Battle Hall Challenge - The Wanderer


"All right then! Let's see who our next competitor is...oh this is good. Give a warm welcome to my friend and deceptively good battler Mark!"


Waiter Mark would like to battle!

"I'm sure we'll serve up an excellent course for you today!"

RNG Roll for Pokemon: 4/5

"Arcanine, take the field!"

RNG Roll for Ability: 1/3

"Intimidate will work wonders on this Colossoil!"


Arcanine (F)
Nature:
Quirky (No effect on stats)
Type:
Fire:
Fire STAB; immune to burn, 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 bushfire areas.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20

Abilities:
Intimidate:
(Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Attacks:
Thunder Fang
Bite
Roar
Ember
Leer
Fire Fang
Odor Sleuth
Take Down
Flame Wheel
ExtremeSpeed
Helping Hand
Reversal
Flame Burst
Flamethrower
Agility
Crunch
Retaliate
Heat Wave
Outrage
Flare Blitz

Sunny Day
Will-O-Wisp
Solarbeam

Morning Sun
Close Combat
Body Slam

Endure
Dragon Pulse


Your move!
 

"Ah but I do see a hole in your orders sir."

Normal Agility~Sunny Day~Flare Blitz

Challenger's Team:

Charles (Colossoil):
HP: 120
Energy: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Arcanine:
HP: 100
Energy: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Other: None

Action One:
Arcanine's Intimidate activated
Permanent -1 Attack Colossoil

Colossoil used Pursuit
To Crit: [1=Yes]=1=Oh come now
Damage: [4+3+3+3]=13
[13 Damage A] [-4 Energy C]

Arcanine used Agility
+2 Speed
[-7 Energy A]

Action Two:
Arcanine used Sunny Day
The sun shone brightly for 4 rounds
[-9 Energy A]

Colossoil used Water Spout
To Crit: [1=Yes]=10=No
Damage: [15-3]*1.5=18
[18 Damage A] [-8 Energy C]

Action Three:
Arcanine used Flare Blitz
To Crit: [1=Yes]=4=No
To Burn: [10>= Yes]=21=No
Damage: [10+5+3+3+1.5]=22.5
Recoil: 22.5/3=6.5
[22.5 Damage C] [7.5 Damage A] [-8.5 Energy]

Colossoil used Taunt
Arcanine was taunted
[-9 Energy C]

Totals:
Arcanine: 39 Damage, -25 Energy
Colossoil: 23 Damage, -21 Energy
Sunny Day: 3 Rounds left

Challenger's Team:

Charles (Colossoil):
HP: 97
Energy: 79
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: -1 Attack (Permanent)

Home Team:

Arcanine:
HP: 61
Energy: 75
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Other: +2 Speed (Decay at 3A, 6A)


"Well, that critical hit was extremely unfortunate. No matter, I suppose I'll just have to stay the course!"

Solarbeam~Solarbeam~Solarbeam
 
Last edited:
And of course as soon as I was ready to ref my internet craps out.

Challenger's Team:

Charles (Colossoil):
HP: 97
Energy: 79
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: -1 Attack (Permanent)

Home Team:

Arcanine:
HP: 61
Energy: 75
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Other: +2 Speed (Decay at 3A, 6A)

Action One:
Arcanine used Solarbeam
To Crit: [1=Yes]=12=No
Damage: [12+3]*1.5=22.5
[22.5 Damage C] [-8 Energy A]

Colossoil used Earthquake
To Crit: [1=Yes]=5=No
Damage: [10+3+3]*1.5-2=22
[22 Damage A] [-6 Energy C]

Action Two:
Arcanine used Solarbeam
To Crit: [1=Yes]=9=No
[22.5 Damage C] [-12 Energy A]

Colossoil used Earthquake
To Crit: [1=Yes]=13=No
[22 Damage A] [-10 Energy C]

Action Three:
Arcanine used Solarbeam
To Crit: [1=Yes]=4=No
[22.5 Damage C] [-16 Energy A]

Colossoil used Verboten Jam
BAP: 8*2.25=18
Energy: [6+10]*1.75-1=27
Effect: 25% chance to crit
Accuracy: [.95^2]+.17=107%
To Crit: [4>= Yes]=14=No
Damage: [18+3+3]*1.5-2=34
[34 Damage A] [-27 Energy C]
Arcanine fainted

Wanderer CLEAR!

Totals:
Arcanine: 78 Damage, -36 Energy, FAINT
Colossoil: 68 Damage, -43 Energy

Challenger's Team:

Charles (Colossoil):
HP: 29
Energy: 36
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: -1 Attack (Permanent)

Home Team:

Arcanine:
HP: KO
Energy: 39
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Other: +1 Speed (Decay at 3A)


"Impressive, I admit defeat!"

Congratulations Wanderer, while we escort your opponent out of the arena, please choose your next type!

Choose any of the following types:
Normal, Fight, Water, Flying, Grass, Poison, Ground, Psychic, Rock, Ice, Bug, Dragon, Ghost, Dark, Steel
 

Ruin Maniac Albert would like to battle!

"Well well, if isn't a Colossoil! I've fought plenty of those things in the ruins!"

RNG Roll for Pokemon: 5/5

"Drapion, all we need to do is take this guy out and we're to Argenta!"

RNG Roll for Ability: 1/3

"If we get a Critical hit on him, we might just win!"


Drapion (M)
Nature:
Adamant (+1 Atk, -1 SpA)
Type:
Poison:
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4

Abilities:
Sniper:
(Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Battle Armor: (Passive) This Pokemon’s thick armor prevents it from taking critical hits.
Keen Eye (DW): (Passive) 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.

Item: Life Orb

Attacks:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Pursuit
Bug Bite
Poison Fang
Venoshock
Hone Claws
Toxic Spikes
Night Slash
Scary Face
Crunch
Cross Poison
Thunder Fang
Fire Fang
Ice Fang

Earthquake
Brick Break
Poison Jab

Agility
Confuse Ray
Sand-Attack

Aqua Tail
Iron Tail
 

Did someone say ruins? I'm listening...

Dig*/** -> Earthquake -> Dig*/**
*If Drapion uses Earthquake, use Bounce
**If Drapion uses a p/e move, use Pursuit
 

"Ah yes, I've seen plenty of ruins recently. In fact, that Colossoil reminds me of the Forsaken Citadel I found and explored. It's an island surrounded by storms and is rumored to have the legendary Pokemon---"


"Dude! You're not supposed to say anything about that! We haven't finished setting everything up for it yet, and if word of it gets out the committee will kick our butts and we'll be out of a job!"


"Ah, right! Anyways, there's always Terran Cove just outside of the city here. It's also got some nice relics that have been untouched for many years!"



Great, now you've got my master talking about ruins again...I suppose I'll just have to finish this the old fashioned way!

Agility~Ice Fang~Brick Break

Challenger's Team:

Charles (Colossoil):
HP: 120
Energy: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Drapion:
HP: 100
EN: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Other: None

Action One:
Colossoil used Dig
It went underground

Drapion used Agility
+2 Speed
[-7 Energy D]

Colossoil came up!
To Crit: [1=Yes]=4=No
Damage: [8+3+1.5]*1.5=18.75
[18.75 Damage D] [-9 Energy C]

Action Two:
Drapion used Ice Fang
To Hit: [5>= Miss]=18=Hit
To Crit: [1=Yes]=10=No
To Flinch: [10>= Yes]=86=No
To Freeze: [10>= Yes]=46=No
Damage: [7+1.5]*1.5=12.75
[12.75 Damage C] [-5 Energy D]

Colossoil used Earthquake
To Crit: [1=yes]=11=No
Damage: [10+3+1.5]*1.5=21.75 Damage
[21.75 Damage D] [-6 Energy C]

Action Three:
Drapion used Brick Break
To Crit: [1=Yes]=3=No
Damage: [8+1.5]*1.5=14.25
[14.25 Damage C] [-6 Energy D]

Colossoil used Dig
To Crit: [1=Yes]=6=No
[18.75 Damage D] [-9 Energy C]

Totals:
Colossoil: 27 Damage, -24 Energy
Drapion: 59 Damage, -18 Energy

Challenger's Team:

Charles (Colossoil):
HP: 93
Energy: 76
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Drapion:
HP: 41
EN: 82
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Other: None


Uh boss...are you going to help here!?


"you see, the Terran civilization was led by a very deranged king, which eventually led to it's downfall. He had a thing for sadistic traps and..."


Grr! Imma gonna cut you!

Cross Poison + Hone Claws combo~Cooldown (Cross Poison)~Cross Poison + Brick Break combo
 
Challenger's Team:

Charles (Colossoil):
HP: 93
Energy: 76
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Drapion:
HP: 41
EN: 82
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Other: None

Action One:
Colossoil used Dig
It went underground

Drapion used Honing Cross
BAP: 7
Energy: [5+6]*1.5=16.5
But it missed
[-16.5 Energy D]

Action Two:
Drapion had to recharge

Colossoil came up!
To Crit: [1=Yes]=13=No
[18.75 Damage D] [-19 Energy C]

Action Three:
Colossoil used Verboten Jam
BAP: 8*2.25=18
Energy: [6+10]*1.75-1=27
Effect: 4x chance for crit
Accuracy: [.95^2]+.14=1.04=104%
To Crit: [4>= Yes]=14=No
Damage: [18+3+1.5]*1.5=33.75
[33.75 Damage D] [-27 Energy C]

Drapion fainted!

Totals:
Colossoil: -46 Energy
Drapion: 53 Damage, -17 Energy, FAINT

Challenger's Team:

Charles (Colossoil):
HP: 93
Energy: 30
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Drapion:
HP: KO
EN: 65
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Other: +1 Attack and Accuracy


"Wha...I lost? I didn't think the battle had started yet! Oh well, we at least got plenty of training old friend. Oh, and before I forget, if you know of any ruins for me to explore, make sure to drop a line to the number on this card."

Ruin Maniac Albert's Number obtained!

Congratulations Wanderer, while we escort your opponent out of the arena, please choose your next type!

Choose any of the following types:
Normal, Fight, Water, Flying, Grass, Ground, Psychic, Rock, Ice, Bug, Dragon, Ghost, Dark, Steel


"Hmm, not bad. While you're choosing that type, I think I head to the back to grab a drink."

*Arthur fills up a cup full of water, while Albert heads in.*


"Ah Arthur, I've been meaning to tell you: The bird has landed."


"Hmm? Ah yes that. Good work Albert. I'm still annoyed that you mentioned the Forsaken Citadel, that place is insanely dangerous, though I suppose it's fine since the TLR Commission will probably turn him away before he gets hurt. Although...Terran Cove, the dungeon you talked to Wanderer about. Isn't that the dungeon with the rabid Colossoils and the invincible clay soldier army!?"


"Happy to help the Global Police. And sorry about the leak, I wasn't aware the people were keeping that place a secret. As for the other dungeon, you must mean the Terra Cotta Army. Yes but last I checked the hazards were adequately signposted."


"You mean when you checked 20 years ago?"


"Well...yes, but I'm certain they've kept the signs up to date."


"Fair enough. You're dismissed, I'm sure the Wanderer has worked out his typing by now."


"Righto!"

*Albert leaves*
 

"Ah yes, let's see who I've got here...Issac? I didn't think I'd see him here, especially since he isn't all that g...let's send him in."


Rich Boy Issac would like to battle.

"Well hello, pleased to make your acquaintance."

RNG Roll for Pokemon: 4/5

"Starmie my friend, let's commence the fight!"

RNG Roll for Ability: 1/3

"Shine your light through our foe's dark tactics!"


Starmie (U)
Nature:
Timid (+15% Spe, +20% Acc, -1 Atk)
Type:
Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

Abilities:
Illuminate:
(Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure: (Passive) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW): (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Item: Expert Belt

Attacks:
Tackle
Water Gun
Harden
Rapid Spin
Recover
Swift
BubbleBeam
Confuse Ray
Camouflage
Minimize
Gyro Ball
Light Screen
Cosmic Power
Brine
Reflect Type
Power Gem
Hydro Pump

Thunder
Blizzard
Psychic

Aurora Beam
Barrier
Supersonic

Signal Beam
Pain Split


Toggle Illuminate ON

Your move!
 

I think the question to be answered is whether or not this thing is really an Aurumoth.

Thunder Fang* -> Megahorn -> Thunder Fang**
*If Starmie uses Reflect Type, use Taunt
**If Starmie is under the effects of Reflect Type, use Aqua Tail
 

"Crapcrapcrap, what was I supposed to do if the opponent attacked me again?"


"Who let you into the Battle Hall again?" ^_^

Hydro Pump~Hydro Pump~Hydro Pump

Challenger's Team:

Charles (Colossoil):
HP: 120
Energy: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Starmie
HP: 90
EN: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
Other: None

Action One:
Starmie used Hydro Pump
To Crit: [1=Yes]=11=No
Damage: [12+3+3]*1.5=27
[27 Damage C] [-7 Energy S]

Colossoil used Thunder Fang
To Crit: [1=yes]=3=No
To Paralyze: [10>= Yes]=18=No
Damage: [7+3]*1.5=15
[15 Damage S] [-5 Energy C]

Action Two:
Starmie used Hydro Pump
To Crit: [1=yes]=6=No
[27 Damage C] [-11 Energy S]

Colossoil used Megahorn
To Crit: [1=Yes]=12=No
Damage: [12+3]*1.5=22.5
[22.5 Damage S] [-8 Energy C]

Action Three:
Starmie used Hydro Pump
To Crit: [1=Yes]=12=No
[27 Damage C] [-15 Energy S]

Colossoil used Thunder Fang
To Crit: [1=Yes]=2=No
To Paralyze: [10>= Yes]=54=No
[15 Damage S] [-5 Energy C]

Totals:
Starmie: 53 Damage, -33 Energy
Colossoil: 81 Damage, -18 Energy

Challenger's Team:

Charles (Colossoil):
HP: 39
Energy: 82
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Starmie
HP: 37
EN: 67
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
Other: None


"Okay, calm down Issac. We have to play it cool. By the way...any off chance you know where I can find a Jirachi?"


"Well that was rather sudden. You okay?"


"...Yeah I'm fine, sorry I asked."

Blizzard + Blizzard combo~Cooldown (Blizzard + Blizzard combo)~Hydro Pump
If a Combo involving Sucker Punch is used, then use Chill that action and push actions back.
If Protective/Evasive move is used, then Chill that action and push actions back, but never twice in a row.
 

"Next battle, I'm definitely going to have to remember to warn them about this strategy."


"Ah nuts, not again."

Challenger's Team:

Charles (Colossoil):
HP: 39
Energy: 82
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Starmie
HP: 37
EN: 67
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
Other: None

Action One:
Colossoil used Dig
It went undergound

It stayed undergound.

Starmie used Terrible Blizzard
Energy: [8+12]*1.75=35
It missed
[-35 Energy S]

Action Two:
Starmie had to cooldown

Colossoil came up!
To Crit: [1=Yes]=4=No
Damage: [8+3+3]=14
[14 Damage S] [-15 Energy C]

Action Three:
Starmie used Hydro Pump
To Crit: [1=Yes]=8=No
[27 Damage C] [-7 Energy S]

Colossoil used Beetle Slam
BAP: 8+12=20
Energy: [6+8]*1.5=21
Effect: Increased Chance for Crit
Accuracy: [95+85/2]+14=104
To Crit: [1=yes]=13=No
Damage: [20+3]*1.5=34.5
[34.5 Damage S] [-21 Energy C]
Starmie fainted!

Totals:
Starmie: 35 Damage, -42 Energy, FAINT
Colossoil: 27 Damage, -36 Energy

Challenger's Team:

Charles (Colossoil):
HP: 12
Energy: 46
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Starmie
HP: KO
EN: 25
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
Other: None


"Man, I'm just not cut out for this. I need to become stronger but...man this isn't working out."

Congratulations Wanderer, while we escort your opponent out of the arena, please choose your next type!

Choose any of the following types:
Normal, Fight, Water, Flying, Grass, Ground,Rock, Ice, Bug, Dragon, Ghost, Dark, Steel
 

"Can anybody beat the Wanderer in his winning streak?"


"Hehehe....I certainly intend to try."


Hex Maniac Calypso would like to battle

"Hehehe...just try to get past my hexes."

RNG Roll for Pokemon: 4/5

"Hehehe...Jellicent, why don't you show him the door."

RNG Roll for Ability: 2/3

"Hehehe...if he tries to attack us, he'll be sorry."


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.

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


Your move!
 

Okay, THIS one might be a problem.
Bounce -> Dig -> Bounce*
*If Bounce is disabled, use Dig
**If Jellicent uses Will-o-Wisp, use Taunt and push actions down, but only once
 

"Hehehe...you really think you can defeat me?"

Acid Armor~Rain Dance~Recover

Challenger's Team:

Charles (Colossoil):
HP: 120
Energy: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: None

Home Team:

Jellicent:
HP: 110
Energy: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
Other: None

Action One:
Colossoil used Dig
He went underground!

Jellicent used Acid Armor
From +0: Yes
Jellicent gained +2 Defense and avoided all physical attacks this action.
[-7 Energy J]

Colossoil went up!
But it missed.
[-9 Energy C]

Action Two:
Colossoil used Bounce
It went up into the air!

Jellicent used Rain Dance
It started raining in the Hall, which will last for 4 Rounds
[-9 Energy J]

Colossoil landed on Jellicent
To Hit: [1=Miss]=37=Hit
To Crit: [1=Yes]=6=No
To Paralyze: [30>= Yes]=6=WHY
Cursed Body: [30>= Yes]=24=Yes
BAP: 7+10/2.5=11
Damage: [11+3]-4=10
[10 Damage J] [-12.3 Energy C]
Jellicent was 20% Paralyzed

Action Three:
Colossoil used Dig
It went into the ground

Jellicent used Recover
To Be Paralyzed: [20>= Yes]=22=No
[+10 HP J] [-13 Energy J]

Colossoil went up!
To Crit: [1=Yes]=16=No
Cursed Body: [30>= Yes]=36
Damage: [8+3+3]-4=10
[10 Damage J] [-9 Energy C]

[-5% paralysis J]

Totals:
Jellicent: 10 Damage, -29 Energy
Colossoil: -30 Energy
Rain Dance up for 3 Rounds

Challenger's Team:

Charles (Colossoil):
HP: 120
Energy: 70
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: Bounce Disabled (5A)

Home Team:

Jellicent:
HP: 100
Energy: 71
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
Other: +1 Defense (3A), Paralyzed 15%


"Hehehe...it is time for your demise!"

Hydro Pump~Hydro Pump~Hydro Pump
If a Damaging Evasive move is used, then use Chill for all actions leading up to the strike, then use Hydro Pump + Water Pulse combo on the action of the strike.
If Encore is used A1, then use Magic Coat that action.



"H-Hey! You dolt now there's water everywhere! Agck!" *reaches for an umbrella in his backpack.*
 
Last edited:

"Now why do I get such a bad feeling about this?"

Challenger's Team:

Charles (Colossoil):
HP: 120
Energy: 70
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: Bounce Disabled (5A)

Home Team:

Jellicent:
HP: 100
Energy: 71
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
Other: +1 Defense (3A), Paralyzed 15%

Action One:
Colossoil used Rock Slide
To Crit: [1=Yes]=15=No
To Flinch: [30>= Yes]=56=No
Damage: [8+3]-2=9
[9 Damage J] [-6 Energy C]

Jellicent used Hydro Pump
To Be Paralyzed: [15>= Yes]=97=No
To Hit: [20>= Miss]=70=Hit
To Crit: [1=Yes]=1=Yes
Damage: [12+3+3+3+3]*1.5=36
[36 Damage C] [-7 Energy J]

Action Two:
Colossoil used Rock Slide
To Crit: [1=Yes]=10=No
To Flinch: [30>= Yes]=25=Yes
[9 Damage J] [-10 Energy C]

Jellicent Flinched

Action Three:
Colossoil used Rock Slide
To Crit: [1=yes]=5=No
To Flinch: [30>= Yes]=64=No
[9 Damage J] [-14 Energy C]

Jellicent used Hydro Pump
To Be Paralyzed: [15>= Yes]=37=No
To Hit: [20>= Miss]=85=Hit
To Crit: [1=yes]=1
[36 Damage C] [-7 Energy J]

Totals:
Colossoil: 72 Damage, -30 Energy
Jellicent: 27 Damage, -14 Energy
Rain: 2 Rounds

Challenger's Team:

Charles (Colossoil):
HP: 48
Energy: 40
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+14)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Other: Bounce Disabled (2A)

Home Team:

Jellicent:
HP: 73
Energy: 57
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
Other: Paralyzed 10%


"Hehehe...looks like your luck has run out!"


"What the...two Hydro Pump Critical Hits!? Let me see that..." o_O
 

Could you excuse me for a second? I need to bang my head against the wall for twenty minutes or so.
Giga Drill Breaker (Horn Drill + Drill Run)* -> Cooldown (Thunder Fang) -> Verboten Jam (Drill Run x2)
*If Jellicent uses a p/e move, use chill and push actions down
**and if Acid Armor doesn't count as a p/e move, use chill and push actions down if he uses that
 

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