I took the time to run the damage calculations for Marowak versus Chansey and it looks like it'll do around 33% round 1, 17% round 2, 11% round 3, and 8% round 4 for a total of around 70% of Chansey's health bar but she should be able to keep herself healthy after that with Life Dew well further debuffing Marowak.

Versus Pineco once its Attack has been debuffed it should only do about 7% to her per hit meanwhile her Bug Bites will do around 20% in return even if Chansey doesn't get off any Tail Whips which if Chansey does manage to get off the planned Tail Whips it should allow Pineco to do over 80% of Marowak's health in one move although looking into it, it appears it's only efficient to do about three Tail Whips since that gets you a two hit knock out on average.

...Headbutt only does 4% to Magnemite. :rofl:

Edit: Wow, Self Destruct from Pineco only does around 43% of its HP bar. It's pretty gross how bulky this thing is to the point where even if you use the older version of Self Destruct that halves defenses it still only takes around 75%. Obviously, objectively Marowak is a relatively frail Pokemon but our need to avoid using Dratini here, and Dratini's lack of proper coverage against Ground types at present due to the early nature of our journey is felt keenly right now.
 
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@Sir LagsAlot How did you do the damage calculations?
The easiest way to do it is to use the Pokemon Showdown Calculator I find. You just need to keep in mind that it does track generation-specific changes and that Daemon Hunter doesn't do a one-to-one with the games so when you're doing this you're mostly vibe-checking a specific course of action. So, even though I did note specific health percentages in my post I was mostly just using it to check that Chansey could generally wall Marowak for a few turns to pull off the plan and that Pineco seems to just wound it with Self Destruct.
 
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Vote Closed + Battle Log
Alright, so I'll be calling the vote here looks like Chipping Away wins. And that is in fact what you end up doing. As it is, Marowak winds up aborting their Perish Song midway once he realizes what Chansey's plan is with Charm, at which point it takes a notable malus to switch to a Headbutt. From there it loses a lot of its attacking power before trying a hail mary Bone Rush that actually ends up going rather well for it. Then it does it again but better. At which point though the Channeler sees the writing on the wall and switches to Haunter.

Round 1 Chansey: Chansey used Charm (DC1: Autosuccess). Marowak's Attack was reduced to B
Round 1 Marowak: Marowak used Headbutt (DC40: 48). Chansey lost 28% of its HP (72%).

Round 2 Chansey: Chansey used Charm (DC1: Autosuccess). Marowak's Attack was reduced to B--
Round 2 Marowak: Marowak used Headbutt (DC1: 58). Chansey lost 20% of its HP (52%).

Round 3 Chansey: Chansey used Charm (DC1: Autosuccess). Marowak's Attack was reduced to C+
Round 3 Marowak: Marowak used Headbutt (DC1: 54). Chansey lost 12% of its HP (40%).

Round 4 Chansey: Chansey used Sweet Kiss (DC1: Autosuccess). Marowak was Confused.
Round 4 Marowak: Marowak used Bone Rush (DC45: 100). Hit 5 Times. 1 Critical Hit. (DC95: 93, 79, 45, 14). Chansey lost 8% (32%), 4% (28%), 4% (24%), 4% (20%), 4% (16%) of its HP.

Round 5 Chansey: Chansey used Life Dew (DC15: 89). Chansey regained 25% of its HP (41%)
Round 5 Marowak: Marowak used Bone Rush (DC45: 93). Hit 5 Times. (DC95: 13, 19, 96, 97, 80). Chansey lost 4% (37%), 4% (33%), 8% (25%), 8% (17%), 4% (13%) of its HP.

Round 6 Haunter Switched in for Marowak

For funsies, here are Haunter's stats. As you can see, they are very much a glass cannon build with a reliance on their high evasiveness. That being said, Nasty Plot makes them rather nasty to deal with. Even if they are inexperienced with it.

Health: B--
Stamina: C+
Attack: C--
Defense: E++
Special Attack: B
Special Defense: D
Speed: B-
Evasion: B+

Moves

Confuse Ray: C+
Hypnosis: B
Lick: D++
Mean Look: D++
Payback: C++
Spite: D++
Curse: D++
Hex: C++
Night Shade: B-
Nasty Plot: C--
Scheduled vote count started by Daemon Hunter on May 27, 2024 at 9:41 PM, finished with 17 posts and 6 votes.
 
Chansey is immune to all of Haunter's trained damaging moves except Payback which is a physical move that it doesn't have good stats for. Meaning if we take this opportunity to swap in Magnemite, and are able to hit one move to take Haunter out of range of being able to use Curse without fainting we at the very worst will be able to force a one-for-one trade as Haunter will either get walled out by Chansey who will eventually knock it out or it will be forced to knock itself out applying Curse to Chansey to remove her from the battle.

This is the least RNG approach to the battle I can think of at present as all our other Pokemon if they attempted to challenge Haunter would be either fodder to set up on with Nasty Plot or would be rolling the dice on managing to land the most likely two normal hits or one crit required to knock it out, and would most likely be severely wounded at best even if they managed it.

Edit: Theoretically we could also go for having Chansey hit the Haunter with Disarming Voice after using Life Dew to get the damage we need in but it's an untrained forty Power non-STAB move from a Pokemon with E-level Special Attack hitting for half damage because Haunter resists Fairy type moves so that's never going to do the damage we need quickly enough before Haunter's trainer just bites the bullet and uses Curse to get rid of Chansey.

Edit 2: Alright so Haunter has a 50% chance to dodge Twister from Dratini, and a 55% chance to dodge Electro Ball from Magnemite based on the DCs we saw from the Gastlies fight as it appears each stage of Evasion adds +5 to the DC to hit a Pokemon so you can get the DC to hit the Haunter by adding +30 to the DCs of moves from that battle. Now, I'd note that Twister probably got an accuracy boost since it went from C++ to B--, and if Magnemite uses Thunder Shock instead of Electric Ball it'll probably be more accurate since Thunder Shock is at C++ compared to Electric Ball's C flat.

But even in the best-case scenario where each of those stages represents a +5 to our chance to hit that's still a 45% chance to hit with Twister and Thunder Shock which isn't great so I'd still highly encourage the Chansey trade strategy since I'm pretty sure Chansey won't even faint on average unless the Haunter gives up really quickly on not fainting itself with Curse. And well it does leave Chansey unable to continue contributing to the fight after potentially beating Haunter she should still be able to continue climbing the tower with us after some rest as a result of not fainting.

Magnemite also remains the only real option for the chip damage role as well in the plan as both Dratini and Pineco require an infeasible number of moves to hit to fill the role even with Dratini's shed skin being potentially extremely useful in denying Curse as well as Mean Look. It's a damn shame Magnemite isn't just a bit stronger or has a slightly better move than Thunder Shock though as it's extremely close to one-shotting the Haunter as it brings Haunter down to around 20% health on average.
 
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Edit 2: Alright so Haunter has a 50% chance to dodge Twister from Dratini, and a 55% chance to dodge Electro Ball from Magnemite based on the DCs we saw from the Gatlies fight as it appears each stage of Evasion adds +5 to the DC to hit a Pokemon so you can get the DC to hit the Haunter by adding +30 to the DCs of moves from that battle. Now, Twister is probably got an accuracy boost since it went from C++ to B--, and if Magnemite uses Thunder Shock instead of Electric Ball it'll probably be more accurate since Thunder Shock is at C++ compared to Electric Ball's C flat.

But even in the best-case scenario where each of those stages represents a +5 to our chance to hit that's still a 45% chance to hit with Twister and Thunder Shock which isn't great so I'd still highly encourage the Chansey trade strategy since I'm pretty sure Chansey won't even faint on average unless the Haunter gives up really quickly on not fainting itself with Curse. And well it does leave Chansey unable to continue contributing to the fight after potentially beating Haunter she should still be able to continue climbing the tower with us after some rest as a result of not fainting.

Magnemite also remains the only real option for the chip damage role as well in the plan as both Dratini and Pineco require an infeasible number of moves to hit to fill the role even with Dratini's shed skin being potentially extremely useful in denying Curse as well as Mean Look. It's a damn shame Magnemite isn't just a bit stronger or has a slightly better move than Thunder Shock though as it's extremely close to one-shotting the Haunter as it brings Haunter down to around 20% health on average.

I will say that you are correct on the evasion and to hit chances here. Generally you reduce the DC to hit by 5 for each rank up. While you increase the DC to be hit by 5 for each point in Evasion.
 
I will say that you are correct on the evasion and to hit chances here. Generally you reduce the DC to hit by 5 for each rank up. While you increase the DC to be hit by 5 for each point in Evasion.
Good to know. Now the only other thing I need to know is if there is a combat stance that reduces damage taken? Either for all moves or specifically for physical moves either would work. For, example Turtle (-100% chance to dodge, *0.75 physical damage taken) would be an example of something I'm looking for. And, is there a stance that provides a higher accuracy boost than Aggressive does? For, example Reckless (*1.25 damage taken, +15% chance to hit).
 
Good to know. Now the only other thing I need to know is if there is a combat stance that reduces damage taken? Either for all moves or specifically for physical moves either would work. For, example Turtle (-100% chance to dodge, *0.75 physical damage taken) would be an example of something I'm looking for. And, is there a stance that provides a higher accuracy boost than Aggressive does? For, example Reckless (*1.25 damage taken, +15% chance to hit).

There are stances for that, atm I just have rules for Evasive (-5 to hit, +5DC to be hit) and Aggressive (+5 to hit, -5DC to be hit). But stances along the lines of Turtle and Reckless do make sense to me. So they'll be a thing in the future.

I'll probably sleep on the exact numbers then add the chosen details into the Mechanics Informational for the exact values soon-ish, but they'll be included in that.
 
hm, Marowak was confused, but I dont see any rolls / indication that the confusion did anything?
 
hm, Marowak was confused, but I dont see any rolls / indication that the confusion did anything?
The only thing that changed is that the DC for headbutt went from forty-five to one so apparently becoming confused is quite the buff. :V

Edit: Wait a minute Curse is a Ghost-type move so it won't affect Chansey meaning the only viable moves Haunter has are Mean Look, Payback, and Hypnosis. That means a free Life Dew on the switch in to heal up Chansey to 38%, and then using Charm plus Defense Curl probably shuts down Haunter even if it uses Hypnosis to put Chansey to sleep because it should do less damage than Chansey would heal when she's awake.

Yep after running the math a -6 Attack Haunter does significantly less damage to Chansey than she would heal per turn on average even if you assume she's put to sleep for the max number of turns every single time let alone a -6 Attack Haunter against a +6 Defense Chansey at that point you're getting down into the territory where Haunter literally does 1 HP worth of damage.

This means that with Chansey's superior stamina, we can just sit hit here and blast it with Disarming Voice to win the fight even if it does next to no damage, is dodged more than half the time, and Chansey only gets to fire it off one in every two to four turns due to being put to sleep because the Haunter will either inevitably succumb to exhaustion before Chansey does or it'll end up taking enough chip damage from this to faint.
 
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Kanto Week 16 Part 3 - The Seventh Floor's Marowak
[X] Chipping Away
Send Out: Chansey
Chansey: Use Charm, then Sweet Kiss, and lastly three Tail Whips until she's about to faint or has finished stacking all of them. Using Life Dew as necessary if it'll keep her in the fight longer to apply more debuffs. She is to swap with Pineco, and then come back out if she still has the HP as well as stamina to apply more debuffs but would faint to Perish Song.
Send Out: Pineco
Pineco: Use Bug Bite unless she would faint to Perish Song at which point she should swap with Chansey if the latter can still take hits from Marowak or if Chansey can not take a hit she should swap with Magnemite. Regardless, of who she swaps with Pineco should come back out to continue using Bug Bite against Marowak, and should repeat this process unless she would faint.
Send Out: Dratini
Dratini: If Pineco would faint Dratini should be sent out to use Water Gun, and should swap with Magnemite as needed to avoid Perish Song before returning to the field.

"Chansey! Use Charm!" Violet called out, the Egg Pokemon responding rapidly. As metaphorical hearts began to fly towards Marowak, the Bone Keeper's eyes softened from his hard gaze.

In the midst of using Perish Song, Chansey's opponent abruptly switched their move midway through it. As the song's notes trailed off into nothingness, Marowak stepped forward calmly, grasping Chansey's arm before drawing her forward into a vicious Headbutt. The Egg Pokemon cried out in pain before using Charm once more, Violet calmly staring and analyzing the situation at hand. And Marowak used Headbutt once more, again and again, whilst Chansey slowly whittled down his willpower, causing each hit to do less damage than the last.

The Bone Keeper took a step back, experimentally swinging the bone they held. There was a haunting sense of doubt within the Marowak that lasted a scarce handful of seconds. Only to be broken as Chansey used Sweet Kiss, causing the Bone Keeper's eyes to unfocus and dilate unnaturally. "Good job Chansey," Violet began, mistakenly thinking the fight was now over. "Now, switch to -"

"Maro…" The Bone Keeper stared at Violet with unfocused eyes. Those eyes stared into her soul, judging her despite not understanding what they saw. Marowak's grip on the bone he held shifted into a hold more fitting for a baseball bat. Then he stepped forward, almost roaring as the Bone Keeper swung once, twice, thrice, striking with Bone Rush five times total.

Each hit left openings in his guard, yet the Bone Keeper cared not. There was only one direction to go and that was forward, through Chansey. Eyes, unfocused and unsure of what they saw could not be trusted, but the feeling of hitting his opponent and pressing them backward? That Marowak could feel.

"Life Dew! Quickly!" Violet yelled out, almost biting her nails as the Marowak just kept moving forward.

Chansey responded with a swiftness born of panic, healing themselves with water just as quickly as the Bone Keeper could inflict injury. Managing to gain a bit of space, the Egg Pokemon had a single second to breathe.

Marowak stepped forward into that space, slamming the bone he held into Chansey's right leg. Using Bone Rush once more in rapid succession, he stepped forward whilst Chansey stepped back, striking the Egg Pokemon with enough force to cause her to step back once more. Five times Marowak struck, and five times Marowak landed a blow. Somehow, the Bone Keeper was outpacing the healing of their opponent.

Violet nervously looked out, trying to figure out what to do. Bone Rush was terrifying as a move when it worked properly, but from what she could see Marowak couldn't keep that up. Chansey could outlast the Bone Keeper, but there were risks. Small ones, but they existed nonetheless. Mentally deciding to continue her plan, a red beam struck Marowak to her surprise. "Quickly! Life Dew!"

The Egg Pokemon knelt, panting from her injuries as she swiftly healed herself. No longer on the edge of fainting, Chansey stood back up, staring down the Haunter that would be her opponent.

Health: B--
Stamina: C+
Attack: C--
Defense: E++
Special Attack: B
Special Defense: D
Speed: B-
Evasion: B+

Moves

Confuse Ray: C+
Hypnosis: B
Lick: D++
Mean Look: D++
Payback: C++
Spite: D++
Curse: D++
Hex: C++
Night Shade: B-
Nasty Plot: C–

Violet's Thoughts: Rather dangerous if given time to setup, it is poorly built to handle Chansey however. Haunter lacks a strong physical attack and Chansey is immune to Curse. Hypnosis may be an issue.

Violet's Perceptive Trait Kicks in!

If Chansey stays in, Haunter will use Spite leaving them open for a round but disabling Life Dew, before switching with Marowak now that the Bone Keeper has been able to recover from what Chansey has done.

If Dratini or Magnemite are sent out, Haunter will use Hypnosis before using Nasty Plot then Hex. And if their opponent wakes or another Pokemon is sent out, they will start using Confuse Ray and Hypnosis once more.

If Pineco is sent out, then Haunter will use Nasty Plot repeatedly before using Hex repeatedly.


[]
Send Out: Chansey
Round 7 Chansey, Evasive: Disarming Voice
Round 8: Switch with Dratini
Round 9+: Dratini, Stand-off. Thunder Wave before using Twister and Water Gun as needed.
[]
Send out: Dratini
Round 8 Dratini Evasive: Thunder Wave
Round 9 Dratini Reckless: Twister/Water Gun as needed
If Dratini falls asleep, send in Magnemite to use Electro Ball repeatedly
[]
Send out: Magnemite
Round 8 Magnemite Evasive: Thunder Wave
Round 9+ Magnemite Reckless: Electro Ball
If Magnemite falls asleep, send in Dratini to use Twister repeatedly
[] Write-in

Round 1 Chansey: Chansey used Charm (DC1: Autosuccess). Marowak's Attack was reduced to B
Round 1 Marowak: Marowak used Headbutt (DC40: 48). Chansey lost 28% of its HP (72%).

Round 2 Chansey: Chansey used Charm (DC1: Autosuccess). Marowak's Attack was reduced to B--
Round 2 Marowak: Marowak used Headbutt (DC1: 58). Chansey lost 20% of its HP (52%).

Round 3 Chansey: Chansey used Charm (DC1: Autosuccess). Marowak's Attack was reduced to C+
Round 3 Marowak: Marowak used Headbutt (DC1: 54). Chansey lost 12% of its HP (40%).

Round 4 Chansey: Chansey used Sweet Kiss (DC1: Autosuccess). Marowak was Confused.
Round 4 Marowak: Marowak used Bone Rush (DC45: 100). Hit 5 Times. 1 Critical Hit. (DC95: 93, 79, 45, 14). Chansey lost 8% (32%), 4% (28%), 4% (24%), 4% (20%), 4% (16%) of its HP. Marowak (DC75: 52) is still Confused!

Round 5 Chansey: Chansey used Life Dew (DC15: 89). Chansey regained 25% of its HP (41%)
Round 5 Marowak: Marowak used Bone Rush (DC45: 93). Hit 5 Times. (DC95: 13, 19, 96, 97, 80). Chansey lost 4% (37%), 4% (33%), 8% (25%), 8% (17%), 4% (13%) of its HP. Marowak (DC75: 26) is still Confused!

Round 6 Haunter Switched in for Marowak
Round 6 Chansey: Chansey used Life Dew (DC15: 59). Chansey regained 25% of its HP (38%).
 
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hm, Marowak was confused, but I dont see any rolls / indication that the confusion did anything?

For that, Confusion raises all attack DCs by 25 the way I do things. And if the Pokemon rolls 1-25 then it hits itself in its confusion. In this case that didn't matter due to marowak rolling high enough to account for that.

The only thing that changed is that the DC for headbutt went from forty-five to one so apparently becoming confused is quite the buff. :V

Edit: Wait a minute Curse is a Ghost-type move so it won't affect Chansey meaning the only viable moves Haunter has are Mean Look, Payback, and Hypnosis. That means a free Life Dew on the switch in to heal up Chansey to 38%, and then using Charm plus Defense Curl probably shuts down Haunter even if it uses Hypnosis to put Chansey to sleep because it should do less damage than Chansey would heal when she's awake.

Yep after running the math a -6 Attack Haunter does significantly less damage to Chansey than she would heal per turn on average even if you assume she's put to sleep for the max number of turns every single time let alone a -6 Attack Haunter against a +6 Defense Chansey at that point you're getting down into the territory where Haunter literally does 1 HP worth of damage.

This means that with Chansey's superior stamina, we can just sit hit here and blast it with Disarming Voice to win the fight even if it does next to no damage, is dodged more than half the time, and Chansey only gets to fire it off one in every two to four turns due to being put to sleep because the Haunter will either inevitably succumb to exhaustion before Chansey does or it'll end up taking enough chip damage from this to faint.

I can confirm that Chansey does pretty much hard counter Haunter. But sadly the other trainer also realizes that and so isn't willing to have Haunter do more than remove the capability to use Life Dew.

Oh, I should also specify that I have added stances to the Mechanics page. Here's the current list of them (For reference, Haunter is using the Standard Stance right now):

Evasive (+5% chance to dodge, -5% chance to hit)
Aggressive (-5% chance to dodge, +5% chance to hit)
Standard (No Change)
Stand-off (Cannot use Physical Moves, -10% chance to be hit by Physical Moves)
Turtle (-30% chance to dodge, -25% damage taken)
Reckless (-25% chance to dodge, +20% damage dealt)
 
Violet stop gaslighting us. Spite is a Ghost-type move it won't work on Chansey for the same reason Curse doesn't. The stat changes being reset in an issue though hm... Chansey knows Defense Curl though so what we can do this time around is Charm once to get Marowak's damage down enough that we can outpace it with Life Dew, and then just spam Defense Curl since the opposing trainer can't affect that.

We could still be forced out by Perish Song but Chansey can keep up a switch cycle indefinitely until Marowak literally just runs out of stamina and can either be taken out by another one of our Pokemon easily or just faints from exhaustion.

[X] Here We Go Again
Send Out: Chansey
Round 7 Chansey, Turtle: Life Dew
Round 8 Chansey, Turtle: Life Dew
Round 9+ Chansey, Turtle: Use Charm to keep Marowak at -2 Attack, and keep using Life Dew. Swap with Magnemite as needed to avoid fainting to Perish Song.
Conditional: If Haunter stays in to use Mean Look during one of the Perish Song swaps don't swap out instead have Magnemite adopt a Reckless stance and use Thunder Shock. Or, if Marowak uses Tail Whip to lower Chansey's Defense use Defense Curl to counter it.

The only reason we can do this, to be honest, is because we're getting a free move for Chansey every time Marowak is forced to Perish Song to reset the state of the fight.
 
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Violet stop gaslighting us. Spite is a Ghost-type move it won't work on Chansey for the same reason Curse doesn't. The stat changes being reset in an issue though hm... Chansey knows Defense Curl though so what we can do this time around is Charm once to get Marowak's damage down enough that we can outpace it with Life Dew, and then just spam Defense Curl since the opposing trainer can't affect that.

One of these days I'll remember that Ghost type moves don't work on Chansey. But it's too funny for me to change it, so I'll just treat this as Haunter getting overexcited and making a mistake.
 
One of these days I'll remember that Ghost type moves don't work on Chansey. But it's too funny for me to change it, so I'll just treat this as Haunter getting overexcited and making a mistake.
It pretty much puts us back exactly where we started with an almost full-health Chansey versus a full-health Marowak which makes it even funnier. You know at this rate the Pokemon of the tower might gain a Chansey-shaped phobia if she just runs them all down effectively using Charm, and Life Dew.

 
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