Incoleo vs. Gerard in Metronome Madness!

TheRules said:
OPEN CHALLENGE
1v1 LC singles
Training Items
0 subs (it'd be hell to sub in this)
2 day dq for battlers, 3 day dq for ref
All abilities
Arena: Glacier's Metronome Madness

Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles
Restrictions:

Metronome Madness:

"Wiggle Waggle! My finger Wiggles! Kekekekeke! I am Mr. Metronome, Wiggle Waggle! You two trainers shall have a fun battle! Wiggle Waggle! Your pokemon i have trained in my art, kekekeke. They can Metronome! The power to harness Metronome though, i have taught them as well! Now, Wiggle Waggle, show me your skill!"

And this is what you get for leaving your red solo cup outside the bathroom at that party. Where are you? a white room with random colored paint splattered erratically here and there (100x100 feet). An odd, creepy man in a full white suit looks at you eagerly, and it freaks you out. Since you are here though, why not battle?

However, Mr. Metronome was true to his word, and taught your pokemon the skill of Metronoming. But, that's all they know now........

But! they can hone Metronome, and be able to make the random move not so random. Confused? here, let me explain.


Mechanics
The only move Pokemon Know is Metronome.
Pokemon have 200 Energy instead of 100
Chills Heals 30 energy


There are two kinds of Metronome: Regular and Focused

Regular Metronome
is like in-game Metronome (Randomly generates one move out of all moves and uses it). It costs no energy to perform.

Focused Metronome is special in that you can try to focus your metronome to pull up certain moves (e.g stab attacks, moves that start with "g"). There are many varieties of FM, and each cost different amounts of energy. The more specific you try to be, the more energy it costs

Types of Focused Metronome

FM-A: you name a type, and Metronome randomly picks a move of that type (e.g use the command FM-A (Grass), and then the Metronome will RNG a grass typed move out of all Grass typed moves).

FM-A*: You name a type your pokemon has STAB on, and then Metronome randomly picks a move of that type (E.g you have a Dragonite. if you want to use a Dragon move, you must use the command FM-A* (Dragon), and then the Metronome will RNG a dragon typed move out of all Dragon Typed moves). If your pokemon has only one typing, then you can just use the command FM-A*. However, if the pokemon is dual-typed, you must specify which STAB type

FM-B: You name a letter of the Alphabet, and Metronome randomly picks a move that begins with that letter (E.g you use the command FM-B (D), and then Metronome will RNG a move that starts with D out of all other moves that start with D).

FM-C: Metronome RNG's a damaging move that's Base Power is 6 or less out of all Damaging Moves that have 6 or less BP.

FM-C*: Metronome RNG's a damaging move that's Base Power is 7 or more out of all Damaging Moves that have 7 or more BP.

FM-D:
Metronome RNG's a self-targeting move (e.g Protect, Imprison, Swords Dance) out of all self-targeting moves.

FM-E: Metronome RNG's a Status-Inflicting move (E.g Thunder Wave, Toxic, Will-O-Wisp) out of all Status-Inflicting Moves.

FM-G10: You name ten different moves, and Metronome Randomly picks one of them (this is regular ASB metronome).

FM-G5: You name five different moves, and Metronome Randomly picks one of them (E.g use the Command FM-G5 (fire punch/ice punch/thunder punch/needle arm/shadow punch), and then Metronome randomly picks one of those 5)

FM-G2: You name 2 Moves, and Metronome Randomly picks one of them (E.g use the command FM-G2 (Ice Beam/Flamethrower), and then Metronome randomly picks one of the two.)

FM-G1: You name One specific Move, and Metronome turns into that move (E.g You use the command FM-G1 (Blast Burn), and Metronome Turns into Blast Burn)

___________
Now, each FM command costs energy, some being more costly than others.

FM-A: costs 18 EN
FM-A*: costs 25 EN
FM-B: costs 15 EN
FM-C: costs 15 EN
FM-C*: costs 25 EN
FM-D: costs 20 EN
FM-E: costs 25 EN
FM-G10: costs 40 EN
FM-G5: costs 60 EN
FM-G2: costs 80 EN
FM-G1: costs 100 EN

Moves used by metronome do not cost any energy. For example, if you use FM-G1 (Ice Punch), then the pokemon uses 100 energy. ice punch costs no energy, only FM-G1.

Good luck, and happy Metronoming!

(Wiggle Waggle)

Team Incoleo:

Joltik [Plague] (Female)

Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
Type: Electric/Bug
Electric: 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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 75 (65*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
Compoundeyes (innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm(DW): (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

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

Moves:

Level-Up:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid

Egg:
Disable
Pursuit
Faint Attack
Cross Poison
Pin Missile

TM/Tutor:
Thunderbolt
Energy Ball
Charge Beam
Protect
Double Team

Team Gerard:
Omen (Meditite) {♂}
Nature: Jolly (+15% Speed, +11% Accuracy, -1 SpA)
Type: Fighting / Psychic

  • Fighting: Fighting STAB; Ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Pure Power (Passive)
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
  • Telepathy: (Passive)
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.


Stats:

HP: 90
Atk: 2 [4]
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 69 (+)
SC: 1
WC: 2
BST: 12 [14]



EC: 3 / 6
MC: 3
DC: 3 / 5


Attacks: 13

Bide
Meditate
Confusion
Detect
Hidden Power Rock (7)
Swagger
Mind Reader
Feint
Calm Mind
Recover
Hi Jump Kick
Reversal

Fake Out
Psycho Cut
Bullet Punch
Foresight
Baton Pass
Drain Punch

Reflect
Brick Break
Light Screen
Poison Jab
Facade
Rock Slide


Gerard, order first!
 


Ok, let's start this by seeing what we can get...

Omen [Exp. Share]: Regular Metronome ~ Regular Metronome ~ Regular Metronome
 
Ok reffing this first because awesome ^.^. Sorry for long delay but had stuff.
Team Incoleo

90 HP
200 EN
2/2/2/1 +13% Acc 1/1
Abilities: Compoundeyes, Unnerve
Other Effects: N/A
Team Gerard:

90 HP
200 EN
2(4)/1/2/2 +11% Acc 1/2
Abilities: Pure Power
Other Effects: N/A​
Round One Begin
Action One Begin
Speed Order: Joltik, Meditite


Joltik used Metronome!
Move: 401/559=Aqua Tail
Crit: 8683 [NO]
9+3-1.5=10.5 Damage


Meditite used Metronome!
Move: 67/559=Low Kick
Crit: 1930 [NO]
(4+6-3)*0.67=4.69 Damage


Action Two Begin!

Joltik used FM-B! (A)
-15 EN
Move: 29/29=Avalanche
Crit: 6682 [NO]
6+3-1.5=7.5 Damage


Meditite used Metronome!
Move: 492/559=Foul Play
Crit: 3680 [NO]
10+6-3=13 Damage


Action 3 Begin

Joltik used Metronome!
Move: 427/559=Psycho Cut
Crit: 615 [YES]
7+3+3-1.5=11.5 Damage


Meditite used Metronome!
Move: 202/559=Giga Drain
Crit: 5297 [NO]
8+3-3=8 Damage
Meditite Restored 4 Health


Round One Begin

Team Incoleo

64 HP
185 EN
2/2/2/1 +13% Acc 1/1
Abilities: Compoundeyes, Unnerve
Other Effects: N/A
Team Gerard:

64 HP
200 EN
2(4)/1/2/2 +11% Acc 1/2
Abilities: Pure Power
Other Effects: N/A​
 
Oh wow how did we end up with the same amount of hp?? o.o

But anyways, let's keep up the wiggle waggle work!!!

FM-A (flying)>Regular Metronome>FM-B (Z)
IF wiggle, THEN waggle
 
Incoleo, there are no subs. I am dissapointed in your obviously cheating mistake>:-(. It will not be counted.
Team Incoleo

64 HP
185 EN
2/2/2/1 +13% Acc 1/1
Abilities: Compoundeyes, Unnerve
Other Effects: N/A
Team Gerard:

64 HP
200 EN
2(4)/1/2/2 +11% Acc 1/2
Abilities: Pure Power
Other Effects: N/A​
Round Two Begin
Action One Begin


Joltik used FM-A! (Flying)
-18 EN
Move: 19/22=Sky Attack
Joltik charged it's Sky Attack!


Meditite used Metronome!
Move: 415/559=Switcheroo
Meditite switched it's Exp. Share for Joltik's No Item!


Joltik used Sky Attack!
Crit: 3701 [NO]
(14+3-1.5)*1.5=23.25 Damage


Action Two Begin

Joltik used Metronome!
Move: 485/559=Synchronoise
But it Failed!


Meditite used Metronome!
Move: 474/559=Venoshock
(7+3-1.5)*0.67=5.695 Damage


Action Three Begin

Joltik used FM-B! (Z)
-15 EN
Move: 2/2=Zen Headbutt
8+3-1.5=9.5 Damage
Flinch: 6200 [NO]


Meditite used Metronome!
Move: 470/559=Guard Split
Nothing Happened!


Round Two End

Team Incoleo

58 HP
152 EN
2/2/2/1 +13% Acc 1/1
Abilities: Compoundeyes, Unnerve
Other Effects: N/A
Team Gerard:

31 HP
200 EN
2(4)/1/2/2 +11% Acc 1/2
Abilities: Pure Power
Other Effects: N/A​
 


Let's continue the craziness

Omen: Focused Metronome (F) ~ Regular Metronome ~ Focused Metronome (R)
 
My phone reffing attempt failed, I saved some of the rolls but will not be able to ref this battle until Sunday. Wait or get a subref.
 
Sorry for the 12 hr lateness, didn't expect my flight that was supposed to arrive at ten to arrive at 1:00.
Team Incoleo

58 HP
152 EN
2/2/2/1 +13% Acc 1/1
Abilities: Compoundeyes, Unnerve
Other Effects: N/A
Team Gerard:

31 HP
200 EN
2(4)/1/2/2 +11% Acc 1/2
Abilities: Pure Power
Other Effects: N/A​
Round Three Begin
Action One Begin


Joltik used Metronome!
Move: Ice Fang
Hit: Yes
Crit: No
7+3-1.5=8.5 Damage
Freeze: No
Flinch: No


Meditite used FM-B! (F)
-15 EN
Move: 22/43=Flash
Joltik's Accuracy Fell!


Action Two Begin

Joltik used FM-B! (E)
-15 EN
Move: 3/17=Echoed Voice
4+3-3=4 Damage


Meditite used Metronome!
Move: 542/559=Hurricane
Hit: 4200 [YES]
Crit: 2123 [NO]
(12+3-1.5)*1.5=20.25 Damage
Confusion: 5428 [NO]


Action 3 Begin


Joltik used FM-B! (H)
-19 EN
Move: 24/33=Horn Drill
Hit: 1388 [YES]
25+3-1.5=26.5 Damage (KO)


Round 3 End
Match End

Team Incoleo

WIN HP
WIN EN
2/2/2/1 +13% Acc 1/1
Abilities: Compoundeyes, Unnerve
Other Effects: N/A
Team Gerard:

-6 HP
KO EN
2(4)/1/2/2 +11% Acc 1/2
Abilities: Pure Power
Other Effects: N/A​
Prizes said:
Me: 2 UC

Gerard: 1 CC
Meditite: 1 EC/2 MC/1 DC

Incoleo: 1 CC
Joltik: 1 EC/3 MC/1 DC/1 KOC​
 

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