Battle Hall Challenge - Sound

Orcinus Duo

Banned deucer.
Only users: Orcinus and Sound should be posting in this thread.

Sound will be using Meinfoo with Regenerator:
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Mienfoo [Grenade] (F)
Nature: Naïve (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Reckless (DW-Locked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 75 (+)
SC: 2
WC: 2

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

Attacks:

Pound
Meditate
Detect
Fake Out
DoubleSlap
Swift
Calm Mind

Endure
Vital Throw
Me First

Swords Dance
Rock Slide
Substitute

Choose your first battle.

NormalType.png
FireType.png
FightingType.png

WaterType.png
FlyingType.png
GrassType.png

PoisonType.png
ElectricType.png
GroundType.png

PsychicType.png
RockType.png
IceType.png

BugType.png
DragonType.png
GhostType.png

DarkType.png
SteelType.png


Good luck!
 
I think I'll go with Steels. I've checked, and I can handle all barring Nohface. *picks up a spear and starts fighting Murphy*
 
RNG for pokemon: 4/5
RNG for ability: 2/3

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Magnemite (U)

Nature: Timid

Type:

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.
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.

Stats:

HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 52 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
+10% Accuracy

Abilities:

Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Attacks:

Metal Sound
Tackle
ThunderShock
Supersonic
SonicBoom
Thunder Wave
Spark
Electro Ball
Lock-On
Magnet Bomb
Discharge
Magnet Rise
Zap Cannon

Hidden Power [Ice] (7)
Double Team
Flash Cannon
 
Vital Throw - Swords Dance - Vital Throw

If he uses thunderwave, then Sub(15) the first instance, Fake Out the second, and push actions back.
If Double Team is used, then use Rock Slide on the action after it is used and push you actions back. In the event of conflicting with the first Sub, the first Sub has priority.
 
Lock On-Zap Cannon Combo-Zap Cannon Combo

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Grenade (F)
HP: 90 | EN: 100
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy

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Magnemite (U)
HP: 80 | EN: 100
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy

Action One

Magnemite uses Lock On -6 en
Grenade uses Vital Throw -4 en
To crit 2900 no
(5+3-1)*1.5=10.5

Action Two

Grenade uses Swords Dance -7 en
Magnemite uses Epic Zap Cannon -38 en
To crit 1874 no
(27+3+3)=33

Action Three

Magnemite is cooling down
To move 3380 yes
Grenade uses Vital Throw -4 en
To crit 4861 no
(5+3-1)*1.5+1.75*2=14

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Grenade (F)
HP: 57 | EN: 85
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy, Paralyzed (20%)

81.png

Magnemite (U)
HP: 55 | EN: 56
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy

Discharge-Thundershock-Discharge
 
Well... Talk about over preparing for the wrong threat. At least now, it's interesting.

Vital Throw - Swords Dance - Vital Throw
 
619.png

Grenade (F)
HP: 57 | EN: 85
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy, Paralyzed (20%)

81.png

Magnemite (U)
HP: 55 | EN: 56
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy

Action One

Magnemite uses Discharge -5 en
To crit 1393 no
(8+3+3)=14
To move 736 no
Grenade is fully paralyzed!


Action Two

Magnemite uses Thundershock -2 en
To crit 5556 no
(4+3+3)=10
To move 1612 yes
Grenade uses Swords Dance -7 en

Action Three

Magnemite uses Discharge -5 en
To crit 1659 no
(8+3+3)=14
Grenade uses Vital Throw -4 en
To crit 2088 no
(5+3-1)*1.5+1.75*4=17.5

619.png

Grenade (F)
HP: 19 | EN: 74
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy, Paralyzed (10%), +3 Atk

81.png

Magnemite (U)
HP: 37 | EN: 44
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy
 
Well... Dang. I'm up the creak without a paddle. Come on, no parahax.

Endure - Vital Throw - Vital Throw
If Endure doesn't work, then we're doomed.

Oh, and something minor. Grenade isn't Shiny. Really don't know how I didn't notice that before.
 
619.png

Grenade (F)
HP: 19 | EN: 74
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy, Paralyzed (10%), +3 Atk

81.png

Magnemite (U)
HP: 37 | EN: 44
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy

Action One

To move 1448 yes
Grenade uses Endure -15 en
Magnemite uses Thunder Wave -6 en


Action Two

Magnemite uses Discharge -5 en
To crit 4876 no
(8+3+3)=14
To move 6719 yes
Grenade uses Vital Throw -4 en
To crit 2801 no
(5+3-1)*1.5+1.75*3=15.75


Action Three

Magnemite chills +12 en
To move 9153 yes
Grenade uses Vital Throw -8 en
To crit 2321 no
(5+3-1)*1.5+1.75*3=15.75


619.png

Grenade (F)
HP: 5 | EN: 47
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy, Paralyzed (20%), +1 Atk

81.png

Magnemite (U)
HP: 5 | EN: 45
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy

ThunderShock until it dies
 
Well, let's put our all into this next attack! So glad I saved Fake Out. Just need no parahax... and for it to KO. Too bad I don't have anything I can combo with it.

Fake Out - Vital Throw - Vital Throw
 
Fun fact: Fake Out+Fake Out combo would’ve KOd

619.png

Grenade (F)
HP: 5 | EN: 47
Spe: 75 | Ranks: 3/2/2/1
Other: +13 Accuracy, Paralyzed (20%), +1 Atk

81.png

Magnemite (U)
HP: 5 | EN: 45
Spe: 52 | Ranks: 1/3/3/2
Boosts: +10% Accuracy

Action One

To move 4251 yes
Grenade uses Fake Out -4 en
To crit 9658 no
(4-1)*0.67+1.75=3.75 (SO CLOSE)

Action Two

Magnemite uses Thundershock
Grenade is KOd!


“Better luck next time!”

Sound: 2 CC
Grenade: 2 HC

Orcinus Duo: 4 UC
 
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