Roleplay Battle Arcade Challenge: yoshinite

#1
If you are not yoshinite or the current ref, do not post in this thread, or the ampers& ninjas will hunt you down.

Yoshinite is challenging the Singles Arcade with the following Pokemon

Name: Necturna [Sacred Fire] (F)
Nature: Naughty (+Atk -SpD)

Type: Ghost/Grass
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.
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:

Forewarn: This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

HP: 90
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (-)
Spe: 81
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC 6/6
MC 1
DC 2/5

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

Toxic
Shadow Ball
Energy Ball

Leaf Storm
Sketch
Nightmare
Leaf Blade


Shedinja [Shelly] (-)
Nature: Quiet (+Spa -Spe -10% Evasion)

Type: Bug/Flying
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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:
Wonder Guard: Type: Innate
Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.


Stats:
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC 6/6
MC 0

Moves:
Scratch
Harden
Leech Life
Sand-Attack
Mind Reader
Fury Swipes
False Swipe
Double Team
Screech
Swords Dance
Spite

Dig
X-Scissor
Aerial Ace

Night Slash
Bug Bite
Endure


Revenankh [CleoPatrick] (M)
Nature: Brave (+Atk -Spe -10% Evasion)

Type: Ghost/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.
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:
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW LOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 3/5

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip

Earthquake
Brick Break
Smack Down
Protect

Counter
Mach Punch
Shadow Sneak

Your Forewarn description was outdated, so I fixed it :D

Battle #1

Swimmer Shaye would like to battle!
"It's actually kinda nice to get out of the water every now and then~"

RNG roll (for Pokemon) 75/125

Prinplup(F)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Modest Nature(+SpA, -Atk)
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 17

Abilities:

Torrent(Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Defiant(Innate): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Ability:
Torrent

Attacks:
Tackle
Growl
Water Sport
Peck
Metal Claw
Bide
Bubblebeam
Fury Attack

Hidden Power Electric 7
Ice Beam
Rain Dance
Brine
Scald
Endure
Sleep Talk
Surf


Roulette:
15 15 15 12
2 18 16 22
2 7 19 20
18 24 15 16

The events are as follows:
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 select four consecutive numbers from the Roulette
 
#3
Sorry for pseudo-lateness, I was sick as balls today and yesterday.

RNG roll (for event) 2/4 = 7
Opponent’s Pokemon become cloaked by a Safeguard (4 rounds)


"Let's just see how badly this match will go..."
Ice Beam x3
If Leaf Blade is used in a combo, begin Bide that action
If Leaf Storm is used in a combo, begin Bide that action
 
#5
EDIT: What time is it? Iiiiit's reffing time! (with random.org and calculations)


"Looks like we're in for some trouble..."

Pre-Round stats:

Sacred Fire
HP: 100
EN: 100
6/4/3/4/81

Prinplup
HP: 100
EN: 100
2/3/4/3/50

Action 1
Leaf Blade -> Prinplup (6 EN)
RNG roll (to crit, <=1250 crit) 4118 = no crit
(9+3+1+(5-3)1.5)(1.5) = 24 DMG

Ice Beam -> Sacred Fire (7 EN)
RNG roll (to crit, <=625 crit) 6756 = no crit
RNG roll (to freeze, <=1000 freeze) 2950 = no freeze
(10+(4-4)1.5)(1.5) = 15 DMG

Action 2
Horn Leech -> Prinplup (11 EN)
RNG roll (to crit) 832 = no crit
(8+3+1+(5-3)1.5)(1.5) = 22.5 DMG = 11.25 recovered

Ice Beam -> Sacred Fire (11 EN)
RNG roll (to crit) 6127 = no crit
RNG roll (to freeze) 7447 = no freeze
(10+(4-4)1.5)(1.5) = 15 DMG

Action 3
Leaf Blade -> Prinplup (6 EN)
RNG roll (to crit) 1241 = crit
(9+3+3+1+(5-3)1.5)(1.5) = 28.5 DMG

Ice Beam -> Sacred Fire (15 EN)
RNG roll (to crit) 3324 = no crit
RNG roll (to freeze) 2519 = no freeze
(10+(4-4)1.5)(1.5) = 15 DMG


Post-Round stats:

Sacred Fire
HP: 66
EN: 77
6/4/3/4/81

Prinplup
HP: 25
EN: 67
2/3/4/3/50


"...We're still alive?"
 
#6
Don't worry, I'm just as surprised as you are.
Leaf Blade+Leaf Blade-Cooldown-Horn Leech
Also you forgot to factor in Horn Leech healing.
 
#7

"If you had 20 less EN or ~15 less HP, I could drag this out pretty successfully, but there's really no point now."

Leaf Blade combo -> Prinplup (<77 EN)
Prinplup fainted!

Battle #2

Team Magma Grunt would like to battle!
"Hey, a Necturna! The boss would love that!"

RNG roll (for Pokemon) 52/125

Mightyena(M)

Type:

Dark: 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.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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.

Quick Feet(Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

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.

Ability:
Quick Feet

Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger
Assurance
Scary Face

Dig
Torment
Facade
Payback
Giga Impact
Sleep Talk

Fire Fang
Ice Fang
Sucker Punch
Thunder Fang


Roulette:
6 5 21 6
10 5 5 3
17 23 1 20
21 19 6 20

Please choose 4 consecutive events from the roulette
 
#9
RNG roll (for effect) 4/4 = 1
Opponent’s Pokemon are poisoned for the battle.


"Off to a great start I see..."
Payback -> Fire Fang -> Payback
If Will-o-Wisp, change that action to Dig and push back
If damaging Grass-type attack, change that action to Sucker Punch
 
#11

"Mightyena, if you screw this battle up, you'll be more than sorry!"

Pre-Round stats:

Sacred Fire
HP: 100
EN: 100
6/4/3/4/81

Mightyena
HP: 100
EN: 100
4/3/1/2/70
Poisoned (2 DPA)

Action 1
Payback -> Sacred Fire (6 EN)
RNG roll (to crit) 6551 = no crit
(5+3+(4-4)1.5)(1.5) = 12 DMG

Toxic -> Mightyena (7 EN)
RNG roll (to hit) 9502 = miss
The attack missed!

Poison -> Mightyena (2 DMG)

Action 2
Sucker Punch -> Sacred Fire (5 EN)
RNG roll (to crit) 3800 = no crit
(8+3+(4-4)1.5)(1.5) = 16.5 DMG

Horn Leech -> Mightyena (11 EN)
RNG roll (to crit) 2280 = no crit
(8+3+1+(5-3)1.5) = 15 DMG = 7.5 recovered

Poison -> Mightyena (2 DMG)

Action 3
Sucker Punch -> Sacred Fire (9 EN)
RNG roll (to crit) 5710 = no crit
(8+3+(4-4)1.5)(1.5) = 16.5 DMG

Leaf Blade -> Mightyena (6 EN)
RNG roll (to crit) 2537 = no crit
(9+3+1+(5-3)1.5) = 16 DMG

Poison -> Mightyena (2 DMG)


Post-Round stats:

Sacred Fire
HP: 62
EN: 76
6/4/3/4/81

Mightyena
HP: 63
EN: 80
4/3/1/2/70
Poisoned (2 DPA)


"You better be able to keep this up!"
 
#13

"That isn't going to work, kid!"
Torment -> Dig -> Sucker Punch

Pre-Round stats:

Sacred Fire
HP: 62
EN: 76
6/4/3/4/81

Mightyena
HP: 63
EN: 80
4/3/1/2/70
Poisoned (2 DPA)

Action 1
Torment -> Sacred Fire (9 EN)
Sacred Fire was Tormented!

Sacred Fire can't use Horn Leech due to Torment!

Poison -> Mightyena (2 DMG)

Action 2
Mightyena dug underground! (10 EN)

Will-o-Wisp -> Mightyena (7 EN)
But it missed!

Dig -> Sacred Fire
RNG roll (to crit) 9768 = no crit
(8+(4-4)1.5)(.67) = 5.36 DMG

Poison -> Mightyena (2 DMG)

Action 3
Sucker Punch -> Sacred Fire (5 EN)
RNG roll (to crit) 482 = crit
(8+3+3+(4-4)1.5)(1.5) = 21 DMG

Struggle -> Mighyena (5 EN)
RNG roll (to crit) 4007 = no crit
(5+1+(5-3)1.5) = 9 DMG = 3.6 recoil

Poison -> Mightyena (2 DMG)


Post-Round stats:

Sacred Fire
HP: 32
EN: 64
6/4/3/4/81
Torment (3a)

Mightyena
HP: 48
EN: 56
4/3/1/2/70
Poisoned (2 DPA)


"Now that we've got the upper hand here, let's end this!"
Bite -> Fire Fang -> Bite
If Horn Leech, change that action to Sucker Punch. This sub takes priority.
If damaging Grass-type move, change that action to Payback + Payback
 
#14
Leaf Blade-Horn Leech+Horn Leech-Cooldown
IF I don't understand torment and a2 would turn into struggle, THEN Leaf Blade Combo-Cooldown-Leaf Blade Combo
 
#16
Sorry.
Leaf Blade+Horn Leech-Cooldown-Same Combo
IF A1 would fail due to torment, Chill and push back.
IF A3 would fail due to torment, then Thunder Fang
 
#17

"Damn it Mightyena, you better pull through!"

Pre-Round stats:

Sacred Fire
HP: 32
EN: 64
6/4/3/4/81
Torment (3a)

Mightyena
HP: 48
EN: 56
4/3/1/2/70
Poisoned (2 DPA)

Action 1
Sucker Punch -> Sacred Fire (9 EN)
RNG roll (to crit) 6296 = no crit
(8+3+(4-4)1.5)(1.5) = 16.5 DMG

Leaf Leech -> Mightyena ((12+7)1.5 -1 = 27.5 EN)
RNG roll (to crit) 5656 = no crit
(8+9+3+1+(5-3)1.5) = 24 DMG = 12 HP recovered

Poison -> Mightyena (2 DMG)

Action 2
Fire Fang -> Sacred Fire (5 EN)
RNG roll (to crit) 3453 = no crit
RNG roll (to burn) 1300 = no burn
(7+(4-4)1.5)(1.5) = 10.5 DMG

Sacred Fire must cool down!

Poison -> Mightyena (2 DMG)

Action 3
Bite -> Sacred Fire (3 EN)
RNG roll (to crit) 5013 = no crit
RNG roll (to flinch, <=3000 flinch) 8263 = no flinch
(6+3+(4-4)1.5)(1.5) = 13.5 DMG

Thunder Fang -> Mightyena (5 EN)
RNG roll (to crit) 5395 = no crit
RNG roll (to para) 4710 = no para
(7+1+(5-3)1.5) = 11 DMG

Poison -> Mightyena (2 DMG)


Post-Round stats:

Sacred Fire
HP: 3
EN: 31
6/4/3/4/81

Mightyena
HP: 7
EN: 39
4/3/1/2/70
Poisoned (2 DPA)


"You're finished, kid! Now hand over that Necturna of yours!"
 
#19

"No! You're not supposed to have good orders! Mmph... Looks like we only have one option left..."
Dodge of Fate -> Bite -> Hope and pray

Pre-Round stats:

Sacred Fire
HP: 3
EN: 31
6/4/3/4/81

Mightyena
HP: 7
EN: 39
4/3/1/2/70
Poisoned (2 DPA)

Action 1
Mightyena used Dodge! (5 EN)
Mightyena has a 27% chance to dodge!

Sneak Attack -> Mightyena ((4+8)1.75 -1 = 20 EN)
RNG roll (to hit, <=7300 hit) 4434 = hit
RNG roll (to crit) 8620 = no crit
((4x2.25)+3+1+(5-3)1.5)(.67) = 10.72 DMG
Mightyena fainted!


Post-Round stats:

Sacred Fire
HP: 3
EN: 11
6/4/3/4/81

Mightyena
HP: -4
EN: KO
4/3/1/2/70


"YOU'LL PAY FOR THIS, YOU DAMN BRAT!"

Your next battle will be up shortly
 
#20
Battle #3

Juggler Wang Fire would like to battle!

RNG roll (for Pokemon) 23/125

Magmar(M)

Type:

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.

Lonely Nature(+Atk, -Def)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

Flame Body(Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Vital Spirit(Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Ability:
Flame Body

Attacks:
Smog
Ember
Leer
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Flame Burst
Smog
Fire Punch
Lava Plume
Leer
Sunny Day
Flamethrower
Fire Blast

Focus Punch
Hidden Power Grass 7
Sunny Day
Hyper Beam
Overheat
Focus Blast

Cross Chop
Flare Blitz
Mach Punch
Thunder Punch


Roulette:
11 21 12 12
12 13 14 13
11 9 2 15
2 12 19 7
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 select four consecutive numbers from the Roulette
 
#22
RNG roll (for event) 3/4 = 14
Challenger’s Pokemon each receive an item (challenger picks from a pool based on streak length) for the rest of the challenge

Choose one item for each of your Pokemon from the list:
Absorb Bulb
Cell Battery
Air Ballon
Escape Button
Red Card
Berserk Gene
Fire Gem
Water Gem
Electric Gem
Grass Gem
Ice Gem
Fighting Gem
Poison Gem
Ground Gem
Flying Gem
Psychic Gem
Bug Gem
Rock Gem
Ghost Gem
Dragon Gem
Dark Gem
Steel Gem
Normal Gem
Eviolite
Lucky Egg
Exp. Share
Amulet Coin
DeepSeaScale
DeepSeaTooth
Dubious Disc
Light Ball
Lucky Punch
Stick
Thick Club
Up-Grade
White Herb
Power Herb