Battle Hall Challenge - Maxim

How about this then?

Disable (Acrobatics)~Weather Ball~Weather Ball
If Disable would not prevent the acrobatics combo from happening, switch A1 and A3
 

Beautifly (F)
HP: 37
EN: 76
SPE: 56
NATR: Brave
ABIL: Swarm
STAT: -10% Evasion
OTHR: N/A

Sirius (U)
HP: 62
EN: 77
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: N/A

Arena: Hail (3 rounds)

Action 1:

Sirius used Disable!
-7 Energy
Beautifly used Acrobatics+Acrobatics!
But it failed!


Beautifly: -2 HP

Action 2:

Sirius used Weather Ball!
Crit: 603/1000: No
(10+3+3) x 1.5 = 24 Damage
-6 Energy
Beautifly used Struggle!
(5+1.5) = 6.5 ~ 7 Damage, 3 Recoil
-5 Energy

Beautifly: -2 HP

Action 3:

Sirius used Weather Ball!
Crit: 215/1000: No
(10+3+3) x 1.5 = 24 Damage
-10 Energy


Beautifly (F)
HP: KO
EN: KO
SPE: 56
NATR: Brave
ABIL: Swarm
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 55
EN: 54
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: N/A

Arena: Hail (2 rounds)






 
Battle 1


Firebreather Bill wants to battle!

"I'm so bad ass, I can breathe fire!"

RNG Roll for Pokemon: 4/5

"I always walk around with my bad ass dog!"

RNG Roll for Ability: 2/2

"My dog can make it hot and sunny, just like that!"


Vulpix (F)

Nature: Modest

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 brush fire areas.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Abilities:

Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought (Can be activated): When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Attacks:

Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Will-O-Wisp
Confuse Ray
Imprison
Flame Burst
Flamethrower
Safeguard

Flame Charge
Energy Ball
Overheat

Hypnosis
Hex
Extrasensory


Your actions, Maxim!
 
Well, that's not good, a guy who can change the weather himself.

Rain Dance~Hydro Pump~Thunder
If Drought is used, use Rain Dance again on the following action
 

"No way to win except hax!"

Confuse Ray, Energy Ball, Energy Ball
IF Castform is not confused when it is your turn, THEN use Confuse Ray
 

Vulpix (F)
HP: 90
EN: 90
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 100
EN: 100
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: N/A

Arena: Eternally sunny.

Action 1:

Sirius used Rain Dance!
-10 Energy
Vulpix used Confuse Ray!
Sirius became confused!

Duration: 399/1000: 3 actions
-5 Energy

Action 2:

Sirius is confused!
Confusion: 281/1000: Yes
Sirius hurt itself in confusion!
(4-1.5) = 2.5 ~ 3 Damage
-3 Energy
Vulpix used Energy Ball!
Crit: 481/1000: No
Effect: 350/1000: No
(8+0) x 1.5 = 12 Damage
-6 Energy

Action 3:

Sirius is confused!
Confusion: 436/1000: Yes
Sirius hurt itself in confusion!
(4-1.5) = 2.5 ~ 3 Damage
-3 Energy
Vulpix used Energy Ball!
Crit: 928/1000: No
Effect: 395/1000: No
(8+0) x 1.5 = 12 Damage
-10 Energy


Vulpix (F)
HP: 90
EN: 69
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 70
EN: 84
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: N/A

Arena: Rain (3 rounds)

Turn Order:


Firebreather Bill issues actions.
Maxim issues actions.
REFEREE
 

"It looks like it's working!"

Confuse Ray, Energy Ball, Energy Ball
IF Castform is not confused when it is your turn, THEN use Confuse Ray
 

Vulpix (F)
HP: 90
EN: 69
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 70
EN: 84
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: N/A

Arena: Rain (3 rounds)

Action 1:

Sirius used Hydro Pump!
Hit: 58/1000: Yes
Crit: 984/1000: No
(12+3+3) x 1.5 = 27 Damage
-7 Energy
Vulpix used Confuse Ray!
Sirius became confused!

Duration: 935/1000: 4 actions
-5 Energy

Action 2:

Sirius is confused!
Confusion: 610/1000: No
Sirius used Thunder!
Crit: 481/1000: No
Effect: 721/1000: No
(12+3) = 15 Damage
-8 Energy
Vulpix used Energy Ball!
Crit: 537/1000: No
Effect: 50/1000: Yes
(8+0) x 1.5 = 12 Damage
-6 Energy

Action 3:

Sirius is confused!
Confusion: 250/1000: Yes
Sirius hurt itself in confusion!
(4-1.5) = 2.5 ~ 3 Damage
-3 Energy
Vulpix used Energy Ball!
Crit: 865/1000: No
Effect: 662/1000: No
(8+0) x 1.5 + 1.75 = 13.75 ~ 14 Damage
-10 Energy


Vulpix (F)
HP: 48
EN: 48
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 41
EN: 66
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: -1 SpD
OTHR: Confused (1 action)

Arena: Rain (3 rounds)

Turn Order:


Maxim issues actions.
Firebreather Bill issues actions.
REFEREE
 

"Come on, hax, save us!"

Confuse Ray, Energy Ball, Energy Ball
IF Sirius is not confused when it is your turn, THEN use Confuse Ray
 

Vulpix (F)
HP: 48
EN: 48
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 41
EN: 66
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: -1 SpD
OTHR: Confused (1 action)

Arena: Rain (2 rounds)

Action 1:

Sirius is confused!
Confusion: 311/1000: Yes
Sirius hurt itself in confusion!
(4-1.5) = 2.5 ~ 3 Damage
-3 Energy
Vulpix used Confuse Ray!
Sirius became confused!

Duration: 34/1000: 2 actions
-5 Energy

Action 2:

Sirius is confused!
Confusion: 969/1000: No
Sirius used Hydro Pump!
Hit: 916/1000: No
The attack missed!
-7 Energy
Vulpix used Energy Ball!
Crit: 914/1000: No
Effect: 271/1000: No
(8+0) x 1.5 + 1.75 = 13.75 ~ 14 Damage
-6 Energy

Action 3:

Sirius is confused!
Confusion: 103/1000: Yes
Sirius hurt itself in confusion!
(4-1.5) = 2.5 ~ 3 Damage
-3 Energy
Vulpix used Confuse Ray!
Sirius became confused!

Duration: 815/1000: 4 actions
-5 Energy


Vulpix (F)
HP: 48
EN: 32
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 21
EN: 53
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: Confused (4 actions)

Arena: Rain (1 round)

Turn Order:


Firebreather Bill issues actions.
Maxim issues actions.
REFEREE
 
Hmm. this could be problematic.

Protect~Hydro Pump+Hydro Pump combo~Thunder
If I do not have enough energy to commit a Hydro Pump combo, just use two Hydro Pumps seperately.
 

Vulpix (F)
HP: 48
EN: 32
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: 21
EN: 53
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: Confused (4 actions)

Arena: Rain (2 rounds)

Action 1:

Sirius is confused!
Confusion: 209/1000: Yes
Sirius hurt itself in confusion!
(4-1.5) = 2.5 ~ 3 Damage
-3 Energy
Vulpix used Energy Ball + Energy Ball!
Crit: 386/1000: No
Effect: 39/1000: Yes
(8*2.25+0) x 1.5 = 27 Damage
((6+4)+6) x 2 = -32 Energy


Vulpix (F)
HP: KO
EN: KO
SPE: 65
NATR: Modest
ABIL: Drought
STAT: N/A
OTHR: N/A

Sirius (U)
HP: KO
EN: KO
SPE: 70
NATR: Modest
ABIL: Forecast
STAT: N/A
OTHR: N/A

Arena: N/A

Too bad, if Sirius didn't hit itself in confusion, you would have won! (and I probably should have been a little bit more careful about that when ordering)

Rewards:
Maxim: 4 CC
Sirius: 4 HC
C$FP: 6 UC
 
*headdesk* Are you kidding me. At this rate I should just bring a Lum berry or something. Oh well, thanks for reffing.
 
YO DAWG I HERD U LIEK CASTFORM AND R2 SINGLES

Sirius - Castform (N/A)

Nature: Modest (Special Attack increased by 1 Rank, Attack decreased by 1 Rank.)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 18

EC: 0/0
MC: 0
DC: 0/0

Abilities:
Forecast: (Innate) Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

Attacks (18):
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Hail
Weather Ball
Hydro Pump
Fire Blast
Blizzard

Clear Smog
Disable
Hex

Protect
Thunder
Shadow Ball


GL/HF YOU KNOW THE DRILL





 

Bug Catcher would like to battle!

RNG Roll for Pokemon: 4/5
RNG Roll for Ability: 1/3
"It's a Swarm of Karrablast, but I only have one?"


Karrablast (M)

Nature: Adamant

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 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shed Skin: (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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Attacks:

Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
Bug Buzz

Poison Jab
Aerial Ace
Swords Dance

Counter
Faint Attack
Megahorn
 

"This is: Hopeless."

Megahorn ~ Megahorn ~ Megahorn

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

Before Round 1:

Karrablast (M)
90 HP
100 EN
4+/2/1-/2/60
Swarm


Castform (U)
100 HP
100 EN
2-/3/4+/3/70
Forecast

Action 1:

Castform uses Sunny Day
Bright sunlight shines down (4R)
Castform transforms!
-6 EN

Karrablast uses Megahorn
RNG Roll (To-Hit) (<=8500 Yes) 1726/10000 (Yes)
RNG Roll (To-Crit) (<=625 Yes) 2312/10000 (No)
Damage: (12+3+1.5(4-3))/1.5=11
-7 EN

Action 2:

Castform uses Weather Ball
RNG Roll (To-Crit) (<=625 Yes) 404/10000 (Yes)
Damage: (10+3+3+3+1.5(4-2))*1.5=33
-5 EN

Karrablast uses Megahorn
RNG Roll (To-Hit) (<=8500 Yes) 5356/10000 (Yes)
RNG Roll (To-Crit) (<=625 Yes) 1783/10000 (No)
Damage: (12+3+1.5(4-3))/1.5=11
-11 EN

Action 3:

Castform uses Fire Blast
RNG Roll (To-Hit) (<=8500 Yes) 876/10000 (Yes)
RNG Roll (To-Burn) (<=1000 Yes) 8355/10000 (No)
RNG Roll (To-Crit) (<=625 Yes) 1227/10000 (No)
Damage: (12+3+3+1.5(4-2))*1.5=31.5~32
-7 EN

Karrablast uses Megahorn
RNG Roll (To-Hit) (<=8500 Yes) 9349/10000 (No)
-15 EN

After Round 1:

Karrablast (M)
25 HP
67 EN
4+/2/1-/2/60
Swarm


Castform (U)
78 HP
82 EN
2-/3/4+/3/70
Forecast

The Sun is shining brightly (3R)

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


"Nooo!"

Endure ~ Megahorn ~ Megahorn
 
Before Round 2:

Karrablast (M)
25 HP
67 EN
4+/2/1-/2/60
Swarm


Castform (U)
78 HP
82 EN
2-/3/4+/3/70
Forecast

The Sun is shining brightly (3R)

Action 1:

Karrablast uses Endure
Karrablast holds on
-15 EN

Castform uses Disable (Megahorn)
Megahorn is Disabled (6A)
-7 EN

Action 2:

Castform uses Weather Ball
RNG Roll (To-Crit) (<=625 Yes) 8105/10000 (No)
Damage: (10+3+3+1.5(4-2))*1.5=28.5~29
Karrablast holds on
-5 EN

Karrablast uses Megahorn
But it fails

Action 3:

Castform Chills
+12 EN

Karrablast uses Megahorn
Karrablast Struggles
RNG Roll (To-Crit) (<=625 Yes) 6566/10000 (No)
Damage: 5+1.5(4-3)=6.5~7
-3 HP (Recoil)
-5 EN

After Round 2:

Karrablast (M)
-2 HP
47 EN
4+/2/1-/2/60
Swarm


Castform (U)
71 HP
82 EN
2-/3/4+/3/70
Forecast

The Sun is shining brightly (2R)

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


"Waaaah!"






 

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