Krodin329 is having some Complications figuring out sequences!

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Sorry Complications, your name beckons for puns. Every damn time. I'm sure you're tired of it, too.
Challenge: To Complications
2v2 singles
Basics only
Sequences:on
2 day DQ
1 sub per pkmn.
4 cool downs
Arena: A forest surrounded by Dark plates at twilight (by the way it sucks).

Accepting
Switch=KO
2 Recoveries

I could destroy you with Revenankh, knowing you meant basic NFEs, but I'm not cruel :3

Sequences shall be fascinating.

Btw, Items = Training. Sequences are already difficult enough...

And now, here are our fighters in this arena which will be treated exactly like the ASB arena!
krodin329 said:
Zorua [Vageta] (M)
Spr_5b_570.png

Nature: Rash (+SAtk, -SDef)
Type:
Dark:
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Illusion:
Type: Innate
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)

Extrasensory (*)
Dark Pulse (*)
Counter (*)

U-Turn (*)
Calm Mind (*)
Grass Knot (*)

Pawniard [Mr. Popo] (M)
Spr_5b_624.png

Nature: Adamant (+Atk, -SAtk)

Type:

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


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:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Inner Focus:
Type: 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.

Pressure (Locked) (DW)
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

Psycho Cut (*)
Revenge (*)
Sucker Punch (*)

Taunt (*)
Dig (*)
Swords Dance (*)
Complications said:
Staryu (Soundwave) (Genderless)
Spr_5b_120.png

Nature:
Timid (-Atk, +Spe, +22% ACC)

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

Abilities:
Illuminate:
Type: 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.
Command: (Ability: Illuminate)

Natural Cure:
Type: 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: (DW) (Locked)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

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

Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Power Gem
Hydro Pump

Surf (*)
Ice Beam (*)
Thunderbolt (*)

Aurora Beam (*)
Barrier (*)
Supersonic (*)

Spr_5b_198_m.png

Murkrow (Bec) (F)
Nature *Quiet: (+ SAtk, -Spe, -10 Evasion)

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

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
Insomnia
Type: Inate
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck
Type: Inate:
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

DW: Prankster (Locked)
Type: Inate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats
Hp: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 79 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Moves:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Sky Attack
Mirror Move
Roost

Shadow Ball
Psychic
Protect

And now, without any further delay, begin!

Krodin sends out his first mon with items
Complications sends out his first mon with items and makes actions
Krodin makes his actions
I make over 9,000 mistakes with reffing
 
Prepare to die mere mortal! Suffer the wrath of Bec, slayer of Demons and champion of the skies!!!
Murkrow_by_Coolflm.png

(Murkrow by Coolflm on Devianart.)

Okay let's start off strong! Night Shade-Sky Attack-Night Shade
I may be at a disadvantage, but fear the bringer of doom.
 
Wait, so... we're in a sequence battle, and neither of you are using a sequence. I'm confused.

Pre-Round stats:
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Mr. Popo
HP: 90
EN: 100

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Bec
HP: 90
EN: 100

Ah well, easier for me to ref I guess
Action 1
Sucker Punch -> Bek (5 EN)
RNG roll (to crit, 1/16 crit) 12 = no crit
(8+3+(4-2)1.5)(.67) = 9.38 DMG
Mr. Popo began a sequence!

Night Shade -> Mr. Popo (4 EN)
Fixed DMG is fixed (10 DMG)

Action 2
Bec became cloaked in a harsh light! (9 EN)

Mr. Popo used Swords Dance! (7 EN)
Mr. Popo's Atk rose sharply!
The sequence ended!

Sky Attack -> Mr. Popo
RNG roll (to hit, <=90 hit) 5 = hit
RNG roll (to crit, 2/16 crit) 2 = crit
(13+3+3+(3-3)1.5)(.67) = 12.73 DMG
Bec began a sequence!

Action 3
Night Shade -> Mr. Popo (4 EN)
Fixed DMG is fixed (10 DMG)

Revenge -> Bec (8 EN)
RNG roll (to crit) 12 = no crit
(12+3) +3.5 = 18.5 DMG
Mr. Popo began a sequence!

As we begin our match, Bec appears to begin summoning the power of night... but what's this?! Out of nowhere, Mr. Popo sprang forward and delivered a Sucker Punch, and now he's in control of this match with a sequence! All Bec can do in return is let out his fixed damage attack, while he watches in horror!

Coming back to his senses, Bec begins to charge up in an attempt to break the sequence, but Mr. Popo is going to do it for him, as he's going to step back and dance around with some make-believe swords, and his attack rose! Bec then swoops down and delivers a mighty attack from the sky, but its almost as if Mr. Popo could absorb the blow, even though it was a critical hit, starting a sequence of his own!

Ad now, its Bec's turn to stop his own sequence, as he lets out another Night Shade, dealing a bit of damage yet again! However, Mr. Popo got his revenge, and Bec was not only hit hard, but Mr. Popo has just started a sequence!

Post-Round stats:
Spr_5b_624.png

Mr. Popo
HP: 57
EN: 80
+2 Atk
Spr_5b_198_m.png

Bec
HP: 63
EN: 92
 
You guys know its not a crime to bump a thread instead of sending me continuous VMs, right? Especially when real life is taking a lot of time, and I have 6 other matches to ref...

Pre-Round stats:
Spr_5b_624.png

Mr. Popo
HP: 57
EN: 80
+2 Atk
Spr_5b_198_m.png

Bec
HP: 63
EN: 92

Especially when sequences are involved, cut me some damn slack...
Action 1
Bec used Mirror Move! (2+8 = 10 EN)
RNG roll (to crit) 5 = no crit
(6+(3-3)1.5)(2.25) = 13.5 DMG

Taunt -> Bec (9 EN)
Bec was taunted!

Action 2
Sucker Punch -> Bec (5 EN)
RNG roll (to crit) 12 = no crit
(8+3+3+(4-2)1.5)(.67)+3.5 = 14.89 DMG

Wing Attack -> Mr. Popo (3 EN)
RNG roll (to crit) 15 = no crit
(6+3)(.67) = 6.03 DMG

Action 3
Bec became cloaked in a harsh light! (9 EN)
Sky Attack -> Mr. Popo
RNG roll (to hit) 74 = hit
RNG roll (to crit) 6 = no crit
(13+3+(3-3)1.5)(.67) = 10.72 DMG

Revenge -> Bec (8 EN)
RNG roll (to crit) 6 = no crit
(12+6+3) +3.5 = 24.5 DMG
Mr. Popo spent 22 EN! His sequence ended!
Mr. Popo became unfocused!

Bec, in an attempt to do enough damage to break Mr. Popo's focus, completely mirrors the actions of Mr. Popo and lets out a giant strike of revenge, but its just not enough to break the sequence, and Mr. Popo continues to by taunting Bec on how his attempt failed, making the Murkrow incredibly angry!

Mr. Popo, now in the full swing of his sequence, slams Bec with a sucker punch, which gains even more power due to the sequence, although Bec is still standing strong! Still trying to break the sequence, Bec uses his wings to attack... for very little damage, leaving everyone in the arena somewhat confused as to why he didn't just use a more powerful attack!

Still attempting to break the sequence of Mr. Popo, who is still dominating the field, Bec showers himself in a harsh light before releasing another Sky Attack... which is still not enough to break Mr. Popo's concentration, and releases the final amount of energy he can use in a sequence in a final show of revenge, which knocks Bec way back into the walls of the arena! However, Bec isn't the only one that took a hit from that attack, and Mr. Popo is now unfocused!

Post-Round stats:
Spr_5b_624.png

Mr. Popo
HP: 27
EN: 58
+1 Atk
Unfocused
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Bec
HP: 24
EN: 70
Taunted (3a)
 
Well, actually, you rounded wrong, he's left with 27. That's... really weird, as I distinctly remember subtracting the HP. Whatever, its fixed now.
 
Good damn this round is easy to ref. Fixed damage attacks are just plain amazing, aren't they?

Post-Round stats:
Spr_5b_624.png

Mr. Popo
HP: 27
EN: 58
+1 Atk
Unfocused
Spr_5b_198_m.png

Bec
HP: 24
EN: 70
Taunted (3a)

Sadly Krodin, Dig isn't going to save you from getting KO'd.
Action 1
Night Shade -> Mr. Popo (4 EN)
Fixed DMG is fixed (10 DMG)

Mr. Popo used Swords Dance! (7 EN)
Its too bad he won't be able to abuse that boost...

Action 2
Night Shade -> Mr. Popo (8 EN)
Fixed DMG is fixed (10 DMG)

Mr. Popo dug underground! (10 EN)
But... why?

Action 3
Night Shade -> Mr. Popo (12 EN)
Fixed DMG is fixed (10 DMG)
Mr. Popo fainted!

And Krodin, I have absolutely no idea why you did what you did. Dig's evasive action doesn't have priority, Murkrow is a fucking Flying-type... In other words, Bec was able to easily KO Mr. Popo, and took no damage in return this round.

Krodin automatically sends out Vegeta the Zorua and orders first

Post-Round stats:
Spr_5b_624.png

Mr. Popo
HP: -3
EN: KO
Spr_5b_198_m.png

Bec
HP: 24
EN: 46
 
I never would have though killing this damn Murkrow would take so long...

Pre-Round stats:
Spr_5b_570.png

Vegeta
HP: 90
EN: 100
Spr_5b_198_m.png

Bec
HP: 24
EN: 46

Let's just get this done...
Action 1
Bec used Roost! (10 EN)
Bec restored HP! (+20 HP)

Leer -> Bec (4 EN)
Bec's defense fell!

Action 2
Bec chilled! (+12 EN)

Counter -> Bec (6 EN)
But it failed!

Action 3
Bec used Roost! (10 EN)
Bec restored HP! (+20 HP)

Counter -> Bec (10 EN)
But it failed!

And, just as suddenly as Bec was close to being KO'd, he's now right back up in terms of HP, and Vegeta hasn't damaged him one bit! Looks like Bec isn't going to go down without a fight after all!

Pre-Round stats:
Spr_5b_570.png

Vegeta
HP: 90
EN: 80
Spr_5b_198_m.png

Bec
HP: 64
EN: 38
-1 Def
 
This... still might take a while, even with speedy reffing.

Pre-Round stats:
Spr_5b_570.png

Vegeta
HP: 90
EN: 80
Spr_5b_198_m.png

Bec
HP: 64
EN: 38
-1 Def

Damn Bec... Just die already!!
Action 1
Wing Attack -> Vegeta (3 EN)
RNG roll (to crit) 4 = no crit
(6+3+(3-2)1.5) = 10.5 DMG
Bec started a sequence!

Counter -> Bec (11 EN)
(10.5x1.75) = 18.375 DMG
Bec's sequence ended! Bec is unfocused!

Action 2
Bec chilled (+12 EN)!

Fake Tears -> Bec (5 EN)
Bec's SpD fell sharply!

Action 3
Bec became cloaked in a harsh light! (9 EN)
Sky Attack -> Mr. Popo
RNG roll (to hit) 33 = hit
RNG roll (to crit) 5 = no crit
(13+3+(3-2)1.5) = 17.5 DMG

Midnight Pulse -> Bec ((6+10)1.75 -1 = 27 EN)
RNG roll (to crit) 1 = crit
RNG roll (to lower SpD, <=40 lower) 88 = no lower
((8x2.25)+3+3+(4-2)1.5)(.67) +3.5 = 21.6 DMG

And just as Bec regained on of his HP, he lost nearly all of it in Vegeta's assault! However, all of this is quickly tiring Vegeta out... but who will fall first?!

Post-Round stats:
Spr_5b_570.png

Vegeta
HP: 62
EN: 37
Must cooldown
Spr_5b_198_m.png

Bec
HP: 24
EN: 38
-2 SpD
 
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