6v6 Singles; Matezoide vs The Royal Guard

5 on 5 Singles
NFE
All Items
Switch = KO
2 Subs
Arena = WarioWare


An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.

At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.


Matezoide said:


<Argalis> (Will) [Female]
Nature: Sassy (+1 Sp.Defense, -15% Speed, -10% Evasion)

Type: Bug/Psychic
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).
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 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.

About: Will comes from a big family, being the oldest sibling, Will has grown to be extremely responsable and careful for her brothers and sisters. As the years passed, she realised her brothers/sisters became old enough to take care of themselves, which upset her to an extent.
Eventualy, she met Matezoide and was caught. Although she isnt the oldest one anymore, Will is happy to be part of a new family, despite being rather tomboyish and unstable, Will has the personality and inteligence of a competent leader. The Heart of Kandrakar's power has grown considerably, affecting her physical appearance, though her mind hasnt changed one bit.


Abilities:

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Illusion (DW UNLOCKED, Innate): 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 Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 46 (-)
Size Class: 3
Weight Class: 7

EC: 6/9
MC: 0
DC: 5/5

Attacks:

Tackle (*)
String Shot (*)
Bug Bite (*)
Sunny Day (*)
Heal Pulse (*)
Zen Headbutt
Reflect
Wish

Psychic (*)
Will-O-Wisp (*)
Shadow Ball (*)
Light Screen
Protect
Thunderbolt
Psyshock
Hidden Power Ground (7)

Hydro Pump (*)
Bug Buzz (*)
Disable (*)
Close Combat
Feint
Counter
Megahorn




<Eevee> (Harold) [Male]
Nature: Adamant (+Atk, -SpAtk)

Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


About: As an unborn Eevee, Harold was defective. While his brothers and sister developed, Harold's was halted and when his mother gave birth, he was the only one that stayed behind, although nobody knew about his existence.
After several months inside his mother, the fetus that would turn into Harold started to die, but luckly, his family came across a Moss Rock. Due to Eevee's adaptable nature, his body began to change. This allowed Harold's fetus to fully develop and he was born a week later.
However, because of this event, part of his DNA is that of a Leafeon, leading Harold to be born with it's physical characteristics and making him immune to the effect of the other stones, he can only evolve into Leafeon.


Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/6
MC: 0
DC: 3/5

Moves:

Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Covet (*)
Quick Attack (*)
Take Down (*)
Bite (*)
Double Edge
Last Resort

Protect (*)
Work Up (*)
Round (*)
Dig
Facade
Return
Frustration
Heal Bell

Endure (*)
Flail (*)
Yawn (*)
Wish
Covet
Charm





<Bronzor> (Zero)
Nature: Brave (+Attack, -Speed, -10% evasion)

Type: Steel/Psychic
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.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

About: A Bronzor met at the Iron Island, Zero always heard tales of the out-side world. Upon capture, the young Bronzor is extremely curious and courageous (If not reckless) to explore his new surroundings. Sadly, Zero also realised just how much better life would be if he had arms. The ability to punch and grabs things looks extremely interesting to him, but alas, it is not meant to be.

Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss
Heatproof (Innate): This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW LOCKED, Innate):
The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.


HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 4 (5 with heavy metal)

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

Attacks:


Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Psywave (*)
Iron Defense (*)
Faint Attack (*)
Safeguard (*)

Gyro Ball (*)
Earthquake (*)
Rock-Slide (*)
Rest (*)
Psyshock (*)
Stealth Rock (*)
Signal Beam (*)
Gravity (*)
Sleep Talk (*)
Trick (*)




<Axew> (Yumi) (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

About: Despite being the strongest Axew out of her brothers, Yumi was always threated differently due to being a girl. While she was forced to learn how to take care of babies and get vegetables, her brothers were taught how to hunt by her father. Unable to take this for any longer, Yumi ran away. Learning how to fend off and hunt by herself, the Axew finally felt happy. One day, however, she was ambushed by Chuck, who was having fun assassinating other wild pokemon to test his new power after training with Itsumo. Yumi fought fiercely, but she was no match for the fallen Bannete. Thankfully, Chuck noticed Matezoide and some of his pokemon approaching and quickly escaped. Yumi was nursed back to health having little memory of her assaliant and happily agreed to join her saviors.

Abilities:
Rivalry (Innate):
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve (DW LOCKED, INNATE): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw

X-Scissor (*)
Dig (*)
Payback (*)
Double-Team (*)
Rock-Tomb (*)

Endure (*)
Night Slash (*)
Counter (*)
Focus Energy (*)
Reversal (*)






<Chinchou> (Solomon) (M)
Nature: Modest (+1 SpA, -1 Atk)

Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: 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.


About: In the 19th century, a lone pokemon was abandoned by his trainer. Travelling without a destination, Solomon was attacked by a wild Parasect on the swamps. After suffering heavy damage and having his body almost entirely paralysed by the beast's spores, Solomon fell on the lake and died from his injures.
Several years later, the water type woke up, with very little resemblance on his former life and having no idea how he got there, he wandered for months on his own, eventualy meeting with Matezoide and getting caught.
The years spent ''dead'' greatly damaged Solomon's mind, reducing his inteligence and his ability to speak, but is surprisigly happy. The very first thing Solomon remembered is that he was ''born on a monday'', which led to Twilight to naming him after the poem, Solomon Grundy.

Abilities:

Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Water Absorb (DW LOCKED Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.


HP: 100
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 67
Size Class: 1
Weight Class: 2

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

Supersonic (*)
Bubble (*)
Thunder-Wave (*)
Flail (*)
Confuse Ray (*)
Water Gun (*)
Spark (*)
Take Down (*)
Electro Ball

Surf (*)
Scald (*)
Thunderbolt (*)
Ice Beam (*)
Volt Switch (*)

Agility (*)
Brine (*)
Whirlpool (*)
Psybeam (*)
Mist (*)





<Snubull> (Stella) (F)
Nature: Careful (+1 Sp.Def, -1 Attack)
Type:
Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


About: An extremely wealthy Snubull, Stella Muchmoney always had an easy life. Acess to the finest foods, the best rooms and the most luxurious training programs, Stella really has everything. One day, when she happened to pass by Matezoide, she quickly developed a crush on Steve. This, as well as always wanting to battle and see just how powerful could be, she (basicaly) begged to be captured. Luckly, she did not lose any money with this and now, Matezoide's money has been tripled from her allowance!
Although she is a bit annoying and spoilled, the sheer amount of money made the vast majority of Matezoide's team (Matezoide included) hasty to accept her.


Abilities:
Intimidate (
Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Run Away (Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Rattled (DW LOCKED,
Innate): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.


Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Ice Fang (*)
Thunder Fang
(*)
Fire Fang (*)
Tackle (*)
Scary Face (*)
Tail Whip (*)
Charm (*)
Bite (*)
Lick (*)
Headbutt (*)
Roar (*)


Thunder-Wave (*)
Return (*)
Retaliate (*)
Earthquake (*)
Brick-Break (*)

Metronome (*)
Mimic (*)
Heal Bell (*)
Focus Punch (*)
Double-Edge (*)

The Royal Guard said:

<Vibrava> [Gabrielle] (Female)
Nature: Naive
Type: Ground/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:

Levitate:

Type: Innate

This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.



Vibrava
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1(-)
Spe: 80(+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14


EC: 4/9
MC: 0
DC: 1/5


Attacks:(19)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud Slap
Bide
Bulldoze
Rock Slide
Earthpower
Fissure

Endure
Signal Beam
Flail
Gust
Bug Bite

Earthquake
Protect
Stuggle Bug
Solarbeam
Toxic


<Onix> [Onix] (Male)
Nature: Brave
Type: Ground/Rock
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.
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.

Abilities:
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.

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.


Weak Armor:
(Can be Enabled)(DW LOCKED)
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.


Onix
HP: 90
Atk: Rank 3(+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60(-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17


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


Attacks:(19)
Mud Sport
Tackle
Harden
Bind
Curse
Screech
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
Dragons Breath

Heavy Slam
Rollout
Rock Slide
Flail
Rock Climb

Protect
Taunt
Torment
Rest
Dragon Tail


Ralts (M)

Nature: Rash
+1 SpA, -1 SpD

Type: Fighting/Psychic
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.
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 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:

Synchronize:

Type: Innate: Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Trace:

Type: Can be Activated: When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

Telepathy:

Type: Innate(DW LOCKED): 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:
Ralts
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Attacks: 17
Growl
Calm Mind
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Psychic
Hypnosis

Disable
Encore
Shadow Sneak
Will-O-Wisp
Skill Swap

Protect
Torment
Toxic
Shadow Ball
Taunt


Metang [RU-6383-D4F]
Nature: Brave (+Atk., -Spe)
Type: Psychic/Steel
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 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.
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.

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.)

HP: 90
Attack: Rank 4 (+)
Defense: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-), -10% evasion
Size Class: 4
Weight Class: 6 (5 light metal)

EC: 6/9
MC: 0
DC: 3/5

Attacks:
Agility
Brick Break
Confusion
Earthquake
Headbutt
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Meteor Mash
Psychic
Pursuit
Scary Face
Take Down
Zen Headbutt


<Aron> [Ethan] (Male)
Nature: Lonely (+Attack, -Defense)
Type: Steel/Rock
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; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.


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) (Innate) (Locked) 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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 15

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

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

Egg:
Head Smash
Stomp
Stealth Rock
Superpower
Dragon Rush

Tutor:

TM:
Earthquake
Dig
Double Team
Sandstorm
Rock Tomb


Chimchar-Auron (M)
Nature: Lonely (Atk raised by 1, Def decreased by 1)
Type: Fire
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.

Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist:(DW LOCKED)Innate
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, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:

Chimchar
HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 0
DC: 3/5

Total Moves: 100
Attacks:(27)
Acrobatics
Ember
Flame Wheel
Fury Swipes
Leer
Nasty Plot
Scratch
Slack Off
Taunt
Torment

Counter
Encore
Fire Punch
Thunder Punch
Focus Punch
Fake Out

Protect
Shadow Claw
Toxic
Torment
Will-O-Wisp
U-Turn
Orders:
Matezoide sends out and equips
RagnarokAlex sends out, equips, and orders
Matezoide orders
Ref

First Task when I know the active mons.
 


Time to oversee the training of the new recurits!

RU-6383-D4F! Activate! Initiate code 13-1 necare! Take this Lucky Egg to speed your training along.
 

Chinchou
100
100
Status:



Metang
90
100
Status:

Action 1
Chinchou's Thunder Wave
EN Check: 7 - 1 = 6

Metang's Meteor Mash
Paralysis Check (2500): 5236 (NO)
Accuracy Check (8500): 8776 (MISS)
EN Check: 7 - 1 = 6

Action 2
Chinchou's Electro Ball
Crit Check (625): 8283 (NO)
Damage: (15 + 3 + 4.5 - 4.5) = 18
EN Check: 9 - 1 = 8

Metang's Metal Claw
Paralysis Check (2500): 3683 (NO)
Accuracy Check (9500): 7913 (HIT)
Crit Check (625): 4429 (NO)
Effect Chance (1000): 8802 (NO)
Damage: (5 + 3 + 6 - 3) * 0.44 = 4.84
EN Check: 4 - 1 = 3

Action 3
Chinchou's Thunderbolt
Crit Check (625): 8126 (NO)
Damage: (10 + 3 + 4.5 - 4.5) = 13
EN ChecK: 7 - 1 = 6

Metang's Meteor Mash
Paralysis Check (2500): 799 (PAR)



Chinchou
100 - 4.84 = 95.16
100 - (6 + 8 + 6) = 80
Status:



Metang
90 - (18 + 13) = 59
100 - (6 + 3) = 91
Status: 15% Par



Chinchou
95
80
Status:



Metang
59
91
Status: 15% Par


Task: Expend at least 20 EN but less than 24 EN.
Matezoide Orders
The Royal Guard Orders
Ref
 

Chinchou
95
80
Status:



Metang
59
91
Status: 15% Par

Action 1
Chinchou's Surf
Crit Check (625): 6851 (NO)
Damage: (10 + 3 + 4.5 - 4.5) = 13
EN Check: 7 - 1 = 6

Metang's Earthquake
Paralysis Check (1500): 4234 (NO)
Crit Check (625): 9544 (NO)
Damage: (10 + 6 - 3) * 1.5 = 19.5
EN Check: 7

Action 2
Metang's Evasive Agility
Paralysis Check (1500): 2786 (NO)
EN Check: 7 - 1 = 6

Chinchou's Electroball
Crit Check (625): 2786 (NO)
EN Check: 9 - 1 = 8

Action 3
Chinchou's Surf
Crit Check (625): 8516 (NO)
Damage: (10 + 3 + 4.5 - 4.5) = 13
EN Check: 7 - 1 = 6

Metang's Earthquake
Paralysis Check (1500): 4949 (NO)
Crit Check (625): 7459 (NO)
Damage: (10 + 6 - 3) * 1.5 = 19.5
EN Check: 7



Chinchou
95 - (19.5 + 19.5) = 56
80 - (6 + 8 + 6) = 60
Status:



Metang
59 - (13 + 13) = 33
91 - (7 + 6 + 7) = 71
Status: 10% Par



Chinchou
56
60
Status:



Metang
33
71
Status: 10% Par


Task: Only use moves with secondary effects
The Royal Guard Orders
Matezoide Orders
Ref
 

Chinchou
56
60
Status:



Metang
33
71
Status: 10% Par

Action 1
Chinchou's Scald
Crit Check (625): 5587 (NO)
Effect Chance (3000): 4307 (NO)
Damage: (8 + 3 + 4.5 - 4.5) = 11
EN Check: 6 - 1 = 5

Metang's Zen Headbutt
Paralysis Check (1000): 315 (PAR)

Action 2
Chinchou's Thunderbolt
Crit Check (625): 8841 (NO)
Damage: (10 + 3 + 4.5 - 4.5) = 13
EN Check: 7 - 1 = 6

Metang's Confusion
Paralysis Check (500): 172 (PAR)

Action 3
Metang's Zen Headbutt
Accuracy Check (9000): 838 (HIT)
Crit Check (625): 4849 (NO)
Effect Chance (2000): 8893 (NO)
Damage: (8 + 3 + 6 - 3) = 14
EN Check: 6 - 1 = 5

Chinchou's Scald
Crit Check (625): 9861 (NO)
Effect Chance (3000): 2155 (BURN)
Damage: (8 + 3 + 4.5 - 4.5) = 11
EN Check: 6 - 1 = 5



Chinchou
56 - 14 = 42
60 - (5 + 6 + 5) = 44
Status: 1 KOC



Metang
33 - (11 + 13 + 11) = -2
71 - 5 = 66
Status: KO



Chinchou
42
44
Status: 1 KOC



Metang
-2
66
Status: KO


The Royal Guard sends out his next pokemon
New Task
Matezoide Orders
The Royal Guard orders
Ref
 
Sorry for that hax :/




I dislike this challenge.....





Same. Lets just hit hard!




Solomon likes that.



Scald -> Surf -> Scald


If Scald burns A1, use Surf A3
If Stealth Rock AND Aron is not confused AND Stealth Rock hasnt been sucesfully used, use Confuse Ray that action and push-back.
 

Chinchou
42
44
Status: 1 KOC



Aron
90
100
Status: KO

Action 1
Chinchou's Scald
Crit Check (625): 2372 (NO)
Effect Chance (3000): 4575 (NO)
Damage: (8 + 3 + 4.5 - 3) * 1.5 = 18.75
EN Check: 6 + 4 - 1 = 9

Aron's Iron Head
Crit Check (625): 5712 (NO)
Damage: (8 + 3 + 6 - 3) * 0.44 = 6.16
EN Check: 6 - 1 = 5

Action 2
Chinchou's Surf
Crit Check (625): 6135 (NO)
Damage: (10 + 3 + 4.5 - 3) * 1.5 = 21.75
EN Check: 7 - 1 = 6

Aron's Metal Claw
Accuracy Check (9500): 7540 (HIT)
Crit Check (625): 396 (CRIT)
Effect Chance (1000): 39 (+1 ATK)
Damage: (5 + 3 + 3 + 6 - 3) * 0.44 = 6.16
EN Check: 4 - 1 = 3

Action 3
Chinchou's Scald
Crit Check (625): 1381 (NO)
Effect Chance (3000): 6737 (NO)
Damage: (8 + 3 + 4.5 - 3) * 1.5 = 18.75
EN Check: 6 - 1 = 5

Aron's Iron Head
Crit Check (625): 2535 (NO)
Damage: (8 + 3 + 6 - 3) * 0.44 + 1 * 2 = 8.16
EN Check: 6 - 1 = 5

ARENA's Anger on Chinchou
Damage: 100 / 4 = 25



Chinchou
42 - (6.16 + 6.16 + 6.16 + 25) = -1.48
44 - (9 + 6 + 5) = 24
Status: 1 KOC
KO



Aron
90 - (18.75 + 21.75 + 18.75) = 30.75
100 - (5 + 3 + 5) = 87
Status: 1 KOC


Bench:


Metang
-2
66
Status: KO
Active:


Chinchou
-1
24
Status: 1 KOC
KO



Aron
31
87
Status: 1 KOC


Matezoide sends out his next pokemon
New Task
The Royal Guard orders
Matezoide Orders
Ref
 


Grundy.....tired.....





You performed perfectly, Grundy. Rest for now.



Zero
, you are up!

It gets an Exp.Share!



Lets get this started! I dont need arms to kick some ass!.....I would actually need legs to do this ;-;
 


Ugh, stupid penality.....




Such a shame Struggle, Protect, Disable and Close-Combat in the next round wouldnt be enough.



Close Combat -> Hidden Power -> Chill
 

Bronzor
90
100



Aron
31
87
Status: 1 KOC

Action 1
Bronzor's Close Combat
Crit Check (625): 4141 (NO)
Damage: (12 + 4.5 - 3) * 2.25 = 30.375
EN Check: 8

Aron's Sandstorm
EN Check: 10 - 1 = 9

-2 HP Bronzor

Action 2
Bronzor's Hidden Power
Crit Check (625): 5747 (NO)
Damage: (7 + 4.5 - 3) * 2.25 = 19.125
EN Check: 5

-2 HP Bronzor

ARENA's Anger on Bronzor
Damage: 90 / 4 = 22.5



Bronzor
90 - (2 + 2 + 22.5) = 63.5
100 - (8 + 5) = 87
Status: -1 DEF, -1 SPD for 1 round



Aron
31 - (30.375 + 19.125) = -18.5
87 - 9 = 78
Status: 1 KOC


Bench:

Chinchou
-1
24
Status: 1 KOC
KO



Metang
-2
66
Status: KO

Active:

Bronzor
63
87
Status: 1 KOC



Aron
-19
78
Status: 1 KOC
KO

Sandstorm for 3 rounds

The Royal Guard sends out his next pokemon
New Task
Matezoide Orders
The Royal Guard orders
Ref
 

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