Battle Hall Challenge - Matezoide

Battle #1

Preschooler Diane would like to battle!

RNG roll (for Pokemon) 4/5

Steelix (M)
Nature:
Adamant (+1 Atk, -1 SpA)
Type:
Steel:
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21

Abilities:
Sturdy:
(Passive) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Passive) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Items: Expert Belt

Attacks:
Mud Sport
Tackle
Harden
Bind
Curse
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
DragonBreath
Slam
Screech
Rock Slide
Sand Tomb
Iron Tail
Dig
Stone Edge
Double-Edge
Thunder Fang
Fire Fang
Ice Fang
Autotomize
Crunch
Sandstorm

Explosion
Taunt
Payback

Rollout
Rock Blast
Flail

Iron Head
Aqua Tail

"My daddy let me play with his Pokemon!"

RNG roll (for ability) 2/3 = Rock Head
"Rraaaaawwwr! Better watch out!"
 
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Well, that seems simple enough.
Focus Blast -> Aura Sphere -> Focus Blast

If Explosion, use Protect that action
If Taunt AND Steelix is not Taunted, use Magic Coat that action and push-back.
 

"Get 'em!"
Double-Edge -> Iron Tail -> Double-Edge

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 100
EN: 100
3/3/5/2/127/ +19% Acc

Steelix @ Expert Belt
HP: 100
EN: 100
4/8/1/3/30

Action 1
Focus Blast -> Steelix (7 EN)
RNG roll (to hit, <=8900 hit) 6558 = hit
RNG roll (to crit, <=625 crit) 3539 = no crit
RNG roll (to lower SpD, <=1000 lower) 5605 = no lower
(12+3+1+(5-3)1.5)(1.5) = 28.5 DMG

Double-Edge -> Aloysuis (6+(8/2.5) = 9.2 EN)
RNG roll (to crit) 2580 = no crit
(10+(8/1.5)+(4-3)1.5) = 16.83 DMG

Action 2
Aura Sphere -> Steelix (6 EN)
RNG roll (to crit) 6756 = no crit
(9+3+1+(5-3)1.5)(1.5) = 24 DMG

Iron Tail -> Aloysuis (6 EN)
RNG roll (to hit, <=7500 hit) 2713 = hit
RNG roll (to crit) 3320 = no crit
RNG roll (to lower Def, <=3000 lower) 7354 = no lower
(10+3+(4-3)1.5) = 14.5 DMG

Action 3
Focus Blast -> Steelix (7 EN)
RNG roll (to hit) 2222 = hit
RNG roll (to crit) 1035 = no crit
RNG roll (to lower SpD) 3989 = no lower
(12+3+1+(5-3)1.5)(1.5) = 28.5 DMG

Double-Edge -> Aloysuis (6+(8/2.5) = 9.2 EN)
RNG roll (to crit) 9019 = no crit
(10+(8/1.5)+(4-3)1.5) = 16.83 DMG


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 52
EN: 80
3/3/5/2/127/ +19% Acc

Steelix @ Expert Belt
HP: 19
EN: 76
4/8/1/3/30


"Aww shucks..."
Explosion + Explosion combo
If successful P/E move, use Sandstorm that action and push back
If Substitute or Endure, who cares you won anyway
 


Well, i guess this is it....i do not wish to make you suffer that much with Explosion, however. I assure you, this will be far less painful.



Aura Sphere*3




Dark next.
 
Ouchies are received.

Battle #2

Ninja Boy Naruto would like to battle!

RNG roll (for Pokemon) 4/5

Shiftry (M)
Nature:
Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
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.*
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: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 17

Abilities:
Chlorophyll:
(Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Pickpocket (DW): (Trigger) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Item: Grass Gem

Attacks:
Faint Attack
Whirlwind
Nasty Plot
Razor Leaf
Leaf Tornado
Pound
Leaf Storm
Harden
Nature Power
Growth
Fake Out
Torment
Faint Attack
Razor Wind
Swagger
Extrasensory
Bide
Synthesis
Sunny Day
Explosion

SolarBeam
Shadow Ball
Rock Slide

Leech Seed
Quick Attack
Worry Seed

Sucker Punch
Twister

"In case you haven't heard, I'm gonna be Hokage one day!"

RNG roll (for ability) 2/3 = Early Bird
"Kage Bunshin no jutsu!"
 

I dislike that anime.

Focus Blast -> Aura Sphere -> Focus Blast


If Explosion and you are not taunted, use Substitute (15) that action
If Bide, use Toxic that action and Taunt the next.
 
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<Voodoom> [Aloysius] (Male)
Nature: Naive (+19% accuracy, -Sp.Defense)

Type: Fighting/Dark

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.

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.

About: A childhood friend of Chuck, Aloysius refused to follow the team when they met in the haunted house. Several weeks later, however, the house was destroyed to be replaced by a mall. Having no place to go, Aloysius wandered the forest before being found by the team, this time accepting to go with them.
Despite his innitial lack of trust, Aloysius came to respect the others and showed to be more sociable than Chuck. He shares Rob's love for comic books.


Abilities:

Volt Absorb (Passive): This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.

Lightning Rod (Passive): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Motor Drive (DW UNLOCKED, Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.


Stats

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127
Size Class: 4
Weight Class: 4
Base Rank Total: 20


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

Attacks

Astonish (*)
Copycat (*)
Mimic (*)
Pain Split (*)
Spite (*)
Grudge (*)
Charge (*)
Follow Me (*)
Pin Missile (*)
Substitute
Night Slash
Wrap
Revenge
Close-Combat
Aura Sphere
Beat Up
Accupressure

Dark Pulse
Double-Team
Dual Chop
Earthquake
Endure
Focus Blast
Foul Play
Hidden Power 7 (Fire)
Hyper Beam
Ice Punch
Magic Coat
Pain Split
Protect
Psychic (*)
Return (*)
Rock Slide
Shock-Wave
Snatch
Stone Edge
Taunt
Thunder-Wave (*)
Torment
Toxic
Vaccumm Wave
Wild Charge

Perish Song (*)
Counter (*)
Mach Punch (*)
Focus Punch
Imprison



"Damn it, we need to learn more jutsus if you want to win this match..."
Solarbeam -> Leaf Storm -> Solarbeam (all Grass Gem)

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 100
EN: 100
3/3/5/2/127/ +19% Acc

Shiftry @ Grass Gem (5 uses)
HP: 100
EN: 100
4/2/4/2/69/-10% Eva

Action 1
Shiftry is charging sunlight! (7 EN)

Focus Blast -> Shiftry (7 EN)
RNG roll (to hit, <=9900 hit) 607 = hit
RNG roll (to crit) 4950 = no crit
RNG roll (to lower SpD) 9096 = no lower
(12+3+1+(5-2)1.5)(1.5) = 30.75 DMG

Solarbeam -> Aloysuis
RNG roll (to crit) 5199 = no crit
(12+3+3+(4-2)1.5) = 21 DMG

Action 2
Aura Sphere -> Shiftry (6 EN)
RNG roll (to crit) 704 = not quite
(9+3+1+(5-2)1.5)(1.5) = 24 DMG

Leaf Storm -> Aloysuis (8 EN)
RNG roll (to hit) 8496 = hit
RNG roll (to crit) 5319 = no crit
(14+3+3+(4-2)1.5) = 23 DMG
Shiftry's SpA fell!

Action 3
Shiftry is charging sunlight! (7 EN)

Focus Blast -> Shiftry (7 EN)
RNG roll (to hit) 5589 = hit
RNG roll (to crit) 9550 = no crit
RNG roll (to lower SpD) 121 = lower
(12+3+1+(5-2)1.5)(1.5) = 30.75 DMG
Shiftry's SpD fell!

Solarbeam -> Aloysuis
RNG roll (to crit) 8130 = no crit
(12+3+3+(4-2)1.5)-3.5 = 17.5 DMG


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 38
EN: 79
3/3/5/2/127/ +19% Acc

Shiftry @ Grass Gem (2 uses)
HP: 14
EN: 78
4/2/4/2/69/-10% Eva
-2 SpA
-1 SpD


"I'm sorry, Kakashi-sensei. It looks like I failed..."
Fake Out -> Explosion + Explosion -> cooldown

(Also, sorry about only narrowly avoiding DQ like this. I'll try to be better for the rest of the challenge)
 
Yom Kippur kept me off the Internet >.>

Fake Out doesn't KO, Aura Sphere does. Yay?

Battle #3

Skier Glacier Bishop would like to battle!

RNG roll (for Pokemon) 1/5

Regice (U)
Nature:
Modest (+1 SpA, -1 Atk)
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.

Item: Expert Belt

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 8
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 23

Abilities:
Clear Body:
(Passive) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ice Body (DW): (Passive) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Item: Expert Belt

Attacks:
Explosion
Stomp
Icy Wind
Curse
Superpower
AncientPower
Amnesia
Zap Cannon
Charge Beam
Lock-On
Ice Beam
Hyper Beam

Hail
Focus Blast
Thunderbolt

Signal Beam
Gravity

"I'm just as surprised as you that this guy is Rank 4."

RNG roll (for ability) 1/2 = Clear Body
"Come at me, bro!"
 


But we are not surprised :V



Focus Blast -> Low Kick -> Focus Blast



If Lock-On, use Taunt that action, but only once
If Explosion, use Substitute (15) that action
 

"Exactly!"
Focus Blast -> Ice Beam -> Focus Blast

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 100
EN: 100
3/3/5/2/127/ +19% Acc

Regice @ Expert Belt
HP: 100
EN: 100
1/4/5/8/50

Action 1
Focus Blast -> Regice (7 EN)
RNG roll (to hit, <=700 hit) 2048 = hit
RNG roll (to crit) 7321 = no crit
RNG roll (to lower SpD) 860 = lower
(12+3+1-3)(1.5) = 19.5 DMG
Regice's SpD fell!

Focus Blast -> Aloysuis (8 EN)
RNG roll (to hit) 4386 = hit
RNG roll (to crit) 4912 = no crit
RNG roll (to lower SpD) 7327 = no lower
(12+2+(5-2)1.5)(1.5) = 27.75 DMG

Action 1
Low Kick -> Regice (6 EN)
RNG roll (to crit) 4509 = no crit
(10+3+1+(3-4)1.5)(1.5) = 18.75 DMG

Ice Beam -> Aloysuis (6 EN)
RNG roll (to crit) 2671 = no crit
RNG roll (to freeze) 3604 = no freeze
(10+3+(5-2)1.5) = 17.5 DMG

Action 3
Focus Blast -> Regice (7 EN)
RNG roll (to hit) 3156 = hit
RNG roll (to crit) 6602 = no crit
RNG roll (to lower SpD) 6543 = no lower
(12+3+1-3)(1.5)+2 = 21.5 DMG

Focus Blast -> Aloysuis (8 EN)
RNG roll (to hit) 6491 = hit
RNG roll (to crit) 8471 = no crit
RNG roll (to lower SpD) 3381 = no lower
(12+2+(5-2)1.5)(1.5) = 27.75 DMG


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 27
EN: 80
3/3/5/2/127/ +19% Acc

Regice @ Expert Belt
HP: 40
EN: 78
1/4/5/8/50
-1 SpD


"This... actually might not end well for us! Oh no!"
Hyper Beam -> Icy Wind -> Hyper Beam
If Endure, change that action to Hail
If successful P/E move, change that action to Gravity the first time and Chill the second
 
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The Sp.Def loss is applied at the end, so Focus Blast should have been (12+3+1-3)(1.5) + 2 = 21.5 DMG, meaning Regice has 40 HP this round

With that said, it doesnt matters for this round :P


Onslaught (Close Combat combo)*3
 

"Crap crap crap crap crap crap..."

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 27
EN: 80
3/3/5/2/127/ +19% Acc

Regice @ Expert Belt
HP: 40
EN: 78
1/4/5/8/50
-1 SpD

Action 1
Hyper Beam -> Aloysuis (9 EN)
RNG roll (to hit) 2610 = hit
RNG roll (to crit) 7261 = no crit
(15+(5-2)1.5) = 19.5 DMG

Mortal Kombat -> Regice ((8+12)1.75 -1 = 34 EN)
RNG roll (to crit) 5346 = no crit
((12x2.25)+3+1+(3-4)1.5)(1.5) = 44.25 DMG
Regice fainted!


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 7
EN: 46
3/3/5/2/127/ +19% Acc

Regice @ Expert Belt
HP: -4
EN: 69
1/4/5/8/50
-1 SpD


"DAMN IT! So close too..."

Please pick your next type:
Normal Fire Fight
Water Flying Grass
Poison Electric Ground
Psychic Rock
Bug Dragon Ghost

(Chrome, Firefox, and even IE won't let me c/p the type images. I don't get it either)
 
You have to select some text. That will allow you to copy/paste the images without any trouble.

The reason you can c/p the sprites is because you are also copying/pasting text.



Ghost now
 
(Well duh, I know that. It'll let me copy one or two images at once, but not all of those types. And we all know I'm too lazy to individually c/p each type each time.)

Battle #4

Swimmer Jean would like to battle!

RNG roll (for Pokemon) 4/5

Jellicent (M)
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.
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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

Abilities:
Water Absorb:
(Passive) 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.
Cursed Body: (Passive) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp(DW): (Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Item: Mystic Water

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Ominous Wind
Brine
Rain Dance
Hex
Hydro Pump

Will-O-Wisp
Protect
Shadow Ball

Acid Armor
Recover
Pain Split

Magic Coat
Giga Drain

"We may be mismatched, but that doesn't mean you're in for an easy victory!"

RNG roll (for ability) 2/3 = Cursed Body
"En garde!"
 
(Weird, that always works for me :V)





I do not believe i ever faced a Jellicent before....



Shock Wave -> Dark Pulse -> Shock Wave


If Shock Wave is disabled, use Dark Pulse that action
If Pain Split, use Taunt that action, but only once.
 

"Are you holding back on us?"
Rain Dance -> Hydro Pump -> Hydro Pump

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 100
EN: 100
3/3/5/2/127/ +19% Acc

Jellicent
HP: 110
EN: 100
1/3/4/4/60

Action 1
Shock Wave -> Jellicent (4 EN)
RNG roll (to crit) 9487 = no crit
(6+(5-4)1.5)(1.5) = 11.25 DMG

Jellicent used Rain Dance! (9 EN)
Insert Song of Storms

Action 2
Dark Pulse -> Jellicent (5 EN)
RNG roll (to crit) 1261 = no crit
RNG roll (to flinch) 6993 = no flinch
(8+3+1+(5-4)1.5)(1.5) = 20.25 DMG

Hydro Pump -> Aloysuis (7 EN)
RNG roll (to hit) 5801 = hit
RNG roll (to crit) 9367 = no crit
(12+3+3+(4-2)1.5)+4 = 25 DMG

Action 3
Shock Wave -> Jellicent (4 EN)
RNG roll (to crit) 7467 = no crit
(6+(5-4)1.5)(1.5) = 11.25 DMG

Hydro Pump -> Aloysuis (11 EN)
RNG roll (to hit) 6010 = hit
RNG roll (to crit) 1194 = no crit
(12+3+3+(4-2)1.5)+4 = 25 DMG


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 50
EN: 87
3/3/5/2/127/ +19% Acc

Jellicent
HP: 67
EN: 73
1/3/4/4/60

Rain (3 rounds)


"Start regretting it!"
Brine -> Hydro Pump -> Brine
If successful P/E move, change that action to Recover
If Double Team, change that action to Bubble and push back
 

"Only a minor setback!"

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 50
EN: 87
3/3/5/2/127/ +19% Acc

Jellicent @ Mystic Water
HP: 67
EN: 73
1/3/4/4/60

Rain (3 rounds)

Action 1
Pain Split -> Jellicent (6+(67-50)/3 = 11.66 EN)
(50+67)/2 = 58.5 HP to both

Brine -> Aloysuis (7 EN)
RNG roll (to crit) 8085 = no crit
(7+3+3+(4-2)1.5)+4 = 20 DMG

Action 2
Torment -> Jellicent (9 EN)
Jellicent was tormented!

Jellicent can't use Hydro Pump due to Torment!

Action 3
Dark Pulse -> Jellicent (5 EN)
RNG roll (to crit) 3959 = no crit
RNG roll (to flinch) 4279 = no flinch
(8+3+1+(5-4)1.5)(1.5) = 20.25 DMG

Brine -> Aloysuis (7 EN)
RNG roll (to crit) 8929 = no crit
(13+3+3+(4-2)1.5)+4 = 26 DMG


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 12
EN: 61
3/3/5/2/127/ +19% Acc

Jellicent @ Mystic Water
HP: 38
EN: 59
1/3/4/4/60
Torment (4a)

Rain (2 rounds)


"Say your prayers!"
 
Sorry, i hadnt seen your post lol

Endure -> Dark Pulse -> Foul Play



If Recover AND Jellicent is not taunted, use Taunt that action and push-back
If Will-O-Wisp AND Jellicent is not taunted, use Taunt that action and push-back
 
Last edited:

"There's always the possibility of dick moves..."
Water Pulse -> Protect -> Recover

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 12
EN: 61
3/3/5/2/127/ +19% Acc

Jellicent @ Mystic Water
HP: 38
EN: 59
1/3/4/4/60
Torment (4a)

Rain (2 rounds)

Action 1
Aloysuis used Endure! (15 EN)

Water Pulse -> Aloysuis (3 EN)
RNG roll (to crit) 4487 = no crit
RNG roll (to confuse) 4929 = no confusion
(6+3+3+(4-2)1.5)+4 = 19 DMG
Aloysuis endured the hit!

Action 2
Jellicent used Protect! (7 EN)

Dark Pulse -> Jellicent (5 EN)
RNG roll (to crit) 5739 = no crit
(8+3+1+(5-4)1.5)(1.5) = 20.25 DMG = 8.1 EN

Action 3
Taunt -> Jellicent (9 EN)
Jellicent was Taunted!

Jellicent can't use Recover due to Taunt!


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 1
EN: 32
3/3/5/2/127/ +19% Acc

Jellicent @ Mystic Water
HP: 38
EN: 41
1/3/4/4/60
Torment (1a)
Taunted (5a)

Rain (1 rounds)


"Finish it off!"
Bubble x3
If Pain Split, change that action to Brine
 
Technically my actions are illegal, but flinching breaks consecutive move usage for Torment so it doesn't really matter


"You can take it!"

Pre-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: 1
EN: 32
3/3/5/2/127/ +19% Acc

Jellicent @ Mystic Water
HP: 38
EN: 41
1/3/4/4/60
Torment (1a)
Taunted (5a)

Rain (1 rounds)

Action 1
Dark Pulse -> Jellicent (5 EN)
RNG roll (to crit) 4059 = no crit
RNG roll (to flinch) 3190 = trololol
(8+3+1+(5-4)1.5)(1.5) = 20.25 DMG

Bubble -> Aloysius (2 EN)
RNG roll (to crit) 819 = also really close
(4+3+3+(4-2)1.5)+4 = 17 DMG
Aloysuis fainted!


Post-Round stats:

Aloysius @ Rare Candy (+1 BAP Fighting/Dark)
HP: -16
EN: KO
3/3/5/2/127/ +19% Acc

Jellicent @ Mystic Water
HP: 18
EN: 39
1/3/4/4/60


"You did it! Let's go celebrate with some potato chips in a tube!"

Matezoide's Battle Hall challenge has ended

Matezoide gets 8 CC
Aloysuis the Voodoom gets 8 HC

I get 2.5(4)+2 = 12 UC

See you in a week!
 
Only Canis Majoris and Matezoide , along with any needed subrefs, are to post in this thread.

yololMatezoide will be using his Mold Breaker Fraxure...
What do you mean, she's already a Haxorus?! Bah, go along with it!
So yeah, she's in rank 3:



<Fraxure> (Yumi) (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon:
Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
About: Despite being the strongest Axew out of her brothers, Yumi was always threated differently due to being a girl. While she was forced to learn how to take care of babies and get vegetables, her brothers were taught how to hunt by her father. Unable to take this for any longer, Yumi ran away. Learning how to fend off and hunt by herself, the Axew finally felt happy. One day, however, she was ambushed by Chuck, who was having fun assassinating other wild pokemon to test his new power after training with Itsumo. Yumi fought fiercely, but she was no match for the fallen Bannete. Thankfully, Chuck noticed Matezoide and some of his pokemon approaching and quickly escaped. Yumi was nursed back to health having little memory of her assaliant and happily agreed to join her saviors.
Abilities:
Rivalry (Passive):
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker (Passive):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin[/code]
Unnerve (DW LOCKED, Passive): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
AC: 4/5
Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw
Outrage
Guillotine
Dragon Dance
Taunt
Aerial Ace
Aqua Tail
Dig (*)
Double-Team (*)
Endeavor
Payback (*)
Protect
Rock-Tomb (*)
Superpower
Substitute
X-Scissor (*)
Endure (*)
Night Slash (*)
Counter (*)
Focus Energy (*)
Reversal (*)


You may select your first type from the following:









Good luck!
 

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