Battle Hall Challenge - danmantincan

Stratos

Banned deucer.


oh boo! you stink at this game, trying to hurt my poor little Cherubi!

Chill ~ Dodge ~ Chill


Round 5 Start!

HP: 10
EN: 18
OTHER: Double Team (2 clones)
VS

HP: 56
EN: 3
OTHER: active Chlorophyll, Morning sun disabled (2a)
Arena Notes: SUN​

Cherubi chilled!
+12 EN

Vulpix used Fire Blast!
hit = 2484 = yes
crit = 3570 = no
burn = 5835 = no
dmgC = [12+3+3+1.5]*1.5 = 29.25
-7 EN

a2

Cherubi Dodged!
-5 EN

Vulpix used Flamethrower!
hit = 9545 = no
-6 EN

a3

Cherubi chilled!
+12 EN

Vulpix used Fire Blast!
hit = 9495 = no
-7 EN
Vulpix was KO'd!

Round 5 End!

HP: 10
EN: 0
OTHER: EN KO
VS

HP: 27
EN: 25
OTHER: active Chlorophyll
Arena Notes: SUN​



That'll teach you to hurt my little precious!

Sorry your hall run ended so early, dan. Come back in a week.

REWARDS:

Danmantincan: 4 CC
Vulpix: 4 KOC

Pwnemon: 6 UC
 
Challenge #FIGHT

danmantincan is challenging Rank 2 with Calill the Elekid using Static

Calill - Elekid (F)
Nature: Rash (+1 SpA, -1 SpD)

Type: Electric
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.

Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Vital Spirit (DW): (Innate) 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 evasion is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 95

Size Class: 1
Weight Class: 2

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

Moves:
Quick Attack
Leer
Thunder Punch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Electro Ball

Fire Punch
Focus Punch
Ice Punch

Thunderbolt
Psychic
Brick Break


Please choose your first type:





 
Battle #1

Bird Keeper would like to battle!
"WW over here got bored of just using Gen 1 sprites, so now he's doing the sprite from the generation the opponent's Pokemon originated in! What a weirdo!"

RNG roll (for Pokemon) 3/5

Yanma (F)
Nature: Mild (+1 SpA, -1 Def)
Type:
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).
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:
Speed Boost: (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW): (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Attacks:
Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic
Uproar
Pursuit

Shadow Ball
Psychic
U-turn

Signal Beam
Reversal
Leech Life

"We'll fly right through whatever you can throw at us!"

RNG roll (for ability) 3/3 = Frisk
"A useless ability is no burden for us either!"
 

"Evasive actions, Yanma!"
Double Team (4 clones) -> Signal Beam -> Signal Beam

Pre-Round stats:

Calill
HP: 90
EN: 100
3/2/4/1/95

Yanma
HP: 90
EN: 100
3/1/4/2/95

RNG roll (for Speed tie, <=5000 Calill) 958, 7867, 8236 = Calill, Yanma, Yanma

Action 1
Thunderbolt -> Yanma (6 EN)
RNG roll (to crit, <=625 crit) 5915 = no crit
RNG roll (to para, <=1000 para) 4682 = no para
(10+3+(4-2)1.5)(1.5) = 24 DMG

Yanma used Double Team (16 EN)
Yanma made 4 clones!

Action 2
Signal Beam -> Calill (5 EN)
RNG roll (to crit) 8113 = no crit
RNG roll (to confuse, <=1000 confuse) 8539 = no confuse
(8+3+(4-1)1.5) = 15.5 DMG

Thunderpunch -> Yanma (5 EN)
RNG roll (to hit, <=2000 hit) 3987 = miss
A clone dissipated!

Action 3
Signal Beam -> Calill (9 EN)
RNG roll (to crit) 5855= no crit
RNG roll (to confuse) 5247 = no confuse
(8+3+(4-1)1.5) = 15.5 DMG

Thunderbolt -> Yanma (6 EN)
RNG roll (to hit, <=2500 hit) 3631 = miss
A clone dissipated!


Post-Round stats:

Calill
HP: 59
EN: 83
3/2/4/1/95

Yanma
HP: 66
EN: 70
3/1/4/2/95


"Hmm... This isn't the best situation, but we must push on!"
Hypnosis -> Signal Beam -> Shadow Ball
If Swift is used AND you still have Double Team clones, Detect and push back. Do not activate on consecutive actions
If Shock Wave is used AND you still have Double Team clones, Detect and push back. Do not activate on consecutive actions
 

"Pretty expected stuff, but let's see if hax will pull us through!"

Pre-Round stats:

Calill
HP: 59
EN: 83
3/2/4/1/95

Yanma
HP: 66
EN: 70
3/1/4/2/95

RNG roll (for Speed ties) 9815, 998, 825 = Yanma, Calill, Calill

Action 1
Yanma uses Detect (7 EN, a bit of stupidity)

Swift -> Yanma (4 EN)
RNG roll (to crit) 4265 = no crit
(6+(4-2)1.5) = 9 DMG = 3.6 EN

Action 2
Yanma used Detect! (11 EN)
That's wha tI get for not wording my subs carefully enough...

Shock Wave -> Yanma (3 EN)
RNG roll (to crit) 2051 = no crit
(6+3+(4-2)1.5)(1.5) = 18 DMG
The clones dissipated!

Action 3
Thunderbolt -> Yanma (6 EN)
RNG roll (to crit) 9038 = no crit
RNG roll (to para) 5595 = no para
(10+3+(4-2)1.5)(1.5) = 24 DMG

Hypnosis -> Calill (7 EN)
RNG roll (to hit, <=6000 hit) 5699 = hit
Calill fell asleep!
RNG roll (for duration, <=6666 1 action) 7941 = 2 actions


Post-Round stats:

Calill
HP: 59
EN: 70
3/2/4/1/95
Sleep (2 actions)

Yanma
HP: 24
EN: 41
3/1/4/2/95


"Gah! It looks like we're going to lose this battle Yanma... I'm so sorry for letting you down like that!"
 

"Looks like this is the end, Yanma..."
Signal Beam combo -> cooldown (Supersonic) -> Supersonic

Pre-Round stats:

Calill
HP: 59
EN: 70
3/2/4/1/95
Sleep (2 actions)

Yanma
HP: 24
EN: 41
3/1/4/2/95

RNG roll (for Speed ties) 8672, 5202, 6039 = Yanma x3
Action 1
Calill is asleep!

Super Signal Beam -> Calill ((6+10)1.75 -1 = 27 EN)
RNG roll (to crit) 8567 = no crit
RNG roll (to confuse, <=2000 confuse) 7910 = no confuse
((8x2.25)+3+(4-1)1.5) = 25.5 DMG
Calill's sleep stage fell to 0!

Action 2
Calill woke up!
Thunderbolt -> Yanma (6 EN)
RNG roll (to crit) 4343 = no crit
RNG roll (to para) 4256 = no para
(10+3+(4-2)1.5)(1.5) = 24 DMG
Yanma fainted!


Post-Round stats:

Calill
HP: 33
EN: 64
3/2/4/1/95
Sleep (2 actions)

Yanma
HP: 0
EN: KO
3/1/4/2/95


"Looks like we were shot down..."

Please choose your next type:





 
Battle #2

Black Belt would like to battle!

RNG roll (for Pokemon) 5/5

Aron (F)
Nature: Adamant (-1 Atk, -1 SpA)
Type:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 15

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.
Rock Head: (Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW): (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Iron Tail

Hone Claws
Earthquake
Rock Polish

Head Smash
Body Slam
Superpower

"Our tough exterior can take your attacks!"

RNG roll (for ability) 2/3 = Rock Head
"See what I mean?"
 

"It appears you might just overestimate your ability to break through us!"
Earthquake -> Head Smash -> Earthquake

Pre-Round stats:
Pre-Round stats:

Calill
HP: 90
EN: 100
3/2/4/1/95

Aron
HP: 90
EN: 100
4/4/1/2/30

Action 1
Thunderbolt -> Aron (6 EN)
RNG roll (to crit) 8855 = no crit
RNG roll (to para) 4393 = no para
(10+3+(4-2)1.5) = 16 DMG

Earthquake -> Calill (7 EN)
RNG roll (to crit) 4452 = no crit
(10+(4-2)1.5)(1.5) = 19.5 DMG

Action 2
Brick Break -> Aron (6 EN)
RNG roll (to crit) 871 = no crit
(8+(3-4)1.5)(2.25) = 14.625 DMG

Head Smash -> Calill (8+(4/2.5) = 10 EN)
RNG roll (to hit, <=8000 hit) 5050= hit
RNG roll (to crit) 36 = crit
(15+3+3+(4-2)1.5) = 24 DMG

Action 3
Thunderbolt -> Aron (6 EN)
RNG roll (to crit) 7035 = no crit
RNG roll (to para) 4084 = no para
(10+3+(4-2)1.5) = 16 DMG

Earthquake -> Calill (7 EN)
RNG roll (to crit) 7437 = no crit
(10+(4-2)1.5)(1.5) = 19.5 DMG


Post-Round stats:

Calill
HP: 27
EN: 82
3/2/4/1/95

Aron
HP: 43
EN: 76
4/4/1/2/30


"Finish him off, Aron!"
Head Smash -> Earthquake -> Head Smash
IF Dodge is used successfully, Iron Defense and push back
 

"I'm just going to assume you meant a Brick Break + Brick Break combo A1. Mainly because I can't tell what was going through your head when you ordered a three-move combo."

Pre-Round stats:

Calill
HP: 27
EN: 82
3/2/4/1/95

Aron
HP: 43
EN: 76
4/4/1/2/30

Action 1
Head Smash -> Calill (8+(4/2.5) = 10 EN)
RNG roll (to hit) 552= hit
RNG roll (to crit) 5841 = no crit
(15+3+(4-2)1.5) = 21 DMG

Super Brick Break -> Aron ((6+10)1.75 = 28 EN)
RNG roll (to crit) 5144 = no crit
((8x2.25)+(3-4)1.5)(2.25) = 37.125 DMG

Action 2
Calill must cool down!

Earthquake -> Calill (7 EN)
RNG roll (to crit) 628 = no crit
(10+(4-2)1.5)(1.5) = 19.5 DMG
Calill fainted!


Post-Round stats:

Calill
HP: -14
EN: KO
3/2/4/1/95

Aron
HP: 6
EN: 59
4/4/1/2/30


"Was it booze? Weed? Maple syrup? TELL ME!"

Danmantincan's Battle Hall challenge has ended

dan gets 4 CC
Calill the Elekid gets 4 HC

waterwarrior gets 8 UC

Please come back on the 17th!
 

Texas Cloverleaf

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Only users: Texas Cloverleaf and danmantincan should be posting in this thread.

danmantincan will be challengin Rank 2 using Elekid with Static:

Calill - Elekid (F)
Nature: Rash (+1 SpA, -1 SpD)
OT: Orcinus Duo

Type: Electric
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.

Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Vital Spirit (DW): (Innate) 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 evasion is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 95

Size Class: 1
Weight Class: 2

EC: 0/9
MC: 1
DC: 0/5

Moves:
Quick Attack
Leer
Thunder Punch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Electro Ball
Discharge
Screech
Thunder

Fire Punch
Focus Punch
Ice Punch

Thunderbolt
Psychic
Brick Break


danmantincan, you may choose your first type. Your options are:








Good luck!
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Battle #1
RNG for Pokemon: 3/5

Yanma (F)

Nature: Mild

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 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

Speed Boost: (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW): (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.

Attacks:

Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic
Uproar
Pursuit
Wing Attack
AncientPower
Hypnosis

Shadow Ball
Psychic
Roost

Signal Beam
Faint Attack
Leech Life

Air Cutter


Ability: 1/3=Speed Boost
 

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