Battle Arcade Challenge: waterwarrior

Sorry for the delay, I never saw that you posted... Either way, I can't have that soak, and I can take 5 BAP Waterfalls!

Taunt -> Reflect -> Psychic
 

90 HP
100 EN
Status: None
1/2/5/3/138
Magic Guard


100 HP
100 EN
Status: None
4/3/1/2/35
Unaware

Round 1:
Houdin uses Taunt!
Privatyke fell for the taunt!
-10 Energy

Privatyke uses Waterfall!
To Crit <625, 2552 no
8+3+3=14 Damage
-5 Energy

Round 2:
Houdin uses Reflect!
Waterwarrior's team was protected!
-7 Energy

Privatyke uses Waterfall!
To Crit <625, 6786 no
4+3+3=10 Damage
-9 Energy

Round 3:
Houdin uses Psychic!
To Crit <625, 2323 no
Lower SpD <1000, 9879 no
10+3+4.5*1.5=26.25 Damage
-6 Energy

Privatyke uses Waterfall!
To Crit <625, 2552 no
4+3+3=10 Damage
-13 Energy


Houdini: 10+10+14=34 Damage Taken
Privatyke: 26 Damage Taken


56 HP
77 EN
Status: Reflect (3A)
1/2/5/3/138
Magic Guard


74 HP
73 EN
Status: Taunted (3A)
4/3/1/2/35
Unaware

Your turn to issue orders Waterwarrior!
 

"Meet him head on!!"

Waterfall - Aqua Jet - Waterfall+Waterfall Combo



56 HP
77 EN
Status: Reflect (3A)
1/2/5/3/138
Magic Guard


74 HP
73 EN
Status: Taunted (3A)
4/3/1/2/35
Unaware

Round 1:
Houdin uses Psychic!
To Crit <625, 6278 no
Lower SpD <1000, 5406 no
10+3+4.5*1.5=26.25 Damage
-10 Energy

Privatyke uses Waterfall!
To Crit <625, 2877 no
8+3+3=14 Damage
-17 Energy

Round 2:
Houdin uses Energy Ball!
8+4.5*1.5=18.75 Damage
-6 Energy

Privatyke uses Aqua Jet!
To Crit <625, 7559 no
4+3+3=10 Damage
-2 Energy

Round 3:
Houdin uses Psychic!
To Crit <625, 1648 no
Lower SpD <1000, 3358 no
10+3+4.5*1.5=26.25 Damage
-6 Energy

Privatyke uses Mega Waterfall!
To Crit <625, 4578 no
(8*2.25)+3+3=24 Damage
-28 Energy


Houdini: 14+10+24=48 Damage Taken
Privatyke: 26.25+26.25+18.75=71.25=71 Damage


8 HP
59 EN
Status: None
1/2/5/3/138
Magic Guard


3 HP
26 EN
Status: None
4/3/1/2/35
Unaware


"Uh oh, fell short!!"

Cooldown - Dead - Dead

(So yea i forgot about reflect til i was done, then realized that it didnt matter at all, so im not gonna bother fixing it)
 
Yea, thats ok. Well, we can take the easy way out and just use Confusion, but you know what else we can do?

Psyshock + Psyshock combo

BECAUSE I CAN, THATS WHY!!
 

8 HP
59 EN
Status: None
1/2/5/3/138
Magic Guard


3 HP
26 EN
Status: None
4/3/1/2/35
Unaware

Round 1:
Houdini uses Unclean Brutality!
(8*2.25)+3+3*1.5=36 Damage
-31 Energy

Privatyke was KOed!



8 HP
59 EN
Status: None
1/2/5/3/138
Magic Guard


KO HP
KO EN
Status: None
4/3/1/2/35
Unaware

Congrats on your victory, the next round will be posted shortly
 

Arcade Star Dahlia wants to battle!

"No need to worry. ♪ Let chance do what it does. Like surprises from the game board, life goes through twists and turns. No need to worry. ♪ Things will go as they will. But, enough of that. I know one thing for certain. You have arrived here not merely because you were lucky. Let us not waste any time. I wish to test your skills myself!"


Dusknoir(F)

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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
-10% Evasion

Abilities:

Pressure(Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Ability:
Pressure

Moves
ThunderPunch
Fire Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight

Focus Punch
Calm Mind
Toxic
Hidden Power Grass 7
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Fling
Charge Beam
Endure
Embargo
Giga Impact
Flash
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Trick Room
Strength
Rock Smash

Destiny Bond
Faint Attack
Grudge
Imprison
Memento
Ominous Wind
Pain Split

Body Slam
Counter
DynamicPunch
Double-Edge
Headbutt
Helping Hand
Icy Wind
Mega Kick
Mega Punch
Metronome
Mimic
Mud Slap
Nightmare
Seismic Toss
Snore
Spite
Sucker Punch
Trick

Medicham(F)

Types:

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

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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 3(+) [6 Pure Power]
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Telepathy(Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Ability:
Telepathy + Pure Power[Trait]

Moves
Fire Punch
Ice Punch
ThunderPunch
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover

Focus Punch
Psyshock
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Endure
Drain Punch
Recycle
Retaliate
Giga Impact
Flash
Captivate
Rock Slide
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Swagger
Substitute
Rock Smash
Strength

Baton Pass
Bullet Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut

Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt

Ludicolo(F)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 60(-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Ability:
Swift Swim

Moves:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Rain Dance
BubbleBeam
Thief
Natural Gift
Mega Drain
Zen Headbutt
Uproar
Hydro Pump

Focus Punch
Hone Claws
Water Pulse
Toxic
Hail
Bullet Seed
Hidden Power Flying 7
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Giga Drain
Frustration
SolarBeam
Return
Brick Break
Double Team
Facade
Secret Power
Rest
Attract
Round
Echoed Voice
Focus Blast
Energy Ball
Scald
Fling
Endure
Drain Punch
Giga Impact
Flash
Swords Dance
Captivate
Sleep Talk
Grass Knot
Swagger
Substitute
Surf
Strength
Whirlpool
Rock Smash
Waterfall
Dive
Rock Climb

Counter
Flail
Leech Seed
Razor Leaf
Sweet Scent
Synthesis
Teeter Dance
Tickle
Water Gun

Body Slam
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Icy Wind
Mimic
Mud-Slap
Seed Bomb
Sleep Talk
Snore
ThunderPunch


"Choose which Pokemon you will lead with challenger!"
 
Alright guys! This is going to be hard as all hell, but lets see if we can finf a way to win after all!

Lead with Houdin, as always
 

"Then we shall start with Medicham, we'll see who has better tricks up their sleeve!"

Roulette Randomization
Your roulette for this battle is as follows:
16 18 17 9
24 1 3 18
22 10 9 18
19 4 7 13


Event Descriptions:
1: Opponent’s Pokemon are poisoned 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
7: Opponent’s Pokemon become cloaked by a Safeguard(4 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.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
22: The roulette is slowed down for the rest of the challenge(N is halved)
24: Challenger wins 1 free CC, then battles normally

Please Select Four Consecutive Events from the Roulette.
 
RNG Roulette Result: 1/4
24: Challenger wins 1 free CC, then battles normally


"Ooooh, everyone likes free money, now let the battle begin!"

Light Screen - Body Slam - Body Slam
IF Taunt is used, Magic Coat and push actions down
IF Encore is used, Magic Coat and push actions down
 

90 HP
100 EN
Status: None
1/2/5/3/138
Magic Guard


90 HP
100 EN
Status: None
6/3/1/3/80
Pure Power



Round 1:
Houdin uses Shadow Ball!
To Crit <625, 1211 no
Lower SpD <1000, 8947 no
8+3*1.5=16.5 Damage
-6 Energy

Medicham uses Light Screen!
Dahlia's team was protected!
-7 Energy

Round 2:
Houdin uses Psychic!
To Crit <625, 903 no
Lower SpD <1000, 8364 no
4.5+3+3=10.5 Damage
-6 Energy

Medicham uses Body Slam!
To Crit <625, 3187 no
Paralyze <3000, 189 yes
9+4.5+1=14.5 Damage
Houdin was Paralyzed!
-7 Energy

Round 3:
Medicham uses Body Slam!
To Crit <625, 2343 no
Paralyze <3000, 8766 no
9+4.5+1=14.5 Damage
-11 Energy

Houdin uses Disable!
Medicham's Body Slam was disabled!
-7 Energy


Houdin: 14.5+14.5=29 Damage Taken
Medicham: 16.5+10.5=27 Damage taken



61 HP
81 EN
Status: Paralyzed (15%)
1/2/5/3/138
Magic Guard


63 HP
75 EN
Status: Reflect (3 Actions), Disabled (6 Actions)
6/3/1/3/80
Pure Power
 
Oh, derp, almost forgot about this... somehow.... anyways, FUCK BODY SLAM'S PARALYSIS CHANCE. But, we can still take this... right?

Shadow Ball -> Psychic -> Shadow Ball
If Bide is ordered:
A1, change actions to Recover -> Recover -> Shadow Ball
A2, change actions to Shadow Ball -> Recover -> Recover

If Recover is ordered:
A1, change that action to Taunt
A2 or A3, change the previous action to Taunt
 

"Well i suppose that just leaves me with this!"

Headbutt - Double Team (4) - Headbutt



61 HP
81 EN
Status: Paralyzed (15%)
1/2/5/3/138
Magic Guard


63 HP
75 EN
Status: Light Screen (3 Actions), Disabled (6 Actions)
6/3/1/3/80
Pure Power



Round 1:
Medicham uses Headbutt!
To Crit <625, 9708 no
To Flinch <3000, 8604 no
7+4.5+1=12.5 Damage
-5 Energy

Houdin uses Shadow Ball!
Paralyzed <1500, 6213 no
To Crit <625, 7015 no
Lower SpD <1000, 6361 no
4+3*1.5=10.5 Damage
-6 Energy

Round 2:
Medicham uses Double Team!
4 Clones Created!
-16 Energy

Houdin uses Psychic!
Paralyzed <1500, 6006 no
Hit Target <2000, 5803 no
A Clone Disapated!
-6 Energy

Round 3:
Medicham uses Headbutt!
To Crit <625, 1736 no
To Flinch <3000, 5085 no
7+4.5+1=12.5 Damage
-5 Energy

Houdin uses Shadow Ball!
Paralyzed <1500, 6879 no
Hit Target <2500, 8252 no
A Clone Disapated
-6 Energy


Houdin: 12.5+12.5=25 Damage Taken
Medicham: 11 Damage Taken



36 HP
63 EN
Status: Paralyzed (10%)
1/2/5/3/138
Magic Guard


52 HP
49 EN
Status: Disabled (3 Actions), 2 Clones
6/3/1/3/80
Pure Power


"Now for a twist!"

Switch to Dusknoir
 
There's a part of me that is screaming "no, he wants you to switch to Weavile. It's a trap bro, don't fall for it."

There is another part of me screaming something akin to "LEEEEEEEEEEEERRRROOOOOOOOOOOOYYY JENKIIIIIIIIIIINSS."

I'm going with the former, surprisingly enough to me.

Decline to counterswitch
 

"Then we shall call this Houdin's final act!"

Taunt - Shadow Punch - Shadow Punch
IF a protective/Evasive move is ordered A1, set up a 20 HP Sub, and push actions down
IF a Ghost type Damaging Combo is used, Protect that action, but only once
 
Houdin, you may have to sacrifice yourself... but like hell we're going down without a fight!

Endure -> Shadow Ball -> Shadow Ball
 

36 HP
63 EN
Status: Paralyzed (10%)
1/2/5/3/138
Magic Guard


90 HP
100 EN
Status: None
4/5/4/5/39 (-10% Eva)
Pressure



Round 1:
Dusknoir uses Taunt!
Houdin fell for the taunt!
-10 Energy

Houdin uses Endure!
Paralyzed <1000, 795 yes
Houdin was fully paralyzed!

Round 2:
Dusknoir uses Shadow Punch!
TO Crit <625, 7004 no
7+3+3*1.5=19.5 Damage to Houdin
-4 Energy

Houdin uses Shadow Ball!
To Crit <625, 4151 no
Lower SpD <1000, 9097 no
8*1.5=12 Damage to Dusknoir
-8 Energy

Round 3:
Dusknoir uses Shadow Punch!
TO Crit <625, 7004 no
7+3+3*1.5=19.5 Damage to Houdin
-8 Energy

Houdin was KOed!


Houdin: 19.5+19.5=39 Damage Taken
Dusknoir: 12 Damage Taken



KO HP
KO EN
Status: None
1/2/5/3/138
Magic Guard


78 HP
78 EN
Status: None
4/5/4/5/39 (-10% Eva)
Pressure
 
GOD DAMN IT.

Hmm... Guys, I can tell this is just going to be a downhill battle from here... However, that is not a reason to not push through! Although, I didn't have Night Slash on Dovahkiin when I signed up for this. Oy.

Taunt -> Faint Attack -> Faint Attack
If a damaging Fighting-type move is used:
-as a combo: use Dig and stay under
-not as a combo: change that action to Dig the first time, Agility the second time, and Dig the third time
If a Protective move is used A1, change that action to Hone Claws and push actions back- First sub takes precedence
 

"You cant escape us!"

Pursuit+Dynamic Punch - Cooldown - Pursuit+Dynamic Punch


100 HP
100 EN
Status: None
6/3/1/3/125
Pressure


78 HP
78 EN
Status: None
4/5/4/5/39 (-10% Eva)
Pressure


Round 1:
Dovahkiin dug underground!
-3 Energy

Dusknoir uses No Escape!
To Crit <625, 1675 no
(10+8)+1.5*2.25=43.875 Damage to Dovahkiin
-22 Energy

Round 2:
Dovahkiin uses Dig!
To Crit <625, 1808 no
8+1=9 Damage to Dusknoir
-12 Energy

Dusknoir rests!

Round 3:
Dovahkiin dug underground!
-3 Energy

Dusknoir uses No Escape!
To Crit <625, 2037 no
(10+8)+1.5*2.25=43.875 Damage to Dovahkiin
-34 Energy


Dovahkiin: 43.875+43.875=87.75=88 Damage Taken
Dusknoir: 9 Damage Taken



12 HP
82 EN
Status: Underground
6/3/1/3/125
Pressure


69 HP
22 EN
Status: None
4/5/4/5/39 (-10% Eva)
Pressure


"Now that we have done our damage, let us rest!"

Cooldown - Chill - Reflect
IF Taunt is used, switch that action to Brick Break
 
................................. FUCK. EVERYTHING. Ah well, I give up. I just plain give up. At least we can attempt to get the EN KO?

come out of the ground -> Taunt -> Be dead
 
(Forgot to factor in pressure for both mons last round, edited the fix into this round though)


12 HP
80 EN
Status: Underground
6/3/1/3/125
Pressure


69 HP
18 EN
Status: None
4/5/4/5/39 (-10% Eva)
Pressure


Round 1:
Dusknoir Rests!

Dovahkiin uses Dig!
To Crit <625, 4795 no
8+1=9 Damage to Dusknoir
-18 Energy

Round 2:
Dovahkiin uses Taunt!
Dusknoir fell for the taunt!
-10 Energy

Dusknoir uses Brick Break!
To Crit <625, 5829 no
8+1.5*2.25=21.375 Damage to Dovahkiin
-8 Energy

Dovahkiin was KOed!


Dovahkiin: 21 Damage Taken
Dusknoir: 9 Damage Taken



KO HP
KO EN
Status: None
6/3/1/3/125
Pressure


60 HP
10 EN
Status: Taunted (5 Actions)
4/5/4/5/39 (-10% Eva)
Pressure
 
You may attempt to use as little energy as possible... but that will only lead to me using you as complete set-up fodder!

Wring Out -> Leaf Storm + Leaf Storm combo -> cooldown
 

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