Facility Battle Tree: Keriel



Team Keriel
:pmd/rotom-wash: Essence of Animation the Rotom Wash
HP 44 / EN 74 || Stats 5/8/8/8/86
Size 3 Weight 4 / 5 Chill 2 Rcv
Abilities: Levitate
:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 2 Rcv
V.S.
Rain (5) rounds

Wild Arcanine-Hisui :pmd/arcanine-hisui:
HP 16 / EN 78 || Stats 9/7/7/7/85
Size 3 Weight 3 / 5 Chill 2 Rcv
- - - -
Gimmicks
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.

Gimmick 2: Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.
Wild Togedemaru :pmd/togedemaru:
HP 70 / EN 100 || Stats 8/7/6/7/96
Size 2 Weight 3 / 5 Chill 2 Rcv
Start of Round 1
:rotom-wash: 86 SPE > :arcanine-hisui: 85 SPE
Essence of Animation moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/rotom-wash:
Essence of Animation
Calm Before the Storm -28 EN
Vs Arcanine-Hisui
Crit d24=
(6 BAP +3 STAB +8 SPA -7 SPD)*2
= Wild Arcanine takes 20 Damage!
:arcanine-hisui: fainted!
End of Round 2
-


Team Keriel
:pmd/rotom-wash: Essence of Animation the Rotom Wash
HP 44 / EN 46 || Stats 5/8/8/8/86
Size 3 Weight 4 / 5 Chill 2 Rcv Combo 0
Abilities: Levitate
:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 2 Rcv
V.S.
Rain (5) rounds

Wild Arcanine-Hisui :pmd/arcanine-hisui:
HP -4 / EN 78 || Stats 9/7/7/7/85
Size 3 Weight 3 / 5 Chill 2 Rcv
- - - -
Gimmicks
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.

Gimmick 2: Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.
Wild Togedemaru :pmd/togedemaru:
HP 70 / EN 100 || Stats 8/7/6/7/96
Size 2 Weight 3 / 5 Chill 2 Rcv

Arcanine-Hisui's fiery spirit is doused out, and a vengeful Togedemaru scowls at the perpetrator.

Togedemaru sent out
Keriel to order 1st
Togedemaru to order 2nd​
 
:ss/mismagius: One last good spell, before our ancestral might is to be unjustly stolen...
Night Shade ~ Night Shade ~ Night Shade

:pmd/rotom-wash:
[start of turn] If Rotom's HP is at most half of Togedemaru's, and Rotom has Recoveries, and Togedemaru lacks Protection, use Pain Split.
[start of turn] If Togedemaru is to use an Electric-type attack next step and Togedemaru lacks Protection and Togedemaru lacks Confusion, use Confuse Ray the first instance.
 


Team Keriel
:pmd/rotom-wash: Essence of Animation the Rotom Wash
HP 44 / EN 46 || Stats 5/8/8/8/86
Size 3 Weight 4 / 5 Chill 2 Rcv Combo 0
Abilities: Levitate
:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 2 Rcv
V.S.
Rain (5) rounds

Wild Togedemaru :pmd/togedemaru:
HP 70 / EN 100 || Stats 8/7/6/7/96
Size 2 Weight 3 / 5 Chill 2 Rcv
[/spoiler]
Wild Arcanine-Hisui :pmd/arcanine-hisui:
HP -4 / EN 78 || Stats 9/7/7/7/85
Size 3 Weight 3 / 5 Chill 2 Rcv
- - - -
Gimmicks
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.

Gimmick 2: Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.
Start of Round 1
:rotom-wash: 86 SPE > :arcanine-hisui: 85 SPE
Essence of Animation moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/togedemaru:
Wild Togedemaru
Rollout -2 EN
Vs Rotom-Wash
Hit d10= / Crit d24=
(4 BAP +8 ATK -8 DEF) +4 GIMMICK
= Rotom-Wash takes 8 Damage!
-

Turn 2
:sv/rotom-wash:
Essence of Animation
Confuse Ray -5 EN
Vs Togedemaru
-
-
= Confusion
-
End of Step 1
-
Start of Step 2
-

Turn 1
:sv/togedemaru:
Wild Togedemaru
Thunderbolt -7 EN
Vs Rotom-Wash
Crit d24=
(9 BAP +3 STAB +6 SPA -8 DEF) +4 GIMMICK
= Rotom-Wash takes 14 Damage!
:togedemaru: -7 HP

Turn 2
:sv/rotom-wash:
Essence of Animation
Pain Split -12 EN
Vs Togedemaru
-
-
= Pain Split
:rotom-wash: +18 HP
:togedemaru: -18 HP
End of Step 2
-
Start of Step 3
-

Turn 1
:sv/togedemaru:
Wild Togedemaru
Rollout -4 EN
Vs Rotom-Wash
Hit d10= / Crit d24=
(8 BAP +8 ATK -8 DEF) +4 GIMMICK
= Rotom-Wash takes 12 Damage!
-6 HP

Turn 2
:sv/rotom-wash:
Essence of Animation
Night Shade -5 EN
Vs Togedemaru
-
BAP = 15
= Togedemaru -15 HP
-
End of Step 3
End of Round 3
-


Team Keriel
:pmd/rotom-wash: Essence of Animation the Rotom Wash
HP 28 / EN 24 || Stats 5/8/8/8/86
Size 3 Weight 4 / 5 Chill 1 Rcv Combo 0
Abilities: Levitate
:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 2 Rcv
V.S.
Rain (3) rounds

Wild Togedemaru :pmd/togedemaru:
HP 24 / EN 87 || Stats 8/7/6/7/96
Size 2 Weight 3 / 5 Chill 2 Rcv
- - - -
Confusion (1) Turn
[/spoiler]
Wild Arcanine-Hisui :pmd/arcanine-hisui:
HP -4 / EN 78 || Stats 9/7/7/7/85
Size 3 Weight 3 / 5 Chill 2 Rcv
- - - -
Gimmicks
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.

Gimmick 2: Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.

Togedemaru tries to avenge its friend!

Togedemaru to order 1st
Keriel to order 2nd

 
Last edited:


Team Keriel
:pmd/rotom-wash: Essence of Animation the Rotom Wash
HP 28 / EN 24 || Stats 5/8/8/8/86
Size 3 Weight 4 / 5 Chill 1 Rcv Combo 0
Abilities: Levitate
:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 2 Rcv
V.S.
Rain (3) rounds

Wild Togedemaru :pmd/togedemaru:
HP 24 / EN 87 || Stats 8/7/6/7/96
Size 2 Weight 3 / 5 Chill 2 Rcv
- - - -
Confusion (1) Turn
[/spoiler]
Wild Arcanine-Hisui :pmd/arcanine-hisui:
HP -4 / EN 78 || Stats 9/7/7/7/85
Size 3 Weight 3 / 5 Chill 2 Rcv
- - - -
Gimmicks
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.

Gimmick 2: Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.
Start of Round 4
:togedemaru: 96 SPE > :rotom-wash: 86 SPE
Togedemaru moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/togedemaru:
Wild Togedemaru
Rollout -6 EN
Vs Rotom-Wash
Hit d10=10 / Crit d24=9
(12 BAP +8 ATK -8 DEF) +4 GIMMICK
= Rotom-Wash takes 16 Damage!
:togedemaru: -8 HP

Turn 2
:sv/rotom-wash:
Essence of Animation
Confuse Ray -5 EN
Vs Togedemaru
-
-
= Confusion
-
End of Step 1
-
Start of Step 2
-

Turn 1
:sv/togedemaru:
Wild Togedemaru
Rollout -8 EN
Vs Rotom-Wash
Hit d10= / Crit d24=
(16 BAP +8 ATK -8 DEF) +4 GIMMICK
= Protection
-

Turn 2
:sv/rotom-wash:
Essence of Animation
Protect -12 EN
Vs Self
-
-
= Protection
-
End of Step 2
-
Start of Step 3
-

Turn 1
:sv/rotom-wash:
Essence of Animation
Sucker Punch -5 EN
Vs Togedemaru
Crit d24=22
12-7=5
= Togedemaru -5 HP
-

Turn 2
:sv/togedemaru:
Wild Togedemaru
Rollout -10 EN
Vs Rotom-Wash
Hit d10=9 / Crit d24=21
(20 BAP +8 ATK -8 DEF) +4 GIMMICK
= Rotom-Wash takes 24 Damage!
:togedemaru: -12 HP
:rotom-wash: fainted!
:togedemaru: fainted!
End of Step 3
End of Round 4
-


Team Keriel
:pmd/rotom-wash: Essence of Animation the Rotom Wash
HP - / EN 24 || Stats 5/8/8/8/86
Size 3 Weight 4 / 5 Chill 1 Rcv Combo 0
Abilities: Levitate
:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 2 Rcv
V.S.
Rain (2) rounds

Wild Togedemaru :pmd/togedemaru:
HP - / EN 87 || Stats 8/7/6/7/96
Size 2 Weight 3 / 5 Chill 2 Rcv
- - - -
Confusion (1) Turn
[/spoiler]
Wild Arcanine-Hisui :pmd/arcanine-hisui:
HP -4 / EN 78 || Stats 9/7/7/7/85
Size 3 Weight 3 / 5 Chill 2 Rcv
- - - -
Gimmicks
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.

Gimmick 2: Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.

Keriel wins!

 
Arcanine and its friend Togedemaru are laid out, unconscious on the ground, now turned mud from the rainy weather. Keriel ruthlessly walks past them, not even attempting to capture them with a Pokeball. With expert skill, they scale down the steep terrain of the forest and continue their journey.

Keriel and co. make it to a clearing where they finally see the castle. It sits high, high atop a mountain of unidentifiable material. The material doesn't look man-made, and it seems as if someone just piled a bunch of stuff together and put a castle on top. The Feudal Lord's mansion is undoubtedly above it all, and there Keriel will find the reason that the Feudal Lord invited them all this way.

As Keriel approaches... they get confused. There seems to be no path, just a mountain of this strange material. The closer they get, the foggier the surroundings, making it hard to even identify whats in front of them. Keriel starts to wonder how a carriage was supposed to transport all those people through this impassable terrain. Well, time is ticking, and Keriel has a tight schedule to stick too, so they need to figure out how to get to the top of this tower as soon as possible!
 
It took some time, when Keriel first took to the construction of this peculiar spirit, to find what machines it was best suited to. Even still, they're rather out of place in the Mage's home. But the spirit itself wears them as a second skin, shifting between forms on a whim. The Essence of Animation will Forme Shift to Rotom-Fan, using its arcane motor to blow away the fog with powerful gusts of wind. As it does, Articuno takes wing - despite its nature, it will offer a Helping Hand, helping the Mage up, as Rotom can simply Levitate to the castle.
 
Articuno flies majestically in the sky, with Keriel on its back, and Rotom-Fan in aerial tow. They scale the mysterious mountain and as they rise up the fog thins, and they can see their final destination! A silhouette of the Shogun's impressive base comes into view, and with anticipation and excitement, Articuno speeds their ascent.

Curiously, as Keriel and co approach, what was once an impressive silhouette now looks like an unkempt, decrepit, and abandoned structure. This is very confusing for Keriel as they remembered good news about the shogun and his lands. Though, it does make sense that maintenance would be hard given the difficulty it took to get up here...

As Articuno flies to the top of the mound, Keriel hops off and lands on grass far too tall and wild to be evidence for maintenance. The more Keriel looks around, the more they are assured of their second assumption - this place was abandoned long ago. But then, who could have ca-

:pmd/runerigus:

Interrupting the internal inquiry, a rock nearby becomes sentient and launches itself at Keriel! Rotom with its quick reflexes is able to blow a gust of wind just strong enough to blow the rock off course, and it misses its mark. A Wild Runegrigus appeared and was immediately hostile!

Cuu... CuunoOOOHH!! attention is diverted upwards, and unbeknownst to Keriel, Articuno is in active combat with a second assailant!

:pmd/sigilyph:

Questions are gonna have to be asked on the go, it's time to battle!

:sv/Runerigus:
Ground/Ghost
Wandering Spirit

CR 0: 70/8/10/6/8/30

Moves:
Astonish
Attract
Confide
Dizzy Punch
Double Team
Energy Ball
Facade
Fire Punch
Flash
Flash Cannon
Focus Blast
Ice Punch
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Thunder Punch
Thunder Wave
Toxic
Zen Headbutt

Curse
Imprison
Poltergeist
Rest
Snore

:sv/Sigilyph:
Psychic/Flying
Wonder Skin, Magic Guard, Tinted Lens

CR 0: 70/6/7/9/7/97 | 3/2

Moves
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt

Charge Beam
Imprison
Rest
Snore
Whirlwind

:sigilyph: Wild Sigilyph needs to be handled first!

Keriel to send out equip and order
 
oh right this exists
sending Articuno

:ss/articuno:
Ice Beam ~ Ice Beam ~ Roost
[when Articuno is hit] If able, use Avalanche.
[start of step] If Sigilyph is to use Flash Cannon, use Mirror Coat.
 


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 100 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 0 Rcv
Abilities: Pressure
V.S.

Wild Sigilyph :pmd/sigilyph:
HP 70 / EN 100 || Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
Start of Round 1
:sigilyph: 97 SPE > :articuno: 85 Spe
Wild Sigilyph moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/sigilyph:
Wild Sigilyph
Imprison (Ice Beam) -20 EN
Vs Field
-
-
= Sigilyph sets the stage![/b]
Ice Beam sealed (5) Rounds

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Ice Beam -7 EN
Vs Sigilyph
-
-
= But if failed!
-
End of Step 1
-
Start of Step 2
-

Turn 1
:sv/sigilyph:
Wild Sigilyph
Thunder Wave -7 EN
Vs Articuno
Hit d10=2
-
= Articuno was paralyzed!
:articuno: +Paralysis (1) Marker

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Struggle -5 EN
Vs Sigilyph
Crit d24=14
(5 BAP +6 ATK -7 DEF)
= Wild Sigilyph takes 4 Damage!
-
End of Step 2
-
Start of Step 3
-

Turn 1
:sv/sigilyph:
Wild Sigilyph
Hypnosis -7 EN
Vs Articuno
Hit d5(3-5)=1 MISS
-
= Sigilyph missed!
-

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Roost -12 EN
Vs Self
-
-
= Articuno landed to roost!
:articuno: back to full
End of Round 1
Gimmick: Sigilyph switches out for Runegrigus
Runegrigus' SPE +1 (6) Turns


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 70 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
Paralysis (2)
V.S.
Imprison (4) Rounds

Wild Runegrigus :pmd/runerigus:
HP 70 / EN 100|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
+1 SPE (6) Turns
Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.

Wild Runegrigus to order 1st
Keriel to order 2nd​
 


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 95 / EN 70 || Stats 6/7/7/9/85
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
Paralysis (2)
V.S.
Imprison (4) Rounds

Wild Runegrigus :pmd/runerigus:
HP 70 / EN 100|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
+1 SPE (6) Turns
Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Start of Round 1
:runerigus: 30*1.75 SPE > :articuno: 85/2 Spe
Wild Runerigus moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/runerigus:
Wild Runerigus
Rock Slide -6 -2 EN
Vs Articuno
Hit d10=10 / Crit d24=2 / Eff d5=4
(8 BAP +8 ATK -8 DEF)*2 +4 GIMMICK
= Articuno takes 20 Damage!
-

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Snowscape -10 EN
Vs Field
-
-
= IT started to snow!
+Snow (5) Rounds
End of Step 1
-
Start of Step 2
-

Turn 1
:sv/runerigus:
Wild Runerigus
Rock Slide -6 -2 EN
Vs Articuno
Hit d10=5 / Crit d24=1 / Eff d5=5 FLINCH
(8 BAP +8 ATK -10 DEF)*2 +4 GIMMICK
= Articuno takes 16 Damage!
:articuno: +Flinching

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Weather Ball -8 EN
Vs Runerigus
Crit d24=
(12 BAP +3 STAB +7 SPA -8 SPD)*1.5

= Articuno Flinched!
-
End of Step 2
-
Start of Step 3
-

Turn 1
:sv/runerigus:
Wild Runerigus
Rock Slide -6 -2 EN
Vs Articuno
Hit d10=9 / Crit d24=15 / Eff d5=1
(8 BAP +8 ATK -10 DEF)*2 +4 GIMMICK
= Articuno takes 16 Damage!
-

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Weather Ball -8 EN
Vs Runerigus
Crit d24=19
(12 BAP +3 STAB +7 SPA -8 SPD)*1.5
= Wild Runerigus takes 21 Damage!
-
End of Round 2
:articuno: Para +1


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 43 / EN 44 || Stats 6/*10*/7/9/*85/2*
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
Paralysis (3)
V.S.
Imprison - Ice Beam (3) Rounds
Snow (4) Rounds


Wild Runegrigus :pmd/runerigus:
HP 49 / EN 76|| Stats 8/10/6/8/*30x1.75*
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
+1 SPE (3) Turns
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.

Keriel to order 1st
Wild Runerigus to order 2nd​
 
Last edited:


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 43 / EN 44 || Stats 6/*10*/7/9/*85/2*
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
Paralysis (3)
V.S.
Imprison - Ice Beam (3) Rounds
Snow (4) Rounds


Wild Runegrigus :pmd/runerigus:
HP 49 / EN 76|| Stats 8/10/6/8/*30x1.75*
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
+1 SPE (3) Turns
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Start of Round 3
:runerigus: 30*1.75 SPE > :articuno: 85/2 Spe
Wild Runerigus moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/runerigus:
Wild Runerigus
Imprison (Weather Ball) -20 EN
Vs Field
-
-
= Weather Ball was sealed!
-

Turn 2
:sv/articuno:
Harbinger of the Northern Gale
Heal Bell -10 EN
Vs Field
-
-
= A cleansing chime rings throughout the field!
:articuno: -Paralysis
End of Step 1
-
Start of Step 2
-

Turn 1
:sv/articuno:
Harbinger of the Northern Gale
Weather Ball -8 EN
Vs Runerigus
Crit d24=5
(12 BAP +3 STAB +7 SPA -8 DEF) *1.5
= Runerigus takes 21 Damage!
-

Turn 2
:sv/runerigus:
Wild Runerigus
Rock Slide -6 EN
Vs Articuno
Hit d10=4 / Crit d24=21
(8 BAP +8 ATK -10 DEF)*2 +4 GIMMICK
= Articuno takes 16 Damage!
-
End of Step 2
-
Start of Step 3
-

Turn 1
:sv/articuno:
Harbinger of the Northern Gale
Weather Ball -8 EN
Vs Runerigus
Crit d24=24 CRIT
(12 BAP +3 CRIT +3 STAB +7 SPA -8 DEF) *1.5
= Runerigus takes 26 Damage!
-

Turn 2
:sv/runerigus:
Wild Runerigus
Rock Slide -6 EN
Vs Articuno
Hit d10=4 / Crit d24=14
(8 BAP +8 ATK -10 DEF)*2 +4 GIMMICK
= Articuno takes 16 Damage!
:articuno: fainted!
End of Round 3
:runerigus: -2 EN


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 11 / EN 18 || Stats 6/*10*/7/9/85
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
V.S.
Imprison - Ice Beam (2) Rounds
Snow (3) Rounds


Wild Runegrigus :pmd/runerigus:
HP 2 / EN 42|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.

Wild Runerigus to order 1st
Keriel to order 2nd​
 
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:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 11 / EN 18 || Stats 6/*10*/7/9/85
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
V.S.
Imprison - Ice Beam (2) Rounds
Snow (3) Rounds


Wild Runegrigus :pmd/runerigus:
HP 2 / EN 42|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Start of Round 3
:runerigus: 30 :articuno: 85 Spe
Wild Articuno moves first!

Rolling highs = desired effect
(d24=24=crit. d24=1=no crit)
(90% chance to hit, d10=10=hit / d10=1=no hit)
(10% chance of effect, d10=10=effect, d10=1=no effect)

Discord link to rolls

Start of Step 1
-

Turn 1
:sv/articuno:
Harbinger of the Northern Gale
Weather Ball -8 EN
Vs Runerigus
Crit d24=24 CRIT
(12 BAP +3 CRIT +3 STAB +7 SPA -8 DEF) *1.5
= Runerigus takes 26 Damage!
:runerigus: fainted!
End of Round 4


:pmd/articuno: Harbinger of the Northern Gale the Articuno
HP 11 / EN 10 || Stats 6/*10*/7/9/85
Size 3 Weight 4 / 5 Chill 1 Rcv
- - - -
V.S.
Imprison - Ice Beam (1) Round
Snow (2) Rounds


K.O. :pmd/runerigus:
HP KO / EN 42|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force

Wild Sigilyph :pmd/sigilyph:
HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.

Sigilyph sent out
Keriel to order 1st​
 
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