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Posted

Unfortunately, unless your Snorlax has a fighting move, we can't really do that. Seel is fairly ideal for taking on Rhyhorn, though, so hopefully I can make it 2v1 quickly.

Posted
Just now, Category 5 Hurricane said:

Unfortunately, unless your Snorlax has a fighting move, we can't really do that. Seel is fairly ideal for taking on Rhyhorn, though, so hopefully I can make it 2v1 quickly.

I do, in fact, 2.

Posted

TURN 1
Vulpix used Fire Spin on Snorlax!
Snorlax took 5 DMG (155 HP left)!


Seel used Ice Beam on Rhyhorn!
It's super effective!
Rhyhorn took 34 DMG (46 HP left)!


Snorlax is trapped by Fire Spin (4 more turns)!


Rhyhorn used Horn Drill on Seel!
Rhyhorn's attack missed!

Posted
Just now, TheIrishman said:

Wow, fire spin is OP >.> It's 2-5 turns in the game for this it's 4-5. 

That is for sure a typo. Will re-roll for 2-5 and adjust accordingly.

Posted
1 minute ago, TheIrishman said:

I suppose. According to the actual game. It's a 75% for 2 or 3 turns (37.5% each) and 25% for 4 or 5 (12.5% each).

You also don't take damage each turn. :p

TURN 2
Vulpix used Confuse Ray on Seel!
Seel became confused (2 more turns)!
Seel is confused!
Seel used Ice Beam on Rhyhorn!
A critical hit! It's super effective!
Rhyhorn took 48 DMG (0 HP left)!
Rhyhorn fainted!
Snorlax is trapped by Fire Spin (1 more turns)!

Posted

TURN 3
Vulpix used Fire Spin on Seel!
Vulpix's attack missed!
Seel used Headbutt on Vulpix!
A critical hit! Vulpix took 14 DMG (24 HP left)!
Snorlax is freed from Fire Spin!

Posted
1 minute ago, Sunflower said:

Just gonna throw out there that I don't appreciate nerfing my moves midbattle!

All the others on the list that trap are 2-5, or should be.

Edit: I see they're all 4-5 for some reason. Not sure why, but they are all now 2-5 as they were meant to be.

Posted
Just now, Sunflower said:

Just gonna throw out there that I don't appreciate nerfing my moves midbattle!

Pretty sure it'll apply to all the stun moves like wrap, bind and clamp too. And you gotta admit, it was OP.

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