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Battle Hall Challenge - Matezoide

wynaut

explosion because fuck yeah

primeape lives

ice not so much

pick your next type!

NormalType.png
FireType.png
FightingType.png

WaterType.png
FlyingType.png
GrassType.png

PoisonType.png
ElectricType.png
GroundType.png

PsychicType.png
RockType.png
SteelType.png

BugType.png
DragonType.png
GhostType.png

DarkType.png
 
figured as much

i swear if i roll registeel i will kill someone

5/5 REGISTEEL
FUUUUUUUUUUUUCK SHIT WHY COULD I NOT ROLL KITSUNOH
1/2 Clear Body

i am being elaborately trolled by the RNG

379.png

Registeel (U)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 43 (-)
Size Class: 3
Weight Class: 6 [5 Light Metal]
Base Rank Total: 23

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Item: Leftovers

Attacks:
Explosion
Stomp
Metal Claw
Curse
Superpower
AncientPower
Iron Defense
Amnesia
Zap Cannon
Charge Beam
Flash Cannon
Lock-On
Hammer Arm

Ice Punch
Iron Head

Earthquake
Focus Punch
Substitute
 
Low Kick -> Cross Chop -> Low Kick

If Zap Cannon and you do not have a sub up, use Substitute (15) that action and push-back
If Explosion and you do not have a sub up, use Substitute (15) that action and push-back..
 
come on i need something i can actually work with here

RNG MON: 2/5 Colossoil
RNG ABILITY: 1/3 Guts

frontnormal-mcolossoil.png

Colossoil (M)
Nature: Jolly (+15% Spe, +14% Acc, -1 SpA)
Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10

Abilities:
Rebound: (Can be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Innate) 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 two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate)This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Item: Expert Belt

Attacks:
Drill Run
Leer
Peck
Tackle
Horn Attack
BubbleBeam
Bite
Rapid Spin
Body Slam
Pursuit
Bounce
Dig
Magnitude
Stockpile
Swallow
Spit Up

Earthquake
Stone Edge
Taunt

Sucker Punch
Thunder Fang
Encore

Superpower
Dive

Christ on a donkey's bunghole it worked!
 
Hum....

Low Kick -> Low Kick -> Low Kick


IF Colossoil is on the semi-invulnerable stage of a Damaging Evasive Move when you would use Low Kick, use Dig that action the first time, Revenge the second and Dig the third.

If Encore is ordered AND Colossoil is not taunted AND You are not taunted, use Taunt that action and pray.
 
Hmm... That Rare Candy complicates things. Well then, if we want to avoid speed ties, then let's paralyse that monkey.
Bounce + Bounce {Chaos Dunk!!} > Combo cooldown (Earthquake) > Earthquake
IF Colossoil is slower at A3, THEN replace that action with Bounce.

Hall Pwne’s team:
frontnormal-mcolossoil.png
Bag_Expert_Belt_Sprite.png

HP: 125
En: 100
Spe: 110 (+14%)
Ranks: 5/3/2/3
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 100
En: 100
Spe: 110 (+14%)
Ranks: {5}4/2/1/3
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Battle Hall

RNG Roll (SPEED-TIE) [<=5000 COLOSSOIL ; >5000 PRIMEAPE]: 154, 9314, 9236 (COLOSSOIL, PRIMEAPE, PRIMEAPE)

Action 1:
Primeape used Low Kick!
RNG Roll (CRIT) [<=625 CRIT]: 6006/10000 (NO)
[16+5+(7.5-4.5)]*1.5 = 36 damage (Colossoil)
-8 energy
Colossoil used Chaos Dunk!
(-2 Priority Evasion, -4 Priority Hit Combo, Bounce + Bounce)
RNG Roll (HIT) [<=8625 HIT]: 2759/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 9487/10000 (NO)
RNG Roll (EFFECT) [<=6000 EFFECT]: 3633/10000 (EFFECT)
[(11*2.25)+2+(7.5-3)]*1.5 = 46.875 damage (Primeape)
Primape is Paralysed!
Status changes: PAR 20% (Primeape)
-50.166 energy

Action 2:
Colossoil is cooling down!
Combo cooldown (Bounce + Bounce)
Primeape is fully Paralysed!

RNG Roll (PAR) [<=2000 PAR]: 878/10000 (PAR)
Status changes: PAR 15% (Primeape)

Action 3:
Colossoil used Earthquake!
RNG Roll (CRIT) [<=625 CRIT]: 674/10000 (NO)
10+3+(7.5-3) = 17.5 damage (Primeape)
-6 energy
Primeape is fully Paralysed!
RNG Roll (PAR) [<=2000 PAR]: 111/10000 (PAR)
Status changes: PAR 10% (Primeape)

Post Action:
Status changes: PAR 5% (Primeape)

Post Round:

Colossoil: -36 HP, -56.166 EN
Primeape: -64.375 HP, -8 EN

Hall Pwne’s team:
frontnormal-mcolossoil.png
Bag_Expert_Belt_Sprite.png

HP: 89
En: 44
Spe: 110 (+14%)
Ranks: 5/3/2/3
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 36
En: 92
Spe: 110 (+14%)
Ranks: {5}4/2/1/3
Status: PAR 5%
Stats: N/A
Other: N/A

Arena : ASB Battle Hall


... I'm starting to wish Hall fights are more skill than uneven matchups and hax.
Earthquake > Magnitude > Earthquake
IF Primeape is under the effects of Protective/Evasive actions, THEN replace that action with Chill.
IF Primeape uses damaging Fighting-type moves, THEN replace that action with Dig.
 
Ok, theres only one way to win this thing. As long as we dont get haxed further....


Revenge -> Monkey's Sweep (Low Kick Combo) -> Cooldown (Low Kick Combo)
 
Fixed Colossoil's having 1.5 less HP due to R6 Attack Primeape. And an apt name for the combo, if I should say.

Hall Pwne’s team:
frontnormal-mcolossoil.png
Bag_Expert_Belt_Sprite.png

HP: 87
En: 44
Spe: 110 (+14%)
Ranks: 5/3/2/3
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 36
En: 92
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: PAR 5%
Stats: N/A
Other: N/A

Arena : ASB Battle Hall

Action 1:
Colossoil used Dig!
(0 Priority Evasion, -2 Priority Hit)
RNG Roll (CRIT) [<=625 CRIT]: 810/10000 (NO)
8+3+(7.5-3) = 15.5 damage (Primeape)
-9 energy
Primeape used Revenge!

RNG Roll (PAR) [<=500 PAR]: 6969/10000 (NO)
RNG Roll (CRIT) [<=625 CRIT]: 303/10000 (CRIT)
[12+5+3+(8.5-4.5)]*1.5 = 36 damage (Colossoil)
-7 energy

Action 2:
Colossoil used Dig!
(0 Priority Evasion, -2 Priority Hit)
RNG Roll (CRIT) [<=625 CRIT]: 124/10000 (CRIT)
8+3+3+(7.5-3) = 18.5 damage (Primeape)
-13 energy
Primeape used Monkey Sweep!

RNG Roll (PAR) [<=500 PAR]: 9347/10000 (NO)
[(16*2.25)+5+(8.5-4.5)]*1.5 = 67.5 damage (Colossoil)
Colossoil is KO'ed!
-37.5 energy

Post Action:
Status changes: PAR 0% (Primeape)

Post Round:

Colossoil: -103.5 HP, -22 EN, KO'ed
Primeape: -34 HP, -44.5 EN

Hall Pwne’s team:
frontnormal-mcolossoil.png
Bag_Expert_Belt_Sprite.png

HP: KO
En: 22
Spe: 110 (+14%)
Ranks: 5/3/2/3
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 2
En: 92
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Battle Hall


Well then, I guess its time to fully insert my own Hall-reffing format. Your next choice?

NormalType.png
FireType.png
FightingType.png

WaterType.png
FlyingType.png
GrassType.png

PoisonType.png
ElectricType.png
GroundType.png

PsychicType.png
RockType.png

BugType.png
DragonType.png
GhostType.png

 
Guitarist Herman turned up the volume of his amp!
"It takes a long time of dedication to learn how to rift."

RNG Roll (HALL): 2623/10000 (SHUCKLE)
RNG Roll (ABILITY): 1846/1000 (STURDY)

"And you gotta be steady even if you missed the right notes!"

213.png

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

Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 9
SpA: Rank 0 (-)
SpD: Rank 9
Spe: 5
Size Class: 1
Weight Class: 2
Base Rank Total: 22

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.

Item: Leftovers

Attacks:
Withdraw
Constrict
Bide
Rollout
Encore
Wrap
Struggle Bug
Safeguard
Rest
Rock Throw
Gastro Acid
Power Trick
Shell Smash
Rock Slide
Bug Bite
Power Split
Guard Split
Stone Edge

Toxic
Sandstorm
Protect

Rock Blast
Sand Tomb
Mud-Slap

Knock Off
Sleep Talk

For reference:
Spr_5b_057.png

<Primeape> [Steve] (Male)
Nature: Jolly (+14% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.


About: He is the very first pokemon Matezoide obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour.
Steve is extremely strong, determined, honored and relatively docile Primeape, only feeling trully alive during a battle with a worth opponent, he cares very much about his trainer and team mates.


Abilities:
Vital Spirit : (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/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.


Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Defiant (DW UNLOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.




Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95 * 1,15)
Size Class: 2
Weight Class: 3



EC: 6/6
MC: 1
DC: 5/5


Attacks:

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Fling
Cross Chop
Punishment
Final Gambit
Swagger



Close Combat(*)
Reversal(*)
Encore(*)
Counter
Substitute
Return
Earthquake
Smack-Down
Foresight
Bulldoze
Taunt
Dual Chop
U-Turn
Outrage
Helping Hand
Endeavor
Sleep Talk
Rest
Stone Edge
Overheat
Double Team
Protect
Gunk Shot
Sunny Day



Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
Endure
Ice Punch
Seed-Bomb
Fire Punch
Focus-Punch
Bide
Skull Bash
Mimic
Body Slam
Revenge
Dynamic Punch
 
We meet again, Shuckle >:O

This shouldnt be THAT hard, if i play my cards right.

Taunt -> Cross Chop -> Stone Edge


If Knock Off AND you do not have a Substitute up, use Substitute (15) that action and push back.
If Protective/Evasive action, use Focus Energy that action and push-back, but only once.



11 Damage with Cross Chop isnt that bad, considering i am fighting Shuckle.
 
"First, a beginner may spend a lot of time covering and practicing, to get familiar and intimate with the curve, the neck, the frets. "
Wrap + Constrict {Shuckle's Embrace} > Combo cooldown (Wrap) > Sand Tomb

Hall Herman’s team:
213.png
Bag_Leftovers_Sprite.png

HP: 80
En: 100
Spe: 5
Ranks: 2/9/0/9
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 100
En: 100
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Battle Hall

Action 1:
Primeape used Taunt!
Shuckle is taunted into a slow fury!
Other changes: Taunt 6a (Shuckle)
-10 energy
Shuckle use Shuckle's Embrace!
(-2 Priority Combo, Wrap + Constrict)
RNG Roll (HIT) [<=9500 HIT]: 4051/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 3749/10000 (NO)
(4+3)+(3-3) = 7 damage (Primeape)
Other changes: ComboWrap 4a (Primeape)
-10.5 energy

Post Action:
-4 HP due to ComboWrap (Primeape)

Action 2:
Primeape used Cross Chop!
RNG Roll (HIT) [<=8000 HIT]: 1009/10000 (HIT)
RNG Roll (CRIT) [<=1250 CRIT]: 4276/10000 (NO)
10+5-1+(8.5-11.5) = 11 damage (Shuckle)
-6 energy
Shuckle is cooling down!

Combo cooldown (Wrap + Constrict)

Post Action:
-4 HP due to ComboWrap (Primeape)
+1 HP due to Leftovers (Shuckle)

Action 3:
Primeape used Stone Edge!
RNG Roll (HIT) [<=8000 HIT]: 7869/10000 (HIT)
RNG Roll (CRIT) [<=1250 CRIT]: 9253/10000 (NO)
[10-1+(8.5-11.5)]*1.5 = 9 damage (Shuckle)
-7 energy
Shuckle used Sand Tomb!
RNG Roll (HIT) [<=8500 HIT]: 4093/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 7301/10000 (NO)
4+(3-3) = 4 damage (Primeape)
Other changes: Tomb 4a (Primeape)
-5 energy

Post Action:
-4 HP due to ComboWrap (Primeape)
-2 HP due to Sand Tomb (Primeape)
+1 HP due to Leftovers (Shuckle)
Other changes: Taunt 3a (Shuckle)
Other changes: ComboWrap 1a (Primeape)
Other changes: Tomb 3a (Primeape)

Post Round:

Shuckle: -18 HP, -15.5 EN
Primeape: -25 HP, -23 EN


Hall Herman’s team:
213.png
Bag_Leftovers_Sprite.png

HP: 62
En: 84
Spe: 5
Ranks: 2/9/0/9
Status: N/A
Stats: N/A
Other: Taunt 3a

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 75
En: 77
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other: ComboWrap 1a, Sand Tomb 3a

Arena : ASB Battle Hall


"It takes progression, and dedicated hard work. But most of all, it takes love, towards metal, rock, and soul."
Rock Blast > Rock Throw + Rock Slide {Shuckle's Rock-Cannon} > Combo cooldown (Rock Slide)
IF Primeape uses Counter, THEN replace that action with Struggle Bug.
IF Primeape uses Double Team, THEN replace that action with Rock Slide.
 
Spr_5b_057.png


Your defenses are amazing, but i will not yeld!


Monkey Style: Vengeance (Revenge Combo) -> Cooldown (Revenge) -> Focus Punch


If Sand Tomb prevents Focus Punch for some reason, i would like to re-order.

 
Since Sand Tomb is counted as post-action residual damage, I'll rule the Focus Punch as a viable move.
"People will say you have only one shot at fame, that's why you spend all those times practicing."
Hall Herman’s team:
213.png
Bag_Leftovers_Sprite.png

HP: 62
En: 84
Spe: 5
Ranks: 2/9/0/9
Status: N/A
Stats: N/A
Other: Taunt 3a

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 75
En: 77
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other:ComboWrap 1a, Sand Tomb 3a

Arena : ASB Battle Hall

Action 1:
Shuckle use Rock Blast!
RNG Roll (HIT) [<=9000 HIT]: 517/10000 (HIT)
RNG Roll (MULTIHIT) [1,2 THREE ; 3,4 FOUR ; 5,6 FIVE]: 2 (THREE)
RNG Roll (CRIT) [<=625 CRIT]: 4481/10000 (NO)
RNG Roll (CRIT) [<=625 CRIT]: 6709/10000 (NO)
[2*3+3+(3-3)]/1.5 = 6 damage (Primeape)
-6 energy
Primeape used Vengeance!
(-7 Priority Combo, Revenge + Revenge)
RNG Roll (CRIT) [<=625 CRIT]: 6742/10000 (NO)
(12*2.25)+5-1+(8.5-11.5) = 28 damage (Shuckle)
-34 energy

Post Action:
-4 HP due to ComboWrap (Primeape)
-2 HP due to Sand Tomb (Primeape)
+1 HP due to Leftovers (Shuckle)
Other changes: ComboWrap 0a (Primeape)

Action 2:
Primeape used is cooling down!
Combo cooldown (Revenge + Revenge)
Shuckle used Shuckle's Rock-Cannon!

(-2 Priority Combo, Rock Throw + Rock Slide)
RNG Roll (HIT) [<=9000 HIT]: 9887/10000 (NO)
But it missed Primeape!
-13.5 energy

Post Action:
-2 HP due to Sand Tomb (Primeape)
+1 HP due to Leftovers (Shuckle)

Action 3:
Primeape used Focus Punch!
(+6 Priority Charge, -3 Priority Hit)
RNG Roll (CRIT) [<=625 CRIT]: 9190/10000 (NO)
15+5-1+(8.5-11.5) = 16 damage (Shuckle)
-5 energy
Primeape used is cooling down!
Combo cooldown (Rock Throw + Rock Slide)

Post Action:
-2 HP due to Sand Tomb (Primeape)
+1 HP due to Leftovers (Shuckle)
Other changes: Taunt 0a (Shuckle)
Other changes: Sand Tomb 0a (Primeape)

Post Round:

Shuckle: -41 HP, -18.5 EN
Primeape: -16 HP, -39 EN

Hall Herman’s team:
213.png
Bag_Leftovers_Sprite.png

HP: 21
En: 65
Spe: 5
Ranks: 2/9/0/9
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 59
En: 36
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Battle Hall


"But you gotta remember that you have to practice in front of an audience as well - you're a performer, not just a musician."
 
male40.png


The team work between you and Shuckle is just amazing, but me and Steve will not lose!


Spr_5b_057.png

Yeah!




Cross Chop -> Close Combat -> Cross Chop


If Rest is ordered, use Taunt that action.

If Knock Off, use Close-Combat that action, but do not push-back.
 
"People will taunt your dreams, they will mock your aspirations, they will express disdain towards your ambitions."
Rest > Rest > Rest

Hall Herman’s team:
213.png
Bag_Leftovers_Sprite.png

HP: 21
En: 65
Spe: 5
Ranks: 2/9/0/9
Status: N/A
Stats: N/A
Other: N/A

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 59
En: 36
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Battle Hall

Action 1:
Primeape used Taunt!
Shuckle is taunted into a slow fury!
Other changes: Taunt 6a (Shuckle)
-10 energy
Shuckle use Rest!
But it failed!
-15 energy

Post Action:
+1 HP due to Leftovers (Shuckle)

Action 2:
Primeape used Taunt!
Shuckle is already taunted!
-14 energy
Shuckle use Struggle!
RNG Roll (CRIT) [<=625 CRIT]: 1688/10000 (NO)
5+(3-3) = 5 damage (Primeape) ~ -2 HP (Shuckle)
-5 energy

Post Action:
+1 HP due to Leftovers (Shuckle)

Action 3:
Primeape used Taunt!
Shuckle is already taunted!
-18 energy
Primeape fainted due to exhaustion!

Post Action:
+1 HP due to Leftovers (Shuckle)

Post Round:

Shuckle: +1 HP, -20 EN
Primeape: -5 HP, -42 EN, KO'ed

Hall Herman’s team:
213.png
Bag_Leftovers_Sprite.png

HP: 22
En: 45
Spe: 5
Ranks: 2/9/0/9
Status: N/A
Stats: N/A
Other: Taunt 3a

Matezoide's team:
Spr_5b_057.png
rarecandy.png

HP: 54
En: KO
Spe: 110 (+14%)
Ranks: {6}4/2/1/3
Status: N/A
Stats: N/A
Other: N/A

Arena : ASB Battle Hall


"But you gotta push them back, and keep going 'til you're a star. That's when those voices will be drowned out by the sound of your success."
Rewards Bank said:
Matezoide: 8 CC
Primeape: 8 HC

Pwnemon: 6 UC
ZhengTann: 8 UC

Thank you for completing your Battle Hall challenge Matezoide! You may challenge again in 6 days, 23 hours, 59 minutes, and 59 seconds following this post.
 
User Matezoide will be challenging Rank 3 Hall with Flareon using Guts.

Name: Matezoide
Thread: This
Rank: 3
Ability: Guts
Pokemon: Bridget

flareo.png


<Flareon> [Bridget] (Female)

Nature
: Rash (+ Sp.Attack, - Sp.Def)

Type:
Fire


Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.


About: Even as a Flareon, Bridget is extremely innocent and curious, she has an extreme amount of respect (Even if rarely shown) towards the rest of the team and sees Chuck as her ''super-cool older brother'', despite being extremely worried about him. She chose to become a Flareon after being lost in the woods and seeing Twilight and Tara fight off a gang of water types, their passion for fighting and protecting those that need making Bridget realise what she wanted.

Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Guts (DW UNLOCKED, Innate):
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 two (2). Pokemon with Guts ignore the attack drop from burn.

Flareon
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 65
Size Class: 2
Weight Class: 2


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

Heliping Hand (*)
Tackle (*)
Tail Whip (*)
Sand Attack (*)
Growl (*)
Quick Attack (*)
Bite (*)
Covet (*)
Take Down (*)
Double-Edge
Batom Pass
Last Resort
Ember
Fire Fang
Fire Blast


Dig (*)
Facade (*)
Shadow Ball (*)
Double Team
Hidden Power Grass (7)
Heal Bell
Substitute
Reflect
Flame Charge
Superpower
Flamethrower
Sleep-Talk

Wish (*)
Yawn (*)
Flail (*)

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


(Also being informed that he wishes to start with Bug.)

Pokemon roll: 5/5 (Yanma)
Ability roll: 2/3 (Compoundeyes)

193.png

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
Wing Attack
AncientPower

Shadow Ball
Psychic
U-turn

Signal Beam
Reversal
Leech Life

Roost
 
flareo.png


This doesnt seems hard :o....holy crap my text is red now <3 <3



Flame Charge -> Fire Fang -> Flamethrower

If you are asleep when you attack, use Sleep Talk (Facade, Fire Fang, Fire Blast, Flamethrower) that action
If Protective/Evasive action AND you do not have a sub up, use Substitute (15) that action and push-back.
 
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The Krimson Guard want to battle!!

"Halt!!"

Ancientpower ~ Shadow Ball ~ Ancientpower

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flareo.png

100HP | 100en
5/2/4/3
65spd
2SC | 2WC
Guts
Status: None
Round Actions: Flame Charge -> Fire Fang -> Flamethrower
If you are asleep when you attack, use Sleep Talk (Facade, Fire Fang, Fire Blast, Flamethrower) that action
If Protective/Evasive action AND you do not have a sub up, use Substitute (15) that action and push-back.

VS

193.png

100HP | 100en
3/1/4/2
95spd
2SC | 3WC
Compoundeyes
Status: None
Round Actions: Ancientpower ~ Shadow Ball ~ Ancientpower​

-------------------------------------------------------------------------------------------------
Action 1:
Yanma used Ancientpower!!
(-4 Energy)
Crit Chance: 3284/10000 (No)
Damage: [(6 + 6 - 4.5) * 1.5] = 11.25 Damage
Effect Chance: 1579/10000 (No)​

Flareon used Flame Charge!!
(-3 Energy)
Crit Chance: 2251/10000 (No)
Damage: [(5 + 3 + 7.5 - 1.5) * 1.5] = 16.5 Damage!!
Flareon's Speed rose!!
Flareon's new speed: 65 => 113​

Action 2:
Flareon used Fire Fang!!
(-4 Energy)
Hit Chance: 6369/10000 (Yes)
Crit Chance: 6968/10000 (No)
Damage: [(7 + 3 + 7.5 - 1.5) * 1.5] = 24 Damage!!
Effect Chance:
Burn: 2112/10000 (No)
Flinch: 4283/10000 (No)​

Yanma used Shadow Ball!!
(-6 Energy)
Crit Chance: 247/10000 (Yes)
Damage: [(8 + 3 + 6 - 4.5)] = 12.5 Damage!!
Effect Chance: 9622/10000 (No)​

Action 3:
Flareon used Flamethrower!!
(-6 Energy)
Crit Chance: 4445/10000 (No)
Damage: [(10 + 3 + 6 - 3) * 1.5] = 24 Damage!!
Effect Chance: 3239/10000 (No)​

Yanma used Ancientpower!!
(-4 Energy)
Crit Chance: 3257/10000 (No)
Damage: [(6 + 6 - 4.5) * 1.5] = 11.25 Damage
Effect Chance: 1269/10000 (No)​

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flareo.png

65HP | 87en
5/2/4/3
65spd
2SC | 2WC
Guts
Status: None
Round Actions: Flame Charge -> Fire Fang -> Flamethrower
If you are asleep when you attack, use Sleep Talk (Facade, Fire Fang, Fire Blast, Flamethrower) that action
If Protective/Evasive action AND you do not have a sub up, use Substitute (15) that action and push-back.​


VS


193.png

36HP | 86en
3/1/4/2
95spd
2SC | 3WC
Compoundeyes
Status: None
Round Actions: Ancientpower ~ Shadow Ball ~ Ancientpower
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tumblr_m763nw2Ic01r0yceao3_500.jpg

"DON'T MAKE ME OPEN FIRE!!"

Ancient Power * 3
This is futile.....
 
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"You have superior firepower!! Two Flamethrowers KO Yanma. Yanma cannot KO Flareon under any circumstances."

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260px-MH_Bat.JPG

A Metalhead Bat would like to battle!!
*Screech*

RNG Pokemon: 4/5 (Jumpluff)
*Screech*
RNG Ability: 2/3 (Leaf Guard)
*Screech*

189.png

Jumpluff (F)
Nature: Timid (+15% Spe, +19% Acc, -1 Atk)
Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
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 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 127 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 17

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Attacks:
Splash
Synthesis
Tail Whip
Tackle
PoisonPowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Acrobatics
Rage Powder
Cotton Spore
U-turn
Worry Seed
Giga Drain
Bounce

SolarBeam
Substitute
Protect

Encore
Cotton Guard
Amnesia

Seed Bomb

*SCREECH*
 
I hate this thing ;-;

Flamethrower -> Fire Fang -> Flamethrower


If Bounce A1 or A2 AND Encore is not ordered next action, use Reflect the first time and Substitute (15) the second, pushing-back both times.
If you are asleep when you would move, use Facade that action and push-back.
 
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