Battle Hall Challenge - Matezoide

Orcinus Duo

Banned deucer.
Your sub technically reads IF Morning Sun is ordered, then Hypnosis (you can’t use ‘if X is used’ since you’re faster, and thus by using hypnosis, Togepi is no longer using Hypnosis). Typically you want to put as much detail into your subs as possible…so IF Morning Sun is ordered, AND togepi is not asleep, then Hypnosis.
Morning Sun Until Successful, then Ancientpower

Twilight (F)
HP: 44 | EN: 57
Spe: 104 | Ranks: 3/2/3/2
Boosts: +25 Acc
Other:

Togepi(M) @
HP: 54 | EN: 57
Spe: 17 | Ranks: 1/3/3/3
Boosts: -10 eva
Other: Burned

Action One

Twilight uses Hypnosis -7 en
To hit 1567 yes
Duration 8934 2 actions
Togepi sleeps

Action Two

Twilight uses pointless Hypnosis -11 en

Action Three

Twilight uses another pointless Hypnosis -15 en
Togepi woke up!
Togepi uses Morning Sun -14 en
+35 hp

Togepi -6 hp


Twilight (F)
HP: 44 | EN: 24
Spe: 104 | Ranks: 3/2/3/2
Boosts: +25 Acc
Other:

Togepi(M) @
HP: 83 | EN: 43
Spe: 17 | Ranks: 1/3/3/3
Boosts: -10 eva
Other: Burned


Ancientpower x3
IF Twilight is in the midair stage of bounce, then chill and pushback
 
Hum...alright,thanks for the tip,i will keep that in mind.

I am fairily sure that i cant win at this point...

Chill -> Chill -> Fire-Spin

Wasnt Sunny Day supposed to have ended when the last round begun though? It is suposed to last 6 actions,as far as i remember.
 

Orcinus Duo

Banned deucer.
I probably should have put that there, but Sunny Day lasts for 4 rounds, so after this round, Sunny Day ends.


Twilight (F)
HP: 44 | EN: 24
Spe: 104 | Ranks: 3/2/3/2
Boosts: +25 Acc
Other:

Togepi(M) @
HP: 83 | EN: 43
Spe: 17 | Ranks: 1/3/3/3
Boosts: -10 eva
Other: Burned

Twilight Chills +12 en
Togepi uses Ancientpower -4 en
To crit 7086 no
To raise 4300 no
(6+1.5)*1.5=11.25
Togepi is hurt by burn!

Twilight Chills +12 en
Togepi uses Ancientpower -8 en
To crit 8304 no
To raise 3984 no
(6+1.5)*1.5=11.25
Togepi is hurt by burn!

Twilight uses Fire Spin -4 en
To crit 7174 no
(4+3+3)=10
Togepi uses Ancientpower -12 en
To crit 5770 no
To raise 4666 no
(6+1.5)*1.5=11.25
Togepi is hurt by burn!
Togepi is hurt by the vortex!


Twilight (F)
HP: 10 | EN: 44
Spe: 104 | Ranks: 3/2/3/2
Boosts: +25 Acc
Other:

Togepi(M) @
HP: 65 | EN: 19
Spe: 17 | Ranks: 1/3/3/3
Boosts: -10 eva
Other: Burned, Fire Spin 3a

Sun ends!
 

Orcinus Duo

Banned deucer.
ANCIENTPOWERZ


Twilight (F)
HP: 10 | EN: 44
Spe: 104 | Ranks: 3/2/3/2
Boosts: +25 Acc
Other:

Togepi(M) @
HP: 65 | EN: 19
Spe: 17 | Ranks: 1/3/3/3
Boosts: -10 eva
Other: Burned, Fire Spin 3a

Twilight uses Hypnosis
To hit 5133 yes
Duration 4966
Togepi sleeps
Togepi -4 hp

Twilight uses Fire Blast it doesn’t even matter

Togepi wakes up and ancientpowers twilight, KO.

Congrats Matezoide on your long hall run!

Matezoide gets 12 CC
Togepi gets 12 HC

I get 14 UC

See you again!
 
Challenge #4 (I think)

Matezoide is challenging Rank 1 with Steve the Mankey using Vital Spirit

<Mankey> [Steve] (Male)
Nature: Jolly (+16% accuracy)

Type: Fighting
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.


About: He was the very first pokemon Matt obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour. Steve is extremely strong,determined,honored and relatively docile Mankey, only feeling trully alive during a battle with a worth opponent,he cares very much about his trainer and team mates.


Abilities:
Vital Spirit : (Innate)

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Anger Point: (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).


Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.




Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 81 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 14



EC: 4/6
MC: 0
DC: 3/5


Attacks:

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)



Close Combat(*)
Reversal(*)
Encore(*)
Counter
Substitute
Return
Punishment



Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
Endure
Earthquake


Please choose your first type:





 
I put my challenge a while ago already,so he now has Earthquake,can you add that to his move list,if possible?

Anyway,we will start with Bug.
 
Technically you're supposed to edit it in yourself in your challenge post, but on the other hand, it really doesn't matter as long as you bought the move before the challenge was taken, so I added it in. Just remember for next time.

Battle #1

Bug Catcher would like to battle!

RNG roll (for Pokemon) 5/5

Combee (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
Honey Gather: (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW): (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Attacks:
Gust
Sweet Scent
Bug Bite

Air Cutter
Ominous Wind
Mud-Slap

"Give 'em hell, you waste of a Pokemon!"

RNG roll (for ability) 2/2 = Hustle
"However, I think we can evolve after we lose this one, so give it all you got!"

Matezoide orders first
 
Thanks for understanding,i wont forget next time.


''Not much we can do....so lets go with the obvious option.''

Rock-Slide -> Acrobatics -> Rock-Slide
 

"You think YOU'RE the one who can't do much?"
Air Cutter x3

Pre-Round stats:

Steve
HP: 90
EN: 100
3/2/1/2/81/ +16% Acc

Combee
HP: 90
EN: 100
1/2/3/2/70

Action 1
Rock Slide -> Combee (6 EN)
RNG roll (to crit, <=625 crit) 730 = no crit
RNG roll (to flinch, <=3000 flinch) 7132 = no flinch
(8+(3-2)1.5)(2.25) = 21.375 DMG

Air Cutter -> Steve (3 EN)
RNG roll (to hit, <=9500 hit) 4953 = hit
RNG roll (to crit, <=1250 crit) 2196 = no crit
(6+3+(3-2)1.5)(1.5) = 15.75 DMG

Action 2
Acrobatics -> Combee (7 EN)
RNG roll (to crit) 7022 = no crit
(11+(3-2)1.5)(1.5) = 18.75 DMG

Air Cutter -> Steve (7 EN)
RNG roll (to hit) 5423 = hit
RNG roll (to crit) 4941 = no crit
(6+3+(3-2)1.5)(1.5) = 15.75 DMG

Action 3
Rock Slide -> Combee (6 EN)
RNG roll (to crit) 8045 = no crit
RNG roll (to flinch) 3982 = no flinch
(8+(3-2)1.5)(2.25) = 21.375 DMG

Air Cutter -> Steve (11 EN)
RNG roll (to hit) 8063 = hit
RNG roll (to crit) 4002 = no crit
(6+3+(3-2)1.5)(1.5) = 15.75 DMG

Post-Round stats:

Steve
HP: 43
EN: 81
3/2/1/2/81/ +16% Acc

Combee
HP: 28
EN: 79
1/2/3/2/70


"WE'RE STILL ALIVE?!"
Air Cutter til dead
If Steve is underground when you would attack, Chill
 

"Let it be known that I didn't spam Mud-slap because it would take 2 Mud-Slaps before Rock Slide even has a reasonable chance to miss."

Pre-Round stats:

Steve
HP: 43
EN: 81
3/2/1/2/81/ +16% Acc

Combee
HP: 28
EN: 79
1/2/3/2/70

Action 1
Rock Slide -> Combee (10 EN)
RNG roll (to crit) 218 = crit
RNG roll (to flinch) 1463 = flinch
(8+3+(3-2)1.5)(2.25) = 28.125 DMG
Combee fainted!


Post-Round stats:

Steve
HP: 43
EN: 71
3/2/1/2/81/ +16% Acc

Combee
HP: 0
EN: KO
1/2/3/2/70


"That, and we all know it would end up the same way regardless."

Please choose your next type:





 
Battle #2

Black Belt would like to battle!

RNG roll (for Pokemon) 4/5
Croagunk (M)

Nature: Brave

Type:

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

Attacks:

Astonish
Mud Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger

Venoshock
Focus Blast
Rock Slide

Fake Out
Counter
Cross Chop

"Hiiiiiiiiya!"

RNG roll (for ability) 1/3 = Anticipation
"Roundhouse kick! Jab! Jab! Uppercut!"
 
This is going to be a tough one....onward,Steve!

Dig -> Acrobatics -> Dig


If Counter AND you arent Taunted AND it isnt in a combo,Encore it on your next action and use Focus Energy.


If you are flinched before being able to use Encore,use it on the next action


I dont think i worded too well tbh :P
 

"Is it perfect? Not really. But a Black Belt fights with honor, and doesn't abuse subs that are poorly worded just because English isn't the user's first language!"
Revenge -> Counter -> Fake Out + Focus Blast

Pre-Round stats:

Steve
HP: 90
EN: 100
3/2/1/2/81/ +16% Acc

HP: 90
EN: 100
4/2/3/2/43/ -10 Eva

Action 1
Steve dug underground! (10 EN)
Dig -> Croagunk
RNG roll (to crit) 520 = crit
(6+3+(3-2)1.5)(1.5) = 15.75 DMG

Revenge -> Steve (7 EN)
RNG roll (to crit) 2528 = no crit
(12+3+(4-2)1.5) = 18 DMG

Action 2
Acrobatics -> Croagunk (7 EN)
RNG roll (To crit) 9617 = no crit
(9+(3-2)1.5)(1.5) = 15.75 DMG

Counter -> Steve ((6+(15.75/2) = 14 EN)
(15.75x1.5 = 23.625 DMG)

Action 3
Fake Out + Focus Blast -> Steve ((4+8)1.5 = 18 EN)
RNG roll (to hit, <=8500 hit) 3127 = hit
RNG roll (to crit) 8606 = no crit
(8+(3-2)1.5) + (8+(4-2)1.5)= 20.5 DMG

Steve flinched!


Post-Round stats:

Steve
HP: 29
EN: 83
3/2/1/2/81/ +16% Acc

HP: 58
EN: 61
4/2/3/2/43/ -10 Eva
Cooldown (1a)


"Very good Croagunk! And now that he can not Encore us until A3, time to finish him off!"
cooldown -> Revenge -> Cross Chop
If Dig is used A3, change that action to Revenge
If Substitute is used, change that previous action to Taunt
 
Two mistakes i spoted:

1) Anticipation lowers the final damage of Super-Effective moves by 3
2) Combos betwen a physical and special move are calculated differently,check the DAT thread for more info.


''I bow to your honor,Black Belt,i am glad that i had the opportunity to battle you,but we will not give up like this.''

Acrobatics + Acrobatics -> Cooldown -> Dig + Dig


If i am right,this combo will evade Revenge (-4 Priority on evasion,-6 on hit,while Revenge has -4 and is being used by a slower pokemon)

''This is risky,but it is our only shot,Steve....lets make it count!''
 

"The first is incorrect, you scored a critical hit (a most dishonorable move, but one you can not control...), I completely forgot about Anticipation, and the combo was just a derp. All fixed now, and thank you!"

Pre-Round stats:

Steve
HP: 29
EN: 83
3/2/1/2/81/ +16% Acc

HP: 58
EN: 61
4/2/3/2/43/ -10 Eva
Cooldown (1a)

Action 1
Croagunk must cool down!

Acrobatics combo -> Steve ((7+11)1.75 = 31.5 EN)
RNG roll (to crit) 4763 = no crit
(11x2.25)-2+(3-2)1.5)(1.5) = 36.375 DMG

Action 2
Steve must cool down!

Revenge -> Steve (7 EN)
RNG roll (to crit) 7569 = no crit
(6+3+(4-2)1.5) = 12 DMG

Action 3
Steve dug underground! ((10+14)1.75 = 42 EN)

Revenge misses!

Dig KO's!

WATERWARRIOR IS A LAZY FUCK!


Post-Round stats:

Steve
HP: 17
EN: 9
3/2/1/2/81/ +16% Acc

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


"A good battle, but victory seems to have fallen out of our grasp yet again..."

Please choose your next type:







Also, I won't be able to ref for the rest of the night, I'm getting a pretty bad headache. Sorry :/
 
Hey man,dont worry,real life always comes first.
I hope your head gets better soon,headches are extremely annoying.

With that said,thanks for being able to finish this match today,the suspense was annoying :c

Normal.
 
Battle #3

Cool Trainer would like to battle!

RNG roll (for Pokemon)

Azurill (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 2 [3 Huge Power] (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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:
Splash
Charm
Tail Whip
Bubble
Slam
Water Sport
Water Gun
BubbleBeam
Helping Hand
Bounce

Toxic
Protect
Light Screen

Encore
Sing
Body Slam

"Uhh..."

RNG roll (for ability) 2/3 = Huge Power
"Shit..."
 
Dig -> Acrobatics -> Close-Combat

If Bounce, AND you arent Encored, use Dig (And pray the DAT isnt wrong) and push-back.
If non-damaging move AND you arent Encored, Encore it and then use Substitute (15).
 

"Shiiiiiiiiiiiiiiiiiiiiiieeeeeeeeeeeeeeeeeettttttttttt. Also, of course the DAT is right about priority!"
Body Slam + Body Slam -> cooldown -> Body Slam

Pre-Round stats:

Steve
HP: 90
EN: 100
3/2/1/2/81/ +16% Acc

Azurill
HP: 90
EN: 100
3/2/0/2/20

Action 1
Steve dug underground! (10 EN)
Dig -> Azurill
RNG roll (to crit) 4189 = no crit
(8+(3-2)1.5) = 9.5 DMG

Body Slam + Body Slam -> Steve ((5.33+9.33)1.75 -1 = 24.655 EN)
RNG roll (to crit) 1605 = no crit
RNG roll (to para, <=6000 para) 4985 = pata
((8x2.25)+3+(3-2)1.5) = 22.5 DMG
Steve was paralyzed! (20%)

Action 2
Azurill must cooldown!

RNG roll (for full para, <=2000 para) 3725 = no para
Acrobatics -> Azurill (7 EN)
RNG roll (To crit) 3637 = no crit
(9+(3-2)1.5) = 10.5 DMG

Action 3
Body Slam -> Steve (13.33 EN)
RNG roll (to crit) 3957 = no crit
(8+3+(3-2)1.5) = 12.5 DMG

RNG roll (for para) 1789 = para
Steve was fully paralyzed!


Post-Round stats:

Steve
HP: 55
EN: 83
3/2/1/2/81/ +16% Acc
Paralyzed (10%)

Azurill
HP: 70
EN: 62
3/2/0/2/20


"HOLY SHIT WE'RE WINNING FOR A SPLIT SECOND. Also, do you know what made Azurill so sad in 5th gen anyways? YOU. SO FEEL BAD!!"
Toxic -> Body Slam -> Body Slam
If Encore is used A1, change that action to Bounce
If Counter, Bubblebeam the first consecutive time, Chill the second, and Bubblebeam the third

"This isn't going to work at all, is it?"
 

I am afraid i might have a curse on the Battle Hall, as i am always defeated by the Normal Type.....also,i am sorry, Azurill :(



Thats better.

Close-Combat -> Close-Combat combo -> Cooldown (Close-Combat combo)

If paralised, push-back every single time.

I sincerely hope my math isnt wrong. :P
 

"If you haven't guessed, this has been an awful week for reffing. Also, EMERALD SPRITE IS CUTER!!"

Pre-Round stats:

Steve
HP: 55
EN: 83
3/2/1/2/81/ +16% Acc
Paralyzed (10%)

Azurill
HP: 70
EN: 62
3/2/0/2/20

Action 1
Toxic -> Steve (7 EN)
RNG roll (to hit) 1043 = no crit
Steve was badly poisoned!

RNG roll (for full para, <=1000 para) 6540 = no para
Close Combat -> Azurill (7 EN)
RNG roll (to crit) 7177 = no crit
(12+3+(3-2)1.5)(1.5) = 24.75 DMG

Toxic -> Steve (1 DMG)

Action 2
Body Slam -> Steve (5.33 EN)
RNG roll (to crit) 1754 = no crit
RNG roll (to para) 5222 = no para
(8+3+(3-2)1.5) = 12.5 DMG

RNG roll (for para) 3988 = no para
Mortal Kombat -> Azurill ((11+15)1.75 = 45.4 EN)
RNG roll (to crit) 1267 = no crit
((12x2.25)+3+(3-2)1.5)(1.5) = 47.25 DMG
Azurill fainted!


Post-Round stats:

Steve
HP: 41
EN: 30
3/2/1/2/81/ +16% Acc
Paralyzed (10%)
Toxic (2 DPA)

Azurill
HP: -2
EN: KO
3/2/0/2/20


"AND NOW AZURILL IS SAD AGAIN. FEEL BAD. FEEL SOOOOOOO BAD!!!"

Please choose your next type:





 

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