Battle Arcade Challenge - Classical

If you are not the current ref or Classical, do not post in this thread, or the Ghosts of Christmas Past, Present, and Future will kick your ass.

Classical is using the following Pokemon in the Singles Arcade:

Infernape (*) Dejonel (M)
*
Nature: Hasty (+18% Accuracy)
*
Type: Fire/fighting
*
Fire: Fire STAB; immune to burn, 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.
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.

Stats
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 125 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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

Abilities

Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

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)

Moves:
Non Damaging

Leer
Taunt
Encore
Nasty Plot
Torment
Slack off
Swagger
Substitute
Protect
will-O-Wisp
Endure

Damaging

Fake Out
Counter
Thunder Punch
Fury Swipes
Flame Wheel
Ember
Scratch
Acrobatics
Mach Punch
Fire spin
Flare Blitz
Close Combat
Fire Punch
Dual Chop
Heat Wave
Feint
Dig
Fire Blast
Grass knot
Brick Break



Clefairy "Matt" (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
*
Type: Normal
*
Normal:Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.
*
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
*
Abilities:
*
Cute Charm (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
*
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated
*
(DW) Friend Guard (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
*
EC: 6/9
DC: 5/5
MC: 1
*
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
*
Moves:
Damaging

Pound
Magical Leaf
Wake-Up Slap
Meteor Mash
Flamethrower
Shadow Ball
Dig
Hyper Voice
Thunderbolt
Bide
Doubleslap
Ice Beam

Non-Damaging

Double Team
Protect
Bestow
Toxic
Endure
Teleport
Charm
Encore
Sing
Sweet kiss
Copycat
Minimize
Defense Curl
Follow Me
Cosmic Power
Metronome
Substitute
Aromatherapy
Magic Coat
Light Screen
Moonlight
Snatch
After You



Moves: 32

*

Lombre "Twinkletoes" (M)
*
Nature: Naughty (+Atk -SpD)
*
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
*
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
*
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
*
EC: 5/9
DC: 5/5
MC:
*
Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Rain dance
Zen Headbutt
Fake Out
Fury Swipes
Water Sport
*
Ice beam
Protect
Toxic
Scald
Giga drain
Substitute
*
Leech Seed
Synthesis
Teeter Dance
Counter
Moves: 22
[/QUOTE]

Battle #1

Black Belt Bruce would like to battle!
"I've trained in the mountains for years! You can not defeat me!"

RNG roll (for Pokemon) 74/125

Monferno(F)

Types:

Fire: Fire STAB; immune to burn, 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.

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.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 81
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

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)

Ability:
Iron Fist

Attacks:
Scratch
Leer
Ember
Taunt
Mach Punch
Flame Wheel
Fury Swipes
Feint
Torment

Hidden Power Grass 7
Brick Break
Flamethrower
Acrobatics
Shadow Claw
Rock Slide

Counter
Fire Punch
Focus Punch
ThunderPunch


Roulette:
6 5 5 6
7 12 8 6
2 5 7 9
22 21 4 4

Event Descriptions:
1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
11: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
20: Snow Warning is applied to the battle.
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
23: No Event
24: Challenger wins 1 free CC, then battles normally

Please choose 4 consecutive events from the roulette
 
RNG roll (for effect) 2/4 = 21
The roulette is sped up for the rest of the challenge(N is doubled)


"Ha! Even if we do lose this match, your chances at the roulette are even shittier than before!"
Acrobatics x3
If Torment, change that action to Focus Punch
If Acrobatics, change that action to Counter
 

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