Battle Arcade Challenge: SubwayJ


125 HP
100 EN
Status: None
Magic Guard
3/3/3/2/121

110 HP
100 EN
Status: None
Overcoat
1/4/5/3/80



100 HP
100 EN
Status: None
Tangled Feet
3/1/4/2/91

100 HP
100 EN
Status: None
Flare Boost
1/2/4/3/85


Round 1:
Krillowatt uses Discharge!
To Crit Cyclohm <625, 116 yes
To Crit Chatot <625, 5685 no
To Crit Colosshale <625, 2793 no
To Paralyze Cyclohm <1500, 4927 no
To Paralyze Chatot <3000, 6470 no
To Paralyze Colosshale <3000, 3998 no
6+3+3+1.5*.44=5.94 Damage to Cyclohm
6+3+3*1.5=18 Damage to Chatot
6+3+1.5=15.75 Damage to Colosshale
-5 Energy

Chatot uses Taunt!
Cyclohm fell for the taunt!
-10 Energy

Colosshale uses Earth Power!
To Crit <625, 4702 no
Lower SpD <1000, 5833 no
9+1.5*1.5=15.75 Damage
-6 Energy

Cyclohm uses Arctic Wind!
To Crit Chatot <625, 7768 no
To Crit Colosshale <625, 4058 no
3+4.5*1.5=11.25 Damage to Chatot
3+3*.66=4 Damage to Colosshale
-20 Energy

Hail dealt 2 Damage to Chatot and Colosshale

Round 2:
Krillowatt uses Blizzard!
To Crit Chatot <625, 4034 no
To Crit Colosshale <625, 194 Yes
To Freeze Chatot <1000, 2504 no
To Freeze Colosshale <1000, 2741 no
9+3*1.5=18 Damage to Chatot
9+1.5*.66=6.93 Damage to Colosshale
-8 Energy

Chatot uses Chatter!
To Crit <625, 9794 no
To Confuse <3000, 7962 no
6+3+1.5=10.5 Damage
-3 Energy

Colosshale uses Mud Bomb!
To Hit <8500, 467 yes
To Crit <625, 6381 no
Lower Acc <3000, 8395 no
7+3*1.5=15 Damage
-5 Energy

Cyclohm Rests!

Hail dealt 2 Damage to Chatot and Colosshale

Round 3:
Krillowatt uses Discharge!
To Crit Cyclohm <625, 6658 no
To Crit Chatot <625, 6233 no
To Crit Colosshale <625, 1436 no
To Paralyze Cyclohm <1500, 4989 no
To Paralyze Chatot <3000, 7626 no
To Paralyze Colosshale <3000, 5527 no
6+3+1.5*.44=4.62 Damage to Cyclohm
6+3+3*1.5=18 Damage to Chatot
6+3+1.5=15.75 Damage to Colosshale
-5 Energy

Chatot uses Chatter!
To Crit <625, 8519 no
To Confuse <3000, 3818 no
6+3+1.5=10.5 Damage
-7 Energy

Colosshale uses Earth Power!
To Crit <625, 8894 no
Lower SpD <1000, 9060 no
9+1.5*1.5=15.75 Damage
-6 Energy

Cyclohm uses Blizzard!
To Crit Chatot <625, 139 yes
To Crit Colosshale <625, 9692 no
To Freeze Chatot <1000, 10000 (O.o) no
To Freeze Colosshale <1000, 4300 no
9+4.5+3*1.5=18.675 Damage to Chatot
9+3*.66=8 Damage to Colosshale
-8 Energy

Hail dealt 2 Damage to Chatot and Colosshale

Krillowatt: No damage Taken
Cyclohm: 15.75+10.5+10.5+15.75+15+4.62+5.94=78.06=78 Damage Taken
Chatot: 6+18+11.25+18+18+18.675=89.925=90 Damage Taken
Colosshale: 6+15.75+4+6.93+15.75+8=56,43=56 Damage Taken


125 HP
82 EN
Status: None
Magic Guard
3/3/3/2/121
Wiki Berry

32 HP
72 EN
Status: None
Overcoat
1/4/5/3/80



10 HP
80 EN
Status: None
Tangled Feet
3/1/4/2/91

44 HP
83 EN
Status: None
Flare Boost
1/2/4/3/85

Hail continues to fall for 3 more rounds!


Your turn to issue actions SubwayJ!
 

"Uh oh, this doesn't look good"

Chatot: chatter Cyclohm x3
Colosshale: Earth Power Cyclohm x3


125 HP
82 EN
Status: None
Magic Guard
3/3/3/2/121
Wiki Berry

32 HP
72 EN
Status: None
Overcoat
1/4/5/3/80



10 HP
80 EN
Status: None
Tangled Feet
3/1/4/2/91

44 HP
83 EN
Status: None
Flare Boost
1/2/4/3/85

Hail continues to fall for 3 more rounds!


Round 1:
Krillowatt uses Blizzard!
To Crit Chatot <625, 6929 no
To Crit Colosshale <625, 9652 no
To Freeze Chatot <1000, 4048 no
To Freeze Colosshale <1000, 892 yes
9+3*1.5=18 Damage to Chatot
9+1.5*.66=6.93 Damage to Colosshale
Colosshale was frozen for 2 Actions!
-8 Energy

Chatot was KOed

Colosshale is frozen solid!

Cyclohm uses Blizzard!
To Crit Colosshale <625, 8309 no
To Freeze Colosshale <1000, 6214 no
9+3*.66=8 Damage to Colosshale
-8 Energy

Hail dealt 2 Damage to Colosshale

Round 2:
Krillowatt uses Thunderbolt!
To Crit >625, 7814 no
10+3+1.5*1.5=21.75 Damage
-6 Energy

Colosshale is frozen solid!

[Cyclohm uses Blizzard!
To Crit Colosshale <625, 7803 no
To Freeze Colosshale <1000, 9840 no
9+3*.66=8 Damage to Colosshale
-8 Energy

Colosshale was KOed!


Krillowatt: No damage Taken
Cyclohm: No Damage Taken
Chatot: 18 Damage Taken
Colosshale:6.93+8+2+21.75+8=46.68=47 Damage Taken


125 HP
82 EN
Status: None
Magic Guard
3/3/3/2/121
Wiki Berry

32 HP
72 EN
Status: None
Overcoat
1/4/5/3/80



KO HP
KO EN
Status: None
Tangled Feet
3/1/4/2/91

KO HP
KO EN
Status: None
Flare Boost
1/2/4/3/85

Hail continues to fall for 2 more rounds!


Congrats, the next round will be posted shortly!
 

Arcade Star Dahlia wants to battle!

"No need to worry. ♪ Let chance do what it does. Like surprises from the game board, life goes through twists and turns. No need to worry. ♪ Things will go as they will. But, enough of that. I know one thing for certain. You have arrived here not merely because you were lucky. Let us not waste any time. I wish to test your skills myself!"


Dusknoir(F)

Type:

Ghost: 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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
-10% Evasion

Abilities:

Pressure(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.

Ability:
Pressure

Moves
ThunderPunch
Fire Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight

Focus Punch
Calm Mind
Toxic
Hidden Power Grass 7
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Fling
Charge Beam
Endure
Embargo
Giga Impact
Flash
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Trick Room
Strength
Rock Smash

Destiny Bond
Faint Attack
Grudge
Imprison
Memento
Ominous Wind
Pain Split

Body Slam
Counter
DynamicPunch
Double-Edge
Headbutt
Helping Hand
Icy Wind
Mega Kick
Mega Punch
Metronome
Mimic
Mud Slap
Nightmare
Seismic Toss
Snore
Spite
Sucker Punch
Trick

Omastar(F)

Types:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 5
SpA: Rank 5(+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Weak Armor(Innate): 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.

Ability:
Swift Swim

Moves:
Water Gun
Constrict
Withdraw
Horn Attack
Leer
Bite
Rollout
Mud Shot
Brine
Protect
Spike Cannon
Tickle
AncientPower
Rock Blast
Shell Smash
Hydro Pump

Headbutt
Curse
Water Pulse
Toxic
Horn Drill
Body Slam
Take Down
Double-Edge
BubbleBeam
Hidden Power Electric 7
Ice Beam
Snore
Blizzard
Hyper Beam
Icy Wind
Submission
Rain Dance
Seismic Toss
Rage
Frustration
Smack Down
Return
Mimic
Double Team
Reflect
Bide
Sandstorm
Rock Tomb
Skull Bash
Facade
Secret Power
Rest
Attract
Thief
Round
Scald
Endure
Giga Impact
Rock Polish
Stone Edge
Gyro Ball
Stealth Rock
Captivate
Rock Slide
Sleep Talk
Natural Gift
Swagger
Substitute
Surf
Whirpool
Rock Smash
Waterfall
Dive

Aurora Beam
Haze
Knock Off
Muddy Water
Slam
Spikes
Supersonic
Toxic Spikes
Wring Out

Earth Power
Icy Wind
Iron Defense
Mimic
Rock Throw

Metagross(-)

Types:

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.

Psychic: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Quiet Nature(+SpA, -Spe)
Stas
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 3
Spe: 60(-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

Abilities:

Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal(Innate): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Moves:
Take Down
Confusion
Metal Claw
Scary Face
Pursuit
Psychic
Iron Defense
Meteor Mash
Agility
Hyper Beam

Hone Claws
Psyshock
Toxic
Hidden Power Fire 7
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Sludge Bomb
Sandstorm
Rock Tomb
Aerial Ace
Facade
Secret Power
Rest
Round
Endure
Explosion
Giga Impact
Rock Polish
Flash
Gyro Ball
Stealth Rock
Psych Up
Bulldoze
Rock Slide
Sleep Talk
Natural Gift
Grass Knot
Substitute
Flash Cannon
Cut
Strength
Rock Smash

Block
Body Slam
Defense Curl
Double-Edge
DynamicPunch
Fury Cutter
Gravity
Headbutt
Ice Punch
Icy Wind
Iron Defense
Iron Head
Magnet Rise
Mimic
Mud-Slap
Refresh
Rollout
Selfdestruct
Signal Beam
Snore
Swift
ThunderPunch
Trick
Zen Headbutt

Scrafty(F)

Types:

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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

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.

Moxie(Innate): 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.

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 their 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 as an Action, and will affect all opponents. [Command: (Ability: Intimidate)]

Ability:
Shed Skin

Moves:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash

Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power Flying 7
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Return
Dig
Double Team
Sludge Bomb
Rock Tomb
Torment
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Retaliate
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Snarl
Strength

Amnesia
Counter
Detect
Dragon Dance
Drain Punch
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt


"Choose which Pokemon you will lead with challenger!"
 

"Then I shall start our grand game with Dusknoir and Metagross!"

Roulette Randomization
Your roulette for this battle is as follows:
18 8 21 21
7 21 18 5
2 9 2 23
9 9 23 19


Event Descriptions:
2: Opponent’s Pokemon are burned for the battle.
5: Opponent’s Pokemon each receive a berry(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.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
21: The roulette is sped up for the rest of the challenge(N is doubled).
23: No Event

Please Select Four Consecutive Events from the Roulette.
 
RNG Roulette Result: 4/4
21: The roulette is sped up for the rest of the challenge(N is doubled).



"Well the roulette was no fun, guess we get to start this battle off like so!"

Metagross: Light Screen - Ice Punch Necturna - Icy Wind
IF targetted with Willowisp from a nontaunted target, Protect and push actions down

Dusknoir: Taunt Necturna - Taunt Cyclohm - Shadow Punch Necturna
IF Shell Smash is used, AND Necturna isn't taunted, Snatch that action and push actions down
IF your target Protects, Confuse Ray its partner and push actions down
 
Necturna: Will-O-Wisp(Dusknoir)-Super Fang+Super Fang(Metagross)-Cooldown(shadow sneak(Dusknoir)

Cyclohm: Substitute(20)-Dragon Tail(Metagross)-Dragon Tail(Dusknoir)
 

100 HP
100 EN
Status: None
Forewarn
5/4/4/5/70 (-10% EVA)

110 HP
100 EN
Status: None
Overcoat
1/4/5/3/80



90 HP
100 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)

100 HP
100 EN
Status: None
Clear Body/Light Metal
5/5/4/3/60 (-10% EVA)


Round 1:
Cyclohm uses Substitute!
Cyclohm set up a 20 HP Sub!
-18 Energy

Necturna uses Willowisp!
To Hit <8000, 1819 yes
Dusknoir was burned!
-7 Energy

Metagross uses Light Screen!
Dahlia's team is protected!
-7 Energy

Dusknoir uses Taunt!
Cyclohm fell for the taunt!
-10 Energy

Burn deals 2 Damage to Dusknoir

Round 2:
Cyclohm uses Dragon Tail!
To Crit <625, 9229 no
6+3-6*.66=2 Damage to Metagross
-4 Energy

Metagross uses Ice Punch!
To Hit <9300, 430 yes
To Crit <625, 1822 no
To Freeze <1000, 268 yes
Duration (1-2) 2 Necturna was frozen for 2 actions!
8+1.5*1.5=13.5 Damage to Necturna
-6 Energy

Dusknoir uses Taunt!
Cyclohm fell for the taunt!
-14 Energy

Necturna is frozen Solid!

Burn deals 2 Damage to Dusknoir

Round 3:
Cyclohm uses Dragon Tail!
To Crit <625, 3223 no
6+3-6=3 Damage to Metagross
-8 Energy

Necturna is frozen solid!

Metagross uses Icy Wind!
To Hit Necturna <9700, 5574 yes
Crit Necturna <625, 2411 no
Crit Cyclohm <625, 8225 no
4-1.5*1.5=3.75 Damage to Necturna
4+1.5*1.5=8.25 Damage to Cyclohm
Necturna and Cyclohm's speed fell!
-4 Energy

Dusknoir uses Shadow Punch!
To Crit <625, 1134 no
7+3*1.5=15 Damage to Necturna
-4 Energy

Burn deals 2 Damage to Dusknoir


Metagross phaze target: 1=Omastar, 2=Scrafty, 1 Omastar
Dusknoir Phaze target: 1 Metagross 2=Scrafty, 1 Metagross

Omastar and Metagross were switched in!

Cyclohm: 20 Damage Taken
Necturna: 13.5+15+3.75=32 Damage Taken
Metagross: 2 Damage Taken
Dusknoir: 9 Damage Taken


68 HP
93 EN
Status: Taunted (4 actions)
Forewarn
5/4/4/5/70 (-10% EVA)

90 HP
70 EN
Status: 12 HP Sub, Taunted (3 Actions)
Overcoat
1/4/5/3/80



100 HP
100 EN
Status: None
Swift Swim
1/5/5/3/55

98 HP
80 EN
Status: None
Clear Body/Light Metal
5/5/4/3/60 (-10% EVA)

Dahlia's Team is protected by Light Screen for 4 more actions!


81 HP
72 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)



Your turn to issue actions SubwayJ!
 
Before I forget, there needs to be forewarn rolls on all of Dhalias attacks because they're all super effective, Also Dusknoir was Targeted with WilloWisp not Metagross

Actions will be posted once this is fixed
 
Necturna: Horn Leech-Giga Drain-Horn Leech (All Omastar)
Cyclohm: Thunder-Twister-Thunder (All Omastar)
**Cyclohm If Omastar Faints replace all remaining actions with Flamethrower (Metagross)
 

"Well this is going to be fun!"

Metagross: Rain Dance - Meteor Mash - Ice Punch+Ice Punch Necturna

Omastar: Protect - Dive Necturna - Dive Necturna



68 HP
93 EN
Status: Taunted (4 actions)
Forewarn
5/4/4/5/70 (-10% EVA)

90 HP
70 EN
Status: 12 HP Sub, Taunted (3 Actions)
Overcoat
1/4/5/3/80



100 HP
100 EN
Status: None
Swift Swim
1/5/5/3/55

98 HP
80 EN
Status: None
Clear Body/Light Metal
5/5/4/3/60 (-10% EVA)

Dahlia's Team is protected by Light Screen for 4 more actions!


81 HP
72 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)



Round 1:
Omastar uses Protect!
It protected itself!
-12 Energy

Cyclohm uses Thunder!
To Hit <8000, 8933 no
But it missed...
-7 Energy

Necturna uses Horn Leech!
To Crit <625, 3760
8+3*1.5=16.5 Damage
But it was protected
-11 Energy

Metagross uses Rain Dance!
It began to rain!
-10 Energy

Round 2:
Omastar dove underwater!

Cyclohm uses Twister!
but it missed....
-2 Energy

Necturna uses Giga Drain!
but it missed....
-11 Energy

Metagross uses Meteor Mash!
To Hit <9500, 104 yes
To Crit <625, 8968 no
Raise Attack <2000, 1062 yes
10+3+1.5=14.5 Damage to Necturna
Metagross's attack rose!
-6 Energy

Omastar uses Dive!
To Crit <625, 2111 no
8+3+3-4.5*.66=6.27 Damage
-9 Energy

Round 3:
Omastar dove underwater!

Cyclohm uses Thunder!
but it missed....
-7 Energy

Necturna uses Horn Leech!
but it missed....
-7 Energy

Metagross uses Mega Ice Punch!
To Hit <7400, 5896 yes
To Crit <625, 6821 no
To Freeze <2000, 1600 yes (O.o)
Duration (1-2) 1 Turn
8*2.25+1.5*1.5+1.75= 31 Damage to Necturna
-32 Energy

Omastar uses Dive!
To Crit <625, 5934 no
8+3+3-4.5*.66=6.27 Damage
-13 Energy



Cyclohm: No Damage Taken
Necturna: 6.27+6.27+31+14.5=58 Damage Taken
Metagross: No Damage Taken
Omastar: NO Damage Taken


10 HP
64 EN
Status: Taunted (1 actions), Frozen (1 Action)
Forewarn
5/4/4/5/70 (-10% EVA)

90 HP
54 EN
Status: 12 HP Sub
Overcoat
1/4/5/3/80



100 HP
65 EN
Status: None
Swift Swim
1/5/5/3/55

98 HP
38 EN
Status: None
Clear Body/Light Metal
5/5/4/3/60 (-10% EVA)

Dahlia's Team is protected by Light Screen for 1 more actions!
Rain continues to fall for 3 more rounds!


81 HP
72 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)




"Now to prepare for the next bout of action!"

Omastar: Ice Beam Necturna - Stealth Rock - Ice Beam Cyclohm
IF Cyclohm uses an Electric Type offensive combo targetting you A2 or A3, switch that action to Protect and push actions down

Metagross: Cooldown - Meteor Mash Cyclohm - Chill
 

10 HP
64 EN
Status: Taunted (1 actions), Frozen (1 Action)
Forewarn
5/4/4/5/70 (-10% EVA)

90 HP
54 EN
Status: 12 HP Sub
Overcoat
1/4/5/3/80



100 HP
65 EN
Status: None
Swift Swim
1/5/5/3/55

98 HP
38 EN
Status: None
Clear Body/Light Metal
5/5/4/3/60 (-10% EVA)

Dahlia's Team is protected by Light Screen for 1 more actions!
Rain continues to fall for 3 more rounds!


81 HP
72 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)



Round 1:
Omastar uses Ice Beam!
To Hit <8900, 712 yes
To Crit <625, 5507 no
10*1.5=15 Damage to Necturna
-7 Energy

Necturna was KOed

Cyclohm uses Weather Ball!
To Crit <625, 3463 no
5+3+3=11 Damage to Metagross
-7 Energy

Metagross rests!

Round 2:
Omastar uses Stealth Rock!
Rocks begin to hover around SubwayJ's Team!
-11 Energy

Cyclohm uses Thunder!
To Crit <625, 1112 no
To Paralyze <3000, 2790 yes
12+3+3=18 Damage to Metagross
-7 Energy

Metagross uses Meteor Mash!
Paralyzed <2000, 8392 no
To Hit <9500, 4790 yes
To Crit <625, 3677 no
Raise Attack <2000, 86 yes
10+3+1.5+1.75=16.25 Damage to Cyclohm
Metagross's attack rose!
Cyclohm's sub was destroyed!
-6 Energy

Round 3:
Omastar uses Ice Beam!
To Crit <625, 1625 no
To Freeze <1000, 7926 no
10+3*1.5=19.5 Damage to Cyclohm
-7 Energy

Cyclohm uses Weather Ball!
To Crit <625, 3463 no
10+3+3=16 Damage to Metagross
-7 Energy

Metagross Chills!
Paralyzed <2000, 4895 no
+12 Energy



Cyclohm: 19.5=20 Damage Taken
Necturna: 15 Damage Taken
Metagross: 16+18+11=45 Damage Taken
Omastar: No Damage Taken


KO HP
KO EN
Status: None
Forewarn
5/4/4/5/70 (-10% EVA)

70 HP
33 EN
Status: None
Overcoat
1/4/5/3/80

Subway J's team is surronded by hovering rocks!!



100 HP
40 EN
Status: None
Swift Swim
1/5/5/3/55

53 HP
44 EN
Status: Paralyzed (15%)
Clear Body/Light Metal
5/5/4/3/60 (-10% EVA)

Rain continues to fall for 2 more rounds!


81 HP
72 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)
 
A couple things, your first and second Weather Ball calcs are different (The second one should be right as it is raining) Another thing is that Metagross is paralysed and needs a roll to see if it's able to chill, as well as an indicator at the end of round summary.

Nevertheless I shall send out Krillowatt!

Actions will be posted once everything is fixed.
 

"Keep up the assault!"

Omastar: Protect Cyclohm - Ice beam Cyclohm - Earth Power Cyclohm

Metagross: Light Screen - Ice Punch+Ice Punch Cyclohm - Cooldown
IF Fully Paralyzed A1, Light Screen A2



120 HP
100 EN
Status: None
3/3/3/2/121 (+17% ACC)
Magic Guard

70 HP
33 EN
Status: None
1/4/5/3/80
Overcoat



100 HP
40 EN
Status: None
1/5/5/3/55
Swift Swim

53 HP
44 EN
Status: Paralyzed (15%)
5/5/4/3/60 (-10% EVA)
Clear Body/Light Metal

Rain continues to fall for 2 more rounds!


81 HP
72 EN
Status: None
Pressure
4/5/4/5/39 (-10% EVA)



Round 1:
Krillowatt was sent out!
Rocks dug into its skin!
-12 HP

Krillowatt uses Discharge!
Crit Cyclohm <625, 3953 no
Crit Omastar <625, 3897 no
Crit Metagross <625, 9245 no
Paralyze Cyclohm <1500, 9998 no
Paralyze Omastar <3000, 9803 no
Paralyze Metagross <3000, 8044 no
6+3*.44=3.96 Damage to Cyclohm
6+3*1.5=13.5 Damage to Omastar
6+3=9 Damage to Metagross
-5 Energy

Omastar uses Protect!
Cyclohm was protected!
-14 Energy

Cyclohm uses Thunder!
To Crit <625, 203 yes
To Paralyze <3000, 4262 no
12+3+3+3=21 Damage to Metagross
-7 Energy

Metagross uses Light Screen!
Dahlia's team was protected!
-7 Energy

Round 2:
Krillowatt uses Thunder!
To Crit <625, 8008 no
To Paralyze <3000, 6658 no
6+3=9 Damage to Metagross
-7 Energy

Omastar uses Ice Beam!
To Crit <625, 9605 no
To Freeze <1000, 5429 no
10+3*1.5=19.5 Damage to Cyclohm
-7 Energy

Cyclohm uses Weather Ball!
To Crit <625, 5002 no
5+3+3=11 Damage to Metagross
-7 Energy

Metagross uses Mega Ice Punch!
To Crit <625, 97 yes
To Freeze <2000, 7488 no
18+3+1.5*1.5=33.75 Damage to Cyclohm
-32 Energy

Metagross Fainted from exhaustion!

Round 3:
Krillowatt uses Discharge!
Crit Cyclohm <625, 1665 no
Crit Omastar <625, 1005 no
Paralyze Cyclohm <1500, 7219 no
Paralyze Omastar <3000, 7343 no
3+3*.44=2.64 Damage to Cyclohm
3+3*1.5=9 Damage to Omastar
-5 Energy

Omastar uses Earth Power!
To Crit <625, 119 yes
9+3+1.5*1.5=20.25 Damage to Cyclohm
-6 Energy

Cyclohm was KOed!



Cyclohm: 19.5+3.96+3.96+20.25+33.75=81 Damage Taken
Krillowatt: 12 Damage Taken
Metagross: irrelevent
Omastar: 13.5+9=23 Damage Taken


108 HP
83 EN
Status: None
3/3/3/2/121 (+17% ACC)
Magic Guard

KO HP
KO EN
Status: None
1/4/5/3/80
Overcoat



77 HP
13 EN
Status: None
1/5/5/3/55
Swift Swim

KO HP
KO EN
Status: Paralyzed (15%)
5/5/4/3/60 (-10% EVA)
Clear Body/Light Metal

Rain continues to fall for 1 more round!


"Now we shall follow up with Dusknoir!"

Omastar: Chill - Hydro Pump Unown - Scald Unown

Dusknoir: Shadow Ball Unown - Shadow Punch Unown - Shadow Ball Unown
 

108 HP
83 EN
Status: None
3/3/3/2/121 (+17% ACC)
Magic Guard

90 HP
100 EN
Status: None
2/2/4/2/48
Overcoat



77 HP
13 EN
Status: None
1/5/5/3/55
Swift Swim

81 HP
72 EN
Status: None
4/5/4/5/39 (-10% EVA)
Pressure

Rain continues to fall for 1 more round!




Round 1:
Unown was sent out!
Rocks dug into its skin!
-12 HP

Krillowatt uses Discharge!
Crit Unown <625, 6148 no
Crit Omastar <625, 2053 no
Crit Dusknoir <625, 7649 no
Paralyze Unown <3000, 6244 no
Paralyze Omastar <3000, 5608 no
Paralyze Dusknoir <3000, 5561 no
6+3+1.5=10.5 Damage to Unown
6+3*1.5=13.5 Damage to Omastar
6+3-3=6 Damage to Dusknoir
-5 Energy

Omastar Chills!
+12 Energy

Unown uses Hidden Power Water!
To Crit <625, 6658 no
Lower Speed <2000, 6787 no
7+1.5=8.5 Damage to Omastar
-4 Energy

Dusknoir uses Shadow Ball!
To Crit <625, 1318 no
Lower SpD <1000, 6711
8+3+3*1.5+21 Damage to Unown
-5 Energy

Round 2:
Krillowatt uses Discharge!
Crit Unown <625, 5313 no
Crit Omastar <625, 14 yes
Crit Dusknoir <625, 4529 no
Paralyze Unown <3000, 9774 no
Paralyze Omastar <3000, 4123 no
Paralyze Dusknoir <3000, 9990 no
6+3+3+1.5=10.5 Damage to Unown
6+3*1.5=18 Damage to Omastar
6+3-3=6 Damage to Dusknoir
-9 Energy

Omastar uses Hydro Pump!
To Hit <8000, 464 yes
To Crit <625, 1653 no
12+3+3+4.5=22.5 Damage to Unown
-7 Energy

Unown uses Hidden Power Water!
To Crit <625, 9968 no
Lower Speed <2000, 1192 yes
8-1.5=6.5 Damage to Dusknoir

Dusknoir uses Shadow Punch!
To Crit <625, 1198 no
7+3+3*1.5=19.5 Damage
-4 Energy

Unown was KOed!

Round 3:
Krillowatt uses Discharge!
Crit Omastar <625, 6487 no
Crit Dusknoir <625, 7593 no
Paralyze Omastar <3000, 3255 no
Paralyze Dusknoir <3000, 7230 no
6+3*1.5=13.5 Damage to Omastar
6+3-3=6 Damage to Dusknoir
-13 Energy

Omastar uses Scald!
but theres no target....

Dusknoir uses Shadow Ball!
but theres no target.......



Unown: 10.5+12+21+10.5+22.5+19.5=96 Damage Taken
Krillowatt: No Damage Taken
Omastar:13.5+13.5+18+8.5=53.5=54 Damage Taken
Dusknoir:6+6+6+6.5=24.5=25 Damage Taken



108 HP
56 EN
Status: None
3/3/3/2/121 (+17% ACC)
Magic Guard

KO HP
KO EN
Status: None
2/2/4/2/48
Overcoat



23 HP
18 EN
Status: None
1/5/5/3/55
Swift Swim

56 HP
63 EN
Status: None
4/5/4/5/39 (-10% EVA)
Pressure
 

"Looks like our game has come to an end!"

Dusknoir: Protect - Chill - Chill

Omastar: Chill - Chill - Chill



108 HP
56 EN
Status: None
3/3/3/2/121 (+17% ACC)
Magic Guard

KO HP
KO EN
Status: None
2/2/4/2/48
Overcoat



23 HP
18 EN
Status: None
1/5/5/3/55
Swift Swim

56 HP
63 EN
Status: None
4/5/4/5/39 (-10% EVA)
Pressure



Round 1:
Dusknoir uses Protect!
it protected itself!
-

Krillowatt uses Mega Sheer Cold!
To Hit <900, 7521 no
-80 Energy

Krillowatt fainted due to exhaustion!




KO HP
KO EN
Status: None
3/3/3/2/121 (+17% ACC)
Magic Guard

KO HP
KO EN
Status: None
2/2/4/2/48
Overcoat



23 HP
18 EN
Status: None
1/5/5/3/55
Swift Swim

56 HP
63 EN
Status: None
4/5/4/5/39 (-10% EVA)
Pressure


Sorry SubwayJ, your arcade run has ended!!

SubwayJ: 6 CC
Cyclohm: 12 MC, 5 KOC
Krillowatt: 10 MC, 2 DC, 2 KOC
Unown: 1 CC (might want to double check this)
Necturna: 2 MC, 1 DC



and i recieve 19 UC for all this shenaniganry!
 
IT'S TIME FOR SOME ARCADE DOUBLES!
Pokemon!

Fruit Ninja (*) the Krillowatt (M) @ Magic Guard
Nature: Naive (+Spe, -SpDef)

Type:
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 UNLOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats: (Naive Nature)

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121(+) (+17%ACC)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Moves:

Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Zap Cannon
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Thunder
Copycat
Heart Swap
Discharge
Hydro Pump
Muddy Water
Guillotine
Volt Switch

Metronome (*)
Me First (*)
Counter (*)
Sheer Cold
Follow Me
Mind Reader

Ice Beam (*)
Thunderbolt (*)
Scald (*)
Blizzard
Protect
Round
Earthquake
Hidden Power Grass (7)
Substitute

Total Moves: 34



Angry Birds the Cyclohm (M) @ Shield Dust
Nature: Modest (+Sp Atk, -Atk)

Type: Electric/Dragon

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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

Shield Dust:
(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.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW-Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one(1).

Stats: (Modest Nature)

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5

Moves:

Tackle
Growl
Twister
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Hurricane
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Bide
Tri Attack
Leer
Dragon Tail
Discharge
Zap Cannon
Thrash
Outrage

Heal Bell
Hydro Pump
Power Gem
Magnet Rise

Flamethrower
Thunder
Substitute
Hail
Sandstorm
Blizzard
Volt Switch
Sunny Day
Thunder Wave
Hidden Power Grass (7)
Hyper Beam
Surf
Earthquake
Protect

Total Moves: 40



Cranium the Pyroak (M) @ Chlorophyll
Nature: Quiet (+Sp Atk, -Speed)

Type: Fire/Grass
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.
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:

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: (Quiet Nature)
HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (-10EVA) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5


Moves:

Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Flame Burst
Petal Dance
Heat Crash
Zap Cannon
Wood Hammer
Flare Blitz

Aromatherapy
Dragonbreath
Earth Power

Sunny Day
Flamethrower
Solarbeam
Protect
Earthquake

Total Moves: 25



Plants vs Zombies (PVZ) the Necturna (F) @ Telepthy
Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

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.
Ghost: 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:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats: (Quiet Nature)

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball


Soak
Giga Drain
Natural Gift
Ingrain
Gravity

Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute

Total Moves: 28


Leading with Pyroak and Cyclohm
----------------------------------------------------------

Ninja Boy Jet would like to battle!

"HIYAAAAAAAA!"
RNG For opponents:
74/125 Monferno
63/125 Grotle


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


Grotle(F)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 36
Size Class: 2
Weight Class: 4
Base Rank Total: 16

Abilities:

Overgrow(Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed

Bullet Seed
Iron Tail
Return
Facade
Endure
Substitute

Body Slam
Double-Edge
Seed Bomb
Superpower


"BAM! POW! KABLAMMO!"

Roulette Randomisation:
Your roulette for this battle is as follows:
23 1 7 16
12 19 15 14
23 20 9 24
14 20 17 21

23: No Event
1: Opponent’s Pokemon are poisoned for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
19: Sandstream is applied to the battle.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
23: No Event
20: Snow Warning is applied to the battle.
9: Challenger’s Pokemon are poisoned for the duration of the battle.
24: Challenger wins 1 free CC, then battles normally
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
20: Snow Warning is applied to the battle.
17: Drought is applied to the battle.
21: The roulette is sped up for the rest of the challenge(N is doubled).

Please Select Four Consecutive Events from the Roulette.
 

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