[WIN] Cliff of Thunder (Hard) - Flamestrike and Its_A_Random

A long and narrow bridge of stone allows you to reach the impervious peak, stormed by blinding thunderbolts and battered by incessant winds. There doesn't seem to be any tunnels, so your only choice is to follow the rather unstable and rough cliff which follows the circumference of the tall mountain. Sometimes, a bolt of lightning strikes really near your position, but nevertheless you keep going on, until the cliff ends with a cave. You enter in, pleased for leaving behind the frigid winds and the loud thunders.

This cavern seems to be illuminated from within, quite to your surprise. Several blue crystals, sparking with weak jolts of electricity, paint the surrounding walls with fascinating cerulean reflexes. After some time, you also note that a lot of the rock composing the cave, from the floor to the walls to the ceiling, seems to be of metallic composition. The path ends at a certain point, with a hole in the floor. After some esitations, you go through it, not without the necessary care. The tunnel is not really long, and you soon find yourselves in another cavern, much larger than the previous one. Crystals like the ones which you found here and there so far are now all over the place, shining like torches and bathing the entire area in a wonderful soothing atmosphere. However, now, walking through the crystals is particularly difficult, since they zap if you get too close to them.

Nevertheless, you manage to cover the distance to the end of the cavern. You are now in a barren hall, rather little compared to the cavern you're coming from. There are still some of those crystals all around, with some particularly large rocks charged with electricity - you count two of them. But since you're here for other reason rather than counting stones, you head for the exit... until a slide blocks your path! Luckily you're unaffected, but now you'll have to remove the rubble which is preventing you from keep going. You call your Pokémon to help you in the task, but suddendly a strange noise catches your attention. Looks like your Pokémon will be required for something else first!



(3 of them)

HP 200 (each)
Atk 4
Def 4
SpA 5
SpD 3
Spe 52
Size Class 1
Weight Class 1
10+10% Accuracy boost


Abilities: Magnet Pull, Sturdy, Analytic

Quietness: Magnemite is immune to Taunt, Rage Powder and Follow Me


Gallade - Mindstrike (M)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)
Type: Psychic/Fighting
Abilities: Steadfast/Justified (Hidden)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (80*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Total Moves: 77

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

Attacks:
Aerial Ace
Brick Break
Calm Mind
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Focus Punch
Fury Cutter
Grass Knot
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Lucky Chant
Magical Leaf
Magic Coat
Mimic
Mud-Slap
Night Slash
Pain Split
Protect
Psychic
Psycho Cut
Psych Up
Rain Dance
Reflect
Rest
Rock Slide
Rock Tomb
Role Play
Safeguard
Shadow Ball
Shadow Sneak
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Stored Power
Substitute
Swagger
Swords Dance
Taunt
Telekinesis
Teleport
Thunderbolt
ThunderPunch
Thunder Wave
Torment
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Headbutt

Raid-only Attacks:
Dispel
Shadow Mend


Nidoking - Sludgestrike (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Poison/Ground
Abilities: Poison Point/Rivalry/Sheer Force (Hidden)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 35

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

Attacks:
Bide
Chip Away
Counter
Dig
Disable
Double Kick
Double Team
Drill Run
Earthquake
Earth Power
Endure
Fire Blast
Fire Punch
Flamethrower
Focus Energy
Fury Attack
Head Smash
Helping Hand
Horn Attack
Ice Beam
Leer
Megahorn
Peck
Poison Jab
Poison Sting
Protect
Rock Slide
Sludge Bomb
Stone Edge
Substitute
Sucker Punch
Tackle
Taunt
Thunderbolt
Toxic Spikes


Rhyperior - Stonestrike (M)
Nature: Careful (+1 SpD, -1 SpA)
Type: Rock/Ground
Abilities: Lightningrod/Solid Rock/Reckless (Hidden)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 40
Size Class: 5
Weight Class: 7
Base Rank Total: 20
Total Moves: 24

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

Attacks:
Counter
Crunch
Dig
Dragon Tail
Drill Run
Earthquake
Earth Power
Fire Blast
Fury Attack
Horn Attack
Horn Drill
Ice Fang
Megahorn
Poison Jab
Protect
Reversal
Rock Blast
Rock Slide
Rock Wrecker
Scary Face
Stomp
Stone Edge
Substitute
Thunder Fang


Excadrill - Drillstrike (M)
Nature: Impish (+1 Defense, -1 SpA)
Type: Ground/Steel
Abilities: Sand Rush/Sand Force/Mold Breaker (Hidden)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19
Total Moves: 24

EC: 6/6
MC: 0
AC: 5/5

Attacks:
Brick Break
Crush Claw
Dig
Double Team
Drill Run
Earth Power
Earthquake
Focus Blast
Fury Swipes
Hone Claws
Iron Defense
Metal Claw
Metal Sound
Mud-Slap
Mud Sport
Protect
Rapid Spin
Rock Climb
Rock Slide
Rototiller
Scratch
Skull Bash
Substitute
X-Scissor

Gastrodon [Sleast] (M)
NATURE: Quiet (-10% Evasion)

TYPE: Water / Ground
ABILITIES: Sticky Hold / Storm Drain / Sand Force (H)
Glyph of Earthquake: Causes Earthquake to target only one Pokémon, and allows it to be used regardless of the terrain. Reduces the energy cost of Earthquake by (1).

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
AC: 5/5

ATTACKS (74/74)
PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall

SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Grass)
Hyper Beam
Ice Beam
Icy Wind
Infestation
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool

OTHER
Acid Armour
Amnesia
Attract
Block
Captivate
Confide
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn


Colossoil [Megawhal] (M)
NATURE: Hasty (+14% Accuracy)

TYPE: Dark / Ground
ABILITIES: Rebound / Guts / Pressure (H)

STATS
HP: 120
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 0
AC: 5/5

ATTACKS (92/92)
PHYSICAL
Aqua Tail
Bite
Body Slam
Bounce
Brick Break
Bulldoze
Crunch
Dig
Dive
Double-Edge
Dragon Tail
Drill Run
Earthquake
Facade
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Frustration
Giga Impact
Horn Attack
Horn Drill
Iron Tail
Knock Off
Magnitude
Megahorn
Natural Gift
Payback
Peck
Poison Jab
Pursuit
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Sucker Punch
Superpower
Tackle
Thief
Thunder Fang
U-Turn

SPECIAL
Ancientpower
Bubble Beam
Dark Pulse
Earth Power
Echoed Voice
Hidden Power (Grass)
Hyper Beam
Mud Bomb
Mud Shot
Muddy Water
Round
Sludge Bomb
Sludge Wave
Snarl
Snore
Spit Up
Water Spout

OTHER
Attract
Captivate
Confide
Double Team
Encore
Endure
Embargo
Leer
Protect
Quash
Rain Dance
Rest
Roar
Rototiller
Sandstorm
Screech
Sleep Talk
Snatch
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Taunt
Toxic


Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)

TYPE: Fire / Ground
ABILITIES: Magma Armour / Solid Rock / Anger Point (H)

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

ATTACKS (71/80)
PHYSICAL
Body Slam
Bulldoze
Dig
Double-Edge
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Giga Impact
Iron Head
Magnitude
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Self Destruct
Stomp
Stone Edge
Strength
Tackle
Take Down

SPECIAL
Ancientpower
Earth Power
Echoed Voice
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power (Ice)
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Mud-Slap
Overheat
Round
Snore
Solar Beam
Spit Up

OTHER
After You
Amnesia
Attract
Confide
Curse
Double Team
Endure
Focus Energy
Growl
Mimic
Nature Power
Protect
Rest
Roar
Rock Polish
Sandstorm
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Will-O-Wisp
Yawn


Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE: Poison / Ground
ABILITIES: Persistent / Vital Spirit / Prankster (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
AC: 5/5

ATTACKS (110/110)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Facade
Fling
Frustration
Giga Impact
Knock Off
Low Sweep
Natural Gift
Poison Jab
Rapid Spin
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Thief
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Echoed Voice
Gust
Hidden Power (Ice)
Hyper Beam
Icy Wind
Mud-Slap
Ominous Wind
Razor Wind
Round
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Swift
Twister
Venoshock

OTHER
After You
Ally Switch
Attract
Block
Captivate
Confide
Copycat
Disable
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Haze
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Misty Terrain
Protect
Psych Up
Quash
Quick Guard
Rain Dance
Reflect
Rest
Rototiller
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Sticky Web
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Venom Drench
Whirlwind
Wide Guard
Wish
Wonder Room

RAID
Dispel
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Good to be back... Again. Hopefully I will not have to return here for a sixth time."

Sleast: Earthquake (Magnemite A, Glyph) > Earth Power (Magnemite A)
IF
Magnemite A faints, AND Magnemite B faints, THEN redirect all remaining actions to Magnemite C.
IF Magnemite A faints, THEN redirect all remaining actions to Magnemite B.

Megawhal: [Toggle Pressure ON] Earthquake (Magnemite A, Glyph) > Drill Run (Magnemite A)
IF
Magnemite A faints, AND Magnemite B faints, THEN redirect all remaining actions to Magnemite C.
IF Magnemite A faints, THEN redirect all remaining actions to Magnemite B.

Tormeldon: Eruption > Heat Wave

Utilitand: Wide Guard > Earth Power (Magnemite A)
IF
Magnemite A faints, AND Magnemite B faints, THEN redirect all remaining actions to Magnemite C.
IF Magnemite A faints, THEN redirect all remaining actions to Magnemite B.

Okay Flamestrike I am going to give you a licence to Earthquake spam this first action to get as big as a dent into the Magnemite as possible. Hopefully we can clear the three Magnemite in a round but yeah. Do remember to enable Sheer Force on Nidoking although it will get a bit of recoil on the Earthquake but that is nothing to worry about at this stage. All single target attacks should prioritise Magnemite A with the KO Substitution order that I have put up. Time to do this!!!
 
Sounds good to me.

Brandon returned to the Cliff of Thunder after a long hiatus, determined to bring down Raikou once and for all. "Alright team, IAR has the right idea, so let's follow his lead and make short work of these guys!"

Sludgestrike -> Toggle Sheer Force ON

Mindstrike: Earthquake -> Close Combat (Magnemite A)
If Magnemite A faints and Magnemite B faints, redirect all remaining actions to Magnemite C.
If Magnemite A faints, redirect all remaining actions to Magnemite B.

Sludgestrike: Earthquake -> Earth Power (Magnemite A)
If Magnemite A faints and Magnemite B faints, redirect all remaining actions to Magnemite C.
If Magnemite A faints, redirect all remaining actions to Magnemite B.

Stonestrike: Earthquake -> Drill Run (Magnemite A)
If Magnemite A faints and Magnemite B faints, redirect all remaining actions to Magnemite C.
If Magnemite A faints, redirect all remaining actions to Magnemite B.

Drillstrike: Earthquake -> Drill Run (Magnemite A)
If Magnemite A faints and Magnemite B faints, redirect all remaining actions to Magnemite C.
If Magnemite A faints, redirect all remaining actions to Magnemite B.

Assuming we're postponing screens until the Magnemite are sufficiently murdered. Let me know Its_A_Random if you want me to have Gallade put screens up instead of attacking

EDIT: Glyphs!

Mindstrike gets a Glyph of Rock Slide
Sludgestrike gets a Glyph of Earth Power
Stonestrike gets a Glyph of Rock Slide
Drillstrike gets a Glyph of Rock Slide
 
Last edited:
Round 1

The team makes quick work of the Magnemites before they can cause any significant damage. However, suddendly a magnetic force shrouds the three magnets and makes them join in a new entity! To make things worse, the electricity lingering in the place polarizes the raid Pokemon... although it seems the charges balance each other out in the end.


HP 500
Atk 4
Def 4
SpA 7
SpD 4
Spe 81
Size Class 2
Weight Class 3
12+10% Accuracy boost


Abilities: Analytic, Magnet Pull, Sturdy

Quietness: Magneton is immune to Taunt, Rage Powder and Follow Me

|Spe 92| HP 100/Energy 86 (-1 Defense, -1 Sp. Defense)

HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 98/Energy 94
(Sheer Force [ON])
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 94

HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 89/Energy 89

HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 95

HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 100/Energy 90

HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 93

HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 100/Energy 87

HP 100
Atk 3
Def 3
SpA 3
SpD 4
Spe 105
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 500, Reflective Wall (retaliates against physical attacks)
Pressure: toggled ON
Sheer Force: toggled ON
Wide Guard: 7 energy

Crit roll (1-1250): 5057/10000
Earthquake (Magnemite 1): (10 [BP] + 3 [STAB] + 9 [Stat Dif] - 1 [Sturdy]) * 2.25 = 47 damage, 5 energy

Crit roll (1-625): 1290/10000
Earthquake (Magnemite1): (10*0.75 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 18 damage, 7 energy

Crit roll (1-625): 878/10000
Earthquake (Magnemite2): (10*0.75 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 18 damage

Crit roll (1-625): 8377/10000
Earthquake (Magnemite3): (10*0.75 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 18 damage

Crit roll (1-625): 4/10000
Earthquake (Magnemite1, Critical Hit): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Crit]) * 2.25 = 39 damage, 6 energy

Crit roll (1-625): 5369/10000
Earthquake (Magnemite2): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy]) * 2.25 = 33 damage

Crit roll (1-625): 8649/10000
Earthquake (Magnemite3): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy]) * 2.25 = 33 damage

Crit roll (1-625): 8135/10000
Earthquake (Magnemite1): (10*0.75 [BP] + 3 [STAB] - 1 [Sturdy] + 3 [Life Orb]) * 2.25 = 28 damage, 2 recoil, 6 energy

Crit roll (1-625): 1741/10000
Earthquake (Magnemite2): (10*0.75 [BP] + 3 [STAB] - 1 [Sturdy] + 3 [Life Orb]) * 2.25 = 28 damage

Crit roll (1-625): 8788/10000
Earthquake (Magnemite3): (10*0.75 [BP] + 3 [STAB] - 1 [Sturdy] + 3 [Life Orb]) * 2.25 = 28 damage

Crit roll (1-625): 1467/10000
Confusion roll (1-1000): 6895/10000

(1) Signal Beam (Colossoil): (8 [BP] + 3 [Stat Dif] + 2 [Analytic]) * 1.5 = 20 damage

Crit roll (1-625): 89/10000
(2) Return (Excadrill, Critical Hit): (10 [BP] + 1.5 [Stat Dif] + 2 [Analytic] + 3 [Crit]) * 0.67 = 11 damage

Crit roll (1-625): 5471/10000
(3) Double-edge (Excadrill): (11 [BP] + 1.5 [Stat Dif] + 2 [Analytic]) * 0.67 = 10 damage, 3 recoil

Crit roll (1-625): 2563/10000
Earthquake (Magnemite1): (10*0.75 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt]) * 2.25 = 29 damage, 6 energy

Crit roll (1-625): 4391/10000
Earthquake (Magnemite2): (10*0.75 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt]) * 2.25 = 29 damage

Crit roll (1-625): 616/10000
Earthquake (Magnemite3, Critical Hit): (10*0.75 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt] + 3 [Crit]) * 2.25 = 36 damage

Crit roll (1-625): 9286/10000
Eruption (Magnemite1): (15*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 24 damage, 7 energy

Crit roll (1-625): 502/10000
Eruption (Magnemite2, Critical Hit): (15*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] - 1 [Sturdy] + 3 [Crit]) * 1.5 = 29 damage

Crit roll (1-625): 2172/10000
Eruption (Magnemite3): (15*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 24 damage

Crit roll (1-625): 3739/10000
Earthquake (Magnemite1): (10 [BP] + 3 [STAB] - 1 [Sturdy] + 7 [Landborn Gauntlets]) * 2.25 = 43 damage, 5 energy
(1) Magnemite fainted!

Molten Core: Magnemite2 suffers 7 damage
Molten Core: Magnemite3 suffers 7 damage
--------------------------------------------------------------------------
Crit roll (1-5000): 3988/10000
Drill Run (Magnemite2, Critical Hit): (8 [BP] + 3 [STAB] + 9 [Stat Dif] - 1 [Sturdy] + 3 [Crit]) * 2.25 = 50 damage, 5 energy

Crit roll (1-625): 1/10000
Earth Power (Magnemite 2, Critical Hit): (9 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] + 3 [Crit]) * 2.25 = 28 damage, 6 energy
(2) Magnemite fainted!

Crit roll (1-625): 2435/10000
Close Combat (Magnemite3): (12 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 23 damage, -1 Defense, -1 Sp. Defense, 7 energy

Crit roll (1-1250): 3161/10000
Drill Run (Magnemite1): (8 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy]) * 2.25 = 34 damage, 5 energy
(3) Magnemite fainted!

Transform: The surrounding magnetic forces cause the three Magnemite to join into a Magneton
Magneton activates its Reflective Wall

Polarity shift (Rolling 1/2 for each Pokemon)









Positive Charge: balanced
Negative Charge: balanced
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Fifteen Magnemite down... Hopefully we will not have to down eighteen. Anyhow onwards!"

Sleast: Mud Bomb (Magneton) > Earth Power (Magneton)

Megawhal: Earth Power (Magneton) > Mud Bomb (Magneton)

Tormeldon: Eruption > Fire Blast (Magneton)

Utilitand: Gravity > Earth Power (Magneton)

This round should be simple. Gallade should get Light Screen up on our biggest damage dealers (Colossoil yes, Gastrodon yes, the other is up to you) and otherwise, just straight up attacking will suffice. Each mon that gets it should use Earth Power once and otherwise minimise the damage from Reflective Wall if you have to use a Physical Attack. At least Polarity is being perfectly sane for us this round.
 


"Mindstrike, you know the supporting drill. Everyone else, follow IAR's lead!"

Mindstrike: Light Screen (Colossoil, Gastrodon, Nidoking) -> Shadow Ball (Magneton) (Kinda wish I had thought to check for Focus Blast ATM >_>)

Sludgestrike: Earth Power (Magneton) -> Fire Blast (Magneton)

Stonestrike: Earth Power (Magneton) -> Fire Blast (Magneton)

Drillstrike: Earth Power (Magneton)-> Focus Blast (Magneton)
 
Round 2

Magneton quickly turns its attention to Megawhal, but since the NColossoil seems well shielded against special assaults, it goes with full-fledged physical attacks. However, since the hits barely hurt the ground whale, Magneton starts loading up on electricity while shifting defenses.

|Spe 92| HP 100/Energy 71

HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 98/Energy 80
(Sheer Force [ON], Light Screen for 7 more actions)
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 80

HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 89/Energy 75

HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 83
(Light Screen for 7 more actions)
HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 70/Energy 80
(Pressure [ON], Light Screen for 7 more actions)
HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 79

HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 100/Energy 71

HP 100
Atk 3
Def 3
SpA 3
SpD 4
Spe 105
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 152, Reflective Shield (retaliates against special attacks), 1 Charge Counter (+4 BP to special attacks), Molten Core (4a)
Gravity: Gravity for 5 rounds, 10 energy

Crit roll (1-1250): 9212/10000
Earth Power: (9 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 21 damage, 6 energy
Light Screen: Nidoking, Gastrodon, and Colossoil are protected against special attacks for 9 actions, 9 energy

Crit roll (1-625): 8804/10000
Earth Power: (9 [BP] + 3 [STAB] - 4.5 [Stat Dif] + 1 [Rare Candy]) * 2.25 = 19 damage, 6 energy

Crit roll (1-625): 2050/10000
Earth Power: (9 [BP] + 3 [STAB] + 2 [Sheer Force] - 1 [Sturdy] + 3 [Life Orb]) * 2.25 = 36 damage, 6 energy

Crit roll (1-625): 1467/10000
Return (Colossoil): 10 [BP] + 3 [Stat Dif] + 2 [Analytic] = 15 damage

Crit roll (1-625): 2563/10000
Earth Power: (9 [BP] + 3 [STAB] - 4.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt]) * 2.25 = 19 damage, 6 energy

Crit roll (1-625): 2108/10000
Eruption: (15 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 28 damage, 7 energy

Crit roll (1-625): 5270/10000
Mud Bomb: (7 [BP] + 3 [STAB] - 1 [Sturdy] + 7 [Landborn Gauntlets]) * 2.25 = 36 damage, 6 energy

Molten Core: Magneton suffers 7 damage
--------------------------------------------------------------------------
Crit roll (1-1250): 5537/10000
Mud Bomb: (7 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 17 damage, 4 energy

Crit roll (1-625): 1353/10000
Earth Power: (9 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 21 damage, 6 energy

Crit roll (1-625): 7896/10000
Shadow Ball: 8 [BP] - 1 [Sturdy] = 7 damage, 6 energy

Crit roll (1-625): 8759/10000
Focus Blast: (12 [BP] - 4.5 [Stat Dif]) * 2.25 = 17 damage, 8 energy

Crit roll (1-625): 8275/10000
Burn roll (1-1000): 6013/10000

Fire Blast: (11 [BP] + 2 [Sheer Force] - 1 [Sturdy] + 3 [Life Orb]) * 1.5 = 23 damage, 8 energy

Crit roll (1-625): 1817/10000
Return (Colossoil): 10 [BP] + 3 [Stat Dif] + 2 [Analytic] = 15 damage

Crit roll (1-625): 3088/10000
Burn roll (1-1000): 8778/10000

Fire Blast: (11 [BP] - 4.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt]) * 1.5 = 11 damage, 8 energy

Crit roll (1-625): 3711/10000
Fire Blast: (11 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 22 damage, 7 energy

Crit roll (1-625): 8936/10000
Earth Power: (9 [BP] + 3 [STAB] - 1 [Sturdy] + 7 [Landborn Gauntlets]) * 2.25 = 41 damage, 6 energy

Molten Core: Magneton suffers 7 damage
Dynamo: Magneton gets a Charge counter (+4 to the BP of Special Attacks)
Magneton shifts to Reflective Shield

Gravity for 4 more rounds

Polarity shift (Rolling 1/2 for each Pokemon)









Positive Charge: +4 to the base power of attacks used by or against this Pokemon
Negative Charge: -4 to the base power of attacks used by or against this Pokemon
Aggro threshold: 101
77
64
59
58
36
36
30
22
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alright time to put Magneton to bed."

Sleast: Earthquake (Magneton, Glyph) > Bulldoze

Megawhal: Earthquake (Magneton, Glyph) > Drill Run (Magneton)

Tormeldon: Earthquake (Magneton, Glyph) > Bulldoze

Utilitand: Earthquake (Magneton, Glyph) > Wide Guard

Nothing much to say here, just hit the Magneton with all you have got and it should go down in an action or two.
 
Point of note, Sheer Force negates Life Orb recoil on Sheer Force boosted moves now, just like in-game. Unless you hotfixed it to still cause recoil or something.



"Sounds like a plan! Let's take Magneton down and move on to the big guy!"

Mindstrike: Close Combat (Magneton) -> Earthquake

Sludgestrike: Drill Run (Magneton) -> Earthquake

Stonestrike: Drill Run (Magneton) -> Earthquake

Drillstrike: Drill Run (Magneton) -> Earthquake
 
Round 3

The team quickly finishes off Magneton before it can lay further hurt on Megawhal. It seems all over...

... however, the three magnets are compressed by magnetic forces and fused in a new, even more frightening entity!


HP 900
Atk 5
Def 5
SpA 7
SpD 4
Spe 69
Size Class: 3
Weight Class: 5
6+10% Accuracy boost

Abilities: Magnet Pull, Sturdy, Analytic


|Spe 92| HP 100/Energy 64
(-1 Defense, -1 Sp. Defense)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 96/Energy 75
(Sheer Force [ON], Light Screen for 6 more actions)
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 80

HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 89/Energy 70

HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 83
(Light Screen for 6 more actions)
HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 70/Energy 75
(Pressure [ON], Light Screen for 6 more actions)
HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 79

HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 100/Energy 66

HP 100
Atk 3
Def 3
SpA 3
SpD 4
Spe 105
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 900, Reflective Shield (retaliates against special attacks)
Crit roll (1-1250): 9872/10000
Earthquake: (10 [BP] + 3 [STAB] + 9 [Stat Dif] - 1 [Sturdy] - 4 [Polarity]) * 2.25 = 38 damage, 5 energy

Crit roll (1-625): 3826/10000
Earthquake: (10 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity]) * 2.25 = 33 damage, 5 energy

Crit roll (1-625): 5708/10000
Close Combat: (12 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity]) * 1.5 = 29 damage, 7 energy
Close Combat: -1 Defense, -1 Sp. Defense

Crit roll (1-1250): 8309/10000
Drill Run: (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1 [Rare Candy] + 4 [Polarity]) * 2.25 = 39 damage, 5 energy

Crit roll (1-1250): 42/10000
Drill Run (Critical Hit): (8 [BP] + 3 [STAB] - 1 [Sturdy] + 3 [Life Orb] + 4 [Polarity] + 3 [Crit]) * 2.25 = 45 damage, 2 recoil, 5 energy
Magneton fainted!
Transform: The surrounding magnetic forces causes Magneton to mutate into a MAgnezone!
Magnezone activates its Reflective Shield

Gravity for 3 more rounds

Polarity shift (Rolling 1/2 for each Pokemon)









Positive Charge: +4 to the base power of attacks used by or against this Pokemon
Negative Charge: -4 to the base power of attacks used by or against this Pokemon
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Update the Polarities.

"Time to crush a super angry Magnezone!"

Sleast: Bulldoze > Earthquake (Magnezone, Glyph)

Megawhal: Drill Run (Magnezone) > Earthquake (Magnezone, Glyph)

Tormeldon: Bulldoze > Earthquake (Magnezone, Glyph)

Utilitand: Wide Guard > Earthquake (Magnezone, Glyph)

Not much else to say here, just reverse your A2 attacks with the A1 attacks and go all out.
 

"Moving right along!"

Mindstrike: Earthquake -> Close Combat (Magnezone)
Sludgestrike: Earthquake -> Drill Run (Magnezone)
Stonestrike: Earthquake -> Drill Run (Magnezone)
Drillstrike: Earthquake -> Drill Run (Magnezone)
 
Round 4

Magnezone's power is so great that Megawhal seems unable to withstand it, but the team doesn't waste time and pay back at full force. The Ground-type attacks leave quite the mark on the foe, but Magnezone suddenly loads up an incredible amount of electricity. The raid squad won't last for long against such power.

|Spe 92| HP 100/Energy 50
(-2 Defense, -2 Sp. Defense)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 92/Energy 64
(Sheer Force [ON], Light Screen for 4 more actions)
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 69

HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 89/Energy 59

HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 75
(Light Screen for 4 more actions)
HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 22/Energy 65
(Pressure [ON], Light Screen for 4 more actions)
HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 71

HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 100/Energy 54

HP 100
Atk 3
Def 3
SpA 3
SpD 4
Spe 105
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 459, Reflective Wall (retaliates against physical attacks), 2 Charge Counters (+8 BP to special attacks)
Wide Guard: 7 energy

Crit roll (1-5000): 2462/10000
Drill Run (Critical Hit): (8 [BP] + 3 [STAB] + 7.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity] + 3 [Crit]) * 2.25 = 55 damage, 5 energy

Crit roll (1-625): 1643/10000
Earthquake: (10*0.75 [BP] - 1 [Sturdy] + 4 [Polarity]) * 2.25 = 24 damage, 7 energy

Crit roll (1-625): 1990/10000
Earthquake: (10*0.75 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1 [Rare Candy] - 4 [Polarity]) * 2.25 = 20 damage, 6 energy

Crit roll (1-625): 7135/10000
Earthquake: (10*0.75 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] + 3 [Life Orb] + 4 [Polarity]) * 2.25 = 34 damage, 2 recoil, 6 energy

Crit roll (1-625): 9697/10000
Gyro Ball (Colossoil): 9 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 2 [Analytic] + 4 [Polarity] = 23 damage

Crit roll (1-625): 7456/10000
Earthquake: (10*0.75 [BP] + 3 [STAB] - 1 [Sturdy] + 2 [Expert Belt] + 4 [Polarity]) * 2.25 = 35 damage, 6 energy

Crit roll (1-625): 9956/10000
Bulldoze: (6*0.75 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] - 4 [Polarity]) * 2.25 = 2 damage, 3 energy

Crit roll (1-625): 245/10000
Bulldoze (Critical Hit): (6*0.75 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy] + 7 [Landborn Gauntlets] - 4 [Polarity] + 3 [Crit]) * 2.25 = 21 damage, 3 energy

----------------------------------------------------------------------------
Crit roll (1-1250): 862/10000
Earthquake (Critical Hit): (10 [BP] + 3 [STAB] + 7.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity] + 3 [Crit]) * 2.25 = 60 damage, 5 energy

Crit roll (1-625): 3127/10000
Earthquake: (10 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy] + 4 [Polarity]) * 2.25 = 29 damage, 5 energy

Crit roll (1-625): 8132/10000
Close Combat: (12 [BP] + 3 [STAB] - 1 [Sturdy] + 4 [Polarity]) * 1.5 = 27 damage, 7 energy
Close Combat: -1 Defense, -1 Sp. Defense

Crit roll (1-1250): 4447/10000
Drill Run: (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1 [Rare Candy] - 4 [Polarity]) * 2.25 = 21 damage, 5 energy

Crit roll (1-1250): 4169/10000
Drill Run: (8 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] + 3 [Life Orb] + 4 [Polarity]) * 2.25 = 35 damage, 2 recoil, 5 energy

Crit roll (1-625): 9187/10000
Confusion roll (1-1000): 6287/10000

Signal Beam (Colossoil): (8*0.67 [BP] + 5.5 [Stat Dif] + 2 [Analytic] + 4 [Polarity]) * 2.25 = 25 damage

Crit roll (1-1250): 7303/10000
Drill Run: (8 [BP] + 3 [STAB] - 1 [Sturdy] + 2 [Expert Belt] + 4 [Polarity]) * 2.25 = 36 damage, 5 energy

Crit roll (1-625): 3327/10000
Earthquake: (10 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] - 4 [Polarity]) * 2.25 = 15 damage, 5 energy

Crit roll (1-625): 6349/10000
Earthquake: (10 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy] + 7 [Landborn Gauntlets] - 4 [Polarity]) * 2.25 = 27 damage, 5 energy

Magnezone shifts to Reflective Wall
Giga Dynamo: Magnezone gets two Charge Counters (+8 to the BP of special attacks)
Gravity for 2 more rounds

Polarity shift (Rolling 1/2 for each Pokemon)









Positive Charge: +4 to the base power of attacks used by or against this Pokemon
Negative Charge: -4 to the base power of attacks used by or against this Pokemon
173
71
69
51
48
44
41
17
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Oh boy... It is as if Colossoil did not even have a polarity change in spite of its negative charge... But no matter. At least we can keep it alive."

Sleast: Earth Power (Magnezone) > Mud Bomb (Magnezone)

Megawhal: Earth Power (Magnezone) > Mud Bomb (Magnezone)

Tormeldon: Eruption > Earth Power (Magnezone)

Utilitand: Heal Pulse (Megawhal) > Earth Power (Magnezone)

Gallade should Heal Pulse Colossoil on the first action to maximise its chances of living through this round. Otherwise, not much else to do but attack I guess. We should be able to clear it early next round at this rate.
 

"We're doing great, just keep at it!"

Mindstrike: Heal Pulse (Colossoil) -> Shadow Ball (Magnezone)
Sludgestrike: Earth Power (Magnezone) -> Fire Blast (Magnezone)
Stonestrike: Earth Power (Magnezone) -> Fire Blast (Magnezone)
Drillstrike: Earth Power (Magnezone) -> Focus Blast (Magnezone)
 
Round 5

Magnezone hits Colossoil hard despite the negative charge, but the team retaliates in fashion, leaving the foe nearly destroyed. Meanwhile, Utilitand and Mindstrike do their best to keep Megawhal alive.

|Spe 92| HP 100/Energy 31
(-1 Defense, -1 Sp. Defense)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 92/Energy 51
(Sheer Force [ON], Light Screen for 2 more actions)
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 55

HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 89/Energy 45

HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 65
(Light Screen for 2 more actions)
HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 26/Energy 55
(Pressure [ON], Light Screen for 2 more actions, -1 Sp. Defense)
HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 58

HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 100/Energy 36

HP 100
Atk 3
Def 3
SpA 3
SpD 4
Spe 105
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 93, Reflective Shield (retaliates against special attacks), 4 Charge Counters (+16 BP to special attacks), Molten Core (4a)
Heal Pulse (Colossoil): 26 HP restored, 12 energy

Crit roll (1-1250): 9570/10000
Earth Power: (9 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] - 4 [Polarity]) * 2.25 = 12 damage, 6 energy
Heal Pulse: 20 HP restored, 13 energy

Crit roll (1-625): 9413/10000
Earth Power: (9 [BP] + 3 [STAB] - 4.5 [Stat Dif] + 1 [Rare Candy] + 4 [Polarity]) * 2.25 = 28 damage, 6 energy

Crit roll (1-625): 3441/10000
Earth Power: (9 [BP] + 3 [STAB] - 1 [Sturdy] + 2 [Sheer Force] + 3 [Life Orb] - 4 [Polarity]) * 2.25 = 27 damage, 6 energy

Crit roll (1-625): 2035/10000
SpD drop roll (1-2000): 32/10000

Flash Cannon (Colossoil): 8*0.67 [BP] + 3 [STAB] + 5.5 [Stat Dif] + 2 [Analytic] + 8 [Charge] - 4 [Polarity] = 20 damage, -1 Sp. Defense

Crit roll (1-625): 7288/10000
Earth Power: (9 [BP] + 3 [STAB] - 4.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt] - 4 [Polarity]) * 2.25 = 10 damage, 6 energy

Crit roll (1-625): 8029/10000
Eruption: (15 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity]) * 1.5 = 34 damage, 7 energy

Crit roll (1-625): 7570/10000
Earth Power: (9 [BP] + 3 [STAB] - 1 [Sturdy] + 7 [Landborn Gauntlets] + 4 [Polarity]) * 2.25 = 50 damage, 6 energy

Molten Core: Magnezone suffers 7 damage
----------------------------------------------------------------------------
Crit roll (1-1250): 8796/10000
Mud Bomb: (7 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] - 4 [Polarity]) * 2.25 = 8 damage, 4 energy

Crit roll (1-625): 5039/10000
Earth Power: (9 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity]) * 2.25 = 30 damage, 6 energy

Crit roll (1-625): 9057/10000
Shadow Ball: 8 [BP] - 3 [Stat Dif] - 1 [Sturdy] + 4 [Polarity] = 8 damage, 6 energy

Crit roll (1-625): 1219/10000
Focus Blast : (12 [BP] - 4.5 [Stat Dif] + 4 [Polarity]) * 1.5 = 17 damage, 8 energy

Crit roll (1-625): 7789/10000
Fire Blast: (11 [BP] - 1 [Sturdy] + 2 [Sheer Force] + 3 [Life Orb] - 4 [Polarity]) * 1.5 = 29 damage, 7 energy

Crit roll (1-625): 4956/10000
SpD drop roll (1-2000): 8275/10000

Flash Cannon (Colossoil): 8*0.67 [BP] + 3 [STAB] + 5.5 [Stat Dif] + 2 [Analytic] + 8 [Charge] - 4 [Polarity] + 2 [Stage Dif] = 22 damage

Crit roll (1-625): 559/10000
Burn roll (1-1000): 3628/10000

Fire Blast (Critical Hit): (11 [BP] - 4.5 [Stat Dif] - 1 [Sturdy] + 2 [Expert Belt] - 4 [Polarity] + 3 [Crit]) * 1.5 = 10 damage, 8 energy

Crit roll (1-625): 235/10000
Earth Power (Critical Hit): (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 4 [Polarity] + 3 [Crit]) * 2.25 = 44 damage, 6 energy

Crit roll (1-625): 5720/10000
Mud Bomb: (7 [BP] + 3 [STAB] - 1 [Sturdy] + 7 [Landborn Gauntlets] + 4 [Polarity]) * 2.25 = 45 damage, 4 energy

Molten Core: Magnezone suffers 7 damage
Magnezone shifts to Reflective Shield
Giga Dynamo: Magnezone gets two Charge Counters (+8 to the BP of special attacks)
Gravity for 1 more round

Polarity shift (Rolling 1/2 for each Pokemon)









Positive Charge: +8 to the base power of attacks used by or against this Pokemon
Negative Charge: -8 to the base power of attacks used by or against this Pokemon
203
143
125
109
91
87
86
69
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Time to clean up shop."

Sleast: Earthquake (Magneton, Glyph) > Bulldoze

Megawhal: Earthquake (Magneton, Glyph) > Drill Run (Magneton)

Tormeldon: Earthquake (Magneton, Glyph) > Bulldoze

Utilitand: Earthquake (Magneton, Glyph) > Wide Guard

Just hit it with all you have Flamestrike. This encounter is basically in the bag now.
 


"Time to finish it off and move on to Zapdos!"

Mindstrike: Close Combat (Magnezone) -> Earthquake
Sludgestrike: Drill Run (Magnezone) -> Earthquake
Stonestrike: Drill Run (Magnezone) -> Earthquake
Drillstrike: Drill Run (Magnezone) -> Earthquake
 
Round 6

Before the Magnezone can cause any more mayhem, the faster team mates put it out of commission, once and for all!

|Spe 92| HP 100/Energy 24
(-1 Defense, -1 Sp. Defense)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 92/Energy 51
(Sheer Force [ON], Light Screen for 1 more action)
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 55

HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 89/Energy 45

HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 65
(Light Screen for 1 more action)
HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 26/Energy 50
(Pressure [ON], Light Screen for 1 more action, -1 Sp. Defense)
HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 58

HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 100/Energy 31

HP 100
Atk 3
Def 3
SpA 3
SpD 4
Spe 105
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 0
Crit roll (1-1250): 5338/10000
Earthquake: (10 [BP] + 3 [STAB] + 7.5 [Stat Dif] - 1 [Sturdy] - 8 [Polarity]) * 2.25 = 26 damage, 5 energy

Crit roll (1-625): 2220/10000
Earthquake: (10 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy] + 8 [Polarity]) * 2.25 = 38 damage, 5 energy

Crit roll (1-625): 3834/10000
Close Combat: (12 [BP] + 3 [STAB] - 1 [Sturdy] + 8 [Polarity]) * 1.5 = 33 damage, 7 energy
Magnezone fainted!


Congratulations, Flamestrike and Its_A_Random, on your success!

Each trainer: 2 CC, 3 Valor Counters, 8 KOC (to be spent only on the Pokemon involved in the raid or as CC)
Each Pokemon: 1 EC, 2 MC, 1 AC or 3 MC or (moves/15) CC
Glyph of Flash Cannon: Removes Flash Cannon's secondary effect chance and causes it to have a 30% chance to raise user's Special Attack by 1 stage (Doesn't work on Pokémon with the ability Sheer Force)
Glyph of Explosion: Causes Explosion to affect only one opponent instead of all allies and enemies, raises its base power by 40 and causes it to ignore resistances.
Lightning Stone: Raises the power of Electric-type attacks by (4), and reduces the energy cost of Reflect and Light Screen by (1) while extending the duration of these moves by (3) additional actions.


You will be able to claim your rewards once your raid is over.
 
After few time, you manage to clear your way, allowing you to reach the outside once again. Now you are probably higher than before, and the winds blow even stronger. Fearsome lightnings glow at every instant in the black, clouded sky. The route proceeds in a circular fashion around the mountain, slowly rising. Sometimes you find peculiar rock shapes, almost resembling artificial constructions. But if they indeed were, they are so ruined you can't possibly grasp what they used to look in the past.

The path ends almost atop of the peak. In front of you, a perilous bridge of wood oscillates upon the bottomless pit below you. The bridge looks seriously unsafe and ready to crash under the harshness of the wild winds which blow at this height, but you are not willing to go back either. After an understandable moment of breathtaking and reflection, you start making your careful steps on the eroded wooden bars of the bridge. They make alarming noises as you put your feet over them, and sometimes they even crack, almost making you fall below a fair share of times. You wonder why you're here, among other things. Nevertheless, after the longest minutes in your life, you find yourself on the other side of the bridge. Suddendly, a bolt of lightning hits the bridge near its center, setting it on fire and causing it to crack and fall. If you had any ideas about turning back, it looks like nature kindly lifted you from the burden of choice.

As you proceed through this sort of plateau, you spot here and there huge stalagmites, drawing lightnings and discharging them to the ground like immense lightningrods. Taken between a mix of fear and awe, you advance between these impressive wonders, until you reach the other side of the plateau. A rather narrow route descends along the shape of the peak. You have no idea where will it take you, but you decide to go through it nonetheless. The path slowly widens until it becomes a quite large cliff, which surrounds the mountain on its northern side - assuming your senses can still tell you where north is. After not long, though, you find yourself in a dead end, much to your disappointment. A slide blocked the path, preventing you from continuing. You can't go back either, since the bridge was turned to ashes under your sorry eyes. You start to think about what to do, but then again, suddendly a mighty roar breaks your concentration, and spurs you to turn your eyes above!



HP 1050
Atk 5
Def 4
SpA 7
SpD 4
Spe 115
Size Class: 4
Weight Class: 4
16+10% Accuracy boost


Abilities: Static, Pressure

Lightning Shield: prevents any damage or status from affecting Zapdos. Can absorb up to 500 HP before faltering.
A Tynamo spawns
A Tynamo spawns
A Tynamo spawns

The thunder bird looks menacing enough, but he doesn't seem to be alone either! Down the cliff slowly crawl three strange creatures!


HP 90 (Add)
Atk 3
Def 2
SpA 3
SpD 2
Spe 60
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Oh boy oh boy oh boy oh boy! not zapdos again"

Sleast: Earthquake (Zapdos, Glyph) > Earth Power (Zapdos)
IF
Zapdos is untargetable when you act A1, THEN use Dig that action.

Megawhal: [Toggle Pressure ON] Earthquake (Zapdos, Glyph) > Drill Run (Zapdos)
IF
Zapdos is untargetable when you act A1, THEN use Dig that action, pushing actions back.

Tormeldon: Earthquake (Zapdos, Glyph) > Earth Power (Zapdos)
IF
Zapdos is untargetable when you act A1, THEN use Dig that action.

Utilitand: Gravity > Wide Guard
 


"One down, and two to go! Let's take the bird down!"

Sludgestrike: Toggle Sheer Force ON

Mindstrike: Trick Room -> Reflect (Colossoil, Nidoking, Gastrodon)
Sludgestrike: Earth Power (Zapdos) -> Earthquake
If Zapdos is untargetable A1 use Dig (Zapdos) instead
Stonestrike: Drill Run (Zapdos) -> Earthquake
If Zapdos is untargetable A1 use Dig (Zapdos) instead
Drillstrike: Drill Run (Zapdos) -> Earthquake
If Zapdos is untargetable A1 use Dig (Zapdos) instead
 
Round 1

Utilitand immediately intensifies the surrounding gravity, bringing the foes in range for the team's land-based assaults. However, Zapdos shrugs off the blows thanks to its shield and pays back against Its_A_Random's Pokemon. Megawhal, already under pressure from the legendary opponent, is further endangered by a puddle of water, forming beneath the ground whale. The team mates are ready to help, but suddenly another swarm of Tynamo joins the fight!


HP 90 (Add)
Atk 3
Def 2
SpA 3
SpD 2
Spe 60


|Spe 92| HP 100/Energy 82
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 92 (+10% Evasion)
SC 3 / WC 4
Ability: Steadfast, Justified
Glyph of Rock Slide

|Spe 85| HP 98/Energy 85 (Reflect for 8 more actions)
HP 100
Atk 4
Def 2
SpA 4
SpD 3
Spe 85
SC 3 / WC 4
Abilities: Poison Point, Rivalry, Sheer Force
Glyph of Earth Power

|Spe 40| HP 110/Energy 85
HP 110
Atk 5
Def 5
SpA 1
SpD 3
Spe 40
SC 5 / WC 7
Abilities: Lightningrod, Solid Rock, Reckless
Glyph of Rock Slide

|Spe 88| HP 110/Energy 85
HP 110
Atk 5 (6)
Def 3
SpA 1
SpD 3
Spe 88
SC 1 / WC 3
Abilities: Sand Rush, Sand Force, Mold Breaker
Glyph of Rock Slide

[
1] |Spe 33| HP 110/Energy 85 (Reflect for 8 more actions)
HP 110
Atk 3
Def 3
SpA 4
SpD 3
Spe 33 (-10% Evasion)
SC 2 / WC 3
Abilities: Sticky Hold, Storm Drain, Sheer Force
Glyph of Earthquake

[
1] |Spe 110| HP 100/Energy 86 (Reflect for 8 more actions, Puddle)
HP 120
Atk 5 (12)
Def 2
SpA 3
SpD 3
Spe 110 (+14% Accuracy)
SC 5 / WC 10
Abilities: Rebound, Guts, Pressure
Glyph of Earthquake

[
1] |Spe 34| HP 100/Energy 85
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34 (-10% Evasion)
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point
Glyph of Earthquake

[
1] |Spe 105| HP 62/Energy 83
HP 100
Atk 3
Def 4
SpA 3
SpD 3
Spe 105
SC 2 / WC 4
Abilities: Persistent, Vital Spirit, Prankster
Glyph of Earthquake

HP 1050 (Shield: 201)
(1) HP 13
(2) HP 13
(3) HP 13
(4) HP 90
(5) HP 90
(6) HP 90
Pressure: toggled ON
Sheer Force: toggled ON

Gravity: Gravity for 5 rounds, 10 energy

Crit roll (1-625): 6904/10000
Extrasensory (Fidgit): (8 [BP] + 5.5 [Stat Dif]) * 1.5 = 20 damage

Crit roll (1-1250): 8813/10000
Earthquake (Zapdos): (10 [BP] + 3 [STAB] + 9 [Stat Dif]) * 1.5 = 33 damage, 5+2 energy

Crit roll (1-1250): 5615/10000
Static roll (1-3000): 9414/10000

Drill Run (Zapdos): (8 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 23 damage, 5+2 energy

Crit roll (1-625): 9368/10000
Earth Power (Zapdos): (9 [BP] + 3 [STAB] + 2 [Sheer Force] + 3 [Life Orb]) * 1.5 = 26 damage, 5+2 energy

Crit roll (1-625): 7758/10000
(1) Tackle (Fidgit): 4 [BP] - 1.5 [Stat Dif] = 3 damage

Crit roll (1-625): 9978/10000
(2) Tackle (Fidgit): 4 [BP] - 1.5 [Stat Dif] = 3 damage

Crit roll (1-625): 5975/10000
(3) Tackle (Fidgit): 4 [BP] - 1.5 [Stat Dif] = 3 damage

Crit roll (1-1250): 1883/10000
Static roll (1-3000): 5053/10000

Drill Run (Zapdos): (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 22 damage, 5+2 energy

Crit roll (1-625): 9773/10000
Earthquake (Zapdos): (10 [BP] + 3 [STAB]) * 1.5 = 20 damage, 5+2 energy

Crit roll (1-625): 1867/10000
Earthquake (Zapdos): (10 [BP] + 3 [STAB] - 1.5 [Stat Dif] + 7 [Landborn Gauntlets]) * 1.5 = 28 damage, 5+2 energy
Trick Room: Trick Room for 4 rounds, 9 energy

---------------------------------------------------------------------------
Wide Guard: 7 energy

Crit roll (1-625): 6462/10000
Earth Power (Zapdos): (9 [BP] + 3 [STAB] + 7 [Landborn Gauntlets]) * 1.5 = 29 damage, 6+2 energy

Crit roll (1-625): 3717/10000
Earth Power (Zapdos): (9 [BP] + 3 [STAB] + 1.5 [Stat Dif]) * 1.5 = 20 damage, 6+2 energy

Crit roll (1-625): 5055/10000
Earthquake (Zapdos): (10*0.75 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 21 damage, 6+2 energy

Crit roll (1-625): 4457/10000
Earthquake (Tynamo1): (10*0.75 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 26 damage

Crit roll (1-625): 699/10000
Earthquake (Tynamo2): (10*0.75 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 26 damage

Crit roll (1-625): 8364/10000
Earthquake (Tynamo3): (10*0.75 [BP] + 3 [STAB] + 4.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 26 damage

Crit roll (1-625): 9317/10000
(1) Tackle (Fidgit): 4 [BP] - 1.5 [Stat Dif] = 3 damage

Crit roll (1-625): 7385/10000
(2) Tackle (Fidgit): 4 [BP] - 1.5 [Stat Dif] = 3 damage

Crit roll (1-625): 8531/10000
(3) Tackle (Fidgit): 4 [BP] - 1.5 [Stat Dif] = 3 damage

Crit roll (1-625): 7223/10000
Earthquake (Zapdos): (10*0.75 [BP] + 3 [STAB] + 3 [Life Orb]) * 1.5 = 20 damage, 2 recoil, 6+2 energy

Crit roll (1-625): 2209/10000
Earthquake (Tynamo1): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 3 [Life Orb]) * 1.5 = 25 damage

Crit roll (1-625): 1781/10000
Earthquake (Tynamo2): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 3 [Life Orb]) * 1.5 = 25 damage

Crit roll (1-625): 9221/10000
Earthquake (Tynamo3): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 3 [Life Orb]) * 1.5 = 25 damage

Crit roll (1-625): 3167/10000
Earthquake (Zapdos): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 22 damage, 6+2 energy

Crit roll (1-625): 4510/10000
Earthquake (Tynamo1): (10*0.75 [BP] + 3 [STAB] + 6 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 26 damage

Crit roll (1-625): 3260/10000
Earthquake (Tynamo1): (10*0.75 [BP] + 3 [STAB] + 6 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 26 damage

Crit roll (1-625): 3726/10000
Earthquake (Tynamo1): (10*0.75 [BP] + 3 [STAB] + 6 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 26 damage
Reflect: Nidoking, Gastrodon, and Colossoil are protected against physical attacks for 9 actions, 9 energy

Crit roll (1-5000): 2623/10000
Static roll (1-3000): 8943/10000

Drill Run (Zapdos, Critical Hit): (8 [BP] + 3 [STAB] + 9 [Stat Dif] + 3 [Crit]) * 1.5 = 35 damage, 5+2 energy

Crit roll (1-625): 8324/10000
Confusion roll (1-1000): 3663/10000

Signal Beam (Colossoil): (8 [BP] + 5.5 [Stat Dif]) * 1.5 = 20 damage

A Tynamo spawns!
A Tynamo spawns!
A Tynamo spawns!

Target: 6/8
Puddle: Colossoil is unable to use contact moves and takes damage equal to a STAB 4 BP Water-type attack from a Rank 3 Sp. Attack at the end of every action. This effect lasts until the end of next round
Aggro threshold: 134
103
57
46
45
43
40
30
25
Aggro threshold: 33
30
26
26
25
25
Aggro threshold: 33
30
26
26
25
25
Aggro threshold: 33
30
26
26
25
25
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"On second thought... Maybe we should not underestimate the power of puddles..."

Sleast: Earthquake (Zapdos, Glyph) > Earth Power (Zapdos)

Megawhal: Rock Slide (Zapdos, Tynamo A, Tynamo B) > Earthquake (Zapdos, Glyph)

Tormeldon: Earthquake (Zapdos, Glyph) > Earth Power (Zapdos)

Utilitand: Earthquake (Zapdos, Glyph) > Wide Guard

Earthquake away A2 I guess? Just try and get the Lightning Shield down ASAP. Maybe a heal from Gallade to Colossoil A2 at least since our tank is taking at least 33 damage a round thanks to damn puddles... We cannot risk three Eelektrik though... >_>
 
I ran some quick calcs and that shield is dead even without my three Earthquakes and Fidgit's offense, so I'm going to let Gallade do some setup. Safeguard on the only three Pokemon that have a reason to use Drill Run (Nidoking can use Sheer Force Ice Beam instead) and then heal Colossoil some. Let me know if I've done something dumb.



"We're off to a good start, now let's keep it up!"

Mindstrike: Safeguard (Excadrill, Rhyperior, Colossoil) -> Heal Pulse (Colossoil)
Sludgestrike: Earth Power (Zapdos) -> Earthquake
Stonestrike: Drill Run (Zapdos) -> Earthquake
Drillstrike: Drill Run (Zapdos) -> Earthquake
 

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