[DQ] Central Processing (Normal) - Flame Emblem and Geodude6

You are shown the path by a visibly worried Drake. "I have no idea what's going on down there. Are you sure you still want to go?... I see no doubts on your faces. Good luck, trainers". And with a feeble smile of encouragement, the Elite Four member leaves you to your mission. You go downstairs for some floors, until you find yourself in front of a metallic door. <CENTRAL PROCESSING UNIT> is written on it in yellow, bright colors. You take a breath, pull the door and quickly close it behind yourself.

Soundtrack

The first thing you notice are several monitors on the sides. They look eerie and disturbed, with flashy, confused colors showing up and disappearing at random times. You wonder if it has something to do with the jamming effects of the magnetic field Eusine sensed. Anyway, you go on, looking around yourself warily until you are in front of the main computer. But, much to your surprise, you spot something (or maybe someone) working with some wires into the computer itself!
A strange, purple android is apparently messing up with the controls, using strange devices to sneak in. But one step after, the creature notices your presence and flees at blistering speed behind you, walking on the ceiling. At the same time, an odd alarm starts echoing in the room.

Red alarm. Unauthorized access. Countermeasures under process... course confirmed

From the sides of the computer, two windows open. From them, a couple of strange iron-made creatures spawn, floating towards you!

24kzl2u.png

(2)
HP 120
Atk 3
Def 4
SpA 3
SpD 3
Spe 35
Size Class 1
Weight Class 4
5% Accuracy boost


Ability: Clear Body

Float Defense: Beldum are always floating and are immune to Smack Down, Gravity, or any effect that would make them vulnerable to Earthquake or Magnitude.

280.png

Ralts
Male
Aznor
Types: Psychic/Fairy
Abilities:: Synchronyze/Trace/Telepathy (Locked)
Nature: Relaxed (+Def -Spe)
Stats:
HP: Value 90
Atk: Rank 1
Def: Rank 2 (+)
SpA: Rank 2
SpD: Rank 2
Spe: Value 34 (-) (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total:
10

EC: 2/9
MC: 4
AC: 2/5

Attacks:

Level Up All moves it learns before 26
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse

Egg
Shadow Sneak
Memento
Misty Terrain
Confuse Ray
Ally Switch

TM/HM
Psychic
Dazzling Gleam
Thunder Wave
Trick Room
Thunderbolt

honedge.png

Honedge
Female
Durandal

Types: Ghost/Steel

Abilities:: No Guard

Nature: Brave (+Atk, -Spe)

Stats:
HP: 90
Atk: 4 (+)
Def: 4
SpA: 2
SpD: 2
Spe: 24 (-) (-10% evasion)
Size Class: 2
Weight Class: 1
Base Rank Total: 15

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

Attacks:

Level Up
Tackle
Swords Dance
Fury Cutter
Metal Sound
Pursuit
Autotomize
Shadow Sneak
Aerial Ace

Egg
Destiny Bond
Wide Guard

TM/HM
Protect
Brick Break
Double Team
Reflect
Shadow Claw
Gyro Ball
Attract
Rock Slide
500.png

War Pig [Emboar] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Fire/Fighting
Abilities: Blaze, Reckless (H)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 5+
SpD: Rank 3
Spe: 56-
Size Class: 3
Weight Class: 5
Base Rank Total: 22

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

Attacks:
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Flamethrower
Head Smash
Roar
Flare Blitz

Body Slam
Covet
Heavy Slam
Magnitude
Yawn

Toxic
Sunny Day
Hidden Power (Ice)
Protect
Solarbeam
Earthquake
Fire Blast
Rest
Overheat
Focus Blast
Scald
Will-O-Wisp
Stone Edge
Bulldoze
Sleep Talk
Wild Charge
Substitute

Blast Burn
Endeavor
Fire Pledge
Heat Wave
Helping Hand
Superpower

635.png

Hydreigon (F)
Nature: Naive (+15% Spe, +15% Acc, -1 SpD)
Type: Dark/Dragon
Abilities: Levitate

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2-
Spe: 113+ (+15 Acc)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
AC: N/A

Attacks:
Double Hit
Tri Attack
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Body Slam
Hyper Voice
Outrage

Assurance
Astonish
Fire Fang
Head Smash
Ice Fang
Thunder Fang

Roar
Taunt
Hyper Beam
Protect
Frustration
Earthquake
Return
Double Team
Fire Blast
Focus Blast
Acrobatics
Stone Edge
Thunder Wave
U-turn
Flash Cannon
Substitute
Fly
Surf

Dark Pulse
Draco Meteor
Heat Wave
Roost
Superpower
Tailwind
Zen Headbutt

Wing Attack
 
Last edited:
Just making sure you see this Flame Emblem. Let's just hammer away at Beldum A, and then fight Beldum B.

Emboar: Fire Blast Beldum A x2
Hydreigon: Dark Pulse Beldum A x2

All: IF Beldum A has fainted THEN redirect to Beldum B.
 
Yeah, I hadn't seen this, thanks.

Honedge: Shadow Claw Beldum A x 2
Ralts: Thunder Wave Beldum B -> Thunderbolt Beldum A

All: If Beldum A has fainted THEN redirect to Beldum B.
 
Round1

The team begins with an immediate assault on one of the foes, taking it out while Aznor cripples the other with paralysis. However, the Hydreigon takes quite a beating from the enemies' reckless tackles.

280.png
|Spe 34| HP 90/Energy 86
Atk 1
Def 2
SpA 2
SpD 2
Spe 34
SC 1 / WC 1
Abilities: Synchronize, Trace, Telepathy
honedge.png
|Spe 24| HP 90/Energy 88
Atk 4
Def 4
SpA 2
SpD 2
Spe 24
SC 2 / WC 1
Ability: No Guard
500.png
|Spe 56| HP 110/Energy 82
Atk 5
Def 3
SpA 5
SpD 3
Spe 56
SC 3 / WC 5
Abilities: Blaze, Reckless
635.png
|Spe 113| HP 67/Energy 86
Atk 4
Def 3
SpA 5
SpD 2
Spe 113
SC 4 / WC 5
Abilitiy: Levitate
200px-Artwork374.png
(1) HP 0
200px-Artwork374.png
(2) HP 97, Paralyzed (4a)
Crit roll (1-625): 4816/10000
635.png
Dark Pulse (Beldum1): (8 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 21 damage, 5 energy

Hit roll (1-8500): 2738/10000
Crit roll (1-625): 6563/10000
Burn roll (1-1000): 4175/10000

500.png
Fire Blast (Beldum1): (11 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 26 damage, 7 energy

Hit roll (1-9000): 7731/10000
Crit roll (1-625): 6636/10000

374.png
(1) Take Down (Hydreigon): 10 [BP] = 10 damage, 2 recoil

Hit roll (1-9000): 3644/10000
Crit roll (1-625): 114/10000

374.png
(1) Take Down (Hydreigon, Critical Hit): 10 [BP] + 3 [Crit] = 13 damage, 3 recoil
280.png
Thunder Wave: Beldum2 is paralyzed, 7 energy

Crit roll (1-1250): 9126/10000
679.png
Shadow Claw (Beldum1): (7 [BP] + 3 [STAB]) * 1.5 = 15 damage, 4 energy

---------------------------------------------------------------------------
Crit roll (1-625): 9226/10000
635.png
Dark Pulse (Beldum1): (8 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 21 damage, 5+4 energy

Hit roll (1-8500): 1967/10000
Crit roll (1-625): 2414/10000
Burn roll (1-1000): 4175/10000

500.png
Fire Blast (Beldum1): (11 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 26 damage, 7+4 energy

Hit roll (1-9000): 4495/10000
Crit roll (1-625): 9451/10000

374.png
(1) Take Down (Hydreigon): 10 [BP] = 10 damage, 2 recoil

Hit roll (1-9000): 9761/10000
374.png
(2) Take Down (Ralts): missed

Crit roll (1-625): 1304/10000
280.png
Thunderbolt (Beldum1): 9 [BP] - 1.5 [Stat Dif] = 8 damage, 7 energy
374.png
(1) Beldum fainted!

Crit roll (1-1250): 231/10000
679.png
Shadow Claw (Beldum2, Critical Hit): (7 [BP] + 3 [STAB] + 3 [Crit]) * 1.5 = 20 damage, 4+4 energy
679.png
20
280.png
10
 
Last edited:
Why is it aiming at my weak Pokemon SHOOOOOT

Wait, Honedge is immune to Take Down, that works.

Honedge: Shadow Sneak at Beldum 2, and then Shadow Claw Beldum 2.
Ralts: Healing Pulse at Hydreigon, and Thunderbolt at Beldum 2.

All: IF Beldum 2 is KO'ed, THEN Chill.
 
Round2

The team dispatches the other Beldum easily, but the CPU voice echoes through the room again.

Conditions value: false. Secondary artillery initialized. Course confirmed

Then, the two piece of metal are targetted with an electric beam which causes them to fuse into a new, bigger entity! At the same time, two fresh Beldum spawn again from the sides of the computer.

Metang_sketch_by_Blue_Uncia.jpg

HP 260
Atk 4
Def 5
SpA 3
SpD 4
Spe 58
Size Class 2
Weight Class 6
6% Accuracy Boost


Ability: Clear Body

Float Defense: Metang is always floating and is immune to Smack Down, Gravity, or any effect that would make it vulnerable to Earthquake or Magnitude.

280.png
|Spe 34| HP 90/Energy 73
Atk 1
Def 2
SpA 2
SpD 2
Spe 34
SC 1 / WC 1
Abilities: Synchronize, Trace, Telepathy
honedge.png
|Spe 24| HP 84/Energy 86
Atk 4
Def 4
SpA 2
SpD 2
Spe 24
SC 2 / WC 1
Ability: No Guard
500.png
|Spe 56| HP 110/Energy 66
Atk 5
Def 3
SpA 5
SpD 3
Spe 56
SC 3 / WC 5
Abilities: Blaze, Reckless
635.png
|Spe 113| HP 87/Energy 72
Atk 4
Def 3
SpA 5
SpD 2
Spe 113
SC 4 / WC 5
Abilitiy: Levitate
375.png
HP 260
200px-Artwork374.png
(1) HP 120
200px-Artwork374.png
(2) HP 120
Crit roll (1-625): 8787/10000
679.png
Shadow Sneak: (4 [BP] + 3 [STAB]) * 1.5 = 11 damage, 2 energy

Crit roll (1-625): 1270/10000
635.png
Crunch: (8 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 21 damage, 5 energy

Crit roll (1-625): 9922/10000
Burn roll (1-1000): 4584/10000

500.png
Flamethrower: (11 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 26 damage, 7 energy
280.png
Heal Pulse (Hydreigon): 20 HP restored, 13 energy

Crit roll (1-625): 1620/10000
374.png
Zen Headbutt (Honedge): (8 [BP] + 3 [STAB] - 1.5 [Stat Dif]) * 0.67 = 6 damage

---------------------------------------------------------------------------
Crit roll (1-625): 7724/10000
635.png
Crunch: (8 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 21 damage, 5+4 energy

Crit roll (1-625): 3494/10000
500.png
Flamethrower: (11 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 26 damage, 7+4 energy
374.png
Beldum fainted!

375.png
Unite: the two Beldum fuse into a Metang!
374.png
Two Beldum spawn
 
I was waiting for Geo but I reckon I'll order.
Ralts: Thunder Wave at Metang -> Thunder Wave at Beldum 2
Honedge: Chill -> Shadow Claw at Beldum 1

Honedge: If target is KOed, attack Beldum 2.
Ralts: If target is KOed, chill.
 
Geodude went considerably over the DQ period, so he is disqualified. Flame Emblem may rechallenge the raid zone at any time he desires, but Geodude will have to wait until Feb 20th
 
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