Roleplay Battle Hall Challenge - SimonSays

#1
Only users: Fire Blast and SimonSays should be posting in this thread.

SimonSays will be using Prince the Deerling with Sap Sipper:


Deerling [Prince] (M)
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal/ Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (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.
Serene Grace (DW): (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75

EC: 2/6
MC: 0
DC: 1/5


Attacks:
Tackle
Camouflage
Growl
Sand Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
SolarBeam

Sythesis
Agility
Odour Sleuth

Protect
Return
Wild Charge


SimonSays, you may choose your first type. Your options are:








Good luck!
 
#3

Youngster Joey would like to battle!
"I like shorts, they're comfy and easy to wear!"

RNG Roll: 1/5
Pokemon: Hoppip

Hoppip (M)

Nature: Hardy

Type:

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.
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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

Abilities:

Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate)In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Infiltrator (DW):(Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks:

Splash
Synthesis
Tail Whip
Tackle
Poison Powder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain

Giga Drain
Protect
Substitute

Cotton Guard
Psych Up
Encore


RNG Roll: 3/3
Ability: Infiltrator
"You your innate ability to infiltrate!"
 
#6

Health: 90
Energy: 100
Status: -
Stats: -
Ability: Sap Sipper

vs.


Health: 90
Energy: 100
Status: -
Stats: -
Ability: Inflitrator
__________________________________________________ _________________

Action One

Deerling used Return!
Crit: 13/16 (No)
-13 HP
-6 Energy

Hoppip used Poison Powder!
Miss: 70/100 (No)
-7 Energy

Poison, -2 HP

Action Two

Deerling used Jump Kick!
Crit: 7/16 (No)
-7 Energy

Hoppip used Protect!
-4 HP
-9 Energy

Poison, -2 HP

Action Three

Deerling used Double Kick!
Crit: 13/16 (No)
-5 HP
-4 Energy

Hoppip used Substitute!
-20 HP
-17 Energy

Poison, -2 HP
__________________________________________________ _________________

Health: 80
Energy: 83
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 52
Energy: 67
Status: 20 HP Substitute
Stats: -
Ability: Inflitrator
 
#9

Health: 80
Energy: 83
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 52
Energy: 67
Status: 20 HP Substitute
Stats: -
Ability: Inflitrator
__________________________________________________ _________________

Action One

Deerling used Return!
Crit: 11/16 (No)
-13 HP
-6 Energy

Hoppip used Cotton Guard!
-8 Energy

Poison, -2 HP

Action Two

Deerling used Take Down!
Miss: 57/100 (No)
Crit: 3/16 (No)
-9 HP
-6 Energy

Hoppip used Cotton Guard!
-12 Energy

Poison, -2 HP

Action Three

Deerling used Return!
Crit: 9/16 (No)
-4 HP
-6 Energy

Hoppip Chilled!
+12 Energy

Poison, -2 HP
__________________________________________________ _________________

Health: 74
Energy: 65
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 48
Energy: 63
Status: -
Stats: +5 Defense
Ability: Inflitrator
 
#12

Health: 74
Energy: 65
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 48
Energy: 63
Status: -
Stats: +5 Defense
Ability: Inflitrator
__________________________________________________ _________________

Action One

Deerling Wild Charge!
Crit: 7/16 (No)
-3 HP
Recoil, 1 HP
-7 Energy

Hoppip used Encore!
-10 Energy

Poison, -2 HP

Action Two

Deerling Wild Charge!
Crit: 7/16 (No)
-3 HP
Recoil, 1 HP
-7 Energy

Hoppip used Synthesis!
+20 HP
-11 Energy

Poison, -2 HP

Action Three

Deerling Wild Charge!
Crit: 4/16 (No)
-3 HP
Recoil, 1 HP
-7 Energy

Hoppip Chilled!
+12 Energy

Poison, -2 HP
__________________________________________________ _________________

Health: 65
Energy: 44
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 59
Energy: 54
Status: -
Stats: +4 Defense
Ability: Inflitrator
 
#15

Health: 65
Energy: 44
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 59
Energy: 54
Status: -
Stats: +4 Defense
Ability: Inflitrator
__________________________________________________ _________________

Action One

Deerling used Return!
Crit: 7/16 (No)
-9 HP
-6 Energy

Hoppip used Tackle!
Crit: 11/16 (No)
-5 HP
-3 Energy

Poison, -2 HP

Action Two

Deerling used Return!
Crit: 12/16 (No)
-9 HP
-10 Energy

Hoppip used Tail Whip!
-4 Energy

Poison, -2 HP

Action Three

Deerling Chilled!
+12 Energy

Hoppip used Tackle!
Crit: 8/16 (No)
-7 HP
-3 Energy

Poison, -2 HP
__________________________________________________ _________________

Health: 47
Energy: 40
Status: Poison
Stats: -1 Defense
Ability: Sap Sipper

vs.


Health: 41
Energy: 44
Status: -
Stats: +3 Defense
Ability: Inflitrator
 
#18

Health: 47
Energy: 40
Status: Poison
Stats: -1 Defense
Ability: Sap Sipper

vs.


Health: 41
Energy: 44
Status: -
Stats: +3 Defense
Ability: Inflitrator
__________________________________________________ _________________

Action One

Deerling used Return!
Crit: 9/16 (No)
-10 HP
-6 Energy

Hoppip used Cotton Guard!
-8 Energy

Poison, -2 HP

Action Two

Deerling used Return!
Crit: 3/16 (No)
-6 HP
-10 Energy

Hoppip used Synthesis!
+20 HP
-11 Energy

Poison, -2 HP

Action Three

Deerling used Return!
Crit: 7/16 (No)
-6 HP
-14 Energy

Hoppip Chilled!
+12 Energy

Poison, -2 HP
__________________________________________________ _________________

Health: 41
Energy: 10
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 39
Energy: 37
Status: -
Stats: +5 Defense
Ability: Inflitrator
 
#20


"Encore will end this bore!"

Tackle~Encore~Chill

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


Health: 41
Energy: 10
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 39
Energy: 37
Status: -
Stats: +5 Defense
Ability: Inflitrator
__________________________________________________ _________________

Action One

Deerling Chilled!
+12 Energy

Hoppip used Tackle!
Crit: 16/16 (No)
-5 HP
-3 Energy

Poison, -2 HP

Action Two

Deerling used Synthesis!
+20 HP
-13 Energy

Hoppip used Encore!
-10 Energy

Poison, -2 HP

Action Three

Deerling used Synthesis!
+20 HP
-13 Energy

Hoppip Chilled!
+12 Energy

Poison, -2 HP

Deerling fainted from lack of energy!
__________________________________________________ _________________

Health: 70
Energy: 0
Status: Poison
Stats: -
Ability: Sap Sipper

vs.


Health: 39
Energy: 36
Status: -
Stats: +4 Defense
Ability: Inflitrator
__________________________________________________ _________________



"Seems like you got too tired. Try wearing some shorts!"

Rewards

SimonSays: 1 TC, 2 HC, 1 BP
Fire Blast: 4 BT

Challenge Complete
 
#21
Great! So, ahh... The HC work identically to KO Counters, yes?

Would you also be able to link to the Prize Claiming Thread for the Battle Hall/Subway, please? I can't seem to find it.
 

Athenodoros

Official Smogon Know-It-All
#22
So, we're here for a quickie. Nobody else post.

I need a quickie for some much-needed points.

Name: SimonSays
Challenge Thread (if any): Link!
Rank and format: Rank 1 Singles
Pokemon #1: Geodude
Pokemon #1 Ability: Sturdy
Pokemon #1 Info:

Geodude [Solid] (M)
Nature: Careful [Adds One (1) to Special Defense; Subtracts One (1) from Special Attack]
Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.
Sand Veil (DW): (Innate)This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.


Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 20


EC: 0/9
MC: 0
DC: 0/5


Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Selfdestruct
Rollout
Rock Blast
Smack Down

Curse
Hammer Arm
Focus Punch

Sunny Day
Stone Edge
Toxic

Alright, you've done this before so you know the drill. Here are your types:







Good luck.
 

Athenodoros

Official Smogon Know-It-All
#24

Fire Bug Fred wishes to battle!
"We have more than enough fuel by ourselves!"

RNG Roll for Pokemon: 5/5
RNG Roll for Ability: 1/2

"My Cyndaquil can Blaze to victory!"


Cyndaquil (F)

Nature: Adamant

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.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65

Abilities:

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW): (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.

Attacks:

Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl

Sunny Day
Protect
Toxic

Flare Blitz
Reversal
Quick Attack