Par (2c)
HP 81/85 EN 85
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 29 S/W: 3/3

:mawile: :razor-fang: | Hyper Cutter, Intimidate | OK!
HP 80/80 EN 100
Att: 6 Def: 6 SpAtt: 4 SpDef: 4 Spe: 50 S/W: 1/2
Mawile's Intimidate! Mawile's jaws snap menacingly at Necturna!
Necturna cowered in fear at the sight! Necturna's Attack Stage was lowered! (6t, fixed)

Step 1
Necturna used Protect! (-12 EN)
Most moves will have no effect!
Mawile used Crunch! (-6 EN)
Necturna is protected from Mawile's attack!
Necturna's fear is slowly fading... (5t, fixed)
But its health is getting worse due to the poison! (-4 HP)

Step 2
Mawile used Taunt! (-10 EN)
Mawile laughed in the face of Necturna! Necturna is now taunted for 3 turns! (Taunt, 3t)
Necturna was about to use a combo... (-Combo Token, -28 EN)
But it failed due to Mawile's Taunt!
Necturna's conditions are both improving and worsening... (-Att 4t, fixed), (-4 HP)

Step 3
Mawile used Crunch! (-6 EN)
Crit: (16 (No))
Effect: (99 (No))
(8+(6-7)+3)*1.5 = 15 Damage!

Necturna used Shadow Claw! (-5 EN)
Crit: (6 (No))
(7+3+(9-6)-3) = 10 Damage!
Necturna's still reeling over that taunt... (2t)
Necturna's fear is lurking still... (-Att 3t, fixed)
Necturna's poison is taking hold... (-4 HP)

Necturna's Conditions got even worse! It now has 3 Paralysis Counters, and 6 Poison Counters.

Necturna has so many conditions on it now... Unfortunate that this round was a bit too fast...
Note: All minor adjustments starting from Encore are now in effect. Make your orders with this in mind.
Now let's have a look at our fighters!
:necturna: | Forewarn | Tox (6c) Par (3c), -1 Att (3t, fixed)
HP 54/85 EN 40 CT: 0
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 29 S/W: 3/3
:astrolotl: :leftovers: | Regenerator, Vital Spirit | OK!
HP 76/100 EN 79 CT: 1
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3
:mawile: :razor-fang: | Hyper Cutter, Intimidate | OK!
HP 70/80 EN 78 CT: 1
Att: 6 Def: 6 SpAtt: 4 SpDef: 4 Spe: 50 S/W: 1/2
:probopass: | Sturdy, Magnet Pull | Par (3c)
HP 40/85 EN 50 CT: 1
Att: 4 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
Next round with the new adjustments goes like this:
Keriel orders.
pratik2007 orders.
Dylando refs!​
 
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Necturna should pay the full cost of the combo including the combo token.
:Sv/Probopass:
Switching to Sam the Probopass @ Nothing

Earth Power ~ Earth Power ~ Earth Power

IF Astrolotl is under the effects of Protection THEN Sandstorm the first instance Harden remaining instances
 
:ss/astrolotl: :leftovers: "Time for a little sunshine. But not too much sunshine, Sunny Day takes too long."
Will o' Wisp + Ember ~ Fire Punch ~ Heal Bell
 
:astrolotl: :leftovers: | Regenerator, Vital Spirit | OK!
HP 86/100 EN 79 CT: 1
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3
:necturna: | Forewarn | Tox (6c) Par (3c)
HP 54/85 EN 40 CT: 0
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 29 S/W: 3/3
:probopass: | Sturdy, Magnet Pull | Par (3c)
HP 40/85 EN 50 CT: 1
Att: 4 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
:mawile: :razor-fang: | Hyper Cutter, Intimidate | OK!
HP 70/80 EN 78 CT: 1
Att: 6 Def: 6 SpAtt: 4 SpDef: 4 Spe: 50 S/W: 1/2
And we're back to our first fighters! Here's how it went:
Electricity is surging through Probopass... It gained another Paralysis Counter. (4c)

(I forgot to ref this part before but it's fine it hasn't come up until now-)

Astrolotl's Regenerator! Freshly Renewed, Astrolotl gained 10 HP.
(Reminder that Regenerator activates when you leave play, and not when it re-enters play.)

Step 1
Astrolotl used Embers of the Will' O Wisp! (-Combo Token, -20 EN)
Crit: (22 (No)
(4+3+(7-11)-1) = 2 Damage!
Probopass is now burning, and scorched for 3 turns... (3t)

Probopass was overwhelmed by electricity... It can't use earth power!
Excess electricity escapes through orifices in Probopass' body. Probopass lost 3 Paralysis Counters! (1c)
(It still has one, though...)
Probopass is melting badly due to the scorches... (-4 HP)

Step 2
Astrolotl used Fire Punch! (-6 EN)
Crit: (23 (No))
(8+3+(8-10)-1) = 8 Damage!
Probopass is already burned, there's no need to roll.

Probopass used Earth Power! (-7 EN)
Crit: (3 (No))
(9+(6-5))*1.5 = 15 Damage!
Effect: (65 (No))
Probopass is still melting. (-4 HP)
It'll hurt even more while Probopass is Scorched! (2t)

Step 3
Astrolotl used Heal Bell! (-9 EN)
Saved by the bell! Necturna's OK again!

Probopass is still Scorched! (1t)
Probopass used Earth Power! (-7 EN)
Crit: (11 (No)
(9+(6-5))*1.5 = 15 Damage!
Effect: (64 (No))
Probopass is melting more... (-4 HP)

The paralysis won't go away! Probopass now has 2 Paralysis Counters.

Seems like Probopass is going on the offensive...It's paralysis came back due to being sent back in, so it's still affected... And now it's all scorched and melted due to Astrolotl's Combo!
Astrolotl isn't looking as good, either... But it did manage to heal off Necturna's conditions!

Now lets have our end of the round overview!​
:astrolotl: :leftovers: | Regenerator, Vital Spirit | OK!
HP 56/100 EN 44 CT: 0
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3
:necturna: | Forewarn | OK!
HP 54/85 EN 40 CT: 0
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 58 S/W: 3/3
:probopass: | Sturdy, Magnet Pull | Par (2c) Brn
HP 18/85 EN 50 CT: 1
Att: 2 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
:mawile: :razor-fang: | Hyper Cutter, Intimidate | OK!
HP 70/80 EN 78 CT: 1
Att: 6 Def: 6 SpAtt: 4 SpDef: 4 Spe: 50 S/W: 1/2

Keriel orders.
pratik2007 orders.
Dylando refs!​
 
Last edited:
:ss/necturna: :shell bell:
Protect ~ Night Shade ~ Night Shade

[start of step, non-consecutive] If Probopass is to use a Protective move, Chill.
[start of step 1] If Probopass is to use Confide, use Calm Mind.
 
Bye bye Astrolotl! Have a nice rest!
Astrolotl's Regenerator! It did in fact have a nice rest! (+10 HP)

:necturna: | Forewarn | OK!
HP 54/85 EN 40 CT: 0
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 58 S/W: 3/3
:astrolotl: :leftovers: | Regenerator, Vital Spirit | OK!
HP 66/100 EN 44 CT: 0
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3


:probopass: | Sturdy, Magnet Pull | Par (2c) Brn
HP 18/85 EN 50 CT: 1
Att: 2 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
:mawile: :razor-fang: | Hyper Cutter, Intimidate | OK!
HP 70/80 EN 78 CT: 1
Att: 6 Def: 6 SpAtt: 4 SpDef: 4 Spe: 50 S/W: 1/2
Let's play!
Step 1
Necturna used Protect! (-12 EN)
Protection from most moves!

Probopass used Sandstorm! (-10 EN)
A sandstorm is brewing... (5r)

Probopass is burning, OW! (-2 HP)
Step 2
Necturna used Night Shade! (-5 EN)
15 Fixed Damage!
The Shell Bell tolls with a delightful chime... (+2 HP)

Probopass used Thunder Wave! (-7 EN)
Hit: (32 (Yes)
Necturna became paralyzed! (1c)

Probopass fainted!

Necturna's paralysis is really setting in. (2c)
The sandstorm rages on. (4r)

AND OUR FIRST KO IS HERE, PROBOPASS IS DOWN!

Necturna's EN is looking real low, though!

Now there's sand all over the place! Protect your eyes, everyone!

Here's how it's looking now!
:necturna: | Forewarn | Par (2c)
HP 58/85 EN 23 CT: 0
Att: 9 Def: 7 SpAtt: 6 SpDef: 9 Spe: 58 S/W: 3/3
:astrolotl: :leftovers: | Regenerator, Vital Spirit | OK!
HP 66/100 EN 44 CT: 0
Att: 8 Def: 5 SpAtt: 7 SpDef: 5 Spe: 114 S/W: 3/3

Sandstorm (4r)​

:probopass: | Sturdy, Magnet Pull | KO
HP 0/85 EN 33 CT: 1
Att: 2 Def: 10 SpAtt: 6 SpDef: 11 Spe: 20 S/W: 2/7
:mawile: :razor-fang: | Hyper Cutter, Intimidate | OK!
HP 70/80 EN 78 CT: 1
Att: 6 Def: 6 SpAtt: 4 SpDef: 4 Spe: 50 S/W: 1/2
Next round will be...
pratik2007 to replace, equip, and order
Keriel to order
Dylando refs!​
 
1686992769312.png

"Mawile, it's your turn again."

Sending Minerva the Mawile @ Razor Fang
:sv/mawile::razor fang:

Crunch ~ Crunch ~ Crunch

Once at the start of step, IF Burn inducing move AND Necturna is not taunted THEN use Taunt
Once at the start of step, IF Trick AND Necturna is not taunted THEN use Taunt
Once at the start of step, IF Confusion inflicting move AND Necturna is not taunted THEN use Taunt
 

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