Battle Hall Challenge - Box

Crits ignore your defensive boosts iirc, so adjust values according. Though it doesn't really matter because...

Flamethrower | Flamethrower | Flamethrower
If Moonlight on A1 or A2, then change entire string to Flame Wheel | Flamethrower | Flamethrower
 

"It appears we have no choice but to give up..."
Ancientpower + Ancientpower combo

Pre-Round stats:

Goliath
HP: 41
EN: 55
3/2/3/2/43/ -10% Eva
Safeguard (2 rounds)

Exeggcute
HP: 22
EN: 49
1/3/2/3/40
+2 Atk, Def, SpA, SpD, Spe

Action 1
Flamethrower -> Exeggcute (14 EN)
RNG roll (to crit) 1639 = no crit
RNG roll (to burn) 9709 = no burn
(10+3+(3-3)1.5)(1.5)-3.5 = 16 DMG

Power of the Ancient Gods -> Goliath ((12+16)1.75 = 49 EN)
((6x2.25)(1.5)+3.5 = 23.75 DMG
Exeggcute fainted!


Post-Round stats:

Goliath
HP: 17
EN: 41
3/2/3/2/43/ -10% Eva
Safeguard (2 rounds)

Exeggcute
HP: KO
EN: 0
1/3/2/3/40

Please choose your next type:





 
Well that's mainly because I was a lazy fuck, but whatever...

Battle #3

Ruin Maniac Craig would like to battle!

RNG roll (for Pokemon) 3/5

Hippopotas (M)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 27 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb

Earthquake
Rock Slide
Toxic

Body Slam
Slack Off
Revenge

"I just returned from an excavation, although I don't believe it turned out well..."

RNG roll (for ability) 1/2 = Sand Stream
"I found a lot of loot, but I fear I may have unleashed a curse..."
 

Let's go, Embirch.

Sunny Day | Solarbeam | Giga Drain
If Sandstorm is active when you would act, then use Sunny Day and push back
If Hippopotas uses Sand-Attack, then use Fire Spin around you to disperse the sand particles.
 

"Umm... So you're pretty much using Fire Spin on yourself... before I even use the attack?"
Sand-Attack -> Earthquake -> Sand-Attack

Pre-Round stats:

Goliath
HP: 90
EN: 100
3/2/3/2/43/ -10% Eva

Hippopotas
HP: 100
EN: 100
4/3/2/2/27/ -10% Eva

Hippopotas' Sand Stream activated! (9 EN)

Action 1
Goliath used Fire Spin (4 EN)

Sand-Attack -> Goliath (3 EN)
But it failed!

Fire Spin -> Goliath (2 DMG)
Sandstorm -> Goliath (2 DMG)

Action 2
Goliath used Sunny Day! (10 EN)

Earthquake -> Goliath (6 EN)
RNG roll (to crit) 6790 = no crit
(10+3+(4-2)1.5) = 16 DMG

Action 3
Goliath used Fire Spin! (4 EN)

Sand-Attack -> Goliath (4 EN)
But it failed!

Fire Spin -> Goliath (2 DMG)


Post-Round stats:

Goliath
HP: 68
EN: 83
3/2/3/2/43/ -10% Eva

Hippopotas
HP: 84
EN: 78
4/3/2/2/27/ -10% Eva

Sun (3 rounds)

"We may have the advantage, but I don't like the look of that sun!"
Rock Slide -> Earthquake -> Rock Slide
If Counter, change that action to Yawn the first time, Toxic the second, and Sand-Attack the third
If damaging Grass-type combo, change that action to Dig
 
I disagree.

The intended flavor is for me to activate Fire Spin to spin around me, obviously with a cyclone wide enough so that the user would not suffer fire damage. In fact, contact attacks such as Flame Charge or Flare Blitz involve the user enveloping itself in its own flames temporarily without detriment (the recoil from Flare Blitz comes from the action of tackling the foe with great force). It makes absolutely no sense that the Fire-Spinner would be unable to create a Fire Spin wide enough to avoid damage from it. In fact, to use "Fire Spin around you" would imply that I did not want to damage myself, otherwise I would just say "Fire Spin yourself". Even so, I don't see why Embirch could use Blaze Kick -which literally sets his feet on fire- and not get harmed, but could take damage from the heat of Fire Spin (Embirch is not at all struck with the jet of flame used to create the Fire Spin, which is highly likely what causes the initial damage, as seen in the anime) that is used to temporarily set up a protective barrier around him.

Seeing as it would be overpowered to Sand-Attack-proof myself with Fire Spin for the usual 4 actions, then it would be entirely fair for it to disperse within an action of using it, especially since it would have been set up with a radius of several meters, as opposed to the usual tight surrounding tornado that is created with the intent to harm the foe. Hence the Fire Spin would have burned out quickly, being less intense that usual. If you would argue that that would cause it to be unable to disperse the sand, remember that I am blocking Sand-Attack, not something like Mud Shot.

Further, it would be fair to assume that Fire Spin would last long enough to at least block the ensuing Sand-Attack on the same action.

If you're not going to accept my flavor, then at least ignore it and not ref in the way you did. My intention there was clear and it wasn't even that unreasonable an attempt at flavor, so I don't see why you had to ref it in such an unreasonable way. It is exactly this kind of reffing that discourages flavor in ASB.

I strongly request a re-ref or a re-ordering.
 
In my defense, your intended flavor wasn't exactly clear.

My interpretation of your sub was "use Fire Spin to close proximity to disperse the sand particles already on you," completely different from what you actually meant to happen.

However, I must fisagree with part of your logic. If Embirch can light its foot on fire, why can't I just absorb this Flamethrower? I'm on a phone right now, but when I get home I'll look and see whether or not the residual damage will still occur, but I will make the Sand-Attacks fail and the Fire Spins do no direct damage to you.

Sorry about all this mess :/
 
The round has been re-reffed, but I decided that the intense heat from the flames of the Fire Spin would probably still end up dealing the residual damage.
 

They say Grass Pokemon are the weakest. Prove them wrong.

Giga Drain | Solarbeam | Giga Drain
 

"Worst. Hall reffing. Ever."

Pre-Round stats:

Goliath
HP: 68
EN: 83
3/2/3/2/43/ -10% Eva

Hippopotas
HP: 84
EN: 78
4/3/2/2/27/ -10% Eva

Sun (3 rounds)

Action 1
Giga Drain -> Hippopotas (11 EN)
RNG roll (to crit) 4190 = no crit
(8+3+(3-2)1.5)(1.5) = 18.75 DMG = 9.375 recovered

Rock Slide -> Goliath (6 EN)
(8+(4-2)1.5)(1.5) = 16.5 DMG

Action 2
Solarbeam -> Hippopotas (7 EN)
RNG roll (to crit) 9604 = no crit
(12+3+(3-2)1.5)(1.5) = 24.75 DMG

Earthquake -> Goliath (6 EN)
(10+3+(4-2)1.5) = 16 DMG

Action 3
Giga Drain -> Hippopotas (11 EN)
RNG roll (to crit) 7498 = no crit
(8+3+(3-2)1.5)(1.5) = 18.75 DMG = 9.375 recovered

Rock Slide -> Goliath (6 EN)
(8+(4-2)1.5)(1.5) = 16.5 DMG


Post-Round stats:

Goliath
HP: 34
EN: 54
3/2/3/2/43/ -10% Eva

Hippopotas
HP: 22
EN: 60
4/3/2/2/27/ -10% Eva

Sun (2 rounds)


"Well then... That could have gone better."
 

"Yep. We're definitely cursed. That, and we just flat-out die to Solarbeam. Wee...."

Battle #4

Swimmer Michael would like to battle!

RNG roll (for Pokemon) 5/5

Marill (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 2 [4 Huge Power] (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by one 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.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Tackle
Splash
Defense Curl
Charm
Bubble
Water Sport
Water Gun
Rollout
Slam
BubbleBeam
Aqua Ring
Helping Hand
Aqua Tail
Double-Edge
Bounce

Brick Break
Waterfall
Ice Punch

Light Screen
Body Slam
Aqua Jet

"My Marill and I go swimming everywhere!"

RNG roll (for ability) 3/3 = Sap Sipper + Huge Power (sorry about that D: )
"Now it's time for a tasty snack!"
 
I'm pretty sure that's not true. In a one ability battle (like Battle Hall), traits can be chosen as the ability used. Its stupid to do, but still.

EDIT: Just to make this go faster in case I am wrong, I rolled the RNG out of 2, and I get another 2. Looks like the RNG hates you, Box :/
 

"Looks like we're in for an easy battle, Marill!"
Bounce -> Waterfall -> Bounce

Pre-Round stats:

Goliath
HP: 90
EN: 100
3/2/3/2/43/ -10% Eva

Marill
HP: 100
EN: 100
4/2/1/2/34/ -10% Eva

Action 1
Rock Slide -> Marill (6 EN)
RNG roll (to hit) 818 = hit
RNG roll (to crit) 2005 = no crit
RNG roll (to flinch) 3902 = no flinch
(8+(3-2)1.5) = 9.5 DMG

Marill bounced up high! (9.33 EN)
Bounce -> Goliath
RNG roll (to hit, <=9500 hit) 8601 = hit
RNG roll (to para) 3212 = DAMN IT
(8+(4-2)1.5)(1.5) = 16.5 DMG

Action 2
Earth Power -> Marill (6 EN)
RNG roll (to crit) 7858 = no crit
RNG roll (to lower SpD) 4778 = no lower
(8+(3-2)1.5) = 9.5 DMG

Waterfall -> Goliath (5 EN)
(8+3+(4-2)1.5) = 14 DMG

Action 3
Rock Slide -> Marill (6 EN)
RNG roll (to crit) 5112 = no crit
RNG roll (to flinch) 3425 = no flinch
(8+(3-2)1.5) = 9.5 DMG

Marill bounced up high! (9.33 EN)
Bounce -> Goliath
RNG roll (to hit) 8112 = hit
RNG roll (to para) 7466 = no para
(8+(4-2)1.5)(1.5) = 16.5 DMG


Post-Round stats:

Goliath
HP: 43
EN: 82
3/2/3/2/43/ -10% Eva

Marill
HP: 71
EN: 76
4/2/1/2/34/ -10% Eva


"Second verse, same as the first!"
Bounce -> Waterfall -> Bounce
If Counter, change that action to Bubblebeam
If Protect is used successfully, change that action to Light Screen the first time and Chill the second
 

"Sorry about the bad luck, but come on. You're a Hall ref. You should know about this shit."

Pre-Round stats:

Goliath
HP: 43
EN: 82
3/2/3/2/43/ -10% Eva

Marill
HP: 71
EN: 76
4/2/1/2/34/ -10% Eva

Action 1
Rock Slide -> Marill (10 EN)
RNG roll (to crit) 3687 = no crit
RNG roll (to flinch) 6810 = no flinch
(8+(3-2)1.5) = 9.5 DMG

Marill bounced up high! (13.33 EN)
Bounce -> Goliath
RNG roll (to hit) 571 = hit
RNG roll (to para) 7141 = no para
(8+(4-2)1.5)(1.5) = 16.5 DMG

Action 2
Rock Slide -> Marill (14 EN)
RNG roll (to crit) 7057 = no crit
RNG roll (to flinch) 4719 = no flinch
(8+(3-2)1.5) = 9.5 DMG

Waterfall -> Goliath (5 EN)
(8+3+(4-2)1.5) = 14 DMG

Action 3
Rock Slide -> Marill (18 EN)
RNG roll (to crit) 3166 = no crit
RNG roll (to flinch) 5289 = no flinch
(8+(3-2)1.5) = 9.5 DMG

Marill bounced up high! (9.33 EN)
Bounce -> Goliath
RNG roll (to hit) 1723 = hit
(8+(4-2)1.5)(1.5) = 16.5 DMG
Goliath fainted!


Post-Round stats:

Goliath
HP: -4
EN: KO
3/2/3/2/43/ -10% Eva

Marill
HP: 42
EN: 48
4/2/1/2/34/ -10% Eva


"Yeah, I know that feel too bro."

Box's Battle Hall challenge has ended

Box gets 8 CC
Goliath the Embirch gets 8 HC

I get 3(4)+2 = 14 UC

You may challenge again on the 31st
 
Only users: SimonSays and Box should be posting in this thread.

Box will be using Fraulein the HORSEA with Sniper:

Fraulein
Horsea (F)
Nature: Timid (Speed increased by 15%, Accuracy +16% ; Attack decreased by *)
Type:
Water

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

Abilities:
Swift Swim (Type: Passive)

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

Sniper (Type: Passive)
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Damp (Type: Passive; DW Locked)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 1
Spe: 69 (+)
Accuracy +16%

Size Class: 1
Weight Class: 1
Base Rank Total: 13

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


Moves:
Bubble (*)
SmokeScreen (*)
Leer (*)
Water Gun (*)
Focus Energy (*)
BubbleBeam (*)
Agility (*)
Hydro Pump
Dragon Dance
Dragon Pulse
Brine

Bounce
Clear Smog (*)
Dragon Rage (*)
Flail (*)
Icy Wind
Muddy Water (*)
Outrage
Razor Wind (*)
Signal Beam
Sleep Talk

Attract
Bide
Dive
Double Team (*)
Endure
Flash Cannon
Hidden Power Grass 7
Ice Beam (*)
Rain Dance
Rest
Protect
Scald
Substitute (*)
Surf (*)
Toxic (*)
Whirlpool



Box, you may choose your first type. Your options are:







Good luck!
 
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