Battle Hall Challenge - Limewire

Athenodoros

Official Smogon Know-It-All
No one should be posting here except for Limewire and his referee.

After the epic failure that was my Battle Subway challenge (Flora can vouch for me) I hope things will be better here.

Name: Limewire
Challenge Thread: N/A Yet
Rank and format: Rank 3 Singles
Pokemon #1: Starmie
Pokemon #1 Ability: Illuminate


Starmie [Shuriken] (Genderless)
Nature: Timid

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 * 1.15)

EC: 6/6
MC: 1
DC: 5/5


Abilities:

Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analyze (Unlocked): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump

Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Hidden Power [Fire]
Grass Knot
Teleport

Alright, Limewire, you get to pick each type as you beat them, so to start with you get all of the types:








Good luck.
 

Athenodoros

Official Smogon Know-It-All

Bird Catcher Freddy wants to battle!
"We're flying high, defying gravity and they'll never bring us down!"

RNG Roll for Pokemon: 3/5
RNG Roll for Ability: 2/2

"Don't ask how I can fly on a ghost-type Driflblim without it Unburdening itself of me"


Drifblim (M)

Nature: Modest

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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 80

Abilities:

Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Attacks:

Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Stockpile
Swallow
Spit Up
Ominous Wind
Baton Pass

Thunderbolt
Silver Wind
Dream Eater

Hypnosis
Destiny Bond
Disable

Icy Wind
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Alriiight.

Thunderbolt ~ Ice Beam ~ Thunderbolt

If Driftblim disables the first Thunderbolt, then use Hydro Pump instead.
 

Athenodoros

Official Smogon Know-It-All

"They say you can clip a bird's wings with a jolt of electricity. I won't allow such insults to bird Pokemon!"

Thunderbolt => Thunderbolt => Thunderbolt
If he gets Paralysed, use Hex instead.
 

Athenodoros

Official Smogon Know-It-All

HP: 125
Energy: 100%

Vs.


HP: 90
Energy: 100%

-------------------------------------------------------

Action One

Starmie used Thunderbolt
RNG Roll (Crit <= 1/16) = 10
RNG Roll (Paralysis <= 10/100) = 6
(10 + (4 - 2) * 1.5) * 1.5 = 20 Damage
7 Energy

Drifblim used Thunderbolt
RNG Roll (Paralysis > 85/100) = 65
RNG Roll (Crit <= 1/16) = 8
RNG Roll (Paralysis <= 10/100) = 53
(10 + (4 - 3) * 1.5) * 1.5 = 17 Damage
7 Energy


Action Two

Starmie used Ice Beam
RNG Roll (Crit <= 1/16) = 13
RNG Roll (Freeze <= 10/100) = 77
(10 + (4 - 2) * 1.5) * 1.5 = 20 Damage
7 Energy

Drifblim used Thunderbolt
RNG Roll (Paralysis > 85/100) = 19
RNG Roll (Crit <= 1/16) = 1
RNG Roll (Paralysis <= 10/100) = 74
(10 + 3 + (4 - 3) * 1.5) * 1.5 = 22 Damage
7 + 4 = 11 Energy

Action One

Starmie used Thunderbolt
RNG Roll (Crit <= 1/16) = 16
(10 + (4 - 2) * 1.5) * 1.5 = 20 Damage
7 Energy

Drifblim used Thunderbolt
RNG Roll (Paralysis > 85/100) = 17
RNG Roll (Crit <= 1/16) = 9
RNG Roll (Paralysis <= 10/100) = 83
(10 + (4 - 3) * 1.5) * 1.5 = 17 Damage
7 Energy
-------------------------------------------------------



HP: 65
Energy: 67%
Paralysis - 10%

Vs.


HP: 34
Energy: 79%
 

Athenodoros

Official Smogon Know-It-All

"Hahaha! That worked perfectly!"

Thunderbolt => Thunderbolt => Thunderbolt
If he becomes Paralysed, use Hex instead.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Crap! This is the Battle Subway all over again! Shuriken, two Thunderbolts from this menace will knock you out, so we need to be careful. Start of with an Ice Beam, and then use Recover to avoid a KO (unless crit happens). If Drifblim gets a full paralysis in either the first or second action, use Ice Beam on the third action. If not, then use Recover.

Ice Beam ~ Recover ~ Ice Beam/Recover
 

Athenodoros

Official Smogon Know-It-All

HP: 65
Energy: 67%
Paralysis - 10%

Vs.


HP: 34
Energy: 79%

-------------------------------------------------------

Action One

Starmie used Ice Beam
RNG Roll (Crit <= 1/16) = 9
RNG Roll (Freeze <= 10/100) = 93
(10 + (4 - 2) * 1.5) * 1.5 = 20 Damage
7 Energy

Drifblim used Thunderbolt
RNG Roll (Paralysis > 90/100) = 95
Drifblim's paralysis stage is lowered.


Action Two

Starmie used Recover
20 HP Restored
90 / 10 + 2 = 11 Energy

Drifblim used Thunderbolt
RNG Roll (Paralysis > 95/100) = 72
RNG Roll (Crit <= 1/16) = 9
RNG Roll (Paralysis <= 10/100) = 70
(10 + (4 - 3) * 1.5) * 1.5 = 17 Damage
7 Energy

Action One

Starmie used Ice Beam
RNG Roll (Crit <= 1/16) = 16
RNG Roll (Freeze <= 10/100) = 24
(10 + (4 - 2) * 1.5) * 1.5 = 20 Damage
7 Energy

Drifblim used Thunderbolt
RNG Roll (Paralysis > 95/100) = 44
RNG Roll (Crit <= 1/16) = 1
RNG Roll (Paralysis <= 10/100) = 56
(10 + 3 + (4 - 3) * 1.5) * 1.5 = 22 Damage
7 + 4 = 11 Energy
-------------------------------------------------------


HP: 25
Energy: 49%

Vs.


HP: 15
Energy: 54%
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
We need to rely on hax to win this.

Recover ~ Ice Beam ~ Ice Beam

If Driblim uses Destiny Bond, then replace the action after it with Chill. (eg. If Driblim does Thunderbolt ~ Destiny Bond ~ Thunderbolt then Shuriken will do Recover ~ Ice Beam ~ Chill)
 

Athenodoros

Official Smogon Know-It-All

HP: 25
Energy: 49%

Vs.


HP: 15
Energy: 54%

-------------------------------------------------------

Action One

Starmie used Recover
20 HP Restored
90 / 10 + 2 = 11 Energy

Drifblim used Disable
Ice Beam is Disabled
7 Energy


Action Two

Starmie did Nothing

Drifblim used Thunderbolt
RNG Roll (Crit <= 1/16) = 8
RNG Roll (Paralysis <= 10/100) = 9
Starmie is Paralysed - 15%
(10 + (4 - 3) * 1.5) * 1.5 = 17 Damage
7 Energy

Action One

Drifblim used Thunderbolt
RNG Roll (Crit <= 1/16) = 4
(10 + (4 - 3) * 1.5) * 1.5 = 17 Damage
7 + 4 = 11 Energy

Starmie did Nothing

-------------------------------------------------------


HP: 25
Energy: 24%

Vs.


HP: 1
Energy: 43%
Ice Beam Disabled - Three More Actions
Paralysis - 10%
 

Athenodoros

Official Smogon Know-It-All

HP: 25
Energy: 24%

Vs.


HP: 1
Energy: 43%
Ice Beam Disabled - Three More Actions
Paralysis - 10%

-------------------------------------------------------

Action One

Drifblim used Thunderbolt
RNG Roll (Crit <= 1/16) = 4
(10 + (4 - 3) * 1.5) * 1.5 = 17 Damage
7 + 8 = 15 Energy
Starmie Faints

-------------------------------------------------------


HP: 25
Energy: 9%

Vs.


HP: KO
Energy: KO
 

Athenodoros

Official Smogon Know-It-All

"I look forward to your next challenge!"

Bad luck Limewire, and better luck next time. You still, however, get 1 TC/1 BP/2 HC for Starmie, so I hope it was worth it. We'll see you at your next challenge!
 
Only the referee and Limewire should be posting in this thread.
Name: Tamzid Hass- er, Limewire
Challenge Thread: click
Rank & Format: Rank 3 Singles
Pokemon: Dunsparce
Ability: Run Away
Info:


Dunsparce [Flap] (F)

Nature: Brave (+Atk, 15% reduction in Speed, 10% increase in accuracy for opponent's attacks).

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

MC: 0
DC: 0/5

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 39 (45 / 1.15, rounded)

Serene Grace:
(Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Run Away:

(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.

Rattled (DW):
(Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. 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:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil

Magic Coat
Trump Card
Rock Slide

Psych Up
Pain Split
Earthquake
Thunderbolt
Flamethrower
Ice Beam
Order:
Limewire chooses the type they wish to battle.
Battle Hall Trainer sends out his Pokemon.
Limewire sends out his Pokemonand issues his actions.
Battle Hall Trainer issues his actions.
I ref.

Limewire, you may choose your opponent's first type. Your choices are;








Good luck!
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Limewire squints carefully at the 17 flashing boxes. Flap, being a Normal-type, really doesn't have any advantages or disadvantages over any one type. He takes a quick peek at Flap's movepool. Despite having Coil and a higher Attack stat, the only good physical moves that the dunce knows are Rock Slide and Earthquake. Hmmmm. In the end, Limewire holds in his breath and chooses....


 

Fire Breather Otis would like to battle!

RNG Roll for Pokemon: 5/5
RNG Roll for Ability: 3/3


Camerupt (M)

Nature: Quiet

Type:

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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)

Abilities:

Magma Armor: (Innate) This Pokemon has a heated armor that makes it incapable of being frozen.
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Attacks:

Growl
Tackle
Magnitude
Ember
Focus Energy
Flame Burst
Take Down
Amnesia
Lava Plume
Rock Slide
Earth Power
Earthquake

Fire Blast
Stone Edge
Hidden Power [Electric] (7)

Yawn
Mud Bomb
Body Slam

Heat Wave


"You shouldn't make us angry. You won't like us when we're angry."
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Ooooh a Camerupt. I really should purchase one of these.

Alright Flap, this camel can't harm us if it can't do anything, so:

Yawn ~ Coil ~ Earthquake

If Camerupt uses Yawn on action X, replace your move on action X with Magic Coat.
 
Oops, I just realized that I haven't posted actions yet. Oh well, I'll just post them here.

"Let's burn a path to victory!"

Fire Blast~Heat Wave~Fire Blast



Dunsparce [Flap] (F)
HP: 110
Energy: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 39 (-)
Ability: Run Away

Camerupt (M)
HP: 100
Energy: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Ability: Anger Point
Action 1:
Dunsparce used Yawn [-6 Energy]
Camerupt became drowsy!

Camerupt used Fire Blast [-7 Energy]
Roll for Hit: 3973/10000 [Hit]
Roll for Crit: 9402/10000 [No Crit]
12+3+(5-2)x1.5 = [20 Damage]
Roll for Burn: 1820/10000 [No]

Action 2:
Dunsparce used Coil [-9 Energy]
Dunsparce's Attack, Defense and Accuracy raised!

Camerupt used Heat Wave [-6 Energy]
Roll for Crit: 7624/10000 [No Crit]
10+3+(5-2)x1.5 = [18 Damage]
Roll for Burn: 2196/10000 [No]

Camerupt fell asleep!
Roll for Sleep: 2/3 [1 Turn]

Action 3:
Dunsparce used Earthquake [-7 Energy]
Roll for Crit: 7470/10000 [No Crit]
[10+(4-3)x1.5]x1.5+1x1.75 = [19 Damage]
Camerupt woke up!

Camerupt used Fire Blast [-7 Energy]
Roll for Hit: 7862/10000 [Hit]
Roll for Crit: 3017/10000 [No Crit]
12+3+(5-2)x1.5 = [20 Damage]
Roll for Burn: 2356/10000 [No]

Dunsparce [Flap] (F)
HP: 52
Energy: 78
Stats: 4/3/3/2/39
+1 Att, +1 Def, +1 Acc
Ability: Run Away

Camerupt (M)
HP: 81
Energy: 80
Stats: 4/3/5/3/34

Ability: Anger Point
 

Dunsparce [Flap] (F)
HP: 52
Energy: 78
Stats: 4/3/3/2/39
+1 Att, +1 Def, +1 Acc
Ability: Run Away

Camerupt (M)
HP: 81
Energy: 80
Stats: 4/3/5/3/34

Ability: Anger Point
Action 1:
Dunsparce used Earthquake [-11 Energy]
Roll for Crit: 1050/10000 [No Crit]
[10+(4-3)x1.5]x1.5+1x1.75 = [19 Damage]

Camerupt used Lava Plume [-5 Energy]
Roll for Crit: 9113/10000 [No Crit]
8+3+(5-2)x1.5 = [16 Damage]
Roll for Burn: 805/10000 [Yes]

Dunsparce is hurt by burn [-2 HP]

Action 2:
Dunsparce used Yawn [-6 Energy]
Camerupt became drowsy!

Camerupt used Fire Blast [-7 Energy]
Roll for Hit: 5425/10000 [Hit]
Roll for Crit: 3334/10000 [No Crit]
12+3+(5-2)x1.5 = [20 Damage]

Dunsparce is hurt by burn [-2 HP]

Action 3:
Dunsparce used Pain Split [-22 Energy]
(12+62)/2 = [37 HP]

Camerupt used Heat Wave [-6 Energy]
Roll for Crit: 7126/10000 [No Crit]
10+3+(5-2)x1.5 = [18 Damage]

Camerupt fell asleep!
Roll for Sleep: 2/3 [1 Turn]

Dunsparce is hurt by burn [-2 HP]

Dunsparce [Flap] (F)
HP: 17
Energy: 39
Stats: 4/3/3/2/39
Status: Burned
Ability: Run Away

Camerupt (M)
HP: 37
Energy: 62
Stats: 4/3/5/3/34
Status: Sleep (1)
Ability: Anger Point
 

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