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Throne of the Jungle King [MK Ultra, Alchemator, Dogfish44] - Hard Labyrinth (Called)

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DarkSlay and Leethoof are Disqualified. Because they haven't fainted anything, they earn only 2 CC each.

They will be replaced, via Keeper's Fiat, by Alchemator and Dogfish44 as chosen by iiMKUltra, so that the test can continue unhindered. I have their assurances that they will be able to maintain schedule.

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Xatu [Terrence] (M)

  • Nature: Brave (Adds one (1) Rank to Attack,Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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.
  • [Flying]: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100

Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2
Base Rank Total: 18

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

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.
  • Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
  • Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Attacks (30):
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn
Heat Wave

Solarbeam
Zen Headbutt
Tailwind
Steel Wing
Protect
Sky Attack
Psychic
Reflect
Light Screen
Fly
Hidden Power [Fighting] [7]

Sunny Day
Double Team

Pain Split
Trick Room
frontnormal-mcyclohm.png

Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
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. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Tackle
Growl
Leer
Bide
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Hurricane
Hyper Beam
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Tri Attack

Hydro Pump
Spark
Dragonbreath
Power Gem
Heal Bell
Magnet Rise

Fire Blast
Thunder
Thunder Wave
Torment
Light Screen
Dragon Tail
Protect
Flamethrower
Surf
Roar
Toxic
Hidden Power (Ground)
Ice Beam
Volt Switch
Substitute
Rest

Signal Beam
Draco Meteor

Total moves: 40

If this is all correct, I will post the round status.
 
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HP: 100 / 100 En: 100% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status: Reflect
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HP: 110 / 110 En: 100% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status: Reflect
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HP: 100 / 100 En: 76% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status: Attack -1, Defense -2, Sp. Defense -2, Reflect
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HP: 47 / 90 En: 84% Speed: 69 Ranks: 4/3/3/3 Chills: 5 remaining Status: Attack +4, Defense +4, Accuracy +4
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HP: 196 / 100 En: 267% Speed: 100 Ranks: 4/3/1/3 Status:

Please give orders. iiMKUltra, you may reorder if desired.
 
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"Goddamn it Xatu, learn to Teleport properly! Well, I guess since we're here..."

Psychic Arbok ~ Psychic Arbok
 
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"WOAH, what's going on over here? Jeez, Alch is right in saying Terrence cannot teleport effectively... Anyway Nimbus, we can make short work of these pests! Begin with a Hidden Power (Ground | 7) to the Arbok, then fry the Linoone with a Thunderbolt!"


Hidden Power (Ground | 7) Arbok ~ Thunderbolt (Linoone)
 
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HP: 100 / 100 En: 100% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status: Reflect
ann_cyclohm.png
HP: 110 / 110 En: 100% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status: Reflect
214.png
HP: 100 / 100 En: 76% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status: Attack -1, Defense -2, Sp. Defense -2, Reflect
24.png
HP: 47 / 90 En: 84% Speed: 69 Ranks: 4/3/3/3 Chills: 5 remaining Status: Attack +4, Defense +4, Accuracy +4
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HP: 196 / 100 En: 267% Speed: 100 Ranks: 4/3/1/3 Status:

Arbok - Gunk Shot (Xatu) | Flee
MOVE ORDERS: Move to Room 3.

Linoone - Helping Hand (Arbok) | Mud Sport

Combat Turn 1
Arbok reactivates Intimidate for the newcomers!
Reflect wore off!

Linoone used Helping Hand on Arbok!
Arbok's Gunk Shot was boosted!
-15 En

Achilles used Close Combat on Linoone!
Critical Roll: 625 > 3066 (No)
(12 + 3 + 8.5 - 4.5) * 1.5 - 3.5 = 25.75 ~ 25 Damage
-7 En.
Achilles' Defense and Special Defense fell!

Terrence used Psychic on Arbok!
Critical Roll: 625 > 1010 (No)
Sp. Defense Roll: 1000 > 7737 (No)
(10 + 3 + 4.5 - 4.5) * 1.5 = 19.5 ~ 19 Damage
-5 En

Nimbus used Hidden Power on Arbok!
Critical Roll: 625 > 2726 (No)
(7 + 7.5 - 4.5) * 1.5 = 15 Damage
-5 En

Arbok used Gunk Shot on Terrence!
Critical Roll: 625 > 4867 (No)
Poison Roll: 3000 > 2248 (Yes)
(12 + 12 + 3 + 6 - 4.5) + 7 = 35.5 ~ 35 Damage
Terrence was badly poisoned!
-7 En

Combat Turn 2

Arbok attempts to Flee!
[box]Escape Formula Ruminations

Hmm, I have't figured out a formula for escape yet. Let's do that now!

Ideally, players should be able to flee before a massacre. So, it will have the same priority as switching does in-game, but it will be a command instead of having its own dedicated phase.

In-game, the success formula is predicated on speed, so we'll compare Arbok's speed to the average of that of the Explorers' Pokémon. 82, 80, and 85 average out to 82.3 repeating. Now, if we used (Retreater's Speed / Average Foes' Speed), we get 69 / 82.3 repeating = 0.83805668. Easy.

Now, let's make it into a multiplier for a base percentage. 50% sounds about right; effects like Paralysis will likely almost guarantee an escape. So, 50 * 0.83805668
= 41.90283401. Truncating to the nearest hundredth, Arbok has a 41.9% chance to escape battle. It doesn't really matter if it does or not, since a Pokémon that flees is treated as defeated, just as if it had been KO'd. So, let's roll it![/box]
Escape Roll: 4190 > 3219 (Yes)
[box]...Now what? Where does Arbok go now that it's successfully fleeing?

I have an easier answer for this one, at least. I'll make the Flee command immediately process your move order - normally, you'd wait until all Combat Orders had been processed to move to another room. In this way, Flee allows you to Move Rooms early, ditching dangerous attacks if you can escape fast enough. Useful for self-preservation, as it should be!

Remember, Explorers, that discretion is the better part of valor![/box]
Arbok moved to Room 3!

Linoone used Mud Sport!
Linoone covered the battlers in mud!
Electricity's power was weakened!
-5 En

Achilles used Brick Break on Linoone!
Critical Roll: 625 > 7258 (No)
(8 + 3 + 8.5 - 4.5) * 1.5 - 3.5 = 19.75 ~ 19 Damage
-5 En.

Terrence used Psychic on Arbok!
Arbok left play...
Terrence lost 1 HP!

Nimbus used Thunderbolt on Linoone!
Critical Roll: 625 > 7643 (No)
Paralysis Roll: 1000 > 4337 (No)
(10 + 3 + 7.5 - 4.5) / 2 = 8 Damage
-6 En

Movement Turn

Arbok has already moved with Flee!

End of Round
Achilles' Attack, Defense, and Sp. Defense moved towards zero!

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HP: 65 / 100 En: 95% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status: Attack -1, Toxic (2 DPA)
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HP: 110 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status: Attack -1
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HP: 100 / 100 En: 64% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status: Attack -1, Defense -2, Sp. Defense -2

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HP: 136 / 100 En: 247% Speed: 100 Ranks: 4/3/1/3 Status: Mud Sport (5 Actions)



Please post actions. You may also comment on the new action introduced herein.
[box]Flee: The Pokémon decides that discretion is the better part of valor, and tries to turn tail on its opponents. The Pokémon attempts to take its Move Order early, ditching any subsequent rounds of combat. The success chance is equal to (User's Speed / Average Foe Speed) * 50%. If a foe can't reach the user or block them off (e.g. a swimmer can't block off something land-based, and only fliers can block other fliers, etc.), then that foe doesn't count for average foe speed. If none of the foes can block off the user, then Flee automatically succeeds. Standing between the user and the exit is assumed on the part of the foes, so ordering such has no special effect on Flee's success rate. Effects that prevent Switching in Switch = OK battles will also cause Flee to fail.

Attack Power: -- | Accuracy: -- | Energy Cost: -- | Attack Type: -- | Effect Chance: -- | Typing: -- | Priority: +8 | CT: None[/box]
A new rule was added: Labyrinth-specific Commands: "Flee". All Explorers gain +1 CC upon exiting the dungeon for their assistance.
 
Well that's annoying. So's the Poison actually, since I have no way of healing it.

Reflect (Everyone) ~ Hidden Power Linoone

I don't need to specify Hidden Power, right?

E: Indeed it is.
 
I'd appreciate it if you did (at least the first couple of times); but I assume it's Fighting 7 because of it's target.
 
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"Oh Joy, Mud sport. Thanks Linoone! Anyway, let's continue with supporting the team above ourselves, because that Toxic doesn't look fun to deal with."

Whirlwind (Heracross) ~ Heal Bell (All)
 
Notice: Order Types have been codified.

These are the kinds of orders you can give. The Phase orders are processed from the top down, so Combat Orders, then Non-Combat Orders, then Trainer Orders.

Notice that Flee is integrated with the Move-type command; this is the one way so far established to alter the processing order of Order Types.

iiMKUltra, dogfish44, and Alchemator get each a bonus CC, because a new rule was added.
 
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HP: 65 / 100 En: 95% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status: Attack -1, Toxic (2 DPA)
ann_cyclohm.png
HP: 110 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status: Attack -1
214.png
HP: 100 / 100 En: 64% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status: Attack -1, Defense -2, Sp. Defense -2

264.png
HP: 136 / 100 En: 247% Speed: 100 Ranks: 4/3/1/3 Status: Mud Sport (5 Actions)

Linoone - Icy Wind | Flee
MOVE ORDERS: Room 3

Combat Orders 1

Linoone used Icy Wind!
Targeting Achilles, Terrence, and Nimbus.
-5 En

Achilles
Attack Roll: 9500 > 8092 (Hit)
Critical Roll: 625 > 8136 (No)
(4.5 + 1.5 - 4.5) = 1.5 ~ 1 Damage
Achilles' Speed fell!

Terrence
Attack Roll: 9500 > 7795 (Hit)
Critical Roll: 625 > 4731 (No)
(4.5 + 1.5 - 4.5) * 1.5 = 2.25 ~ 2 Damage
Terrence's Speed fell!

Nimbus
Attack Roll: 9500 > 6326 (Hit)
Critical Roll: 625 > 8054 (No)
(4.5 + 1.5 - 3) * 1.5 = 4.5 ~ 4 Damage

Achilles used Close Combat on Linoone!
Critical Roll: 625 > 6932 (No)
(12 + 3 + 8.5 - 4.5) * 1.5 - 3.5 = 25.75 ~ 25 Damage
-7 En.
Achilles' Defense and Special Defense fell!

Terrence used Reflect!
Terrence set up a wall!
-7 En

Nimbus used Whirlwind on Achilles!
Achilles was phazed!
-7 En

Combat Orders 2

Linoone attempted to Flee!
Escape Roll: 7109 > 1974 (Yes)
Linoone moved to Room 3!

Terrence used Hidden Power on Linoone!
Arbok left play...
Terrence is idle.

Achilles used Brick Break on Linoone!
Arbok left play...
Terrence is idle.

Nimbus used Heal Bell!
A bell chimed!
Terrence's Toxic Poisoning was cleared!
-9 En

End of Round
Terrence's Attack reverted!
Nimbus' Attack reverted!

178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
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HP: 106 / 110 En: 82% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status:
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HP: 99 / 100 En: 48% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status:

[box]Having driven the two foes off, you look to your sudden companions in wonder. After some brief introductions, you agree to continue towards the Jungle King's diadem together. The question is, to take a moment to re-cooperate, or to press on immediately?[/box]
 
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"Bah, such cowards. I fear that lingering around here may well allow the enemy to regroup in more number, which would certainly put us at a disadvantage. Perhaps, then, it is more wise to press on.

However, if the others have a better plan, Roost."
 
178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 82% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status:
214.png
HP: 99 / 100 En: 48% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status:

Movement Turn
Everyone moves to Room 3.

[box]Deciding that they don't need a rest, the explorers press onward.

This area is dominated by a massive, semi-circular wall encasing this clearing like half of a colossal tower. The carvings on the wall depict various Grass- and Bug-type Pokémon, as well as multiple serpentine Pokémon and Pokémon such as Golurk and Claydol. There is a stone pedestal with four winches waiting to be released, carved in the likeness of a Cradily, a Galvantula, a Haxorus, and a Beedrill, respectively. There is a large, engraven door towards one end of the semicircular wall.

There don't appear to be any other features in this area.[/box]

178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
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HP: 106 / 110 En: 82% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status:
214.png
HP: 99 / 100 En: 48% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status:

Room 0: Rope Bridge - Connects to Room 1.
Room 1: Jungle Clearing - Connects to Rooms 0 and 3.
Room 2: ???
Room 3: Intricate Carving [iiMKUltra, Dogfish, Alchemator] Connects to Rooms 1 and 4.
Room 4: ??? (locked)
 
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"Naturally those winches will be the key to moving forward, but there's no reason as to why they wouldn't be trapped or guarded. Use Miracle Eye to scan the surroundings!"
 
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"I'm interested in where those 2 mons fled myself..."

Trainer Action: Climb onto Cyclohm's back

Cyclohm: Magnet Rise up to give me a vantage point of the area
 
Status Update

This should be the last weak of low activity. Betwen the HLM and recovery, I will resume normal posting on December 27th, my time.
 
For my first trick this year, I'm going to bump all of my threads, and then ref them.

I'm sure you'd prefer that I don't ref hung-over.
 
Round 9

178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
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HP: 106 / 110 En: 82% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status:
214.png
HP: 99 / 100 En: 48% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status:

Non-Combat Turn

Achilles used Detect!
Achilles scrutinized the mechanism.

Terrance used Miracle Eye!
Terrance made a sweep of... the entire room?

Nimbus used Magnet Rise!
Nimbus floats on electromagnetism!
-6 En

Trainer Turn

Nimbus is now carrying Dogfish.

[box]Climbing on top of his weather dragon, Dogfish points upwards dramatically and demands a commanding view of the area. Obliging, Nimbus lifts itself from the ground with magnetism and rises... a few inches. Then, it sinks back towards the ground, then back up again. Who would have imagined that magnetism requires something to push against?

In the meanwhile, Terrance is ordered by Alch to turn his sight towards his surroundings. Such an order! Terrance's deep sight is for the scrutiny of a small, detailed area; and is unsuitable for such a wide space.

By the statuettes, Achilles is instructed by MK to use his senses to scrutinize the mechanism. He doesn't hear, smell, or see anything unusual—what was he even supposed to be looking for? The thing was so complex—Achilles couldn't make heads or tails of it. Would he get yelled at if he smashed it?[/box]

178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 77% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status: Magnet Rise (5 actions)
214.png
HP: 99 / 100 En: 48% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status:

Room 0: Rope Bridge - Connects to Room 1.
Room 1: Jungle Clearing - Connects to Rooms 0 and 3.
Room 2: ???
Room 3: Intricate Carving [iiMKUltra, Dogfish, Alchemator] Connects to Rooms 1 and 4.
Room 4: ??? (locked)

[box]RULES ALTERATION

Most non-combat Utility Moves have been updated with parameters. For example, Miracle Eye is now used with a target parameter, such as Miracle Eye (Door) or Miracle Eye (Pipe). Acrobatics is used with a destination parameter, such as Acrobatics (Ledge) or Acrobatics (Rooftop). Tailwind is now used with a direction parameter, such as Tailwind (Down Hallway) or Tailwind (Through the Room).

All of these only apply when used outside of combat.[/box]

+1 CC for a rules alteration.
 
So we waited a month for fuck all? Plus it was relatively clear I was scanning the area of and around the winches, given that I mentioned them.

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"Miracle Eye the winches you fuck. Also your name is Terrence."
 
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