Battle Hall Challenge - rickheg

Gogogo Status effects!
Lick-Sing-Sing



Beldum
90 Hp
100 Energy
2/3/2/3/26
Clear Body

VS


Smoochum
90 Hp
100 Energy
1/1/4/3/65

Calcs

Action 1
Smoochum used Lick!
Rng to Crit [<=625]: 8410 No Crit
Rng to Paralyze [<=3000]: 3460 Nope
(4-3)=1 Damage
-3 Energy

Beldum used Iron Head!
Rng to Crit [<=625]: 623 Crit
(8+3+3+1.5)*1.5=23.25 Damage
-5 Energy

Action 2

Smoochum used Sing!
Rng to Hit [<=5500]: 6940 NO Hit
-6 Energy

Beldum used Iron Head!
Rng to Crit [<=625]: 8701 Crit
(8+3+3+1.5)*1.5=18.75 Damage
-9 Energy

Action 3

Smoochum used Sing!
Rng to Hit [<=5500]:9272 NO Hit
-10 Energy

Beldum used Iron Head!
Rng to Crit [<=625]: 500 Crit
(8+3+3+1.5)*1.5=23.25 Damage
-14 Energy


Beldum
-1 Hp/-29 Energy

Smoochum
-65.25=65 Hp/-19 Energy




Beldum
89 Hp
71 Energy
2/3/2/3/26
Clear Body

VS


Smoochum
25 Hp
81 Energy
1/1/4/3/65

Aww man Hax you did it wrong ;.;
Sing-Sing-Sing
If Beldum is asleep use Dream Eater
 
If you don't mind

Smoochum used Sing!
Rng to Hit [<=5500]: 9291 NO Hit
-6 Energy

Beldum used Headbang of DOOM!
Damgage:Irrelevant

Smoochum is down

Choose your next type
 
RNG for mon 1-5 (3) Mime JR
Rng for Ability 1-3 (3) Technician

Mime Jr. (M)

Nature: Modest

Type:

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12

Abilities:

Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:

Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam

Thunderbolt
Shadow Ball
Thunder Wave

Hypnosis
Icy Wind
Confuse Ray
 
Imma hide!

Barrier-Reflect-Barrier


Beldum
90 Hp
100 Energy
2/3/2/3/26
Clear Body

VS


Mime Jr.
80 Hp
100 Energy
0/2/4/3/60

Calcs

Action 1
Mime. Jr used Barrier!
Mime Jr.'s defence rose!
-6 Energy

Beldum used Iron Head!
Rng to Crit [<=625]: 5315 Crit
(8+3)-3.5=5.5 Damage
-5 Energy

Action 2

Mime Jr. used Reflect!
Mime JR. is protected!
-7 Energy

Beldum used Head Butt!
Rng to Crit [<=625]: 4987 No Crit
(3.5)-3.5=1 Damage
-5 Energy

Action 3

Mime. Jr used Barrier!
Mime Jr.'s defence rose!
-6 Energy

Beldum used Iron Head!
Rng to Crit [<=625]: 500 Crit
(4+3)-7=1 Damage
-5 Energy


Beldum
-0 Hp/-15 Energy

Smoochum
-7.5=8 Hp/-19 Energy




Beldum
90 Hp
85 Energy
2/3/2/3/26
Clear Body

VS


Mime Jr.
72 Hp
81 Energy
0/2/4/3/60
+3 defence bonus
Reflect 4 Actions

Try and break through this wall!

Shadow Ball-Confuse Ray-Shadow Ball
 
Beldum
90 Hp
85 Energy
2/3/2/3/26
Clear Body

VS


Mime Jr.
72 Hp
81 Energy
0/2/4/3/60
+3 defence bonus
Reflect 4 Actions

Calcs

Action 1
Mime. Jr used Shadow Ball!
Rng to Crit [<=625]: 3351 No Crit
Rng to Lower Special Defense [<=2000]: 7103 Nope
(8+1.5)*1.5=14.25
-6 Energy

Beldum used Head Butt!
Rng to Crit [<=625]: 9851 No Crit
(3.5)-5.25=1 Damage
-5 Energy

Action 2

Mime Jr. used Confuse Ray!
Confusion: Mild 2 Turns
-5 Energy


Beldum used Iron Head!
Rng to Hit self [<=5000]: 5839 Nope
Rng to Crit [<=625]: 2914 Crit
(4)-5.25=1 Damage
-5 Energy

Action 3

Mime. Jr used Shadow Ball!
Rng to Crit [<=625]: 5368 No Crit
Rng to Lower Special Defense [<=2000]: 3853 Nope
(8+1.5)*1.5=14.25
-6 Energy

Beldum used Head Butt!
Rng to Hit self [<=5000]: 9482 Nope
Rng to Crit [<=625]: 1203 No Crit
(3.5)-3.5=1 Damage
-5 Energy


Beldum
-28.50=29 Hp/-15 Energy

Mime.Jr
-3 Hp/-17 Energy




Beldum
61 Hp
70 Energy
2/3/2/3/26
Clear Body

VS


Mime Jr.
69 Hp
64 Energy
0/2/4/3/60
+2 defence bonus
Reflect 1 Action
 
Beldum
90 Hp
85 Energy
2/3/2/3/26
Clear Body

VS


Mime Jr.
72 Hp
81 Energy
0/2/4/3/60
+3 defence bonus
Reflect 4 Actions

Calcs

Action 1
Mime. Jr used Shadow Ball!
Rng to Crit [<=625]: 3351 No Crit
Rng to Lower Special Defense [<=2000]: 3819 Nope
(8+1.5)*1.5=14.25
-10 Energy

Beldum used Iron Head OF DOOM!
Rng to Crit [<=625]: 4697 no Crit
(8*2.25)-5-3.5))-9.5=10 Damage
-24.5 Energy

Action 2

Mime. Jr used Shadow Ball!
Rng to Crit [<=625]: 314 Crit
Rng to Lower Special Defense [<=2000]: 8439 Nope
(8+3+1.5)*1.5=18.75
-14 Energy


Beldum cooleddown

Action 3

Mime. Jr used Shadow Ball OF DOOM!
Rng to Crit [<=625]: 5829 No Crit
Rng to Lower Special Defense [<=2000]: 4829 Nope
(8*2.25+1.5)*1.5=29.25
-70 Energy

Mime JR. was KO'd

Beldum was KO'd
-6 Energy


Beldum
62.25=62 Hp/-24.5 Energy

Mime.Jr
-9.5 Hp/-84 Energy




Beldum
KO Hp
KO Energy
2/3/2/3/26
Clear Body

VS


Mime Jr.
KO Hp
KO Energy
0/2/4/3/60
+2 defence bonus
Reflect 1 Action

I'm sorry Rickheg your Hall run has ended.

Rewards

Rickheg: 6 CC

Beldum: 6 HC

The Royal Guard: 3(3)+2=11 UC


You may challenge a week from today.
 
Hello, Hall. It's been a while. Challenging.

Thread

Rank 2
Scratchet
Prankster

Shaman (Scratchet) M
Nature: Adamant (Adds 1 to Atk; Subtracts 1 from SpA)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (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.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 0(-)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks
Level-UpScratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt

Egg
Confuse Ray
Roost
Yawn

TM
Toxic
Bulldoze
Rock Slide
Brick Break


Why not, I'll take Unoriginal Name.

Queue;
lucarioisawesome (subref) RangarokAlex took this one
UllarWarlord
Texas Cloverleaf
rickheg
Note: This is a continuation of Glacier's last Hall.


It was a dark day for ASB.


The ponies had managed to conquer everything. Humans are nothing but slaves now.
Glacier Knight was the first to realise what a threat they were, and alone, stood up to the horde.
Despite his best efforts, Glacier too fell.


But nothing is lost!


Glacier was able to escape, however, at the cost of his Weavile, Gavin.


The resistance was formed of several ASB'ers that managed to survive their attack, but, as each day passed, their chances of victory became smaller.

One day, Glacier devised a plan:

He, Rick and Waterwarrior would lead the war against the ponies's 3 armies: Pegasus, Earth Pony and Unicorn. While they fought in a suicidal effort, a small team would sneak into their base and free the captured ASB'ers/Pokemons.

Viva La Revolution.




''I hate this plan....but theres no other way.....brace yourself, Shaman! They are coming! Hold your ground, everyone!''



''Yes, sir!''


''Got it!''

Hello, Hall. It's been a while. Challenging.

Thread

Rank 2
Scratchet
Prankster

Shaman (Scratchet) M
Nature: Adamant (Adds 1 to Atk; Subtracts 1 from SpA)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (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.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 0(-)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks
Level-UpScratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt

Egg
Confuse Ray
Roost
Yawn

TM
Toxic
Bulldoze
Rock Slide
Brick Break


Why not, I'll take Unoriginal Name.

Queue;
lucarioisawesome (subref) RangarokAlex took this one
UllarWarlord
Texas Cloverleaf
rickheg

Good luck!







 


''Scootaloo wants to battle!''

Time to prove Rainbow Dash i am not just some chicken!


RNG: 3/5



Nosepass (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

Abilities:
Sturdy: (Innate) 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.
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Tackle
Harden
Block
Rock Throw
Thunder Wave
Rock Blast
Rest
Spark
Rock Slide

Sandstorm
Thunderbolt
Earthquake

Head Smash
Endure
Double-Edge


Ability: 3/3


Sand Force!



''Ugh.....she is just a child.....what a wicked race of demons.....''
 
Okay, this should go well enough.

Toxic > Brick Break > Rock Smash
IF Thunder Wave, use Taunt and push back, but only once
 


You are going down!

Sandstorm -> Earthquake -> Rest





90 HP
100 EN
3/5/2/3/26



90 HP
100 EN
4/3/0/3/40


Shaman used Toxic - 7 energy
Nosepass is poisoned!

Nosepass used Sandstorm - 9 energy

Sand Force activated!
-1 HP to Nosepass
-2 HP to Shaman

Action 2

Shaman used Brick-Break - 4 energy
To crit (7821) - No
(8 + 3 - 1,5)*1,5 = 14,25 damage

Nosepass used Earthquake - 7 energy
To crit (5130) - No
(10 + 2) = 12 damage

-1 HP to Nosepass
-2 HP to Shaman

Action 3

Shaman used Rock-Smash - 2 energy
To crit (5539) - No
To lower (9938) - No
(4 + 3 - 1,5)*1,5 = 8,25 damage

Nosepass used Rest - 15 energy
+12 HP to Nosepass

-2 HP to Shaman


77 HP
67 EN
3/5/2/3/26
Sleeping (Will wake up A3).



72 HP
83 EN
4/3/0/3/40


SAND! (4 rounds)


Sleep -> Sleep -> Earthquake

If you wake up AND you are not taunted, use Thunder-Wave that action and Earthquake the following ones.
 

77 HP
67 EN
3/5/2/3/26
Sleeping (Will wake up A3).



72 HP
83 EN
4/3/0/3/40


Action 1-2
Shaman used Brick-Break - 8 energy
To crit (2690) - No
(8 + 3 - 1,5)*1,5 = 14,25 damage


Shaman used Brick-Break - 12 energy
To crit (3251) - No
(8 + 3 - 1,5)*1,5 = 14,25 damage

Action 3

Shaman used Brick-Break - 16 energy
To crit (2854) - No
(8 + 3 - 1,5)*1,5 = 14,25 damage

Nosepass woke up

Nosepass used Earthquake - 7 energy
To crit (5703) - No
(10 + 2) = 12 damage
-6 HP to Shama due to the Sandstorm



34 HP
60 EN
3/5/2/3/26
Sleeping (Will wake up A3).



54 HP
47 EN
4/3/0/3/40




My head....hurts.....BUT I WILL NOT FAIL!



I think we arrived here a bit too early.....


There is no such a thing, our contact told us to come as soon as possible, just have some patien----


Suddenly, from the shadows.....



Sorry to keep waiting....



Glad you could make it, Zecora.....Are we ready?



Yes. This war ends today.
 
I assume it isn't still asleep.



Hey, we can win this fight!!


I know Shaman, but we must not lose focus, from this battle or our goals!


Rock Smash > Brick Break > Brick Break
IF Thunder Wave and not Taunted, use Taunt
IF Rest and not Taunted, use Taunt

 
Of course it is still sleeping, silly.

Earthquake -> Earthquake combo -> Cooldown




34 HP
60 EN
3/5/2/3/26
Sleeping (Will wake up A3).


54 HP
47 EN
4/3/0/3/40


Shaman used Rock-Smash - 2 energy
To crit (5539) - No
To lower (9938) - No
(4 + 3 - 1,5)*1,5 = 8,25 damage

Nosepass used Earthquake - 10 energy
(10 + 2) = 12 damage

Action 2

Shaman used Brick-Break - 4 energy
To crit (2690) - No
(8 + 3 - 1,5)*1,5 = 14,25 damage

Nosepass used Earthquake combo - 47 energy
(22,5 + 2) = 24,5 damage

Action 3

Shaman used Brick-Break - 8 energy
To crit (2690) - No
(8 + 3 - 1,5)*1,5 = 14,25 damage

Nosepass fainted!

And Shaman loses 6 HP due to the sand




KO HP
KO EN
3/5/2/3/26
Sleeping (Will wake up A3).


11 HP
26 EN
4/3/0/3/40





My mind....it is so clear now......by the Gods.....what have we.....done.....

With that said, Scootaloo's head begins to hurt once again, and she falls asleep, never to wake up.








 
RNG: 2/5



Derpy Hooves wants to battle!


FOR THE CRYSTAL KING!





Purrloin (M)
Nature: Lonely (+1 Atk, -1 Def)
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 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 66
Size Class: 1
Weight Class: 2
Base Rank Total: 13

Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws

Shadow Claw
Grass Knot
Aerial Ace

Faint Attack
Encore
Yawn


Ability: 1/3

Limber!


Also, you are up in our match.
 
I actually rolled a Zorua and was going to do a small troll, BUT.....


I am a moron and forgot this was Rank 2. Heres your real opponent.

RNG: 3/5


Sneasel (M)
Nature: Adamant (+1 Atk, -1 SpA)
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.
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW): (Innate) 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.

Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Icy Wind
Fury Swipes
Agility
Metal Claw
Hone Claws
Beat Up

Brick Break
Dig
Torment

Ice Punch
Fake Out
Counter

RNG for ability: 3/3
Pickpocket!

Deeply sorry for that, i think i am too tired.
 

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