Roleplay Battle Subway Challenge: Alchemator

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#1
This is the Subway Challenge thread for Alchemator.

The only people that should post in this thread are the referees and the user whose challenge thread this is.

Challenge 1:
Get ready for a masterclass in...

*shades*

Training! YEAAAHHHHHH

Mode:
Singles

Chosen Abilities:
Diana [Ninetales]: Drought
Clive [Claydol]: Levitate
Alchemator [Beheeyem]: Synchronize

Chosen Items:
Diana [Ninetales]:
Chesto Berry
Clive [Claydol]: Oran Berry
Alchemator [Beheeyem]: Leppa Berry


Ninetales [Diana] (F)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100

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

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought (DW UNLOCKED): (Innate) 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.

Attacks:
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot
Fire Blast
Solarbeam


Claydol [Clive] (N/A)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

Type:
Ground / Psychic:
[Ground] Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
[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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 0
DC: N/A

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
Ancient Power (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot


Beheeyem [Alchemator] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)

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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 25 (30/1.15v)

EC: 6/6
MC: 0
DC: 3/5

Abilities:
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Battle 1-1:

Baker Susan wants to fight!

"Pastries are my favorite type of food."

Format: 1v1 Singles
RNG Adjust: 0%

RNG roll(s) for Pokemon:
12/40

Pokemon:

Audino (F)

Nature: Bold
+1 Def, -1 Atk

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Healer:
(Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Regenerator:
(Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Klutz (DW):
(Innate) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Item:
Leftovers

Stats:
HP: 110
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 50

Attacks:
Pound
Growl
Helping Hand
Refresh
Doubleslap
Attract
Secret Power
Entrainment
Heal Pulse

Encore
Heal Bell
Wish

Toxic
Sunny Day
Ice Beam
Light Screen
Protect
Rain Dance
Telekinesis
Thunderbolt
Double Team
Reflect
Flamethrower
Attract
Incinerate
Flash
Thunder Wave
Psych Up
Grass Knot
Substitute
Trick Room
Surf

Turn Order:

Alchemator sends out the first Pokemon in his challenge list.
Susan sends out her Pokemon and issues actions.
Alchemator issues actions.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#3
RNG Roll for Ability:
1 / 3


Audino (F)
Ability: Healer
Item: Leftovers

"Let's see... what shall I do today?"

Light Screen - Thunder Wave - Surf
If Safeguard is used, replace your next action with Encore.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#5

Audino
HP: 110
En: 100
1 / 4 / 2 / 3 / 50
Healer
Leftovers

Diana
HP: 100
En: 100
2 / 3 / 4 / 4 / 100
Drought
Chesto Berry

The sun became harsh!

Action 1:

Ninetales used Hypnosis!
RNG Roll (To-Hit) [<= 6000 Yes]: 6800/10000 (No)
-7 energy
Audinio used Light Screen!
Success; Light Screen erected
-8 energy

Action 2:

Ninetales used Fire Blast!
RNG Roll (To-Hit) [<=8500 Yes]: 9660/10000 (No)
Miss
-7 energy
Audino used Thunder Wave!
Success
-7 energy

Action 3:

Audino used Surf!
RNG Roll (To-Crit) [<=625 Yes]: 9910/10000 (No)
((10 - 3) - 3) * 1.5 = 6 damage
-7 energy
Ninetales used Fire Blast!
RNG Roll (PRZ) [<=2500 Yes]: 5899/10000 (No)
RNG Roll (To-Hit) [<=8500 Yes]: 8276/10000 (Yes)
RNG Roll (To-Crit) [<=625 Yes]: 7647/10000 (No)
RNG Roll (Burn) [<=1000 Yes]: 3866/10000 (No)
((12 + 3) + 3 + 1.5 - 5) * 1 = 14.5 => 15 damage
-11 energy
Audino's Leftovers restored its health!

Audino
HP: 96
En: 78
1 / 4 / 2 / 3 / 50
Healer
Leftovers
Light Screen (3)

Diana
HP: 94
En: 65
2 / 3 / 4 / 4 / 100
Drought
Chesto Berry
Paralyzed (25)

Turn Order:

Alchemator issues actions.
Susan issues actions.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#7

"Fire burns the pastries, but water makes them soggy..."

Rain Dance - Toxic until it hits - Surf

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I have been factoring Drought in, but Light Screen mitigates the boost.

Audino
HP: 96
En: 78
1 / 4 / 2 / 3 / 50
Healer
Leftovers
Light Screen (3)

Diana
HP: 94
En: 65
2 / 3 / 4 / 4 / 100
Drought
Chesto Berry
Paralyzed (25)

Action 1:

Audino used Rain Dance!
Success; Rain starts
-10 energy
Diana used Hypnosis!
RNG Roll (To-Hit) [<=6000 Yes]: 6186/10000 (No)
Miss
-7 energy
Audino's Leftovers restored its health!

Action 2:

Audino used Toxic!
RNG Roll (To-Hit) [<=9000 Yes]: 3911/10000 (No)
Success
-7 energy
Diana was badly poisoned!
Diana used Fire Blast!
RNG Roll (PRZ) [<=2500 Yes]: 5256/10000 (No)
RNG Roll (To-Hit) [<=8500 Yes]: 3103/10000 (Yes)
RNG Roll (To-Crit) [<=625 Yes]: 3521/10000 (No)
RNG Roll (Burn) [<=1000 Yes]: 1635/10000 (No)
((12 - 3) + 3 + 1.5 - 5) * 1 = 8.5 => 9 damage
-7 energy
Audino's Leftovers restored its health!
Diana was hurt by poison!

Action 3:

Audino used Surf!
RNG Roll (To-Crit) [<=625 Yes]: 7661/10000 (No)
((10 + 3) - 3) * 1.5 = 15 damage
-7 energy
Ninetales used Fire Blast!
RNG Roll (PRZ) [<=2500 Yes]: 1630/10000 (Yes)
RNG Roll (To-Hit) [<=8500 Yes]: 771/10000 (Yes)
RNG Roll (To-Crit) [<=625 Yes]: 9436/10000 (No)
RNG Roll (Burn) [<=1000 Yes]: 4040/10000 (No)
Missed
-11 energy
Audino's Leftovers restored its health!
Diana was hurt by poison!

Audino
HP: 90
En: 54
1 / 4 / 2 / 3 / 50
Healer
Leftovers

Diana
HP: 77
En: 40
2 / 3 / 4 / 4 / 100
Drought
Chesto Berry
Paralyzed (20)
BPSN (2 NR)

Turn Order:

Susan issues actions.
Alchemator issues actions.

(Sorry Alch, but the RNG kind of hates Hypnosis)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"The water is a safeguard from oven fires! My pastries will be safe!"

Substitute (17 HP) - Light Screen - Surf
If Diana goes for an attacking move on the third action, replace Surf with Protect.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#9
Results:

Alchemator forfeited.
Challenge ended.


"Will a pastry cheer you up?"

Rewards:

Final Streak: 0
Continuable: No

Alchemator:
0 BP
Diana:
1 DC, 2 MC, 1 EC

Engineer Pikachu:
2+2 = 4 BT (I think)

I feel like I'm somewhat responsible for the RNG being mean, so... sorry :(
 
#10

Starmie [Stevenson] (N/A)
  • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
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 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: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 4 (0)
DC: 5/5

Abilities:
  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Attacks (46):

Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray
Protect
Endure
Ice Beam
Psychic
Minimize
Pain Split
Signal Beam
Hyper Beam
Cosmic Power
Toxic
Flash Cannon
Dive
Psych Up
Zap Cannon
Teleport
Surf
Flash
Role Play


Metagross [Orwell] (N/A)

  • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:

  • [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.
  • [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: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 9/9
MC: 4
DC: 5/5

Abilities:

  • Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (44):

Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace
Stealth Rock
Hyper Beam
Double-Edge
Signal Beam
Rock Smash
Bulldoze
Substitute
Brick Break
Signal Beam
DynamicPunch
Rest
Sleep Talk
Sludge Bomb
Block


Gallade [Shakespeare] (M)

  • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

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.
  • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

  • Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. 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.

Attacks (40):

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch
Shadow Sneak
Fire Punch
Protect
Rock Slide
Ice Punch
Endure
Imprison
Snatch
Feint
Substitute
X-Scissor
Torment
Aerial Ace
Focus Punch
Thunder Wave
Low Kick
Battle 1



Kindler Stu wants to battle!
You know they warn you to stay away from fie, I'll teach you why!

RNG Asjust: 0%
RNG Roll (Pokemon) [1-50]: 4/50 (Pignite)
RNG Roll (Ability) [1-2]: 2/2 (Thick Fat)

Our spirits are burning and our muscles exploding!


Pignite (M)

Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion

Type: Fire/Fighting
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.

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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)

Thick Fat (DW):
(Innate) 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.)

Item:
Passho Berry

Stats:
HP: 100
Atk: 3
Def: 2
SpA+: 4
SpD: 2
Spe-: 46
SC: 2
WC: 4
BST: 15

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down

Superpower
Endeavor
Yawn

Heat Wave

Sunny Day
Solarbeam
Return
Flamethrower
Fire Blast
Overheat
Focus Blast
Incinerate
Will-o-wisp
Stone Edge
Rock Slide
Work Up
Grass Knot
Wild Charge


We're gonna fry that little star!
 
#11


This is too cold, we need to raise the temperature!

Pignite: Sunny Day ~
Solarbeam ~ Solarbeam
*If Starmie uses Rain Dance A2 or A3 then use Wild Charge A1 (and A2 if applicable) and push Sunny Day
*If Starmie has clones up A2 or A3 then use Heat Wave but keep actions
 
#13

....Pignite

HP: 100
En: 100
Passho Berry
Status: ~
Boosts: ~
Other: ~


.........vs


Stevenson

HP: 90
En: 100
Expert Belt
Status: ~
Boosts: ~
Other: ~

Action 1

Stevenson Illuminates the field!
Pignite's Accuracy felt!
-1 Acc (6 actions)

Stevenson used Water Gun!
Pignite ate a part of it's Passho Berry!
RNG Roll (To Crit) [<=625 Crit]: 4500/10000 (No)
(4 + 3 + 3) x 1.0 = 10 ~ 10 damage (Pignite)
Pignite's electric ressistance felt!
-2 energy

Pignite used Sunny Day!
The Sunlight turned Harsh!
-9 energy



Action 2

Stevenson used Zap Cannon!
RNG Roll (To Hit) [<=8000 Yes]: 150/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 8570/10000 (No)
(12 + 2 + 3) x 1.5 = 25.5 ~ 35.5 damage (Pignite)
Pignite's was Paralysed! (25%)
-9 energy

Pignite used Solarbeam!
RNG Roll (Paralysis) [<=2500 Yes]: 588/10000 (Yes)
Pignite was fully Paralysed!
Pignite's paralysis felt!



Action 3

Zebstrika used Thunder!
RNG Roll (To Hit) [<=8000 Yes]: 6157/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 819/10000 (No)
(12 + 2 + 3) x 1.5 = 25.5 ~ 61 damage (Pignite)
-8 energy

Pignite used Solarbeam!
RNG Roll (Paralysis) [<=2000 Yes]: 2185/10000 (Yes)
RNG Roll (To Hit) [<=7500 Hit]: 8421/10000 (No)
But it Missed!
-8 energy
.


....Pignite

HP: 39
En: 83
Passho Berry (2)
Status: Paralysed (15%)
Boosts: -1 Acc (3a)
Other: ~


.........vs


Stevenson

HP: 90
En: 81
Expert Belt
Status: ~
Boosts: ~
Other: ~

Sunny Day (3r)

..........................................................................




Grrr...
 
#15



The power of the sun has never let us down!

Crustle: SupernovaBeam [SolarBeam + SolarBeam combo] ~ Cooldown [Solarbeam] ~ SupernovaBeam [SolarBeam + SolarBeam combo]

..........................................................................


....Pignite

HP: 100
En: 100
Passho Berry
Status: ~
Boosts: ~
Other: ~


.........vs


Stevenson

HP: 90
En: 100
Expert Belt
Status: ~
Boosts: ~
Other: ~

Action 1

Stevenson used Psychic!
RNG Roll (To Crit) [<=625 Crit]: 3249/10000 (No)
(10 + 3 + 2 + 3) x 1.5 = 27 ~ 27 damage (Pignite)
-6 energy

Pignite used SupernovaBeam!
RNG Roll (Paralysis) [<=1500 Yes]: 471/10000 (Yes)
Pignite is fully Paralysed!
Pignite's paralysis felt!



Action 2

Stevenson used Psychic!
RNG Roll (To Crit) [<=625 Crit]: 3249/10000 (No)
(10 + 3 + 2 + 3) x 1.5 = 27 ~ 54 damage (Pignite)
-10 energy

Pignite Fainted!
.


....Pignite

HP: KO
En: KO
Passho Berry (2)
Status: ~
Boosts: ~
Other: ~


.........vs


Stevenson

HP: 90
En: 65
Expert Belt
Status: ~
Boosts: ~
Other: ~

Sunny Day (2r)

..........................................................................


Well, I think this means it was never meant to be...
You can do whatever you want while I give your pokemon this delicious meal I made, NO!, of course you can't eat it!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#16
To assuage Gerard's fear of double-posting, a haiku:

Double-posting, eh?
Means you aren't a good user!
Get out every.
 
#17

Battle 2



Picnicker Suzie wants to battle!
I'm incredibly happy to be ale to fight in this incredibly fun location against this incredible player!!!

RNG Adjust: 0%
RNG Roll (Pokemon) [1-50]: 33/50 (Swanna)
RNG Roll (Ability) [1-3]: 1/3 (Keen Eye)


Swanna (F)

Nature:
Mild
+1 SpA, -1 Def

Type: Water / Flying
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

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.

Item:
Wacan Berry

Stats:
HP: 100
Atk: 3
Def-: 2
SpA+: 4
SpD: 3
Spe: 98
SC: 2
WC: 2
BST: 19

Attacks:
Water Gun
Water Sport
Defog
Wing Attack
Water Pulse
Aerial Ace
BubbleBeam
FeatherDance
Aqua Ring

Air Cutter
Brine
Me First

Sky Attack
Tailwind

Hidden Power Grass 7
Ice Beam
Hyper Beam
Rain Dance
Scald
Fly
Surf
Dive


Quack!

..........................................................................



This is super-exiting!!!!! :D :D :D

Liepard: Tailwind ~ Hidden Power ~ Hidden Power
*If you're Paralysed A1 then use Hidden Power A1 and keep actions
*If Tailwind is Active & Stevenson uses a Damaing Electric move then use Me First and push actions, unless you're paralysed in which case keep actions
 
#19

....Swanna

HP: 100
En: 100
Waccan Berry
Status: ~
Boosts: ~
Other: ~


.........vs


Stevenson

HP: 90
En: 100
Expert Belt
Status: ~
Boosts: ~
Other: ~

Action 1

Stevenson Illuminates the field!
Swanna's Keen Eye prevent's accuracy drops!

Stevenson used Thunder!
Swanna ate a part of it's Waccan Berry!
RNG Roll (To Hit) [<=9000 Yes]: 7/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 6628/10000 (No)
RNG Roll (To Paralyse) [<=3000 Yes]: 9823/10000 (No)
(12 + 2 + 1.5) x 1.5 = 23.25 ~ 23.25 damage (Swanna)
-8 energy

Swanna used Tailwind!
The Tailwind blew from behind your team!
-9 energy



Action 2

Swanna used me First!
Swanna used Zap Cannon!
RNG Roll (To Hit) [<=5000 Yes]: 3737/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 9128/10000 (No)
(18 + 1.5) x 1.5 = 29.25 ~ 29.25 damage (Stevenson)
Stevenson's was Paralysed! (25%)
-11 energy

Stevenson used Zap Cannon!
RNG Roll (Paralysis) [<=2000 Yes]: 6069/10000 (Yes)
RNG Roll (To Hit) [<=7000 Yes]: 8769/10000 (Miss)
But it Missed!
-9 energy



Action 3

Swanna used me First!
Swanna used Thunder!
RNG Roll (To Hit) [<=7000 Yes]: 6758/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 4170/10000 (No)
(18 + 1.5) x 1.5 = 29.25 ~ 58.5 damage (Stevenson)
-14 energy

Stevenson used Thunder!
RNG Roll (Paralysis) [<=2000 Yes]: 7/10000 (Yes)
Stevenson was fully Paralysed!
Stevenson paralysis felt!
.


....Swanna

HP: 77
En: 66
Waccan Berry (2)
Status: ~
Boosts: ~
Other: Tailwind (3a)


.........vs


Stevenson

HP: 31
En: 83
Expert Belt
Status: Paralysed (15%)
Boosts: ~
Other: ~

..........................................................................



So that's why mommy told me to stay away from thunders.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#20

"Wow. Why do I always embarrass myself like this."

Pain Split ~ Thunder ~ Thunder
If Swanna uses an evasive damaging move A1, Recover instead.
If Swanna uses Me First, Cosmic Power instead.
 
#21


Time to take on flight!

Swanna: Fly ~ Brine ~ HyperPower [Hyper Beam + Hidden Power combo]
*If Stevenson is Fully Paralysed A1 then use Hidden Power A2 & A3

..........................................................................

.
....Swanna

HP: 77
En: 66
Waccan Berry (2)
Status: ~
Boosts: ~
Other: Tailwind (3a)


.........vs


Stevenson

HP: 31
En: 83
Expert Belt
Status: Paralysed (15%)
Boosts: ~
Other: ~

Action 1

Swanna used Fly!
Swanna flew up high!

Stevenson used Recover!
RNG Roll (Paralysis) [<=1500 Yes]: 4823/10000 (No)
Stevenson recovered som HP!
+20 Hp
-11 energy

Swanna used Fly!
RNG Roll (To Hit) [<=9500 Yes]: 1286/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 7015/10000 (No)
(9 + 3) x 1.0 = 12 ~ -8 damage (Stevenson)
-10 energy


Action 2

Swanna used me Brine!
RNG Roll (To Crit) [<=625 Crit]: 2991/10000 (No)
(13 + 3 + 1.5) x 2/3 = 11.67 ~ 3.67 damage (Stevenson)
-7 energy

Stevenson used Thunder!
RNG Roll (Paralysis) [<=1500 Yes]: 2199/10000 (No)
RNG Roll (To Hit) [<=9000 Yes]: 3737/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 1615/10000 (No)
RNG Roll (To Paralyse) [<=3000 Yes]: 532/10000 (Yes)
Swanna ate a part of it's Waccan Berry!
(12 + 2 + 1.5) x 1.5 = 23.25 ~ 23.25 damage (Swanna)
Swanna was Paralysed! (20%)
Swanna's Waccan Berry cured it's Paralysis!
-8 energy



Action 3

Stevenson used Thunder!
RNG Roll (Paralysis) [<=1500 Yes]: 9615/10000 (No)
RNG Roll (To Hit) [<=9000 Yes]: 6441/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 6577/10000 (No)
RNG Roll (To Paralyse) [<=3000 Yes]: 6279/10000 (No)
Swanna ate a part of it's Waccan Berry!
(12 + 2 + 1.5) x 1.5 = 23.25 ~ 46.5 damage (Swanna)
-12 energy

Swanna used HyperPower!
RNG Roll (Hit) [<=9500 Yes]: 2074/10000 (Yes)
RNG Roll (To Crit) [<=625 Crit]: 7833/10000 (No)
(22 + 1.5) x 1.5 = 35.25 ~ 38.92 damage (Stevenson)
Swanna became sluggish!
-24 energy
.


....Swanna

HP: 30
En: 24
None
Status: ~
Boosts: ~
Other: ~


.........vs


Stevenson

HP: KO
En: KO
Expert Belt
Status: ~
Boosts: ~
Other: ~

..........................................................................



Wiii, Mommy! Mommy! I won, I WON!!!

I hope to see you around some time, maybe we can play again :3
Final Streak: 1
Continuable:
No...

Alchemator
: 1 CC
Stevenson: 6 MC
Orwell:
:(
Shakespeare: :(

Gerard (^^): (2 x 2) + 2 = 6 UC
 
#22

Starmie [Stevenson] (N/A)
  • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
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 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: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 4 (0)
DC: 5/5

Abilities:
  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Attacks (46):

Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray
Protect
Endure
Ice Beam
Psychic
Minimize
Pain Split
Signal Beam
Hyper Beam
Cosmic Power
Toxic
Flash Cannon
Dive
Psych Up
Zap Cannon
Teleport
Surf
Flash
Role Play


Metagross [Orwell] (N/A)

  • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:

  • [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.
  • [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: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 9/9
MC: 4
DC: 5/5

Abilities:

  • Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (44):

Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace
Stealth Rock
Hyper Beam
Double-Edge
Signal Beam
Rock Smash
Bulldoze
Substitute
Brick Break
Signal Beam
DynamicPunch
Rest
Sleep Talk
Sludge Bomb
Block


Gallade [Shakespeare] (M)

  • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

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.
  • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

  • Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. 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.

Attacks (40):

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch
Shadow Sneak
Fire Punch
Protect
Rock Slide
Ice Punch
Endure
Imprison
Snatch
Feint
Substitute
X-Scissor
Torment
Aerial Ace
Focus Punch
Thunder Wave
Low Kick
Battle 1



Team Aqua Grunt wants to battle!
Since our organization dissolved I've had time to beat noobies like you!

RNG Asjust: 0%
RNG Roll (Pokemon) [1-50]: 25/50 (Krokorok)
RNG Roll (Ability) [1-3]: 1/3 (Intimidate)

What you hough I was gonna use carvanha or something like that!?


Krokorok (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: 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:

Intimidate:
(Can be Activated) 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.

Item:
Muscle Band

Stats:
HP: 90
Atk+: 4
Def: 2
SpA-: 1
SpD: 2
Spe: 74
SC: 2
WC: 3
BST: 14

Attacks:
Leer
Rage
Bite
Sand-attack
Torment
Sand Tomb
Assurance
Mud-slap
Embargo
Swagger

Beat Up
Counter
Fire Fang

Aqua Tail
Iron Tail

Hone Claws
Roar
Taunt
Earthquake
Dig
Brick Break
Sandstorm
Low Sweep
Embargo
Shadow Claw
Payback
Stone Edge
Bulldoze
Rock Slide


Look's like it's time for a snack!
 
#23


This should be an easy fight!

Krokorok: Payback ~
Payback ~ Payback
*If Starmie uses Dive then use Dig
*If Starmie has clones up then use Rock Slide
 
#25

Krokorok

HP: 90
En: 100
Muscle Band
Status: ~
Boosts: ~
Other: ~


.........vs


Stevenson

HP: 90
En: 100
Expert Belt
Status: ~
Boosts: ~
Other: ~

Action 1

Stevenson Illuminates the field!
Krokorok's accuracy felt!
-1 Acc (6 actions)

Krokorok Intimidates the foe Stevenson!
Stevenson's attac felt!
-1 Atk (Permanent)

Stevenson used Bide!
Stevenson is storing energy!


Krokorok used Payback!
RNG Roll (To Hit) [<=7500 Hit]: 9722/10000 (Miss)
But it missed!
-6 energy


Action 2

Stevenson used Bide!
Stevenson is storing energy!


Krokorok used Payback!
RNG Roll (To Hit) [<=7500 Hit]: 5241/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 36/10000 (Crit)
A Critical Hit!
(10 + 3 + 3 + 1 + 1.5) x 1.5 = 27.75 ~ 27.75 damage (Stevenson)
-10 energy


Action 3

Stevenson used Bide!
Angry Birds unleashed it's energy!

(27.75) x 1.75 = 48.5625 ~ 48.5625 damage (Krokorok)
-26 energy

Krokorok used Payback!
RNG Roll (To Hit) [<=7500 Hit]: 1351/10000 (Hit)
RNG Roll (To Crit) [<=625 Crit]: 810/10000 (No)
(10 + 3 + 1 + 1.5) x 1.5 = 23.25 ~ 51 damage (Stevenson)
-14 energy
.


Krokorok

HP: 41
En: 70
Muscle Band
Status: ~
Boosts: -1 Acc (3a)
Other: ~


.........vs


Stevenson

HP: 39
En: 69
Expert Belt
Status: ~
Boosts: ~
Other: ~

..........................................................................



I would say Hax, but I don't know against which side