Battle Hall Challenge - waterwarrior

Earthquake Combo*3



100 HP
100 EN
5/3/4/2/95




100 HP
100 EN
5/4/1/4/81


Action 1

Combo one costs 31,5 energy

Action 2

T-Bolt does 21 damage (While normal EQ would be 19,5)

Action 3

ThunderPunch does 19,75

Combo two costs 59,5 energy

Gyarados fainted!....Or just ran away, w/e



100 HP
yolol EN
5/3/4/2/95




?? HP
?? EN
5/4/1/4/81







 
RNG: 5/5


Octillery (F)
Nature:
Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Abilities:
Suction Cups:
(Passive) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
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.
Moody (DW): (Passive) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Item: Expert Belt

Attacks:
Gunk Shot
Rock Blast
Water Gun
Constrict
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Octazooka
Bullet Seed
Wring Out
Signal Beam
Ice Beam
Lock-On
Water Pulse
Hydro Pump
Hyper Beam
Soak

Flamethrower
Brine
Surf

Water Spout
Acid Spray
Haze

Bounce
Seed Bomb


Ability: 2/3

Sniper!
 

Electivire (von Karma) Male
Nature: Rash (+SpA, -SpD)
Type: Electric
Abilities: Motor Drive/ Vital Spirit (Unlocked)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
AC: 5/5

Attacks: (47/ 109 total moves)
Physical:
Brick Break
Cross Chop
Dig
Dual Chop
Earthquake
Feint
Fire Punch
Focus Punch
Giga Impact
Ice Punch
Low Kick
Quick Attack
Return
Rock Slide
Thunderpunch
Wild Charge

Special:
Discharge
Electro Ball
Flamethrower
Focus Blast
Hidden Power Grass
Hyper Beam
Psychic
Shock Wave
Signal Beam
Swift
Thunder
Thunderbolt
Thundershock
Volt Switch

Status:
Double Team
Electric Terrain
Endure
Helping Hand
Ion Deluge
Leer
Light Screen
Magnet Rise
Protect
Substitute
Taunt
Thunder Wave
Torment
Toxic


Time for the destruction to continue!

ThunderPunch -> Thunder -> ThunderPunch
If Bounce AND you are slower, change that action to Thunder
If Focus Energy AND Octillery is not Taunted, change that action to Taunt
 
Ok, i am tired as fuck and this is a horribly one-sided match that can have only one result. I really dislike doing this, but....


Bounce Combo*3



Two Bounce Combos are enough to EN KO. I will stop doing that, promisse!









 
RNG: 5/5


Walrein (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 19

Abilities:
Thick Fat: (Passive) 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.)
Ice Body: (Passive) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW): (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Item: Leftovers

Attacks:
Powder Snow
Growl
Water Gun
Defense Curl
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Rest
Snore
Blizzard
Sheer Cold
Swagger
Crunch

Ice Beam
Brine
Hidden Power [Electric] (7)

Aqua Ring
Sleep Talk
Yawn

Signal Beam
Aqua Tail

Ability: 2/3

Ice Body!


 
trololololol

Thunder -> ThunderPunch -> Thunder
If Sheer Cold is used in a combo AND it is hailing AND you do not have a sub up, change that action to Substitute (15 HP)
If Yawn AND you don't have a sub up, change that action to Substitute (15 HP)
 



Ice Beam*3





100 HP
100 EN
5/3/4/2/95
Expert Belt



110 HP
100 EN
3/3/4/3/56
Leftovers



Action 1

Elec used Thunder - 7 energy
To hit (222) - YEs
To crit (8282) - No
To para (6662) - No
(11 + 3 + 1,5 + 2)*1,5 = 26,25 damage

Wal used Ice Beam - 6 energy
To crit (881) - No
To freeze (3991) - No
(9 + 3 + 3) = 15 damage

Action 2

Elec used Thunderpunch - 5 energy
To crit (2771) - No
To para (4151) - No
(8 + 3 + 3 + 2)*1,5 = 24 damage


Wal used Ice Beam -10 energy
To crit (4492) - No
To freeze (8995) - No
(9 + 3 + 3) = 15 damage

Action 3

Elec used Thunder - 7 energy
To hit (7771) - YEs
To crit (5166) - No
To para (4001) - No
(11 + 3 + 1,5 + 2)*1,5 = 26,25 damage

Wal used Ice Beam - 14 energy
To crit (5049) - No
To freeze (9995) - No
(9 + 3 + 3) = 15 damage

+3 HP to Walrein




55 HP
81 EN
5/3/4/2/95
Expert Belt



26 HP
74 EN
3/3/4/3/56
Leftovers


I swear to god i will tear you apart if you dare to not end this battle on this round.




Ice Beam*3
 
55 HP
81 EN
5/3/4/2/95
Expert Belt


26 HP
74 EN
3/3/4/3/56
Leftovers


Ice Beam to freeze: 102 - Yes!
Duration: 1 Action yolol


Then i get another ice beam and then Walrein dies to Wild Charge.


25 HP
81 EN
5/3/4/2/95
Expert Belt


KO HP
KO EN
3/3/4/3/56
Leftovers
 
Oh god please give me something that doesnt have a huge disvantage.

RNG: 3/5


Magneton (U)
Nature:
Calm (+1 SpD, -1 Atk)
Type:
Electric:
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5
SpD: Rank 4 (+)
Spe: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20

Abilities:
Magnet Pull:
(Trigger) 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.
Sturdy: (Passive) 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.
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:
Tri Attack
Mirror Coat
Barrier
Tackle
Supersonic
ThunderShock
SonicBoom
Thunder Wave
Magnet Bomb
Spark
Electro Ball
Lock-On
Screech
Discharge
Mirror Shot
Magnet Rise
Metal Sound
Flash Cannon
Gyro Ball
Zap Cannon

Thunderbolt
Protect
Hidden Power [Ice] (7)

Magic Coat
Signal Beam


Ability: 1/3

Magnet Pull!



No....nononononononoononononononononoononono


FUCK
 
HAHAHA SUCKS FOR YOU!

Earthquake -> Dig -> Earthquake
If Magnet Rise AND Magnezone is not Taunted, change that action to Taunt and push back
If successful P/E move change that action to Feint and push back
 
You know, i could use Levitate Command....

But it lasts 3 actions and you would stilll have SE coverage for the next round's A1 while my best attack is.....Signal Beam

Chill*3




100 HP
100 EN
5/3/4/2/95
Expert Belt



100 HP
100 EN
2/4/5/4/60
Expert Belt


Action 1

Elec used Earthquake - 7 energy
(10 + 1,5 + 2)*2,25 = 30,375 damage

Action 2

Elec used Dig - 10 energy
(8 + 1,5 + 2)*2,25 = 25,875 damage

Action 3

Elec used Earthquake - 7 energy
(10 + 1,5 + 2)*2,25 = 30,375 damage



100 HP
76 EN
5/3/4/2/95
Expert Belt



14 HP
100 EN
2/4/5/4/60
Expert Belt



Chill*3
 
RNG: 3/5



Armaldo (M)
Nature:
Careful (+1 SpD, -1 SpA)
Type:
Rock:
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Abilities:
Battle Armor:
(Passive) This Pokemon’s thick armor prevents it from taking critical hits.
Swift Swim: (Passive) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Item: Life Orb

Attacks:
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
AncientPower
Fury Cutter
Slash
Rock Blast

X-Scissor
Stone Edge
Earthquake

Rock Slide
Knock Off
Iron Defense

Superpower
Low Kick


Ability: 1/2

Battle Armor!
 
Wait fuck this actually won't be simple as hell :|

Rock Slide -> Thunder -> Rock Slide
If Earthquake, change that action to Magnet Rise and push back. Only activate once.
If successful P/E move change that action to Feint and push back
 
Actually, it is.

SURPRISE!


Aurumoth (M)
Nature:
Sassy (+1 SpD, -15% Spe, -10% Eva)
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).
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: 110
Atk: 5
Def: 4
SpA: 4
SpD: 3 (+)
Spe: 81 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 23

Abilities:
Weak Armor:
(Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion.

USAGE NOTE: Make up an RNG roll and pretend another Pokemon was chosen. When Aurumoth is attacked with an attack that does direct damage (eg Flamethrower not Poison Gas), reveal it.

Item: Expert Belt

Attacks:
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Heal Pulse
Ominous Wind
Will-O-Wisp
Final Gambit
AncientPower
Wish

Focus Blast
Psychic
Overheat
Megahorn
Hydro Pump
Close Combat

Magic Coat
Zen Headbutt



Megahorn -> Psychic -> Megahorn




100 HP
100 EN
5/3/4/2/95
Expert Belt




100 HP
100 EN
5/4/2/4/45
Life Orb


Action 1

Elec used Rock-Slide - 6 energy
To crit (9192) - No
To flinch (2552) - Yes
(8 + 2 + 1,5)*1,5 = 17,25 damage

Action 2

Elec used Thunder - 7 energy
To hit (2221) - Yes
To crit (8287) - No
To para (9823) - No
(11 + 3 + 1,5) = 15,5 damage

Auru used Psychic - 6,5 energy
To crit (2151) - No
To lower (5072) - No
(11 + 3 + 3) = 17 damage

Action 3


Elec used Rock-Slide - 6 energy
To crit (8797) - No
To flinch (6565) - No
(8 + 2 + 1,5)*1,5 = 17,25 damage

Auru used Megahorn - 7 energy
To hit (7830) - Yes
To crit (3894) - No
(12 + 3 + 3) = 18 damage





65 HP
81 EN
5/3/4/2/95
Expert Belt





60 HP
86 EN
5/4/2/4/45
Expert Belt



Megahorn -> Psychic -> Megahorn
 
Expected Flamethrower spam lol.


65 HP
81 EN
5/3/4/2/95
Expert Belt




60 HP
86 EN
5/4/2/4/45
Expert Belt




Action 1

Auru used Megahorn - 11 energy
To hit (1124) - Yes
To crit (4881) - No
(12 + 3 + 3) = 18 damage


Counter! 27 damage

Action 2


Elec used Thunderbolt - 6 energy
To crit (8287) - No
To para (9823) - No
(9 + 3 + 1,5) = 13,5 damage


Auru used Psychic - 6,5 energy
To crit (2151) - No
To lower (5072) - No
(11 + 3 + 3) = 17 damage

Action 3

Auru used Megahorn - 11 energy
To hit (1124) - Yes
To crit (4881) - No
(12 + 3 + 3) = 18 damage


Counter! 27 damage

Auru fainted!



12 HP
81 EN
5/3/4/2/95
Expert Belt




KO HP
KO EN
5/4/2/4/45
Expert Belt









 
RNG: 5/5

What the flying fuck why do i keep rolling fives


Ludicolo (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.
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: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Abilities:
Swift Swim:
(Passive) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Passive) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Item: Water Stone

Attacks:
Astonish
Growl
Mega Drain
Absorb
Nature Power
Fake Out
Fury Swipes
Water Sport
Thief
BubbleBeam
Zen Headbutt
Uproar
Hydro Pump
Mist
Natural Gift
Rain Dance
Energy Ball

Brick Break
Scald
Surf

Leech Seed
Counter
Giga Drain

Mimic
Dive

Ability: 2/3

Rain Dish!
 
Side note: Turns out a goddamn dingus and ordered Counter when I bought it after this Hall challenge started. Flamethrower spam works just as well, so changing my actions to that, mmkay?

Hmmm... Each and every battle getting harder and harder... hopefully we don't end here!

ThunderPunch -> Thunder -> ThunderPunch
If Counter, change that action to Signal Beam the first time, Thunder the second, and Signal Beam the third, pushing back each time
If Ludi uses Dive with suspension, change the following action to Magnet Rise and push back. Only activate once.
 


Leech Seed -> Scald -> Fake Out


If Electrivire is burned A3, use Giga Drain that action




100 HP
100 EN
5/3/4/2/95
Expert Belt





100 HP
100 EN
2/3/4/5/70
Water Stone



Action 1

Elec used Thunderpunch - 5 energy
To crit (1278) - No
To para (8471) - No
(8 + 3 + 3) = 14 damage

Lud used Leech Seed - 9 energy
To hit (1992) - Yes

+4 HP Lud
-3 HP Elec

Action 2

Elec used Thunder - 7 energy
To hit (3199) - Yes
To para (8487) - No
(11 + 3 - 1,5) = 12,5 damage

Lud used Scald - 5 energy
To crit (4932) - No
To burn (292) - Yes
(8 + 3 + 3) = 14 damage

-6 HP Elec
+4 HP Lud

Action 3

Elec used Thunderpunch - 5 energy
To crit (5211) - No
To para (8883) - No
(8 + 3 + 3 - 3) = 11 damage

Lud used Giga Drain - 11 energy
To crit (4920) - No
(8 + 3 + 3) = 14 damage
+7 HP

-6 HP Elec
+4 HP Lud




71 HP
83 EN
5/3/4/2/95
Expert Belt
Burned
Leech Seed (3 Actions)



81 HP
75 EN
2/3/4/5/70
Water Stone


Energy Ball -> Surf -> Energy Ball



If Torment, use Fake Out that action, but only once
If Elec is under the effects of Double-Team, use Surf that action. This sub takes priority
 

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