• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Cliff of Thunder (Normal) - DarkSlay and smashlloyd20 (COMPLETED)

Status
Not open for further replies.
A long and narrow bridge of stone allows you to reach the impervious peak, stormed by blinding thunderbolts and battered by incessant winds. There doesn't seem to be any tunnels, so your only choice is to follow the rather unstable and rough cliff which follows the circumference of the tall mountain. Sometimes, a bolt of lightning strikes really near your position, but nevertheless you keep going on, until the cliff ends with a cave. You enter in, pleased for leaving behind the frigid winds and the loud thunders.

This cavern seems to be illuminated from within, quite to your surprise. Several blue crystals, sparking with weak jolts of electricity, paint the surrounding walls with fascinating cerulean reflexes. After some time, you also note that a lot of the rock composing the cave, from the floor to the walls to the ceiling, seems to be of metallic composition. The path ends at a certain point, with a hole in the floor. After some esitations, you go through it, not without the necessary care. The tunnel is not really long, and you soon find yourselves in another cavern, much larger than the previous one. Crystals like the ones which you found here and there so far are now all over the place, shining like torches and bathing the entire area in a wonderful soothing atmosphere. However, now, walking through the crystals is particularly difficult, since they zap if you get too close to them.

Nevertheless, you manage to cover the distance to the end of the cavern. You are now in a barren hall, rather little compared to the cavern you're coming from. There are still some of those crystals all around, with some particularly large rocks charged with electricity - you count four of them. But since you're here for other reason rather than counting stones, you head for the exit... until a slide blocks your path! Luckily you're unaffected, but now you'll have to remove the rubble which is preventing you from keep going. You call your Pokémon to help you in the task, but suddendly a strange noise catches your attention. Looks like your Pokémon will be required for something else first!

200px-Wattson_Magnemite.png


(3 of them)

HP 100 (each)
Atk 3
Def 4
SpA 4
SpD 3
Spe 52

Ability: Magnet Pull, Sturdy

frontnormal-mpyroak.png

Pyroak [Willow] (F)
Nature: Quiet (Adds * to Special Attack. A 15% decrease (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on the opponent's Pokemon's attacks.)

Type: Fire / Grass
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Glyph of Flamethrower: Reduces the threat generated by Flamethrower by 30%

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 51 (60 * .15 = 9)

EC: 9 / 9
MC: 1
DC: 5 / 5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
Wood Hammer
Flare Blitz
Pound (*)
Bullet Seed (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Synthesis

Earth Power (*)
Aromatherapy (*)
Seed Bomb (*)

Worry Seed

Hidden Power (Ice, 7) (*)
Flamethrower (*)
Substitute (*)
Light Screen
Toxic
Sunny Day
SolarBeam

635.png

Hydreigon [Eclipse] (F)
Nature: Naive (Adds 15% to Speed. Subtracts * from Special Defense.)

Type: Dark / Dragon
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 113 (+)

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

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Dragon Pulse

Dark Pulse (*)
Earth Power (*)
ThunderFang (*)
Ice Fang

Taunt (*)
Work Up (*)
Protect (*)
Fire Blast
Focus Blast
Thunder Wave
Stone Edge
Surf
Fly

105.png

GAIA CRUSH (Marowak) [M]
Adamant Nature (+1 Attack, -1 Special Attack)

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head: Innate: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod: Innate: These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer 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.
Battle Armor: (DW) Innate: This Pokemon’s thick armor prevents it from taking critical hits.

Item: Thick Club

HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 45

EC: 6/6
MC: 2
DC: 1/5

Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage

Rock Slide
Belly Drum
Detect

Swords Dance
Earthquake
Protect

machamp.png

Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)

EC: 9/9
MC: 11
DC: 5/5

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)
Bullet Punch
Dig
Bulk Up
Payback
Stone Edge
 
Man, I thought we were headed to Vegas. :( smash, when you told me that this place was full of bright lights and electricity, I definitely had something else in mind other than this! Now we're stuck battling our way out of this one. Oh well, these Magnemite seem pretty friendly!

*BZZZZT* Ow!

Or...not...well, looks like we're going to have to take them out!

Go, Willow and Eclipse!
frontnormal-mpyroak.png
635.png


All right Willow, put up a Light Screen to help out your teammates for a few rounds. Then use Flamethrower on the right most Magnemite. I always think that things on the right are the most threatening!

Eclipse, start out with a highly accurate Fire Blast on the right most Magnemite. Follow that up with a semi-nice accurate Focus Blast at the same target!
 
I've never been to Vegas. How should I know?

This thing's a Steel-type. It loves me. Right....ri-OW!

Fine then. Be that way.

machamp.png
105.png


GAIA CRUSH and Chuck Norris, get out there!

GAIA CRUSH, you'll be instrumental in absorbing all their Thunderbolts thanks to your nifty little ability Lightningrod. But these things will drop like flies to your attacks as well! Start off with a Swords Dance to throw your attack through the roof, then follow up with an Earthquake! However, if you're preparing for the Earthquake and see that two or more have used Magnet Rise, smash the right Magnemite with a Bonemerang instead!

Chuck Norris, your orders are a bit more straightforward. Hit the right Magnemite with Dynamicpunch, then use Wide Guard!

GAIA CRUSH: Swords Dance~Earthquake
If two or more Magnemites Magnet Rise: Bonemerang the right one on second action

Chuck Norris: Dynamicpunch right Magnemite~Wide Guard


Also guys; if the right Magnemite faints, change all your remaining attacks to the middle one!
 
As soon as she spots the magnet trio floating towards them, Eclipse roasts one with a fiery star of flames. That Magnemite angrily reacts with a lightning bolt, which however is drawn to the Marowak's bone and nullified like it was nothing. Another Magnemite attempts to zap the Machamp, but it is rendered vain as well. Gaia Crush's bone can do little though when the third Magnemite conjures a silver sphere of light to blast the three-headed dragon. Willow quickly covers the team from further assaults with a mystical barrier, but the Marowak is left undefended. Chuck Norris immediately goes on an all-out offense with his mighty fists, while Gaia Crush starts making a frightening bone dance which boosts his physical presence.

The Hydreigon then materializes a globe of pure force to crush the Magnemite she scorched before. Two of the magnemites attempt to electrocute DarkSlay's team, but the bone of Gaia Crush neutralizes the electricity once again. Willow burns the same battered Magnemite into heated flames, while Chuck Norris delivers the final blow and knocks him out. Two more to go. The Marowak picks his bone and mashes the ground with impressive strength, causing a massive quake all over the place. The two Magnemite end up heavily damaged, but Willow and Chuck didn't appreciate, either.

frontnormal-mpyroak.png
HP 96/Energy 85

635.png
HP 83/Energy 84 (-1 SpD)
machamp.png
HP 85/Energy 80
105.png
HP 90/Energy 86 (+2 Attack)
081magnemite.gif
(1)HP 0
081magnemite.gif
(2)HP 68
081magnemite.gif
(3)HP 73

Calculations:
Hit roll (221-10000): 4809/10000
Critical Hit roll (1-625): 6583/10000
Burn roll (9001-10000): 607/10000
Hydreigon.png
Fire Blast (Magnemite1): (12 [BP] + 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 21 damage, 8 energy

magnemite.png
Thunder (Hydreigon): nullified by Marowak's Lightningrod

Critical Hit roll (1-625): 307/10000
SpD drop roll (8001-10000): 8898/10000
magnemite.png
Flash Cannon (Hydreigon, Critical Hit): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 3 [Crit] = 17 damage, -1 SpD


Critical Hit roll (1-625): 7862/10000
magnemite.png
Thunderbolt (Machamp): nullified by Marowak's Lightningrod

ann_pyroak.png
Light Screen: Pyroak, Hydreigon and Machamp are protected against special attacks for (6) actions, 8 energy

Critical Hit roll (1-625): 5989/10000
machamp.png
Dynamicpunch (Magnemite1): (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 20 damage, 8 energy
marowak.png
Swords Dance: +2 Attack, 7 energy
-----------------------------------------------------------------------
Hit roll (1721-10000): 5914/10000
Critical Hit roll (1-625): 8837/10000
Hydreigon.png
Focus Blast (Magnemite1): (12 [BP] + 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 21 damage, 6 energy

magnemite.png
Thunder (Hydreigon): nullified by Marowak's Lightningrod
magnemite.png
Thunder (Pyroak): nullified by Marowak's Lightningrod


Critical Hit roll (1-625): 8789/10000
Confusion roll (9001-10000): 8631/10000
magnemite.png
Signal Beam (Marowak): 8 [BP] + 1.5 [Stat Dif] = 10 damage

Critical Hit roll (1-625): 7595/10000
Burn roll (9001-10000): 6824/10000
ann_pyroak.png
Flamethrower (Magnemite1): (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 20 damage, 7 energy

Critical Hit roll (1-625): 327/10000
machamp.png
Dynamicpunch (Magnemite1, critical hit): (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 3 [Crit]) * 1.5 = 25 damage, 8+4 energy

Critical Hit roll (1-625): 9389/10000
marowak.png
Earthquake (Pyroak): (10 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 3 [Stage Dif]) * 0.75 = 14 damage, 7 energy

Critical Hit roll (1-625): 1871/10000
marowak.png
Earthquake (Machamp): (10 [BP] + 3 [STAB] + 4 [Stat Dif] + 3 [Stage Dif]) * 0.75 = 15 damage

Critical Hit roll (1-625): 107/10000
marowak.png
Earthquake (Magnemite2): ((10 [BP] + 3 [STAB] + 2.5 [Stat Dif] -1 [Sturdy] + 3 [Crit]) * 2.25 + 3 [Stage Dif])* 0.75 = 32 damage

Critical Hit roll (1-625): 628/10000
marowak.png
Earthquake (Magnemite3): ((10 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 + 3 [Stage Dif]) * 0.75 = 27 damage

Threat List against Magnemite 2
marowak.png
53
ann_pyroak.png
15

Threat List against Magnemite 3
marowak.png
52
ann_pyroak.png
15
 
Okay guys, this isn't that bad after all (for now)!

Willow, use Rock Head Flare Blitz on the center Magnemite, then Flamethrower on the left Magnemite

Eclipse, use Fire Blast on the center Magnemite, then Focus Blast on the left Magnemite!
 
This shouldn't be too hard. Let's kill these things!

GAIA CRUSH, hit the middle Magnemite with a Bonemerang, then repeat! These things are going down!

Chuck Norris, smash the middle Magnemite with two Dynamicpunches!

Remember guys, once the middle Magnemite goes down hit the left one.

Oh, and this is my 1.4k. CELEBRATE
 
Eclipse turns her attention on the central Magnemite, and fries him in a heated blasting fire. The two magnets focus their attention on Gaia Crush, though. The central one recklessly charges him, while the other dazes him with a silver orb of light. Willow rams into the central Magnemite with all his heated might, while Chuck Norris once again delivers the finishing blow and knocks it out. One left. The Marowak immediately pounds it with his bone, throwing it like a boomerang.

The Hydreigon tries to keep the offense going with another ball of pure force, but he barely misses the target, leaving a smoking hole in the ground. The Steel-type opponent bounces over Marowak, damaging himself a little in the process. Willow points his right arm and launches a stream of flames which scorch and melt the outlook of the Magnemite, while Chuck Norris, in his Texas style, knock out him too.

The battle seems apparently over, but suddendly a magnetic force shrouds the three magnets and makes them join in a new entity!

dex082.gif

HP 220
Atk 3
Def 4
SpA 5
SpD 4
Spe 81

Abilities: Magnet Pull, Sturdy

frontnormal-mpyroak.png
HP 96/Energy 70

635.png
HP 83/Energy 70
machamp.png
HP 85/Energy 44
105.png
HP 55/Energy 79 (+1 Attack, -1 Sp. Defense)
082magneton.gif
HP 220, Reflective Wall (retaliates against physical attacks)
Calculations:
Hit roll (221-10000): 2992/10000
Critical Hit roll (1-625): 4410/10000
Burn roll (9001-10000): 7922/10000
Hydreigon.png
Fire Blast (Magnemite2): (12 [BP] + 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 21 damage, 8 energy


Critical Hit roll (1-625): 1559/10000
magnemite.png
Double-edge (Marowak): 12 [BP] - 1.5 [Stat Dif] = 11 damage, 3 recoil

Critical Hit roll (1-625): 9952/10000
SpD drop roll (8001-10000): 8046/10000
magnemite.png
Flash Cannon (Marowak) : 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage

Critical Hit roll (1-625): 499/10000
Burn roll (9001-10000): 7195/10000
ann_pyroak.png
Flare Blitz (Magnemite2, Critical Hit): (12 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy] + 3 [Crit]) * 1.5 = 23 damage, 8 energy

Critical Hit roll (1-625): 4427/10000
machamp.png
Dynamicpunch (Magnemite2): (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 22 damage, 8+8 energy

Hit roll (1001-10000): 8062/10000
Critical Hit roll 1 (1-625): 6872/10000
Critical Hit roll 2 (1-625): 6642/10000
marowak.png
Bonemerang (Magnemite3): (5*2 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 + 3 [Stage Dif] = 36 damage, 7 energy
-----------------------------------------------------------------------
Hit roll (1721-10000): 1271/10000
Hydreigon.png
Focus Blast: missed, 6 energy

Critical Hit roll (1-625): 9773/10000
magnemite.png
Double-edge (Marowak): 12 [BP] - 1.5 [Stat Dif] = 11 damage, 3 recoil

Critical Hit roll (1-625): 243/10000
Burn roll (9001-10000): 9341/10000
ann_pyroak.png
Flamethrower (Magnemite3, critical hit): (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] + 3 [Crit]) * 1.5 = 25 damage, 7 energy

Critical Hit roll (1-625): 6275/10000
machamp.png
Dynamicpunch (Magnemite2): (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 22 damage, 8+12 energy

Transform: The surrounding magnetic forces cause the three Magnemite to join into a Magneton
magneton.png
Magneton activates his Reflective Wall
 
Oh boy, it evolved right before our eyes! Wait...it's still three Magnemites? What a stupid evolution...

Williow, start out with a Sunny Day to raise your speed, then fire off a nice, strong Flamethrower!

Eclipse, use Earth Power on this bad boy, then use Fire Blast in the sun!
 
I know, right? It ups its stats and revives itself...by joining with magnetic force. I mean, seriously?


GAIA CRUSH, you're sitting this battle out, more or less. Use Swords Dance, then just chill out.

Chuck Norris, you'll be going in at full power! Thank god I made you the best Machamp set (Mixchamp). Start off with a Focus Blast, then hit it with a sun-boosted Fire Blast!
 
Wary about the traslucent barrier the opponent just conjured, Eclipse limits herself to special offense only (not that it is any different from before for her, anyway), and blasts the ground beneath her foe. Magneton bounces over her with his three magnets, but he damages himself slightly in the process. Willow attempts to summon sunlight, but it proves to be a vain effort in this cave. Chuck Norris, despite being unwilling to use his fists, has more than a trick up to his sleeve, and with his four arms conjures a sphere of pure force to devastate the enemy. Meanwhile, Gaia Crush dances menacingly with his bone, ready to strike when the time is right.

Eclipse keeps the offense going with a fiery star of flames, but Magneton's avenging bolt is neutered by the Marowak's lightningbone - err, rod. Willow resorts to his main artillery, and fries the opponent in his place. Following the example, Chuck Norris employs fire as well, while Gaia Crush just chills out. Meanwhile, Magneton shifts his defense to another kind of barrier, and loads up on power as well!

frontnormal-mpyroak.png
HP 96/Energy 63
635.png
HP 71/Energy 54
machamp.png
HP 85/Energy 30
105.png
HP 55/Energy 84 (+2 Attack)
082magneton.gif
HP 120, Reflective Shield (retaliates against special attacks), 1 Charge counter (+2 to BP of special attacks)
Calculations:
Critical Hit roll (1-625): 6997/10000
Hydreigon.png
Earth Power: (9 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 21 damage, 8 energy


Critical Hit roll (1-625): 6337/10000
magneton.png
Double-edge (Hydreigon): 12 [BP] = 12 damage, 4 recoil

ann_pyroak.png
Sunny Day: can't do it (we're inside a cavern)


Critical Hit roll (1-625): 3507/10000
machamp.png
Focus Blast: (12 [BP] + 3 [STAB] - 1 [Sturdy]) * 1.5 = 21 damage, 6 energy
marowak.png
Swords Dance: +2 Attack, 7 energy
---------------------------------------------------------------------
Hit roll (221-10000): 6535/10000
Critical Hit roll (1-625): 5964/10000
Burn roll (9001-10000): 5647/10000
Hydreigon.png
Fire Blast: (12 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 19 damage, 8 energy
magneton.png
Thunder: nullified by Marowak's Lightningrod


Critical Hit roll (1-625): 2254/10000
Burn roll (9001-10000): 2332/10000
ann_pyroak.png
Flamethrower: (10 [BP] + 3 [STAB] - 1 [Sturdy]) * 1.5 = 18 damage, 7 energy


Critical Hit roll (1-625): 4438/10000
Burn roll (9001-10000): 7947/10000
machamp.png
Fire Blast: (12 [BP] - 1 [Sturdy]) * 1.5 = 17 damage, 8 energy

marowak.png
Chill: Restores 12 energy

magneton.png
Dynamo: Magneton gets a Charge counter (+2 to the BP of Special Attacks)

magneton.png
Magneton shifts to Reflective Shield

Light Screen expires from Hydreigon
Light Screen expires from Pyroak
Light Screen expires from Machamp

Threat List against Magneton
Hydreigon.png
40

machamp.png
38
marowak.png
20
ann_pyroak.png
14
 
Okay, no worries ladies. We can combat this.

Willow, use Flare Blitz on the first turn then chill on the second.

Eclipse, chill twice in a row.

I think our partner can finish this one off while we recover some much needed energy.
 
You got it bro.

GAIA CRUSH, smash it with two Bonemerangs! No holding back now!

Chuck Norris, smash that thing with a Dynamicpunch, then just chill.
 
Since now special attacks are likely to cause consequences, Eclipse rests a little to restore some energy. But Magneton doesn't look willing to let him be quiet at all, and blasts him with an impressive beam of light. Willow doesn't care, and rams into the foe with fiery force. In a similar vein, Chuck Norris mashes the magnet trio with his iron fist, while Gaia Crush strikes him twice with his bony boomerang.

Eclipse keeps chilling out, while Magneton's attention turns towards the Machamp, who gets blown up by a sphere of blinding light. He simply chills it out, though, and Willow follows his example. Instead, the Marowak smashes the enemy with his bone technique again. Magneton seems on the verge of giving up, but meanwhile his electric power boosts even more...

frontnormal-mpyroak.png
HP 96/Energy 67
635.png
HP 49/Energy 78
machamp.png
HP 69/Energy 34
105.png
HP 55/Energy 66 (+1 Attack)
082magneton.gif
HP 11, Reflective Wall (retaliates against physical attacks), 2 Charge counters (+4 to BP of special attacks)
Calculations:
Hydreigon.png
Chill: Restores 12 energy

Critical Hit chance (1-625): 1506/10000
magneton.png
Hyper Beam (Hydreigon): 15 [BP] + 4.5 [Stat Dif] + 2 [Charge]: 22 damage

Critical Hit chance (1-625): 8771/10000
Burn Chance (9001-10000): 5632/10000
ann_pyroak.png
Flare Blitz: (12 [BP] + 3 [STAB] - 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 19 damage, 8 energy

Critical Hit chance (1-625): 2360/10000
machamp.png
Dynamicpunch: (10 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 20 damage, 8 energy

Hit chance (1001-10000): 2774/10000
Critical Hit chance 1 (1-625): 6830/10000
Critical Hit chance 2 (1-625): 2901/10000
marowak.png
Bonemerang: (5*2 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 + 3 [Stage Dif] = 36 damage, 7 energy
-----------------------------------------------------------------------
Hydreigon.png
Chill: Restores 12 energy

Critical Hit chance (1-625): 996/10000
SpD drop chance (8001-10000): 5930/10000
magneton.png
Flash Cannon (Machamp): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 2 [Charge] = 16 damage
ann_pyroak.png
Chill: Restores 12 energy
machamp.png
Chill: Restores 12 energy

Hit chance (1001-10000): 3587/10000
Critical Hit chance 1 (1-625): 860/10000
Critical Hit chance 2 (1-625): 9683/10000
marowak.png
Bonemerang: (5*2 [BP] + 3 [STAB] + 2.5 [Stat Dif] - 1 [Sturdy]) * 2.25 + 1.5 [Stage Dif] = 34 damage, 7+4 energy
magneton.png
Dynamo: Magneton gets a Charge counter (+2 to the BP of Special Attacks)
magneton.png
Magneton shifts to Reflective Wall

Threat List against Magneton
marowak.png
90
machamp.png
58
Hydreigon.png
40
ann_pyroak.png
33
 
Eclipse, finish it off with an Earth Power. If for some reason it doesn't die by the second turn, use FLY!

Willow, use Flamethrower if you must. Then use Ember.
 
With a final land blast, Eclipse manages to knock out the Magneton. However... the three magnets are compressed by magnetic forces and fused in a new, even more frightening entity!



HP 320
Atk 4
Def 5
SpA 6
SpD 4
Spe 69

Abilities: Magnet Pull, Sturdy


frontnormal-mpyroak.png
HP 96/Energy 67
635.png
HP 49/Energy 70
machamp.png
HP 69/Energy 34
105.png
HP 55/Energy 66 (+1 Attack)
462.png
HP 320, Reflective Shield (retaliates against special attacks)
Calculations:
Critical Hit roll (1-625): 2057/10000
Hydreigon.png
Earth Power: (9 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 21 damage, 8 energy


Transform: The surrounding magnetic forces causes Magneton to mutate into a Magnezone
Magnezone.gif
Magnezone activates his Reflective Shield
[/HIDE]
 
Okay, Willow, time to show us all why you came here.

Willow, use Flare Blitz, then Flame Wheel!

Midnight, chill, then use Work Up!
 
naSince most of the team is exhausted by the prolonged fight, many of them take a quick nap to restore their energies - starting from Eclipse. Magnezone doesn't care and turns on Willow, unleashing a mighty ray of energy from his central eye. However, the Pyroak dodges the attack and quickly charges the Steel-type magnet bathed in flames, leaving a remarkable dent in his metallic coat. Gaia Crush starts dancing menacingly with his bones, while Chuck Norris chills out a bit.

Eclipse then cheers up and prepares for the impending assault. Magnezone's attention is still focused on the fiery lizard, though, which this time doesn't escape his wrath. Still, Willow endures the strike and goes to the counterattack with another fiery charge, although considerably weaker. Gaia Crush instead takes a rest as well, much like Chuck Norris. However, Magnezone's magnet quickly load on electricity, much more than his previous self.

frontnormal-mpyroak.png
HP 77/Energy 55
635.png
HP 49/Energy 75 (+1 Attack, +1 Sp. Attack)
machamp.png
HP 69/Energy 58
105.png
HP 55/Energy 71 (+2 Attack)
462.png
HP 295, Reflective Wall (retaliates against physical attacks), 2 Charge Counters (+4 to the BP of special attacks)
Calculations:
Hydreigon.png
Chill: Restores 12 energy


Hit roll (521-10000): 425/10000
Magnezone.gif
Hyper Beam (Pyroak): missed

Critical Hit roll (1-625): 1589/10000
Burn roll (9001-10000): 3159/10000
ann_pyroak.png
Flare Blitz: (12 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 17 damage, 8 energy

marowak.png
Swords Dance: +2 Attack, 7 energy
machamp.png
Chill: Restores 12 energy
-----------------------------------------------------------------------
Hydreigon.png
Work Up: +1 Attack, +1 Sp. Attack, 7 energy

Hit roll (521-10000): 5650/10000
Critical Hit roll (1-625): 5040/10000
Magnezone.gif
Hyper Beam (Pyroak): 15 [BP] + 4 [Stat Dif] = 19 damage

Critical Hit roll (1-625): 3793/10000
Burn roll (9001-10000): 8643/10000
ann_pyroak.png
Flame Wheel: (6 [BP] + 3 [STAB] - 3 [Stat Dif] - 1 [Sturdy]) * 1.5 = 8 damage, 4 energy
marowak.png
Chill: Restores 12 energy
machamp.png
Chill: Restores 12 energy
Magnezone.gif
Magnezone shifts to Reflective Wall
Magnezone.gif
Giga Dynamo: Magnezone gets two Charge counters (+4 to the BP of Special Attacks)

Threat List against Magnezone
ann_pyroak.png
25

marowak.png
10
Hydreigon.png
10
 
ATTAAAAAAAAAAAAAAAACK!

Willow, use Flamethrower then Earth Power!

Eclipse
, use Fire Blast then Earth Power!
 
After resting for a while, Eclipse finally unleashes her might, and burns Magnezone with searing flames. The Steel-type foe reply with a three-colored beam which leaves the Hydreigon scorched. Pyroak answers fire to fire, breathing a heated jet of flames at the enemy. Chuck Norris conjures a globe of pure energy and throws it at the opponent, dealing massive damage. Gaia Crush keeps dancing, stiffening up even more.

Irritated by the burn, Eclipse cause the ground beneath Magnezone to blow up, dealing massive damage. The opponent pays back in the same fashion, leaving the dragon really exhausted. Willow imitates Hydreigon's technique with even more devastating results, while Chuck Norris tries his hand (or all four?) with fire, although his attack is not as devastating as the two launched before by his companions. The Marowak simply chills, waiting for his turn to wreak havoc.

Meanwhile, Magnezone loads up yet more electricity. Now he sparks with power, making you wonder if there is some way to dissipate all that electricity. Maybe, one of those big stones may work, but they seem pretty heavy...

frontnormal-mpyroak.png
HP 77/Energy 40
635.png
HP 11/Energy 59 (+1 Attack, +1 Sp. Attack, 1st Degree Burn)
machamp.png
HP 69/Energy 44
105.png
HP 55/Energy 76 (+3 Attack)
462.png
HP 173, Reflective Shield (retaliates against special attacks), 4 Charge Counters (+8 to the BP of special attacks)
Calculations:
Hit roll (221-10000): 1109/10000
Critical Hit roll (1-625): 4917/10000
Burn roll (9001-10000): 6778/10000
Hydreigon.png
Fire Blast: (12 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 + 1.5 [Stage Dif] = 20 damage, 8 energy


Critical Hit roll (1-625): 1624/10000
Status roll (Paralysis 1-667, Burn 668-1333, Freeze 1334-2000): 1032/10000
Magnezone.gif
Tri Attack (Hydreigon): 8 [BP] + 5.5 [Stat Dif] + 4 [Charge] = 18 damage, Hydreigon is Burned (1st degree)

Critical Hit roll (1-625): 5214/10000
Burn roll (9001-10000): 8929/10000
ann_pyroak.png
Flamethrower: (10 [BP] + 3 [STAB] - 1 [Sturdy]) * 1.5 = 18 damage, 7 energy

Critical Hit roll (1-625): 1232/10000
machamp.png
Focus Blast: (12 [BP] + 3 [STAB] - 1 [Sturdy]) * 1.5 = 21 damage, 6 energy
marowak.png
Swords Dance: +2 Attack, 7 energy
-----------------------------------------------------------------------
Critical Hit roll (1-625): 4696/10000
Hydreigon.png
Earth Power: (9 [BP] + 1.5 [Stat Dif] - 1 [Sturdy]) * 1.5 = 21 damage, 8 energy
Hydreigon suffers 2 damage for the burn

Critical Hit roll (1-625): 5680/10000
Status roll (Paralysis 1-667, Burn 668-1333, Freeze 1334-2000): 6581/10000
Magnezone.gif
Tri Attack (Hydreigon): 8 [BP] + 5.5 [Stat Dif] + 4 [Charge] = 18 damage

Critical Hit roll (1-625): 304/10000
ann_pyroak.png
Earth Power (Critical Hit): (9 [BP] - 1 [Sturdy] + 3 [Crit]) * 2.25 = 25 damage, 8 energy

Critical Hit roll (1-625): 7793/10000
Burn roll (9001-10000): 4598/10000
machamp.png
Fire Blast: (12 [BP] - 1 [Sturdy]) * 1.5 = 17 damage, 8 energy
marowak.png
Chill: Restores 12 energy
Magnezone.gif
Magnezone shifts to Reflective Shield
Magnezone.gif
Giga Dynamo: Magnezone gets two Charge counters (+4 to the BP of Special Attacks)

Threat List against Magnezone
ann_pyroak.png
64
Hydreigon.png
51

machamp.png
38

marowak.png
20
 
Sorry Eclipse, but your time is up it seems.

Eclipse, use Fly to quickly carry Marowak over to that large rock. Hopefully we can get there in time, and Marowak can use its Lightning Rod to draw Magnezone's extra electrical output before it attacks! Then finish off your tactics with Earth Power!

Willow, use Flare Blitz and then use Flame Wheel!

smash, we need some power with Marowak to draw Magnezone's attacks to it. We need to dissipate those extra damage multipliers.
 
You better get smashlloyd to post REALLY soon, as the DQ time is already passed by, so it is really only my good will preventing me from calling this...
 
Status
Not open for further replies.
Back
Top