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Battle Hall Challenge - Frosty

Arena: Trick Room! (3 Rounds)
356.png

Dusclops (Gespenst) [M]
HP:
64
En: 77
Base Stats: 4/5/2/5/21/3/3
Stat Changes: -10 Eva.
Abilities: Pressure
Other: None

123.png

Scyther (Scyther) [M]
HP:
75
En: 74
Base Stats: 5/3/1/3/105/3/4
Stat Changes: None
Abilities: Steadfast
Other: Burned, Energy Focus'd (5a)

Dusclops used Fire-Punch - 6 energy
To crit (9766) - No
(8 + 1,5)*1,5 = 14,25 damage


Scyther used Wing Attack - 5 energy
To crit - Yes
(6 + 3 + 3) = 12 damage

-2 HP to Scyther

Action 2

Dusclops used Rock-Slide - 6 energy
To crit (8271) - No
To flinch (751) - ''Yes''
Steadfast made Scyther faster! Who cares?
(8 + 1,5)*2,25 = 21,375

Scyther used Night-Slash - 7 energy
To crit - Yes
(7 + 3)*1,5 = 15 damage

-2 HP to Scyther

Action 3


Dusclops used Rock-Slide - 10 energy
To crit (5061) - No
To flinch (8431) - No
(8 + 1,5)*2,25 = 21,375

Scyther used Night-Slash - 11 energy
To crit - Yes
(7 + 3)*1,5 = 15 damage

-2 HP to Scyther

Arena: Trick Room! (2 Rounds)
356.png

Dusclops (Gespenst) [M]
HP:
22
En: 55
Base Stats: 4/5/2/5/21/3/3
Stat Changes: -10 Eva.
Abilities: Pressure
Other: None

123.png

Scyther (Scyther) [M]
HP:
12
En: 51
Base Stats: 5/3/1/3/105/3/4
Stat Changes: None
Abilities: Steadfast
Other: Burned, Energy Focus'd (2a)


Now Frosty points out my mistakes and orders (Or waits for me to fix them before ordering).
 
AFAIK Steadfast doesn't stop it from being flinched.

Fire Punch - Rock Slide - Fire Punch
IF Evasive Agility THEN Shadow Punch
IF Double Team clones are up when you attack THEN Rock Slide.
 
Well, at least it doesnt matters for this battle :P


Night-Slash*3



Arena: Trick Room! (2 Rounds)
356.png

Dusclops (Gespenst) [M]
HP:
22
En: 55
Base Stats: 4/5/2/5/21/3/3
Stat Changes: -10 Eva.
Abilities: Pressure
Other: None

123.png

Scyther (Scyther) [M]
HP:
12
En: 51
Base Stats: 5/3/1/3/105/3/4
Stat Changes: None
Abilities: Steadfast
Other: Burned, Energy Focus'd (2a)


Gespent poked Scyther with his hand!

Scyther fainted!

Arena: Trick Room! (1 Round)
356.png

Dusclops (Gespenst) [M]
HP:
22
En: 55
Base Stats: 4/5/2/5/21/3/3
Stat Changes: -10 Eva.
Abilities: Pressure
Other: None

123.png

Scyther (Scyther) [M]
HP:
KO
En: KO
Base Stats: 5/3/1/3/105/3/4
Stat Changes: None
Abilities: Steadfast
Other: Burned.

Spr_RS_Bug_Maniac.png

'' :( ''



NormalType.png
FireType.png
FightingType.png

WaterType.png
FlyingType.png
GrassType.png

PoisonType.png
ElectricType.png
GroundType.png

PsychicType.png
RockType.png
IceType.png

DragonType.png
GhostType.png

DarkType.png
SteelType.png
 
219.png

Magcargo (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:
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.
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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 30
Size Class: 2
Weight Class: 4
Base Rank Total: 17

Abilities:
Magma Armor: (Innate) 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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
AncientPower
Amnesia
Lava Plume
Shell Smash
Flamethrower

Overheat
Will-O-Wisp
Protect

Inferno
Heat Wave
Earth Power

Pain Split

Ability: 2/3

Flame Body

Battle of the slow, 90 HP pokemon.
 
and yet my Gespenst is still slower...

Bulldoze - Earthquake - Earthquake
IF Sucessful protective THEN 20hp substitute the first instance and chill the remaining ones and push back.
 
219.png


It is never that simple.


Will-O-Wisp -> Flamethrower -> Flamethrower


If WoW misses (Oh God) use it again A2.


356.png

90 HP
100 EN
4/5/2/5/21

219.png

90 HP
100 EN
1/5/4/3/30


Magcargo used Will-O-Wisp - 6 energy
To hit (5611) - Yes
Dusclops is burned!

Dusclops used Bulldoze - 5 energy
To crit (6131) - No
(6 - 3 - 1,5)*2,25 = 3,375 damage

Magcargo's speed fell!

-2 HP to Dusclops

Action 2

Dusclops used Earthquake - 7 energy
To crit (2088) - No
(10 - 3 - 1,5)*2,25 = 12,375 damage

Magcargo used Flamethrower - 6 energy
To crit (4592) - No
(10 + 3 - 1,5) = 11,5 damage

-2 HP to Dusclops

Action 3


Dusclops used Earthquake - 11 energy
To crit (9034) - No
(10 - 3 - 1,5)*2,25 = 12,375 damage

Magcargo used Flamethrower - 10 energy
To crit (9763) - No
(10 + 3 - 1,5) = 11,5 damage

-2 HP to Dusclops

356.png

61 HP
87 EN
4/5/2/5/21

219.png

62 HP
78 EN
1/5/4/3/30

Heat Wave -> Flamethrower -> Heat Wave


If Earthquake in a combo, use Recover that action and push-back.
If Pain Split, use Protect that action and push-back, but not twice in a row.
 
I beated my head for a while trying to get a way to ORKO this Magcargo.

but then I thought:

"it's dusknoir, you moron"

So stall stall go

Rest - Snooze (Earthquake) - Snooze (Bulldoze)
 
356.png

61 HP
87 EN
4/5/2/5/21

219.png

62 HP
78 EN
1/5/4/3/30


Just remembered about this, sorry.


Dusclops used Rest - 15 energy
+12 HP
No more burn!

Magcargo used Flamethrower - 6 energy
To crit (3895) - No
To burn (9931) - No
(10 + 3 - 1,5) = 11,5 damage

Action 2

Dusclops is sleeping + 12 HP

Magcargo used Heat Wave - 7 energy
To hit (531) - Yes
To burn (9832) - No
To crit (5221) - No
(10 + 3 + 1,5) = 11,5 damage

Action 3

Dusclops is sleeping + 12 HP

Magcargo used Flamethrower - 6 energy
To crit (5195) - No
To burn (2412) - No
(10 + 3 - 1,5) = 11,5 damage

356.png

63 HP
72 EN
4/5/2/5/21
Sleeping (Will wake up next action)
219.png

62 HP
57 EN
1/5/4/3/30
 
Earthquake - Bulldoze - Earthquake
IF Will-o-Wisp AND Protect wasn't used on the previous action THEN Protect and push back
 
Will-O-Wisp -> Will-O-Wisp -> Yawn




356.png

63 HP
72 EN
4/5/2/5/21
Sleeping (Will wake up next action)
219.png

62 HP
57 EN
1/5/4/3/30



Dusclops used Protect - 7 energy


Magcargo used Will-O-Wisp - 6 energy

Action 2

Magcargo used Will-O-Wisp - 10 energy
To hit (3751) - Yes

Dusclops was burned!

Dusclops used Earthquake - 6 energy
To crit (7756) - No
(10 - 3 - 1,5)*2,25 = 12,375 damage

Action 3

Magcargo used Yawn - 7 energy

Dusclops used Bulldoze - 4 energy
To crit (8404) - No
(6 - 3 - 1,5)*2,25 = 3,375 damage

Magcargo's speed fell!
-4 HP total to Dusclops due to Burn

356.png

59 HP
55 EN
4/5/2/5/21
Yawn (Will fall asleep after moving A1)

219.png

46 HP
35 EN
1/5/4/3/30
-1 Speed (2 Rounds)


Chill -> Heat-Wave -> Chill


If Taunt A1, use Protect that action and push-back.
If Rest A1, change actions to Chill -> Chill -> Pain-Split
 
COMBO (Focus Punch + Focus Punch) - cooldown - Shadow Punch
IF Asleep A3 THEN Sleep Talk (Shadow Punch, Night Shade, Earthquake, Bulldoze).

It should be enough. Sure, if I calc'd wrong then I am screwed.

Also next type (for if I am right):
ElectricType.png
 
No need to worry, you calculated correctly. Such a shame you can still cooldown while asleep :(

356.png

59 HP
55 EN
4/5/2/5/21
Yawn (Will fall asleep after moving A1)

219.png

46 HP
35 EN
1/5/4/3/30
-1 Speed (2 Rounds)


Magcargo used Chill + 12 energy

Gespent used combo! - 42 energy
To crit (Doesnt matters)
(33,75 - 3 - 1,5)*1,5 = 43,875 damage

Action 2

Magcargo used Heat Wave
(10 + 3 - 1,5) = 11,5 damage

Action 3

Gespent used Shadow-Punch - 2 energy
Magcargo fainted!

-6 HP total to Dusclops due to burn

356.png

41 HP
12 EN
4/5/2/5/21
Yawn (Will fall asleep after moving A1)

219.png

KO HP
KO EN
1/5/4/3/30
-1 Speed (1 Round)



Electric Opponent in 3.....2.....1.....
 
RNG: 2/5
Lanturn_by_Xous54.png


171.png

Lanturn (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate: (Can be Activated) Would update Illuminate, but i didnt roll it anyway
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Attacks:
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Stockpile
Swallow
Spit Up
Electro Ball
BubbleBeam
Signal Beam
Discharge
Aqua Ring

Rain Dance
Thunder
Surf

Brine
Agility
Whirlpool

Heal Bell

RNG: 3/3
Water Absorb!
 
trick room - taunt - earthquake
If Evasive Agility AND Dusclops is about to taunt THEN Earthquake and push back
 
Thunder-Wave -> Water Gun -> Electro Ball




356.png

90 HP
100 EN
4/5/2/5/21
Pressure


171.png

120 HP
100 EN
1/2/4/3/67


Lanturn used Thunder-Wave - 8 energy

Dusclops was paralised!

Dusclops tries to use Trick-Room.... - 10 energy
To move (4765) - Yes

Action 2

Dusclops tries to use Taunt.... - 10 energy
To move (7613) - Yes
Lanturn was taunted!

Lanturn used Water Gun - 4 energy
To crit (8211) - No
(4 + 3 - 1,5) = 5,5 damage

Action 3

Lanturn used Electro Ball - 10 energy
To crit (7654) - No
(15 + 3 - 1,5)*1,5 = 24,75 damage

Dusclops used Earhtquake - 7 energy
To move (7054) - Yes
(10 + 3)*1,5 = 19,5 damage


356.png

60 HP
73 EN
4/5/2/5/21
Pressure
Paralysed (20%)
Wet (2 Actions)
171.png

100 HP
78 EN
1/2/4/3/67
Water Absorb
Taunted (4 actions)


Discharge -> Electro Ball -> Surf

If Torment is ordered A1 or A2, use Thunder A2.
If Rest A1 or A2, use Thunder that action and Discharge in the following one.
 
Disable (Electro Ball) - Skill Swap (Pressure for Water Absorb) - Earthquake
IF Fully Paralysed THEN Curse Matezoide and push back.
 
356.png

60 HP
73 EN
4/5/2/5/21
Pressure
Paralysed (20%)
Wet (2 Actions)
171.png

100 HP
78 EN
1/2/4/3/67
Water Absorb
Taunted (4 actions)



Dusclops tries to use Disable (Electro Ball) - 7 energy
To move (8327) - Yes
Bye bye Electro Ball :(

Lanturn used Discharge - 7 energy
To crit (212) - Yes
To strengthen paralyse (8533) - No
(8 + 3 - 1,5 + 3)*1,5 = 18,75 damage

Action 2

Dusclops tries to use Skill-Swap - 7 energy
To move (3916) - Yes
Water Absorb for Pressure!

Lanturn cant use Electro Ball!

Action 3

Dusclops tries to use Earthquake - 9 energy
To move (1142) - No

Lanturn used Surf - 6 energy
(10 + 3 - 1,5) = +5,75 HP to Dusclops

Trick Room (2 Rounds)

356.png

47 HP
59 EN
4/5/2/5/21
Water Absorb
Paralysed (10%)
171.png

100 HP
65 EN
1/2/4/3/67
Pressure
Taunted (1 action)
 
Discharge -> Supersonic -> Thunder-Wave

If Supersonic misses, curse and push-back.


Trick Room (2 Rounds)

356.png

47 HP
59 EN
4/5/2/5/21
Water Absorb
Paralysed (10%)


171.png

100 HP
65 EN
1/2/4/3/67
Pressure
Taunted (1 action)
Electro Ball Disabled (3 Actions)



Action 1

Dusclops used Pain Split - 25,6 energy
+25 HP to Dusclops
-25 HP to Lanturn

Lanturn used Discharge - 5 energy
To crit (9220) - No
To para (9961) - No
(8 + 3 - 1,5) = 9,5 damage

Action 2

Dusclops used Earthquake - 9 energy
To crit (414) - Yes (Fawk)
(10 + 3 + 3)*1,5 = 24 damage

Lanturn used Supersonic - 4 energy
To hit (2683) - Yes
Duration - 3/3
4 Actions

Action 3

Dusclops tries to Chill....
To hitself (1-5000=No) -> 2091 No
+12 energy

Lanturn used Thunder-Wave - 6 energy
Dusclops was paralysed! Back to 25%
And then it became 20%

Electro Ball isnt Disabled anymore

Trick Room (1 Round)

356.png

62 HP
36 EN
4/5/2/5/21
Water Absorb
Paralysed (20%)
Confused (3 Actions)

171.png

51 HP
50 EN
1/2/4/3/67
Pressure



Electro Ball -> Aqua Ring -> Electro Ball


If Rest is sucesfully used, change that action to Aqua Ring and the following ones to Rain Dance -> Thunder


And now, we pray.
 
Trick Room (1 Round)

356.png

62 HP
36 EN
4/5/2/5/21
Water Absorb
Paralysed (20%)
Confused (3 Actions)

171.png

51 HP
50 EN
1/2/4/3/67
Pressure


Dusclops tries to use Rest....
To move (8417) - Yes
To hitself (1-5000=No) -> 7751 - Yes
-4 energy
(4 - 1,5) = 2,5 damage

Lanturn used Electro Ball - 8 energy
To crit (2025) - No
(15 + 3 - 1,5) = 16,5 damage

Action 2

Dusclops tries to use Rest...
To move (7242) - Yes
To hitself (1-5000=No) -> 3284 - Nope
Dusclops is resting!
Not paralysed anymore!
+12 HP
-15 energy

Lanturn used Aqua Ring - 8 energy
+2 HP to Lanturn

Action 3

Dusclops is resting <3
+12 HP

Lantun used Rain Dance - 9 energy
+2 HP to Lanturn

Rain (3 Rounds)

356.png

69 HP
17 EN
4/5/2/5/21
Water Absorb
Sleeping (1 Action)

171.png

55 HP
25 EN
1/2/4/3/67
Pressure
Aqua Ring (4 Actions)
 
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