Battle Hall Challenge - Maxim

Well, let's start off by getting your attack back up with a Bulk up, then use a nice Waterfall + Waterfall combo.

Bulk UP~Waterfall + Waterfall combo~rest
 
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 100
EN: 100
SPE: 35
-1 Attack
58.png

Growlithe (F)
HP: 90
EN: 98
SPE: 60

Action 1

Growlithe used Wild Charge:
RNG Roll for Crit - 15/16 (No)
15.75 (rounded to 16) damage, 7 energy, 5.25 (rounded to 5) recoil

Privatyke used Bulk Up:
Privatyke's Attack and Defense increased by one stage each.
6 energy

Action 2

Growlithe used Close Combat:
RNG Roll for Crit - 13/16 (No)
13.5 (rounded to 14) damage, 8 energy
Growlithe's Defense and Special Defense were lowered by one stage each.

Privatyke used Waterfall+Waterfall:
RNG Roll for Crit - 3/16 (No)
RNG Roll for Flinch - 5/5 (No)
36 damage, 31 energy

Action 3

Growlithe used Wild Charge:
RNG Roll for Crit - 6/16 (No)
14.25 (rounded to 14) damage, 7 energy, 4.75 (rounded to 5) recoil

Privatyke cooled off.
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 56
EN: 63
SPE: 35
-1 Attack
58.png

Growlithe (F)
HP: 44
EN: 76
SPE: 60
-1 Defense
-1 Special Defense
 
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 56
EN: 63
SPE: 35
-1 Attack
58.png

Growlithe (F)
HP: 44
EN: 76
SPE: 60
-1 Defense
-1 Special Defense

Action 1

Growlithe used Wild Charge:
RNG Roll for Crit - 6/16 (No)
15.75 (rounded to 16) damage, 11 energy, 5.25 (rounded to 5) recoil

Privatyke used Drain Punch:
RNG Roll for Crit - 4/16 (No)
16 damage, 9 energy, 8 recovery

Action 2

Growlithe used Wild Charge:
RNG Roll for Crit - 1/16 (Yes)
20.25 (rounded to 20) damage, 15 energy, 6.75 (rounded to 7) recoil

Privatyke used Waterfall+Waterfall:
RNG Roll for Crit - 9/16 (No)
RNG Roll for Flinch - 5/5 (No)
36 damage, 31 energy
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 28
EN: 23
SPE: 35
-1 Attack
58.png

Growlithe (F)
HP: -20
EN: 50
SPE: 60
-1 Defense
-1 Special Defense

"Not again... we really need to find some Grass types Growlithe..."

You may now choose your next type. Your options are:
NormalType.png
FightingType.png
WaterType.png

FlyingType.png
GrassType.png
PoisonType.png

ElectricType.png
GroundType.png
PsychicType.png

IceType.png
BugType.png
DragonType.png

GhostType.png
SteelType.png
 
DP_Clown.png

Clown Banjo would like to battle!
RNG Roll for Pokemon - 4/5 (Magnemite)
"Hmm... a Water Type ehhh? Think you're a wise guy ehhh? How about a bit of Magnemite! HYUKHYUKHYUK."
RNG Roll for Ability - 1/3 (Magnet Pull)
"Best live up to your name Magnemite."
81.png

Magnemite (U)

Nature: Timid

Type:

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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:

HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 52 (+)

Abilities:

Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Attacks:

Metal Sound
Tackle
Thundershock
Supersonic
SonicBoom
Thunder Wave
Spark
Electro Ball
Lock-On
Magnet Bomb
Discharge
Magnet Rise
Zap Cannon

Hidden Power [Ice] (7)
Double Team
Flash Cannon
 
Of course I'd get the electric type.

Oh well, that just means i'll earthquake it into oblivion!

Bulk Up~Earthquake+Earthquake combo~rest
 
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 100
EN: 100
SPE: 35
81.png

Magnemite (U)
HP: 80
EN: 100
SPE: 52 (+9% ACC)

Action 1

Magnemite used Thunder Wave:
Privatyke became paralysed!
6 energy

Privatyke used Bulk Up:
RNG Roll for Full Para - 4/4 (No)
Privatyke's Attack and Defense increased by one stage each.
6 energy

Action 2

Magnemite used Magnet Rise:
Magnemite began to float!
5 energy

Privatyke used Earthquake+Earthquake:
RNG Roll for Full Para - 2/4 (No)
Magnemite is unaffected!
36 energy

Action 3

Magnemite used Discharge:
RNG Roll for Crit - 11/16 (No)
18.75 (rounded to 19) damage, 5 energy

Privatyke cooled off.
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 81
EN: 58
SPE: 9
Paralysed (20%)
81.png

Magnemite (U)
HP: 80
EN: 84
SPE: 52 (+9% ACC)
Magnet Rise (4 actions)
 
"Keep it up Magnemite, let's have him waste even more of that energy!"

Double Team (4 clones)-Discharge-Discharge
 
Ok, let's try this then

First, I want you to try bubble, but try spreading the bubbles around so that it hits all the clones. then use a nice Mach Punch, finish with Arm Thrusts.

Bubble (try and dispel clones with individual bubbles)~Mach Punch~Arm Thrust.
If the clones are not dissipated, try using Mach Punch until you hit it.
 
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 81
EN: 58
SPE: 9
Paralysed (20%)
81.png

Magnemite (U)
HP: 80
EN: 84
SPE: 52 (+9% ACC)
Magnet Rise (4 actions)

Action 1

Magnemite used Double Team:
4 clones appeared!
16 energy

Privatyke used Bubble:
RNG Roll for Full Para - 3/5 (No)
All the clones disappeared.
RNG Roll for Crit - 1/16 (Yes)
5 damage, 1 energy

Action 2

Privatyke used Mach Punch:
RNG Roll for Full Para - 1/5 (Yes)
Privatyke's Paralysis stage was lowered.

Magnemite used Discharge:
RNG Roll for Crit - 4/16 (No)
RNG Roll for Paralysis - 2/10 (Yes)
Privatyke's Paralysis was refreshed!
18.75 (rounded to 19) damage, 5 energy

Action 3

Magnemite used Discharge:
RNG Roll for Crit - 1/16 (Yes)
23.25 (rounded to 23) damage, 9 energy

Privatyke used Arm Thrust:
RNG Roll for Full Para - 4/5 (No)
RNG Roll for Hits - 6/8 (3)
RNG Roll for Crit - 9/16 (No)
15.75 (rounded to 16) damage, 3 energy
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 39
EN: 54
SPE: 9
Paralysed (15%)
81.png

Magnemite (U)
HP: 59
EN: 54
SPE: 52 (+9% ACC)
Magnet Rise (1 action)
 
Drain Punch~Earthquake+Earthquake combo~rest
If Magnet Rise is up before the combo is to be used, use (Drain Punch~chill~Drain Punch instead)
 
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 39
EN: 54
SPE: 9
Paralysed (15%)
81.png

Magnemite (U)
HP: 59
EN: 54
SPE: 52 (+9% ACC)
Magnet Rise (1 action)

Action 1

Magnemite used Discharge:
RNG Roll for Crit - 9/16 (No)
RNG Roll for Paralysis - 2/10 (Yes)
Privatyke's Paralysis was refreshed.
18.75 (rounded to 19) damage, 13 energy

Privatyke used Drain Punch:
RNG Roll for Full Para - 2/5 (No)
RNG Roll for Crit - 11/16 (No)
21.75 (rounded to 22) damage, 9 energy, 11 recovery

Action 2

Magnemite used Levitate:
Magnemite began to float!
5 energy

Privatyke used Earthquake+Earthquake:
RNG Roll for Full Para - 1/5 (Yes)
Privatyke's Paralysis stage was lowered.

Action 3

Magnemite used Discharge:
RNG Roll for Crit - 13/16 (No)
RNG Roll for Paralysis - 8/10 (No)
18.75 (rounded to 19) damage, 5 energy

Privatyke cooled off.
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 12
EN: 45
SPE: 9
Paralysed (10%)
81.png

Magnemite (U)
HP: 37
EN: 31
SPE: 52 (+9% ACC)
Levitate (1 action)
 
Well, i think you're supposed to order first, but there's not much else I can do...

Mach Punch + Drain Punch combo~rest~die/Drain PUnch
If Mach and Drain Punch can't be combod for whatever reason, use a mach punch+ mach Punch combo.

 
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: 12
EN: 45
SPE: 9
Paralysed (10%)
81.png

Magnemite (U)
HP: 37
EN: 31
SPE: 52 (+9% ACC)
Levitate (1 action)

Action 1

Privatyke used Drain Punch+Mach Punch:
RNG Roll for Full Para - 7/10 (No)
RNG Roll for Crit - 13/16 (No)
24.75 (rounded to 25) damage, 18.5 (rounded to 19) energy, 12 recovery

Magnemite used Discharge:
RNG Roll for Crit - 6/16 (No)
RNG Roll for Paralysis - 7/10 (No)
18.75 (rounded to 18) damage, 9 energy

Action 2

Magnemite used ThunderShock:
RNG Roll for Crit - 8/16 (No)
RNG Roll for Paralysis - 7/10 (No)
12.75 (rounded to 13) damage, 2 energy
nautacur2.png

Privatyke(*) [Diagnos] (M)
HP: -7
EN: 0
SPE: 35
81.png

Magnemite (U)
HP: 12
EN: 20
SPE: 52 (+9% ACC)
"We got him Magnemite, great job buddy!"

Hall Challenger Maxim has been defeated!

Prizes:
Maxim: 3 BP, 3 TC
Privatyke: 6 HC

iiMKUltra: 8 BT

Thanks for playing!
 
Only Maxim and the ref should be posting in this thread.
Here we go again! Nya wants some revenge on the Hall!

Name:

Challenge Thread (if any): Challenge Thread
Rank and format: Rank 4 Singles
Pokemon #1: Crustle
Pokemon #1 Ability: Sturdy
Pokemon #1 Info:
558.png

Crustle [Nya] (F)
Nature: Careful (Special Defense increased by *, Special Attack decreased by *)

Type:
Rock:
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Sturdy:
(Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen 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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45

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

Attacks:
Fury Cutter
Rock Blast
Withdraw
Sand Attack
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
Rock Slide
X-Scissor
Shell Smash
Slash
Flail
Rock Wrecker

Block
Counter
Sand Tomb
Night Slash
Spikes

Toxic
Earthquake
Dig
Protect
Aerial Ace
Shadow Claw
Substitute

EDIT: Forgot to mention, I'll have the items on.

Nya's Item: White Herb

Order:
Maxim chooses the type they wish to battle.
Battle Hall Trainer sends out his Pokemon.
Maxim sends out his Pokemonand issues his actions.
Battle Hall Trainer issues his actions.
I ref.

Maxim, you may choose your opponent's first type. Your choices are;

NormalType.png
FireType.png
FightingType.png

WaterType.png
FlyingType.png
GrassType.png

PoisonType.png
ElectricType.png
GroundType.png

PsychicType.png
RockType.png
IceType.png

BugType.png
DragonType.png
GhostType.png

DarkType.png
SteelType.png


Good luck!
 
Well, we're back Nya!

Nya: Yeah, but I really am worried about the more powerful opponents.

Maxim: Don't worry about it, let's start with
BugType.png
 
HGSS_Bug_Catcher.png

Bug Catcher Jason would like to battle!

RNG Roll for Pokemon: 1/5
RNG Roll for Ability: 2/3

123.png

Scyther (F)

Nature: Adamant

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105

Abilities:

Swarm: (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)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (Innate) 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.

Item: Life Orb

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Slash
Swords Dance
Razor Wind
Fury Cutter
X-Scissor
Double Hit
Night Slash

Brick Break
Aerial Ace
Roost

Light Screen
Counter
Endure

Bug Bite
Swords Dance

"I've finally got something better than those crappy Caterpie!"
 
hmm.

Shell Smash~Rock Blast~Rock Slide
If Counter is used, use the following actions for each time Counter is used, [Shell Smash~25 HP Substitute~Toxic] (for instance, if Counter is used on action 2, use Shell Smash~Sub~Rock Slide)
 
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