• Snag some vintage SPL team logo merch over at our Teespring store before January 12th!

Battle Hall Challenge - TEA_DEMON

HGSS_Burglar.png


"Not the sleeping gas!"

Disable (Sleep Powder) - Signal Beam - Leech Life
 
102.png

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 40
Energy: 100%
Other: None

167.png

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Energy: 100%
Other: None

Action 1

Jethro uses Sleep Powder for 6 energy
Roll a D100 for accuracy (boosted to 85%): 64 - hit
Roll a D3 for sleep duration: 2 - 2 actions

Spinarak is fast asleep

Action 2

Jethro uses Dream Eater for 6 energy
Roll a D16 for crit: 8 - no crit
Spinarak takes (10+3+(3-2)*1.5)*1.5=21.75 damage (round to 22)
Jethro recovers 0 HP

Spinarak starts to wake up

Action 3

Jethro uses Psychic for 6 energy
Roll a D16 for crit: 7 - no crit
Roll a D100 for special defence drop: 59 - no special defence drop
Spinarak takes (9+3+(3-2)*1.5)*1.5=20.25 damage (round to 20)

Spinarak uses Leech Life for 8 energy
Roll a D16 for crit: 16 - no crit
Jethro takes (6+3+(2-3)*1.5)*2.25=16.875 damage (round to 17)
Spinarak recovers 16.875/2=8.4375 HP (round to 8)

102.png

HP: 73
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 40
Energy: 82%
Other: None

167.png

HP: 56
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Energy: 92%
Other: None
 
102.png

HP: 73
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 40
Energy: 82%
Other: None

167.png

HP: 56
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Energy: 92%
Other: None

Action 1

Jethro uses Stun Spore for 6 energy
Roll a D100 for accuracy (boosted to 85%): 11 - hit
Spinarak is inflicted with 25% paralysis

Roll a D100 for paralysis: 26 - no paralysis
Spinarak uses Signal Beam for 5 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for confusion: 85 - no confusion
Jethro takes (8+3+(3-1)*1.5)*2.25=31.5 damage (round to 32)

Action 2

Jethro uses Psychic for 6 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for special defence drop: 94 - no special defence drop
Spinarak takes (9+3+(3-2)*1.5)*1.5=20.25 damage (round to 20)

Roll a D100 for paralysis: 61 - no paralysis
Spinarak uses Leech Life for 8 energy
Roll a D16 for crit: 7 - no crit
Jethro takes (6+3+(2-3)*1.5)*2.25=16.875 damage (round to 17)
Spinarak recovers 16.875/2=8.4375 HP (round to 8)

Action 3

Jethro uses Giga Drain for 11 energy
Roll a D16 for crit: 9 - no crit
Spinarak takes (8+3+(3-2)*1.5)*0.44=5.5 damage (round to 6)
Jethro recovers 5.5/2=2.75 HP (round to 3)

Roll a D100 for paralysis: 91 - no paralysis
Spinarak uses Signal Beam for 5 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for confusion: 60 - no confusion
Jethro takes (8+3+(3-1)*1.5)*2.25=31.5 damage (round to 32)
Jethro is KO'd by the attack

102.png

HP: -5
Energy: 59%

167.png

HP: 38
Energy: 74%

HGSS_Burglar.png


"They'll never take me alive!"

TEA_DEMON won a total of 2 battles. TEA_DEMON gets 2 TC, 2 BP and 4 HC (these act as KOC for Jethro).

Objection gets (2*3+2)=8 BT.
 
Everyone, stay away. Far away. Were we can't find you.

Name: TEA_DEMON
Challenge Thread (if any): here
Rank and format: rank 3 singles
Pokemon #1: Raticate
Pokemon #1 Ability: Guts
Pokemon #1 Info:
20.png

Raticate (Coroner) M
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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.
Hustle (DW): (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 97

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

Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Scary Face
Swords Dance
Double-edge

Flame Wheel
Revenge
Last Resort
Counter

Thunder Wave
Work Up
Taunt
Wild Charge

TEA_DEMON, you get to choose your types from scratch again. Here you are:

NormalType.png
FireType.png
FightingType.png

WaterType.png
FlyingType.png
GrassType.png

PoisonType.png
ElectricType.png
GroundType.png

PsychicType.png
RockType.png
IceType.png

BugType.png
DragonType.png
GhostType.png

DarkType.png
SteelType.png


Good luck.
 
frlgemtr010.png

Old Crone Maggy wishes to Battle!
"I forsee that this battle will end well for someone, and that a lot of damage will be done to a Pokemon."

RNG Roll for Pokemon: 3/5
RNG Roll for Ability: 1/1

"I think I'll try out my Haunter. Off you go, my pretty!"

93.png

Haunter (F)

Nature: Modest

Type:

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.
Poison: 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 95

Abilities:

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

Attacks:

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Payback
Shadow Ball
Dream Eater

Toxic
Venoshock
Thunderbolt

Disable
Will-O-Wisp
Perish Song

Icy Wind
 
frlgemtr010.png

"Hahahahaha!"

Hypnosis => Confuse Ray => Perish Song

IF Hypnosis misses turn one, use Disable (Crunch) and then Perish Song instead.
 
93.png

HP: 90
Energy: 100%

Vs.

20.png

HP: 90
Energy: 100%

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

Action One

Raticate uses Swords Dance
Raticate gets +2 Attack
7 - 1 = 6 Energy

Haunter uses Hypnosis
RNG Roll (To hit <= 60/100) = 74
7 Energy


Action Two

Raticate uses Crunch
RNG Roll (Crit <= 1/16) = 6
RNG Roll (Def Drop <= 20/100) = 94
(8 + (4 - 2) * 1.5) * 1.5 + 2 * 1.5 = 20 Damage
6 Energy

Haunter uses Disable
Crunch is Disabled
6 Energy


Action Three

Raticate does Nothing
Because of the Disable

Haunter uses Perish Song
Haunter and Raticate both get a Perish Count of Three.
15 Energy


Haunter's and Raticate's Perish Counts fall to two.
----------------------------------------

93.png

HP: 70
Energy: 72%
Perish Count - 2

Vs.

20.png

HP: 90
Energy: 88%
+1 Attack
Crunch is Disabled (Four More Actions)
Perich Count - 2
 
frlgemtr010.png

"Well done darling, you only have to last two rounds to stop this one now!"

Confuse Ray => Hypnosis => Will-o-wisp

IF for some reason you can't get an attack off, change to Thunderbolt.
 
I lol'd when you didn't. You're damn lucky that Hypnosis missed.

93.png

HP: 70
Energy: 72%
Perish Count - 2

Vs.

20.png

HP: 90
Energy: 88%
+1 Attack
Crunch is Disabled (Four More Actions)
Perish Count - 2

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

Action One

Raticate uses Taunt
Haunter succumbs to the Taunt
10 Energy

Haunter uses Thunderbolt
RNG Roll (To Crit <= 1/16) = 8
RNG Roll (To Para <= 10/100) = 20
10 + (5 - 2) * 1.5 = 15 Damage
7 Energy


Action Two

Raticate uses Bite
RNG Roll (Crit <= 1/16) = 14
RNG Roll (Flinch <= 30/100) = 43
(6 + (4 - 2) * 1.5) * 1.5 + 1 * 1.5 = 15 Damage
4 Energy

Haunter uses Thunderbolt
RNG Roll (To Crit <= 1/16) = 13
RNG Roll (To Para <= 10/100) = 92
10 + (5 - 2) * 1.5 = 15 Damage
7 + 4 = 11 Energy

Action Three

Raticate uses Bite
RNG Roll (Crit <= 1/16) = 7
RNG Roll (Flinch <= 20/100) = 74
(6 + (4 - 2) * 1.5) * 1.5 + 1 * 1.5 = 15 Damage
4 + 4 = 8 Energy

Haunter uses Thunderbolt
RNG Roll (To Crit <= 1/16) = 4
RNG Roll (To Para <= 10/100) = 15
10 + (5 - 2) * 1.5 = 15 Damage
7 + 4 = 11 Energy

Haunter's and Raticate's Perish Counts fall to one.
----------------------------------------

93.png

HP: 40
Energy: 47%
Perish Count - 1

Vs.

20.png

HP: 45
Energy: 66%
+1 Attack
Crunch is Disabled (Four More Actions)
Perich Count - 1
 
frlgemtr010.png

"I think the fates decided that we shouldn't have this one..."

Thunderbolt => Thunderbolt => Thunderbolt
 
Haunter's Energy cost for the last Thunderbolt last round was four too low, if you are wondering about a discrepancy in energy levels.

93.png

HP: 40
Energy: 43%
Perish Count - 1

Vs.

20.png

HP: 45
Energy: 66%
+1 Attack
Crunch is Disabled (Four More Actions)
Perich Count - 1

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

Action One

Raticate uses Bite
RNG Roll (Crit <= 1/16) = 12
RNG Roll (Flinch <= 30/100) = 73
(6 + (4 - 2) * 1.5) * 1.5 + 1 * 1.5 = 15 Damage
4 + 8 = 12 Energy

Haunter uses Thunderbolt
RNG Roll (To Crit <= 1/16) = 12
RNG Roll (To Para <= 10/100) = 46
10 + (5 - 2) * 1.5 = 15 Damage
7 + 12 = 19 Energy


Action Two

Raticate uses Bite
RNG Roll (Crit <= 1/16) = 9
RNG Roll (Flinch <= 30/100) = 41
(6 + (4 - 2) * 1.5) * 1.5 + 1 * 1.5 = 15 Damage
4 + 12 = 16 Energy

Haunter uses Thunderbolt
RNG Roll (To Crit <= 1/16) = 2
RNG Roll (To Para <= 10/100) = 99
10 + (5 - 2) * 1.5 = 15 Damage
7 + 16 = 23 Energy

Action Three

Raticate uses Bite
RNG Roll (Crit <= 1/16) = 12
RNG Roll (Flinch <= 20/100) = 84
(6 + (4 - 2) * 1.5) * 1.5 + 1 * 1.5 = 15 Damage
4 + 16 = 20 Energy
Haunter Faints

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

93.png

HP: KO
Energy: KO

Vs.

20.png

HP: 15
Energy: 18%
+1 Attack
Crunch is Disabled (Four More Actions)
Perich Count - 1

frlgemtr010.png

"Well, once the fates decide the victor, there is little we can do."

Congratulations, TEA_DEMON, you've (just) cleared your first battle. Here are your remaining types:

FireType.png
FightingType.png
WaterType.png

FlyingType.png
GrassType.png
PoisonType.png

ElectricType.png
GroundType.png
PsychicType.png

RockType.png
IceType.png
BugType.png

DragonType.png
GhostType.png
DarkType.png

SteelType.png
 
dptr098.png

"This battle is clouded to me. I can't even see which Pokemon I am about to send out!"

RNG Roll for Pokemon: 5/5
RNG Roll for Ability: 1/3

"Ah, I see it now: I forsee that you will battle my Sigilyph, and he will use his Wonder Skin to defeat you!"

561.png

Sigilyph (M)

Nature: Modest

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 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 97

Abilities:

Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Magic Guard: (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.
Tinted Lens (DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:

Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Sychronoise
Mirror Move
Gravity

Psychic
Charge Beam
Energy Ball

AncientPower
Roost
Psycho Shift
 
dptr098.png

"I predict that the first action will decide the course of the battle."

Hypnosis => Psychic => Psychic

IF you lose the first speed tie, use Psychic all round instead.
 
561.png

HP: 100
Energy: 100%

Vs.

20.png

HP: 90
Energy: 100%

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

Action One

RNG Roll (Sigilyph goes First <= 50) = 15

Sigilyph used Hypnosis
RNG Roll (To Hit <= 60) = 13
RNG Roll (Sleep level) = 7
Raticate falls asleep for one action
7 - 1 = 6 Energy

Raticte Sleeps
And then wakes up

Action Two

RNG Roll (Sigilyph goes First <= 50) = 78

Raticate used Crunch
RNG Roll (Defence Drop <= 20/100) = 12
Sigilyph's Defence is lowered by one stage
RNG Roll (Crit <= 1/16) = 13
(8 + (4 - 3) * 1.5) * 1.5 = 14 Damage
6 Energy

Sigilyph used Psychic
RNG Roll (Special Defence Drop <= 10/100) = 58
RNG Roll (Crit <= 1/16) = 1
9 + 3 + 3 + (5 - 3) * 1.5 = 18 Damage
7 - 1 = 6 Energy


Action Three

RNG Roll (Sigilyph goes first <= 50/100) = 76

Raticate used Wild Charge
RNG Roll (Crit <= 1/16) = 12
(9 + (4 - 3) * 1.5) * 1.5 + 1 * 1.75 = 18 Damage
18/4 = 6 Recoil
7 Energy

Sigilyph used Psychic
RNG Roll (Special Defence Drop <= 10/100) = 56
RNG Roll (Crit <= 1/16) = 11
9 + 3 + (5 - 3) * 1.5 = 15 Damage
7 - 1 + 4 = 10 Energy
-------------------------------------------------

561.png


HP: 68
Energy: 77%
-1 Defence

Vs.

20.png

HP: 51
Energy: 87%
 
dptr098.png

"The definition of insanity is doing the same thing again and expecting a different outcome, so here we go!"

Hypnosis => Psychic => Psychic

IF you lose the first speed tie, use Psychic all round instead.
 
stage differences are 1.75 now aren't they? also how the hell did wild charge do less than crunch? regardless;

taunt ~ crunch ~ wild charge
 
Back
Top