[WIN] Central Processing (Hard) - AOPSUser and tavok

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 250
Atk 4
Def 4
SpA 4
SpD 3
Spe 35
Size Class 1
Weight Class 4 (3)
5+10% Accuracy boost


Ability: Clear Body, Light Metal

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.



Eelektross "Eel Stew" (M)
Nature: Quiet (-15% Speed, -10% Evasion, +Special Attack)

Type: Electric

Abilities: Levitate

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

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

Attacks:

Tackle
Thunder Wave
Spark
Charge Beam
Bind
Acid
Discharge
Crunch
Thunderbolt
Acid Spray
Coil
Wild Charge
Gastro Acid
Zap Cannon
Thrash
Ion Deluge
Crush Claw
Headbutt

Magnet Rise
Protect
Thunder
Double Team
Volt Switch
Rain Dance
Toxic
Substitute
U-Turn
Flamethrower
Acrobatics

Total: 29



Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type: Electric/Dragon

Abilities: Shield Dust/Static/Overcoat (Unlocked)

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 21

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

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage
Ion Deluge

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse
Dragon Rush
Headbutt
Swift
Secret Power
Captivate
Natural Gift
Electric Terrain

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Trick Room
Dragon Claw
Facade
Frustration
Return
Strength
Waterfall
Aerial Ace
Giga Impact
Wild Charge
Confide
Nature Power


Gallade "Chivalry" (M)
Nature: Rash (+Special Attack, -Special Defense)

Type: Psychic/Fighting

Abilities: Steadfast/Justified (Unlocked)

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

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

Attacks:

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Charm
Hypnosis
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat

Skill Swap
Shadow Sneak
Encore
Disable
Destiny Bond
Zen Headbutt
Pain Split
Drain Punch
Low Kick
Magic Coat
Ice Punch

Psyshock
Substitute
Return
Reflect
Light Screen
Stone Edge
Earthquake
Toxic
Rest
Sleep Talk

Dispel
Shadow Mend




Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ghost/Fighting

Abilities: Air Lock/Shed Skin/Infiltrator (Unlocked)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
AC: 5/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge
Phantom Force

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Curse
Secret Power
Submission
Force Palm
Hex

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dual Chop
Knock Off
Poison Jab
Giga Impact
Bind
Snore
Confide
Dazzling Gleam
Power-Up Punch

Dispel
Shadow Mend

Ryu (Infernape (M))
Nature: Hasty (+Spe, -Def)

Type:

- Fire: Fire STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

- Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

- Blaze (Passive): When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

- Iron Fist (Passive) (UNLOCKED): The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 125 (+) (+18% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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



Moves (37/??)

- Acrobatics
- Blast Burn
- Brick Break
- Close Combat
- Counter
- Dig
- Earhquake
- Ember
- Encore
- Endure
- Fake Out
- Fire Blast
- Flame Charge
- Flamethrower
- Flame Wheel
- Flare Blitz
- Focus Blast
- Focus Punch
- Fury Swipes
- Heat Wave
- Helping Hand
- Leer
- Low Kick
- Low Sweep
- Mach Punch
- Nasty Plot
- Power-up Punch
- Protect
- Punishment
- Scratch
- Slack Off
- Sunny Day
- Taunt
- Thunder Punch
- Torment
- Toxic
- Will-O-Wisp


Rori (Camerupt (F))
Nature: Quiet (+SpA, -Spe)

Type:

- Fire: Fire STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

- Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:

- Magma Armor (Passive): This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).

- Solid Rock (Passive): This Pokemon's body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

- Anger Point (Passive) (UNLOCKED): When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-) (-10% evasion)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

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



Moves (40/??)

- Amnesia
- Ancient Power
- Bulldoze
- Dig
- Earth Power
- Earthquake
- Ember
- Endure
- Eruption
- Explosion
- Fire Blast
- Fissure
- Flame Burst
- Flamethrower
- Flash Cannon
- Focus Energy
- Growl
- Growth
- Heat Wave
- Hyper Beam
- Incinerate
- Iron Head
- Lava Plume
- Magnitude
- Protect
- Rest
- Roar
- Rock Polish
- Rock Slide
- Sandstorm
- Sleep Talk
- Solar Beam
- Stealth Rock
- Stone Edge
- Substitute
- Sunny Day
- Tackle
- Take Down
- Toxic
- Will-O-Wisp


Lira (Aromatisse (F))
Nature: Modest (+SpA, -Atk)

Type:

- Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:

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

- Aroma Veil (Passive) (UNLOCKED): This Pokemon and its allies on the field can not be effected by Attract, Disable, Encore, Taunt, or Torment.

Stats:

HP: 110
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 29
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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


Moves (46/??)

- Aromatherapy
- Aromatic Mist
- Attract
- Calm Mind
- Captivate
- Charge Beam
- Charm
- Dazzling Gleam
- Disable
- Disarming Voice
- Double Team
- Draining Kiss
- Dream Eater
- Echoed Voice
- Energy Ball
- Fairy Wind
- Flail
- Flash Cannon
- Giga Impact
- Heal Pulse
- Hidden Power (Ground)
- Hyper Beam
- Light Screen
- Misty Terrain
- Moonblast
- Odor Sleuth
- Protect
- Psychic
- Psych Up
- Psyshock
- Rain Dance
- Reflect
- Rest
- Round
- Skill Swap
- Sleep Talk
- Substitute
- Sunny Day
- Sweet Kiss
- Sweet Scent
- Thunder
- Thunderbolt
- Torment
- Toxic
- Trick Room
- Wish


Your sprite isn't weird anymore.
Bastion (Lucario (M))
Nature: Naive (+Spe, -SpD)

Type:

- Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

- Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.


Abilities:

- Steafast (Passive): If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

- Inner Focus (Passive): 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.

- Justified (Passive) (UNLOCKED): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (+12% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 20


Looking for a better sprite for you soon.

Type:

- Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

- Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.


Abilities:

- Steafast (Passive): If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

- Inner Focus (Passive): 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.

- Justified (Passive) (UNLOCKED): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

- Adaptability (Passive) (MEGA): The moves that match this Pokemon's type have their Base Attack Power increased by two (2).

Stats:

HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 129 (+) (+19% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 24


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



Moves (62/??)

- Aura Sphere
- Blaze Kick
- Bone Rush
- Brick Break
- Bulldoze
- Circle Throw
- Close Combat
- Copycat
- Counter
- Crunch
- Dark Pulse
- Detect
- Dig
- Double Team
- Dragon Pulse
- Drain Punch
- Earthquake
- Endure
- Extreme Speed
- Facade
- Feint
- Flash Cannon
- Focus Blast
- Focus Punch
- Follow Me
- Force Palm
- Foresight
- Giga Impact
- High Jump Kick
- Hyper Beam
- Ice Punch
- Iron Tail
- Low Kick
- Low Sweep
- Magnet Rise
- Me First
- Metal Claw
- Metal Sound
- Nasty Plot
- Payback
- Power-Up Punch
- Protect
- Psychic
- Quick Attack
- Quick Guard
- Rain Dance
- Rest
- Reversal
- Roar
- Rock Slide
- Roleplay
- Screech
- Shadow Ball
- Shadow Claw
- Sleep Talk
- Stone Edge
- Substitute
- Swords Dance
- Thunder Punch
- Toxic
- Vacuum Wave
- Zen Headbutt
 
Last edited:
(I'd just like to confirm my Berries and Glyphs, since the OP doesn't have them. Eel had Pecha and Flamethrower Glyph, Ohm had Oran and Heat Wave Glyph, Gallade had Leppa and Reflect Glyph, and Rev had Leppa.)

So Cyclohm apparently doesn't even learn Heat Wave. Well, it's not like I had a more useful glyph to put on it. Attach a Heat Rock to Aromatisse and Expert Belts to your Firemons. Also, make sure to include KO subs just in case.

Gallade: Reflect [GLYPH] --- Helping Hand (Infernape)

Eelektross: Flamethrower (Beldum 1) --- Thunderbolt (Beldum 2)
IF Beldum 1 is fainted when you would attack, THEN redirect to Beldum 2.

Cyclohm: Flamethrower (Beldum 1) --- Fire Blast (Beldum 1)
IF Beldum 1 is fainted when you would attack, THEN redirect to Beldum 2.


Revenankh: Phantom Force (Beldum 1) --- Helping Hand (Camerupt)
IF Beldum 1 is fainted when you would attack, THEN redirect to Beldum 2.

recommended actions said:
Camerupt: Heat Wave --- Eruption
Infernape: Flamethrower (Beldum 1) --- Heat Wave
Aromatisse: Sunny Day --- Light Screen (three of our mons)
Luke: High Jump Kick (Beldum 1) --- Blaze Kick (Beldum 2)
By my calculations, Camerupt should KO Beldum 1 with its Eruption A2, but you should verify everything. Remember KO subs, remember to attach items, remember to Mega Evolve, etc.
 
Oooooops. I think I should have watched this. And remembered it. And... well, you know what I mean.

Aromatisse will have a Heat Rock
, Lucario will have a Lucarionite
and Glyph of Crunch, Camerupt an Expert Belt
, Infernape a Rare Candy
.

Camerupt: Heat Wave --- Eruption
Infernape: Flamethrower (Beldum 1) --- Heat Wave
IF Beldum 1 is KOed when you would move A2, THEN Fire Blast (Beldum 2) A2 instead.
Aromatisse: Sunny Day --- Light Screen (Camerupt / Infernape / Cyclohm)
Luke: [Mega-Evolve] High Jump Kick (Beldum 1) --- Blaze Kick (Beldum 2)
IF Beldum 1 has 1 or more HP when you would move A2, THEN Blaze Kick (Beldum 1) instead.
 
Round 1

The team start battering the foes immediately with strong attacks, while the Beldums retaliate against the Fighting-types but their tackles are softened by the Gallade's protective barrier. The Aromatisse channels through her magical stone to summon intense light in the room, empowering the raid mates' attacks even more. This allows the squad to take one of the Beldums out of commission while severely damaging the others. However, this plan required a lot of effort from the team as a whole.

[
2] |Spe 43| HP 100/Energy 87 (Reflect for 4 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 110/Energy 85 (Light Screen for 5 more actions, Reflect for 4 more actions)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 77 (Reflect for 4 more actions)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 100/Energy 72 (Reflect for 4 more actions)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 65/Energy 88 (Light Screen for 5 more actions, Reflect for 4 more actions)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 100/Energy 87 (Light Screen for 5 more actions, Reflect for 4 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 80 (Reflect for 4 more actions)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 86 (Reflect for 4 more actions)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability

(1) HP 0
(2) HP 122, Paralyzed (5a)
Lucario evolved into Mega Lucario!

Crit roll (1-625): 7050/10000
Burn roll (1-1000): 6541/10000

Flamethrower (Beldum1): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy]) * 1.5 = 24 damage, 6 energy

Crit roll (1-625): 5796/10000
Hi Jump Kick (Beldum1): 13 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Adaptability] = 21 damage, 7 energy

Crit roll (1-625): 6025/10000
Burn roll (1-2000): 1294/10000

Flamethrower (Beldum1): (9 [BP] + 3 [Stat Dif] + 5 [Vial of the Living Blaze]) * 1.5 = 26 damage, Beldum1 is burned, 7 energy
Reflect: the entire team is protected against physical attacks, 9 energy
Revenankh vanished instantly!

Crit roll (1-625): 4771/10000
Flamethrower (Beldum1): (9 [BP] + 3 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 21 damage, 7 energy

Crit roll (1-625): 3039/10000
(1) Zen Headbutt (Infernape): (8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 3 [Burn]) * 1.5 = 10 damage

Crit roll (1-625): 668/10000
(2) Take Down (Gallade): 9*0.67 [BP] + 1.5 [Stat Dif] = 8 damage, 2 recoil

Hit roll (1-9000): 3361/10000
Crit roll (1-625): 6218/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 23 damage, 6 energy

Hit roll (1-9000): 9087/10000
Heat Wave (Beldum2): missed
Sunny Day: Sun for 6 rounds, 10 energy

Crit roll (1-625): 8877/10000
Phantom Force: (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 23 damage, 9 energy

Beldum1 suffers 2 damage for the burn
--------------------------------------------------------------------------
Helping Hand (Infernape): 14 energy
Helping Hand (Camerupt): 19 energy

Crit roll (1-1250): 8012/10000
Burn roll (1-1000): 6913/10000

Blaze Kick (Beldum2): (9 [BP] + 3 [Stat Dif] + 3 [Sun]) * 1.5 = 23 damage, 7 energy

Crit roll (1-625): 5085/10000
Heat Wave (Beldum1): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 38 damage, 6 energy

Crit roll (1-625): 1698/10000
Burn roll (1-1000): 6281/10000

Heat Wave (Beldum2): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 38 damage

Hit roll (1-8500): 1424/10000
Crit roll (1-625): 9061/10000
Burn roll (1-2000): 7612/10000

Fire Blast (Beldum1): (11 [BP] + 3 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun]) * 1.5 = 33 damage, 8 energy

Crit roll (1-625): 8935/10000
Paralysis roll (1-1000): 303/10000

Thunderbolt (Beldum2): 9 [BP] + 3 [STAB] + 3 [Stat Dif] = 15 damage, Beldum2 is paralyzed, 6 energy

Crit roll (1-625): 6844/10000
(1) Zen Headbutt (Infernape): (8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 3 [Burn]) * 1.5 = 10 damage

Crit roll (1-625): 7514/10000
(2) Zen Headbutt (Infernape): (8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif]) * 1.5 = 15 damage

Crit roll (1-625): 9193/10000
Eruption (Beldum1): (15*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 50 damage, 7 energy
(1) Beldum fainted!

Crit roll (1-625): 5623/10000
Eruption (Beldum2): (15*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 50 damage
Light Screen: Cyclohm, Infernape, and Camerupt are protected against special attacks for 6 actions, 10 energy
Aggro threshold: 65
50
38
30
25
23
20
5
 
Last edited:
Time to play "roast the Beldum".

Eelektross: Flamethrower (Beldum 2) --- Thunderbolt (Beldum 2)

Gallade: Heal Pulse (Infernape) --- Brick Break (Beldum 2)

Cyclohm: Flamethrower (Beldum 2) --- Incinerate

Revenankh: Shadow Punch (Beldum 2) --- Hammer Arm (Beldum 2)
 
Hey, that's one heck of a game!

Lucario: High Jump Kick (Beldum 2) - Blaze Kick (Beldum 2)

Infernape: Ember (Beldum 2) - Flame Charge (Beldum 2)

Camerupt: Flamethrower (Beldum 2) - Flame Burst (Beldum 2)

Aromatisse: Charge Beam (Beldum 2) - Thunderbolt (Beldum 2)

ALL: IF Beldum 2 is KOed when you would move, THEN chill instead (if for some reason the action doesn't end the moment Beldum dies, although I'm pretty sure it does).
 
Round 2

A quick series of fiery assaults melt down even the last Beldum. However, before you can claim victory, the CPU's voice echoes through the room.

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 600
Atk 5
Def 5
SpA 4
SpD 4
Spe 58
Size Class 2
Weight Class 6 (5)
6+10% Accuracy Boost


Ability: Clear Body, Light Metal

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.

[
2] |Spe 43| HP 100/Energy 80 (Reflect for 3 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 110/Energy 78 (Light Screen for 4 more actions, Reflect for 3 more actions)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 66 (Reflect for 3 more actions)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 100/Energy 69 (Reflect for 3 more actions)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 85/Energy 86 (Light Screen for 4 more actions, Reflect for 3 more actions)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 100/Energy 81 (Light Screen for 4 more actions, Reflect for 3 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 80 (Reflect for 3 more actions)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 79 (Reflect for 3 more actions)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability

HP 600
(1) HP 250
(2) HP 250
Crit roll (1-625): 7805/10000
Hi Jump Kick (Beldum2): 13 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Adaptability] = 21 damage, 7 energy

Crit roll (1-625): 5906/10000
Burn roll (1-1000): 3495/10000

Ember (Beldum2): (4 [BP] + 3 [STAB] + 3 [Stat Dif] + 3 [Sun] + 1 [Rare Candy]) * 1.5 = 21 damage, 2 energy

Crit roll (1-625): 1039/10000
Burn roll (1-2000): 1416/10000

Flamethrower (Beldum2): (9 [BP] + 3 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun]) * 1.5 = 30 damage, Beldum2 is burned, 7 energy
Heal Pulse (Infernape): 20 HP restored, 11 energy

Crit roll (1-625): 7056/10000
Shadow Punch (Beldum2): (6 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 19 damage, 3 energy

Crit roll (1-625): 3852/10000
Flamethrower (Beldum2): (9 [BP] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 26 damage, 7 energy

Crit roll (1-625): 7779/10000
Flamethrower (Beldum2): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 30 damage, 6 energy
(2) Beldum fainted!

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

Sun for 4 more rounds
 
Last edited:
"SMASH!"

Eelektross: Flamethrower (Metang) --- Chill

Cyclohm: Fire Blast (Metang) --- Flamethrower (Metang)

Gallade: Helping Hand (Camerupt) --- Chill

Revenankh: Helping Hand (Infernape) --- Chill

Camerupt should Eruption A1 and Infernape Heat Wave A1 to make the most of the Helping Hands. Otherwise, focus fire Metang.
 
ALRIGHT!

Camerupt: Eruption - Flamethrower (Metang)
- IF somehow Metang is KOed when you would move, THEN Heat Wave instead.

Infernape: Heat Wave - Fire Blast (Metang)

-IF somehow Metang is KOed when you would move, THEN redirect to Beldum 1.

Lucario: Blaze Kick (Metang) - High Jump Kick (Metang)

- IF somehow Metang is KOed when you would move, THEN redirect to Beldum 1.

Aromatisse: Hidden Power (Metang) - Thunderbolt (Metang)
(wow you can't really do much can you -.-)
- IF somehow Metang is KOed when you would move, THEN redirect to Beldum 1.
- IF Infernape has less than 75 HP when you would move A2, THEN Heal Pulse (Infernape) instead.
 
Round 3

Confident about its defenses, the team keeps up the offense, focusing most efforts on Metang. But the Steel-type foes concentrate their backfire attacks on the Infernape, almost knocking him out. Even if Ryu survives, the team still looks in a tight spot. As if this wasn't enough, the CPU voice echoes through the room.

Threat assessment: <Camerupt>

[
2] |Spe 43| HP 100/Energy 85 (Reflect for 1 more action)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 110/Energy 63 (Light Screen for 2 more actions, Reflect for 1 more action)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 59 (Reflect for 1 more action)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 100/Energy 67 (Reflect for 1 more action)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 13/Energy 73 (Blaze, Light Screen for 2 more actions, Reflect for 1 more action)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 86/Energy 68 (Light Screen for 2 more actions, Reflect for 1 more action, 1 Threat Counter)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 69 (Reflect for 1 more action)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 65 (Reflect for 1 more action)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

HP 311, Burned (5a), Paralyzed (5a)
(1) HP 161
(2) HP 161
Helping Hand (Camerupt): 19 energy
Helping Hand (Infernape): 14 energy

Crit roll (1-1250): 2910/10000
Burn roll (1-1000): 5302/10000

Blaze Kick (Metang): (9 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 20 damage, 7 energy

Crit roll (1-625): 6106/10000
Burn roll (1-1000): 8480/10000

Heat Wave (Metang): (10*0.75*2 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 35 damage, 6 energy

Crit roll (1-625): 6106/10000
Burn roll (1-1000): 8480/10000

Heat Wave (Beldum1): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 38 damage

Crit roll (1-625): 9293/10000
Burn roll (1-1000): 4971/10000

Heat Wave (Beldum2): (10*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 38 damage

Hit roll (1-8500): 4087/10000
Crit roll (1-625): 6080/10000
Burn roll (1-2000): 4575/10000

Fire Blast (Metang): (11 [BP] + 1.5 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun]) * 1.5 = 31 damage, 8 energy

Crit roll (1-625): 8154/10000
Zen Headbutt (Infernape): (8*0.67 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 15 damage

Crit roll (1-625): 6719/10000
Burn roll (1-1000): 9161/10000

Flamethrower (Metang): (9 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 23 damage, 7 energy

Crit roll (1-625): 402/10000
(1) Zen Headbutt (Infernape, Critical Hit): (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 3 [Crit]) * 1.5 = 23 damage

Crit roll (1-625): 6469/10000
(2) Zen Headbutt (Infernape): (8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif]) * 1.5 = 15 damage

Crit roll (1-625): 952/10000
Eruption (Metang): (15*0.75*2 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 48 damage, 7 energy

Crit roll (1-625): 7207/10000
Eruption (Beldum1): (15*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 50 damage

Crit roll (1-625): 9996/10000
Eruption (Beldum2): (15*0.75*2 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 50 damage

Crit roll (1-625): 9163/10000
Hidden Power (Metang): (6 [BP] + 1.5 [Stat Dif]) * 1.5 = 11 damage, 4 energy

---------------------------------------------------------------------------
Crit roll (1-625): 7463/10000
Hi Jump Kick (Metang): 13 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Adaptability] = 20 damage, 7 energy

Crit roll (1-625): 6337/10000
Burn roll (1-1000): 1713/10000

Fire Blast (Metang): (11 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Blaze] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 32 damage, 7 energy
Chill: Restores 12 energy

Crit roll (1-625): 9347/10000
Burn roll (1-2000): 1194/10000

Flamethrower (Metang): (9 [BP] + 1.5 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun]) * 1.5 = 28 damage, Metang is burned, 7 energy
Chill: Restores 12 energy

Crit roll (1-625): 2179/10000
SpD drop roll (1-1000): 9292/10000

Psychic (Infernape): (10*0.67 [BP] + 3 [STAB] + 3 [Stat Dif]) * 1.5 = 19 damage
Chill: Restores 12 energy

Crit roll (1-625): 8835/10000
(1) Take Down (Camerupt): 9*0.67 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 7 damage, 1 recoil

Crit roll (1-625): 6339/10000
(2) Take Down (Camerupt): 9*0.67 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 7 damage, 1 recoil

Crit roll (1-625): 855/10000
Flamethrower (Metang): (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 28 damage, 6 energy

Crit roll (1-625): 9842/10000
Paralysis roll (1-1000): 351/10000

Thunderbolt (Metang): 9 [BP] + 1.5 [Stat Dif] = 11 damage, Metang is paralyzed, 7 energy

Metang suffers 2 damage for the burn
Sun for 3 more rounds

Psycho Virus: Camerupt gets one Threat Counter
Aggro threshold: 88
76
71
67
40
32
12
5
5
Aggro threshold: 65
50
38
5
5
Aggro threshold: 65
50
38
5
5
 
Last edited:
A few of our mons didn't get their Reflect decayed. Not that I'm complaining about that. :P But also, if the Threat Counter went to Camerupt why is it shown under Infernape?

...oww?

Gallade: Heal Pulse (Infernape) --- Reflect [GLYPH]

Revenankh: Shadow Mend (Infernape) --- Shadow Punch (Metang)

Eelektross: Flamethrower (Metang) --- Thunderbolt (Metang)

Cyclohm: Fire Blast (Metang) --- Flamethrower (Metang)

These heals should be sufficient to get Infernape through this round. One plan is to have Infernape Chill --- Slack Off, so that Cyclohm can take threat from Metang and Infernape can recover some more HP. Aromatisse should send Ape another Heal Pulse, and then Chill to save EN for next phase. Camerupt should not use Eruption here or it will get another threat counter, so just focus-fire Metang. Lucario should repeat last round.
 
Last edited:
I'm sorry I'm sorry I'm sorry, I'm only taking aroung here once in a while. And tend to just check things.

Well, at least we got a burn!

Infernape: Slack Off - Chill
Camerupt: Fire Blast (Metang) - Chill
Lucario: Blaze Kick (Metang) - High Jump Kick (Metang)
Aromatisse: Heal Pulse (Infernape) - Chill
 
Round 4

While Ryu backs off, healed by his team mates, Gandalf takes the initiative and draws the foe's attention with a blast of flames. Even if crippled thoroughly, however, Metang still manages to retaliate, followed by the Beldum duo which keep ramming into the Camerupt relentlessly. The Dragon's assault doesn't go unnoticed...

Threat assessment: <Cyclohm>

[
2] |Spe 43| HP 100/Energy 72 (Reflect for 5 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 90/Energy 48 (Reflect for 5 more actions, 1 Threat Counter)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 39 (Reflect for 5 more actions)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 100/Energy 53 (Reflect for 5 more actions)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 93/Energy 73 (Reflect for 5 more actions)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 52/Energy 73 (Reflect for 5 more actions, 1 Threat Counter)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 67 (Reflect for 5 more actions)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 51 (Reflect for 5 more actions)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

HP 119, Burned (3a), Paralyzed (3a)
(1) HP 161
(2) HP 160
Crit roll (1-1250): 4485/10000
Burn roll (1-1000): 2765/10000

Blaze Kick (Metang): (9 [BP] + 1.5 [Stat Dif] + 3 [Sun]) * 1.5 = 20 damage, 7 energy
Slack Off: 20 HP restored, 12 energy

Hit roll (1-8500): 8583/10000
Crit roll (1-625): 3869/10000

Fire Blast (Metang): (11 [BP] + 1.5 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun]) * 1.5 = 31 damage, 8 energy
Heal Pulse (Infernape): 20 HP restored, 11 energy
Shadow Mend (Infernape): 20 HP restored, 13 energy

Crit roll (1-625): 5857/10000
Psychic (Cyclohm): 10*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 11 damage

Crit roll (1-625): 3400/10000
Flamethrower (Metang): (9 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 23 damage, 7 energy

Crit roll (1-625): 2412/10000
Flinch roll (1-2000): 6589/10000

(1) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Magma Armor] = 9 damage

Crit roll (1-625): 8826/10000
Flinch roll (1-2000): 8530/10000

(2) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Magma Armor] = 9 damage

Hit roll (1-8500): 378/10000
Crit roll (1-625): 3057/10000

Fire Blast (Metang): (11 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 31 damage, 7 energy

Crit roll (1-625): 9163/10000
Heal Pulse (Infernape): 20 HP restored, 14 energy

Metang suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 4747/10000
Hi Jump Kick (Metang): 13 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Adaptability] = 20 damage, 7 energy
Chill: Restores 12 energy

Crit roll (1-625): 174/10000
Flamethrower (Metang, Critical Hit): (9 [BP] + 1.5 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun] + 3 [Crit]) * 1.5 = 32 damage, 7 energy
Reflect: The entire team is protected against physical attacks for 6 actions, 9 energy

Crit roll (1-625): 763/10000
Shadow Punch (Metang): (6 [BP] + 3 [STAB] + 2 [Expert Belt]) * 1.5 = 17 damage, 3 energy

Crit roll (1-625): 9666/10000
Thunderbolt (Metang): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 14 damage, 6 energy

Crit roll (1-625): 9946/10000
Flinch roll (1-2000): 5551/10000

(1) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Magma Armor] = 9 damage

Crit roll (1-625): 3955/10000
(2) Take Down (Camerupt): 9*0.67 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 7 damage, 1 recoil
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit roll (1-625): 1629/10000
Facade (Cyclohm): 14*0.67 [BP] = 9 damage

Metang suffers 2 damage for the burn
Sun for 2 more rounds

Psycho Virus: Cyclohm gets one Threat Counter
Aggro threshold: 180
138
107
80
77
42
38
32
30
Aggro threshold: 65
50
48
30
15
10
Aggro threshold: 65
50
48
30
15
10
 
Last edited:
The plan? Burn down Metang.

Eelektross: Flamethrower (Metang) --- Thunderbolt (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.

Cyclohm: Flamethrower (Metang) --- Chill
IF Metang is fainted when you would act, THEN redirect to Beldum 1.

Gallade: Chill --- Chill

Revenankh: Chill --- Shadow Punch (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.

recommended actions said:
Infernape: Fire Blast (Metang) --- Flamethrower (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.

Camerupt: Fire Blast (Metang) --- Flamethrower (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.

Aromatisse: Heal Pulse Camerupt --- Chill

Lucario: Chill --- High Jump Kick (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.
The plan here is to wreck Metang and finish the Beldum next round. That way, we can heal and Chill going into Metagross, and have nine rounds to take down the batteries and ducks. Camerupt is taking another threat counter but it doesn't really matter because its role is nearly done anyways.
 
Sounds like a plan!

Infernape: Fire Blast (Metang) --- Flamethrower (Metang)
IF Metang is fainted when you would act, THEN Heat Wave instead.

Camerupt: Heat Wave --- Flamethrower (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.

Aromatisse: Heal Pulse Camerupt --- Chill

Lucario: Chill --- High Jump Kick (Metang)
IF Metang is fainted when you would act, THEN redirect to Beldum 1.
 
Round 5

Since the team seems to struggle bringing down the enemies, Rori takes once upon the lead of the offensive effort. Metang eventually falls, but the two Beldum still hang in. And what's worse, the Camerupt's efforts don't go unnoticed.

Threat assessment: <Camerupt>

[
2] |Spe 43| HP 100/Energy 59 (Reflect for 3 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 77/Energy 49 (Reflect for 3 more actions, 1 Threat Counter)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 63 (Reflect for 3 more actions)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 100/Energy 62 (Reflect for 3 more actions)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 93/Energy 60 (Reflect for 3 more actions)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 40/Energy 61 (Reflect for 3 more actions, 2 Threat Counters)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 65 (Reflect for 3 more actions)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 56 (Reflect for 3 more actions)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

HP 0
(1) HP 42
(2) HP 105
Chill: Restores 12 energy

Crit roll (1-625): 9863/10000
Fire Blast (Metang): (11 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 29 damage, 7 energy

Crit roll (1-625): 502/10000
Flamethrower (Metang, Critical Hit): (9 [BP] + 1.5 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun] + 3 [Crit]) * 1.5 = 32 damage, 7+4 energy
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit roll (1-625): 641/10000
Flamethrower (Metang): (9 [BP] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 23 damage, 7 energy

Crit roll (1-625): 4303/10000
(1) Take Down (Camerupt): 9*0.67 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 7 damage, 1 recoil

Crit roll (1-625): 4337/10000
(2) Take Down (Camerupt): 9*0.67 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 7 damage, 1 recoil

Hit roll (1-9000): 580/10000
Crit roll (1-625): 8918/10000

Heat Wave (Metang): (10*0.75 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 26 damage, 6 energy

Hit roll (1-9000): 6928/10000
Crit roll (1-625): 4610/10000
Burn roll (1-1000): 8436/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 28 damage

Hit roll (1-9000): 7510/10000
Crit roll (1-625): 9655/10000
Burn roll (1-1000): 6362/10000

Heat Wave (Beldum2): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 28 damage
Heal Pulse (Camerupt): 20 HP restored, 14 energy

Crit roll (1-625): 3008/10000
Psychic (Cyclohm): 10 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 15 damage

Metang suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 7554/10000
Hi Jump Kick (Metang): 13 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Adaptability] = 20 damage, 7 energy
Metang fainted!

Crit roll (1-625): 9596/10000
Burn roll (1-1000): 2890/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 26 damage, 6 energy

Crit roll (1-625): 2139/10000
Burn roll (1-1000): 8887/10000

Heat Wave (Beldum2): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 26 damage
Chill: Restores 12 energy
Vial of the Living Blaze: 2 HP restored
Chill: Restores 12 energy

Crit roll (1-625): 2610/10000
Shadow Punch (Beldum1): (6 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 19 damage, 3 energy

Crit roll (1-625): 9220/10000
Paralysis roll (1-1000): 9546/10000

Thunderbolt (Beldum1): 9 [BP] + 3 [STAB] + 3 [Stat Dif] = 15 damage, 6 energy

Crit roll (1-625): 1525/10000
Flinch roll (1-2000): 2387/10000

(1) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Magma Armor] = 9 damage

Crit roll (1-625): 693/10000
Flinch roll (1-2000): 7830/10000

(2) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Magma Armor] = 9 damage

Crit roll (1-625): 8693/10000
Burn roll (1-1000): 4214/10000

Flamethrower (Beldum1): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 30 damage, 6 energy
Chill: Restores 12 energy

Sun for 1 more round

Psycho Virus: Camerupt gets one Threat Counter
Aggro threshold: 102
78
74
34
30
20
15
1
Aggro threshold: 102
78
74
30
20
15
1
 
Last edited:
This is where Beldum dies.

(Right?)

Eelektross: Chill --- Flamethrower (Beldum 2)

Cyclohm: Flamethrower (Beldum 2) --- Chill

Gallade: Heal Pulse (Camerupt) --- Chill

Revenankh: Shadow Mend (Camerupt) --- Shadow Punch (Beldum 1)
IF Beldum 1 is fainted when you would act, THEN Chill.


actions said:
Infernape: Heat Wave --- Chill

Camerupt: Heat Wave --- Flamethrower (Beldum 2)

Lucario: Chill --- Chill

Aromatisse: Heal Pulse (Camerupt) --- Chill
The two Heat Waves do 26+28=54 damage to each Beldum, killing Beldum 1. If Camerupt's Heat Wave misses, Revenankh can finish Beldum 1 with Shadow Punch A2, otherwise the sub happens and it Chills. Beldum 2 is taking 26+28+30+26=110 damage by Eelektross's attack if Heat Wave doesn't miss, and if Heat Wave does miss then Camerupt is right there to finish it. Eelektross is finishing the Beldum A2 so everyone has a chance to Chill. Also yay no threat counter this round.
 
Infernape: Heat Wave --- Chill

Camerupt: Heat Wave --- Flamethrower (Beldum 2)

Lucario: Chill --- Chill

Aromatisse: Heal Pulse (Camerupt) --- Chill
 
Round 6

The team keeps pushing until even the two Beldum fall under the fiery onslaught. It seems all over, but suddenly the voice of the CPU echoes again:

Conditions value: false. Main artillery initialized. Course confirmed.

At the same time, a magnetic force shrouds the metallic rests of the foes and join them into a terrifying spider-like construct. However, now two batteries became visible from each side of the computer. They're crackling with electricity, so stepping in seems unfeasible. However, they already seem quite overloaded with power. Maybe you can use it to your own advantage.

As if the situation weren't dire enough, you perceive an ominous aura affecting your team!


HP 1500
Atk 7
Def 6
SpA 5
SpD 4
Spe 81
Size Class 4
Weight Class 9 (7)
8+10% Accuracy boost


Ability: Clear Body, Light Metal

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



HP 125
Def 4
SpD 4


Power Up: When struck by an electric attack, HP decreases

[
2] |Spe 43| HP 100/Energy 64 (Reflect for 1 more action)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 79/Energy 54 (Reflect for 1 more action, 1 Threat Counter)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 64 (Reflect for 1 more action)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 100/Energy 61 (Reflect for 1 more action)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 74/Energy 62 (Reflect for 1 more action)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 84/Energy 49 (Reflect for 1 more action, 2 Threat Counters)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 63 (Reflect for 1 more action)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 80 (Reflect for 1 more action)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

HP 1500
(Left) HP 125
(Right) HP 125
Chill: Restores 12 energy

Crit roll (1-625): 8261/10000
Burn roll (1-1000): 470/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 26 damage, Beldum1 is burned, 6+4 energy

Crit roll (1-625): 4272/10000
Burn roll (1-1000): 3543/10000

Heat Wave (Beldum2): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 1 [Rare Candy] + 3 [Sun]) * 1.5 = 26 damage

Crit roll (1-625): 646/10000
Flamethrower (Beldum2): (9 [BP] + 3 [Stat Dif] + 5 [Vial of the Living Blaze] + 3 [Sun]) * 1.5 = 30 damage, 7 energy
Heal Pulse (Camerupt): 20 HP restored, 11 energy
Shadow Mend (Camerupt): 20 HP restored, 13 energy
Chill: Restores 12 energy

Crit roll (1-625): 491/10000
(1) Zen Headbutt (Infernape, Critical Hit): (8 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 3 [Burn] + 3 [Crit]) * 1.5 = 19 damage

Crit roll (1-625): 8538/10000
(2) Take Down (Camerupt): 9*0.67 [BP] + 1.5 [Stat Dif] - 1 [Magma Armor] = 7 damage, 1 recoil

Hit roll (1-9000): 158/10000
Crit roll (1-625): 8573/10000

Heat Wave (Beldum1): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 28 damage, 6 energy
(1) Beldum fainted!

Hit roll (1-9000): 1620/10000
Crit roll (1-625): 5007/10000
Burn roll (1-1000): 9831/10000

Heat Wave (Beldum2): (10*0.75 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 28 damage
Heal Pulse (Camerupt): 20 HP restored, 14 energy

Beldum1 suffers 2 damage for the burn
---------------------------------------------------------------------------
Chill: Restores 12 energy
Chill: Restores 12 energy
Chill: Restores 12 energy
Vial of the Living Blaze: 2 HP restored
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit roll (1-625): 2149/10000
Burn roll (1-1000): 2428/10000

Flamethrower (Beldum2): (9 [BP] + 3 [Stat Dif]) * 1.5 = 18 damage, 7 energy

Crit roll (1-625): 7526/10000
Flinch roll (1-2000): 8019/10000

(2) Zen Headbutt (Camerupt): 8*0.67 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Magma Armor] = 9 damage

Crit roll (1-625): 994/10000
Flamethrower (Beldum2): (9 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Expert Belt] + 3 [Sun]) * 1.5 = 30 damage, 6 energy
Chill: Restores 12 energy
(2) Beldum fainted!

Merge: Metang and the two Beldum fuse into Metagross
Two batteries spawn


Sun expires

Effect roll: 3/5
Psycho Room (Heal Block)
 
Last edited:
Plan?

What plan?

(lol jk)

Eelektross: Volt Switch (Battery 1) --- Thunderbolt (Battery 1)
IF Battery 1 is gone when you would act, THEN redirect to Battery 2.

Cyclohm: Electric Terrain --- Thunderbolt (Battery 1)
IF Battery 1 is gone when you would act, THEN redirect to Battery 2.

Revenankh: Phantom Force (Metagross) --- Shadow Punch (Metagross)

Gallade: Chill --- Reflect [GLYPH]

Camerupt should throw a WoW at Metagross and can just Chill A2. Aroma should Light Screen A1, making sure to cover Rev, and TBolt the battery A2. The other mons should save their Electric moves for when Electric Terrain is up.
 
Lucario: Chill - Thunder Punch (Battery 1)
IF Battery 1 is KOed when you would move, THEN redirect to battery 2.

Infernape: Chill - Thunder Punch (Battery 1)

IF Battery 1 is KOed when you would move, THEN redirect to battery 2.

Aromatisse: Light Screen (Revenankh / Camerupt / Infernape) - Thunderbolt (Battery 1)

IF Battery 1 is KOed when you would move, THEN redirect to battery 2.

Camerupt: Will-O-Wisp (Metagross) - Chill

IF Will-O-Wisp misses A1, THEN use it again A2.
 
Round 7

While Tutankhamen works hard to grab the foe's attention, the rest of the team takes a quick break to renew defenses before beginning to charge up one of the batteries. They manage to reach a good point, but it looks like the Revenankh won't last for a long time under the foe's psychic assaults. Moreover, the CPU resumes registering the events after the short break...

Threat assessment: <Cyclohm>

[
2] |Spe 43| HP 100/Energy 54 (Reflect for 5 more actions)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 43 (-10% Evasion)
SC 4 / WC 4
Abilities: Levitate
Glyph of Flamethrower

[
1] |Spe 80| HP 66/Energy 39 (Reflect for 5 more actions, 2 Threat Counter)
HP 110
Atk 1
Def 5
SpA 5
SpD 3
Spe 80
SC 4 / WC 4
Abilities: Shield Dust, Static, Overcoat
Glyph of Heat Wave

[
1] |Spe 80| HP 92/Energy 67 (Reflect for 5 more actions)
HP 100
Atk 5
Def 3
SpA 4
SpD 3
Spe 80
SC 3 / WC 4
Abilities: Steadfast, Justified
Glyph of Reflect

[
1] |Spe 65| HP 84/Energy 49 (Reflect for 5 more actions, Light Screen for 4 more actions)
HP 100
Atk 5
Def 3
SpA 2
SpD 4
Spe 65
SC 3 / WC 3
Abilities: Air Lock, Shed Skin, Infiltrator

|Spe 125| HP 74/Energy 68 (Reflect for 5 more actions, Light Screen for 4 more actions)
HP 100
Atk 5
Def 3
SpA 5
SpD 2
Spe 125 (+18% Accuracy)
SC 3 / WC 4
Abilities: Blaze, Iron Fist

|Spe 34| HP 84/Energy 55 (Reflect for 5 more actions, Light Screen for 4 more actions, 2 Threat Counters)
HP 100
Atk 4
Def 3
SpA 5
SpD 3
Spe 34
SC 4 / WC 6
Abilities: Magma Armor, Solid Rock, Anger Point

|Spe 29| HP 110/Energy 46 (Reflect for 5 more actions)
HP 110
Atk 2
Def 3
SpA 5
SpD 3
Spe 29
SC 2 / WC 2
Abilities: Healer, Aroma Veil

|Spe 129| HP 100/Energy 86 (Reflect for 5 more actions)
HP 100
Atk 6
Def 3
SpA 5
SpD 2
Spe 129 (+19% Accuracy)
SC 3 / WC 4
Abilities: Steadfast, Inner Focus, Justified, Adaptability
Glyph of Crunch

HP 1459, Burned (4a), Paralyzed (4a)
(Left) HP 38
(Right) HP 125
Chill: Restores 12 energy
Chill: Restores 12 energy

Crit roll (1-625): 9122/10000
Static roll (1-3000): 23/10000

Double-edge (Cyclohm): 15*0.67 [BP] + 3 [Stat Dif] = 13 damage, 4 recoil
Static: Metagross is paralyzed
Electric Terrain: Electric Terrain for 4 rounds, 9 energy
Chill: Restores 12 energy
Revenankh vanished instantly!

Crit roll (1-625): 2905/10000
Volt Switch (LeftBattery): 7 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 3 [Electric Terrain] = 15 damage, 4 energy

Hit roll (1-7500): 7087/10000
Will-O-Wisp (Metagross): Metagross is burned, 6 energy
Light Screen: Revenankh, Infernape, and Camerupt are protected against special attacks, 10 energy

Crit roll (1-625): 3652/10000
Phantom Force (Metagross): (9 [BP] + 3 [STAB] - 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 19 damage, 9 energy

Metagross suffers 2 damage for the burn
---------------------------------------------------------------------------
Crit roll (1-625): 9757/10000
Thunderpunch (LeftBattery): 8 [BP] + 3 [Stat Dif] + 3 [Electric Terrain] = 14 damage, 6 energy

Crit roll (1-625): 1088/10000
Thunderpunch (LeftBattery): 8 [BP] + 1.5 [Stat Dif] + 3 [Electric Terrain] = 13 damage, 6 energy

Crit roll (1-625): 9344/10000
Thunderbolt (LeftBattery): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 3 [Electric Terrain] = 17 damage, 6 energy
Reflect: The entire team is protected against physical attacks for 6 actions, 9 energy

Crit roll (1-625): 1197/10000
Shadow Punch (Metagross): (6 [BP] + 3 [STAB] - 1.5 [Stat Dif] + 2 [Expert Belt]) * 1.5 = 14 damage, 3 energy

Crit roll (1-625): 1040/10000
Thunderbolt (LeftBattery): 9 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 14 damage, 6 energy
Chill: Restores 12 energy

Crit roll (1-625): 4093/10000
Thunderbolt (LeftBattery): 9 [BP] + 1.5 [Stat Dif] + 3 [Electric Terrain] = 14 damage, 7 energy

Crit roll (1-625): 3710/10000
Zen Headbutt (Revenankh): (8*0.67 [BP] + 3 [STAB] + 5.5 [Stat Dif] - 3 [Burn]) * 1.5 = 16 damage

Metagross suffers 2 damage for the burn

Electric Terrain for 3 more rounds

Psycho Virus: Cyclohm gets one Threat Counter

Effect roll: 1/5
Psycho Room (Anti-Gravity)
Aggro threshold: 43
33
25
15
15
14
 
Last edited:
Burn should probably be shown on Metagross. Also fuck anti-Gravity (it gives us perfect accuracy Thunder tho!)

Eelektross: Thunder (Battery 1) --- Thunderbolt (Battery 1)
IF Battery 1 is gone when you would act, THEN redirect to Battery 2.

Cyclohm: Chill --- Thunder (Battery 1)
IF Battery 1 is gone when you would act, THEN redirect to Battery 2.

Gallade: Chill --- Heal Pulse (Revenankh)

Revenankh: Chill --- Shadow Punch (Metagross)

Rinse and repeat. One of the batteries goes down this round and another Round 8, leaving us 7 rounds to kill the ducks. This is all going to plan.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top