[DQ] Central Processing (Normal) - C$FP and Rickheg

You are shown the path by a visibly worried Drake. "I have no idea what's going on down there. Are you sure you still want to go?... I see no doubts on your faces. Good luck, trainers". And with a feeble smile of encouragement, the Elite Four member leaves you to your mission. You go downstairs for some floors, until you find yourself in front of a metallic door. <CENTRAL PROCESSING UNIT> is written on it in yellow, bright colors. You take a breath, pull the door and quickly close it behind yourself.

Soundtrack

The first thing you notice are several monitors on the sides. They look eerie and disturbed, with flashy, confused colors showing up and disappearing at random times. You wonder if it has something to do with the jamming effects of the magnetic field Eusine sensed. Anyway, you go on, looking around yourself warily until you are in front of the main computer. But, much to your surprise, you spot something (or maybe someone) working with some wires into the computer itself!
A strange, purple android is apparently messing up with the controls, using strange devices to sneak in. But one step after, the creature notices your presence and flees at blistering speed behind you, walking on the ceiling. At the same time, an odd alarm starts echoing in the room.

Red alarm. Unauthorized access. Countermeasures under process... course confirmed

From the sides of the computer, two windows open. From them, a couple of strange iron-made creatures spawn, floating towards you!



(2)
HP 120
Atk 3
Def 4
SpA 3
SpD 3
Spe 35
Size Class 1
Weight Class 4
5% Accuracy boost


Ability: Clear Body

Float Defense: Beldum are always floating and are immune to Smack Down, Gravity, or any effect that would make them vulnerable to Earthquake or Magnitude.


Cyclohm [Zeus] (Male)
Nature: Modest (+ to Special Attack; - from Attack)
Type: Electric/Dragon

Abilities: Shield Dust, Static, Overcoat (hidden, unlocked)

Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
AC: 5/5

Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Weather Ball
Whirlwind
Bide
Tri Attack
Leer
Double Hit
Discharge
Zap Cannon
Dragon Pulse
Outrage
Ion Deluge

Hydro Pump
Signal Beam
Power Gem
Draco Meteor
Heal Bell
Magnet Rise
Electroweb

Thunder
Fire Blast
Double Team
Ice Beam
Roar
Hidden Power (Grass)
Hyper Beam
Protect
Thunderbolt
Torment
Volt Switch
Substitute
Shock Wave
Endure
Flamethrower
Blizzard
Thunder Wave
Surf
Sunny Day

Moves: 47


Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel

Abilities: Inner Focus, Steadfast, Justified (hidden, unlocked)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

Mega:
Ability: Adaptability
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 129 (112*1.15=128.8)(+19% Acc)
Size Class: 3
Weight Class: 4
Base Rank Total: 24

EC: 6/6
MC: 1
AC: 5/5

Attacks:

Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Aura Sphere
Extremespeed
Swords Dance
Nasty Plot
Me First
Agility
Dragon Pulse
Heal Pulse
Calm Mind
Close Combat
Final Gambit
Copycat
Quick Guard

Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Ice Punch
Thunder Punch
Bullet Punch
Magnet Rise
Zen Headbutt
Sky Uppercut
Circle Throw
Cross Chop
Follow Me
Mind Reader
Detect
Iron Defense
Low Kick
Magic Coat
Swift
Bite
Helping Hand
Mud-Slap
Fury Cutter
Dual Chop
Bonemerang

Earthquake
Focus Blast
Work Up
Drain Punch
Psychic
Flash Cannon
Protect
Dig
Stone Edge
Bulk Up
Low Sweep
Shadow Ball
Shadow Claw
Double Team
Hidden Power (Grass)
Substitute
Toxic
Focus Punch
Iron Tail
Rock Slide
Brick Break
Giga Impact
Hone Claws
Stone Edge
Hyper Beam
Roar
Rest
Water Pulse
Secret Power
Bulldoze
Rain Dance
Sleep Talk
Swagger
Payback
Sunny Day
Natural Gift
Rock Smash
Poison Jab
Rock Tomb
Facade
Bulk Up
Return
Fling
Frustration

Moves: 94

I'm thirsty. Does anyone have any water?
Camerupt (Flamvell) F
Nature: Quiet (Adds 1 to SpA; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)

Abilities: Magma Armor/Solid Rock/Anger Point (UNLOCKED)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 34(-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks
Level Up
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Curse
Flamethrower
Earthquake
Double Edge
Eruption
Fissure
Earth Power

Egg
Endure
AncientPower
Yawn
Heat Wave
Mud Bomb
Stockpile

Tutor
Stealth Rock

TM
Fire Blast
Will-O-Wisp
Bulldoze
Protect
Substitute
Rock Slide
Dig
Stone Edge
Double Team

Yet to learn;
Level up: Take Down (1)
Egg: Body Slam, Defense Curl, Growth, Howl, Iron Head, Rollout, Scary Face, Spit Up, Stomp, Swallow (30)
Tutor: After You, Headbutt, Iron Head, Mimic, Mud-Slap, Self-Destruct, Snore (21)
Current TM: Roar, Toxic, Hidden Power, Sunny Day, Hyper Beam, Frustration, SolarBeam, Return, Sandstorm, Rock Tomb, Facade, Flame Charge, Rest, Attract, Round, Echoed Voice, Overheat, Incinerate, Explosion, Giga Impact, Rock Polish, Swagger, Sleep Talk, Nature Power, Confide, Strength (54)
Past TM: Secret Power, Captivate, Rock Smash (9)


I will guide us from any threat.
Gallade (Mystic) M
Nature: Jolly (Adds 15% to Speed, +9.73% accuracy, Subtracts 1 from Special Attack)

Type: Psychic/Fighting

Abilities:
Steadfast:
(Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified: (DW) (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 92(+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Level Up:

Stored Power
Growl
Confusion
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Fury Cutter
Slash
Close Combat
Protect
Psycho Cut
Helping Hand

Egg:
Confuse Ray
Encore
Will-O-Wisp
Disable
Skill Swap
Mean Look
Shadow Sneak

Tutor:
Drain Punch
Ice Punch
Fire Punch
ThunderPunch
Pain Split
Magic Coat
Heal Bell
Zen Headbutt
Dual Chop
Trick

TM:
Toxic
Work Up
Psychic
Thunderbolt
Hidden Power Ground (7)
Toxic
Thunder Wave
Taunt
Earthquake
Brick Break
Focus Blast
Grass Knot
Stone Edge
Shaodw Ball
Focus Punch
Light Screen
Reflect
Substitute
Rock Slide
Bulldoze
Torment
X-Scissor
Double Team
Power-Up Punch
Dazzling Gleam
Rest
Sleep Talk

Raid Only
Dispel
 
I believe these were our R1 actions? Please correct me if I'm wrong C$FP

Flamvell; Flamethrower (#1) > Heat Wave
Mystic; Reflect (all but yourself) > Helping Hand (Flamvell)
 
Last edited:
Cyclohm: Sunny Day, Weather Ball (#1)

Lucario (mega evolve): Shadow Ball (#1), Blaze Kick (#1)
 
Round 1

Bill takes immediately the initiative, tapping into the power of C$FP's Mega Ring to evolve and smack one of the foes with a shadowy orb. Mystic shields the team right before the enemies can pay back, but leaves himself uncovered. Still, the Beldums fail to deliver significant damage and, as Zeus summons blinding light into the room, the Camerupt has an easy time frying the two, followed by the other team mates. One of the Beldum duo eventually falls, but the other still manages through the heat.

|Spe 80| HP 110/Energy 83 (Reflect for 4 more actions)
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 90/Energy 87 (Reflect for 4 more actions)
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 87/Energy 88 (Reflect for 4 more actions)
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 89/Energy 77
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

(1) HP 0
(2) HP 81
Lucario evolves into Mega Lucario!

Crit roll (1-625): 9221/10000
Shadow Ball (Beldum1): (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy
Reflect: Cyclohm, Lucario, and Camerupt are protected against physical attacks for 9 actions, 9 energy
Sunny Day: Sunny Day for 6 rounds, 10 energy

Hit roll (1-9500): 957/10000
Crit roll (1-625): 8383/10000

(1) Zen Headbutt (Lucario): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 10 damage

Crit roll (1-625): 2098/10000
(2) Iron Head (Gallade): 8 [BP] + 3 [STAB] = 11 damage

Crit roll (1-625): 542/10000
Burn roll (1-1000): 9090/10000

Flamethrower (Beldum1, Critical Hit): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun] + 3 [Crit]) * 1.5 = 35 damage, 6 energy

--------------------------------------------------------------------------
Helping Hand (Camerupt): 14 energy

Crit roll (1-1250): 1270/10000
Burn roll (1-1000): 9912/10000

Blaze Kick (Beldum1): (9 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 23 damage, 7 energy

Crit roll (1-625): 8802/10000
Weather Ball (Beldum1): (10 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 24 damage, 7 energy

Hit roll (1-9500): 4462/10000
Crit roll (1-625): 378/10000

(1) Zen Headbutt (Camerupt, Critical Hit): 8 [BP] + 3 [STAB] - 1 [Magma Armor] + 3 [Crit] = 13 damage

Hit roll (1-9000): 9740/10000
(2) Take Down (Gallade): missed

Hit roll (1-9000): 5263/10000
Crit roll (1-625): 7186/10000

Heat Wave (Beldum1): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 39 damage, 6 energy
(1) Beldum fainted!

Hit roll (1-9000): 9925/10000
Crit roll (1-625): 6135/10000
Burn roll (1-1000): 5356/10000

Heat Wave (Beldum2): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 39 damage

Sun for 5 more rounds
39
20
15
 
Last edited:
It looks like you forgot Expert Belt against the second Beldum. They should both have taken 39 from Heat Wave.

Now, if I remember correctly, the plan was everyone but Camerupt chill A1, while we finish off Beldum A2. Also, I can't find that google docs we were messing around with, so I'm really going by memory here, but I do remember you wanted Mystic back to 100 En.

Flamvell; Flamethrower (#2) > Ember
Mystic; chill > chill
 
Round 2

The team slows down a bit to recover forces, then finishes off the remaining foe. However, before you can claim victory, the CPU's voice echoes through the room.

Conditions value: false. Secondary artillery initialized. Course confirmed

Then, the two piece of metal are targetted with an electric beam which causes them to fuse into a new, bigger entity! At the same time, two fresh Beldum spawn again from the sides of the computer.


HP 260
Atk 4
Def 5
SpA 3
SpD 4
Spe 58
Size Class 2
Weight Class 6
6% Accuracy Boost


Ability: Clear Body

Float Defense: Metang is always floating and is immune to Smack Down, Gravity, or any effect that would make it vulnerable to Earthquake or Magnitude.

|Spe 80| HP 110/Energy 88 (Reflect for 2 more actions)
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 90/Energy 95 (Reflect for 2 more actions)
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 68/Energy 80 (Reflect for 2 more actions)
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 89/Energy 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

HP 260
(1) HP 120
(2) HP 120
Crit roll (1-625): 1905/10000
Bite (Beldum2): (6 [BP] + 3 [Stat Dif]) * 1.5 = 14 damage, 4 energy
Chill: Restores 12 energy

Crit roll (1-625): 911/10000
Burn roll (1-1000): 4450/10000

Flamethrower (Beldum2): (9 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 23 damage, 7 energy

Crit roll (1-625): 92/10000
(2) Zen Headbutt (Camerupt, Critical Hit): 8 [BP] + 3 [STAB] - 1 [Magma Armor] + 3 [Crit] = 13 damage

Crit roll (1-625): 2845/10000
Burn roll (1-1000): 8847/10000

Flamethrower (Beldum2): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 30 damage, 6 energy

--------------------------------------------------------------------------
Chill: Restores 12 energy
Chill: Restores 11 energy
Chill: Restores 12 energy

Crit roll (1-625): 3664/10000
(2) Take Down (Camerupt): 10*0.67 [BP] - 1 [Magma Armor] = 6 damage, 1 recoil

Crit roll (1-625): 791/10000
Ember (Beldum2): (4 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 23 damage, 2 energy
(2) Beldum fainted!

Unite: the two Beldum fuse into a Metang!
Two Beldum spawn

Sun for 4 more rounds
 

It's never that simple, is it.

Flamvell; Heat Wave > Flamethower (Beldum 1)
Mystic; Helping Hand (Flamvell) > Will-O-Wisp (Metang)
IF your target is KO'ed when you would act, redirect to Beldum 2.

Unlikely, but still.
 
Cyclohm: Weather Ball (Beldum 1), Flamethrower (Beldum 1)

Lucario: Blaze Kick (Beldum 1), Bonemerang (Beldum 1)

For all: if Beldum 1 has fainted, then target Beldum 2
 
Round 3

The team doesn't hold back and quickly takes out one of the new Beldums with fiery assaults, while Mystic cripples Metang with a burn. Flamvell and him have to take quite a punishment from the opposition, but both manage to shrug off the blows without dire consequences.

|Spe 80| HP 110/Energy 74
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 83/Energy 81
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 50/Energy 68
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 64/Energy 79
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

HP 221, Burned (5a)
(1) HP 0
(2) HP 51
Helping Hand (Camerupt): 14 energy

Crit roll (1-1250): 4691/10000
Burn roll (1-1000): 150/10000

Blaze Kick (Beldum1): (9 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 23 damage, Beldum1 is burned, 7 energy

Crit roll (1-625): 3275/10000
Weather Ball (Beldum1): (10 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 24 damage, 7 energy

Crit roll (1-625): 1640/10000
Psyshock (Gallade): 8 [BP] + 3 [STAB] = 11 damage

Hit roll (1-9500): 7519/10000
Crit roll (1-625): 6486/10000

(1) Zen Headbutt (Lucario): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 3 [Burn] = 7 damage

Crit roll (1-625): 469/10000
(2) Iron Head (Gallade, Critical Hit): 8 [BP] + 3 [STAB] + 3 [Crit] = 14 damage

Hit roll (1-9000): 6803/10000
Crit roll (1-625): 6194/10000
Burn roll (1-1000): 6570/10000

Heat Wave (Metang): (10*0.75*2 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 37 damage, 6 energy

Hit roll (1-9000): 7615/10000
Crit roll (1-625): 708/10000

Heat Wave (Beldum1): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 39 damage

Hit roll (1-9000): 4340/10000
Crit roll (1-625): 5895/10000
Burn roll (1-1000):7824/10000

Heat Wave (Beldum2): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 39 damage

Beldum1 suffers 2 damage for the burn
--------------------------------------------------------------------------
Hit roll (1-9000): 3641/10000
Crit roll 1 (1-625): 1612/10000
Crit roll 2 (1-625): 1179/10000

Bonemerang (Beldum1): (5*2 [BP] + 3 [Stat Dif]) * 1.5 = 20 damage, 7 energy

Hit roll (1-7500): 4251/10000
Will-O-Wisp (Metang): Metang is burned, 7 energy

Crit roll (1-625): 1296/10000
Flamethrower (Beldum1): (9 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 23 damage, 7 energy
(1) Beldum fainted!

Crit roll (1-625): 7585/10000
Grass Knot (Camerupt): 12 [BP] - 1 [Magma Armor] = 11 damage

Crit roll (1-625): 5385/10000
(2) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] - 1 [Magma Armor] = 7 damage

Crit roll (1-625): 3874/10000
Burn roll (1-1000): 2230/10000

Flamethrower (Beldum2): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 30 damage, 6 energy

Metang suffers 2 damage for the burn
Sun for 3 more rounds
Aggro threshold: 48
37
17
Aggro threshold: 90
69
5
 

Yikes, Mystic got hit harder than I thought he would. Okay, here's my thoughts; Weather Ball, Blaze Kick, Fire Punch finishes Beldum before it can act. I'll then throw a Heal Pulse to Flamvell A2, and then maybe before Metang falls Bill throws Mystic a Heal Pulse down the road. Flamvell is also likely going to chill next round, but he'll establish his threat better now.

Flamvell; Ember (Metang) > Flamethrower (Metang)
Mystic; Fire Punch (Beldum) > Heal Pulse (Flamvell)
 
Cyclohm: Weather Ball (Beldum), Flamethrower (Metang)

Lucario: Blaze Kick (Beldum), Bone Rush (Metang)
 
Round 4

The team quickly finishes off the other Beldum, then starts wearing down Metang. The Steel-type enemy, however, keeps smacking Flamvell fiercely, and only Mystic's heals allow the Camerupt to stand up to the foe's might.

|Spe 80| HP 110/Energy 60
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 83/Energy 67
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 42/Energy 60
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 64/Energy 60
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

HP 132, Burned (3a)
(2) HP 0
Crit roll (1-1250): 968/10000
Burn roll (1-1000): 4448/10000

Blaze Kick (Beldum2, Critical Hit): (9 [BP] + 3 [Stat Dif] + 3 [Sun] + 3 [Crit]) * 1.5 = 27 damage, 7 energy

Crit roll (1-625): 4747/10000
Fire Punch (Beldum2): (8 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 19 damage, 6 energy

Crit roll (1-625): 557/10000
Weather Ball (Beldum2, Critical Hit): (10 [BP] + 3 [Stat Dif] + 3 [Sun] + 3 [Crit]) * 1.5 = 29 damage, 7 energy
(2) Beldum fainted!

Crit roll (1-625): 382/10000
Psyshock (Camerupt, Critical Hit): 8 [BP] + 3 [STAB] - 1 [Sturdy] + 3 [Crit] = 13 damage

Crit roll (1-625): 9471/10000
Burn roll (1-1000): 2515/10000

Ember (Metang): (4 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 20 damage, 2 energy

Metang suffers 2 damage for the burn
--------------------------------------------------------------------------
Hit roll (1-9000): 8001/10000
Number of hits: (1-3334, 3335-6667, 6668-8333, 8334-10000): 3794/10000
Crit roll 1 (1-625): 7081/10000
Crit roll 2 (1-625): 320/10000
Crit roll 3 (1-625): 9485/10000

Bone Rush (Metang, 1 Critical Hit): (3*3 [BP] + 1.5 [Stat Dif] + 1 [Crit]) * 1.5 = 17 damage, 7 energy
Heal Pulse (Camerupt): 20 HP restored, 13 energy

Crit roll (1-625): 7869/10000
Flamethrower (Metang): (9 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 20 damage, 7 energy

Crit roll (1-625): 3102/10000
Facade (Camerupt): 14 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 15 damage

Crit roll (1-625): 2350/10000
Flamethrower (Metang): (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 28 damage, 6 energy

Metang suffers 2 damage for the burn
Sun for 2 more rounds
Aggro threshold: 116
89
27
20
17
 

Okay, things are falling apart a little. Flamvell is beginning to enter dire straghts, and won't be able to handle Metagross at this rate.

I'll set up Reflect, then I think we should both shoot a Heal Pulse at Camerupt. This can be another "recovery" round, since This upcoming round is only round 5, after all. The batteries will only take about 3 rounds, and P2 should take at most 4 rounds, so we definitely have some room to spare. Cyclohm can attack once and chill, or chill twice. We might want sun again soon, after all. Bill should probably chill > Heal Pulse or Heal Pulse > chill. With Reflect and Burn, this is the best chance to catch up on healing.

Flamvell; Ember (Metang) > chill
Mystic; Reflect (all but Cyclohm) > Heal Pulse (Flamvell)
 
Round 5

The Camerupt and the Cyclohm keep up a weak offense, while the Fighting-types heal the former, but Metang doesn't hold back despite the metal on its arms is melting visibly.

|Spe 80| HP 110/Energy 65
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 83/Energy 65 (Reflect for 7 more actions)
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 57/Energy 60 (Reflect for 7 more actions)
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 64/Energy 38 (Reflect for 7 more actions)
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

HP 81, Burned (1a)
Heal Pulse (Camerupt): 20 HP restored, 14 energy
Reflect: Lucario, Camerupt, and Gallade are protected against physical attacks for 9 actions, 9 energy
Chill: Restores 12 energy

Crit roll (1-625): 3374/10000
SpD drop roll (1-1000): 8048/10000

Psychic (Camerupt): 12 [BP] + 3 [STAB] - 1 [Sturdy] = 14 damage

Crit roll (1-625): 396/10000
Ember (Metang, Critical Hit): (4 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun] + 3 [Crit]) * 1.5 = 25 damage, 2 energy

Metang suffers 2 damage for the burn
--------------------------------------------------------------------------
Chill: Restores 12 energy
Heal Pulse (Camerupt): 20 HP restored, 13 energy

Crit roll (1-625): 3326/10000
Weather Ball (Metang): (10 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 22 damage, 7 energy

Crit roll (1-625): 5400/10000
Grass Knot (Camerupt): 12 [BP] - 1 [Magma Armor] = 11 damage
Chill: Restores 12 energy

Metang suffers 2 damage for the burn
Sun for 1 more round
Aggro threshold: 167
128
52
42
27
 
Gallade should probably just chill twice, and Camerupt should probably attack A1 (you can double-check my calcs, but Flame Burst should be just enough). This would mean that Metang would die once Cyclohm goes A2, and Camerupt and Metang won't move A2. Camerupt can chill after it gains threat for Metagross (which should only take an action or two), while the other mons are trying to kill the batteries. Btw this is our last round of sun, and I don't think there's any need to refresh it given that we aren't trying to kill Metagross.

Lucario: Shadow Ball (Metang), Blaze Kick (Metang)

Cyclohm: chill, Weather Ball (Camerupt)
 

Why do I feel like this is only going to get tougher. And that Flamvell will fall if things take much longer...

Mystic; chill > chill
Flamvell; Flame Burst > cill
 
Round 6

With one final sequence of attacks, the team finally takes out Metang as well. It seems all over, but suddenly the voice of the CPU echoes again:

Conditions value: false. Main artillery initialized. Course confirmed.

At the same time, a magnetic force shrouds the metallic rests of the foes and join them into a terrifying spider-like construct. However, now two batteries became visible from each side of the computer. They're crackling with electricity, so stepping in seems unfeasible. However, they already seem quite overloaded with power. Maybe you can use it to your own advantage.


HP 700
Atk 6
Def 6
SpA 4
SpD 4
Spe 81
Size Class 4
Weight Class 9
8% Accuracy boost


Ability: Clear Body

Float Defense: Metagross is always floating and is immune to Smack Down, Gravity, or any effect that would make it vulnerable to Earthquake or Magnitude.



HP 75
Def 3
SpD 3


Power Up: When struck by an electric attack, HP decreases

|Spe 80| HP 110/Energy 70
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 83/Energy 52 (Reflect for 5 more actions)
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 47/Energy 55 (Reflect for 5 more actions)
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 64/Energy 62 (Reflect for 5 more actions)
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

HP 700
(Left) HP 75
(Right) HP 75
Crit roll (1-625): 2707/10000
Shadow Ball (Metang): (8 [BP] + 1.5 [Stat Dif]) * 1.5 = 14 damage, 6 energy
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit roll (1-625): 8478/10000
Psyshock (Camerupt): 8 [BP] + 3 [STAB] - 1 [Magma Armor] = 10 damage

Crit roll (1-625): 1861/10000
Flame Burst (Metang): (7 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 25 damage, 5 energy

Metang suffers 2 damage for the burn
Metang heals from burn
--------------------------------------------------------------------------
Crit roll (1-1250): 8266/10000
Burn roll (1-1000): 7450/10000

Blaze Kick (Metang): (9 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 20 damage, 7 energy
Chill: Restores 12 energy

Crit roll (1-625): 6933/10000
Weather Ball (Metang): (10 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 22 damage, 7 energy
Metang fainted!
Merge: Metang and the two Beldum fuse into Metagross
Two batteries spawn


Sun expires
 

Will this ever end.

Also, I apparently forgot to update my Camerupt's profile when I sent it to you. Note here how I bought it Hidden Power (Electric). Can that be edited into her movepool? It's somewhat relevant to our plans.

Flamvell; Will-O-Wisp (Metagross) > Flamethrower (Metagross)
Mystic; ThunderPunch (Battery 1) > Helping Hand (Cyclohm)

Since we have so much time, Lucario and Gallade should take it easy with how much EN they're using. Between healing Camerupt and being the main DPS when P2 hits, they should chill somewhat liberally. Cyclohm should handle most of the batteries.
 
Round 7

While Flamvell keeps Metagross busy, the other team mates start charging up the batteries. However, even if crippled, the iron spider still packs a considerable punch.

|Spe 80| HP 110/Energy 60
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat

|Spe 129| HP 69/Energy 58 (Reflect for 3 more actions)
Atk 6
Def 2
SpA 5
SpD 3
Spe 129
SC 3 / WC 4
Abilities: Inner Focus, Steadfast, Justified, Adaptability

[
2] |Spe 34| HP 34/Energy 43 (Reflect for 3 more actions)
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

[
1] |Spe 92| HP 66/Energy 46 (Reflect for 3 more actions)
Atk 5
Def 3
SpA 2
SpD 4
Spe 92
SC 3 / WC 4
Abilities: Steadfast, Justified

HP 656, Burned (4a)
(Left) HP 21
(Right) HP 60
Crit roll (1-625): 2032/10000
Thunderpunch (LeftBattery): 8 [BP] + 4.5 [Stat Dif] = 13 damage, 6 energy

Crit roll (1-625): 8650/10000
Thunderpunch (LeftBattery): 8 [BP] + 3 [Stat Dif] = 11 damage, 6 energy

Crit roll (1-625): 1510/10000
Psyshock (Lucario): 8 [BP] + 3 [STAB] + 3 [Stat Dif] = 14 damage

Crit roll (1-625): 3781/10000
Thunderbolt (LeftBattery): 9 [BP] + 3 [STAB] + 3 [Stat Dif] = 15 damage, 6 energy

Hit roll (1-7500): 1193/10000
Will-O-Wisp (Metagross): Metagross is burned, 6 energy

Metagross suffers 2 damage for the burn
--------------------------------------------------------------------------
Helping Hand (Cyclohm): 10 energy
Chill: Restores 12 energy

Crit roll (1-625): 8472/10000
Grass Knot (Camerupt): 12 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 13 damage

Hit roll (1-9500): 283/10000
Crit roll (1-625): 459/10000

Electroweb (Metagross, Critical Hit): 6*0.75*2 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 3 [Crit] = 17 damage, 4 energy

Hit roll (1-9500): 4069/100000
Crit roll (1-625): 9132/10000

Electroweb (LeftBattery): 6*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] = 15 damage

Hit roll (1-9500): 6627/100000
Crit roll (1-625): 9900/10000

Electroweb (LeftBattery): 6*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] = 15 damage

Crit roll (1-625): 3570/10000
Flamethrower (Metagross): (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 23 damage, 6 energy

Metagross suffers 2 damage for the burn
Aggro threshold: 49
37
17
5
 
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Okay, so an Electroweb+ThunderPunch KOes the first battery. Camerupt is still fine, but will need healing next round, so both Luke and Gallade should chill once this round. Also, Hammer Drop incoming.

Mystic; chill > Thunderpunch (left)
Flamvell; Ember > Flamethrower (both Metagross)
 
Last edited:

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