Cliff of Thunder (Normal) - shadowbone66 and Venser (COMPLETED)

A long and narrow bridge of stone allows you to reach the impervious peak, stormed by blinding thunderbolts and battered by incessant winds. There doesn't seem to be any tunnels, so your only choice is to follow the rather unstable and rough cliff which follows the circumference of the tall mountain. Sometimes, a bolt of lightning strikes really near your position, but nevertheless you keep going on, until the cliff ends with a cave. You enter in, pleased for leaving behind the frigid winds and the loud thunders.

This cavern seems to be illuminated from within, quite to your surprise. Several blue crystals, sparking with weak jolts of electricity, paint the surrounding walls with fascinating cerulean reflexes. After some time, you also note that a lot of the rock composing the cave, from the floor to the walls to the ceiling, seems to be of metallic composition. The path ends at a certain point, with a hole in the floor. After some esitations, you go through it, not without the necessary care. The tunnel is not really long, and you soon find yourselves in another cavern, much larger than the previous one. Crystals like the ones which you found here and there so far are now all over the place, shining like torches and bathing the entire area in a wonderful soothing atmosphere. However, now, walking through the crystals is particularly difficult, since they zap if you get too close to them.

Nevertheless, you manage to cover the distance to the end of the cavern. You are now in a barren hall, rather little compared to the cavern you're coming from. There are still some of those crystals all around, with some particularly large rocks charged with electricity - you count four of them. But since you're here for other reason rather than counting stones, you head for the exit... until a slide blocks your path! Luckily you're unaffected, but now you'll have to remove the rubble which is preventing you from keep going. You call your Pokémon to help you in the task, but suddendly a strange noise catches your attention. Looks like your Pokémon will be required for something else first!



(3 of them)

HP 100 (each)
Atk 3
Def 4
SpA 4
SpD 3
Spe 52

Ability: Magnet Pull, Sturdy


Marowak (*) [Guardia] (Female) @ Thick Club
Nature: Careful (+SpD, -SpA)
Type: Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: 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.

Ability 2: Lightningrod (Innate)
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Ability 3: Battle Armor (Innate, DW, Activated)
This Pokemon’s thick armor prevents it from taking critical hits.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45

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

Attacks:
Growl(*)
Tail Whip(*)
Bone Club(*)
Headbutt(*)
Leer(*)
Focus Energy(*)
Bonemerang(*)
Rage(*)

Screech(*)
Detect(*)
Belly Drum(*)

Dig(*)
Earthquake(*)
Double Team(*)
Smack Down
Rock Slide

Fire Punch
Thunder Punch



Durant (*) Flik (Male) @ Cheri Berry
Nature: Adamant (+Att, -SpAtt)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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.

Ability 1: Swarm(Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Ability 2: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Ability 3: Truant(Innate, DW, Dormant)
This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.

Stats:

HP: 90
Atk: Rank 5 (boosted by nature)
Def: Rank 4
SpA: Rank 1 (lowered by nature)
SpD: Rank 2
Spe: 109

MC: 1
DC: 4/5

Attacks:
ViceGrip(*)
Sand-Attack(*)
Fury Cutter(*)
Bite(*)
Agility(*)
Metal Claw(*)
Iron Head
Iron Defense

Screech(*)
Thunder Fang(*)
Baton Pass(*)

Claw Sharpen(*)
X-Scissor(*)
Thunder Wave(*)
Dig
Stone Edge
Struggle Bug
Rock Slide



Golurk [Troll] (♂) @ Leppa Berry
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type: Ground / Ghost
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:

HP: 100
Atk: Rank 6 +
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 46.75 (-)

EC: 6/6
MC: 7
DC: 5/5


Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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.)
Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*

Earthquake*
DynamicPunch*
Focus Punch*

Substitute*
Safeguard*
Gyro Ball*
Rock Slide


Darmanitan(*) [Daredevil] (♀) @ Oran Berry
Nature:
Adamant (+ * to Attack, - * to Special Attack)

Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).


Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 95

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


Abilities:
Sheer Force: (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Zen Mode (DW): (Can be enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*
Flare Blitz
Earthquake
Rock Slide
 
k focus on the far left one unless i say otherwise

darmanitan, enable sheer force and fire off a yawn at the middle one, then flare blitz the left one x

troll, dynamic punch the one on the left, then eq
 

shadowbone66

Banned deucer.
DAMN MAGNETS. I wanted to set up a lab here, too...perfect place...

Well, let's take care of 'em, Guardia and Flik!

Guardia, let's play it risky. Let loose a Bonemerang at the middle Magnemite, then BELLY DRUMZ.

Flik, you're gonna play support. Use Agility, then Baton Pass that to Guardia.

Let's do this.
 
As soon as he comes out of the Poké Ball, Flik immediately starts moving at a blinding speed, drawing the attention of all the opponents. Daredevil tries to make one drowsy, but the Magnemite seems unaffected. As the three magnets blast the metallic ant with their lightning bolts, Guardia's bone draws and neutralize them all, causing the three foes to turn on her. Troll smashes one of them with his mighty fist - undoubtely catching his attention. Meanwhile, the Marowak uses a one-two with another one.

With perfect timing, Flik transfers his swiftness to his team mate Marowak, incredibly boosting her agility. Daredevil charges a Magnemite with fiery force, but he damages himself in the process as well - even moreso, since the Magnemite pays it back. The other two Magnemites bounces over Guardia, dealing some wounds both to themselves and to their target. Troll's engine starts working intensely, as the Golurk slams the ground with his punch, causing a massive quake which dent all the opponents - but his team mates as well. Suddendly enraged, Guardia punches her belly and goes on a wrath-driven rampage, but she is heavily wounded as well...

HP 11/Energy 66 (Belly Drum, +2 Speed)
HP 78/Energy 83
HP 100/Energy 85
HP 68/Energy 85
(1)HP 31
(2)HP 43
(3)HP 73
Calculations:
Darmanitan enables Sheer Force
Golurk disables Klutz
Agility: +2 Speed, 7 energy
Yawn: Magnemite is immune, 7 energy
(1)Electro Ball (Durant): nullified by Marowak's Lightningrod
(2)Thunderbolt (Durant): nullified by Marowak's Lightningrod
(3)Volt Switch (Durant): nullified by Marowak's Lightningrod

Critical Hit roll (1-625): 9153/10000
Dynamicpunch (Magnemite1): (10 [BP] + 2.5 [Stat Dif] +2 [Iron Fist] - 1 [Sturdy]) * 1.5 = 17 damage, 8 energy

Hit roll (1001-10000): 5704/10000
Critical Hit roll 1 (1-625): 5932/10000
Critical Hit roll 2 (1-625): 2694/10000
Bonemerang (Magnemite2): (5*2 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 30 damage, 7 energy
-----------------------------------------------------------------------
Baton Pass (Guardia), 10 energy

Critical Hit roll (1-625): 6500/10000
Flare Blitz (Magnemite1): (12 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 2 [Sheer Force] - 1 [Sturdy]) * 1.5 = 28 damage, 9 recoil, 8 energy

Critical Hit roll (1-625): 1396/10000
(1)Frustration (Darmanitan): 10 [BP] + 1.5 [Stat Dif] = 12 damage
(2)Double-edge (Marowak): 12 [BP] - 1.5 [Stat Dif] = 11 damage, 3 recoil
(3)Double-edge (Marowak): 12 [BP] - 1.5 [Stat Dif] = 11 damage, 3 recoil

Critical Hit roll (1-625): 764/10000
Earthquake (Durant): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif]) * 0.75 = 12 damage, 7 energy
Earthquake (Marowak): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif]) * 0.75 = 12 damage

Critical Hit roll (1-625): 2281/10000
Earthquake (Darmanitan): (10 [BP] + 3 [STAB] + 5.5 [Stat Dif]) * 1.5 * 0.75 = 21 damage

Critical Hit roll (1-625): 9245/10000
Earthquake (Magnemite1): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 * 0.75 = 24 damage

Critical Hit roll (1-625): 9193/10000
Earthquake (Magnemite2): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 * 0.75 = 24 damage

Critical Hit roll (1-625): 4939/10000
Earthquake (Magnemite3): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 * 0.75 = 24 damage

Belly Drum: Marowak loses 45 HP, +6 Atk, 27 energy


Threat List against Magnemite1
42
41
28
15


Threat List against Magnemite2
76
24
15


Threat List against Magnemite3
43
24
15
 
whoops i forgot about yawn not working x.x

ENABLE SHEER FORCE

Darmanitan, Fire punch the one on the left. Golurk, finish it with a Dynamic Punch.

Then Darmanitan use fire punch on the middle one, and then another Dynamic Punch from golurk.
 
Flik starts dashing all over the place like before, while Daredevil punches one of the magnemites. Then, Guardia takes the initiative and summons a devastating earthquake on her own, not only knocking out one of the Magnemites, but also heavily injuring her own team mates. Her fury is shortlived, though, as one of the two remaining Magnemites finishes her with a reckless charge. The other turns on Durant, zapping him with a massive bolt. Flik manages to shrug off the sparks of electricity eating part of the berry he was carrying, though. Then, Troll comes to the rescue and deals an explosive blow to the Magnemite who knocked out Guardia, causing him to faint as well.

Meanwhile, Flik transfers to the Golurk his speed, making him much more nimble. Daredevil punches the remaining Magnemite with his fiery fist, but the magnet still focuses on the Durant and fires off a globe of electricity which though misses the target. Troll takes the opportunity and knocks him out too.

The battle seems apparently over, but suddendly a magnetic force shrouds the three magnets and makes them join in a new entity!

HP 220
Atk 3
Def 4
SpA 5
SpD 4
Spe 81

Abilities: Magnet Pull, Sturdy
Knocked Out
HP 42/Energy 67
HP 80/Energy 65 (+2 Speed)
HP 40/Energy 71
HP 220, Reflective Wall (retaliates against physical attacks)
Calculations:
Agility: +2 Speed, 7 energy


Critical Hit roll (1-625): 8897/10000
Fire Punch (Magnemite1): (8 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy] + 2 [Sheer Force]) * 1.5 = 22 damage, 5 energy


Critical Hit roll (1-625): 1499/10000
Earthquake (Durant): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 9 [Stage Dif]) * 0.75 = 18 damage, 7 energy

Critical Hit roll (1-625): 6582/10000
Earthquake (Golurk): (10 [BP] + 3 [STAB] + 4 [Stat Dif] + 9 [Stage Dif]) * 0.75 = 20 damage

Critical Hit roll (1-625): 9019/10000
Earthquake (Darmanitan): ((10 [BP] + 3 [STAB] + 5.5 [Stat Dif]) * 1.5 + 9 [Stage Dif]) * 0.75 = 28 damage

Critical Hit roll (1-625): 1768/10000
Earthquake (Magnemite1): ((10 [BP] + 3 [STAB] + 2.5 [Stat Dif] -1 [Sturdy]) * 2.25 + 9 [Stage Dif]) * 0.75 = 31 damage

Critical Hit roll (1-625): 5715/10000
Earthquake (Magnemite2): ((10 [BP] + 3 [STAB] + 2.5 [Stat Dif] -1 [Sturdy]) * 2.25 + 9 [Stage Dif]) * 0.75 = 31 damage

Critical Hit roll (1-625): 1766/10000
Earthquake (Magnemite3): ((10 [BP] + 3 [STAB] + 2.5 [Stat Dif] -1 [Sturdy]) * 2.25 + 9 [Stage Dif]) * 0.75 = 31 damage
(2)Double-edge (Marowak): 12 [BP] - 1.5 [Stat Dif] = 11 damage, 3 recoil

Hit roll (2191-10000): 7625/10000
Critical Hit roll (1-625): 4984/10000
Paralysis roll (7001-10000): 8044/10000
(3)Thunder (Durant): 12 [BP] + 3 [STAB] + 3 [Stat Dif] = 18 damage, Durant is paralyzed (20% chance), 8 energy
Durant eats his Cheri Berri and is healed from paralysis (1 more use left)

Critical Hit roll (1-625): 9148/10000
Dynamicpunch (Magnemite2): (10 [BP] + 2.5 [Stat Dif] - 1 [Sturdy] + 2 [Sheer Force]) * 1.5 = 20 damage, 8 energy
---------------------------------------------------------------------
Baton Pass (Golurk), 10 energy

Critical Hit roll (1-625): 3679/10000
Fire Punch (Magnemite3): (8 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy] + 2 [Sheer Force]) * 1.5 = 22 damage, 5+4 energy

Hit roll (4191-10000): 1378/10000
(3) Zap Cannon (Durant): missed

Critical Hit roll (1-625): 2216/10000
Dynamicpunch (Magnemite3): (10 [BP] + 2.5 [Stat Dif] - 1 [Sturdy] + 2 [Sheer Force]) * 1.5 = 20 damage, 8+4 energy

Transform: The surrounding magnetic forces cause the three Magnemite to join into a Magneton
Magneton activates his Reflective Wall
 
new actions!

darmanitan, sheer force fire punch mostly because i still don't see what it does, then work up.

golurk, mud-slap twice to reduce that thing's accuracy!
 
As soon as Magneton shows up, Flik immediately hides underground. Daredevil is not afraid at all, and punches the foe with his fiery fist, but Magneton's shield zaps him in return. Troll is more careful, and simply slaps the enemy with mud and dirt. The Steel-type opponent does not pay attention, though, and focuses on the Darmanitan, blasting him with a mighty beam of energy.

While Flik doesn't seem to respawn anytime soon, Daredevil tries to cheer up himself despite the dire situation, but Magneton puts him out of his misery with a quick ball of lightning. At the same time, Troll spams more mud on the foe, but without any relevant effect.
HP 42/Energy 61
HP 80/Energy 55 (+1 Speed)
Knocked Out
HP 184, Reflective Shield (retaliates against special attacks)
Calculations:
Dig: Durant digs underneath


Critical Hit roll (1-625): 2447/10000
Fire Punch: (8 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy] + 2 [Sheer Force]) * 1.5 = 22 damage, 5 energy

Reflective Wall (Darmanitan): 22*0.5 = 11 damage

Critical Hit roll (1-625): 9838/10000
Mud-slap: (4 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy]) * 2.25 = 7 damage, 3 energy

Hit roll (61-10000): 480/10000
Hyper Beam (Darmanitan): 15 [BP] + 4.5 [Stat Dif] = 20 damage
Evasive Digging: 3 energy
----------------------------------------------------------------------
Evasive Digging: 3 energy
Work Up: +1 Attack, +1 Sp. Attack, 7 energy

Critical Hit roll (1-625): 9396/10000
Electro Ball (Darmanitan): 6 [BP] + 3 [STAB] + 4.5 [Stat Dif] = 14 damage

Critical Hit roll (1-625): 7566/10000
Mud-slap: (4 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy]) * 2.25 = 7 damage, 3+4 energy
Dynamo: Magneton gains a Charge counter (+2 to BP of special attacks)
Magneton shifts to Reflective Shield


Threat List against Magneton
14
 
Now that even the Darmanitan left the field, Magneton turns his artillery on Troll, blasting him with a silver globe of energy. The Golurk reacts with a massive seismic wave, but the attack heavily damages Flik as well, who still was underground. Indeed, shortly after, the Durant spawns from underneath, hurting the opponent on his way out.

Unsure about what else to do, Flik cripples his enemy with paralysis. Magneton keeps hammering the Golurk with his silver orbs of light. Troll causes another quake, further damaging the foe (but his team mate as well).

HP 18/Energy 47
HP 48/Energy 42 (-1 Sp. Defense)
HP 122, Reflective Wall (retaliates against physical attacks), 2 Charge counters (+4 BP for special attacks), Paralyzed
Calculations:
Critical Hit roll (1-625): 2423/10000
SpD drop roll (8001-10000): 3388/10000
Flash Cannon (Golurk): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Charge] = 16 damage


Critical Hit roll (1-625): 5291/10000
Earthquake (Durant): (15 [BP] + 3 [STAB] + 2.5 [Stat Dif]) * 0.75 = 15 damage, 7 energy

Critical Hit roll (1-625): 3442/10000
Earthquake (Magneton): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 * 0.75 = 24 damage

Critical Hit roll (1-625): 5118/10000
Dig: (8 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 19 damage, 7 energy
-----------------------------------------------------------------------
Thunder Wave: Magneton is paralyzed, 7 energy

Critical Hit roll (1-625): 7307/10000
SpD drop roll (8001-10000): 8248/10000
Flash Cannon (Golurk): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Charge] = 16 damage, -1 Sp. Defense


Magnitude roll (1-500 for 4BP, 501-1500 for 5BP, 1501-3500 for 6BP, 3501-6500 for 7BP, 6501-8500 for 9BP, 8501-9500 for 11BP, 9501-10000 for 15BP): 4598/10000
Critical Hit roll (1-625): 4102/10000
Magnitude (Durant): (7 [BP] + 3 [STAB] + 2.5 [Stat Dif]) * 0.75 = 9 damage, 6 energy


Critical Hit roll (1-625): 8271/10000
Magnitude (Magneton): (7 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 * 0.75 = 19 damage

Dynamo: Magneton gains a Charge counter (+2 to BP of special attacks)
Magneton shifts to Reflective Wall


Threat List against Magneton
57
29
 
Flik sharpens up his claws, while Troll slaps some mud in the face of the three magnets, who punish him with a blast of silver light. As the Durant transfers his expertise to him, the Golurk keeps launching dirt and sand to the opponent, but Magneton keep paying back as well. The shadowy golem sure is not going to last for long at this rate.
HP 18/Energy 31
HP 8/Energy 32
HP 108, Reflective Shield (retaliates against special attacks), 3 Charge counters (+6 BP for special attacks), Paralyzed
Calculations:
Hone Claws: +1 Attack, +1 Accuracy, 6 energy


Critical Hit roll (1-625): 8114/10000
Mud-slap: (4 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy]) * 2.25 = 7 damage, 3 energy

Critical Hit roll (1-625): 773/10000
SpD drop roll (8001-10000): 3602/10000
Flash Cannon (Golurk): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 4 [Charge] + 1.5 [Stage Dif] = 20 damage

--------------------------------------------------------------------
Baton Pass (Golurk), 10 energy

Critical Hit roll (1-625): 9490/10000
Mud-slap: (4 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy]) * 2.25 = 7 damage, 3 energy

Critical Hit roll (1-625): 7773/10000
SpD drop roll (8001-10000): 5564/10000
Flash Cannon (Golurk): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 4 [Charge] + 1.5 [Stage Dif] = 20 damage

Dynamo: Magneton gains a Charge counter (+2 to BP of special attacks)
Magneton shifts to Reflective Shield


Threat List against Magneton
71
44
 
Sensing impending danger, Flik immediately hides underground. Unable to do the same, Troll just assaults the opponent with an explosive punch, but Magneton retaliates with an orb of blinding light which overcomes the Golurk's remaining energies and knocks him out. The Durant erupts soon after, leaving a nice dent in the foe's outlook on his way out.

Flik tries again the same tactic, but Magneton starts emitting a repulsive force, which magnetize Flik's iron armor and cause his already inaccurate attack to miss the target.

HP 18/Energy 15
Knocked Out
HP 63, Reflective Wall (retaliates against physical attacks), 4 Charge counters (+8 BP for special attacks), Paralyzed
Calculations:
Durant enables Hustle
Dig: Durant digs underneath

Critical Hit roll (1-625): 6804/10000
Dynamicpunch: (10 [BP] + 2.5 [Stat Dif] - 1 [Sturdy]) * 1.5 + 1.5 [Stage Dif] = 19 damage, 8 energy


Critical Hit roll (1-625): 772/10000
Flash Cannon (Golurk): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 6 [Charge]= 20 damage


Hit roll (2001-10000): 2211/10000
Dig: (8 [BP] + 1.5 [Stat Dif] + 3 [Hustle] - 1 [Sturdy]) * 2.25 = 26 damage, 6 energy

-----------------------------------------------------------------------
Dig: Durant digs underneath

Magnet Pull (Repulse): Magneton gains 20% evasion against contact attacks from Steel-type Pokémon.


Hit roll (3601-10000): 2642/10000
Dig: missed, 6+4 energy

Dynamo: Magneton gains a Charge counter (+2 to BP of special attacks)
Magneton shifts to Reflective Wall


EDIT: @shadowbone: Nope. Actually, I rolled to see whether I would have used Magnet Pull (Attract) or Magnet Pull (Repulse), as Magneton is scheduled to do whenever a Steel-type Pokémon gains his attention. If it were to be Attract, Magneton would've forced Flik to stay in place, preventing him from Digging.
 
In order to avoid the impending aftermath, Flik hides underground, escaping Magneton's sight. The Steel-typed magnet tries to catch the Durant with his magnetic force, but in vain. On the flipside, though, the electric charge accumulated by Magneton is completely beyond any control now...

HP 18/Energy 9
HP 63, Reflective Shield (retaliates against special attacks), 5 Charge counters (+10 BP for special attacks)
Dig: Durant digs underneath

Magnet Pull (Attract): As soon as a Steel-type makes contact with Magneton, he can no longer get far from him.

Evasive Digging: 3 energy
-----------------------------------------------------------------------
Magnet Pull (Repulse): Magneton gains 20% evasion against contact attacks from Steel-type Pokémon.
Evasive Digging: 3 energy

Dynamo: Magneton gains a Charge counter (+2 to BP of special attacks)
Magneton shifts to Reflective Wall

 
While Magneton shifts once again his magnetc force, Flik comes out from underground, delivering a solid hit on the foe's metallic outlook. However, Magneton's pull prevents him from hiding underneath again, leaving him powerless to stop the opponent's attack. A mighty electric globe dashes in the air before striking the Durant and knocking it out.

Knocked Out
HP 37, Reflective Shield (retaliates against special attacks), 5 Charge counters (+10 BP for special attacks)
Calculations:
Magnet Pull (Attract): As soon as a Steel-type makes contact with Magneton, he can no longer get far from him.

Hit roll (2001-10000): 4001/10000
Critical Hit roll (1-625): 7519/10000
Dig: (8 [BP] + 1.5 [Stat Dif] + 3 [Hustle] - 1 [Sturdy]) * 2.25 = 26 damage, 6 energy

-----------------------------------------------------------------------
Dig: Can't do because of Magnet Pull (Attract)


Critical Hit roll (1-625): 7983/10000
Electro Ball (Durant): 6 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 10 [Charge] = 24 damage



Most unfortunate, shadowbone66 and Venser. Better luck next time!
 

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