Battle Subway Challenge: Gerard

VSWill.png
"Why do I always lose to girls U.U"

 
Challenge 3:
VSWill.png

"First time we stopped in first, next one in the second, how far will we get this one?..."

Mode: Singles
Thread: Third's it!

Pokemon 1: Vogue (Starmie) @ Life Orb
Pokemon 2: Fantine (Kitsunoh) @ Oran Berry
Pokemon 3: Kirot (Metagross) @ Zoom Lens

Abilities:
Pokemon 1: Iluminate
Pokemon 2: Frisk
Pokemon 3: Clear Body

Starmie (Vogue) {O}
120.png
121.png

Nature: Timid (+15% Speed, +21% Acc, -1 Atk)
Type
: Water / Psychic

  • 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.

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

Abilities:


  • Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • 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.
  • Analytic: (Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(115*1.15)
SC: 2
WC: 4
BST: 19


EC: 4/6
MC: 11
DC: 4/5



Attacks: 24

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift

Light Screen
Minimize
Hydro Pump
Confuse Ray

Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Dive
Protect
Reflect
Thunder
Blizzard


Aurora Beam
Barrier
Supersonic
Kitsunoh (Fantine) {F}

..
frontnormal-mkitsunoh.png


Nature
: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type
: Ghost/Steel

  • 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.

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:


  • Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
  • Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:


HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19


EC: 6/6
MC: 5
DC: 5/5


Attacks: 32

Imprison

Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw

Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Perish Song


Taunt
Shadow Claw
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Roar
Dig

Yawn
Meteor Mash
Foul Play
Psycho Shift

Magic Coat
Ice Punch
Thunder Punch
Metagross (Kirot) {O}
376.png
376.png

Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type
: Steel/Psychic

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

  • 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.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 46

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Hammer Arm
Agility
Psychic
Meteor Mash


Iron Head
Zen Headbutt
Iron Defense
Refresh
Stealth Rock
Trick
Ice Punch
ThunderPunch
Body Slam
Gravity

Icy Wind
Signal Beam
DynamicPunch

Earthquake
Protect
Shadow Ball
Rock Slide
Toxic
Light Screen
Sandstorm
Reflect
Rain Dance
Double Team
Flash Cannon
Aerial Ace
Substitute
Hidden Power Fire 7
Grass Knot
Gyro Ball
Explosion
Rest
Endure
Sleep Talk
Sludge Bomb
Telekinesis
Battle 1:

RNG Rolls:
38/40, 2/3

HGSS_Bug_Catcher.png

Bug Catcher Steve would like to fight!
"I love bugs!"
632.png

Durant (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Bug / Steel
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Swarm:
(Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

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

Truant (DW):
(Innate) This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.

Item:
Choice Band

Stats:
HP: 90
Atk+: 5
Def: 4
SpA-: 1
SpD: 2
Spe: 109
SC: 1
WC: 3
BST: 18

Attacks:
Vicegrip
Sand-Attack
Fury Cutter
Bite
Agility
Metal Claw
Crunch

Faint Attack
Rock Slide
Thunder Fang

Dig
Rock Tomb
Facade
Shadow Claw
Giga Impact
Stone Edge
X-Scissor
HGSS_Bug_Catcher.png

"Gotta Hustle!"

X-Scissor - X-Scissor - X-Scissor
IF (Starmie uses Dive on A1 or A2) THEN (Use Mega X-Scissor instead
 
121.png

Vogue (U) @ Life Orb
HP: 90 | En: 100
2 / 3 / 4 / 3 / 133 (+20)
SC:2 | WC:4 | Sub:1
Illuminate
632.png

Durant (M) @ Choice Band
HP: 90 | En: 100
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)

Action 1:

Vogue used Confuse Ray!
RNG Roll (Duration) (2|3|4) 573/1000 (3a)
Durant was confused!
-5 energy
Durant is confused!
RNG Roll (Hit Self) (<=500 Yes) 517/1000 (No)
Durant used X-Scissor!
RNG Roll (To-Hit) (<=750 Yes) 412/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 584/1000 (No)
(8 + 3 + 6) * 1.5 = 25.5 ~ 26 damage
-5 energy

Action 2:

Vogue used Hydro Pump!
RNG Roll (To-Crit) (<=63 Yes) 659/1000 (No)
(12 + 3 + 3 + 3) * 1 = 21 damage
-7 energy
Vogue was hurt by its Life Orb!
-2 HP
Durant is confused!
RNG Roll (Hit Self) (<=500 Yes) 120/1000 (Yes)
Durant hit itself in confusion!
(4 + 4.5) * 1 = 8.5 ~ 9 damage
-3 energy

Action 3:

Vogue hid underwater!
Durant used X-Scissor!

The attack missed!
-5 energy
Vogue used Dive!
RNG Roll (To-Crit) (<=63 Yes) 417/1000 (No)
(8 + 3 + 3 - 3) * 1 = 11 damage
-9 energy
Vogue was hurt by its Life Orb!
-2 HP
121.png

Vogue (U) @ Life Orb
HP: 60 | En: 79
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
632.png

Durant (M) @ Choice Band
HP: 60 | En: 87
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)
 
VSWill.png
"Well, we still can use our nice... ok, let's be desperate"


Kirot: Minimize - Dive - Dive
*if he uses x-sissor combo A1 use sub (15) and push actions
 
121.png

Vogue (U) @ Life Orb
HP: 60 | En: 79
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
632.png

Durant (M) @ Choice Band
HP: 60 | En: 87
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)

Action 1:

Vogue used Minimize!
+1 Eva, -1 SC
-9 energy
Durant used Faint Attack!
RNG Roll (To-Crit) (<=63 Yes) 888/1000 (No)
(6 + 6) * 1.5 = 18 damage
-4 energy

Action 2:

Vogue hid underwater!
Vogue used Dive!
RNG Roll (To-Crit) (<=63 Yes) 582/1000 (No)
(8 + 3 + 3 - 3) * 1 = 11 damage
-9 energy
Vogue was hurt by its Life Orb!
-2 HP
Durant used Mega Faint Attack!
RNG Roll (To-Crit) (<=63 Yes) 831/1000 (No)
(13.5 + 6) * 1.5 = 29.25 ~ 29 damage
-28 energy

Action 3:

Vogue hid underwater!
Durant must recharge!

Vogue used Dive!
RNG Roll (To-Crit) (<=63 Yes) 187/1000 (No)
(8 + 3 + 3 - 3) * 1 = 11 damage
-13 energy
Vogue was hurt by its Life Orb!
-2 HP
121.png

Vogue (U) @ Life Orb
HP: 7 | En: 68
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
-1 SC (PERM), +1 Eva (PERM)
632.png

Durant (M) @ Choice Band
HP: 38 | En: 55
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)

HGSS_Bug_Catcher.png

"See?"

Faint Attack - Faint Attack - Faint Attack
IF (Vogue orders Dive at anytime in the queue and it's not in a combo) THEN (Replace your action set with Mega Bite - cooldown - Bite if it's A1, Bite - Mega Bite - cooldown if it's A2; carry on otherwise)
 
121.png

Vogue (U) @ Life Orb
HP: 7 | En: 68
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
-1 SC (PERM), +1 Eva (PERM)
632.png

Durant (M) @ Choice Band
HP: 38 | En: 55
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)

Action 1:

Vogue used Recover!
+20 HP
-11 energy
Durant used Faint Attack!
RNG Roll (To-Crit) (<=63 Yes) 235/1000 (No)
(6 + 6) * 1.5 = 18 damage
-12 energy

Action 2:

Vogue used Recover!
+20 HP
-15 energy
Durant used Faint Attack!
RNG Roll (To-Crit) (<=63 Yes) 50/1000 (Yes)
A critical hit!
(6 + 6 + 3) * 1.5 = 22.5 ~ 23 damage
-14 energy

Action 3:

Vogue hid underwater!
Durant used Faint Attack!

The attack missed!
-16 energy
Vogue used Dive!
RNG Roll (To-Crit) (<=63 Yes) 768/1000 (No)
(8 + 3 + 3 - 3) * 1 = 11 damage
-9 energy
Vogue was hurt by its Life Orb!
-2 HP
121.png

Vogue (U) @ Life Orb
HP: 4 | En: 33
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
-1 SC (PERM), +1 Eva (PERM)
632.png

Durant (M) @ Choice Band
HP: 27 | En: 13
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)
 
VSWill.png
"Having to relly on a coin toss sucks, but it's all we can do, so...
"

Vogue: Protect - Evasive Minimize - Protect
*If Durant uses chill use Chill - Surf + Surf Combo - Cooldown
**If Evasive Minimize wouldn't work use Confuse Ray instead
.
 
121.png

Vogue (U) @ Life Orb
HP: 4 | En: 33
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
-1 SC (PERM), +1 Eva (PERM)
632.png

Durant (M) @ Choice Band
HP: 27 | En: 13
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)

Action 1:

Vogue used Protect!
Vogue protected itself!
-7 energy
Durant used Fury Cutter!
RNG Roll (To-Hit) (<=534 Yes) 369/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 379/1000 (No)
(4 + 3 + 6) * 1.5 = 19.5 ~ 20 damage
-3 energy
-7 energy (Vogue)

Action 2:

Vogue used Confuse Ray!
RNG Roll (Duration) (2|3|4) 144/1000 (2a)
-5 energy
Durant is confused!
RNG Roll (Hit Self) (<=500 Yes) 809/1000 (No)
Durant used Fury Cutter!
RNG Roll (To-Hit) (<=534 Yes) 282/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 289/1000 (No)
(7 + 3 + 6) * 1.5 = 24 damage
-4 energy
Vogue fainted!
121.png

Vogue (U) @ Life Orb
HP: KO | En: 14
2 / 3 / 4 / 3 / 133 (+21)
SC:2 | WC:4 | Sub:1
Illuminate
-1 SC (PERM), +1 Eva (PERM)
632.png

Durant (M) @ Choice Band
HP: 27 | En: 6
5 / 4 / 1 / 2 / 109
SC:1 | WC:3 | Sub:1
Hustle (DISB)
-1 Acc (PERM)

HGSS_Bug_Catcher.png

"We did it!"

Final Streak: 0
Continuable: No

Gerard:
0 BP
Vogue:
3 MC

Engineer Pikachu:
2 + (2) = 4 BT.

Luck just didn't go your way...
 
Challenge 4:
VSWill.png

"Let's pretend last time didn't happened..."

Mode: Singles
Thread: Right there!

Pokemon 1: Vogue (Starmie) @ Expert Belt
Pokemon 2: Fantine (Kitsunoh) @ Life Orb
Pokemon 3: Kirot (Metagross) @ Zoom Lens

Abilities:
Pokemon 1: Iluminate
Pokemon 2: Frisk
Pokemon 3: Clear Body

Starmie (Vogue) {O}
120.png
121.png

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type
: Water / Psychic

  • 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.

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

Abilities:


  • Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • 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.
  • Analytic: (Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(115*1.15)
SC: 2
WC: 4
BST: 19


EC: 6/6
MC: 0
DC: 5/5



Attacks: 30

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift

Light Screen
Minimize
Hydro Pump
Confuse Ray

Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Grass Knot
Dive
Protect
Reflect
Thunder
Blizzard

Double Team
Hidden Power Fire (7)
Rain Dance

Endure

Aurora Beam
Barrier
Supersonic

Bide
Kitsunoh (Fantine) {F}

..
frontnormal-mkitsunoh.png


Nature
: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type
: Ghost/Steel

  • 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.

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:


  • Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
  • Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:


HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19


EC: 6/6
MC: 5
DC: 5/5


Attacks: 32

Imprison

Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw

Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Perish Song


Taunt
Shadow Claw
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Roar
Dig

Yawn
Meteor Mash
Foul Play
Psycho Shift

Magic Coat
Ice Punch
Thunder Punch
Metagross (Kirot) {O}
376.png
376.png

Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type
: Steel/Psychic

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

  • 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.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 46

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Hammer Arm
Agility
Psychic
Meteor Mash


Iron Head
Zen Headbutt
Iron Defense
Refresh
Stealth Rock
Trick
Ice Punch
ThunderPunch
Body Slam
Gravity

Icy Wind
Signal Beam
DynamicPunch

Earthquake
Protect
Shadow Ball
Rock Slide
Toxic
Light Screen
Sandstorm
Reflect
Rain Dance
Double Team
Flash Cannon
Aerial Ace
Substitute
Hidden Power Fire 7
Grass Knot
Gyro Ball
Explosion
Rest
Endure
Sleep Talk
Sludge Bomb
Telekinesis
Battle 1:

RNG Rolls:
30/40, 1/3
HGSS_Bug_Catcher.png

Bug Catcher Steve would like to fight!
"I love bugs!"
595.png

Joltik (F)

Nature: Modest
+1 SpA, -1 Atk

Type: Bug / Electric
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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.

Abilities:
CompoundEyes:
(Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attacks 30% (x1.3) more accurate.

Unnerve:
(Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Swarm (DW):
(Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Item:
Electric Gem

Stats:
HP: 90
Atk-: 1
Def: 2
SpA+: 3
SpD: 2
Spe: 65
SC: 1
WC: 1
BST: 13

Attacks:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Electro Ball
Bug Buzz

Disable
Poison Sting
Rock Climb

Toxic
Hidden Power Ice 7
Light Screen
Thunderbolt
Energy Ball
Volt Switch
Thunder Wave
HGSS_Bug_Catcher.png

"Go! My many-eyed ally!"

Thunder Wave - Thunderbolt - Thunderbolt
IF (Dive) THEN (If not on A3 and not staying under, then Thunderbolt + Volt Switch; if not on A3 and staying under, then chill; if on A3, then chill)
IF (Double Team) THEN (Electroweb)
 
VSWill.png
"You gotta be kidding me... ¬¬
"

Vogue: [Iluminate] Substitute (25) - Hidden Power - Hydro Pump
Cause 2.5 chance of missing is
2.5 chance of missing!
 
121.png

Vogue (U) @ Expert Belt
HP: 90 | EN: 100
2 / 3 / 4 / 3 / 133 (+20)
SC:2 | WC:4 | Sub:2
Illuminate
595.png

Joltik (F) @ Electric Gem (5)
HP: 90 | EN: 100
1 / 2 / 3 / 2 / 65
SC:1 | WC:1 | Sub:1
Compoundeyes

Vogue's Illuminate activated!
-1 Acc (PERM)

Action 1:

Vogue used Substitute!
-25 HP
A substitute was created!
-24 energy
Joltik used Thunder Wave!
But it failed!
-6 energy

Action 2:

Vogue used Hidden Power!
RNG Roll (To-Crit) (<=63 Yes) 65/1000 (No)
(7 + 3 + 2) * 1.5 = 15 damage
-5 energy
Joltik used Thunderbolt!
RNG Roll (To-Hit) (<=975 Yes) 527/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 143/1000 (No)
(10 + 3) * 1.5 = 19.5 ~ 20 damage
The substitute took the damage!
-6 energy

Action 3:

Vogue used Hydro Pump!
RNG Roll (To-Crit) (<=63 Yes) 215/1000 (No)
(12 + 3 + 3) * 1 = 18 damage
-7 energy
Joltik used Thunderbolt!
RNG Roll (To-Hit) (<=975 Yes) 900/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 984/1000 (No)
(10 + 3) * 1.5 = 19.5 ~ 5 damage
The substitute faded!
-10 energy
121.png

Vogue (U) @ Expert Belt
HP: 65 | EN: 64
2 / 3 / 4 / 3 / 133 (+20)
SC:2 | WC:4 | Sub:2
Illuminate
595.png

Joltik (F) @ Electric Gem (5)
HP: 57 | EN: 78
1 / 2 / 3 / 2 / 65
SC:1 | WC:1 | Sub:1
Compoundeyes
-1 Acc (PERM)
 
VSWill.png
"When you're against such a powerful opponent there's only one way to go...
"

Vogue: Double Team (4) - Hidden Power - Hydro Pump
*If Joltik uses Electroweb [alone or comboed] then use Minimize A1 instead
 
HGSS_Bug_Catcher.png

"We can see easily no matter how blinded we are!"

Electroweb (GEM) - Thunder Wave - Electro Ball (GEM)
IF (Thunder Wave misses) THEN (Thunderbolt (GEM) instead A3)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
121.png

Vogue (U) @ Expert Belt
HP: 65 | EN: 64
2 / 3 / 4 / 3 / 133 (+20)
SC:2 | WC:4 | Sub:2
Illuminate
595.png

Joltik (F) @ Electric Gem (5)
HP: 57 | EN: 78
1 / 2 / 3 / 2 / 65
SC:1 | WC:1 | Sub:1
Compoundeyes
-1 Acc (PERM)

Action 1:

Vogue used Minimize!
+1 Eva, -1 SC
-9 energy
Joltik used Electroweb!
RNG Roll (To-Hit) (<=695 Yes) 430/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 179/1000 (No)
(6 + 3 + 3) * 1.5 = 18 damage
-1 Spe
-5 energy

Action 2:

Joltik used Thunder Wave!
RNG Roll (To-Hit) (<=731 Yes) 133/1000 (Yes)
Vogue was paralyzed!
-6 energy
Vogue used Hidden Power!
RNG Roll (Full PRZ) (<=250 Yes) 914/1000 (No)
RNG Roll (To-Crit) (<=63 Yes) 10/1000 (Yes)
A critical hit!
(7 + 3 + 3 + 2) * 1.5 = 19.5 ~ 20 damage
-5 energy

Action 3:

Joltik used Electro Ball!
RNG Roll (To-Hit) (<=731 Yes) 949/1000 (No)
The attack missed!
-7 energy
Vogue used Hydro Pump!
RNG Roll (Full PRZ) (<=250 Yes) 795/1000 (No)
RNG Roll (To-Crit) (<=63 Yes) 443/1000 (No)
(12 + 3 + 3) * 1 = 18 damage
-7 energy
121.png

Vogue (U) @ Expert Belt
HP: 47 | EN: 43
2 / 3 / 4 / 3 / 133 [19] (+20)
SC:2 | WC:4 | Sub:2
Illuminate
PRZ (20)
+1 Eva (PERM), -1 SC (PERM), -1 Spe (1r)

595.png

Joltik (F) @ Electric Gem (3)
HP: 19 | EN: 60
1 / 2 / 3 / 2 / 65
SC:1 | WC:1 | Sub:1
Compoundeyes
-1 Acc (PERM)

HGSS_Bug_Catcher.png

"asdfghjkl;'"

Electro Ball (GEM) x3
 
121.png

Vogue (U) @ Expert Belt
HP: 47 | EN: 43
2 / 3 / 4 / 3 / 133 [19] (+20)
SC:2 | WC:4 | Sub:2
Illuminate
PRZ (20)
+1 Eva (PERM), -1 SC (PERM), -1 Spe (1r)

595.png

Joltik (F) @ Electric Gem (3)
HP: 19 | EN: 60
1 / 2 / 3 / 2 / 65
SC:1 | WC:1 | Sub:1
Compoundeyes
-1 Acc (PERM)

Action 1:

Joltik used Electro Ball!
RNG Roll (To-Hit) (<=731 Yes) 529/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 857/1000 (No)
(12 + 3 + 3) * 1.5 = 27 damage
-12 energy
Vogue used Hidden Power!
RNG Roll (Full PRZ) (<=200 Yes) 303/1000 (No)
(7 + 3 + 2) * 1.5 = 18 damage
-5 energy

Action 2:

Joltik used Electro Ball!
RNG Roll (To-Hit) (<=731 Yes) 581/1000 (Yes)
RNG Roll (To-Crit) (<=63 Yes) 400/1000 (No)
(12 + 3 + 3) * 1.5 = 27 damage
-16 energy
Vogue fainted!
121.png

Vogue (U) @ Expert Belt
HP: KO | EN: 38
2 / 3 / 4 / 3 / 133 [33] (+20)
SC:2 | WC:4 | Sub:2
Illuminate
PRZ (15)
+1 Eva (PERM), -1 SC (PERM)

595.png

Joltik (F) @ Electric Gem (1)
HP: 1 | EN: 32
1 / 2 / 3 / 2 / 65
SC:1 | WC:1 | Sub:1
Compoundeyes
-1 Acc (PERM)

HGSS_Bug_Catcher.png

"Haha, it seems that we could see easily enough!"

Bug Catcher Steve wins!

Final Streak: 0
Continuable: No

Gerard
0 BP
Vogue
3 MC

Engineer Pikachu
(2) + (2) = 4 BT.

Cheers, and better luck next time!
 
Only Gerard, Its_A_Random, & any required subrefs are permitted to post for the duration of this Challenge. Thank you.

Whee, Dubsway...
VSWill.png


"This time we're ready for everything"

Mode: Doubles!
Thread: HoYey!

Pokemon 1: Vogue (Starmie) @ Expert Belt
Pokemon 2: Lamarche (Mollux) @ Charcoal
Pokemon 3: Christine (Dragonite) @ Zoom Lens
Pokemon 4: Fantine (Kitsunoh) @ Brightpower

Abilities:
Pokemon 1: Illuminate
Pokemon 2: Illuminate
Pokemon 3: Multiscale
Pokemon 4: Limber

Starmie (Vogue) {O}
Spr_5b_121.png

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic



  • 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.

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

Abilities:


  • Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
  • 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.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(+)
SC: 2
WC: 4
BST: 19


EC: 6/6
MC: 0
DC: 5/5



Attacks: 45

Aurora Beam
Barrier
Bide
Blizzard
Brine
Camouflage
Confuse Ray
Dive
Double Team
Endure
Flash Cannon
Grass Knot
Gravity
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Minimize
Pain Split
Power Gem
Protect
Psychic
Rain Dance
Rapid Spin
Recover
Reflect
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Water Gun
Zap Cannon

Lamarche (Mollux) {}
cap3_mollux.png
Nature:Bold (+1 Def, -1 Atk)
Type: Fire / Poison


  • 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.

  • Fire: 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.

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: (Trait)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Stats:

HP: 100
Atk:
1 (-)
Def:
4 (+)
SpA:
5
SpD: 4

Spe: 76
SC: 3
WC: 3
BST: 20


EC: -.-
MC: 0
DC: 5/5


Attacks: 27

Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Heat Wave
Recover
Eruption

Heal Pulse

Healping Hand
Rapid Spin
Bug Bite
Gastro Acid
Heal Bell


Flamethrower

Fire Blast
Sludge Bombs
Thunderbolt
Thunder
Sludge Wave
Will-o-Wisp
Protect
Thunder Wave

Christine (Dragonite) {}
149.png

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon / Flying


  • Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

  • Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:


  • 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.
  • Multiscale: (Innate)
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:

HP: 100
Atk:
5
Def:
3
SpA: 5
(+)
SpD:
4
Spe: 69
(-)
SC: 4
WC: 6
BST: 22


EC: 9/9
MC: 0
DC: 5/5


Attacks: 40

Agility
Aqua Tail
Blizzard
Brick Break
Double Team
Dragon Pulse
Dragon Rage
Dragon Tail
Earthquake
Endure
ExtremeSpeed
Fire Punch
Flamethrower
Fly
Focus Blast
Heat Wave
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Leer
Light Screen
Outrage
Protect
Rain Dance
Reflect
Rock Slide
Roost
Safeguard
Slam
Stone Edge
Superpower
Surf
Tailwind
Thunder Wave
Thunderbolt
Thunderpunch
Twister
Wrap

Fantine (Kitsunoh) {}
Kitsunoh_FrontF.png

Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel



  • 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.

  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.


Abilities:


  • Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
  • Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:


HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19



EC: 6/6
MC: 0
DC: 5/5


Attacks: 45

Aerial Ace
Copycat
Curse
Dig
Double Team
Earthquake
Endeavour
Faint Attack
Fake Out
Foul Play
Giga Impact
Ice Punch
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Metal Claw
Meteor Mash
Odor Sleuth
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Substitute
Super Fang
Superpower
Tail Whip
Taunt
Thunder Punch
Torment
Toxic
U-Turn
Will-o-Wisp
Yawn


Challenge 5: Battle 1
RNG Adjust=((1*5)/12)=5/12=0%
86.png

Policeman Jim wants to battle!
"FREEZE! We heard of annoying flashing in the Subway, & I am here to investigate!"

(Pokemon Rolls [1-50]: 10, 14; Zebstrika, Audino)

(Ability Roll {Zebstrika} [Lightningrod/Motor Drive/Sap Sipper]: 3/3; Sap Sipper)
(Ability Roll {Audino} [Healer/Regenerator/Klutz]: 1/3; Healer)
"Zebstrika, Audino, keep us healthy on trees, & pin this criminal down!"
523.png

Zebstrika (F)

Nature: Modest
+1 SpA, -1 Atk

Type: 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.

Abilities:
Lightning Rod:
(Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Motor Drive:
(Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.


Sap Sipper (DW):
(Innate) This Pokemon lives on a steady diet of plants and has developed defences to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk-: 3
Def: 3
SpA+: 4
SpD: 3
Spe: 116
SC: 4
WC: 4
BST: 20

Attacks:
Quick Attack
Tail Whip
Charge
Thunder Wave
Shock Wave
Flame Charge
Pursuit
Spark
Discharge

Me First
Sand-attack
Shock Wave

Signal Beam

Hidden Power Ice 7
Light Screen
Rain Dance
Thunderbolt
Thunder
Flame Charge
Overheat
Charge Beam
Volt Switch
Thunder Wave
531.png

Audino (F)

Nature: Bold
+1 Def, -1 Atk

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

Abilities:
Healer:
(Innate) 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.

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.

Klutz (DW):
(Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.


Stats:
HP: 110
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 50
SC: 2
WC: 3
BST: 16

Attacks:
Pound
Growl
Helping Hand
Refresh
Doubleslap
Attract
Secret Power
Entrainment
Heal Pulse

Encore
Heal Bell
Wish

Magic Coat
Pain Split

Toxic
Sunny Day
Ice Beam
Light Screen
Protect
Rain Dance
Telekinesis
Thunderbolt
Double Team
Reflect
Flamethrower
Attract
Incinerate
Flash
Thunder Wave
Psych Up
Grass Knot
Substitute
Trick Room
Surf

TURN ORDER
Gerard sends in Vogue the Starmie & Lamarche the Mollux (Automatic).
Policeman Jim sends in Zebstrika & Audino (Automatic).
Policeman Jim issues actions.
Gerard issues actions.
Its_A_Random refs.
----------------------------------
86.png

"Arrest him!"

Zebstrika: Light Screen > Volt Switch (Vogue) > Volt Switch (Vogue)
IF Vogue uses (Protective/Evasive Move) successfully without transfer vs. Volt Switch, THEN use Volt Switch (Lamarche) that action.
IF Vogue uses (Evasive Damaging move) vs. Volt Switch, THEN use Volt Switch (Lamarche) that action.
IF Vogue Faints, THEN redirect to Lamarche

Audino: Thunderbolt (Vogue) > Grass Knot (Vogue) > Thunderbolt (Vogue)
IF Vogue uses (Protective/Evasive Move) successfully without transfer, THEN use Thunderbolt (Lamarche) that action.
IF Vogue uses (Evasive Damaging move), THEN use Thunderbolt (Lamarche) that action.
IF Vogue Faints, THEN redirect to Lamarche
 
VSWill.png

"Mmm, I wanted to get some Lighting powers, but considering everything, I think we should be fine"

Vogue: [Illuminate] Hydro Pump (Zebstrika) ~ Surf~ Hydro Pump (Zebstrika)

Lamarche: [Illuminate] Eruption ~ Heat Wave~ Eruption
 
ROUND ONE

Gerard AA
Spr_5b_121.png
|
cap3_mollux.png

Vogue (-) @ Expert Belt | Lamarche (M) @ Charcoal
Ability: Illuminate | Illuminate
HP: 90 | 100
Energy: 100 | 100
Atk: Rank 2 | 1
Def: Rank 3 | 4
SpA: Rank 4 | 5
SpD: Rank 3 | 4
Speed: 133 | 76
Size Class: 2 | 3
Weight Class: 4 | 3
Base Rank Total: 19 | 20
No Changes | No Changes

Policeman Jim AA
523.png
|
531.png

Zebstrika (F) @ Shuca Berry (3) | Audino (F) @ Leftovers
Ability: Sap Sipper | Healer
HP: 100 | 110
Energy: 100 | 100
Atk: Rank 3 | 1
Def: Rank 3 | 4
SpA: Rank 4 | 2
SpD: Rank 3 | 3
Speed: 116 | 50
Size Class: 4 | 2
Weight Class: 4 | 3
Base Rank Total: 20 | 16
No Changes | No Changes

BEGIN ROUND
Vogue's Illuminate cut Zebstrika's Accuracy!
Vogue's Illuminate cut Audino's Accuracy!
Vogue used 5 Energy!

Lamarche's Illuminate cut Zebstrika's Accuracy!
Lamarche's Illuminate cut Audino's Accuracy!
Lamarche used 5 Energy!
---
ACTION ONE
Vogue used Hydro Pump (Zebstrika)!
(Crit Roll [<=625]: 7784/10000; No Crit)
Zebstrika took (12+3+1.5)=16.5 Damage!
Vogue used 7 Energy!

Zebstrika used Light Screen!
Policeman Jim's team was protected by Light Screen!
Zebstrika used 8 Energy!

Lamarche used Eruption (Zebstrika, Audino)!
(Crit Rolls [<=625/10000]: 8342, 1808; No Crits)
Zebstrika took (7.5+3+3+4)=17.5 Damage!
Audino took took (7.5+3+3+4)=17.5 Damage!
Lamarche used 7 Energy!

Audino used Thunderbolt (Vogue)!
(Hit Roll [<=6000]: 6247/10000; Miss)
Audino's Attack missed!
Audino used 7 Energy!

Audino nibbled on her Leftovers!
---
ACTION TWO
Vogue used Surf (Lamarche, Zebstrika, Audino)!
(Crit Rolls [<=625/10000]: 1425, 8421, 5364; No Crits)
Its Super Effective (Lamarche)!
Lamarche took ((8+3)*1.5)=16.5 Damage!
Zebstrika took (5+3+1.5)=9.5 Damage!
Audino took (5+3+1.5)=9.5 Damage!
Vogue used 6 Energy!

Zebstrika used Volt Switch (Vogue)!
(Hit Roll [<=6000]: 4730/10000; Hit)
(Crit Roll [<=625]: 5618/10000; No Crit)

Its Super Effective!
Vogue took ((7+3+1.5)*1.5)=17.25 Damage!
Zebstrika's status reset!
Zebstrika used 4 Energy!

Lamarche used Heat Wave (Zebstrika, Audino)!
(Hit Rolls [<=9000/10000]: 9184, 3742; Hit Audino)
(Crit Roll [<=625]: 700/10000; No Crit)
(Effect Roll {Burn} [<=1000]: 5322/10000; No Burn)

Zebstrika avoided the attack!
Audino took (5+3+3+4)=15 Damage!
Lamarche used 6 Energy!

Audino used Grass Knot (Vogue)!
(Hit Roll [<=6000]: 2437/10000; Hit)
(Crit Roll [<=625]: 5994/10000; No Crit)

Its Super Effective!
Vogue took ((8-1.5)*1.5)=9.75 Damage!
Audino used (4+(4/2))=6 Energy!

Audino nibbled on her Leftovers!
---
ACTION THREE
Vogue used Hydro Pump (Zebstrika)!
(Crit Roll [<=625]: 6289/10000; No Crit)
Zebstrika took (8+3+1.5)=12.5 Damage!
Vogue used 7 Energy!

Zebstrika used Volt Switch (Vogue)!
(Crit Roll [<=625]: 1996/10000; No Crit)
Its Super Effective!
Vogue took ((7+3+1.5)*1.5)=17.25 Damage!
Zebstrika's status reset!
Zebstrika used 8 Energy!

Lamarche used Eruption (Zebstrika, Audino)!

(Crit Rolls [<=625/10000]: 3348, 8633; No Crits)
Zebstrika took (6.2625+3+3+4)=16.2625 Damage!
Audino took took (6.2625+3+3+4)=16.2625 Damage!
Lamarche used 7 Energy!

Audino used Thunderbolt (Vogue)!
(Hit Roll [<=6000]: 4214/10000; Hit)
(Crit Roll [<=625]: 1024/10000; No Crit)
(Effect Roll {Paralysis} [<=1000]: 7136/10000; No Paralysis)

Its Super Effective!
Vogue took ((10-1.5)*1.5)=12.75 Damage!
Audino used 7 Energy!

Audino nibbled on her Leftovers!
---
END ROUND

Gerard AA
Spr_5b_121.png
|
cap3_mollux.png

Vogue (-) @ Expert Belt | Lamarche (M) @ Charcoal
Ability: Illuminate | Illuminate
HP: 33 | 83
Energy: 75 | 75
Atk: Rank 2 | 1
Def: Rank 3 | 4
SpA: Rank 4 | 5
SpD: Rank 3 | 4
Speed: 133 | 76
Size Class: 2 | 3
Weight Class: 4 | 3
Base Rank Total: 19 | 20
No Changes | No Changes

Policeman Jim AA (Light Screen (3a))
523.png
|
531.png

Zebstrika (F) @ Shuca Berry (3) | Audino (F) @ Leftovers
Ability: Sap Sipper | Healer
HP: 28 | 54
Energy: 80 | 80
Atk: Rank 3 | 1
Def: Rank 3 | 4
SpA: Rank 4 | 2
SpD: Rank 3 | 3
Speed: 116 | 50
Size Class: 4 | 2
Weight Class: 4 | 3
Base Rank Total: 20 | 16
No Changes | -2 Accuracy

TURN ORDER
Gerard issues actions.
Policeman Jim issues actions.
Its_A_Random refs.
 
VSWill.png

"Oh, how could I forget this is 1 ability... Ok at least this was now when at least I still have chance"

Vogue: Hydro Pump (Zebstrika) ~ Psychic (Zebstrika) ~ Hydro Pump (Zebstrika)
*If Zebstrika Faints then redirect all remaining actions to Audino

Lamarche: Eruption ~ Heat Wave ~ Eruption
*If Zebstrika Faints then change remaining actions to Fire Blast (Audino) - Sludge Bomb (Audino) - Fire Blast (Audino) according to need
 
86.png

"Some backup might be in order here!"

Zebstrika: Thunderbolt (Vogue) > Thunderbolt (Vogue) > Thunderbolt (Vogue)
IF Vogue faints, THEN redirect to Lamarche

Audino: Thunderbolt (Vogue) > Pain Split (Lamarche) > Thunderbolt (Vogue)
IF Vogue faints, THEN replace all remaining instances of Thunderbolt (Vogue) with Surf.
 
Back
Top