Battle Castle Challenge - Dummy007

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Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Only Dummy007 and referees should post in this thread.

Challenge 1:
Better late than never...

Mode:
Singles
Thread: N/A
Rank: 1
Starting CP: 0

Abilities:
Salamence:
Intimidate
Krillowatt: Magic Guard
Lucario: Inner Focus

Items:
All:
None

373.png

Salamence(*) [Draco] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Typing: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW): (Innate) (UNLOCKED) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5

Attacks (35):
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)
Dragon Tail
Fly
Crunch

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush
Endure

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Hone Claws
Giga Impact
Double Team
Earthquake
Shadow Claw

Roost
Aqua Tail
Heat Wave
Outrage
Tailwind
Mimic
Iron Tail
frontnormal-mkrilowatt.png

Krilowatt [Dobby] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing: 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.
Shell Armor (DW): (Innate) (UNLOCKED) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks (26):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Imprison
Volt Switch
Heart Swap
Discharge
Hydro Pump
Thunder

Counter
Me First
Signal Beam
Metronome

Ice Beam
Thunderbolt
Scald
Toxic
Substitute
Rain Dance

Earth Power
448.png

Lucario [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 2(-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks (26):
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed
Heal Pulse
Close Combat

Blaze Kick
Circle Throw
Vacuum Wave

Attract
Focus Blast
Swords Dance
Shadow Claw
Battle 1-1:

RNG Rolls:
15/79, 2/2
Spr_BW_Socialite.png

Socialite Becky would like to fight!
"My, that's quite an interesting Pokemon you have there!"
115.png

Kangaskhan (F)
Nature: Quiet
+SpA, -15% Speed, -10% Evasion

Item: Castle Chople Berry | Castle Life Orb

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

Ability:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Stats:
HP: 110
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 78
Size Class: 4
Weight Class: 4
Base Rank Total: 18

Attacks:
Comet Punch
Leer
Fake Out
Bite
Tail Whip
Double Hit
Mega Punch
Rage

Counter
Disable
Endeavor

Ice Beam
Protect
Thunderbolt
Earthquake
Flamethrower
Shadow Claw
Rock Slide
Work Up
Substitute
Surf
Shadow Ball
Brick Break
Double Team
Aerial Ace
Focus Blast
Spr_BW_Socialite.png

"Let's see if it's powerful enough..."

Ice Beam - Mega Punch - Ice Beam
IF (Salamence uses Double Team) THEN (Use Rock Slide and restart the queue)
IF (Salamence uses Fly) THEN (Counter if it is the attacking stage; Comet Punch otherwise; restart the queue no matter what)
 
(Holy cow, that was fast.)

"How did I guess that I'd be facing Kangaskhan first? Let's see how effective you are at trolling, Draco."

Summary:
Protect -> Brick Break -> Fly
 
373.png

Draco (M) @ Nothing
HP: 100 | En: 100
6 / 2 / 4 / 3 / 100
SC:4 | WC:5 | Sub:2
Intimidate
115.png

Kangaskhan (F) @ Castle Chople Berry (3)
HP: 110 | En: 100
3 / 3 / 3 / 3 / 78
SC:4 | WC:4 | Sub:1
Inner Focus

Action 1:

Draco used Protect!
Draco protected itself!
-7 energy
Kangaskhan used Ice Beam!
RNG Roll (To-Crit) (<=63 Yes) 486/1000 (No)
(10) * 2.25 = 22.5 ~ 23 damage
-7 energy
-8 energy (Draco)

Action 2:

Draco used Brick Break!
RNG Roll (To-Crit) (<=63 Yes) 111/1000 (No)
ACTV: Chople Berry
(8 + 4) * 1 = 12 damage
-6 energy
Kangaskhan used Mega Punch!
RNG Roll (To-Hit) (<=850 Yes) 702/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 64/1000 (No)
(8 + 3 + 1.5) * 1 - 1.75 = 10.75 ~ 11 damage
-5 energy

Action 3:

Draco flew high!
Draco used Fly!

RNG Roll (To-Crit) (<=63 Yes) 570/1000 (No)
(9 + 3 + 4) * 1 = 16 damage
-10 energy
Kangaskhan used Counter!
16 * 1.5 = 24 damage
-14 energy
373.png

Draco (M) @ Nothing
HP: 65 | En: 69
6 / 2 / 4 / 3 / 100
SC:4 | WC:5 | Sub:2
Intimidate
115.png

Kangaskhan (F) @ Castle Chople Berry (2)
HP: 82 | En: 74
3 / 3 / 3 / 3 / 78
SC:4 | WC:4 | Sub:1
Inner Focus
-1 Atk (PERM)
 
"This looks bad, but I'm sure we can pull it off."

Summary:
Draco Meteor + Draco Meteor combo -> Dragon Claw (who said I had to order Cool Down here?) -> Roost; if Kangaskhan Protects on Action 1, use Roost on Action 1 and Outrage for the remaining two actions
 
Spr_BW_Socialite.png

"You've had enough time to chatter; let's get back to business."

Ice Beam - Ice Beam - Ice Beam

~~~~~~~~~~~~~~~~~~~~~~~~~~
373.png

Draco (M) @ Nothing
HP: 65 | En: 69
6 / 2 / 4 / 3 / 100
SC:4 | WC:5 | Sub:2
Intimidate
115.png

Kangaskhan (F) @ Castle Chople Berry (2)
HP: 82 | En: 74
3 / 3 / 3 / 3 / 78
SC:4 | WC:4 | Sub:1
Inner Focus
-1 Atk (PERM)

Action 1:

Draco used Mega Draco Meteor!
RNG Roll (To-Hit) (<=810 Yes) 676/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 16/1000 (Yes)
A critical hit!
(31.5 + 3 + 3 + 1.5) * 1 = 39 damage
-4 SpA (Draco)
-43 energy
Kangaskhan used Ice Beam!
RNG Roll (To-Crit) (<=63 Yes) 336/1000 (No)
RNG Roll (To-FRZ) (<=100 Yes) 469/1000 (No)
(10) * 2.25 = 22.5 ~ 23 damage
-7 energy

Action 2:

Draco must recharge!
Kangaskhan used Ice Beam!
RNG Roll (To-Crit) (<=63 Yes) 77/1000 (No)
RNG Roll (To-FRZ) (<=100 Yes) 677/1000 (No)
(10) * 2.25 = 22.5 ~ 23 damage
-11 energy

Action 3:

Draco used Roost!
But it failed!
-0 energy
Kangaskhan used Ice Beam!
RNG Roll (To-Crit) (<=63 Yes) 421/1000 (No)
RNG Roll (To-FRZ) (<=100 Yes) 728/1000 (No)
(10) * 2.25 = 22.5 ~ 23 damage
-15 energy
373.png

Draco (M) @ Nothing
HP: KO | En: 26
6 / 2 / 4 / 3 / 100
SC:4 | WC:5 | Sub:2
Intimidate
-3 SpA (3a)
115.png

Kangaskhan (F) @ Castle Chople Berry (2)
HP: 43 | En: 41
3 / 3 / 3 / 3 / 78
SC:4 | WC:4 | Sub:1
Inner Focus
-1 Atk (PERM)

Spr_BW_Socialite.png

"Take a deep breath and read the rules! Darach wants his money, you know!"

Socialite Becky wins!

Final Battle: 1-1
Continuable: No

Rewards:
Dummy007:
0 BP, 0 CP
Draco:
3 MC

Engineer Pikachu:
2 + (2) = 4 BT


Cheers.
 
Challenge 2:
I'm back and ready to win here! (PLEASE DON'T GET ENGINEER AS REF HE BEATS ME EVERYWHERE)

Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3456652
Rank: 1
Starting CP: 0

Abilities:
Krilowatt:
Magic Guard
Salamence: Intimidate
Lucario: Inner Focus

Items:
All: None

frontnormal-mkrilowatt.png

Krilowatt [Dobby] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing: 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.
Shell Armor (DW): (Innate) (UNLOCKED) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks (26):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Imprison
Volt Switch
Heart Swap
Discharge
Hydro Pump
Thunder

Counter
Me First
Signal Beam
Metronome

Ice Beam
Thunderbolt
Scald
Toxic
Substitute
Rain Dance

Earth Power
373.png

Salamence(*) [Draco] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Typing: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW): (Innate) (UNLOCKED) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 1
DC: 5/5

Attacks (35):
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)
Dragon Tail
Fly
Crunch
DragonBreath
Zen Headbutt

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush
Endure

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Hone Claws
Giga Impact
Double Team
Earthquake
Shadow Claw

Roost
Aqua Tail
Heat Wave
Outrage
Tailwind
Mimic
Iron Tail
448.png

Lucario [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 2(-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks (26):
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed
Heal Pulse
Close Combat

Blaze Kick
Circle Throw
Vacuum Wave

Attract
Focus Blast
Swords Dance
Shadow Claw
Battle 1-1:

RNG Rolls:
28/70, 2/2

SwimmerF.png

Swimmer Margaret would like to fight!
"I love the water!"
195.png

Quagsire (M)
Nature: Sassy
+SpD, -15% Speed, -10% Evasion

Item: Castle Rindo Berry

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

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.

Ability:
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself.
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed; it remains while this Pokemon is active.

Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 4
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 17

Attacks:
Water Gun
Tail Whip
Mud Sport
Mud Shot
Slam
Mud Bomb
Amnesia

Acid Spray
Counter
Encore

Toxic
Hidden Power Grass 7
Ice Beam
Earthquake
Brick Break
Sandstorm
Scald
Rock Slide
Substitute
Waterfall
Protect
Dig
Sludge Wave
Focus Blast
Flash
SwimmerF.png

"I love getting lucky, too!"

Earthquake - Amnesia - Earthquake
IF (Krilowatt uses Counter on an Earthquake) THEN (Use Mud Bomb instead and push back the queue)
IF (Krilowatt uses Toxic) THEN (Use Encore and push back the queue; play this only once)
 
"Sorry for the MASSIVE delay. Explanation is in my sig. Anyway, let's see how tough this Quagsire really is."

Summary:
Detect -> Metronome (Dark Void, Hypnosis, Disable [Earthquake], Leaf Storm, Aeroblast, Bug Buzz, Will-O-Wisp, Shadow Force, Soak, Blizzard) -> Hydro Pump
 
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 125 | En: 100
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 100 | En: 100
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware

Action 1:

Dobby used Detect!
Dobby protected itself!
-7 energy
Quagsire used Earthquake!
RNG Roll (To-Crit) (<=63 Yes) 485/1000 (No)
(10 + 3) * 1.5 = 19.5 ~ 20 damage (BLOCKED)
-6 energy
-7 energy (Dobby)

Action 2:

Dobby used Metronome!
RNG Roll (Move Select) (1|2|3|4|5|6|7|8|9|10) 878/1000 (9:Soak)
-7 energy
Dobby used Soak!
Quagsire became the Water-type!
-7 energy
Quagsire used Amnesia!
+2 SpD (Quagsire)
-7 energy

Action 3:

Dobby used Hydro Pump!
RNG Roll (To-Hit) (<=900 Yes) 882/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 888/1000 (No)
(12 + 3) * 2/3 - 3.5 = 6.5 ~ 7 damage
-7 energy
Quagsire used Earthquake!
RNG Roll (To-Crit) (<=63 Yes) 749/1000 (No)
(10) * 1.5 = 15 damage
-6 energy
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 110 | En: 65
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 93 | En: 81
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware
+2 SpD (1r)
Water-type (5a)
 
"Hmm. I really wish Dobby had a Grass attack..."

Summary:
Toxic -> Rain Dance -> Thunder; if Encore is used on Action 1 or 2, change that action to Thunderbolt

EDIT: Oh, and bad news for me: I just noticed that you didn't take Soak into account when you calced Hydro Pump's damage. Quagsire should still have 93 HP [(12 + 3) * 2/3 - 3.5 = 6.5 ~ 7].
 
SwimmerF.png

"Nothing to do but to try and get lucky!"

Mud Bomb - Earthquake - Mud Bomb

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 110 | En: 65
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 93 | En: 81
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware
+2 SpD (1r)
Water-type (5a)

Action 1:

Dobby used Toxic!
Quagsire was badly poisoned!
-7 energy
Quagsire used Mud Bomb!
RNG Roll (To-Hit) (<=850 Yes) 217/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 445/1000 (No)
RNG Roll (Acc Dec) (<=300 Yes) 639/1000 (No)
(7) * 1.5 = 10.5 ~ 11 damage
-6 energy

Quagsire was hurt by poison!
-1 HP

Action 2:

Dobby used Rain Dance!
Rain began to fall!
-9 energy
Quagsire used Earthquake!
RNG Roll (To-Crit) (<=63 Yes) 366/1000 (No)
(10) * 1.5 = 15 damage
-7 energy

Quagsire was hurt by poison!
-1 HP

Action 3:

Dobby used Thunder!
RNG Roll (To-Crit) (<=63 Yes) 359/1000 (No)
RNG Roll (To-PRZ) (<=300 Yes) 767/1000 (No)
(12 + 3) * 1.5 - 3.5 = 19 damage
-7 energy
Quagsire used Mud Bomb!
RNG Roll (To-Hit) (<=850 Yes) 773/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 577/1000 (No)
RNG Roll (Acc Dec) (<=300 Yes) 38/1000 (Yes)
(7) * 1.5 = 10.5 ~ 11 damage
-1 Acc (Dobby)
-6 energy

Quagsire was hurt by poison!
-1 HP
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 69 | En: 42
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
-1 Acc (2r)
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 71 | En: 62
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware
BPSN (2 NR)
+1 SpD (1r)
Water-type (2a)

SwimmerF.png

"Just chip away..."

Mud Bomb - Mud Shot - Mud Bomb
IF (Mirror Coat) THEN (Earthquake instead)
IF (Substitute (15)) THEN (Earthquake instead)
 
"I was going to use Heart Swap until I realized that Unaware ignores the opponent's Accuracy drops. :D"

Summary:
Thunderbolt -> Thunder -> Scald
 
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 69 | En: 42
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
-1 Acc (2r)
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 71 | En: 62
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware
BPSN (2 NR)
+1 SpD (1r)
Water-type (2a)

Action 1:

Dobby used Thunderbolt!
RNG Roll (To-Crit) (<=63 Yes) 911/1000 (No)
RNG Roll (To-PRZ) (<=100 Yes) 292/1000 (No)
(10 + 3) * 1.5 - 1.75 = 17.75 ~ 18 damage
-6 energy
Quagsire used Mud Bomb!
RNG Roll (To-Hit) (<=850 Yes) 665/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 336/1000 (No)
RNG Roll (Acc Dec) (<=300 Yes) 179/1000 (Yes)
(7) * 1.5 = 10.5 ~ 11 damage
-1 Acc (Dobby)
-10 energy

Quagsire was hurt by poison!
-2 HP

Action 2:

Dobby used Thunder!
RNG Roll (To-Crit) (<=63 Yes) 89/1000 (No)
RNG Roll (To-PRZ) (<=300 Yes) 919/1000 (No)
(12 + 3) * 1.5 - 1.75 = 20.75 ~ 21 damage
-7 energy
Quagsire used Mud Shot!
RNG Roll (To-Hit) (<=950 Yes) 776/1000 (No)
RNG Roll (To-Crit) (<=63 Yes) 374/1000 (No)
(6) * 1.5 = 9 damage
-1 Spe (Dobby)
-4 energy

Quagsire was hurt by poison!
-2 HP

Action 3:

Dobby used Scald!
RNG Roll (To-Crit) (<=63 Yes) 394/1000 (No)
RNG Roll (To-BRN) (<=300 Yes) 842/1000 (No)
(8 + 3 + 3) * 1.5 - 1.75 = 12.25 ~ 12 damage
-5 energy
Quagsire used Mud Bomb!
RNG Roll (To-Hit) (<=850 Yes) 456/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 943/1000 (No)
RNG Roll (Acc Dec) (<=300 Yes) 653/1000 (No)
(7 + 3) * 1.5 = 15 damage
-5 energy

Quagsire was hurt by poison!
-2 HP
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 34 | En: 24
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
-1 Acc (2r)
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 14 | En: 43
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware
BPSN (3 NR)
 
"That went well. Time to actually win a round!"

Summary:
Scald (this should do exactly 14 damage) -> Bubble -> Scald; if Quagsire uses Protect on Action 1, reverse actions 1 and 2
 
SwimmerF.png

"Well, we did our best!"

Mega Earthquake - cooldown - Mud Bomb

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 34 | En: 24
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
-1 Acc (2r)
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: 14 | En: 43
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware
BPSN (3 NR)

Action 1:

Dobby used Scald!
RNG Roll (To-Crit) (<=63 Yes) 409/1000 (No)
(8 + 3 + 3) * 1.5 = 14 damage
-9 energy
Quagsire fainted!
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 34 | En: 15
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
195.png

Quagsire (M) @ Castle Rindo Berry (3)
HP: KO | En: 43
3 / 3 / 3 / 4 / 30 (-10)
SC:3 | WC:4 | Sub:1
Unaware

Spr_Darach_PtHGSS.gif

"Dummy007, good show. A hard-fought win, yes? Lady Caitlin has instructed me to award you 75 CP."

0 + 75 = 75 CP.

This should provide you with anything you would like to purchase.
 
75 - 75 [Full Restore] = 75 CP.

Spr_Darach_PtHGSS.gif

"Dobby goes to 84 HP and 65 Energy."

Battle 1-2:

RNG Rolls:
30/79, 1/1

DPGambler.png

Gambler Joseph would like to fight!
"A good battle always comes down to a roll of the dice."
206.png

Dunsparce (M)
Nature: Brave
+Atk, -15% Speed, -10% Evasion

Item: Castle Leftovers | Castle King's Rock

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

Ability:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (e.g., paralysis from Thunderbolt)
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.
Rattled:
(Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: 4
Def: 3
SpA: 3
SpD: 2
Spe: 39
Size Class: 3
Weight Class: 2
Base Rank Total: 18

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Ancientpower
Headbutt
Magic Coat

Toxic
Hidden Power Water 7
Earthquake
Shadow Ball
Double Team
Charge Beam
Rock Slide
Swagger
Substitute
Rock Smash
Ice Beam
Protect
Thunderbolt
Flamethrower
Poison Jab
DPGambler.png

"Let's make this one a good battle."

Glare - Headbutt - Earthquake
IF (A substitute up when you are to use Glare) THEN (Alternate Earthquake and Headbutt until it is faded; return to the start of the queue)

IF (Counter is used) AND (You are not to use Glare) THEN (Use AncientPower if Krilowatt has a sub; Shadow Ball if it doesn't)
 
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 84 | En: 65
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
206.png

Dunsparce (M) @ Castle Leftovers
HP: 110 | En: 100
4 / 3 / 3 / 2 / 39 (-10)
SC:3 | WC:2 | Sub:1
Serene Grace

Action 1:

Dobby used Detect!
Dobby protected itself!
-7 energy
Dunsparce used Glare!
Dobby protected itself!
-6 energy

Action 2:

Dobby used Scald!
RNG Roll (To-Crit) (<=63 Yes) 228/1000 (No)
RNG Roll (To-BRN (<=300 Yes) 334/1000 (No)
(8 + 3 + 3) * 1 = 14 damage
-5 energy
Dunsparce used Headbutt!
RNG Roll (To-Crit) (<=63 Yes) 828/1000 (No)
(7 + 3 + 1.5) * 1 = 11.5 ~ 12 damage
-4 energy

Dunsparce restored health using its Leftovers!
+1 HP

Action 3:

Dobby used Thunderbolt!
RNG Roll (To-Crit) (<=63 Yes) 620/1000 (No)
RNG Roll (To-PRZ) (<=100 Yes) 836/1000 (No)
(10 + 3 + 3) * 1 = 16 damage
-6 energy
Dunsparce used Earthquake!
RNG Roll (To-Crit) (<=63 Yes) 476/1000 (No)
(10 + 1.5) * 1.5 = 17.25 ~ 17 damage
-7 energy

Dunsparce restored health using its Leftovers!
+1 HP
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 55 | En: 47
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
206.png

Dunsparce (M) @ Castle Leftovers
HP: 82 | En: 83
4 / 3 / 3 / 2 / 39 (-10)
SC:3 | WC:2 | Sub:1
Serene Grace
 
"Well, this could be going better..."

Summary:
Rain Dance -> Thunder -> Hydro Pump; if Dunsparce uses Protect on Action 2 or 3, use Substitute (15) and push actions back
 
DPGambler.png

"Let's make the same wager."

Glare - Headbutt - Earthquake


~~~~~~~~~~~~~~~~~~~~~~
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 55 | En: 47
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
206.png

Dunsparce (M) @ Castle Leftovers
HP: 82 | En: 83
4 / 3 / 3 / 2 / 39 (-10)
SC:3 | WC:2 | Sub:1
Serene Grace

Action 1:

Dobby used Rain Dance!
Rain began to fall!
-9 energy
Dunsparce used Glare!
RNG Roll (To-Hit) (<=850 Yes) 232/1000 (Yes)
Dobby is paralyzed! It may be unable to move!
-6 energy

Dunsparce restored health using its Leftovers!
+1 HP

Action 2:

Dunsparce used Headbutt!
RNG Roll (To-Crit) (<=63 Yes) 829/1000 (No)
RNG Roll (To-Flinch) (<=600 Yes) 821/1000 (No)
(7 + 3 + 1.5) * 1 = 11.5 ~ 12 damage
-4 energy
Dobby used Thunder!
RNG Roll (Full PRZ) (<=250 Yes) 968/1000 (No)
RNG Roll (To-Crit) (<=63 Yes) 77/1000 (No)
RNG Roll (To-PRZ) (<=300 Yes) 526/1000 (No)
(12 + 3 + 3) * 1 = 18 damage
-7 energy

Dunsparce restored health using its Leftovers!
+1 HP

Action 3:

Dunsparce used Earthquake!
RNG Roll (To-Crit) (<=63 Yes) 436/1000 (No)
(10 + 1.5) * 1.5 = 17.25 ~ 17 damage
-7 energy
Dobby used Hydro Pump!
RNG Roll (Full PRZ) (<=250 Yes) 746/1000 (No)
RNG Roll (To-Hit) (<=900 Yes) 797/1000 (No)
RNG Roll (To-Crit) (<=63 Yes) 732/1000 (No)
(12 + 3 + 3 + 3) * 1 = 21 damage
-7 energy

Dunsparce restored health using its Leftovers!
+1 HP
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 26 | En: 24
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
PRZ (20)
206.png

Dunsparce (M) @ Castle Leftovers
HP: 45 | En: 66
4 / 3 / 3 / 2 / 39 (-10)
SC:3 | WC:2 | Sub:1
Serene Grace

Arena: Rain (3r)

DPGambler.png

"It's all or nothing."

Headbutt - Earthquake - Headbutt
IF (Aqua Jet A1) THEN (Swap A1 and A2 and make A3 Earthquake)
 
"Agreed. :( EP STOP BEATING ME AT EVERYWHERE"

Summary:
Thunder + Thunderbolt combo -> Cool Down -> Aqua Jet; if Headbutt flinches on Action 1, die
 
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: 26 | En: 24
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
PRZ (20)
206.png

Dunsparce (M) @ Castle Leftovers
HP: 45 | En: 66
4 / 3 / 3 / 2 / 39 (-10)
SC:3 | WC:2 | Sub:1
Serene Grace

Action 1:

Dunsparce used Headbutt!
RNG Roll (To-Crit) (<=63 Yes) 772/1000 (No)
RNG Roll (To-Flinch) (<=600 Yes) 121/1000 (Yes)
(7 + 3 + 1.5) * 1 = 11.5 ~ 12 damage
-4 energy
Dobby flinched!

Dunsparce restored health using its Leftovers!
+1 HP

Action 2:

Dunsparce used Earthquake!
RNG Roll (To-Crit) (<=63 Yes) 115/1000 (No)
(10 + 1.5) * 1.5 = 17.25 ~ 17 damage
-7 energy
Dobby fainted!

Dunsparce restored health using its Leftovers!
+1 HP
frontnormal-mkrilowatt.png

Dobby (M) @ Nothing
HP: KO | En: 24
2 / 3 / 4 / 3 / 105
SC:1 | WC:2 | Sub:2
Magic Guard
PRZ (15)
206.png

Dunsparce (M) @ Castle Leftovers
HP: 47 | En: 55
4 / 3 / 3 / 2 / 39 (-10)
SC:3 | WC:2 | Sub:1
Serene Grace

DPGambler.png

"It seems that the dice were with me. Tough luck."

Gambler Joseph wins!

Final Battle:
1-2
Continuable: No

Dummy007:
1 BP, 0 CP
Dobby:
6 MC, 1 KO

Engineer Pikachu:
(2 + 1) + (2 + 2) = 7 BT.

Cheers.
 
Challenge 2


Let's try this again. (NO ENGINEER NO ENGINEER NO ENGINEER)

Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3456652
Rank: 1
Starting CP: 0

Abilities:

Neville: Guts
Harry: Flame Body
Draco: Intimidate

Items:
Neville:
N/A
Harry: N/A
Draco: N/A

frontnormal-mcolossoil.png

Colossoil(*) [Neville] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Typing: Dark/Ground
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.
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:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) (UNLOCKED) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:
HP: 120
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 3
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks (47):
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)
Dark Pulse
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn
Body Slam(*)
Stockpile
Swallow
Horn Drill

Sucker Punch(*)
Earth Power(*)
Water Spout(*)
Encore
Fake Out
Sand Tomb
Screech
Dive
Thunder Fang
Fire Fang

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt
Smack Down
Torment
Substitute
Bulldoze
Protect
Double Team
Dragon Tail

Aqua Tail
Knock Off
Superpower
Snatch
Iron Tail
637.png

Volcarona(*) [Harry] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
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.
Swarm (DW): (Innate) (UNLOCKED) 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)
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other 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:
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

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

Attacks (32):
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz
Flare Blitz
Flame Charge
Gust(*)
Quiver Dance
Hurricane
Fiery Dance
Whirlwind
Fire Spin
Amnesia
Rage Powder

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Foresight
Endure

Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
Psychic
Double Team
Toxic
Will-O-Wisp
Light Screen
Overheat
Substitute
Hidden Power [Ground 7]
Safeguard
373.png

Salamence(*) [Draco] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Typing: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW): (Innate) (UNLOCKED) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 1
DC: 5/5

Attacks (37):
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)
Dragon Tail
Fly
Crunch
DragonBreath
Zen Headbutt

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush
Endure

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Hone Claws
Giga Impact
Double Team
Earthquake
Shadow Claw

Roost
Aqua Tail
Heat Wave
Outrage
Tailwind
Mimic
Iron Tail

Battle 2-1:

RNG Rolls:
RNG Roll (To-Select Pokemon): 60/78 (Wormadam-Sand)
RNG Roll (To-Select Ability): 1/1 (Anticipation)

Preschooler Jack would like to battle!
Spr_BW_Preschooler_M.png

"Mummy said this pokemon is mine because it's like a sandbox!"

413-sandy.png

Wormadam-Sand (F)
Nature: Brave
+Atk, -10% Evasion, -15% Speed

Item: Castle Focus Sash

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

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.

Ability:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Stats:
HP: 90
Atk: 4
Def: 4
SpA: 2
SpD: 3
Spe: 31
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Attacks:
Tackle
Protect
Bug Bite
Hidden Power Ice 7
Confusion
__________
Rock Blast
Flail
Psychic

Toxic
Venoshock
Sunny Day
Hyper Beam
Rain Dance
Safeguard
Frustration
Earthquake
Return
Dig
Shadow Ball
Double Team
Sandstorm
Rock Tomb
Facade
Attract
Thief
Round
Giga Impact
Flash
Struggle Bug
Psych Up
Bulldoze
Swagger
Substitute

Spr_BW_Preschooler_M.png


"I like it, and you won't be mean to me, will you?"

Bug Bite ~ Bulldoze ~ Bug Bite

IF Damage Dealing Evasive Move that is NOT in a combo, THEN Dig
 
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