Battle Arcade Challenge: Ragnarokalex

Infernape: Sunny Day - Solar Beam+Solar Beam Corsola - Cooldown

Nidoking:[Sheer Force: ON] Protect Infernape - Helping Hand Infernape - Ice Beam Donphan
 


Ugh....wheres the double for this scene?




You called?





Yeah, jump in front of that combo, will ya? I am not paid enough for that.



100 HP
100 EN
5/3/4/2/108



100 HP
100 EN
3/2/4/3/85
Sheer Force



90 HP
100 EN
2/3/4/3/30
Regenerator



100 HP
100 EN
5/5/1/3/50
Sturdy

Infernape used Sunny Day - 9 energy

Nidoking used Protect (Infernape) - 18,4 energy

Donphan used Body-Slam - 6,3 energy
12 damage

Corsola used Scald - 5 energy
16,5 damage

Action 2

Nidoking used Helping Hand - 31 energy

Donphan used Earth Power - 5 energy
To crit (201) - Yes
To lower Sp.Def (9487) - No
(9 + 3 + 3 - 1,5)*1,5 = 20,25 damage

Corsola used Bubblebeam - 4 energy
To crit (9488) - No
To lower Speed (9991) - No
(7 + 3 - 3 + 3)*1,5 = 15 damage

Infernape used mega Solarbeam! - 35 energy
(54 + 1,5)*2,25 = 124,875 damage SAP SIPPER BITCH

Action 3

Nidoking used Ice Beam - 7 energy
To crit (9847) - No
(10 + 1,5 + 2 - 1)*1,5 = 18,75 damage

Donphan used Body Slam - 6,3 energy
To crit (1872) - No
To para (1003) - Yes
(9 + 3) = 12 damage




53 HP
56 EN
5/3/4/2/108
1 KOC
20% Para


100 HP
44 EN
3/2/4/3/85
Sheer Force



''KO'' HP
''KO'' EN
2/3/4/3/30
Regenerator



81 HP
82 EN
5/5/1/3/50
Sturdy


Sunny Day (3 Rounds)




Oh no, i am dead
!


Miltank does an overly exagerated death scene and falls on the ground while Corsola leaves.





That was wierd, wasnt it?....Where did you find that Corsola, Boss?


Oh well, sending out Clefable now ^o^
 
Slowking: Scald Donphan - Grass Knot Donphan - Scald Donphan
IF Donphan uses dig, Future Sight Donphan the first time, Rain Dance the 2nd, and chill the 3rd
IF Clefable uses Helping hand, Swagger Donphan that action, but only once

Nidoking: Taunt Clefable - Ice Beam Donphan - Ice Beam Donphan
IF Clefable is under the effect of a protective/evasive move when you would taunt it, Ice Beam Donphan and push down
IF Clefable uses Magic Coat when you would Taunt it, Ice beam Donphan and push down


there finally time
 


Dont be silly, boss. Donphan cant learn Dig. :P


Clefable: Ice Beam (Nidoking) -> Psychic Combo (Nidoking) -> Cooldown

If theres some shenanigan that would allow Nidoking to move first at A2 and A3, use Ice Beam (Nidoking) A1 and Psychic Combo (Nodking) A2

Donphan: Earthquake -> Earthpower (Nidoking) -> Earthquake

If theres some shenanigan that would allow Nidoking to move first at A2 and A3, use Ice Shard (Nidoking) A3.


I recall reading somewhere that th

100 HP
44 EN
3/2/4/3/85
Sheer Force


100 HP
100 EN
3/4/4/4/26
4 KOC
Regenerator



53 HP
56 EN
5/3/4/2/108
1 KOC
20% Para




81 HP
82 EN
5/5/1/3/50
Sturdy


100 HP
100 EN
3/3/4/3/52
Magic Guard

Sun (3 Rounds)

Action 1

Nidoking used Taunt (Clefable) - 10 energy

Clefable used Ice Beam (Nidoking) - 7 energy
(10 + 1,5)*1,5 = 17,25 damage

Nidoking's speed fell!
Slowking's speed fell lol

Nidoking's new speed = 48
Slowking's new speed = Who cares?

Donphan used Earthquake - 6 energy

CLEFABLE
To crit (5818) - No
(7,5 + 3 + 3) = 13,5 damage

NIDOKING
To crit (1991) - No
(7,5 + 3 + 4,5)*1,5 = 22,5 damage

SLOWKING
To crit (1983) - No
(7,5 + 3 + 1,5) = 11 damage

Slowking used Scald (Donphan) - 5 energy
To crit (5918) - No
To burn (6677) - No
(8 - 3 + 1,5 - 1)*1,5 = 12,75 damage

Action 2

Clefable used Psychic Combo (Nidoking) - 31,5 energy
(22,5 + 1,5)*1,5 = 36 damage

Donphan used EarthPower (Nidoking) - 6 energy
(9 + 3 - 3)*1,5 = 13,5 damage

Nidoking used Ice Beam (Donphan) - 7 energy
To crit (5704) - No
(10 + 1,5 + 2 - 1)*1,5 = 18,75 damage

Slowking used Grass Knot - 6,5 energy
To crit (313) - Yes
(10 + 3 + 1,5 - 1)*1,5 = 20,25 damage

Action 3

Donphan used Ice Shard (Nidoking) - 4 energy
(4 + 4,5)*1,5 = 12,75 damage

Nidoking fainted!

Slowking used Scald (Donphan) - 5 energy
To crit (9128) - No
To burn (2891) - Yes
(8 - 3 + 1,5 - 1)*1,5 = 12,75 damage

-2 HP to Donphan




KO HP
KO EN
3/2/4/3/85
Sheer Force


86 HP
79 EN
3/4/4/4/26
4 KOC
Regenerator



53 HP
56 EN
5/3/4/2/108
1 KOC
20% Para




16 HP
66 EN
5/5/1/3/50
Sturdy
Burn


86 HP
61 EN
3/3/4/3/52
Magic Guard
Taunt (3 Actions)

Sun (2 Rounds)


Alex sends out his next pokemon.

Dahlia decides what she wants to do.
 


As you wish >:D


Mollux: Fire Blast (Dusknoir) -> Flamethrower (Dusknoir) -> Fire Blast (Dusknoir)

If Earthquake AND you are not taunted AND Trick-Room is not up, use Acid Armor that action, but only onceand push-back.If Earthquake AND Trick-Room is up AND you are not taunted, use Recover that action, but only once, and push-back.

Clefable: Fire Blast (Dusknoir) -> Shadow Ball (Dusknoir) -> Fire Blast (Dusknoir)



Obviously not perfect, but w/e. Have fun killing me :D
 
sorry, didnt mean to make you wait :(

Dusknoir: Protect - Trick Room - Psychic Mollux

Slowking: Rain Dance - Future Sight Mollux - Psychic Mollux
 
Pwomise? :c


86 HP
79 EN
3/4/4/4/26
4 KOC
Regenerator

90 HP
100 EN
4/5/4/5/38
2 KOC
Pressure



53 HP
56 EN
5/3/4/2/108
1 KOC
20% Para


KO HP
KO EN
3/2/4/3/85
Sheer Force




86 HP
61 EN
3/3/4/3/52
Magic Guard
Taunt (3 Actions)



100 HP
100 EN
1/4/5/4/76
Dry Skin


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn



Sun (2 Rounds)

Action 1

Dusky used Protect - 19,6 energy

Clef used Fire Blast - 9 energy
(12 + 3 - 1,5) = 13,5 damage

Mollux used Fire Blast - 8 energy
(12 + 3 + 3) = 18 damage

Slowking used Rain Dance - 9 energy

Action 2

Mollux used Flamethrower - 7 energy
To crit (6192) - No
To burn (9901) - No
(10 - 3 + 3) = 10 damage

Clef used Shadow Ball - 8 energy
To crit (5919) - No
To lower Sp.Def (5918) - No
(8 - 1,5)*1,5 = 9,75 damage

Slowking used Future Sight - 7 energy

Dusky used Trick-Room - 10 energy

Action 3

Slowking used Psychic - 5,5 energy
To crit (3919) - No
To lower (9581) - No
(9 + 3)*1,5 = 18 damage

Dusky used Psychic - 5,5 energy
To crit (9381) - No
To lower (5818) - No
(9)*1,5 = 13,5 damage

Clef used Fire Blast (Dusk) - 8 energy
To crit (7019) - No
To burn (9401) - No
(12 - 3 - 1,5) = 7,5 damage

Mollux used Fire Blast - 7 energy
To crit (5115) - No
To burn (1924) - No
(12 + 3 - 3) = 12 damage

+2 HP to Mollux



86 HP
57 EN
3/4/4/4/26
4 KOC
Regenerator



51 HP
74 EN
4/5/4/5/38
2 KOC
Pressure



53 HP
56 EN
5/3/4/2/108
1 KOC
20% Para


KO HP
KO EN
3/2/4/3/85
Sheer Force




86 HP
38 EN
3/3/4/3/52
Magic Guard



70 HP
78 EN
1/4/5/4/76
Dry Skin
Future Sight is coming!


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn



Rain (3 Rounds)
Trick Room (3 Rounds)
 
dusknoir: Pain Split Clefable - Psychic Mollux - Psychic Mollux
IF Clefable is under the effect of a protective/evasive move when you would pain split it, Future Sight Mollux and push down
IF Clefable uses Magic Coat when you would Pain Split it, Psychic Mollux and push down

Slowking: Taunt Clefable - Psychic Mollux - Psychic Mollux
IF Clefable is under the effect of a protective/evasive move when you would taunt it, Psychic Mollux that action and push down
IF Clefable uses Magic Coat when you would taunt it, Psychic Mollux that action and push down
 
Infernape: Dig Mollux - Slack Off - Fire Punch Mollux
IF Thunder is ordered, and it is raining, Sunny Day that action and push down
IF Mollux uses an HP recovery move, Snatch that action and switch Slack Off to Chill, and push down


Dusknoir: Pain Split Clefable - Psychic Mollux - Psychic Mollux
IF Clefable is under the effect of a protective/evasive move when you would Pain Split it, Psychic Mollux that action and push down
IF Clefable uses magic Coat when you would Pain Split it, Psychic Mollux and push down
 


Lets do.....this!

Mollux: Recover -> Recover -> Thunder (Dusknoir)

Clefable: Encore (Dusknoir) -> Chill -> Encore (Infernape)

If Infernape is unable to move A3, use Water Pulse (Infernape) that action.






53 HP
56 EN
5/3/4/2/108
1 KOC
20% Para




51 HP
74 EN
4/5/4/5/38
2 KOC
Pressure


KO HP
KO EN
3/2/4/3/85
Sheer Force


96 HP
57 EN
3/4/4/4/26
4 KOC
Regenerator




86 HP
38 EN
3/3/4/3/52
Magic Guard



70 HP
78 EN
1/4/5/4/76
Dry Skin
Future Sight is coming!


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn



Rain (3 Rounds)
Trick Room (3 Rounds)



Action 1

Infernape used Snatch - 16 energy
To move (3960) - Yes
+20 HP

Dusknoir used Pain Split - 17,6 energy
68,5 HP to both!

Clefable used Encore (Dusknoir) - 11 energy
Dusknoir is encored!

Mollux's Recover failled! - 12 energy

FUTURE SIGHT
To crit (948) - No
(10 + 3)*1,5 = 19,5 damage
+2 HP to Mollux

Action 2

Infernape used Snatch - 24 energy
To move (3919) - Yes
+20 HP

Dusknoir used Pain Split - 6 energy

Clefable chilled +12 energy

Mollux's Recover failled! - 16 energy

+2 HP to Mollux
Action 3

Infernape used Sunny Day - 9 energy
To move (8476) - Yes
It is sunny!

Dusknoir used Pain Split - 6 energy

Clefable used Encore (Infernape) - 9 energy

Mollux used Thunder (Dusknoir) - 10 energy
To hit (6961) - No :(

-2 HP to Mollux



93 HP
7 EN
5/3/4/2/108
1 KOC
20% Para
Encore (2 Actions)



68 HP
44 EN
4/5/4/5/38
2 KOC
Pressure


KO HP
KO EN
3/2/4/3/85
Sheer Force


96 HP
57 EN
3/4/4/4/26
4 KOC
Regenerator




68 HP
30 EN
3/3/4/3/52
Magic Guard



52 HP
78 EN
1/4/5/4/76
Dry Skin


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn



Sun (3 Rounds)
Trick Room (2 Rounds)




Atacar!


Mollux: Fire Blast (Dusknoir) -> Flamethrower (Dusknoir) -> Fire Blast (Dusknoir)

If Earthquake AND you are not taunted, use Morning Sun that action and push-back, but only once.
If sucesful Protective/Evasive move, Chill that action and push-back.

Clefable: Fire Blast -> Chill -> Fire Blast

If Dusknoir targets you with Taunt, use Magic Coat that action and push-back, but only once.
If sucesful Protective/Evasive move, Chill that action and push-back
 
Infernape: Sunny Day - Sunny Day - Mach punch clefable

Dusknoir: Psychic Mollux - Pain Split Clefable - Psychic+Psychic Mollux
IF Infernape is paralyzed A1, switch actions to Taunt Infernape - Psychic Mollux - Pain Split clefable
 

93 HP
7 EN
5/3/4/2/108
1 KOC
20% Para
Encore (2 Actions)



68 HP
44 EN
4/5/4/5/38
2 KOC
Pressure


KO HP
KO EN
3/2/4/3/85
Sheer Force


96 HP
57 EN
3/4/4/4/26
4 KOC
Regenerator




68 HP
30 EN
3/3/4/3/52
Magic Guard



52 HP
78 EN
1/4/5/4/76
Dry Skin


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn



Sun (3 Rounds)
Trick Room (2 Rounds)


Infernape tries to use Sunny Day...
To move (4991) - Yes
Infernape fainted!

Dusky used Psychic - 5,5 energy
To crit (5781) - No
To lower (9581) - No
(9)*1,5 = 13,5 damage

Clefable used Fire Blast - 10 energy
To hit (7162) -Yes
To crit (9581) - No
To burn (8811) - No
(12 + 3 - 1,5) = 13,5 damage

Mollux used Fire Blast - 9 energy
To hit (7616) - No
To burn (1993) - No
To crit (5614) - No
(12 + 3 + 3) = 18 damage

-2 HP to Mollux

Action 2

Dusky used Pain Split - 16,5 energy
52,25 HP to both

Clefable chilled +12 energy

Mollux used Flamethrower - 8 energy
To crit (986) - No
To burn (1918) - No
(10 + 3 + 3) = 16 damage

Action 3


Clefable used Fire Blast - 10 energy
To hit (817) -Yes
To crit (7671) - No
To burn (5552) - No
(12 + 3 - 1,5) = 13,5 damage

Mollux used Fire Blast - 9 energy
To hit (5995) - No
To burn (1652) - No
To crit (5817) - No
(12 + 3 + 3) = 18 damage


Dusky used Mega Psychic - 26,25 energy
To crit (4891) - No
To lower Sp.Def (8471) - No
(20,25)*1,5 = 30,375 damage

Dusknoir fainted!

-2 HP to Mollux



KO HP
KO EN
5/3/4/2/108
1 KOC
20% Para
Encore (2 Actions)



KO HP
KO EN
4/5/4/5/38
2 KOC
Pressure


KO HP
KO EN
3/2/4/3/85
Sheer Force


96 HP
57 EN
3/4/4/4/26
4 KOC
Regenerator




52 HP
22 EN
3/3/4/3/52
Magic Guard



2 HP
52 EN
1/4/5/4/76
Dry Skin


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn





Sun (2 Rounds)
Trick Room (1 Round)
 
Slowking: Icy Wind - Flamethrower Clefable - Psychic Clefable
IF Encore is used against you, Magic Coat that action and switch all remaining actions to Psychic Mollux
IF Solar Beam is used A2 or A3, Rain Dance that action, but only once, and change all remaining actions to Surf
IF Your target is KOed, Psychic the other one
 


Nice try, boss, but we wont be going down that easy!....I can still give you some extra KOCs though ;D



Clefable: Rain Dance -> Thunder -> Thunder

Mollux: Protect -> Thunder -> Mega Thunder (Thunder Combo)




96 HP
57 EN
3/4/4/4/26
4 KOC
Regenerator

KO HP
KO EN
3/2/4/3/85
Sheer Force


KO HP
KO EN
5/3/4/2/108
1 KOC
20% Para
Encore (2 Actions)



KO HP
KO EN
4/5/4/5/38
2 KOC
Pressure




52 HP
22 EN
3/3/4/3/52
Magic Guard



2 HP
52 EN
1/4/5/4/76
Dry Skin


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn



Mollux used Protect - 9 energy

Slowking used Icy Wind - 3 energy

CLEFABLE
To crit (4981) - No
(4 + 1,5) = 5,5 damage

Clefable used Rain Dance - 10 energy

+2 HP to Mollux

Action 2

Slowking used Flamethrowerr - 6 energy
To crit (9499) - No
(10 - 3 + 1,5) = 8,5 damage

Clefable used Thunder - 8 energy
(12)*1,5 = 18 damage

Mollux used Thunder - 8 energy
(12 + 1,5)*1,5 = 20,25 damage

Action 3

Slowking used Psychic
Not enough to KO


Clefable used Thunder - 8 energy
(12)*1,5 = 18 damage


Mollux used Mega Thunder - 49 energy
(27 + 1,5)*1,5 = 42,75 damage

Clefable fainted!
Mollux fainted!
Slowking fainted!



KO HP
KO EN
3/4/4/4/26
6 KOC
Regenerator

KO HP
KO EN
3/2/4/3/85
Sheer Force


KO HP
KO EN
5/3/4/2/108
1 KOC
20% Para
Encore (2 Actions)



KO HP
KO EN
4/5/4/5/38
2 KOC
Pressure




KO HP
KO EN
3/3/4/3/52
Magic Guard



KO HP
KO EN
1/4/5/4/76
Dry Skin


16 HP
66 EN
5/5/1/3/50
Sturdy
Burn





What a great match! I look foward your next visit ^^

Sorry, Alex, but your Arcade is over.


6 CC to Alex

12 MC and 6 KOC to Arlin

12 MC and 2 KOC to Cyclost

3 MC and 1 KOC to Malspar

3 MC to The Earthquake-Less Loser

27 UC to me.
 
time to keep rolling

Thread: here
Format: Doubles
Mons:

Thanks to Matezoide for the sprite!
Clefable (Clarwyn) Female
Nature:
Modest
Type:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm:
Type: Passive
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Magic Guard:
Type: Passive
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.
Unaware: (DW)
Type: Passive
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: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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


Attacks: 43 Total
Aromatherapy
Bestow
Bubble Beam
Charm
Copycat
Cosmic Power
Defense Curl
Double Slap
Encore
Flamethrower
Follow Me
Grass Knot
Gravity
Heal Bell
Helping Hand
Hyper Beam
Ice beam
Light Screen
Magic Coat
Magical Leaf
Metrenome
Mimic
Minimize
Moonlight
Pound
Protect
Psychic
Reflect
Rest
Shadow Ball
Signal Beam
Sing
Sleep Talk
Snatch
Stealth Rock
Stored Power
Substitute
Sweet Kiss
Thunder Wave
Thunderbolt
Toxic
Wake Up Slap
Wish


*Thanks to Matezoide for the sprite*
Dusknoir (Cyvain) Male
Nature:
Quiet
Type:
Ghost: STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Pressure:
Type: Innate
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: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 38 (-) (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Attacks: 49 Total
Astonish
Bind
Brick Break
Bulldoze
Confuse Ray
Counter
Dark Pulse
Destiny Bond
Disable
Earthquake
Endure
Faint Attack
Fire Punch
Focus Blast
Focus Punch
Foresight
Future Sight
Gravity
Helping Hand
Hex
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison
Leer
Mean Look
Nightshade
Pain Split
Payback
Protect
Psychic
Pursuit
Rain Dance
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Skill Swap
Snatch
Substitute
Sucker Punch
Sunny Day
Taunt
Thunder Punch
Torment
Toxic
Trick Room
Will o Wisp


Hydreigon (Kormahs) Male
Nature:
Brave
Type:
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. 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 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 85 (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0

Attacks: 42 Total
Acrobatics
Aqua Tail
Bite
Crunch
Dark Pulse
Double Hit
Double Team
Draco Meteor
Dragon Pulse
Dragon Rage
Dragon Tail
Dragonbreath
Earth Power
Earthquake
Fire Blast
Flamethrower
Fly
Focus Blast
Focus Energy
Headbutt
Head Smash
Hyper Voice
Ice Fang
Outrage
Protect
Reflect
Rest
Roar
Roost
Sleep Talk
Stone Edge
Substitute
Superpower
Surf
Tackle
Tailwind
Taunt
Thunder Fang
Thunder Wave
Tri Attack
U-Turn
Work Up


Thanks to Matezoide for the sprite!
Eelektross (Zaragoth) Male
Nature:
Quirky

Type:
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.

Abilities:
Levitate:
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 50
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks: 31 Total
Acid
Acid Spray
Acrobatics
Aqua Tail
Bind
Bounce
Brick Break
Charge Beam
Coil
Crunch
Crush Claw
Discharge
Double Team
Drain Punch
Fire Punch
Flamethrower
Giga Drain
Headbutt
Light Screen
Protect
Rest
Sleep Talk
Spark
Super Fang
Tackle
Thunder
Thunderbolt
Thunder Wave
U-Turn
Wild Charge
Zap Cannon

RNG: 62/125


Meditite (M)

Types:

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.

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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 3(+) [5 Pure Power]
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2

Abilities:

Pure Power(Passive): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.


Moves:
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm

Focus Punch
Frustration
Brick Break
Facade
Rock Slide
Sleep Talk

Drain Punch
Ice Punch
Psycho Cut
Thunderpunch



Volbeat (M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 2
Base Rank Total: 16

Abilities:

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Flash
Tackle
Confuse Ray
Double Team
Moonlight
Quick Attack
Tail Glow
Signal Beam
Protect

Focus Punch
Light Screen
Aerial Ace
Roost
Acrobatics
U-Turn

Bug Buzz
Dizzy Punch
Encore
Trick


8/19/1/1
4/7/24/20
21/8/8/14
9/20/4/2



Opponent-affecting events
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).

Challenger-affecting events
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).

Global events
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.

Miscellaneous events
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
 
RNG: 3/4

20: Snow Warning is applied to the battle.


Meditite: Drain Punch (Clefable) -> Force Palm (Clefable) -> Drain Punch (Clefable)


Volbeat: Confuse Ray (Clefable) -> Bug Buzz (Clefable) -> Confuse Ray (Dusknoir)

If Substitute AND you are not taunted, use Encore that action and push-back.
If Magic Coat when you would use Confuse Ray, use Bug Buzz (Clefable) that action and push-back.
 

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