Battle Arcade Challenge: AOPSUser

Sure, gang up on Infernape. It will cost you one Dewott.

Cyclohm: Thunderbolt (Dewott) --- Discharge --- Thndershock+Thunderbolt (Dewott)
Infernape: Fake Out (Hippopotas) --- Protect --- Helping Hand (Cyclohm)
 
Spr_BW_Ace_Trainer_M.png

"Oooooh boooy..."

Pre-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 110
EN: 100
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 100
EN: 100
4/3/5/2/108
449.png

Hippopotas
HP: 100
EN: 100
4/3/1/2/32
502.png

Dewott
HP: 100
EN: 100
4/2/3/2/52/ -10% Eva

Action 1
Fake Out -> Hippopotas (4 EN)
RNG roll (to crit) 4802 = no crit
(4+(4-3)1.5) = 5.5 DMG

Thunderbolt -> Dewott (6 EN)
RNG roll (to crit) 5904 = no crit
RNG roll (to para) 6584 = no para
(10+3+(5-2)1.5)(1.5) = 26.25 DMG

Razor Shell -> Vanguard (5 EN)
RNG roll (to hit) 4853 = hit
RNG roll (to lower Def, <=5000 lower) 6905 = no lower
(8+3+(4-3)1.5)(1.5) = 18.75 DMG

Hippopotas fainted!

Action 2
Vanguard used Protect! (7 EN)

Discharge -> All (5 EN)
Vanguard: RNG roll (to crit) 4935 = no crit
(6+3+(5-2)1.5) = 13.5 DMG = 5.4 EN
Dewott: RNG roll (to crit) 9784 = no crit
RNG roll (to para) 3449 = no para
(6+3+(5-2)1.5)(1.5) = 20.25 DMG
It doesn't affect Hippopotas...

Ice Beam -> Gandalf (7 EN)
RNG roll (to crit) 2124 = no crit
(10+(3-3)1.5)(1.5) = 15 DMG

Crunch -> Gandalf (6 EN)
RNG roll (to crit) 5482 = no crit
(8+(4-4)1.5) = 8 DMG

Action 3
Helping Hand -> Gandalf (4+(38/2) = 23 EN)

Brine -> Vanguard (7 EN)
RNG roll (to crit) 5587 = no crit
(7+(3-2)1.5)(1.5) = 12.75 DMG

Hippopotas dug underground! (9 EN)

Shocking Bolt -> Dewott ((3+7)1.5 = 15 EN)
RNG roll (to crit) 2646 = no crit
RNG roll (to para) 8415 = no crit
(38+3+(5-2)1.5)(1.5) = 68.25 DMG
AOPS is a meanie!

Dig -> Vanguard
RNG roll (to crit) 7815 = no crit
(8+3+(4-3)1.5)(1.5) = 18.75 DMG

Post-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 87
EN: 74
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 50
EN: 61
4/3/5/2/108
449.png

Hippopotas
HP: 94
EN: 85
4/3/1/2/32
502.png

Dewott
HP: -15
EN: KO
4/2/3/2/52/ -10% Eva

Spr_BW_Ace_Trainer_M.png

"STOP ORKO'ING MY MONS AND MAKING ME FEEL SAD!!" ;~;
 
Spr_BW_Ace_Trainer_M.png

" :( "
Earthquake -> Earthquake + Earthquake combo

Pre-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 87
EN: 74
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 50
EN: 61
4/3/5/2/108
449.png

Hippopotas
HP: 94
EN: 85
4/3/1/2/32

Action 1
Fire Blast -> Hippopotas (7 EN)
RNG roll (to hit) 5706 = hit
RNG roll (to crit) 3577 = no crit
RNG roll (to crit) 4284 = no crit
(12+3+(5-2)1.5) = 19.5 DMG

Hydro Pump -> Hippopotas (8 EN)
RNG roll (to hit) 5586 = hit
RNG roll (to crit) 1480 = no crit
(12+(5-2)1.5)(1.5) = 24.75 DMG

Earthquake -> Both (6 EN)
Vanguard: RNG roll (to crit) 191 = crit
(7.5+3+3+(4-3)1.5)(1.5) = 22.5 DMG
Gandalf: RNG roll (to crit) 594 = no fucking way @_@
(7.5+3+3+(4-4)1.5)(1.5) = 20.25 DMG

Action 2
Fire Blast -> Hippopotas (11 EN)
RNG roll (to hit) 6734 = hit
RNG roll (to crit) 2579 = no crit
RNG roll (to burn) 8680 = no burn
(12+3+(5-2)1.5) = 19.5 DMG

Hydro Pump -> Hippopotas (12 EN)
RNG roll (to hit) 1434 = hit
RNG roll (to crit) 2119 = no crit
(12+(5-2)1.5)(1.5) = 24.75 DMG

Super Earthquake -> Both (who cares EN)
Vanguard: RNG roll (to crit) 8463 = no crit
((10x2.25x.75)+3+(4-3)1.5)(1.5) = 32 DMG
Vanguard fainted!
Gandalf: RNG toll (to crit) 9345 = no crit
((10x2.25x.75)+3+(4-4)1.5)(1.5) = 30 DMG

Action 3
Hydro Pump -> Hippopotas (16 EN)
RNG roll (to hit) 4820 = hit
(12+(5-2)1.5)(1.5) = 24.75 DMG

Post-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 36
EN: 38
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: -5
EN: KO
4/3/5/2/108
449.png

Hippopotas
HP: -19
EN: KO
4/3/1/2/32

Spr_BW_Ace_Trainer_M.png

" :/ "

Your next battle will be up shortly
 
Battle #3
Spr_DP_Aroma_Lady.png

Aroma Lady Marissa would like to battle!
"My Pokemon~ They're just so pretty!"

RNG roll (for Pokemon) 36, 97
192.png

Sunflora(M)

Types: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.

Stats
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Solar Power(Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Early Bird(Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Ability:
Chlorophyll

Attacks:
Absorb
Pound
Growth
Razor Leaf
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Bullet Seed
Worry Seed
Sunny Day
Endeavor

Hidden Power Fire 7
Hyper Beam
Light Screen
Giga Drain
SolarBeam
Sludge Bomb

Encore
Ingrain
Bide
Morning Sun
496.png

Servine(M)

Type:

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.

Stats
Mild Nature(+SpA, -Def)
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 3(+)
SpD: Rank 3
Spe: 83
Size Class: 2
Weight Class: 2
Base Rank Total: 15

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)

Contrary(Can Be Enabled): This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Ability:
Overgrow

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade

Hidden Power Fire 7
Sunny Day
Reflect
Solarbeam
Energy Ball
Substitute

Glare
Magical Leaf
Mirror Coat
Twister

Roulette:
16 5 11 23
12 2 9 1
18 7 13 9
1 19 13 5

1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
11: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
20: Snow Warning is applied to the battle.
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
23: No Event
24: Challenger wins 1 free CC, then battles normally
 
RNG roll (for event) 1/4 = 7
Opponent’s Pokemon become cloaked by a Safeguard(4 rounds)

Spr_DP_Aroma_Lady.png

"Yay! No nasty statuses for us~"

Meanwhile I rolled two mons who can't do shit to your mons even if they went Super Saiyan God mode. Stop rigging my RNG AOPS >.>

Sunflora: Sludge Bomb x3 (Gandalf)
If targeted by a damaging Fire-type move, begin Bide that action
If Gandalf uses a successful P/E move, redirect to Vanguard

Servine: Solarbeam x3 (Gandalf)
If Gandalf uses a successful P/E move, redirect to Vanguard
If targeted with Fire Blast, change that action to Mirror Coat

Please don't one round them :(
 
Good thing Bide's targeting can't be changed!

Cyclohm: Fire Blast (Sunflora) --- Flamethrower (Sunflora) --- Protect
Infernape: Fire Blast (Sunflora) --- Flamethrower (Sunflora) --- Fire Blast (Sunflora)

FOR ALL: IF Sunflora is KOed, THEN redirect to Servine.
 
Yeah, I think you've waited long enough

Spr_DP_Aroma_Lady.png

"AOPS. Wut r u doin. AOPS. STAHP."

Pre-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 110
EN: 100
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 100
EN: 100
4/3/5/2/108
192.png

Sunflora
HP: 100
EN: 100
3/2/4/3/30
Safeguard (4 rounds)
496.png

Servine
HP: 90
EN: 100
2/2/3/3/83
Safeguard (4 rounds)

Action 1
Sunflora began storing energy! (6 EN)

Fire Blast -> Sunflora (7 EN)
RNG roll (to hit) 5891 = hit
RNG roll (to crit) 6307 = no crit
(12+3+(5-3)1.5)(1.5) = 27 DMG

Servine absorbed sunlight! (7 EN)

Fire Blast -> Sunflora (8 EN)
RNG roll (to hit) 1316 = hit
RNG roll (to crit) 7849 = no crit
(12+(5-3)1.5)(1.5) = 22.5 DMG

Solarbeam -> Gandalf
RNG roll (to crit) 3314 = no crit
(12+3+(4-3)1.5)(.67) = 11 DMG

Action 2
Sunflora is storing energy!

Flamethrower -> Sunflora (6 EN)
RNG roll (to crit) 6838 = no crit
(10+3+(5-3)1.5)(1.5) = 24 DMG

Flamethrower -> Sunflora (7 EN)
RNG roll (to crit) 9082 = no crit
(10+(5-3)1.5)(1.5) = 19.5 DMG

Solarbeam -> Gandalf (11 EN)
RNG roll (to crit) 6466 = no crit
(12+3+(4-3)1.5)(.67) = 11 DMG

Action 3
Gandalf used Protect! (7 EN)

Bide -> Gandalf (81.375 EN = Holy fuck @_@)
(93x1.75) = 162.75 DMG = 65.1 EN
I dun liek u

Fire Blast -> Sunflora (7 EN)
RNG roll (to hit) 7499 = hit
RNG roll (to crit) 2882 = no crit
(12+3+(5-3)1.5)(1.5) = 27 DMG
Sunflora fainted!

Solarbeam -> Gandalf (15 EN)
RNG roll (to crit) 55 = crit
(12+3+3+(4-3)1.5)(.67) = 13 DMG = 5.2 EN

Pre-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 99
EN: 8
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 100
EN: 80
4/3/5/2/108
192.png

Sunflora
HP: -20
EN: KO
3/2/4/3/30
496.png

Servine
HP: 90
EN: 67
2/2/3/3/83
Safeguard (3 rounds)

Spr_DP_Aroma_Lady.png

"MEANIE."
 
Cyclohm: Chill --- Chill --- Chill

Infernape: Flamethrower (Servine) --- Fire Blast (Servine) --- Flamethrower (Servine)
 
Spr_DP_Aroma_Lady.png

"MEANIE MEANIE MEANIE MEANIE MEANIE."
Struggle x3 (Infernape)

Pre-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 99
EN: 8
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 100
EN: 80
4/3/5/2/108
496.png

Servine
HP: 90
EN: 67
2/2/3/3/83
Safeguard (3 rounds)

Action 1
Flamethrower -> Servine (6 EN)
RNG roll (to crit) 1620 = no crit
(10+3+(5-3)1.5)(1.5) = 24 DMG

Struggle -> Infernape (5 EN)
RNG Roll (to crit) 644 = no crit
(5+(2-3)1.5) = 3.5 DMG = 1.5 recoil

Gandalf chilled! (+12 EN)

Action 2
Fire Blast -> Sunflora (7 EN)
RNG roll (to hit) 7701 = hit
RNG roll (to crit) 1562 = no crit
(12+3+(5-3)1.5)(1.5) = 27 DMG

Struggle -> Infernape (9 EN)
RNG Roll (to crit) 6649= no crit
(5+(2-3)1.5) = 3.5 DMG = 1.5 recoil

Gandalf chilled! (+12 EN)

Action 3
Flamethrower -> Servine (6 EN)
RNG roll (to crit) 8517 = no crit
(10+3+(5-3)1.5)(1.5) = 24 DMG

Struggle -> Infernape (13 EN)
RNG Roll (to crit) 4813 = no crit
(5+(2-3)1.5) = 3.5 DMG = 1.5 recoil

Gandalf chilled! (+12 EN)

Post-Round stats:
frontnormal-mcyclohm.png

Gandalf @ Electric Gem
HP: 99
EN: 44
1/4/5/3/80
392.png

Vanguard @ Fighting Gem
HP: 89
EN: 61
4/3/5/2/108
496.png

Servine
HP: 20
EN: 40
2/2/3/3/83
Safeguard (2 rounds)

Spr_DP_Aroma_Lady.png

"WWWWWWWWWWWWWAAAAAAAAAAAAAAAAAAHHHHHHH!!" ;~;
Struggle x3 (Infernape)
 
Vanguard KO's Servine
WW is very sad
Here's Dahlia:

Battle #4

Spr_Pt_Dahlia.png

Arcade Star Dahlia would like to battle!
"No need to worry~ Let chance does what it does~ Blah blah blah~"

36.png

Clefable(F)

Types:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Quiet Nature(+SpA, -Spe, -10% Evasion)
Stats
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

Abilities:

Cute Charm (Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Magic Guard(Innate):This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Unaware(Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.


Moves:
After You
Amnesia
Aromatherapy
Attract
Belly Drum
Bestow
Bide
Blizzard
Body Slam
Bounce
Brick Break
BubbleBeam
Calm Mind
Captivate
Charge Beam
Charm
Copycat
Cosmic Power
Counter
Covet
Curse
Defense Curl
Detect
Dig
Double-Edge
DoubleSlap
Double Team
Drain Punch
Dream Eater
DynamicPunch
Echoed Voice
Encore
Endeavor
Endure
Facade
Fake Tears
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Grass Knot
Gravity
Growl
Headbutt
Heal Bell
Healing Wish
Helping Hand
Hidden Power
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Knock Off
Last Resort
Light Screen
Lucky Chant
Magical Leaf
Magic Coat
Mega Kick
Mega Punch
Meteor Mash
Metronome
Mimic
Minimize
Moonlight
Mud-Slap
Natural Gift
Nightmare
Pound
Present
Protect
Psychic
Psych Up
Psyshock
Psywave
Rage
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Smash
Role Play
Rollout
Round
Safeguard
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Sing
Skull Bash
Sleep Talk
Snatch
Snore
Softboiled
SolarBeam
Splash
Stealth Rock
Stored Power
Strength
Submission
Substitute
Sunny Day
Swagger
Sweet Kiss
Take Down
Telekinesis
Teleport
Thunder
Thunderbolt
ThunderPunch
Thunder Wave
Tickle
Toxic
Tri Attack
Trick
Uproar
Wake-Up Slap
Water Gun
Water Pulse
Wish
Wonder Room
Work Up
Zap Cannon
Zen Headbutt
MolluxFront.png

Mollux(F)

Types:

Fire: Fire STAB; immune to burn, 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.
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.


Bold Nature (+Def, -Att)
Stats
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Abilities:

Dry Skin(Innate): This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Illuminate(Can Be Enabled): This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.


Moves:
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Façade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Helping Hand
Hidden Power
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
Solar Beam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-O-Wisp
Withdraw
222.png

Corsola(F)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.


Quiet Nature (+SpA, -Spe, -10% Evasion)
Stats
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:

Hustle(Can Be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Natural Cure(Innate): This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Regenerator(Innate): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Moves:
Amnesia
AncientPower
Aqua Ring
Attract
Barrier
Bide
Blizzard
Body Slam
Brine
Bubble
BubbleBeam
Bulldoze
Calm Mind
Captivate
Confuse Ray
Curse
Defense Curl
Dig
Double-Edge
Double Team
Earth Power
Earthquake
Endeavor
Endure
Explosion
Facade
Flail
Frustration
Hail
Harden
Headbutt
Head Smash
Hidden Power (Fire 7)
Ice Beam
Icicle Spear
Icy Wind
Ingrain
Iron Defense
Light Screen
Lucky Chant
Magic Coat
Mimic
Mirror Coat
Mist
Mud-Slap
Natural Gift
Nature Power
Power Gem
Protect
Psychic
Rain Dance
Recover
Reflect
Refresh
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Scald
Screech
Secret Power
Selfdestruct
Shadow Ball
Sleep Talk
Snore
Spike Cannon
Stealth Rock
Stone Edge
Strength
Substitute
Sucker Punch
Sunny Day
Surf
Swagger
Tackle
Toxic
Water Pulse
Whirlpool
232.png

Donphan(F)
*
Types:
*
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Careful Nature(+SpD, -SpA)
Stats
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19
*
Abilities:
*
Sturdy(Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sand Veil(Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Moves:
AncientPower
Assurance
Attract
Block
Body Slam
Bounce
Bulldoze
Captivate
Charm
Counter
Curse
Defense Curl
Double-Edge
Double Team
Earth Power
Earthquake
Echoed Voice
Endeavor
Endure
Facade
Fire Fang
Fissure
Flail
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Gunk Shot
Gyro Ball
Headbutt
Head Smash
Heavy Slam
Hidden Power
Horn Attack
Hyper Beam
Hyper Voice
Ice Shard
Iron Defense
Iron Tail
Knock Off
Last Resort
Magnitude
Mimic
Mud-Slap
Natural Gift
Odor Sleuth
Poison Jab
Protect
Rapid Spin
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Seed Bomb
Slam
Sleep Talk
Snore
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Thunder Fang
Toxic
Water Gun

"Send out your first Pokemon, and we'll get this party STARTED!"
 
Spr_Pt_Dahlia.png

"Well then, Mollux and Donphan will join you! Now let's bring out the roulette!"

Roulette:
14 10 19 14
12 19 2 20
20 22 5 9
2 9 17 23

1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
11: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
20: Snow Warning is applied to the battle.
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
23: No Event
24: Challenger wins 1 free CC, then battles normally
 
RNG: 1/4

Sandstorm!



This.....isnt a good match up, lets see how badly i can screw this up.



Donphan:

Body Slam (Medicham) -> Heavy Slam (Medicham) -> Body-Slam (Medicham)

If Medicham is under the effects of a protective/evasive move, use Seed Bomb (Revenankh) that action

Mollux:

Fire Blast (Medicham)*3

If Earthquake AND you are not taunted AND you did not use Acid Armor previously, use Acid Armor that action.
If Medicham is under the effects of a protective/evasive move, target the other one

Ugh, i should probably have tried harder, but w/e.
 
Spr_Pt_Dahlia.png


Hey! The odds of Donphan surviving are almost decent!

Foul_Mummy.gif


100 HP
100 EN
5/3/2/4/65
Shed Skin

308.png

90 HP
100 EN
5/3/1/3/92
+10% Accuracy
Pure Power


232.png

100 HP
100 EN
5/5/1/3/50
Sturdy

MolluxFront.png


100 HP
100 EN
1/4/5/4/76
Dry Skin


Sandstorm (Permanent)


Action 1

Karate Kid is charging the Bide....


Mollux used Fire Blast (Karate Kid) - 7 energy
To hit (6551) - Yes
To crit (8417) - No
To burn (4292) - No
(12 + 3 + 3) = 18 damage

Rev used Rock-Slide - 7 energy

To hit (Donphan) - 1874 - Yes
To flinch (4903) - No
To crit (7182) - No
(6 - 1)*0,67 = 3,35 damage

To hit (Mollux) - 2762 - Yes
To crit (9587) - No
(6 + 1,5)*1,5 = 11,25 damage

Donphan used Body-Slam - 6,6 energy
To crit (7095) - No
To para (9398) - No
(9 + 3) = 12 damage

-2 HP to Karate Kid, Rev and Mollux

Action 2

Karate Kid is charging....


Mollux used Fire Blast - 11 energy
To hit (8050) - Yes
To crit (3812) - No
To burn (8372) - No
(12 + 3 + 3) = 18 damage

Rev used Smackdown - 4 energy
To crit (9382) - No
(5 + 1,5)*1,5 = 9,75 damage

Donphan used Heavy Slam - 8,3 energy
To crit (8014) - No
(8 + 3) = 11 damage

-2 HP to Karate Kid, Rev and Mollux


Action 3

Karate Kid used BIIIIIIIIIIIIIIIDE! - 57,625 energy
103 damage! Just enough to KO! Yolllllllllo

Mollux used Fire Blast - 15 energy
To hit (1828) - Yes
To burn (9482) - No
To crit (8561) - No
(12 + 3 + 3) = 18 damage

Rev used Rock-Slide - 7 energy
To hit (9493) - No

-2 HP to everyone!


Foul_Mummy.gif


94 HP
85 EN
5/3/2/4/65
Shed Skin

308.png

7 HP
42 EN
5/3/1/3/92
+10% Accuracy
Pure Power


232.png

KO HP
KOEN
5/5/1/3/50
Sturdy

MolluxFront.png


73 HP
67 EN
1/4/5/4/76
Dry Skin

Spr_Pt_Dahlia.png


Hahahaha, i sure got an habit of getting a mon knocked out on the first round of Doubles ^_^'. Corsola, you are up!
 
You guys know what to do.

Medicham: Hi Jump Kick (Corsola)*3
IF Corsola is under the effects of a protective/evasive move when you would attack it, THEN use Detect, but not twice in a row.
IF you are targeted by a damaging priority move, THEN use Fake Out (Corsola).

Revenankh: Hammer Arm (Corsola) --- Drain Punch (Corsola) --- Hammer Arm (Corsola)
IF Corsola is under the effects of a protective/evasive move when you would attack it, THEN use Rock Slide and push actions back.
 
Spr_Pt_Dahlia.png


You can take them, guys!


Corsola:

Bide -> Hold -> Release


Mollux:

Acid -> Protect (Corsola) -> Heal Pulse (Corsola)


If theres some shenanigan that prevents this from working at all, i want re-order


Foul_Mummy.gif


94 HP
85 EN
5/3/2/4/65
Shed Skin

308.png

7 HP
42 EN
5/3/1/3/92
+10% Accuracy
Pure Power
1 KOC


MolluxFront.png


73 HP
67 EN
1/4/5/4/76
Dry Skin

222.png


90 HP
100 EN
2/3/4/3/30
Regenerator
-10% Evasion


232.png

KO HP
KOEN
5/5/1/3/50
Sturdy




Action 1

Corsola is charging tha bide....


Medicham used HJK - 8 energy
To crit (8212) - No
(13 + 3 + 3)*1,5 = 28,5 damage

Mollux used Acid - 2 energy

Medicham fainted!

Revenankh took irrelevant damage!

Rev used Hammer Arm (Corsola) - 7 energy
To crit (82220 - No
(10 + 3 + 3)*1,5 = 24 damage

-2 HP to everyone but Corsola!

Action 2

Mollux used Protect - 7 energy

Rev used Detect - 6 energy

Corsola is charging...

-2 HP to everyone!

Action 3

Corsola unleashed the Bide! - 51 energy
91,875 damage!

Mollux used Heal Pulse - 14 energy
+20 HP to Corsola!

-2 HP to Mollux

Foul_Mummy.gif


KO HP
KO EN
5/3/2/4/65
Shed Skin

308.png

KO HP
KO EN
5/3/1/3/92
+10% Accuracy
Pure Power
1 KOC


MolluxFront.png


67 HP
55 EN
1/4/5/4/76
Dry Skin

222.png


57 HP
49 EN
2/3/4/3/30
Regenerator
-10% Evasion


232.png

KO HP
KOEN
5/5/1/3/50
Sturdy


Infernape and Cyclhom are sent out automaticaly!




Spr_Pt_Dahlia.png


As amusing as this was, the situation is still very bad, given the SE STABs we will have to face, as well as the lack of speed.



Switch phase initiated!

Corsola out, Clefable IN.

AOPS cant Counter-Switch!



Mollux:

Sludge Bomb (Infernape) -> Sludge Wave -> Sludge Bomb (Infernape)

If Infernape uses Substitute AND you are not taunted AND you are not behind a Substitute AND you have more than 40 HP, use Snatch that action.
If Infernape uses Dig AND you are not Taunted, use Acid Armor that action the first time, Double-Team (3) the second and Chill the third

Clefable:

Zen Headbutt (Infernape) -> Water Pulse (Infernape) -> Drain Punch (Infernape)

If Close-Combat AND Infernape is not behind a Substitute, use Counter that action
If Infernape uses Dig, use Ice Beam (Cyclhom) that action.


This situation is pretty crappy lol
 
"Let us try..."

Infernape: Fake Out (Mollux) --- Earthquake --- Close Combat (Clefable)

Cyclohm: Magnet Rise --- Hidden Power+Hyper Beam (Mollux) --- Cooldown (Hidden Power+Hyper Beam (Mollux))
 
Hydra-1.png


110 HP
100 EN
1/4/5/3/80
Shield Dust



392.png

100 HP
100 EN
4/3/5/2/108
Iron Fist

Foul_Mummy.gif


KO HP
KO EN
5/3/2/4/65
Shed Skin

308.png

KO HP
KO EN
5/3/1/3/92
+10% Accuracy
Pure Power
1 KOC


MolluxFront.png


67 HP
55 EN
1/4/5/4/76
Dry Skin
36.png


100 HP
100 EN
3/3/4/3/58
Magic Guard
-10% Evasion


232.png

KO HP
KOEN
5/5/1/3/50
Sturdy

222.png


67 HP
49 EN
2/3/4/3/30
Regenerator
-10% Evasion


Action 1

Infernape used Fake Out - 4 energy
To crit (4827) - No
(4) = 4 damage

Cyclhom used Magnet Rise - 5 energy

Mollux flinched!

Clefable used Zen Headbutt (Infernape) - 6 energy
To hit (745) - Yes
To crit (8904) - No
(8)*1,5 = 12 damage

-2 HP to everyone but Clefable

Action 2

Infernape used Earthquake - 7 energy

Mollux
To crit (8422) - No
(7,5)*2,25 = 16,875 damage

Clefable
To crit (9583) - No
(7,5 + 1,5) = 9 damage

Mollux used Sludge Wave - 6 energy

Infernape
To crit (8994) - No
To poison (4747) - No
(7,5 + 3 + 4,5) = 14,5 damage

Cyclhom
To crit (5266) - No
(7,5 + 3 + 3) = 13,5 damage

Clefable used Water Pulse (Infernape) - 4 energy
To crit (6695) - No
To confuse (8948) - No
(6 + 3)*1,5 = 13,5 damage

Cyclhom used Hidden Beam - 22,5 energy
To hit (5105) - No
(22 + 1,5)*2,25 = 52.875 damage

Mollux fainted!

-2 HP to everyne but Clefable

Action 3

Infernape used Close-Combat - 7 energy
To crit (6596) - No
(12 + 3 + 1,5)*1,5 = 24,75 damage

Clefable used Counter - 18,375 energy
37,125 damage

-2 HP to everyone but Clefable


Permanent Sand.



Hydra-1.png


90 HP
72 EN
1/4/5/3/80
Shield Dust
1 KOC (This battle)
Magnet Rised (3 Actions)



392.png

17 HP
82 EN
4/3/5/2/108
Iron Fist

Foul_Mummy.gif


KO HP
KO EN
5/3/2/4/65
Shed Skin

308.png

KO HP
KO EN
5/3/1/3/92
+10% Accuracy
Pure Power
1 KOC


MolluxFront.png


KO HP
KO EN
1/4/5/4/76
Dry Skin
36.png


66 HP
72 EN
3/3/4/3/58
Magic Guard
-10% Evasion


232.png

KO HP
KOEN
5/5/1/3/50
Sturdy

222.png


67 HP
49 EN
2/3/4/3/30
Regenerator
-10% Evasion



Corsola is sent out automaticaly again! With +10 HP due to Regenerator!
 
Cyclohm: Shock Wave (Corsola) --- Thunderbolt (Corsola) --- Thunderbolt (Corsola)
IF Corsola is under the effects of a protective/evasive move, THEN redirect to Clefable.
IF Corsola is Biding, THEN redirect to Clefable.

Infernape: Close Combat (Corsola)*3
IF Corsola is under the effects of a protective/evasive move, THEN redirect to Clefable.
IF Corsola is Biding, THEN redirect to Clefable.
 
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