Roleplay Battle Hall Challenge - deadfox081

#1
Only the users Terrador14 and deadfox081 are permitted to post in this thread.

deadfox081 will be using his Numel with the ability Oblivious:


Numel [Volco] (M)
Nature: Quiet (+1 Special Attack, -15% Speed, +10% Accuracy for opponents)

Type: Fire/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (30/1.15)

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

Abilities:

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Own Tempo: [DW LOCKED] (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.

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down

Flamethrower
Dig
Will-O-Wisp

Ancient Power
Mud Bomb
Yawn

(Sorry about the initial mix-up; I was prize claiming earlier)
Pick your type from the following:





 
#2
Whoa.. for some reason my Numel turned into a Cinccino in your post :S

I'll re post him here for your convenience


Numel [Volco] (M)
Nature: Quiet (+1 Special Attack, -15% Speed, +10% Accuracy for opponents)

Type: Fire/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (30/1.15)

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

Abilities:

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Own Tempo: [DW LOCKED] (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.

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down

Flamethrower
Dig
Will-O-Wisp

Ancient Power
Mud Bomb
Yawn


And we will start by taking on the
type!
 
#3

Pokemon Breeder Tabitha would like to battle!

RNG Roll for Pokemon: 4/5
"Kricketot, show them how you fight!"

RNG Roll for Ability: 2/2
"You can Run Away from any danger!"


Kricketot (F)

Nature: Brave

Type:

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

Stats:

HP: 90
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)

Abilities:

Shed Skin: Type: 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.
Run Away (DW): Type: Innate. This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.


Attacks:

Growl
Bide
Struggle Bug
Bug Bite

Endeavor
Mud Slap
Uproar
 
#4
OK Volco lets go.

I know this bug should be a pushover but that doesn't mean we don't need to do our best still. Start off by cooking it with a Flamethrower. Then level it with an Ancientpower and finally blast it with another Flamethrower. However, and this is the important part, if at any time it uses Bide then replace your actions with Growl > Will-O-Wisp > Focus Energy.

Summary
Flamethrower > Ancientpower > Flamethrower
IF Bide then replace current actions chain with Growl > Will-O-Wisp > Focus Energy
 
#6
Before Round 1:

HP: 90
Energy: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: None
Status Conditions: None


HP: 90
Energy: 100
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None

Action 1:

Volco uses Flamethrower
RNG Roll for hit: 24/100 (yes)
RNG Roll for burn: 31/100 (no)
RNG Roll for crit: 15/16 (no)
Damage: (10+3+1.5(4-2))*1.5=24
Energy: 7

Kricketot uses Mud-Slap
RNG Roll for hit: 22/100 (yes)
RNG Roll for crit: 2/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3
Volco's Accuracy drops a stage

Action 2:

Volco uses Ancientpower
RNG Roll for hit: 80/100 (yes)
RNG Roll for boosts: 60/100 (no)
RNG Roll for crit: 4/16 (no)
Damage: (6+1.5(4-2))=13.5~14
Energy: 4

Kricketot uses Mud-Slap
RNG Roll for hit: 30/100 (yes)
RNG Roll for crit: 4/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3+4=7
Volco's Accuracy drops a stage

Action 3:

Volco uses Flamethrower
RNG Roll for hit: 78/100 (no)
Energy: 7

Kricketot uses Mud-Slap
RNG Roll for hit: 40/100 (yes)
RNG Roll for crit: 10/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3+4+4=11
Volco's Accuracy drops a stage

After Round 2:


HP: 78
Energy: 81
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -3 Acc
Status Conditions: None


HP: 52
Energy: 79
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
 
#8
"grumble grumble, stupid passive aggressive tactic.."

It's ok Volco, we can persevere. Start off with a Flame Burst to hopefully deal some more super effective damage, then use your rare speed advantage to Dig before you can be hit with another Mud Slap. We may miss on the way back up but at least your accuracy won't get even lower. That Endeavour could do some damage to us if we hurt him too much, so end with a simple Yawn."

Flame Burst > Dig > Yawn
 
#9
Before Round 2:


HP: 78
Energy: 81
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -3 Acc
Status Conditions: None


HP: 52
Energy: 79
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
Action 1:

Volco uses Flame Burst
RNG Roll for hit: 26/100 (yes)
RNG Roll for crit: 11/16 (no)
Damage: (7+3+1.5(4-2))*1.5=19.5~20
Energy: 6

Kricketot uses Struggle Bug
RNG Roll for hit: 84/100 (yes)
RNG Roll for crit: 14/16 (no)
Damage: (4+3+1.5(1-2))/1.5=3.666...~4
Energy: 3
Volco's SpA falls 1 stage

Action 2:

Volco uses Dig
Energy: 6
Volco burrows underground

Kricketot uses Mud-Slap
Mud-Slap couldn't hit an underground opponent
Energy: 3

Volco attacks
RNG Roll for hit: 92/100 (no)

Action 3:

Volco uses Yawn
RNG Roll for hit: 59/100 (no)
Energy: 7

Kricketot uses Endeavor
RNG Roll for hit: 8/100 (yes)
Damage: (74-32)/2.5=16.8~17
Energy: 10



HP: 57
Energy: 62
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc, -1 SpA
Status Conditions: None


HP: 32
Energy: 63
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
 
#10
At least some (but I think all) of my accuracy drops should be gone now as they all occured in round 1.

Anywho, we should be able to finish it this time around Volco.

Flamethrower > Ancientpower < Flamethrower

EDIT: Yawn should have hit too, its 100% normally and-3 Acc has it at 50%, but then Kriketot's negative speed nature adds 10% more to my hit roll.
 
#11
No and no; they were all -1 boosts, so they don't deteriorate. Also, Brave is applied BEFORE accuracy, and 110/2=55. Believe me, I checked.

Actions + reffing later, probably tomorrow.
 
#12
Referee Training Grounds said:
Summary:

+1 Stat Boosters/Drops received from non-damaging moves (Meditate, Leer) have that stat maintained at the end of each round independent of which action they are used on.

+2 and +3 Stat Boosters/Drops (Swords Dance, Tail Glow) received on the first action drop/restore towards 0 at the end of the third action of that round.

+1/+1 and +1 Boosters/Drops with Damage (Bulk Up, Charge, Close Combat, Low Sweep) received on the first action from +0 last through the round used and the round afterward.

All Stat Boosters/Drops received on the second action of the current round drop/restore towards 0 at the end of the third action of the next round.

+2 and +3 Stat Boosters/Drops received on the third action are applied at the beginning of the next round and drop/restore towards 0 at the end of the third action of the next round.

+1/+1 and +1 Boosters with Damage received on the third action from +0 are applied at the beginning of the next round and drop/restore towards 0 at the end of the third action of the third round.
Its only non-damaging -1 boosts that don't deteriorate, whereas Mud Slap is a damaging move. I would think I should be at -1 Acc, as the drops dealt out at action 1 and 2 of round 1 should have both disappeared at the end of round 2.
 
#14
Before Round 3:


HP: 57
Energy: 62
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc, -1 SpA
Status Conditions: None


HP: 32
Energy: 63
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
Action 1:

Volco uses Flamethrower
RNG Roll for hit: 95/100 (no)
7 Energy

Kricketot uses Endeavor
RNG Roll for hit: 96/100 (yes)
Damage: (57-32)/2.5=10
Energy: 10+4=14

Action 2:

Volco uses Ancientpower
RNG Roll for hit: 94/100 (no)
Energy: 4

Kricketot uses Mud-Slap
RNG Roll for hit: 21/100 (yes)
RNG Roll for crit: 5/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3
Volco's Accuracy drops a stage

Action 3:

Volco uses Flamethrower
RNG Roll for hit: 77/100 (RNG troll'd)
Energy: 7

Kricketot uses Endeavor
RNG Roll for hit: 79/100 (yes)
Damage: (43-32)/2.5=4.4~4
Energy: 10

After Round 3


HP: 39
Energy: 42
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: 32
Energy: 36
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
 
#16
I better not lose to a fricken bug thanks to RNG rolls. At least we can avoid one more of those stupid Mud Slaps.

Dig Evasively > Pop up and attack > Flamethrower
 
#17
Before Round 4:


HP: 39
Energy: 42
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: 32
Energy: 36
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
Action 1:

Volco Digs underground
Energy: 3

Kricketot uses Mud-Slap
Mud-Slap can't hit an underground opponent...
Energy: 3

Action 2:

Volco uses Dig
RNG Roll for hit: 94/100 (no)
Energy: 6

Kricketot Chills
+12 Energy

Action 3:

Volco uses Flamethrower
RNG Roll for hit: 99/100 (no)
Energy: 7

Kricketot uses Mud-Slap
RNG Roll for hit: 46/100 (yes)
RNG Roll for crit: 2/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3
Volco's Accuracy drops a stage

After Round 4:


HP: 35
Energy: 26
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: 32
Energy: 42
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
 
#18
RARGH, VOLCO ANGRY!

(Also I should have a shit-ton more energy. You didn't take away the STAB bonus for energy on any of my Ground or Fire attacks (including evasive dig). 9 more energy by my count)

Looks like we're going to have to wait out this accuracy BS.

Evasive dig > Stay underground > Emerge and attack
 
#19
Hmm... apparently it is still being implemented. I thought that got removed .-.

At any rate, you get +9 EN, and I get +1.


"Hide as much as you like, but you can't stop me from keeping the advantage!"

Chill ~ Chill ~ Mud-Slap
 
#20
Before Round 5:


HP: 35
Energy: 35
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: 32
Energy: 43
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None

Action 1:

Volco Digs underground
2 Energy

Kricketot Chills
+12 Energy

Action 2:

Volco stays underground
2 Energy

Kricketot Chills
+12 Energy

Action 3:

Volco uses Dig
RNG Roll for hit: 51/100 (finally)
RNG Roll for crit: 6/16 (no)
Damage: (8+3+1.5(2-2))/1.5=7.333...~7
Energy: 5

Kricketot uses Mud-Slap
RNG Roll for hit: 62/100 (yes)
RNG Roll for crit: 12/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3
Volco's Accuracy drops a stage

After Round 5


HP: 35
Energy: 26
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: 32
Energy: 64
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None
 
#23
Before Round 6:


HP: 35
Energy: 26
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: 32
Energy: 64
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: None

Action 1:

Volco uses Flamethrower
RNG Roll for hit: 74/100 (yes)
RNG Roll for burn: 37/100 (no)
RNG Roll for crit: 7/16 (no)
Damage: (10+3+1.5(4-2))*1.5=24
Energy: 7-1=6

Kricketot uses Mud-Slap
RNG Roll for hit: 83/100 (yes)
RNG Roll for crit: 3/16 (no)
Damage: (4+1.5(1-2))*1.5=3.75~4
Energy: 3+4=7
Volco's Accuracy drops a stage

Action 2:

Volco uses Flame Burst
RNG Roll for hit: 48/100 (yes)
RNG Roll for crit: 5/16 (yes)
Damage: (7+3+1.5(4-2))*1.5=19.5~20
Energy: 5

After Round 6


HP: 31
Energy: 15
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Boosts/Drops: -1 Acc
Status Conditions: None


HP: -12
Energy: 57
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-)
Boosts/Drops: None
Status Conditions: Faint