Battle Hall Challenge - SubwayJ

Hopefully I can get this started properly!!!

Name: SubwayJ
No Challenge Thread (yet)
Rank: 3
Pokemon: Doodle Jump the unown
Pokemon Ability: Levitate
Pokemon Info:
201J.png

Doodle Jump (*) the Unown


Nature: Modest (+SpAtk, -Atk)

Type: Psychic

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.

Abilities:

Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: (Modest Nature)

HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank4(+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 14

MC: 0

Moves:

Hidden Power Bug (7) : 50% Drain Effect (*)
Hidden Power Dark (7) : Taunt Effect (*)
Hidden Power Dragon (7) : Roar Effect (*)
Hidden Power Electric (7) : 30% Paralyze (*)
Hidden Power Fighting (7) : Calculates Damage Using Defense (*)
Hidden Power Fire (7) : 30% Burn (*)
Hidden Power Flying (7) : High Critical Hit Ratio (*)
Hidden Power Ghost (7) : 20% Special Defense Lower (*)
Hidden Power Grass (7) : 20% Sleep (*)
Hidden Power Ground (7) : 20% Accuracy Lower (*)
Hidden Power Ice (7) : 20% Freeze (*)
Hidden Power Poison (7) : 30% Toxic (*)
Hidden Power Psychic (7) : 20% Confusion (*)
Hidden Power Rock (7) : 20% Flinch (*)
Hidden Power Steel (7) : 20% Special Attack Lower (*)
Hidden Power Water (7) : 20% Speed Lower, and douse (*)
(Because it's unown)

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers.

You may choose your first type:

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
 
Okay let's start off with a type advantage and go with poison

Also just a quick question, since unown has no use for EC DC or MC. Am I allowed to claim his HC as CC??
 
Battle 1

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

569.png

Garbodor (M)

Nature: Brave

Type:

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpA: Rank 3
Spe: 65 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 17

Abilities:

Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Weak Armor (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.
Aftermath (DW): (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Attacks:

Pound
Poison Gas
Recycle
Toxic Spikes
Acid Spray
DoubleSlap
Sludge
Stockpile
Swallow
Body Slam
Sludge Bomb
Clear Smog
Toxic
Take Down
Amnesia

Venoshock
Giga Impact
Payback

Curse
Rock Blast
Selfdestruct

Your actions, SubwayJ!
 
Let's remove that STAB by leading with a Hidden power water!! Then follow up by capitalizing on that with Hidden Power Electric and Hidden Power Grass!!
Hidden Power Water (7)-Hidden Power Electric (7)-Hidden Power Grass (7)

If Payback is used A1 or 2 replace A2 with Hidden Power Bug (7)+Hidden Power Electric (7) and make the final result electric type (In the Q&A thread I was told I can choose the type of hidden power in a combo. If this is untrue and it would be bug type somehow ignore this sub)

Also it appears that Garbodor has two SpAtk stats.
 
569.png

Garbodor (M)
HP: 100
EN: 100
SPE: 65
ABIL: Aftermath
STAT: -10% Evasion
OTHR: N/A
201J.png

Doodle Jump (U)
HP: 90
EN: 100
SPE: 48
ABIL: Levitate
STAT: N/A
OTHR: N/A

Arena: N/A

Action 1:

Garbodor used Giga Impact!
Hit: 315/1000: Yes
Crit: 908/1000: No
(15.333+3) = 18.333 Damage
-11 Energy
Doodle Jump used Hidden Power!
Crit: 86/1000: No
(7+1.5) = 8.5 Damage
-4 Energy

Action 2:

Garbodor used Doubleslap!
Hit: 912/1000: No
-4 Energy
Doodle Jump used Hidden Power!
Crit: 212/1000: No
Effect: 839/1000: No
(7+1.5) x 1.5 = 14.25 Damage
-4 Energy

Action 3:

Garbodor used Giga Impact!
Hit: 181/1000: Yes
Crit: 555/1000: No
(15.333+3) = 18.333 Damage
-11 Energy
Doodle Jump used Hidden Power!
Crit: 58/1000: Yes
Effect: 169/1000: Yes
Duration: 522/1000: 1 action
(7+3+1.5) x 1.5 = 18.75 Damage
-4 Energy

569.png

Garbodor (M)
HP: 58
EN: 74
SPE: 65
ABIL: Aftermath
STAT: -10% Evasion
OTHR: Sluggish, Sleeping (1 action), Doused (3 actions)
201J.png

Doodle Jump (U)
HP: 53
EN: 88
SPE: 48
ABIL: Levitate
STAT: N/A
OTHR: N/A

Arena: N/A

Turn Order:


Opponent issues actions.
SubwayJ issues actions.
REFEREE
 
Hidden Power Bug (7) + Hidden Power Electric (7) (final result electric)- Cooldown-Hidden Power Grass

EDIT : Also Unown Should have 3 more energy since it has a -1 energy cost to all hidden powers in the description
 
569.png

Garbodor (M)
HP: 58
EN: 74
SPE: 65
ABIL: Aftermath
STAT: -10% Evasion
OTHR: Sluggish, Sleeping (1 action), Doused (3 actions)
201J.png

Doodle Jump (U)
HP: 53
EN: 88
SPE: 48
ABIL: Levitate
STAT: N/A
OTHR: N/A

Arena: N/A

Action 1:

Garbodor was fast asleep!
Doodle Jump used Hidden Power+Hidden Power!
Crit: 797/1000: No
Effect: 913/1000: No
(7*2.25+1.5) = 25.875 Damage, 12.9375 Healed
(4+4) x 1.5 = -12 Energy

Action 2:

Garbodor used Giga Impact!
Hit: 817/1000: Yes
Crit: 752/1000: No
(15.333+3) = 18.333 Damage
-11 Energy
Doodle Jump cooled down!

Action 3:

Garbodor used Doubleslap!
Hit: 590/1000: Yes
# of hits: 994/1000: 5 hits
Crits: 844, 685, 838, 455, 409/1000: 0
(5*2+3) = 13 Damage
-4 Energy
Doodle Jump used Hidden Power!
Crit: 652/1000: No
Effect: 446/1000: No
(7+1.5) x 1.5 = 14.25 Damage
-4 Energy

569.png

Garbodor (M)
HP: 18
EN: 59
SPE: 65
ABIL: Aftermath
STAT: -10% Evasion
OTHR: N/A
201J.png

Doodle Jump (U)
HP: 35
EN: 72
SPE: 48
ABIL: Levitate
STAT: N/A
OTHR: N/A

Arena: N/A

Turn Order:


SubwayJ issues actions.
Opponent issues actions.
REFEREE
 
So is Garbodor asleep?? Because your calcs say he should be. Anyways
Hidden Power Psychic (7)+ Hidden Power Bug(7) - Cooldown - Hidden Power Ground (7)
 
Nope, I just completely forgot to do RNG rolls for the last Hidden Power this round, I just C/P'd it from the last round, and I noticed I forgot to add the crit you got last round into the calculations. Since things are a bit different, please post here with new actions if you want to reorder or post saying you want to keep your actions as they are.
 
569.png

Garbodor (M)
HP: 18
EN: 59
SPE: 65
ABIL: Aftermath
STAT: -10% Evasion
OTHR: N/A
201J.png

Doodle Jump (U)
HP: 35
EN: 72
SPE: 48
ABIL: Levitate
STAT: N/A
OTHR: N/A

Arena: N/A

Action 1:

Garbodor used Giga Impact + Giga Impact!
Hit: 702/1000: Yes
Crit: 584/1000: No
(15.333*2.25+3) = 37.5 Damage
(11+(11+4)) x 2 = -52 Energy

569.png

Garbodor (M)
HP: 18
EN: 7
SPE: 65
ABIL: Aftermath
STAT: -10% Evasion
OTHR: N/A
201J.png

Doodle Jump (U)
HP: KO
EN: KO
SPE: 48
ABIL: Levitate
STAT: N/A
OTHR: N/A

Arena: N/A

Rewards:
SubwayJ: 2 CC
Doodle Jump the Unown: 2 HC (aka KOC)
C$FP: 4 UC
 
Its been a week :)

Name:
SubwayJ
Challenge Thread: Right here
Rank: 1
Pokemon: Fruit Ninja the Protowatt
Ability: Trace
Info:
231wlh.jpg

Nature: Naive (+Spe, -SpDef)

Type:
Electric / Water

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


Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW locked): (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.

Stats: (Naive Nature)

HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 2
SpD: Rank 0 (-)
Spe: 110(+) (+28%ACC)
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 1/6
MC: 0
DC: 1/5

Moves:

Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)

Metronome (*)
Me First (*)
Counter (*)
Sheer Cold

Ice Beam (*)
Thunderbolt (*)
Scald (*)

You may choose your first type:

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
 
Battle 1

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

218.png

Slugma (M)

Nature: Modest

Type:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 3
Base Rank Total: 12

Abilities:

Magma Armor: (Innate) This Pokemon has a heated armor that makes it incapable of being frozen.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
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.

Attacks:

Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst

Will-O-Wisp
Fire Blast
Sunny Day

Inferno
Earth Power
Acid Armor

Your actions, SubwayJ!
 
218.png

Slugma (M)
HP: 90
EN: 100
SPE: 20
ABIL: Flame Body
STAT: N/A
OTHR: N/A
231wlh.jpg

Fruit Ninja (M)
HP: 80
EN: 100
SPE: 110
ABIL: Trace
STAT: +28% Accuracy
OTHR: N/A

Arena: N/A

Action 1:

Fruit Ninja used Charge!
-7 Energy
Slugma used Sunny Day!
-9 Energy

Action 2:

Fruit Ninja used Scald!
Crit: 259/1000: No
(8-3+3+0) x 1.5 = 12 Damage
-5 Energy
Slugma used Inferno!
Hit: 269/1000: Yes
Crit: 884/1000: No
(10+3+3+6) x 2/3 - 1.75 = 12.91667 Damage
-6 Energy

Fruit Ninja: -2 HP

Action 3:

Fruit Ninja used Thunderbolt!
Crit: 771/1000: No
Effect: 759/1000: No
(10+3+3+0) = 16 Damage
-6 Energy
Slugma used Fire Blast!
Hit: 276/1000: Yes
Crit: 135/1000: No
(12+3+3+6) x 2/3 - 1.75 = 14.25 Damage
-7 Energy

Fruit Ninja: -2 HP

218.png

Slugma (M)
HP: 62
EN: 78
SPE: 20
ABIL: Flame Body
STAT: N/A
OTHR: N/A
231wlh.jpg

Fruit Ninja (M)
HP: 49
EN: 82
SPE: 110
ABIL: Trace
STAT: +28% Accuracy
OTHR: Charged (3 actions), Burned

Arena: Sunny Day (3 rounds)

Turn Order:


Opponent issues actions.
SubwayJ issues actions.
REFEREE
 
Metronome(Iron Head, Electroball, Dark Void, Synthesis, Dive, Morning Sun, Dig, Fly, Shadow Force, Light Screen)-Detect-Thunderbolt

*If Metronome selects Dark Void, replace A2 with Me first
 
218.png

Slugma (M)
HP: 62
EN: 78
SPE: 20
ABIL: Flame Body
STAT: N/A
OTHR: N/A
231wlh.jpg

Fruit Ninja (M)
HP: 49
EN: 82
SPE: 110
ABIL: Trace
STAT: +28% Accuracy
OTHR: Charged (3 actions), Burned

Arena: Sunny Day (3 rounds)

Action 1:

Fruit Ninja used Metronome!
Move: 19/1000: Iron Head
Fruit Ninja used Iron Head!
Crit: 930/1000: No
Effect: 728/1000: No
(8+0) x 2/3 = 5.333 Damage
-12 Energy
Slugma used Earth Power!
Crit: 166/1000: No
Effect: 120/1000: No
(9+6) x 1.5 - 1.75 = 20.75 Damage
-7 Energy

Action 2:

Fruit Ninja used Detect!
7 + 20.75/3 = 13.916667 ~ -14 Energy
Slugma used Earth Power!
(9+6) x 1.5 - 1.75 = 20.75 Damage
-11 Energy

Fruit Ninja: -2 HP

Action 3:

Fruit Ninja used Thunderbolt!
Crit: 746/1000: No
Effect: 879/1000: No
(10+3+3+0) = 16 Damage
-6 Energy
Slugma used Earth Power!
Crit: 190/1000: No
Effect: 42/1000: Yes
(9+6) x 1.5 - 1.75 = 20.75 Damage
-15 Energy

Fruit Ninja: -2 HP

218.png

Slugma (M)
HP: 62
EN: 45
SPE: 20
ABIL: Flame Body
STAT: N/A
OTHR: N/A
231wlh.jpg

Fruit Ninja (M)
HP: 1
EN: 50
SPE: 110
ABIL: Trace
STAT: +28% Accuracy, -1 SpD
OTHR: Burned

Arena: Sunny Day (2 rounds)

Turn Order:


SubwayJ issues actions.
Opponent issues actions.
REFEREE
 
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