WarioWare: ASB (Lord Jesseus vs iiMKUltra)

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Challenging iiMKUltra to:

4v4 singles
1 Day DQ
2 Recs/5 Chills
Arena: His choice, or the ref if he doesn't care
Switch=KO
No Items
All Abilities
Also don't care about arena.

An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.

At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.


Wario has kindly lent his company's arena to us for a pokemon battle on the condition that he and his employees can watch. Oh, and he charged us over 9000 dollars, but being a referee, I have more than enough money to pay him. So, let's see what the two trainers have brought:

Team Lord Jesseus




Alakazam(*) [Tau] (Male)
Nature: Timid (+Spe, -Atk)

Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+)
Acc: +22%

EC: 9/9
MC: 3
DC: 5 /5

Abilities:
Synchronise: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks:
Teleport(*)
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Telekinesis

Encore(*)
Light Screen(*)
Knock Off(*)

Psychic(*)
Shadow Ball(*)
Charge Beam(*)
Calm Mind
Counter
Energy Ball
Focus Blast
Zap Cannon


Machamp(*) [Sigma] (Male)
Nature: Quiet (+SpA, -Spe)

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

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 48 (-)
Eva: -10%

EC: 9/9
MC: 1
DC: 5/5

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Ankle Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch

Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Encore

Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Fissure
Smack Down
Stone Edge
Fire Blast


Gengar(*) [Iota] (Female)
Nature: Timid (+Spe, -Atk)

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc: +19%

EC: 9/9
MC: 0

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

Attacks:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Confuse Ray(*)
Night Shade(*)
Sucker Punch(*)
Shadow Punch
Hex
Dream Eater

Explosion(*)
Will-O-Wisp(*)
Disable(*)

Thunderbolt(*)
Shadow Ball(*)
Sludge Bomb(*)
Toxic
Taunt
Venoshock
Counter


Rotom [Gamma]
Nature: Timid (+Spe and +5% accuracy, -Atk)
Current form: Rotom-W, Water/Electric, Hydro Pump

Type:
Ghost*: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
*Different depending on form:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
Base:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 105(+15%)

Appliance:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 99(+15%)

MC: 0

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

Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Hydro Pump/Air Slash/Overheat/Leaf Storm/Blizzard (Depending on Form)

Toxic
Will-o-Wisp
Protect
Shadow Ball
Pain Split


Team iiMKUltra


Gothitelle [Belladonna] (F)
Nature: Modest (Adds * to Special Attack, takes * from Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

EC: 9/9
MC: 1
DC: 5/5

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 65

Abilities:
Frisk: (Can Be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Moves:
Pound
Confusion
Tickle
Fake Tears
Doubleslap
Psybeam
Embargo
Faint Attack
Psyshock

Dark Pulse
Mirror Coat
Mean Look

Calm Mind
Thunderbolt
Thunder Wave

Energy Ball
Shadow Ball
Toxic
Charm
Taunt


Torterra [Atlas] (M)
Nature: Brave (+Atk, -Spe)
Type: Grass/Ground
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56/1.15)

EC: 9/9
MC: 0
DC: 2/5

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14).
Shell Armour: (DW Locked) (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Moves:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain

Earth Power
Superpower
Body Slam

Toxic
Protect
Swagger

Crunch
Giga Drain
Synthesis
Leech Seed


Tyranitar [Ares] (M)
Nature: Quiet (+Spa, -Spe)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 4
Spe: 53 (61/1.15)

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve: (DW Unlocked) (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Moves:
Thunder Fang
Ice Fang
Fire Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash

AncientPower
Iron Tail
Stealth Rock

Brick Break
Swagger
Taunt

Dark Pulse
Stone Edge
Dragon Claw
Crunch
Earthquake


Metagross [Majora] (U)
Nature: Quiet (+Spa, -Spe)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (70/1.15)

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Unlocked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Moves:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face

Headbutt
Iron Head
Zen Headbutt

Pursuit
Agility
Meteor Mash
Psychic
Psyshock
Gravity
Rock Slide
Light Screen


  • Lord Jesseus sends out his first mon
  • iiMKUltra sends out his first mon but does not order yet
  • One of the WarioWare crew issues the first challenge
  • iiMKUltra gives orders
  • Lord Jesseus gives orders
  • Objection refs
  • If nobody is KO'd, another WarioWare employee issues the next challenge
  • If someone is KO'd the KO'd mon is replaced before the next challenge is issued
  • Lord Jesseus gives orders
  • iiMKUltra gives orders
  • Objection refs
  • I hope you got all that
 

Sigma (M)
HP: 100 | EN: 100 | Spe: 48 (-)
Stats: 5/3/4/3
Abilities: Guts, No Guard, Steadfast
Other: Caught in Shadow Tag


Belladonna (F)
HP: 100 | EN: 100 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: None

Dribble and Spitz have issued the challenge of dealing at least 30 damage and both pokemon look more than capable of inflicting that much. Belladonna opens with a Psyshock that catches Sigma off guard, but the Machamp inflicts some heavy pain with Payback. The taxi drivers are cheering as the sparks fly between the two and Belladonna continues the assault by firing a Psybeam. Sigma suddenly appears to be disoriented - so much so that he smacks himself with his own fist, hurting only himself. While Dribble is cheering Belladonna as she finishes up with another Psyshock, Spitz is looking rather disappointed with the Machamp as he hits himself again.

After that, it looks like Sigma has failed. He is struck by a bolt of magical energy that hurts him even more. This match-up is looking very one-sided now.


Sigma (M)
HP: 20 | EN: 87 | Spe: 48 (-)
Stats: 5/3/4/3
Abilities: Guts, No Guard, Steadfast
Other: Caught in Shadow Tag


Belladonna (F)
HP: 80 | EN: 86 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: None

Belladonna uses Psyshock for 5 energy
Roll a D16 for crit: 9 - no crit
Sigma takes (8+3+(4-3)*1.5)*1.5=18.75 damage

Sigma uses Payback for 7 energy
Roll a D16 for crit: 11 - no crit
Belladonna takes (10+(5-3)*1.5)*1.5=19.5 damage

Belladonna uses Psybeam for 4 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for confusion: 9 - confusion
Roll a D3 for confusion duration: 3 - 4 actions
Sigma takes (7+3+(4-3)*1.5)*1.5=17.25 damage

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Sigma hits itself for 3 energy
Sigma takes (4+(5-3)*1.5)=7 damage
Sigma's confusion counter drops to 2

Belladonna uses Psyshock for 5 energy
Roll a D16 for crit: 12 - no crit
Sigma takes (8+3+(4-3)*1.5)*1.5=18.75 damage
Sigma's confusion counter maybe drops to 1

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Sigma hits itself for 3 energy
Sigma takes (4+(5-3)*1.5)=7 damage
Sigma's confusion counter drops to 0
Sigma snaps out of confusion

Sigma failed the challenge
Sigma takes (100/4)=25 damage

Total damage:
Sigma: 79.75
Belladonna: 19.5


And here's 9-Volt with the next challenge.



"Seeing the same thing over and over is boring. Use three moves of different types."
 
Wow that was super gay, I'm gonna have a hard time coming back from this.
Ok Sigma start with DynamicPunch. If we're lucky she'll hit herself and you'll survive (barely) and she'll fail her task. Then if you survive that long, Fire Blast and Stone Edge.
 

Sigma (M)
HP: 20 | EN: 87 | Spe: 48 (-)
Stats: 5/3/4/3
Abilities: Guts, No Guard, Steadfast
Other: Caught in Shadow Tag


Belladonna (F)
HP: 80 | EN: 86 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: None

It looks like curtains for Sigma as Belladonna conjures a Shadow Ball and launches it straight at him. However, he's not done yet. He begins to punch wildly and Belladonna is smacked hard by a DynamicPunch, leaving her somewhat dazed. Not dazed enough to prevent her from obtaining a Calm Mind though. And just in time too. Sigma roasts her with a Fire Blast before she can prepare her next attack. But as Belladonna gets ready to blast Sigma, she slaps herself in confusion! Sigma, now feeling like he has a chance, rips up a sharp-looking piece of the ground and slices the Gothitelle with the Stone Edge. Is Sigma going to come back and win this match-up, or is it too little too late?


Sigma (M)
HP: 11 | EN: 65 | Spe: 48 (-)
Stats: 5/3/4/3
Abilities: Guts, No Guard, Steadfast
Other: Caught in Shadow Tag


Belladonna (F)
HP: 46 | EN: 71 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: +1 special attack (1 more round), +1 special defence (1 more round)

Belladonna uses Shadow Ball for 6 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for special defence drop: 40 - no special defence drop
Sigma takes (8+(4-3)*1.5)=9.5 damage

Sigma uses DynamicPunch for 7 energy
Roll a D16 for crit: 11 - no crit
Roll a D3 for confusion duration: 2 - 3 actions
Belladonna takes (10+3+(5-3)*1.5)*0.67=10.72 damage

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Belladonna uses Calm Mind for 6 energy
Belladonna's special attack and special defence are raised by 1 stage
Belladonna's confusion counter drops to 2

Sigma uses Fire Blast for 8 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for burn: 40 - no burn
Belladonna takes (12+(4-4)*1.5)+(0-1)*1.75=10.25 damage
Belladonna's confusion counter maybe drops to 1

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Belladonna hits itself for 3 energy
Belladonna takes (4+(1-3)*1.5)=1 damage
Belladonna's confusion counter drops to 0
Belladonna snaps out of confusion

Sigma uses Stone Edge for 7 energy
Roll a D16 for crit (boosted to 2/16): 7 - no crit
Belladonna takes (10+(5-3)*1.5)=13 damage

Total damage:
Sigma: 89.25
Belladonna: 54.47


So, who's giving the next challenge? Why, it's Young Cricket!



"I worry that the pokemon might wear themselves out if they're not careful. Finish the round with more energy than you started the round with."
 
Ok Sigma we're low on HP anyway, so let's go down fighting. Start with DynamicPunch. If hax prevails and you survive, Stone Edge twice. You're sure to faint, but at least we can use this lull to fight back and make up some lost ground.
 

Sigma (M)
HP: 11 | EN: 65 | Spe: 48 (-)
Stats: 5/3/4/3
Abilities: Guts, No Guard, Steadfast
Other: Caught in Shadow Tag


Belladonna (F)
HP: 46 | EN: 71 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: +1 special attack (1 more round), +1 special defence (1 more round)

It looks like Sigma has resigned himself to defeat, but he's determined to disrupt Belladonna as much as possible. As soon as she is done with her Chill, Sigma smacks her with a DynamicPunch, disorienting her again, but not enough to stop her landing a Psyshock on him. And with that, the Machamp is KO'd and the Gothitelle has completed the challenge set before her.


Sigma (M)
HP: KO | EN: 58


Belladonna (F)
HP: 35 | EN: 78 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: Confused (2 more actions)

Belladonna chills and restores 12 energy

Sigma uses DynamicPunch for 7 energy
Roll a D16 for crit: 6 - no crit
Roll a D3 for confusion duration: 2 - 3 actions
Belladonna takes (10+3+(5-3)*1.5)*0.67=10.72 damage

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Belladonna uses Psyshock for 5 energy
Roll a D16 for crit: 14 - no crit
Sigma takes (8+3+(4-3)*1.5)*1.5+(1-0)*1.75=20.5 damage
Sigma is KO'd by the attack
Belladonna's confusion counter drops to 2

Total damage:
Sigma: 109.75
Belladonna: 65.19


Once Lord Jesseus sends out his replacement, the next challenge will be given.
 


"Anyone can win if they find their opponent's weak spot, but what if they can't? Do not use any super effective moves."

And Lord Jesseus is to order first.
 
Whoa Rotom is so old I haven't even updated his profile with the +Spe Nature changes. I think he should have about +11% accuracy, but you might want to check this in case I'm wrong...
Ok Rotom, Hydro Pump thrice.
 

Gamma (U)
HP: 90 | EN: 100 | Spe: 99 (+) (Acc boost: 11%)
Stats: 2/4/4/4
Abilities: Levitate
Other: Caught in Shadow Tag


Belladonna (F)
HP: 35 | EN: 78 | Spe: 65
Stats: 1/3/4/4
Abilities: Frisk, Shadow Tag
Other: Confused (2 more actions)

So Gamma the Rotom has come out to play and it seems that it's intent on blasting Belladonna away with Hydro Pump, while the Gothitelle continues materialising her brainwaves into a Psyshock attack. After being hit by another Hydro Pump, however, Belladonna senses that she only has one last chance to take her second opponent down. So, she combines two Psyshocks for an incredibly powerful attack ... but not powerful enough. Gamma lands one more Hydro Pump and it's game over for Belladonna.


Gamma (U)
HP: 58 | EN: 67 | Spe: 99 (+) (Acc boost: 11%)
Stats: 2/4/4/4
Abilities: Levitate
Other: None


Belladonna (F)
HP: KO | EN: 6

Gamma uses Hydro Pump for 7 energy
Roll a D100 for accuracy (boosted to 91%): 7 - hit
Roll a D16 for crit: 16 - no crit
Belladonna takes (12+3+(4-4)*1.5)=15 damage
Belladonna's confusion counter drops to 1

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Belladonna uses Psyshock for 9 energy
Roll a D16 for crit: 15 - no crit
Gamma takes (8+3+(4-4)*1.5)=11 damage
Belladonna's confusion counter drops to 0
Belladonna snaps out of confusion

Gamma uses Hydro Pump for 11 energy
Roll a D100 for accuracy (boosted to 91%): 23 - hit
Roll a D16 for crit: 3 - no crit
Belladonna takes (12+3+(4-4)*1.5)=15 damage

Belladonna uses a combo of Psyshock and Psyshock for (14+18)*2-1=63 energy
Roll a D16 for crit: 5 - no crit
Gamma takes (8*2.25+3+(4-4)*1.5)=21 damage

Gamma uses Hydro Pump for 15 energy
Roll a D100 for accuracy (boosted to 91%): 89 - hit
Roll a D16 for crit: 15 - no crit
Belladonna takes (12+3+(4-4)*1.5)=15 damage
Belladonna is KO'd by the attack

Total damage:
Gamma: 32
Belladonna: 110.19


iiMKUltra must now send out a replacement for Gothitelle.
 


"I liked that Gothitelle. Inflict a major status effect (burn, poison, paralysis, sleep or freeze) on the opponent and deal at least 20 damage to them."

And I believe it's iiMKUltra to order first.
 

Gamma (U)
HP: 58 | EN: 67 | Spe: 99 (+) (Acc boost: 11%)
Stats: 2/4/4/4
Abilities: Levitate
Other: None


Atlas (M)
HP: 100 | EN: 100 | Spe: 48 (-)
Stats: 5/4/3/3
Abilities: Overgrow
Other: None

Atlas the Torterra joins in but Ashley shows no mercy to these two pokemon. They're going to need everything to go according to plan. Both of them begin by coughing up Toxic clouds in each other's faces. The end result is that both of them get badly poisoned. Gamma capitalises on this by casting a Hex on Atlas, much to Ashley's delight ... or as close to delight as she ever gets. However, she is much more impressed by the sheer power of Atlas' Wood Hammer, even though the Torterra takes a bit of damage from that attack. Hoping to rack up enough damage to please the young witch, Gamma casts another Hex on Atlas and manages to hit his weak spot. You can sense the relief until Atlas starts to Giga Drain the life force out of the Rotom. It hangs in there, but not by much.


Gamma (U)
HP: 16 | EN: 42 | Spe: 99 (+) (Acc boost: 11%)
Stats: 2/4/4/4
Abilities: Levitate
Other: Toxic (2 DPA)


Atlas (M)
HP: 70 | EN: 75 | Spe: 48 (-)
Stats: 5/4/3/3
Abilities: Overgrow
Other: Toxic (2 DPA)

Gamma uses Toxic for 7 energy
Accuracy boosted to 100%
Atlas is badly poisoned

Atlas uses Toxic for 7 energy
Roll a D100 for accuracy: 46 - hit
Gamma is badly poisoned

Gamma takes 1 Toxic damage
Atlas takes 1 Toxic damage

Gamma uses Hex for 7 energy
Roll a D16 for crit: 14 - no crit
Atlas takes (10+(4-3)*1.5)=11.5 damage

Atlas uses Wood Hammer for 7 energy
Roll a D16 for crit: 7 - no crit
Gamma takes (12+3+(5-4)*1.5)*1.5=24.75 damage
Atlas takes (24.75/3)=8.25 recoil damage

Gamma takes 1 Toxic damage
Atlas takes 1 Toxic damage

Gamma uses Hex for 11 energy
Roll a D16 for crit: 1 - crit
Atlas takes (10+3+(4-3)*1.5)=14.5 damage

Atlas uses Giga Drain for 11 energy
Roll a D16 for crit: 5 - no crit
Gamma takes (8+3+(3-4)*1.5)*1.5=14.25 damage
Atlas restores (14.25/2)=7.125 HP

Gamma takes 1 Toxic damage
Atlas takes 1 Toxic damage

Total damage:
Gamma: 74
Atlas: 30.125


So, who's next with the challenge? It's Dr. Crygor!



"To live to a ripe old age, your body needs to repair itself. Recover at least 15 HP this round. HP loss won't count against this."

And Lord Jesseus is to order first this round.
 
Pain Split~Hydro Pump~Hex
If he uses Protect, Chill instead of your current action and push all actions back by one. Only do this once.
eg Chill~Pain Split~Hydro Pump

I almost forgot Toxic and made what I thought to be a smartass 15 HP sub...
 
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