Buckle in for a long update. Stretches out a lot from logs. May not be too long if you read the afterthoughts rather than the logs.
Recruits a Glalie for the final team spot. Covers the team's shortcomings pretty effectively with stronger Ice (for Drake) and Dark (for Phoebe). Used a Froslass before for an Ice monotype, but not Glalie. Laments Moody not being an option, once again.
Generates 3 Snorunts at level 41 (the "limit" for the last update and one before its evolution, coincidentally).
1: Relaxed nature. IVs: 23/11/15/17/18/22 (59 Power Bug)
2: Brave nature. IVs: 29/11/6/19/7/12
3: Relaxed nature. IVs: 29/19/25/14/21/30
Blames random.org for the repeated natures. Forces a -Speed nature one way or another. Relies on Special for both Dark and Ice. Accepts the great overall IV spread of #3...with the worst Special Attack. Oh well. Absorbs hits (like all the Flamethrowers) better. Never planned to move first.
Named it "Squall" :t361:. Rounds out the team with a male. Comes with Ice Beam and Crunch. Almost feels redundant to add a third Light Screen to the team. Could shove Water Pulse in after the gym.
Works out fine, though, due to the Ice restriction. Prevents using more than two moves per Pokemon per trainer battle. Miiiight affect Zephyr :t178:. Barely knows more than two worthwhile moves on every Pokemon. (Exaggerates
a little, but only a little.)
Floated around the sea aimlessly in search of the underwater cave. Found it. Requires Dive, Surf, Strength, and Rock Smash. Taught the latter two to Blitz :t214:. Did not need Endure and Leer. Hates to do it, regardless. (Also taught Dive over Lock-on for Vortex :t224:.)
Whoops. Thought Groudon was before Maxie. Meant to lead with Blitz :t214:. Happens. Order: Vortex :t224:, Blitz :t214:, Sirocco :t323:, Bolt :t125:, Zephyr :t178:, and Squall :t361:.
(Mightyena's Intimidate)
Turn 1: Mightyena: Swagger / Vortex: Hit itself (95/123)
Turn 2: Mightyena: Take Down / Vortex: Hit itself (43/123)
Turn 3: Vortex: Switch to Blitz / Mightyena: Take Down (100/131)
Turn 4: Blitz: Brick Break (100%)
Turn 5: Blitz: Switch to Sirocco / Crobat: Air Cutter (84/115)
Turn 6: Crobat: Air Cutter (critcal, 24/115) / Sirocco: Rock Slide (critica, 100%)
Turn 7: Sirocco: Earthquake (100%) / Camerupt: Fainted
Gambled on having the faster camel, despite the two level disadvantage.
Who had the gall to put in a dark cave after covering the world in bright sun? (Navigated it very easily, but still.)
...Accidentally killed Groudon. Could have Master Balled it, sure. Did not expect that Sirocco :t323: flex. Criticaled the first Earthquake. Accomplished nothing with the second (after two Bulk Ups from Groudon). Traded Fire Blasts. Smoked Groudon with that. Hit for...40% (at least)? Not bad, even with sunlight.
Exited the cave. Met nobody waiting outside. Hello? Saved the world with local camel Sirocco :t323:.
Evolved :t361: Squall :t362: on the Sootoplis gym trainers. Taught Bolt :t125: Thunderbolt via TM. Could not be taught to anyone else. Might as well get it four levels early.
Sighs. Dealt with another experience point desert. Gives terrible experience in the Cave of Origin, minus the 10% Golbats probably. Tried the Super Rod. Why does it take 5+ timed inputs to reel in a single Pokemon? Implemented the Suction Cups function in Emerald, annoyingly.
Leveled everyone up to 43 (not a huge jump). Considered not bothering and making up for it in Victory Road. Wound up grinding underwater. Racked up some Effort Values of some kind.
Plan: Lead with Blitz :t214:. Switch in Bolt :t125: after Whiscash. Would be smarter to teach Vortex :t224: Bullet Seed. Does not feel particularly threatened. Order: Blitz :t214:, Bolt :t125:, Zephyr :t178:, Sirocco :t323:, Vortex :t224:, and Squall :t362:.
Turn 1: Blitz: Brick Break (100%) / Luvdisc: Fainted
Turn 2: Blitz: Brick Break (55%) / Whiscash: Amnesia
Turn 3: Blitz: Brick Break (the rest)
Turn 4: Blitz: Switch to Bolt / Sealeo: Aurora Beam (95/117)
Turn 5: Bolt: Thunderbolt (100%)
Turn 6: Bolt: Thunderbolt (100%) / Seaking: Fainted
Turn 7: Bolt: Thunderbolt (65%) / Milotic: Water Pulse (critical, 26/117) (Sitrus Berry to 56/117)
Turn 8: Bolt: Thunderbolt (the rest)
Yep. Easy.
Backtracked for Nevermeltice. Opted not to run through Trick House 6 for a Magnet. Passed on a Black Belt too. Never knew you needed Thief for something like that. (Did not know about rematches either. Waited to get an item for rematches.)
Encountered wild level 40s in Victory Road. Was that so hard to put earlier? Doubled experience gain.
Who was the jerk who decided to require Surf, Strength, Rock Smash, Waterfall, and
Flash for Victory Road?
Stumbled through Victory Road. Messed up on the Flying restriction on a random trainer. Did not make a major difference, but even so. Went the whole time without it mattering before (probably). Made it hard to notice.
Actual trainer: Wally. Started with some minor injuries. Order: Bolt :t125:, Vortex :t224:, Blitz :t214:, Squall :t362:, Zephyr :t178:, and Sirocco :t323:. Caught a glimpse of Wally's team while looking through the map for Victory Road. Did not look in advance otherwise.
Turn 1: Bolt: Thunderbolt (45%) / Altaria: Safeguard
Turn 2: Altaria: Super Potion (heal to 99%) / Bolt: Light Screen
Turn 3: Bolt: Thunderbolt (45%) / Altaria: Dragon Dance
Turn 4: Altaria: Dragon Dance / Bolt: Thunderbolt (45%)
Turn 5: Altaria: Aerial Ace (68/120) (Bolt's Static) / Bolt: Thunderbolt (the rest)
(Safeguard down.)
Turn 6: Bolt: Thunderbolt (90%) / Delcatty: Sing
(Light Screen down.)
Turn 7: Bolt: Switch to Vortex / Delcatty: Assist (Magical Leaf) (102/132)
Turn 8: Vortex: Surf (the rest)
Turn 9: Vortex: Switch to Blitz / Magneton: Thunderbolt (94/140)
Turn 10: Blitz: Brick Break (100%)
Turn 11: Blitz: Secret Power (50%) / Gardevoir: Future Sight
Turn 12: Blitz: Switch to Squall / Gardevoir: Super Potion (heal to 90%)
Turn 13: Squall: Protect / Gardevoir: Calm Mind
(Future Sight: Failed)
Turn 14: Gardevoir: Double Team / Squall: Crunch (25%)
Turn 15: Gardevoir: Psychic (0/139)
Turn 16: Zephyr: Light Screen / Gardevoir: Psychic (67/128)
Turn 17: Zephyr: Switch to Sirocco / Gardevoir: Calm Mind
Turn 18: Gardevoir: Psychic (26/123) / Sirocco: Earthquake (miss)
Turn 19: Gardevoir: Psychic (0/123)
Turn 20: Bolt: Full Restore (heal to full, awake) / Gardevoir: Calm Mind
(Light Screen down.)
Turn 21: Bolt: Light Screen / Gardevoir: Psychic (40/120)
Turn 22: Bolt: Thunderbolt (20%) / Gardevoir: Psychic (0/120)
Turn 23: Gardevoir: Psychic (6/132) / Vortex: Surf (15%)
Turn 24: Vortex: Super Potion (on Blitz, heal to full) / Gardevoir: Psychic (0/132)
Turn 25: Blitz: Secret Power (the rest)
(Light Screen down)
Turn 26: Blitz: Secret Power (80%) / Roselia: Flinch
Turn 27: Blitz: Secret Power (the rest)
Yikes. Cycled through the whole team just on Gardevoir (and ended up back on Blitz :t214:). Would have saved
a lot of problems by continuing to Secret Power or actually hitting with Earthquake. Stacked three Calm Minds and a Double Team. Hit way too hard through Light Screen.
Other bits worth commenting on:
- Assist into Magical Leaf against Vortex :t224:? Really? Hit for nothing, but still.
- Actually ran into the Ice restriction. Wanted to Quick Attack that Altaria. Already used two moves. Took a +2 Aerial Ace because of it.
- Really felt that Physical/Special split on Squall's :t362: sad Crunch.
- Ended that match with Blitz :t214: at full and Zephyr :t178: a little above half health.
- Feels a little happy about using Protect kind of well.
Made it to the Pokemon Center. Stands at level 44 and 45. Notes Steven's Metagross at level 58. Seriously?
...Okay then. Leveled everyone to 45, well below the limit. (Would normally choose Drake's ace.) Wants to send this team through the wringer. Pooh-poohed most of the gym leaders so far. (Mentioned not playing Sapphire in over a decade. Did not know how difficult it would be.) Clearly did not want you to fight them on par. Gave you badge stats boosts to compensate.
Stocked up on items. Will need them. Made a save state before entering. Preserves cash that way, in case of this being a horrible idea.
A reminder of all restrictions:
- Set mode
- No X-items or in-battle Revives
- 3 items per battle
- Water: No guaranteed stat boost moves
- Fire: No non-Fire status moves for Sirocco :t323:
- Electric: Switch in party order
- Bug: Five turn limit (at a time) for Blitz :t214:
- Flying: Heal or switch Zephyr :t178: at 50% health and under.
- Ice: Two moves per Pokemon per trainer battle.
From one of the Elite Four door guards: "TRAINER! Believe in yourself and your Pokemon, and go forth!" Already failed that.
First up: Sidney. Leads with Vortex :t224:. Placed Blitz :t214: to come in for the Grass/Dark. After that: Squall :t362:, Bolt :t125:, Sirocco :t323:, and Zephyr :t178:.
(Mightyena's Intimidate)
Turn 1: Mightyena: Sand Attack / Vortex: Surf (miss)
Turn 2: Mightyena: Sand Attack / Vortex: Surf (90%)
Turn 3: Mightyena: Full Restore (heal to full) / Vortex: Surf (miss)
Turn 4: Mightyena: Sand Attack / Vortex: Surf (95%)
Turn 5: Mightyena: Switch to Cacturne / Vortex: Aurora Beam (miss)
Turn 6: Vortex: Switch to Blitz / Cacturne: Cotton Spore
Turn 7: Cacturne: Needle Arm (125/143) / Blitz: Brick Break (100%)
Turn 8: Shiftry: Fake Out (103/143) / Blitz: Flinch
Turn 9: Shiftry: Double Team / Blitz: Brick Break (100%)
Turn 10: Blitz: Switch to Squall / Absol: Aerial Ace (112/142)
Turn 11: Absol: Swords Dance / Squall: Ice Beam (55%) (Absol's Sitrus Berry, heal to 70%)
Turn 12: Absol: Slash (34/142) / Squall: Ice Beam (50%)
Turn 13: Absol: Slash (0/142)
Turn 14: Bolt: Thunderbolt (the rest)
(Mightyena's Intimidate)
Turn 15: Mightyena: Full Restore (heal to full) / Bolt: Thunderbolt (75%)
Turn 16: Bolt: Thunderbolt (the rest)
Turn 17: Bolt: Thunderbolt (100%) / Sharpedo: Fainted
Only one faint. (Allows Revives out of battle, for the record.) Not too bad. Could not risk a critical +2 Slash on Bolt :t125:.
Almost nailed a great moment by switching to Aurora Beam on the Cacturne switch. Also nearly hit Blitz's :t214: five turn timer. Nearly. Has yet to matter.
Next: Phoebe and the ghosts. Handed the Blackglasses to Squall :t362:, the lead. Just remembered to teach Blitz :t214: Earthquake. Forgot to drop Strength and Rock Smash. Will deal without Secret Power. Has something that can hit Ghosts now. Order: Squall :t362:, Bolt :t125:, Vortex :t224:, Blitz :t214:, Sirocco :t323:, and Zephyr :t178:
Turn 1: Squall: Crunch (critical, 95%) / Dusclops: Curse (fainted)
(Curse damage to 107/142)
Turn 2: Squall: Switch to Bolt / Banette: Spite (failed)
Turn 3: Bolt: Thunderbolt (50%) / Banette: Spite
Turn 4: Bolt: Thunderbolt (the rest)
Turn 5: Bolt: Thunderbolt (33%) / Dusclops: Confuse Ray
Turn 6: Bolt: Switch to Vortex / Dusclops: Earthquake (98/135)
Turn 7: Vortex: Surf (40%) / Dusclops: Shadow Ball (50/135)
(Dusclops's Sitrus Berry to 50%)
Turn 8: Vortex: Surf (40%) / Dusclops: Shadow Ball (1/135)
Turn 9: Vortex: Hyper Potion (heal to full) / Dusclops: Full Restore (heal to full)
Turn 10: Vortex: Surf (45%) / Dusclops: Confuse Ray
Turn 11: Vortex: Switch to Blitz / Dusclops: Shadow Ball (90/143)
Turn 12: Blitz: Earthquake (30%) / Dusclops: Shadow Ball (33/143, -1 Special Defense)
Turn 13: Blitz: Earthquake (the rest)
Turn 14: Blitz: Switch to Sirocco / Sableye: Shadow Ball (76/126, -1 Special Defense)
Turn 15: Sirocco: Earthquake (50%) / Sableye: Faint Attack (22/126)
Turn 16: Sableye: Psychic (0/126)
Turn 17: Zephyr: Reflect / Sableye: Attract
Turn 18: Zephyr: Switch to Squall / Sableye: Shadow Ball (critical, 14/142)
Turn 19: Squall: Hyper Potion (heal to full) / Sableye: Shadow Ball (121/142)
Turn 20: Squall: Ice Beam (45%) / Sableye: Psychic (89/142)
Turn 21: Sableye: Full Restore (heal to full) / Squall: Ice Beam (45%)
(Reflect down.)
Turn 22: Squall: Ice Beam (45%) / Sableye: Shadow Ball (44/142)
Turn 23: Squall: Ice Beam (the rest)
Turn 24: Banette: Shadow Ball (0/142)
Turn 25: Bolt: Thunderbolt (75%) / Banette: Skill Swap
Turn 26: Bolt: Thunderbolt (the rest)
Grew complacent on Sableye's weaker hits. Still had an item left for Squall. Oh well. Hoped for Sirocco :t323: to outspeed Sableye. Turned out to be a Quick Claw proc.
Restored Bolt's Thunderbolt PP (1/15) and Squall's Ice Beam PP (2/10). Burned through a lot between use and one Spite.
Third: Glacia and an Ice team. Could have used a Black Belt here. May actually hit Blitz's :t214: five turn limit this time. Order: Blitz :t214:, Bolt :t125:, Zephyr :t178:, Vortex :t224:, Sirocco :t323:, and Squall :t362:.
Begins feeling the level disadvantage more. Had a team of 45s with one 46. Clashes with Glacia's
leading level 50 Glalie.
Turn 1: Blitz: Brick Break (95%) / Glalie: Hail
(Hail damage to 135/143)
Turn 2: Glalie: Full Restore (heal to full) / Blitz: Brick Break (99%)
(Hail damage to 127/143)
Turn 3: Blitz: Brick Break (the rest)
(Hail damage to 119/143)
Turn 4: Blitz: Brick Break (95%) / Sealeo: Surf (65/143)
(Hail damage to 57/143)
Turn 5: Blitz: Brick Break (the rest)
(Level up. Hail down. Bug restriction active.)
Turn 6: Blitz: Switch to Bolt / Sealeo: Blizzard (59/125)
Turn 7: Bolt: Light Screen / Sealeo: Blizzard (miss)
Turn 8: Bolt: Thunderbolt (95%) / Sealeo: Hail
(Hail damage to 52/143)
Turn 9: Bolt: Thunderbolt (the rest)
(Hail damage to 45/143)
Turn 10: Bolt: Thunderbolt (45%) / Shadow Ball (5/143)
(Fainted to Hail damage.)
Turn 11: Zephyr: Switch to Vortex / Glalie: Shadow Ball (104/135)
(Hail damage to 96/135. Light Screen down.)
Turn 12: Glalie: Crunch (56/135, -1 Special Defense) / Vortex: Surf (45%)
(Hail down.)
Turn 13: Vortex: Switch to Sirocco / Glalie: Full Restore (heal to full)
Turn 14: Glalie: Hail / Sirocco: Fire Blast (100%)
(Hail damage to 119/126)
Turn 15: Sirocco: Switch to Squall / Walrein: Surf (58/142)
Turn 16: Walrein: Surf (0/142)
(Switched in Blitz. Hail damage to 51/146)
Turn 17: Blitz: Brick Break (65%) / Walrein: Blizzard (0/146)
(Switched in Zephyr. Hail damage to 123/131. Walrein's Sitrus Berry to 50%.)
Turn 18: Zephyr: Light Screen / Walrein: Blizzard (miss)
(Hail down.)
Turn 19: Zephyr: Psychic (30%) / Walrein: Sheer Cold (0/131)
Turn 20: Walrein: Body Slam (critical, 0/131) / Vortex: Fainted
Turn 21: Walrein: Surf (0/121) / Sirocco: Fainted
So close. Had Walrein in the red. Grumbles about that Sheer Cold. Hoped for Quick Claw to proc or for Light Screen to dull the Surf enough.
Trying again for Glacia. Needed that Black Belt and Magnet really badly, apparently. Changed up the order to Sirocco :t323:, Bolt :t125:, Blitz :t214:, Vortex :t224:, Zephyr :t178:, and Squall :t362:. Extends the time between Light Screen users. Gives Sirocco :t323: one guaranteed good matchup.
Turn 1: Sirocco: Fire Blast (100%) / Glalie: Fainted
Turn 2: Sirocco: Switch to Bolt / Sealeo: Surf (72/125)
Turn 3: Bolt: Light Screen / Sealeo: Hail
(Hail damage to 65/125)
Turn 4: Bolt: Thunderbolt (99%) / Sealeo: Body SLam (32/125)
(Hail damage to 25/125)
Turn 5: Sealeo: Full Restore (heal to full) / Bolt: Thunderbolt (95%)
(Hail damage to 18/125)
Turn 6: Bolt: Thunderbolt (the rest)
(Hail damage to 11/125)
Turn 7: Bolt: Hyper Potion (heal to full) / Sealeo: Blizzard (89/125)
(Light Screen down. Hail down.)
Turn 8: Bolt: Thunderbolt (90%) / Sealeo: Hail
(Hail damage to 82/125)
Turn 9: Bolt: Thunderbolt (critical, the rest)
(Hail daamge to 75/125)
Turn 10: Bolt: Light Screen / Glalie: Ice Beam (46/125)
(Hail damage to 39/125)
Turn 11: Bolt: Switch to Blitz / Glalie: Shadow Ball (102/143)
(Hail damage to 94/143)
Turn 12: Blitz: Brick Break (critical, 100%)
(Hail down.)
Turn 13: Blitz: Brick Break (60%) / Walrein: Blizzard (47/143)
(Walrein's Sitrus Berry to 55%)
Turn 14: Blitz: Brick Break (the rest)
(Level up.)
Went so much better. Lost no one that time.
Drake time. Handed the Nevermeltice to Squall :t362:. Really needs to one-shot. Saw Flamethrower in Drake's movesets. Order: Squall :t362:, Zephyr :t178:, Vortex :t224:, Sirocco :t323:, Blitz :t214:, and Bolt :t125:.
Turn 1: Squall: Ice Beam (99%) / Shelgon: Rock Tomb (90/142, -1 Speed)
Turn 2: Shelgon: Full Restore (heal to full) / Squall: Ice Beam (100%)
Turn 3: Squall: Switch to Zephyr / Flygon: Flamethrower (86/131)
Turn 4: Flygon: Crunch (12/131) / Zephyr: Light Screen
(Flying restriction active.)
Turn 5: Zephyr: Switch to Vortex / Flygon: Dragonbreath (112/135, paralyzed)
Turn 6: Flygon: Sand Attack / Vortex: Aurora Beam (90%)
Turn 7: Flygon: Dragonbreath (91/135) / Vortex: Aurora Beam (the rest)
Turn 8: Altaria: Dragon Dance / Vortex: Aurora Beam (60%)
(Light Screen down.)
Turn 9: Altaria: Take Down (39/135) / Vortex: Aurora Beam (miss)
Turn 10: Vortex: Full Restore (heal to full, not paralyzed) / Altaria: Dragonbreath (93/135)
Turn 11: Altaria: Take Down (46/135) / Vortex: Aurora Beam (the rest)
Turn 12: Flygon: Dragonbreath (1/135, paralyzed) / Vortex: Aurora Beam (80%)
Turn 13: Vortex: Full Restore (heal to full, not paralyzed) / Flygon: Full Restore (heal to full)
Turn 14: Vortex: Switch to Sirocco / Flygon: Sandstorm
Turn 15: Flygon: Dig / Sirocco: Eruption (miss)
Turn 16: Sirocco: Switch to Blitz / Flygon: Dig (119/146)
(Sandstorm damage to 110/146)
Turn 17: Flygon: Fly / Blitz: Brick Break (miss)
(Sandstorm down.)
Turn 18: Blitz: Switch to Bolt / Flygon: Fly (106/127)
Turn 19: Bolt: Switch to Squall / Flygon: Dig
Turn 20: Flygon: Dig (41/142) / Squall: Ice Beam (100%)
(Level up.)
Turn 21: Squall: Switch to Zephyr / Salamence: Dragon Claw (miss)
(Flying restriction active)
Turn 22: Zephyr: Switch to Vortex / Salamence: Dragon Claw (44/135)
Turn 23: Vortex: Hyper Potion (on Squall, heal to full) (Final item) / Salamence: Dragon Claw (0/135)
Turn 24: Salamence: Dragon Claw (22/126) / Sirocco: Rock Slide (33%)
Turn 25: Salamence: Crunch (0/126)
Turn 26: Salamence: Flamethrower (0/127) / Blitz: Fainted
Turn 27: Salamence: Dragon Claw (41/127) (Bolt's Static) / Bolt: Light Screen
Turn 28: Bolt: Thunderbolt (40%) / Salamence: Fly
(Salamence's Sitrus Berry to 40%)
Turn 29: Bolt: Thunderbolt (miss) / Salamence: Paralyzed
Turn 30: Bolt: Thunderbolt (35%) / Salamence: Fly
Turn 31: Bolt: Thunderbolt (miss) / Salamence: Paralyzed
Turn 32: Bolt: Thunderbolt (the rest)
Set up to have Squall :t362: finish that. Did not foresee Bolt closing out the match. Ended with 1 Thunderbolt left.
Finally remembered the Flying restriction. Commends Zephyr :t178: on dodging a fatal blow with Lax Incense.
Had to look up if Earthquake could hit a Digging opponent with Levitate. No, for the record.
Restored Thunderbolt's PP
again and also Surf on Vortex :t224:.
And last: Steven. Carries a team of levels 55-58. Compares well against Bolt :t125: at 47 and the rest at 45 and 46.
Think this through. Lead with Bolt :t125: for Skarmory. Goes to Claydol after that, so Vortex :t224:. Prepares to Giga Drain with Cradily, so then Blitz :t214:. Sees Armaldo with Aerial Ace, so pop in...Squall :t362:? Goes from there.
Order: Bolt :t125:, Vortex :t224:, Blitz :t214:, Squall :t362:, Sirocco :t323:, Zephyr :t178:.
Turn 1: Bolt: Thunderbolt (95%) / Skarmory: Spikes
Turn 2: Skarmory: Full Restore (heal to full) / Bolt: Thunderbolt (95%)
Turn 3: Bolt: Thunderbolt (the rest)
Turn 4: Bolt: Switch to Vortex (Spike damage to 119/135) / Aggron: Earthquake (54/135)
Turn 5: Aggron: Thunder (0/135)
(Spikes damage to 128/146)
Turn 6: Blitz: Brick Break (95%) / Aggron: Thunder (83/146)
Turn 7: Blitz: Full Restore (heal to full, not paralyzed) / Aggron: Thunder (critical, 59/146)
Turn 8: Blitz: Brick Break (the rest)
Turn 9: Blitz: Switch to Squall (Spikes damage to 127/145) / Armaldo: Slash (82/145)
Turn 10: Squall: Ice Beam (30%) / Armaldo: Ancientpower (0/145)
(Spikes damage to 111/126)
Turn 11: Sirocco: Switch to Zephyr / Armaldo: Water Pulse (critical, 68/131)
Uh. Shows Zephyr :t178: in the yellow, but above 50% health (51.9%). Allows it to keep rolling, then.
Turn 12: Zephyr: Reflect / Armaldo: Ancientpower (0/131)
(Spikes damage to 112/127)
Turn 13: Bolt: Thunderbolt (45%) / Armaldo: Ancientpower (critical, 0/127)
(Spikes damage to 41/146)
Turn 14: Blitz: Brick Break (the rest)
Turn 15: Blitz: Earthquake (40%) / Metagross: Psychic (0/146)
Turn 16: Metagross: Psychic (critical, 0/126)
...Was the 10+ level advantage not enough? 4 critical hits in 16 turns? Really?
New order: Sirocco :t323:, Vortex :t224:, Bolt :t125:, Blitz :t214:, Squall :t362:, , Zephyr :t178:.
Sidenote: Has not seen Bolt's :t125: King's Rock flinch anything yet. Much later edit: ...And for good reason, apparently. Cannot flinch with it.
Turn 1: Skarmory: Spikes / Sirocco: Eruption (critical, 100%)
Turn 2: Aggron: Earthquake (2/126) / Sirocco: Earthquake (90%)
Turn 3: Aggron: Full Restore (heal to full) / Sirocco: Earthquake (90%)
Turn 4: Aggron: Earthquake (0/126)
(Spikes damage to 119/135)
Turn 5: Aggron: Thunder (21/135) / Vortex: Surf (the rest)
(Level up)
Turn 6: Cradily: Sludge Bomb (0/135)
(Spikes damage to 112/127)
Turn 7: Bolt: Light Screen / Cradily: Sludge Bomb (60/127)
Turn 8: Bolt: Switch to Blitz (Spikes damage to 128/146) / Cradily: Ancientpower (83/146, +1 all stats)
Turn 9: Blitz: Brick Break (50%) / Cradily: Ancientpower (9/146, +1 all stats)
Turn 10: Cradily: Ancientpower (0/146)
(Spikes damage blah blah blah)
Turn 11: Cradily: Ancientpower (yeah, all of it)
Okay, no. Sees no point in playing out the rest. Again, were the two omniboosts
really necessary?
Round 3. Fed Bolt :t125: a Rare Candy. Order: Bolt :t125:, Zephyr :t178:, Vortex :t224:, Squall :t362:, Sirocco :t323:, Blitz :t214:.
Turn 1: Bolt: Thunderbolt (95%) / Skarmory: Steel Wing (103/130)
Turn 2: Skarmory: Full Restore (heal to full) / Bolt: Thunderbolt (95%)
Turn 3: Bolt: Thunderbolt (the rest)
Turn 4: Bolt: Switch to Zephyr / Aggron: Earthquake (immune)
Turn 5: Zephyr: Light Screen / Aggron: Thunder (76/131)
Turn 6: Zephyr: Switch to Vortex / Aggron: Thunder (miss)
Turn 7: Aggron: Earthquake (76/135) / Vortex: Surf (100%)
Turn 8: Vortex: Switch to Squall / Cradily: Ancientpower (65/145)
Turn 9: Squall: Ice Beam (48%) / Cradily: Ancientpower (0/145)
(Light Screen down.)
Turn 10: Sirocco: Fire Blast (critical, the rest)
(Level up for Vortex)
Turn 11: Metagross: Earthquake (0/126)
Turn 12: Blitz: Earthquake (40%) / Metagross: Psychic (0/146)
Turn 13: Bolt: Thunderbolt (35%) / Metagross: Earthquake (0/130)
(Metagross's Sitrus Berry heal to 45%)
Turn 14: Zephyr: Reflect / Metagross: Meteor Mash (0/131)
Turn 15: Metagross: Psychic (0/137)
Really hoped for that Quick Claw on Aggron.
Cannot deal with that Metagross. Hits way too hard. Lacks any way to slow it down, barring a Thunderbolt paralysis or Static. Necessitates Reflect AND Light Screen up...somehow. Needed Blitz :t214: in sooner too.
Gave a Soft Sand to Blitz :t214:. (Still had a Silk Scarf. Whoops.) Order: Bolt :t125:, Zephyr :t178:, Sirocco :t323:, Blitz :t214: Vortex :t224:, Squall :t362:.
Turn 1: Bolt: Thunderbolt (95%) / Skarmory: Toxic
(Toxic damage to 122/130)
Turn 2: Skarmory: Full Restore (heal to full) / Bolt: Thunderbolt (95%)
(Toxic damage to 106/130)
Turn 3: Bolt: Thunderbolt (the rest)
(Toxic damage to 82/130)
Turn 4: Bolt: Switch to Zephyr / Aggron: Earthquake (immune)
Turn 5: Zephyr: Light Screen / Aggron: Thunder (80/131)
Turn 6: Zephyr: Reflect / Aggron: Thunder (29/131)
(Flying restriction active)
Turn 7: Zephyr: Switch to Sirocco / Aggron: Thunder (immune)
Turn 8: Aggron: Earthquake (60/126) / Sirocco: Fire Blast (60%?)
Turn 9: Sirocco: Earthquake (the rest)
(Light Screen down.)
Turn 10: Metagross: Earthquake (0/126)
(Reflect down.)
Turn 11: Blitz: Earthquake (50%) / Metagross: Psychic (0/146)
Turn 12: Metagross: Psychic (46/135) / Vortex: Surf (40%)
(Metagross's Sitrus Berry to 30%)
Turn 13: Vortex: Full Restore (full heal for Bolt) / Metagross: Meteor Mash (0/135)
Turn 14: Squall: Switch to Bolt / Metagross: Meteor Mash (critical, 0/130)
...A critical one-shot on a not very effective Meteor Mash? Hello? Stomped any spark of hope there.
Stopped recording logs. Slowed down the process. Tried different leads. Eventually prevailed after many attempts. Would not call it a good win, by any means, given the number of attempts. Blames the game for expecting you to grind, however, not the team. Winning order: Bolt :t125:, Zephyr :t178:, Sirocco :t323:, Vortex :t224:, Blitz :t214:, Squall :t362:.
What won it? Not criticals, surprisingly, nor a Rock Tomb TM (see: Clear Body). Managed to get Sirocco :t323: in against Metagross with Reflect up and full health. Lived Metagross's Psychic. Hit Metagross with an Earthquake for decent damage. Triggered a heal from Steven. Barbequed Metagross with a salvo of Fire Blasts.
Dumped three straight Full Restores into that Metagross. Committed a fatal mistake after the third Full Restore: Hyper Beam. Took out Sirocco :t323:. Paved the way for a badly hurt Vortex :t224: to finish the job.
Was not done there, however. Faced Claydol still. Only had Zephyr :t178:, Vortex :t224:, and Blitz :t214: left with no one above half health and no items remaining. Did the heavy lifting with Vortex's :t224: Surf. Ended with Blitz :t214:, at 11 hitpoints, fainting Claydol with Brick Break, the only remaining usable attack on the team. (Locked in Brick Break :t214:, Earthquake :t214:, Light Screen :t178:, and Reflect :t178:.)
Team
Vortex the Octillery :t224:
Level: 46
Moves: Surf, Aurora Beam, Psybeam, Waterfall
Restriction: Water
Sirocco the Camerupt :t323:
Level: 45
Moves: Fire Blast, Rock Slide, Eruption, Earthquake
Restriction: Fire
Bolt the Electabuzz :t125:
Level: 48
Moves: Thunder Punch, Swift, Quick Attack, Light Screen
Restriction: Electric
Blitz the Heracross :t214:
Level: 46
Moves: Earthquake, Brick Break, Strength, Rock Smash
Restriction: Bug
Zephyr the Xatu :t178:
Level: 45
Moves: Psychic, Fly, Reflect, Light Screen
Restriction: Flying
Squall the Glalie :t362:
Level: 46
Moves: Ice Beam, Crunch, Hail, Water Pulse
Restriction: Ice