Battle Hall Challenge - Fire Blast

Only users Terrador14 and Fire Blast may post in this thread.

Fire Blast will be using his Hoothoot with Tinted Lens.



Hoothoot(*) [Hedwig] [Female]

Mild: Adds * to Special Attack; Subtracts * from Defense

Type: Normal/Flying

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

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:

60/30/30/36/56/50

HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3(+)
SpD: Rank 3
Spe: 50

EC: 4/6
MC: 0
DC: 5/5

Abilities:

Insomnia: This Pokemon is immune to sleep induced by other Pokemon. It's 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. (Inate)

Keen Eye: This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion. (Inate)

Tinted Lens (DW unlocked): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral). (Inate)

Attacks:

Tackle(*)
Growl(*)
Foresight(*)
Hypnosis(*)
Peck(*)
Uproar(*)
Reflect(*)
Confusion(*)
Take Down(*)
Roost
Air Slash
Extrasensory

Agility(*)
Whirlwind(*)
Mirror Move(*)

Work Up(*)
Double Team(*)
Pluck(*)


These are the types you may pick from:







Your move.
 

Bug Catcher Harry wants to battle!

RNG Roll for Pokemon: 2/5
"Yeah! Let's go, Caterpie! Show them the might of Bug Pokemon!"

Caterpie (F)

Nature: Adamant

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 45

Abilities:

Shield Dust: Type: Innate. This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW): Type: 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.

Attacks:

Tackle
String Shot
Bug Bite

Snore


RNG Roll for Ability: 2/2
"Your Shield Dust shall stop its puny auxillary effects from getting you!"
 

"Tackle her, then Tackle her, then Tackle her again! That bird will be down before Energy matters!"

Tackle ~ Tackle ~ Tackle
 
Round 1 vs Bug Catcher Harry

Before Round 1:

HP: 100
Energy: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: None


HP: 90
Energy: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 45
Boosts/Drops: None
Status Conditions: None

Action 1:

Hedwig uses Air Slash
RNG Roll for hit: 89/100 (yes)
RNG Roll for flinch: 40/100 (no)
RNG Roll for crit: 12/16 (no)
Damage: (8+3+1.5(3-2))*1.5=18.75~19
Energy: 6

Caterpie uses Tackle
RNG Roll for hit: 3/100 (yes)
RNG Roll for crit: 6/16 (no)
Damage: 5+1.5(3-2)=6.5~7
Energy: 3

Action 2:

Hedwig uses Reflect
A Reflect was created around Hedwig (6 Actions)
8 Energy

Caterpie uses Tackle
RNG Roll for hit: 99/100 (yes)
RNG Roll for crit: 12/16 (no)
Damage: 5-5+1.5(3-2)=1.5~2
Energy: 3+4=7

Reflect around Hedwig (5 Actions)

Action 3:

Hedwig uses Air Slash
RNG Roll for hit: 24/100 (yes)
RNG Roll for flinch: 23/100 (yes)
Shield Dust negates the flinch
RNG Roll for crit: 2/16 (no)
Damage: (8+3+1.5(3-2))*1.5=18.75~19
Energy: 6

Caterpie uses Tackle
RNG Roll for hit: 22/100 (yes)
RNG Roll for crit: 7/16 (no)
Damage: 5-5+1.5(3-2)=1.5~2
Energy: 3+4+4=11

Reflect around Hedwig (4 Actions)

After Round 1:

HP: 89
Energy: 80
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (4 Actions)


HP: 52
Energy: 79
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 45
Boosts/Drops: None
Status Conditions: None
 

"That Reflect really is bothersome... we need to stall her out somehow. Use a Super String Shot to pin that bird to the ground, then use Tackle!"

Super String Shot ~ Nothing ~ Tackle
 
Round 2 vs Bug Catcher Harry

Before Round 2:

HP: 89
Energy: 80
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (4 Actions)


HP: 52
Energy: 79
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 45
Boosts/Drops: None
Status Conditions: None

Action 1:

Hedwig uses Agility
Hedwig's Evasion temporarily boosts to +2
Energy: 7

Caterpie uses Super String Shot
RNG Roll for hit: 76/100 (no)
Energy: (5+5)*1.2=12

Reflect around Hedwig (3 Actions)
Hedwig's Evasion resolves to stage 0

Action 2:

Hedwig uses Air Slash
RNG Roll for hit: 83/100 (yes)
RNG Roll for flinch: 44/100 (no)
RNG Roll for crit: 3/16 (no)
Damage: (8+3+1.5(3-2))*1.5=18.75~19
Energy: 6

Caterpie idles

Reflect around Hedwig (2 Actions)

Action 3:

Hedwig uses Air Slash
RNG Roll for hit: 85/100 (yes)
RNG Roll for flinch: 100/100 (no)
RNG Roll for crit: 5/16 (no)
Damage: (8+3+1.5(3-2))*1.5=18.75~19
Energy: 6+4=10

Caterpie uses Tackle
RNG Roll for hit: 4/100 (yes)
RNG Roll for crit: 1/16 (yes)
Damage: 5-5+3+1.5(3-2)=4.5~5
Energy: 3

Reflect around Hedwig (1 Action)

After Round 2:

HP: 84
Energy: 57
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (1 Action)


HP: 14
Energy: 64
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 45
Boosts/Drops: None
Status Conditions: None
 
Before Round 3:

HP: 84
Energy: 57
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (1 Action)


HP: 14
Energy: 64
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 45
Boosts/Drops: None
Status Conditions: None

Action 1:

Hedwig uses Pluck
RNG Roll for hit: 84/100 (yes)
RNG Roll for crit: 10/16 (no)
Damage: (6+3)*1.5=13.5~14 (KO)
Energy: 5

Reflect faded...

After Round 3:

HP: 84
Energy: 52
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: None

HP: KO
Energy: KO
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 45
Boosts/Drops: KO
Status Conditions: KO

Here are the types you have left to choose from. Take your pick:







Your move.
 

Plasma Grunt Arianna would like to battle!

RNG Roll for Pokemon: 3/5
"Weedle, show this punk why Pokemon shouldn't be imprisoned by Trainers!"

RNG Roll for Ability: 2/2
"Sometimes it is judicious to Run Away!"


Weedle (M)

Nature: Serious

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50

Abilities:

Shield Dust: Type: Innate. This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW): Type: 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.

Attacks:

Poison Sting
String Shot
Bug Bite


"It's your move... but if you lose, the battle won't be the only thing that's gone!"
 

"This isn't the world's best place to be in... use an Omega String Shot and try to bind its upper body up! If this lands, it'll stop that Reflect from getting up!"

Omega String Shot ~ Cannnot Act ~ Cannot Act
 
Round 1 vs Plasma Grunt Arianna

Before Round 1:

HP: 100
Energy: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: None


HP: 90
Energy: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50
Boosts/Drops: None
Status Conditions: None

Action 1:

RNG Roll for Speed tie: 1/2 (Hedwig)

Hedwig uses Air Slash
RNG Roll for hit: 56/100 (yes)
RNG Roll for flinch: 29/100 (yes)
RNG Roll for crit: 10/16 (no)
Damage: (8+3+1.5(3-1))*1.5=21
Energy: 6

Weedle flinched!

Action 2:

RNG Roll for Speed tie: 1/2 (Hedwig)

Hedwig uses Reflect
Energy: 7
A reflective barrier is formed around Hedwig's team (6 Actions)

Weedle wasn't ordered to act...

Reflective barrier around Hedwig's team (6 Actions)

Action 3:

RNG Roll for Speed tie: 2/2 (Weedle)

Weedle wasn't ordered to act...

Hedwig uses Air Slash
RNG Roll for hit: 43/100 (yes)
RNG Roll for flinch: 13/100 (yes)
RNG Roll for crit: 14/16 (no)
Damage: (8+3+1.5(3-1))*1.5=21
Energy: 6

Reflective barrier around Hedwig's team (5 Actions)

After Round 1:


HP: 100
Energy: 81
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (5 Actions)


HP: 48
Energy: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50
Boosts/Drops: None
Status Conditions: None
 

"That wasn't the best round we've ever had... but I'm sure the tactic is sound. Let's try again and see if we can't pin this bird to the ground!"

Omega String Shot ~ Nothing ~ Nothing
 
Before Round 2:


HP: 100
Energy: 81
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (5 Actions)


HP: 48
Energy: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50
Boosts/Drops: None
Status Conditions: None

Action 1:

RNG Roll for Speed tie: 1/2 (Hedwig)

Hedwig uses Pluck
RNG Roll for hit: 87/100 (yes)
RNG Roll for crit: 1/16 (yes)
Damage: (6+3)*1.5=13.5~14
Energy: 5

Reflect around Hedwig's team (4 Actions)

Weedle uses Omega String Shot
RNG Roll for hit: 4/100 (yes)
Energy: (5+5+2+5+4)*1.2=31.5~32
Hedwig's upper body thoroughly bound

Action 2:

RNG Roll for Speed tie: 2/2 (Weedle)

Weedle is too exhausted to act

Hedwig uses Air Slash
Energy: 6
Air Slash fails due to the thick Omega String Shot

Reflect around Hedwig's team (3 Actions)

Action 3:

RNG Roll for Speed tie: 1/2 (Hedwig)

Hedwig uses Air Slash
Energy: 6+4
Air Slash fails due to the thick Omega String Shot

Reflect around Hedwig's team (2 Actions)

Weedle is too exhausted to act...

After Round 2


HP: 100
Energy: 70
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (2 Actions), upper body thoroughly bound


HP: 34
Energy: 60
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50
Boosts/Drops: None
Status Conditions: None
 
I thought this wasn't supposed to be creative, it was supposed to be like in-game.

Anyways, Extrasensory x3

Extrasensory doesn't require movement!!
 
OoC: Fire Blast, this is ASB. Until we get some orders for us to think like AI, I for one am going to play outside of the box whenever necessary.


"I hate you."

Bug Bite ~ Poison Sting ~ Bug Bite
 
Before Round 3:


HP: 100
Energy: 70
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Reflect (2 Actions), upper body thoroughly bound


HP: 34
Energy: 60
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50
Boosts/Drops: None
Status Conditions: None

Action 1:

RNG Roll for Speed tie: 2/2 (Weedle)

Weedle uses Bug Bite
RNG Roll for hit: 33/100 (yes)
RNG Roll for crit: 13/16 (no)
Damage: (6+1.5-5)/1.5=1.666...~2
Energy: 4

Hedwig uses Extrasensory
RNG Roll for hit: 41/100 (yes)
RNG Roll for flinch: 24/100 (no)
RNG Roll for crit: 13/16 (no)
Damage: (8+1.5(3-1))*1.5=16.5~17
Energy: 6

Reflect around Hedwig's team (1 Action)

Action 2:

RNG Roll for Speed tie: 1/2 (Hedwig)

Hedwig uses Extrasensory
RNG Roll for hit: 63/100 (yes)
RNG Roll for flinch: 56/100 (no)
RNG Roll for crit: 2/16 (no)
Damage: (8+1.5(3-1))*1.5=16.5~17 (KO)
Energy: 6+4=10

Reflect around Hedwig's team dissipates.

Weedle is unable to battle! Hedwig wins!

After Round 3:


HP: 98
Energy: 54
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Boosts/Drops: None
Status Conditions: Upper body thoroughly bound


HP: 0
Energy: 56
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 50
Boosts/Drops: None
Status Conditions: Faint


"Looks like I won't be getting your Pokemon after all... here are the types of the poor slaves you'll be fighting next."





 

Picknicker Juliet would like to battle!

RNG Roll for Pokemon: 5/5
"Budew is the greatest Pokemon ever!"

RNG Roll for Ability: 2/3
"I don't think it'll want to touch you now!"


Budew (F)

Nature: Timid

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.
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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (+)

Abilities:

Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Attacks:

Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Toxic
Venoshock
Energy Ball

Sleep Powder
Synthesis
Extrasensory
 

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