Central Processing (Hard) - Ragnarokalex and FMD

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
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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.

Arena Details
Restrictions: No weather, no water source, no grass source, indoors (no weather moves/abilities allowed without weather stones)
Affected moves: Camouflage (Steel), Nature Power (Tri Attack), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Ragnarokalex

*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


*Thanks to my Amazing Girlfriend for the sprite*
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.

Stats:
HP: 100
Atk: Rank 7
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 24


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 my Amazing Girlfriend 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


*Thanks to my Amazing Girlfriend for the sprite*

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
AC: 5/5
MC: 3


Attacks: 71/102 Total
Agility
Aura Sphere
Blaze Kick
Bonemerang
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Calm Mind
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 (Grass)
Hone Claws
Hyper Beam
Ice Punch
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Nasty Plot
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 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
AC: 5/5
MC: 0


Attacks: 72/87 Total
Ally Switch
Ancient Power
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confide
Confusion
Counter
Dazzling Gleam
Disable
Double Team
Dragon Dance
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Focus Blast
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (TBD)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Infestation
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Role Play
Safeguard
Shadow Ball
Shock Wave
Silver Wind
Skill Swap
Sleep Talk
Solar Beam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Willowisp
Wish
X-Scissor
Zen Headbutt

*Thanks to S0L1D G0LD, for the sprite*
*Conkeldurr (Vilgot) Male*
Nature:
Adamant
Type:
Fighting: STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:
Guts:
Type: Passive
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by three. Pokemon with Guts ignore the attack drop from burn.
Sheer Force:
Type: Passive
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Iron Fist:
Type: Passive
The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9/9
AC: 5/5
MC: 4


Attacks: 46/72 Total
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Counter
Dig
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Focus Energy
Focus Punch
Foresight
Giga Impact
Hammer Arm
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power-up Punch
Protect
Rest
Retaliate
Return
Reversal
Rock Slide
Rock Throw
Rock Tomb
Sleep Talk
Smack Down
Stone Edge
Substitute
Superpower
Taunt
Thunder Punch
Toxic
Wake-up Slap

FMD

Dusknoir (Female)
Type: Ghost
Abilities: Pressure / Frisk
Nature: Brave (+Atk, -Speed, -10% Evasion)
Stats:
HP:
90
Atk: 5+
Def: 5
SpA: 3
SpD: 5
Spe: 39-
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: Fully Evolved.
MC: 0
AC: Unlocked.
Attacks: 40
Level Up
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Thunder Punch
Ice Punch
Fire Punch
Shadow Punch
Bind
Future Sight
Gravity
Payback
Hex

Egg
Pain Split
Skill Swap
Feint Attack
Destiny Bond
Haze

TM/HM
Toxic
Psychic
Frustration
Infestation
Protect
Substitute
Earthquake
Brick Break
Rock Slide
Taunt
Torment
Trick Room

Tutor
Focus Punch
Trick
Snatch
Endure

Anime/Manga/Event
Rapid Spin

Camerupt (Male) "Lakagígar"
Type: Fire/Ground
Abilities: Magma Armor / Solid Rock / Anger Point
Nature: Quiet (+SpAtk, -Speed, -10% Evasion)
Stats:
HP:
100
Atk: 4
Def: 3
SpA: 5+
SpD: 3
Spe: 34-
Size Class: 4
Weight Class: 6
Base Rank Total: 19

Mega Camerupt (Male) "Lakagigar"
Type: Fire/Ground
Abilities: Magma Armor / Solid Rock / Anger Point / Sheer Force
Nature: Quiet (+Special Attack, -Speed, -10% Evasion)
Stats:
HP: 100
Atk: 5
Def: 4
SpA: 7+
SpD: 4
Spe: 17-
Size Class: 4
Weight Class: 7
Base Rank Total: 23

EC: Fully Evolved.
MC: 0
AC: Unlocked.
Attacks: 34
Level Up
Growl
Tackle
Ember
Focus Energy
Magnitude
Take Down
Flame Burst
Amnesia
Lava Plume
Flamethrower
Earth Power
Fissure
Eruption

Egg
Ancient Power
Yawn
Heat Wave
Iron Head
Body Slam
Endure

TM/HM
Protect
Substitute
Earthquake
Rock Slide
Hidden Power (Electric)
Will-o-Wisp
Solar Beam
Flash Cannon
Explosion
Dig
Roar
Rest
Sandstorm
Fire Blast

Tutor
Stealth Rock

Clawitzer (Male)
Type: Water
Abilities: Mega Launcher
Nature: Quiet (+SpAtk, -Speed, -10% Evasion)
Stats:
HP:
100
Atk: 3
Def: 3
SpA: 6+
SpD: 3
Spe: 51-
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: Fully Evolved.
MC: 0
AC: N/A
Attacks: 30
Level Up
Splash
Water Gun
Water Sport
Vice Grip
Bubble
Flail
Bubblebeam
Swords Dance
Water Pulse
Smack Down
Heal Pulse
Dark Pulse
Dragon Pulse
Aura Sphere

Egg
Aqua Jet
Endure
Entrainment
Crabhammer
Helping Hand

TM/HM
Protect
Substitute
Sludge Wave
Ice Beam
Dive
Rock Slide
U-Turn
Flash Cannon
Shadow Ball
Scald

Tutor
Bounce

Hitmonchan (Male) "Ali"
Type: Fighting
Abilities: Keen Eye / Iron Fist / Inner Focus
Nature: Adamant (+Atk, -SpAtk)
Stats:
HP:
90
Atk: 5+
Def: (4)
SpA: 1-
SpD: 4
Spe: 76
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: Fully Evolved.
MC: 0
AC: Unlocked.
Attacks: 37
Level Up
Tackle
Helping Hand
Fake Out
Foresight
Close Combat
Counter
Focus Punch
Revenge
Comet Punch
Agility
Pursuit
Mach Punch
Bullet Punch
Feint
Thunder Punch
Ice Punch
Fire Punch
Quick Guard
Sky Uppercut
Detect

Egg
Endure
Ally Switch
Helping Hand
Rapid Spin
High Jump Kick

TM/HM
Substitute
Protect
Earthquake
Rock Slide
Rock Smash
Brick Break
Bide
Power-Up Punch

Tutor
Headbutt
Low Kick
Endure
Drain Punch

Ragnarokalex | FMD
 
Ok, time to finally get down to calcing.

Gallade: Fire Punch Beldum 1 - Helping Hand Camerupt

Lucario: [Mega-Evolve] High Jump Kick Beldum 1 - Close Combat Beldum 1

Aurumoth: [Weak Armor Toggled off] Reflect (Dusknoir, Camerupt, Lucario) - Will-o-Wisp Conkeldurr

Conkeldurr: Power-Up Punch Beldum 1 - Fire Punch Beldum 1

120 Damage to Beldum 1

I would have your Dusknoir just start beating on the second Beldum, just so that it can hold its attention while we nuke the first one. Camerupt should probably do something like Heat Wave into Eruption, so that eruption gets the Helping Hand boost from gallade, however, if you can manage to come up with 130 Damage but doing targetted attacks with camerupt instead of AoE, then that might be better just so it gets fewer attacks in. Clawitzer can feel free to get consecutive energy penalties since it can just chill while were handling the batteries, so I would recommend double Dark Pulses from it. Otherwise this should be pretty simple.

FMD
 
And I forgot to hit the post button two days ago... -_-

Hitmonchan (Beldum 1)
Power-Up Punch > Fire Punch

Dusknoir (Beldum 2)
Shadow Punch > Shadow Sneak

Camerupt
Mega Evolve
Heat Wave > Eruption

Clawitzer (Beldum 1)
Dark Pulse > Dark Pulse
 

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
Ragnarokalex: Your Aurumoth should have R6 SpA
All rolls are done of 10k unless stated otherwise.

ROUND ONE
Faced with two seemingly small robots, the party quickly gets to work on taking down the robots, smashing their bodies into them, quickly dispatching the first one, and crippling the second one. The robots don't go down without a fight though, as they seem to have done a bit of a number on Clawitzer.

PARTY STATS
HP: 100 | EN: 75 | Speed: 80 | Status: -
Gallade @ Expert Belt
Stats: 5/3/3/4/80 -- 3/4
Abilities: Steadfast | Justified

HP: 100 | EN: 85 | Speed: 97 | Status: Reflect (7a), -1 Def, -1 SpD
Mega Lucario @ Lucarionite
Stats: 7/3/5/3/97 (-10% Evasion) -- 3/4
Abilities: Steadfast | Justified | Inner Focus | Adaptability

HP: 110 | EN: 85 | Speed: 81 | Status: -
Aurumoth @ Lightning Stone (+4 BAP Electric, -1 EN/+3a Reflect & Light Screen) -- Glyph of Light Screen
Stats: 5/4/6/2/81 (-10% Evasion) -- 4/5
Abilities: Weak Armor [TOGGLED] | No Guard | Illusion

HP: 108 | EN: 91 | Speed: 45 | Status: Burned
Conkeldurr @ Expert Belt
Stats: 6/3/1/3/45 -- 3/4
Abilities: Guts | Sheer Force | Iron Fist

HP: 76 | EN: 94 | Speed: 39 | Status: Reflect (7a)
Dusknoir @ Reaper Cloth (+3 BAP Physical Ghost)
Stats: 5/5/3/5/39 (-10% Evasion) -- 4/5
Abilities: Pressure | Frisk

HP: 100 | EN: 87 | Speed: 17 | Status: Reflect (7a)
Mega Camerupt @ Cameruptite
Stats: 5/4/7/4/17 (-10% Evasion) -- 4/7
Abilities: Magma Armor | Solid Rock | Anger Point | Sheer Force

HP: 77 | EN: 84 | Speed: 51 | Status: -
Clawitzer @ Expert Belt
Stats: 3/3/6/3/51 (-10% Evasion) -- 3/3
Abilities: Mega Launcher

HP: 90 | EN: 91 | Speed: 76 | Status: +1 Atk
Hitmonchan @ Boxing Gloves (+2 BAP Iron Fist, +1 BAP Fighting)
Stats: 5/4/1/4/76 -- 3/4
Abilities: Keen Eye | Iron Fist | Inner Focus

ENEMY STATS
HP: 0/250 [0%] | Speed: 35 | Status: Burned
Beldum 1
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

HP: 149/250 [60%] | Speed: 35 | Status: -
Beldum 2
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

FIELD DETAILS
Restrictions: No weather, no water source, no grass source, indoors (no weather moves/abilities allowed without weather stones)
Affected moves: Camouflage (Steel), Nature Power (Tri Attack), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

CALCULATIONS
Lucario mega evolved!
Camerupt mega evolved!

Action 1
Speed Order: Mega Lucario > Aurumoth > Gallade > Hitmonchan > Clawitzer > Conkeldurr > Dusknoir > Beldum 1/Beldum 2 > Mega Camerupt

Hit (<=9000): 2663 - YES
Crit (<=625): 5943 - NO
High Jump Kick (Beldum 1): 13 [BAP] + 3 [STAB] + 2 [Adaptability] + 4 [Stats] = 22 DMG, -8 EN

Reflect (Dusknoir, Mega Camerupt, Mega Lucario): Screens! (9a), -8 EN

Crit (<=625): 3492 - NO
Burn (<=1000): 3319 - NO
Fire Punch (Beldum 1): (8 [BAP] + 2 [Expert Belt] + 1.5 [Stats]) * 1.5 = 17 DMG, -6 EN

Crit (<=625): 3050 - NO
Power-Up Punch (Beldum 1): 4 [BAP] + 3 [STAB] + 2 [Iron Fist] + 3 [Boxing Gloves] + 1.5 [Stats] = 14 DMG, -3 EN
+1 Atk

Crit (<=625): 378 - YES
Dark Pulse (Beldum 1, Critical Hit): (8 [BAP] + 3 [Critical Hit] + 3 [Mega Launcher] + 2 [Expert Belt] + 4.5 [Stats]) * 1.5 = 31 DMG, -6 EN

Crit (<=625): 9632 - NO
Power-Up Punch (Beldum 1): 4 [BAP] + 3 [STAB] + 2 [Sheer Force] + 2 [Iron Fist] + 3 [Stats] = 14 DMG, -3 EN

Crit (<=625): 7061 - NO
Shadow Punch (Beldum 2): (6 [BAP] + 3 [STAB] + 3 [Reaper Cloth] + 1.5 [Stats]) * 1.5 = 20 DMG, -3 EN

Speed Tie (1-2): 2/2 - Beldum 2
Crit (<=625): 3701 - NO
(2) Iron Head (Dusknoir): 8/1.5 [BAP] + 3 [STAB] - 1.5 [Stats] = 7 DMG

Crit (<=625): 6311 - NO
(1) Zen Headbutt (Clawitzer): 8 [BAP] + 3 [STAB] + 1.5 [Stats] = 13 DMG

Hit (<=9000): 6245 - YES
Crit (<=625): 5224 - NO
Heat Wave (Beldum 1): (7.5 [BAP] + 3 [STAB] + 2 [Sheer Force] + 5.5 [Stats]) * 1.5 = 27 DMG, -6 EN

Hit (<=9000): 5831 - YES
Crit (<=625): 7311 - NO
Heat Wave (Beldum 2): (7.5 [BAP] + 3 [STAB] + 2 [Sheer Force] + 5.5 [Stats]) * 1.5 = 27 DMG

Action 1
Speed Order: Gallade (+5) > Dusknoir (+1) > Mega Lucario > Aurumoth > Hitmonchan > Clawitzer > Conkeldurr > Beldum 1/Beldum 2 > Mega Camerupt

Helping Hand (Mega Camerupt): Mega Camerupt was boosted!, -19 EN

Crit (<=625): 8216 - NO
Shadow Sneak (Beldum 2): (4 [BAP] + 3 [STAB] + 3 [Reaper Cloth] + 1.5 [Stats]) * 1.5 = 17 DMG, -3 EN

Crit (<=625): 1323 - NO
Close Combat (Beldum 1): 12 [BAP] + 3 [STAB] + 2 [Adaptabilty] + 4 [Stats] = 21 DMG, -7 EN
-1 Def, -1 SpD

Will-o-Wisp (Conkeldurr): Conkeldurr was burned!, -7 EN

Crit (<=625): 7300 - NO
Burn (<=1000): 863 - YES
Fire Punch (Beldum 1): (8 [BAP] + 2 [Iron Fist] + 2 [Boxing Gloves] + 1.5 [Stats]) * 1.5 + 2 [Stages] = 22 DMG, -6 EN
(1) Burned!

Crit (<=625): 7380 - NO
Dark Pulse (Beldum 1): (8 [BAP] + 3 [Mega Launcher] + 2 [Expert Belt] + 4.5 [Stats]) * 1.5 = 26 DMG, -10 EN

Crit (<=625): 4912 - NO
Fire Punch (Beldum 1): (8 [BAP] + 3 [Guts] + 2 [Sheer Force] + 2 [Iron Fist] + 2 [Expert Belt] + 3 [Stats]) * 1.5 = 30 DMG, -6 EN

Speed Tie (1-2): 2/2 - Beldum 2
Crit (<=625): 3701 - NO
(2) Iron Head (Dusknoir): 8/1.5 [BAP] + 3 [STAB] - 1.5 [Stats] = 7 DMG

Crit (<=625): 5270 - NO
(1) Iron Head (Clawitzer): 8 [BAP] + 3 [STAB] + 1.5 [Stats] - 3 [Burn] = 10 DMG

Crit (<=625): 7042 - NO
Eruption (Beldum 1): (22.5 [BAP] + 3 [STAB] + 5.5 [Stats]) * 1.5 = 47 DMG, -7 EN
(1) KO'd!

Crit (<=625): 4730 - NO
Eruption (Beldum 2): (22.5 [BAP] + 3 [STAB] + 5.5 [Stats]) * 1.5 = 47 DMG

Conkeldurr: -2 HP [Burn]

THREAT TABLES
Threshold: 84
64
37

Ragnarokalex | FMD
 
Well, the good news is we dealt much more damage then i thought we were going too, the bad news is that means my calcs were horribly off in almost every regard.......

Gallade: Chill - Chill

Lucario: High Jump Kick Beldum 2 - Chill

Aurumoth: Shadow Ball Beldum 2 - Heal Pulse Clawitzer

Conkeldurr: [Sheer Force OFF] Power-Up Punch Beldum 2 - Fire Punch Beldum 2


Ok, so we need that Beldum to die right before it gets a chance to take it second action, so pretty much on Conkeldurr's action. as it stands, I am dealing 83 damage, so that just leaves 66 leftover to deal with your team. I would suggest the following orders, since it deals exactly the amount we need in the order that we need while still allowing some energy recovery and buffing:


Dusknoir: Shadow Punch Beldum 2 - Shadow Sneak Beldum 2

Camerupt: Focus Energy - Chill

Clawitzer: Chill - Dark Pulse Beldum 2

Hitmonchan: Power-Up Punch Beldum 2 - Chill


Let me know if there is anything you think I have overlooked.
 
Last edited:
(All at Beldum 2 for the obvious eason of it being the only surviving enemy.)

Dusknoir
Shadow Punch > Shadow Sneak

Camerupt
Focus Energy > Chill

Clawitzer
Chill > Dark Pulse

Hitmonchan
Power-Up Punch - Chill
 

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
ROUND TWO
Now that there is only one robot, the party leaps into action to focus on destroying it. Mega Lucario leaps into the skies and crashes down with the force of a thousand sons... against the ground, sustaining a lot of damage to its knee. The rest of the team sort of alternate recovery and rest with a bit more damage to supply onto the robot, which isn't assisted by the unfortunate flinch against Mega Camerupt. Somehow the metallic arm is still alive, but it doesn't seem like it will be for long.

PARTY STATS
HP: 100 | EN: 97 | Speed: 80 | Status: -
Gallade @ Expert Belt
Stats: 5/3/3/4/80 -- 3/4
Abilities: Steadfast | Justified

HP: 83 | EN: 90 | Speed: 97 | Status: Reflect (5a)
Mega Lucario @ Lucarionite
Stats: 7/3/5/3/97 (-10% Evasion) -- 3/4
Abilities: Steadfast | Justified | Inner Focus | Adaptability

HP: 110 | EN: 66 | Speed: 81 | Status: -
Aurumoth @ Lightning Stone (+4 BAP Electric, -1 EN/+3a Reflect & Light Screen) -- Glyph of Light Screen
Stats: 5/4/6/2/81 (-10% Evasion) -- 4/5
Abilities: Weak Armor [TOGGLED] | No Guard | Illusion

HP: 104 | EN: 82 | Speed: 45 | Status: Burned, +1 Atk
Conkeldurr @ Expert Belt
Stats: 6/3/1/3/45 -- 3/4
Abilities: Guts | Sheer Force [OFF] | Iron Fist

HP: 76 | EN: 88 | Speed: 39 | Status: Reflect (5a)
Dusknoir @ Reaper Cloth (+3 BAP Physical Ghost)
Stats: 5/5/3/5/39 (-10% Evasion) -- 4/5
Abilities: Pressure | Frisk

HP: 88 | EN: 99 | Speed: 17 | Status: Reflect (5a)
Mega Camerupt @ Cameruptite
Stats: 5/4/7/4/17 (-10% Evasion) -- 4/7
Abilities: Magma Armor | Solid Rock | Anger Point | Sheer Force

HP: 97 | EN: 90 | Speed: 51 | Status: -
Clawitzer @ Expert Belt
Stats: 3/3/6/3/51 (-10% Evasion) -- 3/3
Abilities: Mega Launcher

HP: 90 | EN: 100 | Speed: 76 | Status: +2 Atk
Hitmonchan @ Boxing Gloves (+2 BAP Iron Fist, +1 BAP Fighting)
Stats: 5/4/1/4/76 -- 3/4
Abilities: Keen Eye | Iron Fist | Inner Focus

ENEMY STATS
HP: 7/250 [3%] | Speed: 35 | Status: -
Beldum 2
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

FIELD DETAILS
Restrictions: No weather, no water source, no grass source, indoors (no weather moves/abilities allowed without weather stones)
Affected moves: Camouflage (Steel), Nature Power (Tri Attack), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

CALCULATIONS
Sheer Force OFF

Action 1
Speed Order: Mega Lucario > Aurumoth > Gallade > Hitmonchan > Clawitzer > Conkeldurr > Dusknoir > Beldum 2 > Mega Camerupt

Hit (<=9000): 9340 - NO
High Jump Kick (Beldum 2): The attack missed! Mega Lucario kept going and crashed!, -17 HP, -7 EN

Crit (<=625): 5979 - NO
Shadow Ball (Beldum 2): (8 [BAP] + 4.5 [Stats]) * 1.5 = 19 DMG, -6 EN

Chill: +12 EN

Crit (<=625): 7298 - NO
Power-Up Punch (Beldum 2): 4 [BAP] + 3 [STAB] + 2 [Iron Fist] + 3 [Boxing Gloves] + 1.5 [Stats] + 2 [Stages] = 16 DMG, -3 EN
+1 Atk

Chill: +12 EN

Crit (<=625): 1381 - NO
Power-Up Punch (Beldum 2): 4 [BAP] + 3 [STAB] + 3 [Guts] + 2 [Iron Fist] + 3 [Stats] = 15 DMG, -3 EN
+1 Atk

Crit (<=625): 4937 - NO
Shadow Punch (Beldum 2): (6 [BAP] + 3 [STAB] + 3 [Reaper Cloth] + 1.5 [Stats]) * 1.5 = 20 DMG, -3 EN

Crit (<=625): 5815 - NO
Flinch (<=2000): 906 - YES
(2) Zen Headbutt (Mega Camerupt): 8/1.5 [BAP] + 3 [STAB] - 1 [Magma Armor] = 7 DMG

Flinched!

Conkeldurr lost 2 HP! [Burn]

Action 2
Speed Order: Dusknoir (+1) > Mega Lucario > Aurumoth > Gallade > Hitmonchan > Clawitzer > Conkeldurr > Beldum 2 > Mega Camerupt

Crit (<=625): 8313 - NO
Shadow Sneak (Beldum 2): (4 [BAP] + 3 [STAB] + 3 [Reaper Cloth] + 1.5 [Stats]) * 1.5 = 17 DMG, -3 EN

Chill: +12 EN

Heal Pulse (Clawitzer): +20 HP Clawitzer, -13 EN

Chill: +12 EN

Chill: +12 EN

Crit (<=625): 1188 - NO
Dark Pulse (Beldum 2): (8 [BAP] + 3 [Mega Launcher] + 2 [Expert Belt] + 4.5 [Stats]) * 1.5 = 26 DMG, -6 EN

Crit (<=625): 2593 - NO
Burn (<=1000): 7687 - NO
Fire Punch (Beldum 2): (8 [BAP] + 3 [Guts] + 2 [Iron Fist] + 2 [Expert Belt] + 3 [Stats]) * 1.5 + 2 [Stages] = 29 DMG, -6 EN

Crit (<=625): 6438 - NO
Flinch (<=3000): 6815 - NO
(2) Iron Head (Mega Camerupt): (8/1.5 [BAP] + 3 [STAB] - 1 [Magma Armor]) / 1.5 = 5 DMG

Chill: +12 EN

Conkeldurr lost 2 HP! [Burn]

THREAT TABLES
Threshold: 84
74
64
44
39
26
16

Ragnarokalex | FMD
 
Last edited:
.......

faq u
(Also Clawitzer should have 20 more hp)

Gallade: Heal Pulse Lucario - Chill

Lucario: Heal Pulse Camerupt - Chill

Aurumoth: Chill - Chill

Conkeldurr: Power-Up Punch - Chill

I would suggest just chilling out with everyone, because there isnt much to do be done otherwise.
 

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
ROUND THREE
The team takes a bit of a breather before Conkeldurr finally takes down the last of the robot arms. Suddenly, you hear the echo of the CPU:

"Conditions value: false. Secondary artillery initialized."

Suddenly in a flash of light, the CPU generates a second robot, creating a chassis and attaching the two arms to it! Another flash of light and there are suddenly two more arms with it! Looks like you aren't out of the woods yet.


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 are immune to Smack Down, Gravity, or any effect that would make them vulnerable to Earthquake or Magnitude.

PARTY STATS
HP: 100 | EN: 84 | Speed: 80 | Status: -
Gallade @ Expert Belt
Stats: 5/3/3/4/80 -- 3/4
Abilities: Steadfast | Justified

HP: 100 | EN: 76 | Speed: 97 | Status: Reflect (3a)
Mega Lucario @ Lucarionite
Stats: 7/3/5/3/97 (-10% Evasion) -- 3/4
Abilities: Steadfast | Justified | Inner Focus | Adaptability

HP: 110 | EN: 78 | Speed: 81 | Status: -
Aurumoth @ Lightning Stone (+4 BAP Electric, -1 EN/+3a Reflect & Light Screen) -- Glyph of Light Screen
Stats: 5/4/6/2/81 (-10% Evasion) -- 4/5
Abilities: Weak Armor [OFF] | No Guard | Illusion

HP: 102 | EN: 79 | Speed: 45 | Status: Burned, +2 Atk
Conkeldurr @ Expert Belt
Stats: 6/3/1/3/45 -- 3/4
Abilities: Guts | Sheer Force [OFF] | Iron Fist

HP: 76 | EN: 88 | Speed: 39 | Status: Reflect (3a)
Dusknoir @ Reaper Cloth (+3 BAP Physical Ghost)
Stats: 5/5/3/5/39 (-10% Evasion) -- 4/5
Abilities: Pressure | Frisk

HP: 100 | EN: 99 | Speed: 17 | Status: Reflect (3a)
Mega Camerupt @ Cameruptite
Stats: 5/4/7/4/17 (-10% Evasion) -- 4/7
Abilities: Magma Armor | Solid Rock | Anger Point | Sheer Force

HP: 97 | EN: 100 | Speed: 51 | Status: -
Clawitzer @ Expert Belt
Stats: 3/3/6/3/51 (-10% Evasion) -- 3/3
Abilities: Mega Launcher

HP: 90 | EN: 100 | Speed: 76 | Status: +1 Atk
Hitmonchan @ Boxing Gloves (+2 BAP Iron Fist, +1 BAP Fighting)
Stats: 5/4/1/4/76 -- 3/4
Abilities: Keen Eye | Iron Fist | Inner Focus

ENEMY STATS
HP: 0/250 [0%] | Speed: 35 | Status: -
Beldum 2
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

HP: 250/250 [100%] | Speed: 35 | Status: -
Beldum 3
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

HP: 600/600 [100%] | Speed: 58 | Status: -
Metang
Stats
: 5/5/4/4/58 (+16% Accuracy) -- 2/5
Abilities
: Clear Body | Light Metal
Specials: Float Defense

HP: 250/250 [10%] | Speed: 35 | Status: -
Beldum 4
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

FIELD DETAILS
Restrictions: No weather, no water source, no grass source, indoors (no weather moves/abilities allowed without weather stones)
Affected moves: Camouflage (Steel), Nature Power (Tri Attack), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

CALCULATIONS
Action 1
Speed Order: Mega Lucario > Aurumoth > Gallade > Hitmonchan > Clawitzer > Conkeldurr > Dusknoir > Beldum 2 > Mega Camerupt

Heal Pulse (Mega Camerupt): +20 HP Mega Camerupt, -14 EN

Chill: +12 EN

Heal Pulse (Mega Lucario): +20 HP Mega Lucario, -13 EN

Chill: +12 EN

Chill: +12 EN

Crit (<=625): 7045 - NO
Power-Up Punch (Beldum 2): 4 [BAP] + 3 [STAB] + 3 [Guts] + 2 [Iron Fist] + 3 [Stats] + 2 [Stages] = 17 DMG, -3 EN
+1 Atk
(2) KO'd!

Conkeldurr lost 2 HP! [Burn]

Fuse: The Beldum fused into a Metang!
Two Beldum spawned!

THREAT TABLES
None for now :3

Ragnarokalex | FMD
 
oh my we are far too late on this.

First things first, FMD have Dusknoir toggle pressure on, it will increase the amount of threat he generates, and i think he might really need that to maintain aggro through eruption spam.

We should just focus on taking down the two beldums before moving onto the metang, Camerupt should obviously be working on dealing as much AoE damage as it can, while Dusknoir keeps Metang under control.

Gallade: Fire Punch Beldum 3 - Night Slash Beldum 4

Lucario: High Jump Kick Beldum 3 - Blaze Kick Beldum 3

Aurumoth: Thunder Beldum 4 - Overheat Beldum 3

Conkeldurr: [Sheer Force ON] Fire Punch Beldum 3 - chill

We Don't really need to worry about playing defensive or setting up at all, so we can just focus on going all out and ending that first Beldum this round, if you use the orders i laid out below, we will deal exactly 249 damage to the Beldum, and there are tons of rolls for both crits and burns so hopefully one of those will take care of the job, and if not then just letting it fall to another AoE attack from Camerupt will be just fine.

Anyway consider these orders:


Camerupt: Eruption - Heat Wave

Dusknoir: Shadow Punch Metang - Shadow Punch Metang

Hitmonchan: Fire Punch Beldum 3 - Sky Uppercut Beldum 3

Clawitzer: Aura Sphere Beldum 3 - Dark Pulse Beldum 3
 
Last edited:
Camerupt
Eruption > Heat Wave

Dusknoir
Activate Pressure because Zarator sucks #raidzone #dumbmechanics #followthetrendfortherestofthegame #fixraidpressure
(All at Metang)
Shadow Sneak > Shadow Punch

Hitmonchan
(All at 3)
Fire Punch > Sky Uppercut

Clawitzer
(All at 3)
Water Pulse > Dark Pulse
 
Last edited:

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
FMD renumber your damn targets. Now it actually matters since I need to know which Beldum I'm applying this damage to since I don't know how you/ralex saw this damage being distributed.
 

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
ROUND FOUR

PARTY STATS
HP: 100 | EN: 73 | Speed: 80 | Status: -
Gallade @ Expert Belt
Stats: 5/3/3/4/80 -- 3/4
Abilities: Steadfast | Justified

HP: 100 | EN: 61 | Speed: 97 | Status: Reflect (1a)
Mega Lucario @ Lucarionite
Stats: 7/3/5/3/97 (-10% Evasion) -- 3/4
Abilities: Steadfast | Justified | Inner Focus | Adaptability

HP: 99 | EN: 62 | Speed: 81 | Status: -2 SpA
Aurumoth @ Lightning Stone (+4 BAP Electric, -1 EN/+3a Reflect & Light Screen) -- Glyph of Light Screen
Stats: 5/4/6/2/81 (-10% Evasion) -- 4/5
Abilities: Weak Armor [OFF] | No Guard | Illusion

HP: 60 | EN: 85 | Speed: 45 | Status: Burned, +1 Atk
Conkeldurr @ Expert Belt
Stats: 6/3/1/3/45 -- 3/4
Abilities: Guts | Sheer Force | Iron Fist

HP: 63 | EN: 82 | Speed: 39 | Status: Reflect (1a)
Dusknoir @ Reaper Cloth (+3 BAP Physical Ghost)
Stats: 5/5/3/5/39 (-10% Evasion) -- 4/5
Abilities: Pressure [ON] | Frisk

HP: 78 | EN: 86 | Speed: 17 | Status: Reflect (1a)
Mega Camerupt @ Cameruptite
Stats: 5/4/7/4/17 (-10% Evasion) -- 4/7
Abilities: Magma Armor | Solid Rock | Anger Point | Sheer Force

HP: 97 | EN: 81 | Speed: 51 | Status: -
Clawitzer @ Expert Belt
Stats: 3/3/6/3/51 (-10% Evasion) -- 3/3
Abilities: Mega Launcher

HP: 90 | EN: 89 | Speed: 76 | Status: -
Hitmonchan @ Boxing Gloves (+2 BAP Iron Fist, +1 BAP Fighting)
Stats: 5/4/1/4/76 -- 3/4
Abilities: Keen Eye | Iron Fist | Inner Focus

ENEMY STATS
HP: 0/250 [0%] | Speed: 35 | Status: -
Beldum 3
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

HP: 501/600 [84%] | Speed: 58 | Status: -
Metang
Stats
: 5/5/4/4/58 (+16% Accuracy) -- 2/5
Abilities
: Clear Body | Light Metal
Specials: Float Defense

HP: 159/250 [64%] | Speed: 17 | Status: Paralyzed (4a)
Beldum 4
Stats
: 4/4/4/3/35 (+15% Accuracy) -- 1/3
Abilities
: Clear Body | Light Metal
Specials: Float Defense

FIELD DETAILS
Restrictions: No weather, no water source, no grass source, indoors (no weather moves/abilities allowed without weather stones)
Affected moves: Camouflage (Steel), Nature Power (Tri Attack), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

CALCULATIONS
Toggle: Sheer Force
Toggle: Pressure

Action One
Speed Order: Mega Lucario > Aurumoth > Gallade > Hitmonchan > Metang > Clawitzer > Conkeldurr > Dusknoir > Beldum 3/Beldum 4 > Mega Camerupt

Crit (<=625): 9941 - NO
Shadow Sneak (Metang, Grabs Attention): (4+3+3)*1.5 = 15 DMG, -3 EN

Hit (<=9000): 7204 - YES
Crit (<=625): 2035 - NO
High Jump Kick (Beldum 3, Grabs Attention): 13+3+2+4 = 22 DMG, -8 EN

Crit (<=625): 3601 - NO
Paralyze (<=3000): 2137 - YES
Thunder (Beldum 4, Grabs Attention): 11+4+4.5 = 20 DMG, Paralyzed (6a), -8 EN

Crit (<=625): 8325 - NO
Burn (<=1000): 2296 - NO
Fire Punch (Beldum 3): (8+2+1.5)*1.5 = 17 DMG, -6 EN

Crit (<=625): 5645 - NO
Burn (<=1000): 2765 - NO
Fire Punch (Beldum 3): (8+2+2+1.5)*1.5 + 2 = 22 DMG, -6 EN

Crit (<=625): 4423 - NO
-1 SpD (<=1000): 6367 - NO
Psychic (Dusknoir): 11+3-1.5 = 13 DMG

Crit (<=625): 4240 - NO
Water Pulse (Beldum 3): 6+3+3+4.5 = 17 DMG, -3 EN

Crit (<=625): 7854 - NO
Fire Punch (Beldum 3, Grabs Attention): (8+3+2+2+2+3)*1.5 + 4 = 34 DMG, -6 EN

Crit (<=625): 4684 - NO
(3) Zen Headbutt (Conkeldurr): (8+3+1.5)*1.5 = 19 DMG

Crit (<=625): 9247 - NO
(4) Iron Head (Aurumoth): 8+3 = 11 DMG

Crit (<=625): 1155 - NO
Eruption (Beldum 3): (11.25+3+5.5)*1.5 = 30 DMG, -7 EN

Crit (<=625): 287 - YES
Eruption (Metang, Grabs Attention): (11.25+3+3+4)*1.5 = 32 DMG

Crit (<=625): 5108 - NO
Eruption (Beldum 4, Grabs Attention): (11.25+3+5.5)*1.5 = 30 DMG

Conkeldurr lost 2 HP! [Burn]

Action Two
Speed Order: Mega Lucario > Aurumoth > Gallade > Hitmonchan > Metang > Clawitzer > Conkeldurr > Dusknoir > Beldum 3 > Beldum 4/Mega Camerupt

Hit (<=9000): 4178 - YES
Crit (<=1250): 9356 - NO
Burn (<=1000): 2145 - NO
Blaze Kick (Beldum 3): (9+4)*1.5 = 20 DMG, -7 EN

Crit (<=625): 7188 - NO
Overheat (Beldum 3): (13+4.5)*1.5 = 26 DMG, -8 EN
-2 SpA

Crit (<=1250): 3487 - NO
Night Slash (Beldum 4): (7+2+1.5)*1.5 = 16 DMG, -5 EN

Hit (<=9000): 1300 - YES
Crit (<=625): 1127 - NO
Sky Uppercut (Beldum 3): 9+3+2+3+1.5 + 2 = 21 DMG, -5 EN

Crit (<=625): 8902 - NO
-1 SpD (<=1000): 5693 - NO
Psychic (Mega Camerupt): 13+3-1 = 15 DMG

Crit (<=625): 7016 - NO
Dark Pulse (Beldum 3): (8+3+2+4.5)*1.5 = 26 DMG, -6 EN

Chill: +12 EN

Crit (<=625): 2110 - NO
Shadow Punch (Metang, Grabs Attention): (6+3+3)*1.5 = 21 DMG, -3 EN

Crit (<=625): 6552 - NO
(3) Zen Headbutt (Conkeldurr): (8+3+1.5)*1.5 = 19 DMG

Speed Tie (Beldum 4|Mega Camerupt): 1/2 - Beldum 4
Crit (<=625): 8708 - NO
Flinch (<=2000): 8574 - NO
(4) Zen Headbutt (Mega Camerupt): 8/1.5+3-1 = 7 DMG

Hit (<=9000): 5084 - YES
Crit (<=625): 9096 - NO
Heat Wave (Beldum 3): (7.5+3+2+5.5)*1.5 = 27 DMG, -6 EN
(3) KO'd

Hit (<=9000): 5669 - YES
Crit (<=625): 529 - YES
Heat Wave (Metang): (7.5+3+3+2+4)*1.5 = 29 DMG

Hit (<=9000): 6669 - YES
Crit (<=625): 4815 - NO
Heat Wave (Beldum 4): (7.5+3+2+5.5)*1.5 = 27 DMG

Conkeldurr lost 2 HP! [Burn]

THREAT TABLES
Threshold: 71
61
54
Threshold: 75
57
20
14


Ragnarokalex | FMD
 

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