Facility The Legend Gauntlet (Zeraora): nightblitz42 vs. TheEver

Hello everyone, here is our first Zeraora match. Today, nightblitz42 and TheEver fight for supremacy to see who has the skills to command the electric cat!

The Rules said:
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.
Tiebreaker rules:
  • KOing an opponent through a self-KO move or Destiny Bond grants them the win
  • KOing an opponent through a move that results in your Pokémon ENKOing grants you the win
  • KOing an opponent then taking recoil that KOes you too grants you the win
Plasma Zone
A large area oversaturated with electricity. The static charges in the air permeate everything, facilitating the flow of electricity to and fro. Even the ground you stand on has sparks running along.
  • Damaging Normal-type moves are treated as Electric-moves. This effect takes place after all type-changing Abilities are resolved
  • The moves Charge Beam, Electroweb and Nuzzle inflict a conducting effect for three (3) actions. Under the conducting effect, the target’s weakness to Electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when conducting. This cannot stack with Water Gun’s effect
  • All Electric-type moves are able to hit through the evasive stage of Dig
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Levitating Rock Formation
This strange rock formation is under a constant strong magnetic field. Oddly for rocks, these can fly around at high speed, so Pokémon with strong magnetic affinities should be able to do the same.
  • Rock-, Steel- and Electric-type Pokémon performing a damaging Electric-type move will gain the Hovering status for one (1) action until the end of their next step. The move doesn’t need to succeed for this effect to happen
  • All Hovering Pokémon have their Speed increased by 50%. This effect is temporary, and dissipates once the Pokémon is grounded again
  • At the end of every round, Electric-type Pokémon, as well as Pokémon with either Plus or Minus, have their Defense and Special Defense raised one (1) stage
Codifications
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Causes Paralysis
===============================
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage
===============================
Roaring Maze
A disorienting maze where Zeraora has been spotted running around. Static electricity makes it hard to move for Pokémon with a lot of fur. From time to time, an ear-shattering thunderbolt strikes at random, illuminating part of the labyrinth, but leaving painful marks in the retinas of those who looked at it directly.
  • Sound-based moves automatically fail
  • Pokémon with the Abilities Fluffy, Fur Coat, Static, Cotton Down and Big Pecks have their Speed reduced by one (1) stage. This adjusts their natural stage
  • Pokémon with the Abilities Volt Absorb, Lightning Rod, Motor Drive and Battery restore 2 HP at the end of every action. These stack
  • Every odd-numbered round, the Accuracy of all moves is decreased by a flat 10%
  • Every even-numbered round, the Accuracy of all moves is increased by a flat 10%
Codifications
Camouflage: Ground
Nature Power: Power Gem
Secret Power: Causes flinching
===============================
Surging Caldeira
From the research led in this parts, this is where Zeraora was born. The caldeira has patches of boiling magma meshing with the ambient sparks, creating a unique kind of energy.
  • All damaging Electric-type moves are treated as Electric/Fire dual-typed moves
  • All damaging Fire-type moves are treated as Fire/Electric dual-typed moves
  • Damaging Fire-type moves get a chance to paralyze equal to their original chance of burning
  • Damaging Electric-type moves get a chance to burn equal to their original chance of paralyzing
Codifications
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Causes burn


But who is going first, let's find out!

d2: [1=nightblitz strikes first, 2=TheEver strikes first]=2=The Ever Strikes first

Now let's see their teams!

Team Nightblitz:

:ss/decidueye:
Decidueye
STAGE:
3*
NATURE: Serious (no change)
TYPE: Grass/Ghost
ABILITIES: Overgrow / Long Reach

STATS
HP: 90
Atk: 8
Def: 6
SpA: 7
SpD: 7
Spe: 70
Size Class: 3
Weight Class: 3

MOVES
Acrobatics
Air Slash
Astonish
Attract
Baton Pass
Brave Bird
Confide
Confuse Ray
Curse
Defog
Double Team
Echoed Voice
Endure
Energy Ball
Facade
False Swipe
Feather Dance
Foresight
Frustration
Fury Attack
Giga Drain
Giga Impact
Grass Knot
Growl
Haze
Hex
Hidden Power (Fighting)
Hurricane
Hyper Beam
Imprison
Knock Off
Leaf Blade
Leaf Storm
Leafage
Light Screen
Low Sweep
Nasty Plot
Nature Power
Ominous Wind
Peck
Phantom Force
Pluck
Protect
Psycho Cut
Razor Leaf
Rest
Return
Roost
Round
Safeguard
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Sleep Talk
Smack Down
Snore
Solar Beam
Solar Blade
Spirit Shackle
Spite
Steel Wing
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Swords Dance
Synthesis
Tackle
Toxic
U-turn
Work Up
:ss/steelix:
Steelix
STAGE:
3*
NATURE: Serious (no change)
TYPE: Steel/Ground
ABILITIES: Rock Head / Sturdy / Sheer Force (UNLOCKED)

STATS
HP: 90
Atk: 6
Def: 14
SpA: 4
SpD: 5
Spe: 30
Size Class: 7
Weight Class: 8

MOVES
Attract
Autotomize
Bide
Bind
Block
Body Press
Body Slam
Breaking Swipe
Brutal Swing
Bulldoze
Captivate
Confide
Crunch
Curse
Cut
Dark Pulse
Defense Curl
Dig
Double Team
Double-Edge
Dragon Breath
Dragon Dance
Dragon Pulse
Dragon Tail
Drill Run
Earth Power
Earthquake
Endure
Explosion
Facade
Fire Fang
Fissure
Flail
Flash Cannon
Frustration
Giga Impact
Gyro Ball
Harden
Head Smash
Headbutt
Heavy Slam
Hidden Power (Normal)
High Horsepower
Hyper Beam
Ice Fang
Iron Defense
Iron Head
Iron Tail
Magnet Rise
Mimic
Mud Sport
Mud-Slap
Natural Gift
Nature Power
Payback
Protect
Psych Up
Psychic Fangs
Rage
Rest
Return
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Rototiller
Round
Sand Tomb
Sandstorm
Scary Face
Screech
Secret Power
Self-Destruct
Skull Bash
Slam
Sleep Talk
Smack Down
Snore
Stealth Rock
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Tackle
Take Down
Taunt
Thunder Fang
Torment
Toxic
Wide Guard
:ss/hatterene:
Hatterene
STAGE:
3*
NATURE: Serious (no change)
TYPE: Psychic/Fairy
ABILITIES: Healer, Anticipation, Magic Bounce

STATS
HP: 80
Atk: 7
Def: 7
SpA: 10
SpD: 7
Spe: 29
Size Class: 4
Weight Class: 1

MOVES
After You
Aromatherapy
Aromatic Mist
Attract
Baton Pass
Brutal Swing
Calm Mind
Charm
Confusion
Dark Pulse
Dazzling Gleam
Disarming Voice
Draining Kiss
Endure
Facade
Future Sight
Giga Drain
Giga Impact
Guard Swap
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Imprison
Life Dew
Light Screen
Magic Powder
Magic Room
Magical Leaf
Mystical Fire
Nuzzle
Play Nice
Play Rough
Power Swap
Power Whip
Protect
Psybeam
Psychic
Psycho Cut
Psyshock
Quash
Rest
Round
Safeguard
Shadow Ball
Shadow Claw
Skill Swap
Sleep Talk
Snore
Stored Power
Substitute
Swords Dance
Thunder Wave
Trick Room
Wonder Room


Team TheEver:

Bea [Bewear]
Stage: ★★★☆☆

Types: Normal/Fighting
Abilities: Fluffy/Klutz/Unnerve (Unlocked)
Nature: Serious

Stats
HP: 105
Atk: 9
Def: 6
SpA: 4
SpD: 5
Spe: 60
Size Class: 4
Weight Class: 5

Attacks (71)
Aerial Ace
Attract
Baby-Doll Eyes
Bide
Bind
Body Press
Body Slam
Brick Break
Brutal Swing
Bulk Up
Bulldoze
Charm
Close Combat
Confide
Darkest Lariat
Defense Curl
Double Team
Double-Edge
Dragon Claw
Drain Punch
Earthquake
Endure
Facade
Flail
Fling
Focus Blast
Force Palm
Frustration
Giga Impact
Hammer Arm
Hidden Power (Fire)
High Horsepower
Hyper Beam
Ice Punch
Iron Head
Leer
Low Kick
Low Sweep
Mega Kick
Mega Punch
Pain Split
Payback
Protect
Rest
Return
Revenge
Reversal
Roar
Rock Slide
Rock Tomb
Rollout
Round
Shadow Claw
Sleep Talk
Snore
Stomp
Stomping Tantrum
Strength
Substitute
Superpower
Swagger
Swords Dance
Tackle
Take Down
Taunt
Thrash
Thunder Punch
Toxic
Wide Guard
Work Up
Zen Headbutt

Pain [Garchomp]
Stage: ★★★★★

Types: Dragon/Ground
Abilities: Sand Veil/Rough Skin (Unlocked)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats
HP: 100
Atk: 9
Def: 7
SpA: 5 (-)
SpD: 6
Spe: 118 (+)
Size Class: 4
Weight Class: 4


Pain [Mega Garchomp]
Stage: ★★★★★

Types: Dragon/Ground
Abilities: Sand Veil/Rough Skin (Unlocked)
Mega Ability: Sand Force
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Mega Stats
HP: 100
Atk: 12
Def: 8
SpA: 8 (-)
SpD: 7
Spe: 106 (+)
Size Class: 4
Weight Class: 4

Attacks (87)
Aerial Ace
Aqua Tail
Attract
Bite
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Captivate
Confide
Crunch
Cut
Dig
Double Team
Double-Edge
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dual Chop
Earth Power
Earthquake
Endure
Facade
False Swipe
Fire Blast
Fire Fang
Flamethrower
Fling
Frustration
Fury Cutter
Giga Impact
Headbutt
Hidden Power (Fairy)
Hone Claws
Hyper Beam
Incinerate
Iron Head
Iron Tail
Laser Focus
Metal Claw
Mud Shot
Mud-Slap
Natural Gift
Outrage
Poison Jab
Protect
Rain Dance
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Sand Attack
Sand Tomb
Sandstorm
Scale Shot
Scary Face
Scorching Sands
Secret Power
Shadow Claw
Slash
Sleep Talk
Snore
Stealth Rock
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Surf
Swagger
Swift
Swords Dance
Tackle
Take Down
Thrash
Toxic
Twister
Whirlpool

Static [Vikavolt]
Stage: ★★★☆☆

Types: Bug/Electric
Abilities: Levitate
Nature: Serious

Stats
HP: 90
Atk: 5
Def: 7
SpA: 10
SpD: 6
Spe: 43
Size Class: 2
Weight Class: 3

Attacks (58)
Acrobatics
Agility
Air Slash
Attract
Bite
Bug Bite
Bug Buzz
Charge
Charge Beam
Confide
Crunch
Dig
Discharge
Double Team
Eerie Impulse
Electro Ball
Electroweb
Endure
Energy Ball
Facade
Flash Cannon
Fly
Frustration
Giga Impact
Guillotine
Harden
Hidden Power (Ice)
Hyper Beam
Iron Defense
Light Screen
Mud Shot
Mud-Slap
Poison Jab
Protect
Rain Dance
Rest
Return
Roost
Round
Screech
Sky Drop
Sleep Talk
Snore
Solar Beam
Spark
Sticky Web
String Shot
Substitute
Swagger
Thunder
Thunder Wave
Thunderbolt
Toxic
Vice Grip
Volt Switch
Wild Charge
X-Scissor
Zap Cannon


And with that out of the way, let's get started!

Turn order:
TheEver strikes an arena
nightblitz strikes two arenas
TheEver chooses an arena from the remaining two
TheEver sends out a Pokemon with item, etc.
nightblitz sends out a Pokemon with item, etc. Then he orders
TheEver orders
I ref
 
Last edited:

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Sending in Hatterene with RageCandyBar.
:ss/hatterene: "Good day to you. Let's hope for some good rolls (for your sake), shall we?"
[Always consume RCB]
Magic Room > Draining Kiss > Draining Kiss

IF Bide a1 THEN Future Sight a2, pushing back.
[CASOA a2] IF Pain Split a3 THEN Future Sight a2, pushing back, AND replace "Future Sight" in sub3 with "Trick Room".
IF under P/E a2 OR a3 THEN Future Sight, pushing back.
 
Last edited:
Team Nightblitz:
:Hatterene:
HP: 80
EN: 100
Atk: 7
Def: 7
SpA: 10
SpD: 7
Spe: 29
Size Class: 4
Weight Class: 1
Item: RageCandyBar
Abilities: Healer/Anticipation/Magic Bounce
Other: None

Team Ever:
:Bewear:
HP: 105
EN: 100
Atk: 9
Def: 6
SpA: 4
SpD: 5
Spe: 60
Size Class: 4
Weight Class: 5
Item: Lagging Tail
Abilities: Fluffy/Klutz [Off]/Unnerve
Other: None

Field: None
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage

=====================
Round 1:

The results of this round were...decidedly mixed. Hatterene lands a full power Draining Kiss, but Bewear lands an Iron Head that flinches, making both Pokemon take equal damage by some sorcery. Except not really because of abilities. Given Hatterene's lower HP stat though, this may spell trouble for nightblitz.

Step One:
Hatterene ate the RageCandyBar
[Hatterene Rage 6A]

Hatterene used Magic Room
Items were rendered useless for 4 Rounds
[9 Energy Hat]

Bewear used Iron Head
To Hit: [50>= Miss]=6=Miss
Splash Damage: [12+2+2-2]*1.5*0.25=5.25~5
[5 Damage Hat] [6 Energy Bew]

Step Two:
Bewear used Iron Head
To Hit: [50>= Miss]=15=Miss
Splash Damage: [12+2+2-2]*1.5*0.25=5.25~5
[5 Damage Hat] [10 Energy Bew]

Hatterene used Draining Kiss
To Hit: [50>= Miss]=62=Hit
Damage: [8+3+2+6-5]*1.5=21
Drain: 21*0.75=15.75~7
[21 Damage Bew] [+7 HP Hat] [6 Energy Hat]

Step Three:
Bewear used Iron Head
To Hit: [50>= Miss]=59=Hit
Flinch: [30>= Yes]=13=Yes
Damage: [12+2+2-2]*1.5=21
[21 Damage Hat] [14 Energy Bew]

Hatterene Flinched!

Totals:
Hatterene: 24 Damage, 15 Energy
Bewear: 21 Damage, 30 Energy

=====================
Team Nightblitz:
:Hatterene:
HP: 56
EN: 85
Atk: 7 [8]
Def: 7
SpA: 10 [11]
SpD: 7
Spe: 29 [37]
Size Class: 4
Weight Class: 1
Item: RageCandyBar
Abilities: Healer/Anticipation/Magic Bounce
Other: RAGE [3A]

Team Ever:
:Bewear:
HP: 84
EN: 70
Atk: 9
Def: 6
SpA: 4
SpD: 5
Spe: 60
Size Class: 4
Weight Class: 5
Item: Lagging Tail
Abilities: Fluffy/Klutz [Off]/Unnerve
Other: None

Field: Magic Room [3R]
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage


Turn Order:
TheEver orders
nightblitz42 orders
I ref
 
Last edited:

TheEver

It's beauty and rage!
is a Pre-Contributor

Face my fury!

[Mega Evolve] Sand Tomb > Earthquake > Earthquake
** [CASOS] IF Hatterene is to use Baton Pass THEN initiate steps Iron Head > Iron Head > Iron Head.
** [CASOT] IF Hatterene successfully used a Protective move THEN use Sandstorm the first instance, Swords Dance the second instance, and push back steps each instance.
** [CASOT] IF Garchomp is to use Earthquake AND Hatterene is not under the effects of Sand Tomb THEN use Sand Tomb.
 
Team Nightblitz:
:Hatterene:
HP: 56
EN: 85
Atk: 7 [8]
Def: 7
SpA: 10 [11]
SpD: 7
Spe: 29 [37]
Size Class: 4
Weight Class: 1
Item: RageCandyBar
Abilities: Healer/Anticipation/Magic Bounce
Other: RAGE [3A]

Team Ever:
:Garchomp-Mega:
HP: 100
EN: 100
Atk: 12
Def: 8
SpA: 8 (-)
SpD: 7
Spe: 106 (+)
Size Class: 4
Weight Class: 4
Item: Garchompite
Abilities: Sand Veil/Rough Skin
Other: None

:Bewear:
HP: 84
EN: 70
Atk: 9
Def: 6
SpA: 4
SpD: 5
Spe: 60
Size Class: 4
Weight Class: 5
Item: Lagging Tail
Abilities: Fluffy/Klutz [Off]/Unnerve
Other: None


Field: Magic Room [3R]
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage

====================
Match 1 Round 2:

Nightblitz attempts a valiant effort to get Hatterene to escape. Unfortunately, the Garchomp is evidently used to this kind of environment, and lands two devastating attacks that takes down Hatterene. The first match goes to The Ever!

...Wait that's a rule? Why do people keep making me reref everything ugh. Well, thanks to rule interpretations Hatterene manages to survive and get the heck out of dodge. So this match is still ongoing. I don't get paid enough for this.

Step One:
Garchomp Mega Evolved

Garchomp used Sand Tomb
To Hit: [5>= Yes]=32=No
To Crit: [1=yes]=13=No
Damage: [4+3+5]=12
[12 Damage Hat] [4 Energy Gar]
Hatterene was inflicted with partial trapping (4A)

Hatterene used Rest
It fell asleep and healed
[+10 HP Hat] [14 Energy Hat]

Sand Tomb: [2 Damage Hat]

Step Two:
Garchomp used Earthquake
To Crit: [1=Yes]=22=No
Damage: [10+3+5]=18
[18 Damage Hat] [6 Energy Gar]
Hatterene's Rest ended

Hatterene used Baton Pass
It started to switch out
[10 Energy Hat]

Sand Tomb: [2 Damage Hat]

Step Three:
Garchomp used Earthquake
To Crit: [1=yes]=7=No
Damage: [10+3+5]=18
[18 Damage Hat] [10 Energy Gar]

Hatterene used Dazzling Gleam
To Crit: [1=yes]=15=No
Damage: [8+3+4]*1.5=22.5~23
[23 Damage Gar] [5 Energy Hat]

Sand Tomb: [2 Damage Hat]

Totals
Hatterene: 44 Damage, 29 Energy
Garchomp: 23 Damage, 20 Energy

=================
Team Nightblitz:
:Hatterene:
HP: 12
EN: 56
Atk: 7
Def: 7
SpA: 10
SpD: 7
Spe: 29
Size Class: 4
Weight Class: 1
Item: RageCandyBar [Consumed]
Abilities: Healer/Anticipation/Magic Bounce
Other: None

Team Ever:
:Garchomp-Mega:
HP: 77
EN: 80
Atk: 12
Def: 8
SpA: 8 (-)
SpD: 7
Spe: 106 (+)
Size Class: 4
Weight Class: 4
Item: Garchompite
Abilities: Sand Veil/Rough Skin
Other: None

:Bewear:
HP: 84
EN: 70
Atk: 9
Def: 6
SpA: 4
SpD: 5
Spe: 60
Size Class: 4
Weight Class: 5
Item: Lagging Tail
Abilities: Fluffy/Klutz [Off]/Unnerve
Other: None


Field: Magic Room [2R]
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage

========================
Turn Order:
nightblitz42 sends in a replacement and orders.
TheEver orders
I ref
 
Last edited:

TheEver

It's beauty and rage!
is a Pre-Contributor

I'd rather fight the Fairy than the Steel-type ... wait, that can't be right ...

[Dragon Tail+Aerial Ace] > Sandstorm > Protect
** [CASOS S3] IF Garchomp has 38 or less HP at the start of step three THEN use Protect on step three.
** [CAEOS] IF Garchomp flinched OR Garchomp was unable to act to due freeze THEN push back steps.
 
Round 3:

Start of Round 3
nightblitz42
:ss/steelix:
Buster @ Life Orb
HP: 90/90, EN: 100/100
9/14/4/5/30
Steel/Ground
Rock Head/Sturdy/Sheer Force + Tough Claws
Status: OK
Field: Magic Room (2 rounds remaining)
TheEver
:ss/garchomp-mega:
Pain @ Garchompite
HP: 77/100, EN: 80/100
12/8/8/7/106
Dragon/Ground
Sand Veil/Rough Skin/Sand Force + Tough Claws
Status: OK
Field: Magic Room (2 rounds remaining)​
Turn 1:
Steelix used Ice Fang!
Miss (20 - 40, d40): 28 (Yes miss)
But it missed...
0.25*((11*1 + 0 + 0 + 1 + 4)*2 + (0 - 0)*2 + 0) = 0.25*32 = 8
-5 EN

Garchomp used Dragon Ace!
Crit (1, d24): 1 (Yes crit)
(9*1 + 3 + 3 - 2 + 2)*0.75 + (0 - 0)*2 + 0 = 11.25 => 11
-2*(5 + 4) + 1 = -17 EN
Steelix is phasing!

Turn 2:
Garchomp used Sandstorm!
A sandstorm brewed!
-9 EN

Steelix used Ice Fang!
Miss (12 - 40, d40): 16 (Yes miss)
But it missed...
0.25*((11*1 + 0 + 0 + 1 + 4)*2 + (0 - 0)*2 + 0) = 0.25*32 = 8
-9 EN

Turn 3:
Garchomp used Protect!
Garchomp is protecting itself!
-7 EN

Steelix used Ice Fang!
Garchomp protected itself!
0.25*((11*1 + 0 + 0 + 1 + 4)*2 + (0 - 0)*2 + 0) = 0.25*32 = 8
Garchomp -32/2.5 = -12.8 => -13 EN
Steelix -13 EN

The sandstorm is raging! (4 => 3 rounds remaining)
Magic Room weakened! (2 => 1 round remaining)

Steelix HP: -11
Steelix EN: -5-9-13 = -27
Garchomp HP: -8-8-8 = -24
Garchomp EN: -17-9-7-13 = -46
nightblitz42
:ss/steelix:
Buster @ Life Orb
HP: 79/90, EN: 73/100
9/14/4/5/30
Steel/Ground
Rock Head/Sturdy/Sheer Force + Tough Claws
Status: Phazing
Field: Magic Room (1 round remaining), Sandstorm (3 rounds remaining)
:hatterene: Lily @ RageCandyBar HP: 12/80 , EN: 56/100
TheEver
:ss/garchomp-mega:
Pain @ Garchompite
HP: 53/100, EN: 34/100
12/8/8/7/106
Dragon/Ground
Sand Veil/Rough Skin/Sand Force + Tough Claws
Status: +20% Evasion (Sand Veil)
Field: Magic Room (1 round remaining), Sandstorm (3 rounds remaining)
:bewear: Bea @ Lagging Tail HP: 84/105, 70/100
End of Round 3

Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws​
  • Contact moves have their BAP increased by 50%, rounding up​
  • Contact moves have their Accuracy halved, rounding down​
  • P/E moves only protect against 75% of the damage dealt by contact moves​
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual​
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage

1655575445406.png

"Not exactly the best luck for nightblitz42 as Steelix misses not one but two Ice Fangs! Plus, being swapped out into a 12 HP Hatterene can only spell doom for this battle. Can he manage to win the next battle?"

nightblitz42 replaces Steelix with Hatterene (no post required)
TheEver orders first
nightblitz42 orders second

(Note: Maxim Could you please check this round? I may have missed something from the previous round. Don't worry: I'm only pinging you for this round because this is the round where it's transitioning from you to me. Thanks!)
 
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TheEver

It's beauty and rage!
is a Pre-Contributor

This is where I do my best work!

Earthquake > Earthquake > Earthquake
** [CASOT] IF Hatterene successfully used a Protective move THEN Chill.
 
Round 4:

Start of Round 4
nightblitz42
:ss/hatterene:
Lily @ RageCandyBar
HP: 12/80, EN: 56/100
7/7/10/7/29
Psychic/Fairy
Healer/Anticipation/Magic Bounce + Tough Claws
Status: OK
Field: Magic Room (1 round remaining), Sandstorm (3 rounds remaining)
TheEver
:ss/garchomp-mega:
Pain @ Garchompite
HP: 53/100, EN: 34/100
12/8/8/7/106
Dragon/Ground
Sand Veil/Rough Skin/Sand Force + Tough Claws
Status: +20% Evasion (Sand Veil)
Field: Magic Room (1 round remaining), Sandstorm (3 rounds remaining)
:bewear: Bea @ Lagging Tail HP: 84/105, 70/100
Turn 1:
Garchomp used Earthquake!
Crit (1, d24): 22 (No crit)
(10*1 + 3 + 0 + 5 + 2)*1 + (0 - 0)*2 + 0 = 20
-6 EN

Hatterene KO!

The sandstorm is raging! (3 => 2 rounds remaining)
Magic Room weakened! (1 => 0 rounds remaining)

Hatterene HP: -20
Hatterene EN: -0
Garchomp HP: -0
Garchomp EN: -6
nightblitz42
:ss/hatterene:
Lily @ RageCandyBar
HP: KO/80, EN: 56/100
7/7/10/7/29
Psychic/Fairy
Healer/Anticipation/Magic Bounce + Tough Claws
Status: KO
Field: Sandstorm (2 rounds remaining)
:steelix: Buster @ Life Orb HP: 79/90 , EN: 73/100
TheEver
:ss/garchomp-mega:
Pain @ Garchompite
HP: 53/100, EN: 28/100
12/8/8/7/106
Dragon/Ground
Sand Veil/Rough Skin/Sand Force + Tough Claws
Status: +20% Evasion (Sand Veil)
Field: Sandstorm (2 rounds remaining)
:bewear: Bea @ Lagging Tail HP: 84/105, 70/100
End of Round 4

Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage

1655661615231.png

"And with that, Hatterene drops to a Sand-Force-boosted, STAB Earthquake. Ouch. On to the next battle!"

TheEver strikes an arena
nightblitz42 picks an arena and sends out first
TheEver sends out and orders first
nightblitz42 orders second
 
Last edited:

TheEver

It's beauty and rage!
is a Pre-Contributor

Ow. What is this thing? Get it off of me.

Sending out Bewear @ Sticky Barb
Klutz = Off

Bind > Low Kick > Low Kick
** [CASOS] IF Steelix is to use Dig (Evasive) AND Steelix is faster than Bewear THEN use Earthquake and push back steps.
** [CASOT] IF Steelix successfully used a Protective move THEN use Confide and push back steps.
** [CAEOS] IF Bewear's Bind missed THEN push back steps.
 
Round 1:

Start of Round 1
nightblitz42
:ss/steelix:
Buster @ Eject Button
HP: 90/90, EN: 100/100
6/14/4/5/30
Steel/Ground
Rock Head / Sturdy / Sheer Force
Status: OK
Field: Clear
TheEver
:ss/bewear:
Bea @ Sticky Barb
HP: 105/105, EN: 100/100
9/6/4/5/60
Normal/Fighting
Fluffy / Klutz / Unnerve
Status: OK
Field: Clear​
Bewear's Unnerve makes Steelix too nervous to eat Berries!

Turn 1:
Bewear used Bind!
Miss (18 - 20, d20): 14 (No miss), Crit (1, d24): 18 (No crit)
(3*1 + 3 + 0 - 5 - 1)*0.75 + (0 - 0)*2 + 2 = 1.75 => 2
-3 EN
Steelix got the Sticky Barb!
Steelix was squeezed by Bewear's Bind! (4 actions remaining)

Steelix used Fire Fang!
Miss (20, d20): 14 (No miss), Crit (1, d24): 22 (No crit)
(7*1 + 0 + 0 + 0 + 2)*1 + (0 - 0)*2 + 2 = 11
-5 EN

Steelix was hurt by Bind! (3 actions remaining)
-2 HP

Steelix was hurt by Sticky Barb!
-2 HP

Turn 2:
Bewear used Low Kick!
Crit (1, d24): 13 (No crit)
(14*1 + 3 + 0 - 5 - 1)*1.5 + (0 - 0)*2 + 0 = 16.5 => 17
-(4 + 8/2) = -8 EN

Steelix used Fire Fang!
Miss (20, d20): 17 (No miss), Crit (1, d24): 16 (No crit)
(7*1 + 0 + 0 + 0 + 2)*1 + (0 - 0)*2 + 2 = 11
-9 EN

Steelix was hurt by Bind! (2 actions remaining)
-2 HP

Steelix was hurt by Sticky Barb!
-2 HP

Turn 3:
Bewear used Low Kick!
Crit (1, d24): 14 (No crit)
(14*1 + 3 + 0 - 5 - 1)*1.5 + (0 - 0)*2 + 0 = 16.5 => 17
-(4 + 8/2 + 4) = -12 EN

Steelix used Fire Fang!
Miss (20, d20): 14 (No miss), Crit (1, d24): 3 (No crit)
(7*1 + 0 + 0 + 0 + 2)*1 + (0 - 0)*2 + 2 = 11
-13 EN

Steelix was hurt by Bind! (1 action remaining)
-2 HP

Steelix was hurt by Sticky Barb!
-2 HP

Steelix HP: -2-2-2-17-2-2-17-2-2 = -48
Steelix EN: -5-9-13 = -27
Bewear HP: -11-11-11 = -33
Bewear EN: -3-8-12 = -23
nightblitz42
:ss/steelix:
Buster @ Sticky Barb
HP: 42/90, EN: 73/100
6/14/4/5/30
Steel/Ground
Rock Head / Sturdy / Sheer Force
Status: Bind (1 action remaining), Trapped
Field: Clear
TheEver
:ss/bewear:
Bea
HP: 72/105, EN: 77/100
9/6/4/5/60
Normal/Fighting
Fluffy / Klutz / Unnerve
Status: OK
Field: Clear​
End of Round 1
Surging Caldeira
From the research led in this parts, this is where Zeraora was born. The caldeira has patches of boiling magma meshing with the ambient sparks, creating a unique kind of energy.
  • All damaging Electric-type moves are treated as Electric/Fire dual-typed moves
  • All damaging Fire-type moves are treated as Fire/Electric dual-typed moves
  • Damaging Fire-type moves get a chance to paralyze equal to their original chance of burning
  • Damaging Electric-type moves get a chance to burn equal to their original chance of paralyzing
Codifications
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Causes burn
1656051353081.png

"What a round! Bewear snatches the HP lead due to its massive base HP as well as its formidable Fluffy fur that blocks a lot of the damage taken from Steelix's Fire Fang. Will TheEver claim victory, or will Bewear's flammable fur be its downfall?"

nightblitz42 orders first
TheEver orders second
Doduodrio refs
 
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nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Yeah I still have no wincon and I'm worse on the damage race than I was before. gg wp
:steelix: Thunder Fang > Fire Fang > Thunder Fang
IF under P/E THEN Iron Defense, pushing back.
IF damaging Fighting-Type OR Ground-Type Combo THEN Protect, pushing back.
 

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