Battle Hall Challenge - -Charmander-

Only users Terrador14 and -Charmander- may post in this thread.

Charmander will be using his Feebas with the ability Swift Swim:

Feebas [DarkSlay] (F)

Nature: Timid (+12 Speed, +16.928% Accuracy)

Type:

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

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 2
Spe: 92 (80*1.15^)

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

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability (DW): (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Attacks:

Splash
Tackle
Flail

Blizzard
Scald
Toxic

Mirror Coat
Hypnosis
Confuse Ray


Here are the types you may choose from:







Good luck, and have fun; show us all how the Battle Hall is truly played.
 

Preschooler Katrina would like to battle!

RNG Roll for Pokemon: 1/5
"Look at this Weedle! Isn't it cute? It's so hard to find one in Unova!"

RNG Roll for Ability: 1/2
"You're just like the most popular Pokemon in this league!"

Wurmple (M)

Nature: Adamant

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 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20

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): 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
Poison Sting
Bug Bite

Snore
 
Holy god that Wurmple has really good stats compared to Feebas.

Okay, let's start with an epic 76.928% accurate Hypnosis! Then, use Toxic. Lastly, let's dish out some damage with Scald. If Wurmple is awake, however, go with Confuse Ray instead.

Hypnosis ~ Toxic ~ Scald (If Wurmple is awake, Confuse Ray instead)
 
Sorry, Charmander; I'll have this reffed tonight. IRL stuff got in the way of me doing it today.

In other news, orders:

"All-out offensive!"

Bug Bite ~ Bug Bite ~ Bug Bite
 
Before Round 1:

HP: 80
Energy: 100
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: None


HP: 90
Energy: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: None

Action 1:

DarkSlay uses Hypnosis
RNG Roll for hit: 10/100 (yes)
RNG Roll for sleep length in turns: 3/3 (3)
Energy: 7
Wurmple is sleeping... (3 Actions)

Wurmple is fast asleep... (2 Actions)

Action 2:

DarkSlay uses Toxic
RNG Roll for hit: 51/100 (yes)
Energy: 7
Wurmple is Badly Poisoned

Wurmple is fast asleep... (1 Action)

Wurmple takes 1 DMG (Bad Poison)

Action 3:

DarkSlay uses Scald
RNG Roll for hit: 16/100 (yes)
RNG Roll for burn: 85/100 (no)
RNG Roll for crit: 2/16 (no)
Damage: 8+3+1.5(1-2)=9.5~10
Energy: 6

Wurmple is fast asleep... (0 Actions)

Wurmple takes 1 DMG (Bad Poison)

After Round 1:

HP: 80
Energy: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: None


HP: 78
Energy: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Asleep (0 Actions), Badly Poisoned (to deal 2 DPA)
 
Before Round 2:

HP: 80
Energy: 81
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: None


HP: 78
Energy: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Asleep (0 Actions), Badly Poisoned (to deal 2 DPA)

Action 1:

DarkSlay uses Confuse Ray
RNG Roll for hit: 52/100 (yes)
RNG Roll for confusion length in actions: 3/3 (4)
Energy: 5

Wurmple wakes up!
Wurmple uses Bug Bite
RNG Roll for self-hit: 2/100 (yes)
Damage: 4+1.5(3-2)=5.5~6
Energy: 3

Wurmple takes 2 DMG (Bad Poison)

Action 2:

DarkSlay uses Scald
RNG Roll for hit: 7/100 (yes)
RNG Roll for burn: 68/100 (no)
RNG Roll for crit: 12/16 (no)
Damage: 8+3+1.5(1-2)=9.5~10
Energy: 6-1=5

Wurmple uses Bug Bite
RNG Roll for self-hit: 53/100 (no)
RNG Roll for hit: 24/100 (yes)
RNG Roll for crit: 10/16 (no)
Damage: 6+3+1.5(3-1)=12
Energy: 4-1=3

Wurmple takes 2 DMG (Bad Poison)

Action 3:

DarkSlay uses Scald
RNG Roll for hit: 36/100 (yes)
RNG Roll for burn: 18/100 (yes)
RNG Roll for crit: 4/16 (no)
Damage: 8+3+1.5(1-2)=9.5~10
Energy: 6-1+4=9
Wurmple's Shield Dust blocked the Burn

Wurmple uses Bug Bite
RNG Roll for self-hit: 32/100 (yes)
Damage: 4+1.5(3-2)=5.5~6
Energy: 4-1=3

Wurmples takes 2 DMG (Bad Poison)

After Round 2:

HP: 68
Energy: 62
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: None


HP: 40
Energy: 91
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Full-body 2nd Degree Burn, Badly Poisoned (to deal 3 DPA)
 
Before Round 3:

HP: 68
Energy: 62
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: None


HP: 40
Energy: 91
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Full-body 2nd Degree Burn, Badly Poisoned (to deal 3 DPA)

Action 1:

DarkSlay uses Scald
RNG Roll for hit: 75/100 (yes)
RNG Roll for burn: 10/100 (yes)
RNG Roll for crit: 16/16 (no)
Damage: 8+3+1.5(1-2)=9.5~10
Energy: 6-1+4+4=13
Wurmple is already burned!

Wurmple uses Omega String Shot
RNG Roll for hit: 15/100 (yes)
Energy: (5-1+5-1+5-1)*1.2=14.4~14
DarkSlay is completely bound

Wurmple takes 3 DMG (Bad Poison)

Action 2:

DarkSlay uses Scald
RNG Roll for hit: 37/100 (yes)
RNG Roll for burn: 67/100 (no)
RNG Roll for crit: 5/16 (no)
The Omega String Shot stopped the Scald from hitting its target
DarkSlay takes 2 DMG from all the pent-up heat
Energy: 6-1+4+4+4=17

Wurmple is too exhausted to act...

Wurmple takes 3 DMG (Bad Poison)

Action 3:

DarkSlay uses Scald
RNG Roll for hit: 18/100 (yes)
RNG Roll for burn: 32/100 (no)
RNG Roll for crit: 10/16 (no)
The Omega String Shot prevented Scald from reaching its intended target
DarkSlay takes 2 DMG from the pent-up heat
Energy: 6-1+4+4+4+4=21

Wurmple is too exhausted to act...

Wurmple takes 3 DMG (Bad Poison)

After Round 3:

HP: 64
Energy: 9
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: Totally wrapped by Omega String Shot


HP: 21
Energy: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Badly Poisoned (to deal 4 DPA)
 
Note: Reffing edited to reflect Shield Dust, which should've blocked the burn.


"Brute force won't break you out of that Omega String Shot; you have to be creative if you want to break out! Maybe if the qualities of the threads changed, you might be able to break free..."

Bug Bite ~ Bug Bite ~ Bug Bite
 
Before Round 4:

HP: 64
Energy: 9
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: Totally wrapped by Omega String Shot


HP: 21
Energy: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Badly Poisoned (to deal 4 DPA)

Action 1:

Feebas attempted to use Scald... but it didn't have enough Energy!
Energy: 6-1+4+4+4+4+4=25

Feebas Fainted!

Wurmple took 4 DMG (Bad Poison)

After Round 4:

HP: N/A
Energy: -16
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 1
Spe: 92 (+)
Boosts/Drops: None
Status Conditions: Faint


Rewards:
Charmander: 1 TC, 1 BP
DarkSlay: 2 HC
Terrador14: 2+2=4 BT

Good game Charmander, see you next time!

HP: 17
Energy: 77
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Boosts/Drops: None
Status Conditions: Badly Poisoned (to deal 5 DPA)
 
gg. By the way I didn't want to say this because I didn't think it would be a problem, but you may only command your Pokemon to Chill, Dodge, or use an attack on their move list, so please don't do Omega String Shot anymore. Good game regardless.
 

Athenodoros

Official Smogon Know-It-All
Everyone, rack off.

Name: -Charmander-
Challenge Thread: Challenge Thread
Rank and format: Rank 1 Doubles
Pokemon #1: Venonat
Pokemon #2: Karrablast
Pokemon #1 Ability: Tinted Lens
Pokemon #2 Ability: Swarm
Pokemon #1 Info:
Pokemon #2 Info:

Venonat [Glass] (F)

Nature: Timid (+1.15% Speed, +6% Accuracy)

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 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (45*1.15^)

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

Abilities:

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

Attacks:

Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam

Venoshock
Hidden Power [Ground] (7)
Protect

Morning Sun
Signal Beam
Skill Swap

Karrablast [Kodak] (M)

Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

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 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60

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

Abilities:

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, X-Scissor from 8 to 10)
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, 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 benefited by No Guard, they will have their normal accuracy.

Attacks:

Peck
Leer
Endure
Fury Cutter
Headbutt
False Swipe

X-Scissor
Aerial Ace
Double Team

Counter
Megahorn
Faint Attack
Anyway, Charmander, you get a few types:








Good Luck!
 

Athenodoros

Official Smogon Know-It-All

Old Crone Maggy wants to battle!

"The darkness I walk with will walk all over you!"

RNG Rolls for Pokemon: 2/5, 4/5
Purrlion, Vullaby
RNG Rolls for Ability: 3/3, 1/3
Prankster, Big Pecks

"Our trickery will leave you so out of it you won't know what to do!


Purrloin (M)

Nature: Lonely

Type:

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 66

Abilities:

Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:

Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws

Shadow Claw
Grass Knot
Aerial Ace

Faint Attack
Encore
Fake Tears


Vullaby (F)

Nature: Brave

Type:

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: 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:

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SDef: Rank 3
Spe: 52 (-)

Abilities:

Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
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:

Gust
Leer
Fury Attack
Pluck
Nasty Plot
Flatter
Faint Attack

U-Turn
Rock Tomb
Shadow Ball

Roost
Steel Wing
Fake Tears


Your move, -Charmander-. Tell me if I've done something stupid.
 
ok cool

Karrablast: Mega Horn (Purrloin) * 3
IF Purrloin is fainted, THEN select Vullaby as your target

Venonat: Sleep Powder (Vullaby) ~ Signal Beam (Purrloin) * 2
IF Purrloin uses Fake Out A1, use Protect and use your remaining moves in the order they were issued.
 

Athenodoros

Official Smogon Know-It-All

"Well done you two, you should have no trouble this time!"

Purrlion: Taunt (Venonat) => Counter (Karrablast) * 2
If Karrablast faints, target Venonat instead.

Vullaby: Fake Tears (Venonat) => Pluck (Karrablast) * 2
If Karrablast faints, target Venonat instead.
 

Athenodoros

Official Smogon Know-It-All

HP: 90
Energy: 100%


HP: 100
Energy: 100%

Vs.


HP: 90
Energy: 100%


HP: 90
Energy: 100%

--------------------------------------------
Action One

Purrlion used Taunt! Venonat fell for the Taunt!
Venonat is Taunted for Six Actions
(10 Energy)

Karrablast used Mega Horn!
RNG Roll (To hit < 85/100) = 61
RNG Roll (To crit < 1/16) = 11
(12 + 3 + (4-2)*1.5 ) *1.5 = 27 Damage
8 - 1 = 7 Energy
Zorua's Illusion Broke!

RNG Roll (Venonat goes first < 1/2) = 2
Vullaby used Fake Tears!
Venonat's Special Defence Drops Two Stages for Two Rounds.
6 - 1 = 5 Energy

Venonat does Nothing Because of the Taunt

Action Two

Karrablast used Mega Horn!
RNG Roll (To hit < 85/100) = 68
RNG Roll (To crit < 1/16) = 6
(12 + 3 + (4-2)*1.5 ) *1.5 = 27 Damage
8 - 1 + 4 = 11 Energy

RNG Roll (Venonat goes first < 1/2) = 1
Venonat used Signal Beam!
RNG Roll (To crit < 1/16) = 14
RNG Roll (Confusehax < 10/100) = 7
RNG Roll (Confusion /3) = 3
Zorua is badly confused!
(8 + 3 + (2-1)*1.5 ) *1.5 = 19 Damage
6 - 1 = 5 Energy

Vullaby used Pluck!
RNG Roll (To crit < 1/16) = 6
(6 + 3 + (3-2)*1.5) * 1.5 = 16 Damage
5 - 1 = 4 Energy

RNG Roll (To be confused < 1/2) = 2
Zorua used Counter!
27 * 1.5 = 41 Damage
6 + 41/3 = 20 Energy

Action Three

Karrablast used Mega Horn!
RNG Roll (To hit < 85/100) = 4
RNG Roll (To crit < 1/16) = 15
(12 + 3 + (4-2)*1.5 ) *1.5 = 27 Damage
8 - 1 + 8 = 15 Energy
Zorua Fainted!

RNG Roll (Venonat goes first < 1/2) = 1
Venonat used Signal Beam!
RNG Roll (To crit < 1/16) = 9
RNG Roll (Confusehax < 10/100) = 15
8 + 3 + (2-3)*1.5 = 10 Damage
6 - 1 + 4 = 9 Energy

Vullaby used Pluck!
RNG Roll (To crit < 1/16) = 5
(6 + 3 + (3-2)*1.5) * 1.5 = 16 Damage
5 - 1 + 4 = 8 Energy
--------------------------------------------

HP: KO
Energy: KO

HP: 90
Energy: 83%

Vs.


HP: 90
Energy: 86%
Taunted - Three more Actions
-2 Special Defence


HP: 17
Energy: 67%
 

Athenodoros

Official Smogon Know-It-All

"What?? My trickery isn't working!"

Vullaby: Gust => Gust => Gust (All at Karrablast)
If it uses Endure, switch to Venonat.
 

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