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Battle Hall Challenge - Gerard

361.png

HP: 90
Energy: 100%

Vs.

79.png

HP: 100
Energy: 100%

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Action One

Snorunt used Toxic
7 Energy
RNG Roll (Hit < 90/100) = 50
Slowpoke was badly poisoned

Slowpoke used Trick Room
10 - 1 = 9 Energy
The room got messed up.

Slowpoke was hurt by poison


Action Two

Slowpoke used Fire Blast
8 Energy
RNG Roll (Hit < 85/100) = 34
RNG Roll (Crit < 1/16) = 9
RNG Roll (Burn < 10/100) = 50
12 * 1.5 = 18 Damage

Snorunt used Hex
7 Energy
RNG Roll (Crit < 1/16) = 3
(10 + 1.5) * 1.5 = 17 Damage

Slowpoke was hurt by poison


Action Three

Slowpoke used Flamethrower
7 Energy
RNG Roll (Crit < 1/16) = 14
RNG Roll (Burn < 10/100) = 42
10 * 1.5 = 15 Damage

Snorunt used Hex
7 + 4 = 11 Energy
RNG Roll (Crit < 1/16) = 16
(10 + 1.5) * 1.5 = 17 Damage

Slowpoke was hurt by poison

RNG Roll for Moody Rise: 3/6
RNG Roll for Moody Drop: 4/5
Slowpoke's SpA Rises and SpD Drops!

-----------------------------------------------

361.png

HP: 57
Energy: 75%
+2 Special Attack
-1 Special Defence

Vs.

79.png

HP: 63
Energy: 76%
Badly Poisoned - 2 DPA

Trick Room - Four More Rounds
 
56.png

Ah, what beautiful hax...

Hex + Hex ~ Rest ~ Hex
IF Protect, use Double Team (4) the first time and then Chill, and move actions along
IF Disable, use Shadow Ball from then on: Shadow Ball ~ Shadow Ball + Shadow Ball if A1, Shadow Ball + Shadow Ball if A2, or just Shadow Ball if A3
 
361.png

HP: 57
Energy: 75%
+2 Special Attack
-1 Special Defence

Vs.

79.png

HP: 63
Energy: 76%
Badly Poisoned - 2 DPA

Trick Room - Four More Rounds

-----------------------------------------------

Action One

Slowpoke used Substitute
14 Energy
15 HP

Snorunt used MEGA HEX
(7 + 11) * 2 = 36 Energy
RNG Roll (Crit < 1/16) = 16
(10*2.25 + 1.5) * 1.5 + 3.5 = 40 Damage
The Substitute faded

Slowpoke was hurt by poison


Action Two

Slowpoke used Fire Blast
8 Energy
RNG Roll (Hit < 85/100) = 13
RNG Roll (Crit < 1/16) = 10
RNG Roll (Burn < 10/100) = 21
12 * 1.5 + 1.75 = 20 Damage

Snorunt sat around

Slowpoke was hurt by poison


Action Three

Slowpoke used Dive
10 - 1 = 9 Energy
RNG Roll (Crit < 1/16) = 12
8 + 3 + 4.5 = 16 Damage

Snorunt used Hex
7 Energy

Slowpoke was hurt by poison

RNG Roll for Moody Rise: 1/6
RNG Roll for Moody Drop: 2/5
Slowpoke's Att Rises and SpA Drops!

-----------------------------------------------

361.png

HP: 21
Energy: 32%
+2 Attack
-1 Attack

Vs.

79.png

HP: 42
Energy: 46%
Badly Poisoned - 3 DPA

Trick Room - Three More Rounds
 
VSWill.png
"She's in the mood of something HOT"


Kurt: Fire Blast - Surf - Fire Blast
*If Snorunt uses Hex (alone or in combo) disable it and push actions
 
361.png

HP: 21
Energy: 32%
+2 Attack
-1 Attack

Vs.

79.png

HP: 42
Energy: 46%
Badly Poisoned - 3 DPA

-----------------------------------------------

Action One

Slowpoke used Fire Blast
8 Energy
RNG Roll (Hit < 85/100) = 32
RNG Roll (Crit < 1/16) = 11
RNG Roll (Burn < 10/100) = 68
12 * 1.5 = 18 Damage

Snorunt used Hex
7 + 4 = 11 Energy
RNG Roll (Crit < 1/16) = 13
10 * 1.5 = 15 Damage

Slowpoke was hurt by poison


Action Two

Slowpoke used Disable
7 Energy
Hex was disabled

Snorunt used Shadow Ball
6 Energy
RNG Roll (Crit < 1/16) = 3
RNG Roll (SpD Drop < 10/100) = 56
8 * 1.5 = 12 Damage

Slowpoke was hurt by poison


Action Three

Snorunt used Protect
7 Energy

Slowpoke used Surf
7 - 1 = 6 Energy
RNG Roll (Crit < 1/16) = 11
(10 + 3) / 3 = 4 Energy from Snorunt

Slowpoke was hurt by poison

RNG Roll for Moody Rise: 4/6
RNG Roll for Moody Drop: 4/5
Slowpoke's SpD Rises and Speed Drops!

-----------------------------------------------

361.png

HP: 3
Energy: 4%
Hex Disabled - Three More Actions
+2 Special Defence
-1 Speed

Vs.

79.png

HP: 6
Energy: 25%
Badly Poisoned - 4 DPA

Trick Room - Two More Rounds
 
56.png

Damn that was stupid. I should have won there.

Shadow Ball * 3
IF Protect, use Chill and move actions along
 
361.png

HP: 3
Energy: 4%
Hex Disabled - Three More Actions
+2 Special Defence
-1 Speed

Vs.

79.png

HP: 6
Energy: 25%
Badly Poisoned - 4 DPA

-----------------------------------------------

Action One

Slowpoke used Surf
7 - 1 = 6 Energy
RNG Roll (Crit < 1/16) = 4
(10 + 3) * 1.5 = 20 Damage
Snorunt Fainted
Slowpoke Won

-----------------------------------------------

361.png

HP: KO
Energy: KO

Vs.

79.png

HP: 2
Energy: 19%
Badly Poisoned - 4 DPA

Trick Room - One More Rounds
 
No, we can just move on. You'd only have to do that if you were challenging Rank Four or something.

64.png

Fire Breather Bertie wants to battle!
We can burn through anything in our path!

RNG Roll for Pokemon: 1/5
RNG Roll for Ability: 1/2

240.png

Magby (M)

Nature: Lonely

Type:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Abilities:

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.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:

Ember
Smog
Leer
Fire Punch
Smokescreen
Sunny Day
Faint Attack
Fire Spin
Confuse Ray
Flame Burst

Double Team
Substitute
Toxic

Flare Blitz
Belly Drum
Cross Chop

YES MAX POWER.
 
VSWill.png
"Come to mamma!"


Kurt: Trick Room - Surf - Earthquake
*If Confuse Ray is used A2 or A3 use Safeguard an push actions

**If you hit yourself in confusion A1 push TR
 
Spr_4h_240.png

HP: 90
Energy: 100%

Vs.

79.png

HP: 100
Energy: 100%

-----------------------------------------------------

Action One

Magby used Belly Drum
45 HP
30 Energy
POWER TO THE MAX

Slowpoke used Trick Room
10 - 1 = 9 Energy
Stuff was messed up.


Action Two

Slowpoke used Surf
7 - 1 = 6 Energy
RNG Roll (Crit < 1/16) = 2
(10 + 3) * 1.5 = 20 Damage

Magby used Faint Attack
4 Energy
RNG Roll (Crit < 1/16) = 15
6 * 1.5 + 6 * 1.75 = 20 Damage


Action Three

Slowpoke used Earthquake
7 Energy
RNG Roll (Crit < 1/16) = 1
(10 + 3 + 4.5) * 1.5 = 26 Damage
Magby Fainted
Slowpoke Won

-----------------------------------------------------

Spr_4h_240.png

HP: KO
Energy: KO

Vs.

79.png

HP: 80
Energy: 78%

Trick Room - Four More Rounds
 
I'm afraid that I messed up with the copying of the types. I don't know how it happened, but here is the correct one:

NormalType.png
WaterType.png
FlyingType.png

GrassType.png
PoisonType.png
ElectricType.png

PsychicType.png
DragonType.png
BugType.png

GhostType.png
DarkType.png
SteelType.png


Sorry.
 
49.png

Psychic Sarah wants to battle!
I forsee that we will win this.

RNG Roll for Pokemon: 2/5
RNG Roll for Ability: 2/3

63.png

Abra (M)

Nature: Bold

Type:

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 2 (+)
SpA: Rank 4
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12

Abilities:

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

Attacks:

Teleport

Psychic
Shadow Ball
Counter

Encore
Light Screen
Barrier

You saw Sabrina's match again Ash, right? Scared?
 
VSWill.png
"This is for all those times you scaped from me in the wild!"


Kurt: Trick Room - Aqua Tail - Signal Beam
*If Abra uses Shadow Ball A1 and [A2 or A3] then use Disable [Shadow Ball] A2 unless he uses Encore A2
 
49.png

Well, with that sort of provocation we have to at least once use it...

Shadow Ball ~ Teleport ~ Shadow Ball
 
sprite.php

HP: 80
Energy: 100%

Vs.

79.png

HP: 100
Energy: 100%
-----------------------------------------------

Action One

Abra used Shadow Ball
6 Energy
RNG Roll (Crit < 1/16) = 16
RNG Roll (SpD Drop < 20/100) = 65
(8 + 3) * 1.5 = 17 Damage

Slowpoke used Trick Room
10 - 1 = 9 Energy
Stuff got messed up


Action Two

Slowpoke used Disable
7 - 1 = 6 Energy
Shadow Ball was Disabled

Abra used Teleport
7 - 1 = 6 Energy
Shadow Ball was un-disabled


Action Three

Slowpoke used Signal Beam
6 Energy
RNG Roll (Confusion < 10/100) = 13
8 * 1.5 = 12 Damage

Abra used Shadow Ball
6 Energy
RNG Roll (Crit < 1/16) = 13
RNG Roll (SpD Drop < 20/100) = 32
(8 + 3) * 1.5 = 17 Damage

-----------------------------------------------

sprite.php

HP: 80
Energy: 82%

Vs.

79.png

HP: 66
Energy: 79%
 
49.png

Now, however, we are beaten comprehensibly by your superior movepool. I don't forsee this going well.

Shadow Ball * 3
IF Disable, use Teleport
IF Dive and he doesn't stay down, use Shadow Ball + Shadow Ball if it is A1 or A2, and Chill otherwise.
 
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