[LOSS] Central Processing (Normal) - Psyco_Josho and youngjake93

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!



(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.


Gyarados [Shrimp] (M)
Previously Known As:
Sushi the Magikarp

Type:
/


STAB: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
STAB: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Intimidate / Moxie (H)

Nature: Impish (+Defence, -Special Attack)

Stats:
HP: 100
Atk: 5
Def: 4 (+)
SpA: 1 (-)
SpD: 4
Spe: 81
Size Class: 6
Weight Class: 6
Base Rank Total: 20

EC: 6/6
MC: 0
AC: 2/5





Type:
/


STAB: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
STAB: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.

New Ability:
Mold Breaker

Stats:
HP: 100
Atk: 7
Def: 5 (+)
SpA: 2 (-)
SpD: 5
Spe: 81
Size Class: 6
Weight Class: 7
Base Rank Total: 25


Attacks (Current move total): 29/87 (+5 Bonus CC)

Level Up
Pre-26
::> Splash
::> Tackle
::> Thrash
::> Bite
Post-25
::> Flail
:: Leer - 1 MC
:: Twister - 1 MC
::> Ice Fang
::> Aqua Tail
::> Rain Dance
::> Dragon Dance
:: Hyper Beam - 1 MC

Egg
x

TM/HM
:: I 09 - Take Down - 3 MC
:: I 11 - Bubble Beam - 3 MC
:: I 12 - Water Gun - 3 MC
:: I 20 - Rage - 3 MC
:: I 33 - Reflect - 3 MC
::> I 34 - Bide
:: I 40 - Skull Bash - 3 MC

::> II 03 - Curse
:: II 07 - Zap Cannon - 3 MC
:: II 24 - Dragon Breath - 3 MC

:: IV 03 - Water Pulse - 3 MC
:: IV 43 - Secret Power - 3 MC
:: IV 55 - Brine - 3 MC
::> IV 58 - Endure
:: IV 72 - Avalanche - 3 MC
:: IV 78 - Captivate - 3 MC
:: IV 83 - Natural Gift - 3 MC
:: IV H5 HS - Whirlpool - 3 MC

::> V H6 - Dive

::> VI 05 - Roar
:: VI 06 - Toxic - 2 MC
:: VI 07 - Hail - 2 MC
:: VI 10 - Hidden Power - 2 MC
::> VI 12 - Taunt
:: VI 13 - Ice Beam - 2 MC
:: VI 14 - Blizzard - 2 MC
::> VI 17 - Protect
:: VI 21 - Frustration - 2 MC
:: VI 24 - Thunderbolt - 2 MC
:: VI 25 - Thunder - 2 MC
::> VI 26 - Earthquake
:: VI 27 - Return - 2 MC
:: VI 32 - Double Team - 2 MC
:: VI 35 - Flamethrower - 2 MC
:: VI 37 - Sandstorm - 2 MC
:: VI 38 - Fire Blast - 2 MC
::> VI 41 - Torment
::> VI 42 - Façade
::> VI 44 - Rest
:: VI 45 - Attract - 2 MC
:: VI 48 - Round - 2 MC
:: VI 55 - Scald - 2 MC
:: VI 59 - Incinerate - 2 MC
::> VI 66 - Payback
::> VI 68 - Giga Impact
:: VI 71 - Stone Edge - 2 MC
::> VI 73 - Thunder Wave
:: VI 78 - Bulldoze - 2 MC
:: VI 82 - Dragon Tail - 2 MC
:: VI 87 - Swagger - 2 MC
:: VI 88 - Sleep Talk - 2 MC
:: VI 90 - Substitute - 2 MC
:: VI 94 - Rock Smash - 2 MC
:: VI 97 - Dark Pulse - 2 MC
:: VI 100 - Confide - 2 MC
:: VI H3 - Surf - 2 MC
:: VI H4 - Strength - 2 MC
::> VI H5 - Waterfall

Tutor
:: III - Body Slam - 3 MC
:: III - Double-Edge - 3 MC
:: III - Mimic - 3 MC

:: IV - Headbutt - 3 MC

::> V - Bounce
:: V - Dragon Pulse - 3 MC
:: V - Icy Wind - 3 MC
:: V - Iron Head - 3 MC
:: V - Iron Tail - 3 MC
:: V - Outrage - 3 MC
:: V - Snore - 3 MC
:: V - Spite - 3 MC
:: V - Uproar - 3 MC

Other
::> Hydro Pump
::> Dragon Rage
::> Bubble
::> Reversal

Command
Bodyblock
Chill
Dodge
Shift
Take Cover

Intimidate

Raid
x


Eeelektross[Shock] (M)
Previously Known As:
Shock the Eelektrik
Sperm the Tynamo

Type:


STAB: Electric STAB; immune to Paralysis status.

Ability:
Levitate

Nature: Brave (+Attack, Speed ÷ 1.15, -10% Evasion)

Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 4
SpD: 3
Spe: 43, -10% Evasion (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1

Attacks (Current move total): 37/68 (+4 Bonus CC)

Level Up
Pre-26
::> Tackle
::> Thunder Wave
::> Spark
::> Charge Beam
::> Bind
::> Acid
::> Headbutt
::> Ion Deluge
::> Crush Claw
Post-25
::> Discharge
::> Crunch
::> Thunderbolt
::> Acid Spray
::> Coil
::> Wild Charge
::> Gastro Acid
::> Zap Cannon
::> Thrash

Egg
x

TM/HM
:: VI 01 - Hone Claws - 2 MC
:: VI 02 - Dragon Claw - 2 MC
:: VI 05 - Roar - 2 MC
::> VI 06 - Toxic
::> VI 10 - Hidden Power [Rock]
:: VI 15 - Hyper Beam - 2 MC
::> VI 16 - Light Screen
::> VI 17 - Protect
:: VI 18 - Rain Dance - 2 MC
:: VI 21 - Frustration - 2 MC
:: VI 25 - Thunder - 2 MC
:: VI 27 - Return - 2 MC
:: VI 31 - Brick Break - 2 MC
:: VI 32 - Double Team - 2 MC
:: VI 35 - Flamethrower - 2 MC
:: VI 39 - Rock Tomb - 2 MC
:: VI 42 - Facade - 2 MC
::> VI 44 - Rest
:: VI 45 - Attract - 2 MC
:: VI 48 - Round - 2 MC
::> VI 62 - Acrobatics
::> VI 68 - Giga Impact
:: VI 70 - Flash - 2 MC
:: VI 72 - Volt Switch - 2 MC
::> VI 80 - Rock Slide
:: VI 82 - Dragon Tail - 2 MC
:: VI 86 - Grass Knot - 2 MC
:: VI 87 - Swagger - 2 MC
::> VI 88 - Sleep Talk
:: VI 89 - U-Turn - 2 MC
::> VI 90 - Substitute
::> VI 91 - Flash Cannon
:: VI 94 - Rock Smash - 2 MC
:: VI 98 - Power-Up Punch - 2 MC
:: VI 100 - Confide - 2 MC
:: VI H1 - Cut - 2 MC
:: VI H4 - Strength - 2 MC

Tutor
::> V - Aqua Tail
::> V - Bounce
::> V - Drain Punch
::> V - Fire Punch
::> V - Giga Drain
:: V - Iron Tail - 3 MC
::> V - Knock Off
::> V - Magnet Rise
:: V - Signal Beam - 3 MC
:: V - Snore - 3 MC
:: V - Super Fang - 3 MC
:: V - Superpower - 3 MC
::> V - Thunder Punch

Other
x

Command
Bodyblock
Chill
Dodge
Shift
Take Cover

Raid
x

Lanturn [Angel] (F)
nature: Quiet (+sAtt, Speed/1.15, -10% Evasion)
Type: Water/Electric

Abilities:
Volt Absorb
Illuminate
Water Absorb(Unlocked)

HP: 120
Atk: 2
Def: 2
SpA: 4+
SpD: 3
Spe: 58-
SC: 2
WC: 2
BRT: 18

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

Moves:
Water Gun
Bubble
Thunder Wave
Supersonic
Flail
Confuse Ray
Spark
Take Down

Soak
Brine
Agility
Shock Wave
Psybeam

Volt Switch
Thunder
Rain Dance
Ice Beam
Scald
Surf
Ion Deluge
Endure
Signal Beam
Aqua Ring
Dazzling Gleam
Discharge
Dive
Electro Ball
Heal Bell
Thunderbolt
Double Team
Charge
Rest
Sleep Talk
Eerie Impulse
Toxic


Dragonite [Drake] (M)
nature: Quiet (+sAtt, Speed/1.15, -10% Evasion)
Type: Dragon/Flying

Abilities:
Inner Focus
Multiscale(Unlocked)

HP: 100
Atk: 5
Def: 3
SpA: 5+
SpD: 4
Spe: 69-
SC: 4
WC: 6
BRT: 22

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

Moves:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Extreme Speed
Dragon Pulse
Iron Tail
Aqua Jet
Water Pulse
Protect
Thunder
Fire Blast
Double Team
Ice Beam
Outrage
Surf
Endure
Rest
Light Screen
Reflect
Substitute
Dragon Tail
Dragon Dance
Aqua Tail
Waterfall
Mimic
Icy Wind
Hurricane
Fire Punch
Thunder Punch
Roost
Fly
Earthquake
Sky Drop
Draco Meteor
Heat Wave
Brick Break
Defog
Blizzard
Bide
Safeguard
Heal Bell
 
Might as well get us started.


"All right you two! time to get this show on the road!"


"LET'S SMASH THESE LITTLE METAL SCAMPS!"

[Mega Evolve] Aqua Tail (Beldum 1) ~ Waterfall (Beldum 1)
IF [Beldum 1 is KO'd when you would act], THEN [rediredct to Beldum 2]. ALWAYS MEGA EVOLVE A1.
IF [both Beldum 1 and Beldum 2 are KO'd when you would act], THEN [Chill]. ALWAYS MEGA EVOLVE A1.


"These things? They aren't scary at all!"

Fire Punch (Beldum 1) ~ Crunch (Beldum1)
IF [Beldum 1 is KO'd when you would act], THEN [rediredct to Beldum 2].
IF [both Beldum 1 and Beldum 2 are KO'd when you would act], THEN [Chill].

And dang, I wish Gyara had Leer. That would work well with Mold Breaker. :P

And youngjake93, where are you?
 
Dragonite
Heat Wave ~ Fire Blast (Beldum1)
IF [Beldum 1 is KO'd when you would act], THEN [rediredct to Beldum 2].
IF [both Beldum 1 and Beldum 2 are KO'd when you would act], THEN [Chill].
Lanturn
Scald (Beldum1) ~ Thunderbolt (Beldum1)
IF [Beldum 1 is KO'd when you would act], THEN [rediredct to Beldum 2].
IF [both Beldum 1 and Beldum 2 are KO'd when you would act], THEN [Chill].
 
Round 1

The team's assaults slowly whittle down one of the foes, but the two enemies retaliate against the Dragonite without holding back. Nevertheless, the repeated hits eventually take out a Beldum - but there is still another one to deal with.

|Spe 81| HP 100/Energy 89
HP 100
Atk 7
Def 5
SpA 2
SpD 5
Spe 81
SC 6 / WC 7
Abilities: Intimidate, Moxie, Mold Breaker

|Spe 43| HP 100/Energy 88
HP 100
Atk 6
Def 3
SpA 4
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate

|Spe 58| HP 120/Energy 89
HP 120
Atk 2
Def 2
SpA 4
SpD 3
Spe 58 (-10% Evasion)
SC 2 / WC 2
Abilities: Volt Absorb, Illuminate, Water Absorb

|Spe 69| HP 84/Energy 85
HP 100
Atk 5
Def 3
SpA 5
SpD 4
Spe 69
SC 4 / WC 6
Abilities: Inner Focus, Multiscale

(1) HP 0
(2) HP 104
Gyarados evolved into Mega Gyarados!

Hit roll (1-9000): 745/10000
Crit roll (1-625): 5842/10000

Aqua Tail (Beldum1): 9 [BP] + 3 [STAB] + 4 [Stat Dif] = 16 damage, 6 energy

Hit roll (1-9000): 7838/10000
Crit roll (1-625): 7622/10000
Burn roll (1-1000): 44/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [Stat Dif]) * 1.5 = 16 damage, Beldum1 is burned, 7 energy

Hit roll (1-9000): 3385/10000
Crit roll (1-625): 6095/10000
Burn roll (1-1000): 3098/10000

Heat Wave (Beldum2): (10*0.75 [BP] + 3 [Stat Dif]) * 1.5 = 16 damage

Crit roll (1-625): 9585/10000
Scald (Beldum1): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 5 energy

Crit roll (1-625): 4505/10000
Fire Punch (Beldum1): (8 [BP] + 1.5 [Stat Dif]) * 1.5 = 14 damage, 6 energy

Crit roll (1-625): 2663/10000
(1) Take Down (Dragonite): (10 [BP] - 3 [Burn]) * 0.5 = 4 damage, 1 recoil

Crit roll (1-625): 9508/10000
(2) Iron Head (Dragonite): (8 [BP] + 3 [STAB]) * 0.5 = 6 damage

Beldum1 suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 1310/10000
Waterfall (Beldum1): 8 [BP] + 3 [STAB] + 4 [Stat Dif] = 15 damage, 5 energy

Hit roll (1-8500): 3382/10000
Crit roll (1-625): 3644/10000

Fire Blast (Beldum1): (11 [BP] + 3 [Stat Dif]) * 1.5 = 21 damage, 8 energy

Crit roll (1-625): 9323/10000
Paralysis roll (1-1000): 4961/10000

Thunderbolt (Beldum1): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 14 damage, 6 energy

Crit roll (1-625): 2014/10000
Crunch (Beldum1): (8 [BP] + 1.5 [Stat Dif]) * 1.5 = 14 damage, 6 energy
(1) Beldum fainted!

Crit roll (1-625): 867/10000
(2) Iron Head (Dragonite): (8 [BP] + 3 [STAB]) * 0.5 = 6 damage
Aggro threshold: 21
16
 
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"Let's wrap this up!"


"BWAHAHA! THIS IS EASY!"

Aqua Tail ~ Waterfall


"Too easy..."

Fire Punch ~ Crunch


Nitpick: I'm fairly sure that this is the female sprite of Mega Gyara we're using. Only the female has white whiskers.
 
Round 2

Even if it takes more effort than expected, the team manages to put down the other Beldum as well. However, before you can claim victory, 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.


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.

|Spe 81| HP 100/Energy 78
HP 100
Atk 7
Def 5
SpA 2
SpD 5
Spe 81
SC 6 / WC 7
Abilities: Intimidate, Moxie, Mold Breaker

|Spe 43| HP 100/Energy 76
HP 100
Atk 6
Def 3
SpA 4
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate

|Spe 58| HP 120/Energy 78
HP 120
Atk 2
Def 2
SpA 4
SpD 3
Spe 58 (-10% Evasion)
SC 2 / WC 2
Abilities: Volt Absorb, Illuminate, Water Absorb

|Spe 69| HP 95/Energy 67
HP 100
Atk 5
Def 3
SpA 5
SpD 4
Spe 69
SC 4 / WC 6
Abilities: Inner Focus, Multiscale

HP 260
(1) HP 120
(2) HP 120
Hit roll (1-9000): 5620/10000
Crit roll (1-625): 2651/10000

Aqua Tail (Beldum2): 9 [BP] + 3 [STAB] + 4 [Stat Dif] = 16 damage, 6 energy
Roost: 16 HP restored, 11 energy

Crit roll (1-625): 9517/10000
Burn roll (1-3000): 7030/10000

Scald (Beldum2): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 5 energy

Crit roll (1-625): 8112/10000
Burn roll (1-1000): 5375/10000

Fire Punch (Beldum2): (8 [BP] + 1.5 [Stat Dif]) * 1.5 = 14 damage, 6 energy

Crit roll (1-625): 2806/10000
(2) Take Down (Dragonite): (10 [BP]) * 0.5 = 5 damage, 1 recoil

---------------------------------------------------------------------------
Crit roll (1-625): 4284/10000
Waterfall (Beldum2): 8 [BP] + 3 [STAB] + 4 [Stat Dif] = 15 damage, 5 energy

Hit roll (1-9000): 2658/10000
Crit roll (1-625): 1212/10000
Burn roll (1-1000): 6906/10000

Heat Wave (Beldum2): (10 [BP] + 3 [Stat Dif]) * 1.5 = 20 damage, 7 energy

Crit roll (1-625): 5664/10000
Paralysis roll (1-1000): 1226/10000

Thunderbolt (Beldum2): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 14 damage, 6 energy

Crit roll (1-625): 9198/10000
Crunch (Beldum2): (8 [BP] + 1.5 [Stat Dif]) * 1.5 = 14 damage, 6 energy
(2) Beldum fainted!

Unite: the two Beldum fuse into a Metang!
Two Beldum spawn
 

"Huh. Let's keep it up!"


"OH LOOK. THERE'S MORE!"

Bite (Metang) ~ Waterfall (Metang)
IF [your target is unavailable], THEN [redirect to Beldum 1].

"Nothing to do here but keep on hitting things!"

Fire Punch (Metang) ~ Crunch (Metang)
IF [your target is unavailable], THEN [redirect to Beldum 1].



youngjake93, please don't forget about this.
 
Dragonite:
Heat Wave, Chill
Lanturn:
Scald(Metang),Thunderbolt(Metang)
If Metang is KOed or untargetable, redirect to Beldum 2
 
Round 3

The team begins wearing down Metang, but the Steel-type construct is more resilient than the Beldums and shrugs off the attacks with incredible ease. Nevertheless, Shock manages to leave it crippled, weakening its physical might. But it still seems little on the path to victory.

|Spe 81| HP 100/Energy 70
HP 100
Atk 7
Def 5
SpA 2
SpD 5
Spe 81
SC 6 / WC 7
Abilities: Intimidate, Moxie, Mold Breaker

|Spe 43| HP 87/Energy 64
HP 100
Atk 6
Def 3
SpA 4
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate

|Spe 58| HP 108/Energy 67
HP 120
Atk 2
Def 2
SpA 4
SpD 3
Spe 58 (-10% Evasion)
SC 2 / WC 2
Abilities: Volt Absorb, Illuminate, Water Absorb

|Spe 69| HP 64/Energy 68
HP 100
Atk 5
Def 3
SpA 5
SpD 4
Spe 69
SC 4 / WC 6
Abilities: Inner Focus, Multiscale

HP 165, Burned (4a)
(1) HP 117
(2) HP 100
Crit roll (1-625):1893/10000
Bite (Metang): (6 [BP] + 3 [STAB] + 2.5 [Stat Dif]) * 1.5 = 17 damage, 3 energy

Hit roll (1-9000): 9986/10000
Heat Wave (Metang): missed, 7+4 energy

Hit roll (1-9000): 9804/10000
Heat Wave (Beldum1): missed

Hit roll (1-9000): 2004/10000
Crit roll (1-625): 7272/10000
Burn roll (1-1000): 4050/10000

Heat Wave (Beldum2): (10*0.75 [BP] + 3 [Stat Dif]) * 1.5 = 16 damage

Speed Tie: 1/2
Crit roll (1-625): 5878/10000
Burn roll (1-3000): 5403/10000

Scald (Metang): 8 [BP] + 3 [STAB] = 11 damage, 5 energy

Hit roll (1-5600): 7189/10000
Dynamicpunch (Gyarados): missed

Crit roll (1-625): 6513/10000
Burn roll (1-1000): 65/10000

Fire Punch (Metang): (8 [BP] + 1.5) * 1.5 = 14 damage, Metang is burned, 6 energy

Crit roll (1-625): 4046/10000
(1) Iron Head (Dragonite): 8 [BP] + 3 [STAB] = 11 damage

Crit roll (1-625): 1422/10000
(2) Take Down (Dragonite): 10 [BP] = 10 damage, 2 recoil

Metang suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 5187/10000
Waterfall (Metang): 8 [BP] + 3 [STAB] + 2.5 [Stat Dif] = 14 damage, 5 energy
Chill: Restores 12 energy

Speed Tie: 1/2
Crit roll (1-625): 2862/10000
Paralysis roll (1-1000): 2498/10000

Thunderbolt (Metang): 9 [BP] + 3 [STAB] = 12 damage, 6 energy

Crit roll (1-625): 2425/10000
Double-edge (Eelektross): 14 [BP] + 1.5 [Stat Dif] - 3 [Burn] = 13 damage, 4 recoil

Crit roll (1-625): 50/10000
Crunch (Metang, Critical Hit): (8 [BP] + 1.5 [Stat Dif] + 3 [Crit]) * 1.5 = 19 damage, 6 energy

Crit roll (1-625): 9393/10000
(2) Take Down (Lanturn): 10 [BP] + 1.5 [Stat Dif] = 12 damage, 3 recoil

Crit roll (1-625): 6525/10000
(2) Take Down (Dragonite): 10 [BP] = 10 damage, 2 recoil

Metang suffers 2 damage for the burn
Aggro threshold: 59
45
31
24
Aggro threshold: 21
16
 

"That was a close miss Shrimp, nice dodge! You heal yourself Shock, and good job on the Burn!"


"NO PROBLEM. I'LL JUST DO SOME MORE SMASHING."

Bite (Beldum 2) ~ Waterfall (Beldum 2)
IF [your target is KO'd], THEN [redirect to Beldum 1].

"Lucky for the bonus! I could use some refreshing."

Drain Punch (Beldum 2) ~ Fire Punch (Beldum 2)
IF [your target is KO'd], THEN [redirect to Beldum 1].
 
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Round 4

Instead of keeping pushing on Metang, the team turns on the more weakened of the two Beldum and finishes it as fast as possible. However, both Shock and Drake are experiencing serious issues withstanding the Steel-type foes' heavy blows.

|Spe 81| HP 100/Energy 62
HP 100
Atk 7
Def 5
SpA 2
SpD 5
Spe 81
SC 6 / WC 7
Abilities: Intimidate, Moxie, Mold Breaker

|Spe 43| HP 65/Energy 46
HP 100
Atk 6
Def 3
SpA 4
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate

|Spe 58| HP 108/Energy 56
HP 120
Atk 2
Def 2
SpA 4
SpD 3
Spe 58 (-10% Evasion)
SC 2 / WC 2
Abilities: Volt Absorb, Illuminate, Water Absorb

|Spe 69| HP 50/Energy 69
HP 100
Atk 5
Def 3
SpA 5
SpD 4
Spe 69
SC 4 / WC 6
Abilities: Inner Focus, Multiscale

HP 156, Burned (2a)
(1) HP 113
(2) HP 0
Crit roll (1-625): 956/10000
Bite (Beldum2): (6 [BP] + 3 [STAB] + 4 [Stat Dif]) * 1.5 = 20 damage, 3 energy
Roost: 20 HP restored, 11 energy

Speed Tie: 2/2
Crit roll (1-625): 8211/10000
SpD drop roll (1-1000): 8062/10000

Psychic (Eelektross): 10 [BP] + 3 [STAB] = 13 damage

Crit roll (1-625): 1408/10000
Burn roll (1-3000): 1127/10000

Scald (Beldum2): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, Beldum2 is burned, 5 energy

Crit roll (1-625): 41/10000
Drain Punch (Beldum2, Critical Hit): 8 [BP] + 3 [Stat Dif] + 3 [Crit] = 14 damage, 7 HP restored, 12 energy

Crit roll (1-625): 5352/10000
(1) Iron Head (Dragonite): 8 [BP] + 3 [STAB] = 11 damage

Crit roll (1-625): 371/10000
(2) Take Down (Dragonite, Critical Hit): 10 [BP] - 3 [Burn] + 3 [Crit] = 10 damage, 2 recoil

Metang suffers 2 damage for the burn
Beldum2 suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 296/10000
Waterfall (Beldum2, Critical Hit): 8 [BP] + 3 [STAB] + 4 [Stat Dif] + 3 [Crit] = 18 damage, 5 energy
Chill: Restores 12 energy

Speed Tie: 2/2
Crit roll (1-625): 151/10000

Double-edge (Eelektross, Critical Hit): 14 [BP] + 1.5 [Stat Dif] - 3 [Burn] + 3 [Crit] = 16 damage, 5 recoil

Crit roll (1-625): 7881/10000
Paralysis roll (1-1000): 3625/10000

Thunderbolt (Beldum2): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 14 damage, 6 energy

Crit roll (1-625): 8165/10000
Fire Punch (Beldum2): (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy
(2) Beldum fainted!

Crit roll (1-625): 61/10000
(1) Take Down (Dragonite, Critical Hit): 10 [BP] + 3 [Crit] = 13 damage, 4 recoil

Metang suffers 2 damage for the burn
Aggro threshold: 64
49
31
28
10
Aggro threshold: 13
10
7
 

"Let's try something a bit different. Shrimp, draw the threat to yourself!"


"YOU GOT IT."

Taunt (Metang) ~ Bite (Beldum 1)
IF [your target is KO'd a2], THEN [redirect to Metang].

"Sounds good. I could really use a bit of an uninterrupted heal."

Drain Punch (Beldum 1) ~ Fire Punch (Beldum 1)
IF [your target is KO'd], THEN [redirect to Metang].


Don't worry youngjake93, I know what I'm doing.
  • Taunt and Follow Me/Rage Powder work differently in a raid. Taunt puts the user at the same threat level of the Pokémon targeted by the Taunted enemy, forcing the latter to attack him. It will fail if the Taunt user already is at the top of the threat list of the Taunt target Follow Me and Rage Powder works similarly, but instead of only one enemy, they affect all the enemies in the arena. Keep in mind that if a boss has been targeted by Taunt, Follow Me or Rage Powder, he will become immune to the effect of these moves for the following (3) actions. Both Follow Me and Rage Powder have their energy cost bumped to 15. Also, some bosses may be immune to Taunt and similar effects.
And it shouldn't raise the threat too high if we need to raise it in a bit.

Although, I am a bit worried that Metang will try to use Dynamicpunch on Gyarados. That is what it tried to do before, so I might need to either Rest or abuse the effect of Dark STAB to attack through confusion or infatuation all the time when using a Dark-type move.
 
Dragonite:
Roost, Chill
Lanturn:
Scald(Beldum 1), Thunberbolt(Beldum 1)
If Beldum is le ded, then redirect to Metang

who even needs good communication? just yolo
 
Round 5

The team persists in its struggle to take down the other Beldum, but the Steel-type foe survives and strikes back, along with Metang. Luckily, the Gyarados seems to take blows with slightly more ease than his raid mates.

|Spe 81| HP 74/Energy 48
HP 100
Atk 7
Def 5
SpA 2
SpD 5
Spe 81
SC 6 / WC 7
Abilities: Intimidate, Moxie, Mold Breaker

|Spe 43| HP 64/Energy 28
HP 100
Atk 6
Def 3
SpA 4
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate

|Spe 58| HP 108/Energy 45
HP 120
Atk 2
Def 2
SpA 4
SpD 3
Spe 58 (-10% Evasion)
SC 2 / WC 2
Abilities: Volt Absorb, Illuminate, Water Absorb

|Spe 69| HP 59/Energy 70
HP 100
Atk 5
Def 3
SpA 5
SpD 4
Spe 69
SC 4 / WC 6
Abilities: Inner Focus, Multiscale

HP 152
(1) HP 37, Burned (5a)
Taunt (Metang): Metang is taunted, 9 energy
Roost: 20 HP restored, 11 energy

Speed Tie: 1/2
Crit roll (1-625): 5547/10000
Burn roll (1-3000): 8738/10000

Scald (Beldum1): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 5 energy

Crit roll (1-625): 661/10000
Grass Knot (Gyarados): (13 [BP] - 3 [Stat Dif] = 13 damage

Crit roll (1-625): 9420/10000
Drain Punch (Beldum1): 8 [BP] + 3 [Stat Dif] = 11 damage, 6 HP restored, 12 energy

Crit roll (1-625): 2233/10000
(1) Iron Head (Dragonite): 8 [BP] + 3 [STAB] = 11 damage

Metang suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 1563/10000
Bite (Beldum1): (6 [BP] + 3 [STAB] + 4 [Stat Dif]) * 1.5 = 18 damage, 5 energy
Chill: Restores 12 energy

Speed Tie: 1/2
Crit roll (1-625): 2785/10000
Paralysis roll (1-1000): 7783/10000

Thunderbolt (Beldum1): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 14 damage, 6 energy

Crit roll (1-625): 9109/10000
Facade (Gyarados): 14 [BP] - 1.5 [Stat Dif] = 13 damage

Crit roll (1-625): 7438/10000
Burn roll (1-1000): 68/10000

Fire Punch (Beldum1): (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, Beldum1 is burned, 6 energy

Crit roll (1-625): 4157/10000
(1) Take Down (Eelektross): 10 [BP] - 3 [Burn] = 7 damage, 1 recoil

Metang suffers 2 damage for the burn
Metang heals from burn
Aggro threshold: 84
64
49
32
20
Aggro threshold: 63
48
27
20
18
 
Last edited:
I'm pretty sure that Metang is no longer Burned, unless I'm missing something.


"Good job Shrimp! You took those hits pretty well, but don't overdo yourself!"


"ZZZZ . . ."

Rest ~ Rest
no subs


"Yeah... sounds like a plan Shrimp."

Drain Punch (Beldum 1) ~ Chill
no subs

youngjake93, Drain Punch from Eel, Scald from Lanturn, and Heat Wave from Dragonite should take care of the last Beldum before it moves. With that out of the way, it should simplify our healing for the last part.
 
Round 6

The raid mates eventually take down the last Beldum, but then opt for holding back rather than taking on Metang. Nevertheless, the foe's tackles barely scratch the Gyarados's thick scales.

|Spe 81| HP 75/Energy 33 (Rest for 1 more action)
HP 100
Atk 7
Def 5
SpA 2
SpD 5
Spe 81
SC 6 / WC 7
Abilities: Intimidate, Moxie, Mold Breaker

|Spe 43| HP 68/Energy 28
HP 100
Atk 6
Def 3
SpA 4
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate

|Spe 58| HP 108/Energy 52
HP 120
Atk 2
Def 2
SpA 4
SpD 3
Spe 58 (-10% Evasion)
SC 2 / WC 2
Abilities: Volt Absorb, Illuminate, Water Absorb

|Spe 69| HP 79/Energy 52
HP 100
Atk 5
Def 3
SpA 5
SpD 4
Spe 69
SC 4 / WC 6
Abilities: Inner Focus, Multiscale

HP 132
(1) HP 0
Rest: Rest for 3 actions, 15 energy
Rest: 12 HP restored

Hit roll (1-9000): 1838/10000
Crit roll (1-625): 7473/10000
Burn roll (1-1000): 9915/10000

Heat Wave (Metang): (10*0.75 [BP] + 1.5 [Stat Dif]) * 1.5 = 14 damage, 7 energy

Hit roll (1-9000): 8662/10000
Crit roll (1-625): 1253/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [Stat Dif]) * 1.5 = 16 damage

Speed Tie: 1/2
Crit roll (1-625): 3681/10000

Scald (Beldum1): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 5 energy

Hit roll (1-9100): 4261/10000
Crit roll (1-625): 5192/10000

Take Down (Gyarados): 11 [BP] - 1.5 [Stat Dif] = 10 damage, 2 recoil

Crit roll (1-625): 7093/10000
Drain Punch (Beldum1): 8 [BP] + 3 [Stat Dif] = 11 damage, 4 HP restored, 12 energy
(1) Beldum fainted!

---------------------------------------------------------------------------
Gyarados is fast asleep!
Rest: 12 HP restored
Roost: 20 HP restored, 11 energy

Speed Tie: 2/2
Crit roll (1-625): 9537/10000

Double-edge (Gyarados): 14 [BP] - 1.5 [Stat Dif] = 13 damage, 4 recoil
Chill: Restores 12 energy
Chill: Restores 12 energy
Aggro threshold: 99
76
51
44
32
 
Okayyy...


"Great job taking those hit, Shrimp! You Chill out Shock."


"... HUH?"

Rest ~ Chill
no subs


"Sure thing boss!"

Fire Punch ~ Chill
no subs

youngjake93, sorry, but we're going to have to be holding stuff back for a bit. Gyara will probably be quite in need of a Rest by the time we get to the batteries. We can draw threat from Gyara to either Eel or Nite if we need to... I hope. The idea is to build up a few of our n=mons for the next stage while a few of our mons take some hits here that won't be taking many hits in the next stage.

And zarator, which non-attacking moves draw threat in Raids? That would be very helpful information. Also, how do D/E moves work in Raids when used by mons with leading Threat?
 
Most field and wide-ranging effects (screens, weather moves, Water Sport etc) generate 15 threat. Then there's a handful of moves (such as Helping Hand) that generate 5 threat. The rest generate no threat at all (naturally, non-attacking moves that generate healing or status effects still cause threat as per the standard formulas). As for P/E moves, they do work in Normal mode, although not against specials.
 

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