[DQ] Central Processing (Hard) - Birkal and Ragnarokalex

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 250
Atk 4
Def 4
SpA 4
SpD 3
Spe 35
Size Class 1
Weight Class 4 (3)
5+10% Accuracy boost


Ability: Clear Body, Light Metal

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.

Birkal's team:
Wen-Do | Conkeldurr (F)
Wen-Do is a form of self-defense for women through various martial arts techniques from around the globe. This form aims to empower women to defend themselves from domestic violence, while supporting one another in their daily lives. Conkeldurr learned her name by defeating two enemies (and almost a third) in the Fighting Gym Qualifiers versus deadfox081. ▶
[Nature]
Adamant (+Atk | -SpA)
[Type]
Fighting
[Abilities]
Guts
Sheer Force
Iron Fist (✓)
[Stats]
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
S&W: 3 | 4
Total: 19
[Tokens]
EC: 9 | 9
AC: 5 | 5
MC: 0
[Bonus]
[+4 CC]
[Learned Moves]
[72 | 72]
Attract
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Confide
Counter
Cross Chop
Detect
Dig
Double Team
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power [Steel]
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power-Up Punch
Protect
Rain Dance
Rest
Retaliate
Return
Reversal
Rock Slide
Rock Throw
Rock Tomb
Rock Smash
Round
Scary Face
Secret Power
Sleep Talk
Smack Down
Smelling Salts
Snore
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Taunt
Thunder Punch
Toxic
Wake-Up Slap
Wide Guard
Work Up​
Tomoi | Heracross (F)

[Nature]
Jolly (+Spe | -SpA | +11% Accuracy | +9% Accuracy (Mega))
[Type]
Bug | Fighting
[Abilities]
Swarm
Guts
Moxie (✓)
Skill Link [Mega]
[Stats]
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)
S&W: 3 | 4
Total: 19
[Mega Stats]
HP: 100
Atk: Rank 8
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 87 (+)
S&W: 3 | 4
Total: 24
[Tokens]
EC: N/A
AC: 5 | 5
MC: 0
[Bonus]
[+5 CC]
[Learned Moves]
[83 | 83]
Aerial Ace
Arm Thrust
Attract
Bide
Body Slam
Brick Break
Bug Bite
Bulk Up
Bulldoze
Bullet Seed
Captivate
Chip Away
Close Combat
Confide
Counter
Curse
Cut
Detect
Dig
Double-Edge
Double Team
Earthquake
Endure
Facade
False Swipe
Feint
Flail
Fling
Focus Blast
Focus Punch
Frustration
Fury Attack
Fury Cutter
Giga Impact
Harden
Headbutt
Helping Hand
Hidden Power [Steel]
Horn Attack
Hyper Beam
Iron Defense
Knock Off
Leer
Low Kick
Megahorn
Mimic
Natural Gift
Night Slash
Pin Missile
Protect
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Reversal
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Claw
Sleep Talk
Smack Down
Snore
Stone Edge
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Swords Dance
Tackle
Take Down
Thief
Toxic
Vacuum Wave
Venoshock
Work Up​
Krav Maga | Machamp (M)

[Nature]
Brave (+Atk | -1Spe | -10% Evasion)
[Type]
Fighting
[Abilities]
Guts
No Guard
Steadfast (✓)
[Stats]
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (-)
S&W: 3 | 5
Total: 19
[Tokens]
EC: 9 | 9
AC: 5 | 5
MC: 0
[Learned Moves]
[72 | 129]
Bide
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Close Combat
Counter
Cross Chop
Detect
Dig
Double-Edge
Double Team
Dual Chop
Dynamic Punch
Earthquake
Encore
Endure
Facade
Fire Blast
Fire Punch
Fissure
Flamethrower
Fling
Focus Blast
Focus Energy
Focus Punch
Foresight
Giga Impact
Heavy Slam
Helping Hand
Hidden Power [Grass]
Ice Punch
Karate Chop
Knock Off
Leer
Light Screen
Low Kick
Low Sweep
Mega Punch
Mimic
Payback
Poison Jab
Power-Up Punch
Power Trick
Protect
Quick Guard
Rain Dance
Rest
Revenge
Rock Slide
Rock Tomb
Role Play
Rolling Kick
Scary Face
Seismic Toss
Skull Bash
Sleep Talk
Smack Down
Snore
Stone Edge
Submission
Substitute
Sunny Day
Superpower
Take Down
Thief
Thunder Punch
Toxic
Vacuum Wave
Vital Throw
Wake-Up Slap
Wide Guard​
Tinku | Tomohawk (F)
Tinku derives from ancient traditions in the Andes; the word literally means "encounter" in the Quechua dialect. The form of this art is rhythmic, artistically adorned, and violent. Females rarely perform in Tinku; but Tomohawk is an exception. She earned her name through changing the ebb and flow of the Fighting Gym Qualifier against deadfox081. ▶
[Nature]
Modest (+1 SpA | -Atk)
[Type]
Flying | Fighting
[Abilities]
Intimidate
Prankster
Justified (✓)
[Stats]
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
S&W: 2 | 3
Total: 19
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 0
[Learned Moves]
[69 | 86]
Aerial Ace
After You
Air Cutter
Air Slash
Aura Sphere
Baby-Doll Eyes
Baton Pass
Bounce
Brick Break
Bulldoze
Confuse Ray
Double Team
Drain Punch
Earth Power
Earthquake
Facade
Flash
Fly
Focus Blast
Focus Energy
Fury Swipes
Grass Knot
Harden
Haze
Healing Wish
Heat Wave
Hidden Power [Ice]
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Iron Tail
Last Resort
Memento
Morning Sun
Nature Power
Noble Roar
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Roar
Rock Slide
Rock Smash
Roost
Safeguard
Scratch
Sky Attack
Sky Drop
Sleep Talk
Snatch
Solar Beam
Stealth Rock
Steel Wing
Submission
Substitute
Sunny Day
Superpower
Swagger
Tailwind
Taunt
Thief
Toxic
Uproar
Whirlwind
Work Up
Yawn​


Ragnarokalex's team:

*Thanks to Matezoide for the sprite*
*Gallade (Ragnarok) Male*
Nature:
Serious
Type:
Psychic: STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for disabling, Binding, and redirecting attacks
Fighting: STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:
Steadfast:
Type: 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):
Type: 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 an opponent'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 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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


Attacks: 133/133 Total
(8 CC Bonus)

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double Edge
Double Team
Draining Kiss
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power (Water)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magical Leaf
Magic Coat
Magic Room
Mean Look
Memento
Mimic
Misty Terrain
Mud Slap
Natural Gift
Nightmare
Night Slash
Pain Split
Poison Jab
Power Up Punch
Protect
Psychic
Psycho Cut
Psych Up
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Bolt
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Wide Guard
Will o wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt

*Thanks to SimonSays for the sprite*
Lucario (Aerza) Female
Nature:
Brave
Type:
Fighting: STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

Abilities:
Steadfast:
Type: 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.
Inner Focus:
Type: Passive
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW):
Type: Passive
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 76 (-) (-10% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20


Adaptability:
Type: Passive
The moves that match this Pokemon's type have their Base Attack Power increased by two (2).

HP: 100
Atk: Rank 7 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 97 (-) (-10% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 24


EC: 6/6
DC: 5/5
MC: 0


Attacks: 67/102 Total
Agility
Aura Sphere
Blaze Kick
Bonemerang
Bone Rush
Brick Break
Bulldoze
Bullet Punch
Close Combat
Counter
Crunch
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake
Endure
Extreme Speed
Facade
Feint
Flash Cannon
Focus Punch
Follow Me
Force Palm
Foresight
Giga Impact
Heal Pulse
Helping Hand
Hi Jump Kick
Hidden Power (TBD)
Hyper Beam
Ice Punch
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Payback
Poison Jab
Protect
Psychic
Quick Attack
Rain Dance
Rest
Reversal
Roar
Rock Slide
Role Play
Screech
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Stone Edge
Substitute
Sunny Day
Swagger
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Zen Headbutt

*Thanks to Toast Tyrant for the sprite*
Electivire (Tahlzara) Male
Nature:
Naughty
Type:
Electric: STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Motor Drive
Type: Passive
This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round.
Vital Spirit (DW):
Type: Passive
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its Defense and Special Defense each is increased by one (1) Rank permanently, and its BRT is increased by two (2) ranks.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
DC: 5/5
MC: 4


Attacks: 46/103 Total
Barrier
Bide
Brick Break
Counter
Cross Chop
Dig
Discharge
Double Team
Dynamic Punch
Earthquake
Endure
Feint
Fire Punch
Flamethrower
Focus Blast
Focus Punch
Giga Impact
Helping Hand
Ice Punch
Leer
Light Screen
Low Kick
Magnet Rise
Protect
Psychic
Pursuit
Quick Attack
Rain Dance
Reflect
Rest
Rock Slide
Shock Wave
Sleep Talk
Substitute
Swagger
Swift
Taunt
Thunder
Thunderbolt
Thunder Punch
Thunder Shock
Thunder Wave
Torment
Toxic
Volt Switch
Wild Charge

Thanks to Matezoide for the Sprite!
Aurumoth (Retriarch) Male
Nature:
Quiet
Type:
Bug: STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Psychic: STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Weak Armor:
Type: Toggle
No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard:
Type: Passive
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does the Pokemon sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (DW):
Type: Passive
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 110
Atk: 5
Def: 4
SpA: 5(+)
SpD: 2
Spe: 81 (-) (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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


Attacks: 60/85 Total
Ally Switch
Ancient Power
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Dazzling Gleam
Disable
Double Team
Dragon Dance
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Focus Blast
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (TBD)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Infestation
Light Screen
Magic Coat
Megahorn
Ominous Wind
Overheat
Protect
Psychic
Psyshock
Quiver Dance
Rain Dance
Reflect
Rest
Role Play
Safeguard
Shadow Ball
Silver Wind
Skill Swap
Solar Beam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Willowisp
Wish
Zen Headbutt
 

Alright Team, we have been preparing for this far too long, lets get this taken care of as quickly as possible.

Ragnarok: Fire Punch Beldum 1 - Night Slash Beldum 1

Aerza: (Mega-Evolve) Bonemerang Beldum 1 - Crunch Beldum 1

Tahlzara: Thunder Punch Beldum 1 - Thunder Punch Beldum 1

Retriarch: Shadow ball Beldum 2 - Thunder Beldum 1


OK, with these orders i am dealing 130 Damage to the first beldum, while having aurumoth deal damage to the second one so it will focus its attention on him. He has decent defenses/typing so we want him to take the hits from the 2nd one while we finish the first. So for your actions make sure you are dealing 120 Damage to the first beldum without consuming tons of energy (pretty much dont use the same move twice) and whatever actions you have leftover start in on the 2nd beldum
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Wen-Do: [Sheer Force: ON] Fire Punch (Beldum 1) | Hammer Arm (Beldum 1)

Tomoi: [Mega Evolve] Pin Missile (Beldum 1) | Night Slash (Bedlum 2)

Krav Maga: Fire Punch (Beldum 1) | Dynamic Punch (Bedlum 2)

Tinku: Focus Blast (Beldum 1) | Aura Sphere (Bedlum 1)
 
Round 1

The team assaults one Beldum before focusing on the other, but only one is taken out and both retaliate without exitation. None of the raid members suffers crippling damage, though.

|Spe 45| HP 106/Energy 88 (Sheer Force [ON])
HP 110
Atk 6
Def 3
SpA 1
SpD 3
Spe 45
SC 3 / WC 4
Abilities: Guts, Sheer Force, Iron Fist

|Spe 87| HP 83/Energy 86
HP 100
Atk 8
Def 4
SpA 1
SpD 4
Spe 87 (+9% Acc)
SC 3 / WC 4
Abilities: Swarm, Guts, Moxie, Skill Link

|Spe 47| HP 100/Energy 87
HP 100
Atk 6
Def 3
SpA 3
SpD 3
Spe 47 (-10% Eva)
SC 3 / WC 5
Abilities: Guts, No Guard, Steadfast

|Spe 85| HP 110/Energy 88
HP 110
Atk 1
Def 3
SpA 5 (6)
SpD 3
Spe 85
SC 2 / WC 3
Abilities: Intimidate, Prankster, Justified

|Spe 80| HP 100/Energy 89
HP 100
Atk 5
Def 3
SpA 3
SpD 4
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Light Screen

|Spe 97| HP 100/Energy 87
HP 100
Atk 7
Def 3
SpA 5
SpD 3
Spe 97 (-10% Eva)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

|Spe 95| HP 100/Energy 86
HP 100
Atk 6
Def 3
SpA 3
SpD 2
Spe 95
SC 3 / WC 5
Abilities: Motor Drive, Vital Spirit
Glyph of Thunderbolt

|Spe 81| HP 90/Energy 86 (-2 Defense, +2 Speed)
HP 110
Atk 5
Def 4
SpA 5
SpD 2
Spe 81 (-10% Eva)
SC 4 / WC 5
Abilities: Weak Armor, No Guard, Illusion
Glyph of Light Screen

(1) HP 0/250 [0% HP]
(2) HP 174/250 [70% HP]
Heracross evolved into Mega Heracross!
Lucario evolved into Mega Lucario!
Sheer Force: toggled ON

Crit 1 (1-625): 9234/10000
Crit 2 (1-625): 3347/10000
Crit 3 (1-625): 4301/10000
Crit 4 (1-625): 9498/10000
Crit 5 (1-625): 8467/10000

Pin Missile (Beldum1): 3*5 [BP] + 3 [STAB] + 5 [Stat Dif] = 23 damage, 9 energy

Crit (1-625): 6775/10000
Paralysis (1-2000): 204/10000

Thunder Punch (Beldum1): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] = 19 damage, Beldum1 is paralyzed, 5 energy

Hit (1-7000): 5036/10000
Crit (1-625): 3942/10000

Focus Blast (Beldum1): 12 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 1 [Rare Candy] = 21 damage, 7 energy

Crit (1-625): 6817/10000
Shadow Ball (Beldum2): (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy

Crit (1-625): 2492/10000
Burn (1-1000): 8465/10000

Fire Punch (Beldum1): (8 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 17 damage, 6 energy

Hit (1-9000): 8402/10000
Crit 1 (1-625): 977/10000
Crit 2 (1-625): 9858/10000

Bonemerang (Beldum1): (5*2 [BP] + 4 [Stat Dif]) * 1.5 = 21 damage, 7 energy

Crit (1-625): 2058/10000
Burn (1-1000): 8800/10000

Fire Punch (Beldum1): (8 [BP] + 3 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 20 damage, 6 energy

Crit (1-625): 9467/10000
Fire Punch (Beldum1): (8 [BP] + 3 [Stat Dif] + 2 [Iron Fist] + 3 [Life Orb]) * 1.5 = 24 damage, 2 recoil, 6 energy

Crit (1-625): 7350/10000
(1) Zen Headbutt (Heracross): (8 [BP] + 3 [STAB]) * 1.5 = 17 damage

Crit (1-625): 3515/10000
(2) Take Down (Aurumoth): 9 [BP] = 9 damage, 2 recoil
Weak Armor: -1 Defense, +1 Speed

--------------------------------------------------------------------------
Crit (1-625): 7017/10000
Thunder (Beldum1): 11 [BP] + 3 [Stat Dif] + 4 [Lightning Stone] = 18 damage, 8 energy

Crit (1-625): 3323/10000
Crunch (Beldum1): ((8+1) [BP] + 4 [Stat Dif]) * 1.5 = 20 damage, 6 energy

Crit (1-625): 6747/10000
Thunder Punch (Beldum1): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] = 19 damage, 5+4 energy

Crit (1-1250): 4717/10000
Night Slash (Beldum2): (7 [BP] + 5 [Stat Dif]) * 1.5 = 18 damage, 5 energy

Crit (1-625): 9362/10000
Aura Sphere (Beldum1): 8 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 1 [Rare Candy] = 17 damage, 5 energy

Crit (1-1250): 3120/10000
Night Slash (Beldum1): (7 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 16 damage, 5 energy
(1) Beldum fainted!

Crit (1-625): 3808/10000
Dynamic Punch (Beldum2): 10 [BP] + 3 [STAB] + 3 [Stat Dif] = 16 damage, 7 energy

Hit (1-9000): 3792/10000
Crit (1-625): 1868/10000

Hammer Arm (Beldum2): 10 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Iron Fist] + 3 [Life Orb] = 21 damage, 2 recoil, 6 energy
Hammer Arm: -1 Speed

Crit (1-625): 4622/10000
(2) Take Down (Aurumoth): 9 [BP] + 2 [Stage Dif] = 11 damage, 2 recoil
Weak Armor: -1 Defense, +1 Speed
Aggro threshold: 23
18
18
17
16
 
Last edited:
Birkal: Fixed Expert Belt. As for Sheer Force, it's been changed with the latest fix, now toggling it disables the bonus instead of enabling it
 
Gallade: Chill - Heal Pulse Heracross

Lucario: Bonemerang Beldum 2 - Chill

Electivire: Chill - Thunder Punch Beldum 2

Aurumoth: (Toggle Weak Armor) Chill - Reflect (Electivire, Lucario, Aurumoth)


Ok, so I will be dealing 40 Damage to the beldum, so you just need to burn through 137 so that we can have Metang pop up next round. I'm pulling back on the offense so that i can keep energy up to get things set up once the next fight starts, since im planning on tanking the new mons while you take them out. Pretty much each reflect target will be tanking one of the new enemies, so it should be nice and easy to heal through. If possible, try to use as many actions to chill as feasible first action, while making sure we still deal enough damage to KO 2nd action. Also don't forget to toggle Sheer Force so that it is on default effect.
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Wen-Do: [Sheer Force: OFF] Fire Punch (Beldum 2) | Power-Up Punch (Beldum 2)

Tomoi: Chill | Pin Missile (Beldum 2)

Krav Maga: Fire Punch (Beldum 2) | Brick Break (Bedlum 2)

Tinku: Focus Blast (Beldum 2) | Aura Sphere (Bedlum 2)
 
NOTE: Forgot to factor LO recoil on Conkeldurr on R1 (Sheer Force being toggled and all), as well as +3 dmg from LO on Hammer Arm. Fixed.

Round 2

The raid members take their time before finishing off the other Beldum, attempting to save energies while setting up the proper defenses. As expected, 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 600
Atk 5
Def 5
SpA 4
SpD 4
Spe 58
Size Class 2
Weight Class 6 (5)
6+10% Accuracy Boost


Ability: Clear Body, Light Metal

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 45| HP 106/Energy 79
HP 110
Atk 6
Def 3
SpA 1
SpD 3
Spe 45
SC 3 / WC 4
Abilities: Guts, Sheer Force, Iron Fist

|Spe 87| HP 100/Energy 89
HP 100
Atk 8
Def 4
SpA 1
SpD 4
Spe 87 (+9% Acc)
SC 3 / WC 4
Abilities: Swarm, Guts, Moxie, Skill Link

|Spe 47| HP 81/Energy 76
HP 100
Atk 6
Def 3
SpA 3
SpD 3
Spe 47 (-10% Eva)
SC 3 / WC 5
Abilities: Guts, No Guard, Steadfast

|Spe 85| HP 110/Energy 76
HP 110
Atk 1
Def 3
SpA 5 (6)
SpD 3
Spe 85
SC 2 / WC 3
Abilities: Intimidate, Prankster, Justified

|Spe 80| HP 100/Energy 87
HP 100
Atk 5
Def 3
SpA 3
SpD 4
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Light Screen

|Spe 97| HP 100/Energy 92 (Reflect for 8 more actions)
HP 100
Atk 7
Def 3
SpA 5
SpD 3
Spe 97 (-10% Eva)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

|Spe 95| HP 100/Energy 93 (Reflect for 8 more actions)
HP 100
Atk 6
Def 3
SpA 3
SpD 2
Spe 95
SC 3 / WC 5
Abilities: Motor Drive, Vital Spirit
Glyph of Thunderbolt

|Spe 141.75| HP 90/Energy 90 (-1 Defense, +1 Speed, Weak Armor [TOGGLED], Reflect for 8 more actions)
HP 110
Atk 5
Def 4
SpA 5
SpD 2
Spe 81 (-10% Eva)
SC 4 / WC 5
Abilities: Weak Armor, No Guard, Illusion
Glyph of Light Screen

HP 0/250 [0% HP]
HP 600/600 [100% HP]
(1) HP 250/250 [100% HP]
(2) HP 250/250 [100% HP]
Weak Armor: toggled ON
Sheer Force: toggled OFF
Chill: Restores 12 energy

Hit (1-9000): 7986/10000
Crit 1 (1-625): 2996/10000
Crit 2 (1-625): 469/10000

Bonemerang (Beldum2, 1 Critical Hit): (5*2 [BP] + 4 [Stat Dif] + 2 [Crit]) * 1.5 = 24 damage, 7 energy
Chill: Restores 12 energy
Chill: Restores 12 energy

Hit (1-7000): 3242/10000
Crit (1-625): 9710/10000

Focus Blast (Beldum2): 12 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 1 [Rare Candy] = 21 damage, 7 energy
Chill: Restores 11 energy

Crit (1-625): 8726/10000
Burn (1-1000): 3047/10000

Fire Punch (Beldum2): (8 [BP] + 3 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 20 damage, 6 energy

Crit (1-625): 5882/10000
Fire Punch (Beldum2): (8 [BP] + 3 [Stat Dif] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Life Orb]) * 1.5 = 27 damage, 6 energy

Crit (1-625): 8338/10000
(2) Zen Headbutt (Machamp): (8 [BP] + 3 [STAB] + 1.5 [Stat Dif]) * 1.5 = 19 damage

--------------------------------------------------------------------------
Reflect: Lucario, Electivire, and Aurumoth are protected against physical attacks for 9 actions, 8 energy
Chill: Restores 12 energy

Crit (1-625): 4577/10000
Paralyzed (1-1000): 7109/10000

Thunder Punch (Beldum1): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] = 19 damage, 5 energy

Crit 1 (1-625): 5946/10000
Crit 2 (1-625): 8549/10000
Crit 3 (1-625): 7923/10000
Crit 4 (1-625): 3592/10000
Crit 5 (1-625): 6620/10000

Pin Missile (Beldum1): 3*5 [BP] + 3 [STAB] + 5 [Stat Dif] = 23 damage, 9 energy

Crit (1-625): 3497/10000
Aura Sphere (Beldum1): 8 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 1 [Rare Candy] = 17 damage, 5 energy
Heal Pulse (Heracross): 17 HP restored, 13 energy
(1) Beldum fainted!

Crit (1-625): 5811/10000
Brick Break (Beldum2): 8 [BP] + 3 [STAB] + 3 [Stat Dif] = 14 damage, 5 energy

Crit (1-625): 5828/10000
Power-Up Punch (Beldum2): 4 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Life Orb] = 17 damage, 3 energy
(2) Beldum fainted!

Unite: the two Beldum fuse into a Metang!
Two Beldum spawn
 
Last edited:
ok so our first priority is making sure thsoe beldum get onto the proper tanking targets, and since your mons havent had a chance to rest yet, go ahead and use the first action to chill so you can get energy back up for the big fight, and i can get aggro on my mons as i need. Then we hit the Metang with everything we can muster. Given our current team comp, this might actually be the roughest part of the fight right here, once we get the duck out it should be smooth sailing.

Gallade: Heal Pulse Aurumoth - Fire Punch Metang

Lucario: Bonemerang Metang - Fire Punch Metang

Electivire: Thunder Punch Beldum 1 - Thunderbolt Metang

Aurumoth: Shadow Ball Beldum 2 - Thunder Metang


So again, pretty much just chill/setup for the first action, then unload on Metang
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Wen-Do: Chill | Fire Punch (Metang)

Tomoi: Chill | Pin Missile (Metang)

Krav Maga: Chill | Fire Punch (Metang)

Tinku: Chill | Focus Blast (Metang)
 
Round 3

Retriarch and Tahizara lure the two Beldums, before helping the rest of the team in wearing down Metang. However, the Steel-type construct takes Aerza by surprise, shattering her protective barrier and dazing her with a mighty punch. In the chaos, you can barely hear the CPU's voice echoing...

Threat assessment: <Gallade>

|Spe 45| HP 106/Energy 85
HP 110
Atk 6
Def 3
SpA 1
SpD 3
Spe 45
SC 3 / WC 4
Abilities: Guts, Sheer Force, Iron Fist

|Spe 87| HP 100/Energy 91
HP 100
Atk 8
Def 4
SpA 1
SpD 4
Spe 87 (+9% Acc)
SC 3 / WC 4
Abilities: Swarm, Guts, Moxie, Skill Link

|Spe 47| HP 81/Energy 82
HP 100
Atk 6
Def 3
SpA 3
SpD 3
Spe 47 (-10% Eva)
SC 3 / WC 5
Abilities: Guts, No Guard, Steadfast

|Spe 85| HP 110/Energy 81
HP 110
Atk 1
Def 3
SpA 5 (6)
SpD 3
Spe 85
SC 2 / WC 3
Abilities: Intimidate, Prankster, Justified

|Spe 80| HP 100/Energy 68
HP 100
Atk 5
Def 3
SpA 3
SpD 4
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Light Screen

|Spe 97| HP 64/Energy 79 (Confused for 2 more actions)
HP 100
Atk 7
Def 3
SpA 5
SpD 3
Spe 97 (-10% Eva)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

|Spe 95| HP 74/Energy 82
HP 100
Atk 6
Def 3
SpA 3
SpD 2
Spe 95
SC 3 / WC 5
Abilities: Motor Drive, Vital Spirit
Glyph of Thunderbolt

|Spe 81| HP 86/Energy 76 (Weak Armor [ON])
HP 110
Atk 5
Def 4
SpA 5
SpD 2
Spe 81 (-10% Eva)
SC 4 / WC 5
Abilities: Weak Armor, No Guard, Illusion
Glyph of Light Screen

HP 430/600 [72% HP], Burned (5a), Mark of Thunder
(1) HP 231/250 [93% HP]
(2) HP 231/250 [92% HP]
Crit (1-625): 8904/10000
Shadow Ball (Beldum2): (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy

Hit (1-9000): 3930/10000
Crit 1 (1-625): 2018/10000
Crit 2 (1-625): 6631/10000

Bonemerang (Metang): (5*2 [BP] + 2.5 [Stat Dif]) * 1.5 = 19 damage, 7 energy

Crit (1-625): 9373/10000
Paralysis (1-2000): 5421/10000

Thunder Punch (Beldum1): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] = 19 damage, 5 energy
Chill: Restores 11 energy
Chill: Restores 12 energy
Heal Pulse (Aurumoth): 20 HP restored, 13 energy

Crit (1-625): 486/10000
Brick Break (Lucario, Critical Hit): (8 [BP] + 3 [Stat Dif] + 3 [Crit]) * 1.5 = 21 damage, the barriers are shattered

Chill: Restores 12 energy
Chill: Restores 12 energy

Crit (1-625): 1614/10000
(1) Zen Headbutt (Electivire): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage

Crit (1-625): 9968/10000
(2) Take Down (Aurumoth): 9 [BP] + 2 [Stage Dif] = 11 damage, 2 recoil

--------------------------------------------------------------------------
Crit (1-625): 9387/10000
Paralysis (1-3000): 6159/10000

Thunder (Metang): 11 [BP] + 1.5 [Stat Dif] + 4 [Lightning Stone] = 17 damage, 8 energy

Crit (1-625): 704/10000
Burn (1-1000): 3936/10000

Fire Punch (Metang): (8 [BP] + 2.5 [Stat Dif]) * 1.5 = 16 damage, 6 energy

Crit (1-625): 4386/10000
Paralyzed (1-2000): 3038/10000

Thunderbolt (Metang): 9 [BP] + 3 [STAB] - 1.5 [Stat Dif] + 5 [Wand of Ten Storms] = 16 damage, 6 energy
Mark of Thunder is applied on Metang

Crit 1 (1-625): 570/10000
Crit 2 (1-625): 170/10000
Crit 3 (1-625): 1984/10000
Crit 4 (1-625): 4700/10000
Crit 5 (1-625): 497/10000

Pin Missile (Metang, 3 Critical Hits): 3*5 [BP] + 3 [STAB] + 3.5 [Stat Dif] + 3 [Crit] = 25 damage, 9 energy

Hit (1-7000): 3350/10000
Crit (1-625): 1206/10000

Focus Blast (Metang): 11 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] = 18 damage, 7 energy

Crit (1-625): 2024/10000
Burn (1-1000): 265/10000

Fire Punch (Metang): (8 [BP] + 2 [Expert Belt]) * 1.5 = 15 damage, Metang is burned, 6 energy

Hit (1-6600): 5555/10000
Crit (1-625): 9928/10000
Duration: 1/3

(1) Dynamic Punch (Lucario): (10 [BP] + 3 [Stat Dif] - 3 [Burn]) * 1.5 = 15 damage, Lucario is confused for 2 actions

Crit (1-625): 5811/10000
Fire Punch (Metang): (8 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 17 damage, 6 energy

Crit (1-625): 9643/10000
Fire Punch (Metang): (8 [BP] + 1.5 [Stat Dif] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Life Orb]) * 1.5 = 25 damage, 6 energy

Crit (1-625): 5814/10000
(1) Zen Headbutt (Electivire): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage

Crit (1-625): 4154/10000
(2) Iron Head (Aurumoth): 8 [BP] + 3 [STAB] + 2 [Stage Dif] = 13 damage

Metang suffers 2 damage for the burn

Psycho Virus: Gallade gets one Threat Counter
Aggro threshold: 46
37
35
25
25
18
17
17
8
Aggro threshold: 25
20
19
Aggro threshold: 23
20
17
 
Last edited:
Gallade: Fire Punch Metang - Chill

Lucario: Chill - Bonemerang Metang

Electivire: Thunder Punch Metang - Thunderbolt Metang

Aurumoth: Shadow Ball Metang - Thunder Metang

Ok, so with burn damage, 112 damage total is being dealt so far to Metang, if we can deal enough that we can take it out next round with out destroying our energy, ill be happy. Once Metang is down, we will focus on getting everyone healed and rested up. Also, Gallade is going to be taking aggro First action, so I will need Hercross to deal less than 21 Damage that action, so that he doesn't accidentaly pull attention.
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Right.

Wen-Do: Hammer Arm (Metang) | Fire Punch (Metang)

Tomoi: Pin Missile (Metang) | Chill

Krav Maga: Dynamic Punch (Metang) | Fire Punch (Metang)

Tinku: Aura Sphere (Metang) | Focus Blast (Metang)
 
Round 4

Tomoi grabs Metang's attention while the Lucario rests for a moment, but the metallic spider crushes the Heracross with psychic power. Meanwhile, Tahizara and Retriarch must suffer the repeated blows of the two Beldum. It seems the slower Fighting-types are leading the offensive effort now, but this doesn't go unnoticed...

Threat assessment: <Conkeldurr>

|Spe 45| HP 104/Energy 73 (1 Threat Counter)
HP 110
Atk 6
Def 3
SpA 1
SpD 3
Spe 45
SC 3 / WC 4
Abilities: Guts, Sheer Force, Iron Fist

|Spe 87| HP 63/Energy 90 (-1 Sp. Defense)
HP 100
Atk 8
Def 4
SpA 1
SpD 4
Spe 87 (+9% Acc)
SC 3 / WC 4
Abilities: Swarm, Guts, Moxie, Skill Link

|Spe 47| HP 81/Energy 69
HP 100
Atk 6
Def 3
SpA 3
SpD 3
Spe 47 (-10% Eva)
SC 3 / WC 5
Abilities: Guts, No Guard, Steadfast

|Spe 85| HP 110/Energy 69
HP 110
Atk 1
Def 3
SpA 5 (6)
SpD 3
Spe 85
SC 2 / WC 3
Abilities: Intimidate, Prankster, Justified

|Spe 80| HP 100/Energy 70 (1 Threat Counter)
HP 100
Atk 5
Def 3
SpA 3
SpD 4
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Light Screen

|Spe 97| HP 54/Energy 88 (Confused for 0 more actions)
HP 100
Atk 7
Def 3
SpA 5
SpD 3
Spe 97 (-10% Eva)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

|Spe 95| HP 50/Energy 71
HP 100
Atk 6
Def 3
SpA 3
SpD 2
Spe 95
SC 3 / WC 5
Abilities: Motor Drive, Vital Spirit
Glyph of Thunderbolt

|Spe 81| HP 64/Energy 62 (Weak Armor [ON])
HP 110
Atk 5
Def 4
SpA 5
SpD 2
Spe 81 (-10% Eva)
SC 4 / WC 5
Abilities: Weak Armor, No Guard, Illusion
Glyph of Light Screen

HP 206/600 [35% HP], Burned (3a), Mark of Thunder
(1) HP 229/250 [92% HP]
(2) HP 231/250 [93% HP]
Confused (1: Act; 2: Self hit): 1/2
Chill: Restores 12 energy

Crit (1-625): 3216/10000
Paralysis (1-2000): 5727/10000

Thunder Punch (Metang): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] + 2 [Mark of Thunder] = 21 damage, 5 energy
Mark of Thunder is removed from Metang

Crit 1 (1-625): 4477/10000
Crit 2 (1-625): 7322/10000
Crit 3 (1-625): 4018/10000
Crit 4 (1-625): 8335/10000
Crit 5 (1-625): 8264/10000

Pin Missile (Metang): 3*5 [BP] + 3 [STAB] + 3.5 [Stat Dif] = 22 damage, 9+4 energy

Crit (1-625): 2496/10000
Aura Sphere (Metang): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] = 15 damage, 5 energy

Crit (1-625): 5593/10000
Shadow Ball (Metang): (8 [BP] + 3 [Stat Dif] + 1.5 [Stat Dif]) * 1.5 = 19 damage, 6 energy

Crit (1-625): 9869/10000
Fire Punch (Metang): (8 [BP] + 2 [Expert Belt]) * 1.5 = 15 damage, 6+4 energy

Crit (1-625): 2344/10000
SpD drop (1-1000): 474/10000

Psychic (Heracross): (10 [BP] + 3 [STAB]) * 1.5 = 20 damage, -1 Sp. Defense

Crit (1-625): 9066/10000
Dynamic Punch (Metang): 10 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 15 damage, 7 energy

Hit (1-9000): 8420/10000
Crit (1-625): 7028/10000

Hammer Arm (Metang): 10 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Iron Fist] + 3 [Life Orb] = 20 damage, 2 recoil, 6 energy

Crit (1-625): 8323/10000
(1) Take Down (Electivire): 9 [BP] + 1.5 [Stat Dif] = 11 damage, 2 recoil

Crit (1-625): 3900/10000
(2) Iron Head (Aurumoth): 8 [BP] + 3 [STAB] = 11 damage

Metang suffers 2 damage for the burn
--------------------------------------------------------------------------
Confused (1: Act; 2: Self hit): 2/2
Lucario hurt itself in confusion: 4 [BP] + 5.5 [Stat Dif] = 10 damage

Crit (1-625): 6180/10000
Paralyzed (1-2000): 2053/10000

Thunderbolt (Metang): 9 [BP] + 3 [STAB] - 1.5 [Stat Dif] + 5 [Wand of Ten Storms] = 16 damage, 6 energy
Mark of Thunder is applied on Metang
Chill: Restores 12 energy

Hit (1-7000): 1557/10000
Crit (1-625): 6546/10000

Focus Blast (Metang): 11 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] = 18 damage, 7 energy

Crit (1-625): 9006/10000
Paralysis (1-3000): 9179/10000

Thunder (Metang): 11 [BP] + 1.5 [Stat Dif] + 4 [Lightning Stone] = 17 damage, 8 energy
Chill: Restores 12 energy

Crit (1-625): 7465/10000
Psyshock (Heracross): (8 [BP] + 3 [STAB]) * 1.5 = 17 damage

Crit (1-625): 2897/10000
Fire Punch (Metang): (8 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 17 damage, 6 energy

Crit (1-625): 8363/10000
Fire Punch (Metang): (8 [BP] + 1.5 [Stat Dif] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Life Orb]) * 1.5 = 25 damage, 6 energy

Crit (1-625): 5814/10000
(1) Zen Headbutt (Electivire): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage

Crit (1-625): 3956/10000
(2) Iron Head (Aurumoth): 8 [BP] + 3 [STAB] = 11 damage

Metang suffers 2 damage for the burn

Psycho Virus: Conkeldurr gets one Threat Counter
Aggro threshold: 91
70
56
53
51
49
47
45
35
Aggro threshold: 25
20
19
Aggro threshold: 23
20
17
 
Last edited:
Gallade: Heal Pulse Lucario - Chill

Lucario: Bonemerang Metang - High Jump Kick Metang

Electivire: Thunder Punch Metang - Thunder Punch Metang

Aurumoth: Chill -Heal Pulse Electivire


This deals 79 Damage to the Metang before it takes its turn A2, we need to finish off the rest of it before its turn because were starting to take far too much damage. Soon as we finish off Metang, we will want to turn our focus on beldum 1 and burn it down as quickly as possible. Once its down, we will turn our attentions to healing up before we move the fight forward.
 
Last edited:

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
You're up late, bro!

Wen-Do: Fire Punch (Metang) | Mach Punch (Metang)

Tomoi: Pin Missile (Metang) | Night Slash (Metang)

Krav Maga: Dynamic Punch (Metang) | Chill

Tinku: Aura Sphere (Metang) | Focus Blast (Metang)
 
Round 5

The team finally manages to take out Metang, although the two Beldums still need to be taken care of fast before they can knock out the weakened Ragnarok. What's worse, his healing spells keep drawing the CPU's attention...

Threat assessment: <Gallade>

|Spe 45| HP 85/Energy 64 (1 Threat Counter)
HP 110
Atk 6
Def 3
SpA 1
SpD 3
Spe 45
SC 3 / WC 4
Abilities: Guts, Sheer Force, Iron Fist

|Spe 87| HP 63/Energy 76
HP 100
Atk 8
Def 4
SpA 1
SpD 4
Spe 87 (+9% Acc)
SC 3 / WC 4
Abilities: Swarm, Guts, Moxie, Skill Link

|Spe 47| HP 81/Energy 74
HP 100
Atk 6
Def 3
SpA 3
SpD 3
Spe 47 (-10% Eva)
SC 3 / WC 5
Abilities: Guts, No Guard, Steadfast

|Spe 85| HP 110/Energy 57
HP 110
Atk 1
Def 3
SpA 5 (6)
SpD 3
Spe 85
SC 2 / WC 3
Abilities: Intimidate, Prankster, Justified

|Spe 80| HP 49/Energy 68 (2 Threat Counters)
HP 100
Atk 5
Def 3
SpA 3
SpD 4
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Light Screen

|Spe 97| HP 74/Energy 74
HP 100
Atk 7
Def 3
SpA 5
SpD 3
Spe 97 (-10% Eva)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

|Spe 95| HP 70/Energy 57
HP 100
Atk 6
Def 3
SpA 3
SpD 2
Spe 95
SC 3 / WC 5
Abilities: Motor Drive, Vital Spirit
Glyph of Thunderbolt

|Spe 81| HP 64/Energy 61 (Weak Armor [toggled])
HP 110
Atk 5
Def 4
SpA 5
SpD 2
Spe 81 (-10% Eva)
SC 4 / WC 5
Abilities: Weak Armor, No Guard, Illusion
Glyph of Light Screen

HP 0/600 [0% HP]
(1) HP 229/250 [92% HP]
(2) HP 227/250 [91% HP]
Lucario snapped out of confusion!

Hit (1-9000): 3173/10000
Crit 1 (1-625): 6158/10000
Crit 2 (1-625): 7553/10000

Bonemerang (Metang): (5*2 [BP] + 2.5 [Stat Dif]) * 1.5 = 19 damage, 7 energy

Crit (1-625): 3291/10000
Paralysis (1-2000): 3175/10000

Thunder Punch (Metang): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] + 2 [Mark of Thunder] = 21 damage, 5 energy
Mark of Thunder is removed from Metang

Crit 1 (1-625): 7426/10000
Crit 2 (1-625): 2028/10000
Crit 3 (1-625): 9960/10000
Crit 4 (1-625): 8530/10000
Crit 5 (1-625): 4727/10000

Pin Missile (Metang): 3*5 [BP] + 3 [STAB] + 3.5 [Stat Dif] = 22 damage, 9 energy

Crit (1-625): 6612/10000
Aura Sphere (Metang): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] = 15 damage, 5 energy
Chill: Restores 12 energy
Heal Pulse (Lucario): 20 HP restored, 14 energy

Crit (1-625): 1271/10000
Flinch (1-2000): 8464/10000

Zen Headbutt (Conkeldurr): (8 [BP] + 3 [STAB] + 3 [Stat Dif] - 3 [Burn]) * 1.5 = 17 damage

Crit (1-625): 1671/10000
Dynamic Punch (Metang): 10 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 15 damage, 7 energy

Crit (1-625): 7545/10000
Fire Punch (Metang): (8 [BP] + 1.5 [Stat Dif] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Life Orb]) * 1.5 = 25 damage, 6 energy

Crit (1-625): 29/10000
(1) Zen Headbutt (Gallade, Critical Hit): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 3 [Crit] = 16 damage

Crit (1-625): 8315/10000
(2) Take Down (Gallade): 9 [BP] + 1.5 [Stat Dif] = 11 damage, 2 recoil

Metang suffers 2 damage for the burn
--------------------------------------------------------------------------
Crit (1-625): 7500/10000
Mach Punch (Metang): 4 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Iron Fist] + 3 [Life Orb] = 14 damage, 2 recoil, 3 energy

Crit (1-625): 6839/10000
High Jump Kick (Metang): 13 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 2 [Adaptability] = 21 damage, 7 energy

Crit (1-625): 383/10000
Paralysis (1-2000): 6604/10000

Thunder Punch (Metang, Critical Hit): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] + 3 [Crit] = 22 damage, 5+4 energy

Crit (1-1250): 3098/10000
Night Slash (Metang): (7 [BP] + 3.5 [Stat Dif]) * 1.5 = 16 damage, 5 energy

Hit (1-7000): 2032/10000
Crit (1-625): 7769/10000

Focus Blast (Metang): 11 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] = 18 damage, 7 energy
Metang fainted!
Heal Pulse (Electivire): 20 HP restored, 13 energy
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit (1-625): 1633/10000
(1) Zen Headbutt (Gallade): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage

Crit (1-625): 5412/10000
(2) Take Down (Gallade): 9 [BP] + 1.5 [Stat Dif] = 11 damage, 2 recoil

Psycho Virus: Gallade gets one Threat Counter
Aggro threshold: 52
40
20
19
Aggro threshold: 52
40
37
 
Gallade: Wish - Fire Punch Beldum 2

Lucario: Bonemerang Beldum 2 - High Jump Kick Beldum 2

Electivire: Chill - Thunder Punch Beldum 2

Aurumoth: Shadow Ball Beldum 2 - Overheat Beldum 2


Ok, so I am dealing 121 Damage to Beldum 2 so far, I would use what you need to knock that one out as quickly as possible, then focus on keeping energy up, we will probably spend the next round (maybe two) getting everyones HP back up before we finish the other beldum and move on to the batteries.
 
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Birkal

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Wen-Do: Fire Punch (Bedlum 2) | Hammer Arm (Bedlum 2)

Tomoi: Pin Missile (Bedlum 2) | Chill

Krav Maga: Fire Punch (Bedlum 2) | Chill

Tinku: Aura Sphere (Bedlum 2) | Chill
 
Round 6

The team slowly whittles down one of the two Beldums until the iron construct is shut down, but it seems Wen-Do managed to draw the CPU's attention once more in the process.

Threat assessment: <Conkeldurr>

|Spe 45| HP 83/Energy 52 (2 Threat Counters)
HP 110
Atk 6
Def 3
SpA 1
SpD 3
Spe 45
SC 3 / WC 4
Abilities: Guts, Sheer Force, Iron Fist

|Spe 87| HP 63/Energy 79
HP 100
Atk 8
Def 4
SpA 1
SpD 4
Spe 87 (+9% Acc)
SC 3 / WC 4
Abilities: Swarm, Guts, Moxie, Skill Link

|Spe 47| HP 81/Energy 80
HP 100
Atk 6
Def 3
SpA 3
SpD 3
Spe 47 (-10% Eva)
SC 3 / WC 5
Abilities: Guts, No Guard, Steadfast

|Spe 85| HP 110/Energy 64
HP 110
Atk 1
Def 3
SpA 5 (6)
SpD 3
Spe 85
SC 2 / WC 3
Abilities: Intimidate, Prankster, Justified

|Spe 80| HP 22/Energy 48 (Wish, 2 Threat Counters)
HP 100
Atk 5
Def 3
SpA 3
SpD 4
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Light Screen

|Spe 97| HP 74/Energy 60
HP 100
Atk 7
Def 3
SpA 5
SpD 3
Spe 97 (-10% Eva)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

|Spe 95| HP 70/Energy 64
HP 100
Atk 6
Def 3
SpA 3
SpD 2
Spe 95
SC 3 / WC 5
Abilities: Motor Drive, Vital Spirit
Glyph of Thunderbolt

|Spe 81| HP 53/Energy 45 (Weak Armor [toggled], -2 Sp. Attack)
HP 110
Atk 5
Def 4
SpA 5
SpD 2
Spe 81 (-10% Eva)
SC 4 / WC 5
Abilities: Weak Armor, No Guard, Illusion
Glyph of Light Screen

(1) HP 226/250 [91% HP]
(2) HP 0/250 [0% HP]
Hit (1-9000): 7001/10000
Crit 1 (1-625): 6136/10000
Crit 2 (1-625): 1853/10000

Bonemerang (Beldum2): (5*2 [BP] + 4 [Stat Dif]) * 1.5 = 21 damage, 7 energy
Chill: Restores 12 energy

Crit 1 (1-625): 9084/10000
Crit 2 (1-625): 5805/10000
Crit 3 (1-625): 9824/10000
Crit 4 (1-625): 6308/10000
Crit 5 (1-625): 8934/10000

Pin Missile (Beldum2): 3*5 [BP] + 3 [STAB] + 5 [Stat Dif] = 23 damage, 9 energy

Crit (1-625): 7616/10000
Aura Sphere (Beldum2): 8 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 1 [Rare Candy] = 17 damage, 5 energy

Crit (1-625): 347/10000
Shadow Ball (Beldum2, Critical Hit): (8 [BP] + 3 [Stat Dif] + 3 [Crit]) * 1.5 = 21 damage, 6 energy
Wish: 14 energy

Crit (1-625): 2531/10000
Burn (1-1000): 5988/10000

Fire Punch (Beldum2): (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy

Crit (1-625): 1801/10000
Fire Punch (Beldum2): (8 [BP] + 3 [Stat Dif] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Life Orb]) * 1.5 = 27 damage, 6 energy

Crit (1-625): 264/10000
(1) Take Down (Gallade, Critical Hit): 9 [BP] + 1.5 [Stat Dif] + 3 [Crit] = 14 damage, 3 recoil

Crit (1-625):5718/10000
(2) Take Down (Aurumoth): 9 [BP] + 1.5 [Stat Dif] = 11 damage, 2 recoil

--------------------------------------------------------------------------
Hit (1-9000): 5142/10000
Crit (1-625): 5609/10000

High Jump Kick (Beldum2): 13 [BP] + 3 [STAB] + 4 [Stat Dif] + 2 [Adaptability] = 22 damage, 7 energy

Crit (1-625): 3606/10000
Paralysis (1-2000): 5704/10000

Thunder Punch (Beldum2): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 5 [Wand of Ten Storms] + 3 [Crit] = 22 damage, 5 energy
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit (1-625): 9543/10000
Overheat (Beldum2): (13 [BP] + 3 [Stat Dif]) * 1.5 = 24 damage, 10 energy
Overheat: -2 Sp. Attack

Crit (1-625): 8632/10000
Burn (1-1000): 8543/10000

Fire Punch (Beldum2): (8 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 17 damage, 6 energy
Chill: Restores 12 energy

Hit (1-9000): 2725/10000
Crit (1-625): 8871/10000

Hammer Arm (Beldum2): 10 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Iron Fist] + 3 [Life Orb] = 21 damage, 2 recoil, 6 energy
Hammer Arm: -1 Speed
(2) Beldum2 fainted!

Crit (1-625): 7247/10000
(1) Zen Headbutt (Gallade): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage

Psycho Virus: Conkeldurr gets one Threat Counter
Aggro threshold: 52
40
20
19
 
Ok Birkal, we need to focus on healing and chilling to get everyone ready for the next stage of the fight, try to keep everyones energy up past at least 50 if not 60. If you have heal pulses to throw around Gallade and Lucario could use those, although im going to have gallade wish so we need to make sure he doesnt go above that mark. if your guys are good on both energy and health, feel free to start plugging away at the beldum, but i wouldnt try to KO it this round yet, let's save that for next round. I have to head to work here in a minute, so I will edit actions into this post when i get home tonight.


Gallade: Wish - Chill

Lucario: Heal Pulse Gallade - Chill

Electivire: Taunt Beldum - Chill

Aurumoth: Wish - Chill
 
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