Battle Arcade Challenge: waterwarrior



Hum.....

Hidden-Power -> Thunder-Wave -> Double Team (4 Clones)




65 HP
74 EN
2/4/5/4/86
4 HP Sub


46 HP
82 EN
1/3/4/3/91


Action 1

Rotom destroyed the sub! - 9 energy

Rotom used Hex - 7 energy
To crit (8455) - No
(10 + 3)*1,5 = 19,5 damage

Action 2

Rotom used Thunder-Wave - 7 energy

Rotom tries to use Blizzard...
To move (432) - No

Action 3

Rotom used Double Team - 16 energy

Rotom tries to use Hex... - 7 energy
To move (4672) - Yes
To hit correctly (7641) - No
A clone disapeared!



65 HP
74 EN
2/4/5/4/86
15% Paralised


20 HP
82 EN
1/3/4/3/91




......

Hidden-Power*3

If Substitute is ordered AND his Rotom isnt confused, use Confuse-Ray that action
If his Rotom has Double-Team clones when you would use Hidden-Power, use Shock-Wave that action


Yup, we are dead....any chance we had were killed when we got poisoned :(
 

65 HP
74 EN
2/4/5/4/86
15% Paralised


20 HP
82 EN
1/3/4/3/91


Rotom used Hidden Power - 5 energy
To crit (3943) - No
(7)*1,5 = 10,5 damage

Rotom tries to use Blizzard... - 6 energy
To move (5396) - Yes
To hit (3593) - Yes
To hit correct (Targets up to 3 enemies. 1-7500=Yes) - 4925 - YES!
To freeze (105) - WTF
(9 + 3 + 3) = 15 damage

Action 2

Matezoide cried

Rotom tries to use Blizzard.... -10 energy
To move (2312) - Yes
To hit (4591) - T_T



54 HP
58 EN
2/4/5/4/86
15% Paralised


KO HP
KO EN
1/3/4/3/91

WTF

Dahlia is coming!
 

Arcade Star Dahlia wants to battle!

"You again? Sweet! I look foward this battle, do not disapoint me ;D"


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

Medicham(F)

Types:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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(+) [6 Pure Power]
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

Pure Power(Trait): 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.

Telepathy(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.

Ability:
Telepathy + Pure Power[Trait]

Moves
Fire Punch
Ice Punch
ThunderPunch
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover

Focus Punch
Psyshock
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Endure
Drain Punch
Recycle
Retaliate
Giga Impact
Flash
Captivate
Rock Slide
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Swagger
Substitute
Rock Smash
Strength

Baton Pass
Bullet Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut

Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt

Ludicolo(F)

Types:

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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60(-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

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.

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.

Ability:
Swift Swim

Moves:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Rain Dance
BubbleBeam
Thief
Natural Gift
Mega Drain
Zen Headbutt
Uproar
Hydro Pump

Focus Punch
Hone Claws
Water Pulse
Toxic
Hail
Bullet Seed
Hidden Power Flying 7
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Giga Drain
Frustration
SolarBeam
Return
Brick Break
Double Team
Facade
Secret Power
Rest
Attract
Round
Echoed Voice
Focus Blast
Energy Ball
Scald
Fling
Endure
Drain Punch
Giga Impact
Flash
Swords Dance
Captivate
Sleep Talk
Grass Knot
Swagger
Substitute
Surf
Strength
Whirlpool
Rock Smash
Waterfall
Dive
Rock Climb

Counter
Flail
Leech Seed
Razor Leaf
Sweet Scent
Synthesis
Teeter Dance
Tickle
Water Gun

Body Slam
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Icy Wind
Mimic
Mud-Slap
Seed Bomb
Sleep Talk
Snore
ThunderPunch


"Thats quite a selection of powerfull pokemons, which one will you choose to start?''
 
For future reference, it doesn't matter whether how many Double Team clones there are, it hits all of them with one Acc check (also, Blizzard, Earthquake, etc. hit more than 3 targets in ASB anyways >.>), and there is no power reduction, as its still one target.

All righty then, we've come a long way Gorbachev, but I think its time for you to take a break. Chell, you'll be breaking the ice for us this time around! Get out and do your best!
 
Chell, you'll be breaking the ice for us this time around!
Heh.



''A Jynx? You sure love Ice types, huh? Dusknoir shall be my first pokemon.''



20/9/11/1
9/20/14/18
20/11/4/22
18/23/12/15





''Pick 2 :D''

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: 1/2

Snow Warning!


''This hail is going to be annoying :C''


Trick-Room -> Sunny Day -> Fire-Punch


If Taunt A1 AND A2, change actions to Shadow Punch -> Fire-Punch -> Shadow Punch
If Taunt A1, change actions to Protect -> Trick-Room -> Shadow Punch

I wonder how badly i screwed up.
 
Not nearly as bad as you would think, but still quite badly.

Lovely Kiss -> Taunt -> Wring Out
If Lovely Kiss misses, scream bullshit as loud as humanly possible and change A2 to Blizzard
 

100 HP
100 EN
1/2/4/3/110
Forewarn



90 HP
100 EN
4/5/4/5/39
Pressure


Chell used Lovely Kiss - 6 energy
To hit (4912) - Yes!
Duration (1192) - 1 Action

Dusknoir is fast asleep!
-2 HP to Dusknoir
Action 2

Chell used Taunt - 10 energy
Sleeping Pokemons cant be affected by Taunt!

Dusknoir woke up!
Dusknoir used Sunny-Day - 10 energy

Action 3

Chell used Wring-Out - 9 energy
Dusknoir is immune!
Waterwarrior sucks!

Dusknoir used Fire-Punch - 6 energy
To crit (7492) - No
To burn (8824) - No
(8 + 3 + 3)*1,5 = 21 damage



79 HP
69 EN
1/2/4/3/110
Forewarn



88 HP
84 EN
4/5/4/5/39
Pressure

Sun! (4 Rounds)

Your turn
 

TAKE THE HINT

Hail -> Blizzard -> Blizzard
If Sunny Day, change A1 to Toxic
If Rain Dance, change actions to Toxic -> Blizzard -> Surf
 

''♪♪♪♪♪♪♪♪♪♪ ^^''

Torment -> Trick-Room -> Dynamic Punch (Yes, i used Dynamic Punch)


110 HP
100 EN
3/3/4/3/56


79 HP
69 EN
1/2/4/3/110
Forewarn



88 HP
84 EN
4/5/4/5/39
Pressure


Action 1

Walrus used Hail - 11 energy

Dusknoir used Torment - 10 energy

-2 HP to Dusknoir
Action 2

Walrus used Blizzard - 9 energy
To crit (9912) - No
To freeze (8842) - No
(12 + 3 - 1,5) = 13,5 damage

Dusknoir used Trick-Room - 10 energy

-2 HP to Dusknoir

Action 3

Dusknoir used Dynamic Punch - 8 energy
To hit (4219) - Yes
(10 + 1,5)*1,5 = 17,25 damage
Duration: 2/3
3 Actions

Walrus tries to use Blizzard....
To hitself (1923) - No
Walrus cant use Blizzard!

-2 HP to Dusknoir



93 HP
80 EN
3/3/4/3/56
Tormented (3 Actions)
Confused (2 Actions)


79 HP
69 EN
1/2/4/3/110
Forewarn



68 HP
56 EN
4/5/4/5/39
Pressure


TRICK-ROOM (3 Rounds)


Sunny-Day -> Rock-Slide -> Fire-Punch


If Toxic, use Substitute (15) that action
If Walrus is under the effects of a protecitve/evasive move when you attack, Chill that action and push-back.
 
Hail wasn't actually aimed at Dusknoir, so Pressure is not applied. You also forgot Ice Body, so I should have 2 more HP/EN.

So, you like Sun, do you? Well, YOU CAN HAVE IT THEN!

Encore -> Surf -> Ice Beam
If Walrus hits itself in confusion A1, change remaining actions to Toxic -> Roar
 

''Haha, good one ^^''


93 HP
80 EN
3/3/4/3/56
Tormented (3 Actions)
Confused (2 Actions)


79 HP
69 EN
1/2/4/3/110
Forewarn



68 HP
56 EN
4/5/4/5/39
Pressure


Dusknoir used Sunny Day - 10 energy

Walrus tries to use Encore....
To hit-self (8275) - Yes! (Thank you, RNG Gods)
(4) = 4 damage
Walrus snapped out of it's confusion!

Action 2

Dusknoir used Substitute (15) - 12 energy

Walrus used Toxic - 7 energy

Action 3

Dusknoir used Rock-Slide - 6 energy
To flinch (9992) - No
To crit (8824) - No
(8 + 1,5)*1,5 = 14,25 damage

Walrus used Roar! - 7 energy

RNG: 9016/10000
Medicham was sent out!





81 HP
68 EN
3/3/4/3/56


79 HP
69 EN
1/2/4/3/110
Forewarn



90 HP
100 EN
6/3/1/3/80



53 HP
28 EN
4/5/4/5/39
Pressure


Sun (4 Rounds)
Trick Room (2 Rounds)


''Guess Trick-Room is going to work against me now. Rest a bit, Dusknoir :D''
 
Really? A bump? It's an Arcade challenge Mat, not a flashmatch :P

Blizzard -> Ice Beam -> Blizzard
If Hi Jump Kick, change that action to Dive (suspend) the first consecutive time and continue suspending it on consecutive uses
If Bide, change remaining actions to Aqua Ring -> Hail -> Chill
 

''Lets go for the offensive!''

Drain-Punch -> Low Kick -> Drain-Punch




81 HP
68 EN
3/3/4/3/56


79 HP
69 EN
1/2/4/3/110
Forewarn



90 HP
100 EN
6/3/1/3/80



53 HP
28 EN
4/5/4/5/39
Pressure


Sun (4 Rounds)
Trick Room (2 Rounds)


Note: Pokemon can not be frozen when the weather is sunny.

Action 1

Walrus used Blizzard - 7 energy
To hit (318) - Yes
To crit (9802) - No
(12 + 3 + 1,5) = 16,5 damage

Medicham used Drain-Punch - 11 energy
To crit (8920) - No
(8 + 3 + 3 + 1)*1,5 = 22,5 damage
+11,25 HP to Medicham

Action 2

Walrus used Ice-Beam - 5 energy
To crit (3565) - No
(10 + 3 + 1,5) = 14,5 damage

Medicham used Low Kick - 6,5 energy
To crit (7107) - No
(10 + 3 + 3 + 1)*1,5 = 25,5 damage

Action 3

Walrus used Blizzard - 7 energy
To hit (7651) - Would be a miss if Trick-Room didnt boost the accuracy of -Speed mons :(
To crit (7664) - No
(12 + 3 + 1,5) = 16,5 damage

Medicham used Drain-Punch - 11 energy
To crit (9088) - No
(8 + 3 + 3 + 1)*1,5 = 22,5 damage
+11,25 HP to Medicham



10 HP
49 EN
3/3/4/3/56


79 HP
69 EN
1/2/4/3/110
Forewarn



65 HP
71 EN
6/3/1/3/80



53 HP
28 EN
4/5/4/5/39
Pressure


Sun (3 Rounds)
Trick Room (1 Round)



''Great job, Medicham. Now, lets knock it out!''

Fake-Out -> Bullet-Punch -> Fake-Out


If Walrus is under the effects of a protective/evasive move, use Light Screen that action and push-back.
If Endure is ordered at any point, use Toxic that action and Protect in the following one, but dont push-back.
 


''Awwww :(''



10 HP
49 EN
3/3/4/3/56


79 HP
69 EN
1/2/4/3/110
Forewarn



65 HP
71 EN
6/3/1/3/80



53 HP
28 EN
4/5/4/5/39
Pressure


Sun (3 Rounds)
Trick Room (1 Round)


Walrein used Endure - 15 energy

Medicham used Toxic - 7 energy
-1 HP to Walrein
Action 2

Walrein used Rest - 15 energy
+12 HP to Walrein!

Medicham used Protect - 7 energy
lol no

Action 3

Medicham used Fake-Out - 4 energy
To crit (9941) - No
(4 + 3 + 1) = 8 damage
Walrein flinched!

+12 HP to Walrein



25 HP
19 EN
3/3/4/3/56
Asleep (1 more action)


79 HP
69 EN
1/2/4/3/110
Forewarn



65 HP
53 EN
6/3/1/3/80



53 HP
28 EN
4/5/4/5/39
Pressure


Sun (2 Rounds)



''Keep up the good work :D''
 
Well, if I stay in, I die to a swift Hi Jump Kick, but if I switch to Chell, that damn Dusknoir is coming back out...

Meh, worth it.

Switching to Chell
 
Hmm... An interesting choice, but one that will definitely cost you!

Shadow Ball -> Psychic -> Shadow Ball
If Bide, change remaining actions to Wish -> Chill -> Shadow Ball
If Fire Punch, change that action to Counter
BONUS SUB: If Hi Jump Kick, change that action to Counter

Let's be honest here. We both know you'll be avoiding most of the damage here, but the question is... how?
 


''Like this! >:D''

Fake-Out -> Low Sweep -> Light-Screen


If theres some shenanigans with Fake-Out's mechanics, change actions to Low-Sweep -> Drain-Punch -> Light Screen



79 HP
69 EN
1/2/4/3/110
Forewarn

25 HP
19 EN
3/3/4/3/56
Asleep (1 more action)



65 HP
53 EN
6/3/1/3/80



53 HP
28 EN
4/5/4/5/39
Pressure


Sun (2 Rounds)


Medicham used Fake-Out - 4 energy
To crit (246) - Yes
(4 + 4,5 + 3 + 1) = 12,5 damage

Chell flinched!

Action 2

Jynx used Psyquic - 5,5 energy
To crit (9249) - No
To lower Sp.Def (1100) - No
(9 + 3 + 1,5) = 13,5 damae

Medicham used Low Sweep - 3 energy
To crit (4265) - No
(6 + 3 + 4,5 + 1) = 14,5 damage

Action 3

Medicham used Light-Screen - 9 energy

Jynx used Shadow-Ball - 6 energy
To crit (9664) - No
To lower SP.Def (1672) - Yes
(4 + 1,5)*1,5 = 8,25 damage





52 HP
58 EN
1/2/4/3/110 62
Forewarn

25 HP
19 EN
3/3/4/3/56
Asleep (1 more action)



43 HP
37 EN
6/3/1/3/80
Light-Screen (5 actions)


53 HP
28 EN
4/5/4/5/39
Pressure



Sun (1 Action)


''What a fun match! And we havent even sent out our third pokemon yet.''

Hi-Jump-Kick -> Chill -> Hi-Jump Kick

If Counter, Chill the first time, Swagger the second and Recover the third.
If Chell is under the effects of a protective/evasive move when you would attack, Chill the first time and use Recover the second.
 

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