Battle Hall Challenge - Pikapwnd

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Pikapwnd will be using his Mime Jr. with the ability Filter.


Mime jr [Murrow]

Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack) (+9.5 Acc)

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

Filter: (innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).

Soundproof: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.)

[DW Locked]Technician: (innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

HP: 80
Atk: Rank 0 (-nature)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+ nature)

EC: 0/6
DC: 0/5
MC

Attacks
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Light screen
Reflect
Psybeam

Thunderbolt
Shadow ball
Hidden power fire 6

Icy wind
Nasty plot
Hypnosis


The types you may choose from are as follows:







Take your pick, challenger.
 

Hooligan Richard would like to battle!

RNG Roll for Pokemon: 3/5
"Aw, yeah! It's Mankey's time to go wild!"

RNG Roll for Ability: 1/3
"Our Vital Spirit will keep us rockin' through the night!"


Mankey (M)

Nature: Adamant

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70

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.
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): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Attacks:

Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance

Acrobatics
Brick Break
U-turn

Counter
Encore
Focus Punch


"Come and get some, brah!"
 
Okay Murrow, You got this =D Time to go wild. Start off by numbing that little mankey with an Icy Wind. Then I want you to Set up a reflect to weaken that pesky monkey's attack, Finish the round with an awesome psybeam to get some real damage on him.


If he tries to encore action two I want you to replace the action with confusion.
 

"All right, Mankey! Here's how we take down this punk! First, I want you to use Acrobatics to inflict the pain! Next, I want you to use Encore - Confusion is a lot less dangerous than Reflect! Finally, I want you to throw another Acrobatics at that punk!"

Acrobatics ~ Encore ~ Acrobatics
 
Round 1 vs Hooligan Richard

Before Round 1:

HP: 80
Energy: 100
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: None


HP: 90
Energy: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Boosts/Drops: None
Status Conditions: None

Action 1:

Mankey uses Acrobatics
RNG Roll for hit: 21/100 (yes)
RNG Roll for crit: 12/16 (no)
Damage: 11+1.5(4-2)=14
Energy: 7

Murrow uses Icy Wind
RNG Roll for hit: 80/100 (yes)
RNG Roll for crit: 1/16 (yes)
Damage: 6+3+1.5(3-2)=10.5~11
Energy: 6
Mankey's Speed Stage drops to -1

Action 2:

Murrow uses Confusion
RNG Roll for hit: 6/100 (yes)
RNG Roll for confuse: 86/100 (yes)
RNG Roll for crit: 13/16 (no)
Damage: (5+3+1.5(3-2))*1.5=14.25~14
Energy: 3

Mankey uses Encore
RNG Roll for hit: 69/100 (yes)
Energy: 10
Confusion was Encored for 2 Actions

Murrow's Confusion is Encored for 2 Actions

Action 3:

Murrow uses Confusion
RNG Roll for hit: 40/100 (yes)
RNG Roll for confuse: 87/100 (yes)
RNG Roll for crit: 1/16 (yes)
Damage: (5+3+3+1.5(3-2))*1.5=18.75~19
Energy: 3

Mankey uses Acrobatics
RNG Roll for hit: 80/100 (yes)
RNG Roll for crit: 8/16 (no)
Damage: 11+1.5(4-2)=14
Energy: 7

Murrow's Confusion is Encored for 1 Action

After Round 1:

HP: 52
Energy: 88
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: Confusion Encored (1 Action)



HP: 46
Energy: 76
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Boosts/Drops: -1 Spe
Status Conditions: None
 

"This isn't going as planned... Mankey, I want you to use U-Turn, then Acrobatics, then U-Turn. Put the pressure on this clown!"

U-Turn ~ Acrobatics ~ U-Turn
 
Okay Murrow You got this, Confusion to finish off that encore, then reflect to throw up your defense and Psybeam to get some damage at round's end.
 
Before Round 2:

HP: 52
Energy: 88
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: Confusion Encored (1 Action)



HP: 46
Energy: 76
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Boosts/Drops: -1 Spe
Status Conditions: None

Action 1:

Murrow uses Confusion
RNG Roll for hit: 11/100 (yes)
RNG Roll for confuse: 82/100 (no)
RNG Roll for crit: 9/16 (no)
Damage: (5+3+1.5(3-2))*1.5=14.25~14
Energy: 3

Mankey uses U-Turn
RNG Roll for hit: 8/100 (yes)
RNG Roll for crit: 6/16 (no)
Damage: (7-2+1.5(4-2))*1.5=12
Energy: 5

Murrow recovered from the Encore!
Murrow is immune to Encore for 2 Actions

Action 2:

Murrow uses Reflect
Energy: 8
A reflective barrier was created around Murrow's team for 6 Actions!

Mankey uses Acrobatics
RNG Roll for hit: 54/100 (yes)
RNG Roll for crit: 12/16 (no)
Damage: 11-5+1.5(4-2)=9
Energy: 7

A reflective barrier surrounds Murrow's team for 6 Actions
Murrow is immune to Encore for 1 Action

Action 3:

Murrow uses Psybeam
RNG Roll for hit: 50/100 (yes)
RNG Roll for drop: 70/100 (no)
RNG Roll for crit: 16/16 (no)
Damage: (7+3+1.5(3-2))*1.5=17.25~17
Energy: 5

Murrow is no longer immune to Encore...

Mankey uses U-Turn
RNG Roll for hit: 42/100 (yes)
RNG Roll for crit: 13/16 (no)
Damage: (7-5-2+1.5(4-2))*1.5=4.5~5
Energy: 5

A protective barrier surrounds Murrow's team for 5 Actions


HP: 26
Energy: 73
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: Reflect (5 Actions)



HP: 15
Energy: 59
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Boosts/Drops: -1 Spe
Status Conditions: None
 
Before Round 3:

HP: 26
Energy: 73
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: Reflect (5 Actions)



HP: 15
Energy: 59
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Boosts/Drops: -1 Spe
Status Conditions: None

Action 1:

Murrow uses Psybeam
RNG Roll for hit: 3/100 (yes)
RNG Roll for drop: 57 (no)
RNG Roll for crit: 11/16 (no)
Damage: (7+3+1.5(3-2))*1.5=17.25~17 (KO)
Energy: 5+4=9

A reflective barrier surrounds Murrow's team (4 Actions)

After Round 3:

HP: 26
Energy: 64
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: Reflect (4 Actions)



HP: -2
Energy: 59
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Boosts/Drops: -1 Spe
Status Conditions: None


"Huh... never though a wimp like you could beat my buff Mankey. You see that screen to the side of the board? That'll show you what types ya got left. If you were good enough to beat me, you've got a decent shot... good luck, kid."






 

Aroma Lady Florina would like to battle!

RNG Roll for Pokemon: 2/5
"Pansage, you smell beautiful! Come on out!"

RNG Roll for ability: 1/2
"You just eat everything in sight, don't you, Pansage?"


Pansage (M)

Nature: Modest

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.

Stats:

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

Abilities:

Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Attacks:

Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment

Sunny Day
SolarBeam
Hidden Power [Fire] (7)

Nasty Plot
Role Play
GrassWhistle


"Trainer, do you think that you can match the aroma?"
 

"It's go time! Use Grasswhistle, then Leech Seed, then Solarbeam! If Grasswhistle fails, use it until it succeeds and push the queue back!"

Grasswhistle ~ Leech Seed ~ Solarbeam
if Grasswhistle fails, use it again and push the queue back
 
Before Round 1:

HP: 80
Energy: 100
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: None


HP: 90
Energy: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 64
Boosts/Drops: None
Status Conditions: None

Action 1:

Murrow uses Psybeam
RNG Roll for hit: 14/100 (yes)
RNG Roll for drop: 52/100 (no)
RNG Roll for crit: 3/16 (no)
Damage: 7+3+1.5(3-2)=11.5~12
Energy: 5

Pansage uses Grasswhistle
RNG Roll for hit: 88/100 (no)
Energy: 5

Action 2:

Murrow uses Light Screen
Energy: 8
A protective screen was created around Murrow's team (6 Actions)

Pansage uses Grasswhistle
RNG Roll for hit: 41/100 (yes)
RNG Roll for turns of sleep: 2/3 (2)
Energy: 5+4=9

Action 3:

Murrow is fast asleep...

Murrow is sleeping (1 Action)
A protective screen surrounds Murrow's team (5 Actions)

Pansear uses Leech Seed
RNG Roll for hit: 54/100 (yes)
Energy: 10

After Round 1:

HP: 80
Energy: 87
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Boosts/Drops: +9.5 Acc
Status Conditions: Light Screen (5 Actions), Leech Seeded (6 Action), Sleeping (1 Action)



HP: 78
Energy: 76
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 64
Boosts/Drops: None
Status Conditions: None
 

"Come on, Pansage, let's keep it up! Use Solarbeam, then Grasswhistle to put it back to sleep, then Solarbeam again! We've got to keep the pressure on this mime!"

Solarbeam ~ Grasswhistle ~ Solarbeam
 
Pikapwnd, seeing as you are nearly a full day past DQ time, I'm afraid that I'll have to disqualify you from the Battle Hall. Your prizes are as follows:

You recieve 1 TC, 1 BP, and 2 HC for your endeavors in the Battle Hall. HC are exactly like KOC.

I recieve 6 BT (2 matches at 2 apiece, plus 2 for seeing your challenge through) for this. Good game, and better luck next time!
 

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