Battle Hall Challenge - Dogfish44


"Oh poopy..."

Pre-Round stats:

Hugo
HP: 81
EN: 87
3/2/0/2/25
Toxic (2 DPA)
Burn (2 DPA, -3 BAP from physical attacks)
-2 Atk

Happiny
HP: 61
EN: 73
0/1/2/3/30

Action 1
Counter -> Hugo (6 EN)
But it failed!

Super Focus Punch -> Happiny ((10+14)1.75-1 = 41 EN)
RNG roll (to crit) 1833 = no crit
((15x2.25)-3+3+(3-1)1.5)(1.5)-3.5 = 51.625 DMG

Status -> Hugo (4 DMG)

Action 2
Happiny used Metronome! (6 EN)
RNG roll (for attack) 3768 = Blast Burn
Blast Burn -> Hugo (10 EN)
RNG roll (to hit) 1077 = hit
RNG roll (to crit) 1056 = no crit
(15+(2-2)1.5) = 15 DMG

Status -> Hugo (4 DMG)

Action 3
Close Combat -> Happint (7 EN)
Ouchie
Happiny fainted!

Status -> Hugo (4 DMG)


Post-Round stats:

Hugo
HP: 54
EN: 39
3/2/0/2/25
Toxic (2 DPA)
Burn (2 DPA, -3 BAP from physical attacks)
-2 Atk

Happiny
HP: KO
EN: KO
0/1/2/3/30


"You're not very nice..."

Please choose your next type:





 
Battle #5


PKMN Trainer Glacier would like to battle!

RNG roll (for Pokemon) 2/5

Swinub (M)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (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.)

Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard

Earthquake
Ice Beam
Light Screen

Icicle Crash
Body Slam
AncientPower

"He may not be a Mamobawse yet, but one day..."

RNG roll (for ability) 3/3 = Thick Fat
"Let's show him what delicious ice piggies can really do!"
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"My bad, never saw this. Enable Sheer Force."

Brick Break ~ Force Palm ~ Brick Break

IF accuracy below zero, AND Foresight not yet used, THEN Foresight
 

Makuhita [Hugo] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.)
Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force (DW) (Can be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

Makuhita
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 25
Size Class: 2
Weight Class: 4
Base Rank Total: 11

EC: 6/6
MC: 2
DC: 5/5

Attacks:
Arm Thrust
Belly Drum
Close Combat
Endure
Fake Out
Focus Energy
Force Palm
Heavy Slam
Knock Off
Reversal
Sand-Attack
Seismic Toss
SmellingSalt
Tackle
Vital Throw
Wake-Up Slap
Whirlwind

Bullet Punch
Chip Away
Counter
Cross Chop
Detect
DynamicPunch
Faint Attack
Feint
Focus Punch
Foresight
Revenge
Wide Guard

Attract
Brick Break
Bulk Up
Bulldoze
Dig
Double Team
Earthquake
Facade
Fling
Focus Blast
Frustration
Hidden Power (Grass, 7)
Low Sweep
Poison Jab
Protect
Rain Dance
Rest
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Smack Down
Strength
Substitute
Sunny Day
Surf
Swagger
Toxic
Whirlpool
Work Up

Body Slam
Double-Edge
Fire Punch
Headbutt
Helping Hand
Ice Punch
Low Kick
Metronome
Mimic
Mud-Slap
Refresh
Role Play
Sleep Talk
Snore
SuperPower
ThunderPunch
Vacuum Wave

Total Moves: 80



"Crap... Not even flavor can help us much right now... But can luck?"
Icicle Crash -> Earthquake -> Icicle Crash


Pre-Round stats:

Hugo
HP: 100
EN: 100
3/2/0/2/25

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

Action 1
Icicle Crash -> Hugo (6 EN)
RNG roll (to hit) 734 - hit
RNG roll (to crit) 5064 = no crit
RNG roll (to flinch) 494 = flinch
(9+3+(3-2)1.5) = 13.5 DMG

Hugo flinched!

Action 2
Earthquake -> Hugo (6 EN)
RNG roll (to crit) 1439 = no crit
(10+3+(3-2)1.5) = 14.5 DMG

Force Palm -> Swinub (4 EN)
RNG roll (to crit) 6439 = no crit
(6+2+3+(3-2)1.5)(1.5) = 18.75 DMG

Action 1
Icicle Crash -> Hugo (6 EN)
RNG roll (to hit) 513 = hit
RNG roll (to crit) 9056 = no crit
RNG roll (to flinch) 5402= no flinch
(9+3+(3-2)1.5) = 13.5 DMG

Brick Break -> Swinub (6 EN)
RNG roll (to crit) 5543 = no crit
(8+3+(3-2)1.5)(1.5) = 18.75 DMG


Post-Round stats:

Hugo
HP: 58
EN: 90
3/2/0/2/25

Swinub
HP: 52
EN: 82
3/2/2/2/43/ -10% Eva


"Hmm..."
Icicle Crash -> Earthquake -> Icicle Crash
If Counter, change that action to Ice Beam
 

"Meep."

Pre-Round stats:

Hugo
HP: 58
EN: 90
3/2/0/2/25

Swinub
HP: 52
EN: 82
3/2/2/2/43/ -10% Eva

Action 1
Fake Out -> Swinub (4 EN)
RNG roll (to crit) 8768 = no crit
(4+(3-2)1.5) = 5.5 DMG

Swinub flinched!

Action 2
Earthquake -> Hugo (6 EN)
RNG roll (to crit) 8897 = no crit
(10+3+(3-2)1.5) = 14.5 DMG

Hugo made a Substitute! (20 HP, 15 EN)
Boooo

Action 3
Icicle Crash -> Hugo (6 EN)
RNG roll (to hit) 3681 = hit
RNG roll (to crit) 8080 = no crit
(9+3+(3-2)1.5) = 13.5 DMG
The substitute is an asshole!

Super Focus Punch -> Swinub ((10+14)1.75 -1 = 41 EN)
RNG roll (to crit) 3688 = no crit
((15x2.25)+3+(3-2)1.5)(1.5) = 57.375 DMG
Swinub fainted!


Post-Round stats:

Hugo
HP: 23
EN: 30
3/2/0/2/25
Substitute (6 HP)

Swinub
HP: -11
EN: KO
3/2/2/2/43/ -10% Eva


"SWWIIIIIIIIIIIIIIIIIIIIIIIIINUUUUUUUUUUUUUUUUUUUUUUUUB!"

Please choose your next type:





 
Battle #6

Roughneck Rick would like to battle!

RNG roll (for Pokemon) 4/5

Vullaby (F)
Nature: Brave (-1 Atk, -15% Spe, -10% Eva)
Type:
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SDef: Rank 3
Spe: 52 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Overcoat: (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).
Weak Armor (DW): (Can be Enabled) 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.

Attacks:
Gust
Leer
Fury Attack
Pluck
Nasty Plot
Flatter
Faint Attack

U-turn
Rock Tomb
Shadow Ball

Roost
Steel Wing
Scary Face

"I'm warning you now, we don't really care that we have a type disadvantage!"

RNG roll (for ability) 1/3 = Big Pecks
"We'll squash you anyway!"
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"OK then, proceed with caution..."

ThunderPunch ~ Ice Punch ~ ThunderPunch

IF Counter, THEN Focus Blast, AND Replace all remaining actions with Brick Break
 

"Heh... looks like you saw through our ruse!"
Grass Knot -> Shadow Ball -> Grass Knot

Pre-Round stats:

Hugo
HP: 100
EN: 100
3/2/0/2/25

HP: 100
EN: 100
3/3/2/3/52/ -10% Eva

Action 1
Grass Knot -> Hugo (6 EN)
RNG roll (to crit) 4492 = no crit
(8+(3-2)1.5) = 9.5 DMG

ThunderPunch -> totally a Vullaby (6 EN)
RNG roll (to crit) 5886 = no crit
RNG roll (to para) 7366 = no para
(8+(3-2)1.5) = 9.5 DMG

Action 2
Shadow Ball -> Hugo (6 EN)
RNG roll (to crit) 8945 = no crit
RNG roll (to lower SpD) 2139 = no lower
(8+(3-2)1.5) = 9.5 DMG

Ice Punch -> totally a Vullaby (6 EN)
RNG roll (to crit) 4697 = no crit
RNG roll (to freeze) 9029 = no para
(8+(3-2)1.5) = 9.5 DMG

Action 3

Action 1
Grass Knot -> Hugo (6 EN)
RNG roll (to crit) 6601 = no crit
(8+(3-2)1.5) = 9.5 DMG

ThunderPunch -> totally a Vullaby (6 EN)
RNG roll (to crit) 9145 = no crit
RNG roll (to para) 5810 = no para
(8+(3-2)1.5) = 9.5 DMG


Post-Round stats:

Hugo
HP: 71
EN: 82
3/2/0/2/25

Zorua
HP: 61
EN: 82
4/2/3/1/65


Zorua (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type:
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Abilities:
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion.

USAGE NOTE: Make up an RNG roll and pretend another Pokemon was chosen. When Zorua is attacked with an attack that does direct damage (eg Flamethrower not Poison Gas), reveal it.

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

U-turn
Grass Knot
Shadow Ball

Dark Pulse
Counter
Snatch



"That was both boring and disheartening at the same time."
Shadow Ball -> Grass Knot -> Shadow Ball
If Close Combat, change that action to Counter
If Brick Break, change that action to Counter
 
Battle #7

Rancher Cletus would like to battle!

RNG roll (for Pokemon) 2/5 = Mareep

Mareep (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:
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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
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.
Plus: (Innate) This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Attacks:
Tackle
Growl
Thunder Wave
ThunderShock
Cotton Spore
Charge
Take Down
Electro Ball
Confuse Ray

Thunderbolt
Double Team
Hidden Power [Ice] (7)

Agility
Reflect
Sand-Attack

"This is one of my prized sheep from my award-winning herd!"

RNG roll (for ability) 1/2 = Static (yay ^.^)
"It's wool may be a little hard to shear, but it's definitely worth it!"
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Well aren't we all fun and games."

Earthquake ~ Bulldoze ~ Earthquake

IF Sand-Attack AND Foresight not yet been used, THEN Foresight
IF Reflect is active on Mareep, THEN Brick Break
 

"Mind telling me what that's s'posed to mean?"
Thunderbolt -> Thunderbolt -> Thunderbolt

Pre-Round stats:

Hugo
HP: 100
EN: 100
3/2/0/2/25

Mareep
HP: 90
EN: 100
1/2/4/2/35

Action 1
Thunderbolt -> Hugo (6 EN)
RNG roll (to crit) 1777 = no crit
RNG roll (to para) 9365 = no para
(10+3+(4-2)1.5) = 16 DMG

Earthquake -> Mareep (7 EN)
RNG roll (to crit) 9990 = no crit
(10+(3-2)1.5)(1.5) = 17.25 DMG

Action 2
Thunderbolt -> Hugo (6 EN)
RNG roll (to crit) 3214 = no crit
RNG roll (to para) 1165 = no para
(10+3+(4-2)1.5) = 16 DMG

Bulldoze -> Mareep (5 EN)
RNG roll (to crit) 6053 = no crit
(6+(3-2)1.5)(1.5) = 11.25 DMG

Action 3
Earthquake -> Mareep (7 EN)
RNG roll (to crit)6340 = no crit
(10+(3-2)1.5)(1.5) = 17.25 DMG

Thunderbolt -> Hugo (14 EN)
RNG roll (to crit) 8025 = no crit
RNG roll (to para) 3349 = no para
(10+3+(4-2)1.5) = 16 DMG


Post-Round stats:

Hugo
HP: 52
EN: 81
3/2/0/2/25

Mareep
HP: 44
EN: 70
1/2/4/2/35


"...You already know my opinions of that rat-bastard of a mon you have."
Confuse Ray -> Hidden Power -> Thunderbolt
If Substitute when you would use Confuse Ray, change that action to Thundershock
If successful P/E move, change that action to Agility the first time and Charge the second
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Note Mareep's -1 Speed



"Sheesh."

Substitute 25 ~ Bulldoze ~ Earthquake + Earthquake

"Oh, and
next!"
 

"....Shiiiiiiiiit"

Pre-Round stats:

Hugo
HP: 52
EN: 81
3/2/0/2/25

Mareep
HP: 44
EN: 70
1/2/4/2/35

Action 1
Hugo used Substitute! (25 HP, 24 EN)

Thundershock -> Hugo (2 EN)
RNG roll (to crit) 4494 = no crit
(4+3+(4-2)1.5) = 10 DMG
The substitute took the hit!

Action 2
Bulldoze -> Mareep (5 EN)
RNG roll (to crit) 3936 = no crit
(6+(3-2)1.5)(1.5) = 11.25 DMG
Speed drop booo

Hidden Power -> Hugo (5 EN)
RNG roll (to crit) 127 = yeeeeah
(7+3+(4-2)1.5) = 13 DMG
The substitute took the damage (I am not smart :/)

Action 3
Thunderbolt -> Hugo (6 EN)
The substitute broke! (again, derp.)

Earthquake combo -> Mareep ((7+11)1.75 = 31.5 DMG)
RNG roll (to crit) 880 = no crit
((10x2.25)+(3-2)1.5)(1.5) = 36 DMG
Mareep fainted!


Post-Round stats:

Hugo
HP: 27
EN: 20
3/2/0/2/25

Mareep
HP: -3
EN: KO
1/2/4/2/35


"So yet, and yet so far. Always..."

Battle #8

Stupid Sexy Flanders would like to battle!

RNG roll (for Pokemon) 5/5

Tympole (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 64
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Attacks:
Bubble
Growl
Supersonic
Round
BubbleBeam
Mud Shot
Aqua Ring
Uproar

Toxic
Rest
Scald

Water Pulse
Earth Power
Sleep Talk

"We-ell howdely-doodely!"

RNG roll (for ability) 1/3 = Swift Swim
"Let's keep this nice and clean, neighbor-ino!"
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"I'm sure this will be fun, much in the same way gouging my eyes out can be described as fun."

Sheer Force Enabled

ThunderPunch ~ ThunderPunch ~ ThunderPunch
 

"This is one ding-dang conundrum..."
Scald x3

Pre-Round stats:

Hugo
HP: 100
EN: 100
3/2/0/2/25

HP: 90
EN: 100
1/2/3/2/64

Action 1
Scald -> Hugo (5 EN)
RNG roll (to crit) 3933 = no crit
RNG roll (to burn) 2715 = see your location
(8+3+(3-2)1.5) = 12.5 DMG
Hugo was burned (yes, really)

ThunderPunch -> Tympole (6 EN)
RNG roll (to crit) 8752 = no crit
(8+2-3+(3-2)1.5)(1.5) = 12.75 DMG

Burn -> Hugo (2 DMG)

Action 2
Scald -> Hugo (9 EN)
RNG roll (to crit) 5356 = no crit
(8+3+(3-2)1.5) = 12.5 DMG

ThunderPunch -> Tympole (10 EN)
RNG roll (to crit) 2402= no crit
(8+2-3+(3-2)1.5)(1.5) = 12.75 DMG

Action 3
Scald -> Hugo (13 EN)
RNG roll (to crit) 3198 = no crit
(8+3+(3-2)1.5) = 12.5 DMG

ThunderPunch -> Tympole (14 EN)
RNG roll (to crit) 3845= no crit
(8+2-3+(3-2)1.5)(1.5) = 12.75 DMG


Post-Round stats:

Hugo
HP: 56
EN: 70
3/2/0/2/25
Burn (2 DPA, -3 BAP from physical attacks)

HP: 52
EN: 73
1/2/3/2/64

"Oh my! It's 7:00 already! Time to go to sleep, Tympole!"
Rest -> Sleep Talk (Scald/Earth Power/Confuse Ray/Water Pulse) -> Sleep Talk (Scald/Earth Power/Confuse Ray/Water Pulse)
If Tympole wakes up, change remaining actions to Scald -> Earth Power -> Scald
If Hugo uses Rest, change A2 and A3 to Sleep Talk (Scald/Earth Power/Water Pulse/Aqua Ring)
 

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