Completed Objection Vs Lord Jesseus(Sequences = ON!)

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Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#1
Objection is challenging Lord Jesseus to a match!
2v2 FE Singles
3 day DQ
2 Subs
2 recovers/5 chills
ASB arena - nothing fancy, except ...
Sequences = ON

... and Destiny Warrior has agreed to ref.
1 ability
switch=ok
training items
Team Objection

Honchkrow (*) [Facilier] (M)
Nature: Rash (+Special Attack, -Special Defence)

Type: Dark/Flying
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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20
Moves: 39

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

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) 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.
Moxie (DW UNLOCKED): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Sucker Punch
Swagger
Night Slash
Torment
Quash
Dark Pulse
Mean Look
Tailwind

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost
Sky Attack
Perish Song
Brave Bird
Psycho Shift
Drill Peck
Quick Attack

Taunt (*)
Aerial Ace (*)
Snarl (*)
Hidden Power Ground 7
Payback
Snatch
Thunder Wave
Fly
Toxic
Psychic
Substitute

Heat Wave
Superpower
Icy Wind


Medicham (*) [Frollo] (M)
Nature: Jolly (+Speed, -Special Attack)

Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
Atk: Rank 2 [5 with Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded))
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Moves: 36

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

Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Hi Jump Kick
Reversal

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bullet Punch
Fake Out

Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Telekinesis
Low Sweep
Light Screen
Reflect
Focus Punch
Protect
Double Team
Substitute

Magic Coat
Zen Headbutt
Counter
Pain Split
Endure

Dispel


Team Lord Jesseus

Gengar(*) [Iota] (Female)
Nature: Hasty (+Spe, -Def)

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 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc: +19%
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 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:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Confuse Ray(*)
Night Shade(*)
Sucker Punch(*)
Shadow Punch
Hex
Dream Eater
Destiny Bond

Explosion(*)
Will-O-Wisp(*)
Disable(*)

Thunderbolt(*)
Shadow Ball(*)
Sludge Bomb(*)
Toxic
Taunt
Venoshock
Pain Split
Focus Blast
Giga Drain
Protect
Hidden Power (Fire 7)
Counter
Drain Punch
Torment
Perish Song
Bide
Ice Punch
Focus Punch
Telekinesis
Thunder
Fire Punch


Krillowatt [Delta]
Nature: Naive (+Spe, -SpD)

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

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+)
Acc: +17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump
Muddy Water
Zap Cannon
Copycat
Discharge

Counter
Mirror Coat
Signal Beam
Me First
Shock Wave

Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall
Low Kick
Blizzard
Rain Dance
Volt Switch
Dive
Substitute
Payback
Torment
Safeguard
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#5
As pera talk on IRC, Kril has Magic Guard


Honchkrow (*) [Facilier] (M)
110 HP
100 EN
5/2/5/1/71
Insomnia
N/A


Krillowatt [Delta]
125 HP
100 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share

Welcome to the first ever sequence battle reffing! Our two testers today are Objection and Lord Jesseus, who initially send out their Honchkrow and Krilowatt.

The battle begins with Krilowatt firing an electric bolt from his body, that strikes Honchkrow pretty hard - a Thunderbolt! Honchkrow however, appears to have been biding his time, as his counterstrike pays back the shot! To add insult to injury, it breaks Krilowatt's nebulous sequence, and starts its own! Krilowatt is now unfocused.

In its dazed state, Krilowatt makes an attempt to Scald his opponent with boiling water, while Honchkrow decides to call upon the power of the dark type to Night Slash Krilowatt hard...what's this? Krilowatt got a critical hit! Krilowatt broke Honchkrow's sequence! Finally, Honchkrow moves again with a Sucker Punch ambush that racks up some more damage(which also happens to crit!) and starts a new sequence, before Lord Jesseus' Shock Wave breaks him out of the sequence, and starts its own!

Gem of a line that must be added to this reffing:
18:01 Objection so basically instead of showcasing sequences, we're showcasing crits

Round 1
Krilowatt used Thunderbolt!
RNG Roll(<=625 crit): 349 Crit
A critical hit!
RNG Roll(<=1000 PAR): 8626 No
(10+3+3)*1.5=24 damage
-6 EN

Krilowatt initialized a sequence!

Honchkrow used Payback!
RNG Roll-To Crit(<=625 crit): 4451 No
10+3+3=16 damage
-6 EN

Honchkrow broke Krilowatt's sequence!
Krilowatt is now Unfocused!
Honchkrow initialized a sequence!

Round 2
Krilowatt used Scald!
RNG Roll-To Crit(<=625 crit): 579 Crit
RNG Roll-To BRN(<=3000 BRN): 8298 No
8+3+3+3=17 damage
-5 EN

Krilowatt broke Honchkrow's sequence!
Krilowatt is no longer Unfocused!
Honchkrow is now Unfocused!

Honchkrow used Night Slash!
RNG Roll-To Crit(<=1250 crit): 9184 No
7+3+3=13 damage
-4 EN

Honchkrow is no longer unfocused!

Round 3
Honchkrow used Sucker Punch!
RNG Roll-To Crit(<=625 crit): 67 Yes
A critical hit!
8+3+3+3=17 damage
-5 EN

Krilowatt used Shock Wave!
RNG Roll-To Crit(<=625 crit): 9944 No
(6+3+3)*1.5=18 damage
-3 EN

Krilowatt initialized a sequence!



Honchkrow (*) [Facilier] (M)
51 HP
85 EN
5/2/5/1/71
Insomnia
N/A


Krillowatt [Delta]
79 HP
86 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share
Sequence Counter(1)
 
#8
OK, turns out I can't switch to Medicham, so ...

Payback - Night Slash - Faint Attack
If he uses a damaging electric-type move on action 2 or action 3, change that action to Sucker Punch
If he uses Torment, change all remaining Paybacks to Hidden Power, Night Slashes to Faint Attack and Sucker Punches to Psychic
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#10
Illegal switch(this is partly my discretion, but ti doesn't make sense if a Pokemon being sequenced can be switched out while it is effectively being bushwhacked around), mentioned on IRC but put in public for reference, players edit actions.

Also a placeholder post for reffing.


Honchkrow (*) [Facilier] (M)
51 HP
85 EN
5/2/5/1/71
Insomnia
N/A


Krillowatt [Delta]
79 HP
86 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share
Sequence Counter(1)

Krilowatt begins this round with the first sequence counter of the whole match, but decides to end his sequence with a Dive to avoid his foe's Payback...smart move. Then Lord Jesseus takes a Sucker Punch which initializes a sequence, and immediately breaks it with a Thunderbolt. Finally, Lord Jesseus initializes a sequence with a Muddy Water, which ends at once because it KO'd Honchkrow!

Round 1
Krilowatt went underwater!

Honchkrow used Payback!
But it failed!

Krilowatt used Dive!
RNG Roll-To Crit(<=625 crit): 3919 No
8+3+3+3=17 damage
-5 EN

Krilowatt's sequence ended(due to using an evasive attack)!
Krilowatt became unfocused!

Round 2
Honchkrow used Sucker Punch!
RNG Roll-To Crit(<=625 crit): 2100 No
8+3+3=14 damage
-5 EN

Honchkrow initialized a sequence!

Krilowatt used Thunderbolt!
RNG Roll(<=625 crit): 3312 No
RNG Roll(<=1000 PAR): 3877 No
(10+3+3)*1.5=24 damage
-6 EN

Krilowatt broke Honchkrow's sequence!
Honchkrow became unfocused!
Krilowatt is no longer unfocused!

Round 3
Krilowatt used Muddy Water!
RNG Roll-To Hit(<=1500 crit): 5958 Hit
RNG Roll-To Crit(<=625 crit): 3997 No
10+3+3=16 damage
-6 EN

Krilowatt initialized a sequence!

Honchkrow has been KO'd!

Krilowatt's sequence ended!

Objection sent out Medicham!




Honchkrow (*) [Facilier] (M)
KO


Krillowatt [Delta]
65 HP
69 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share
 
#11
Switch to Gengar! (@Amulet Coin)
Counterswitch?
Didn't think so.

Shadow Ballx3
Zen Headbutt, replace action with Counter
If Bullet Punch, replace action with Sucker Punch but not twice in a row.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#13

Medicham (*) [Frollo] (M)
90 HP
100 EN
5/3/1/3/92
Pure Power


Krillowatt [Delta]
65 HP
69 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share


Gengar(*) [Iota] (F)
90 HP
100 EN
3/1/5/3/127/+19% Acc
Levitate
Amulet Coin


Welcome back to an exiting third round!

Objection sends out his Medicham, and in return, Lord Jesseus decides to send out his avatar! Err, I mean his Gengar! Gengar decides to unleash a barrage of Shadow Balls, and in response, Medicham first takes the time to Light Screen to reduce the damage he takes, then uses Foresight to judge Gengar's position and remove his immunity to Fighting type attacks, and then moves in with a Fake Out to stop the third Shadow Ball!

Lord Jesseus switched in Gengar!

Gengar used Shadow Ball!
RNG Roll-To Crit(<=625 crit): 3715 No
RNG Roll-To Lower SpD(<=2000 yes): 4753 No
(8+3+3)*1.5=21 damage
-5 EN

Gengar initialized a sequence!

Medicham used Light Screen!
Medicham's team's Special Defense rose!
-7 EN

Gengar used Shadow Ball!
RNG Roll-To Crit(<=625 crit): 4803 No
RNG Roll-To Lower SpD(<=2000 yes): 8173 No
(4+3+3+3)*1.5=19.5 damage
-9 EN

Medicham used Foresight!
Medicham tracked down Gengar!
-6 EN

Medicham used Fake Out!
RNG Roll-To Crit(<=625 crit): 2328 No
4+6=10 damage
-3 EN

Gengar flinched!
Gengar's sequence ended!
Gengar became unfocused!
Medicham initalized a sequence!



Medicham (*) [Frollo] (M)
50 HP
84 EN
5/3/1/3/92
Pure Power
Sequence Counter(1)


Gengar(*) [Iota] (F)
80 HP
86 EN
3/1/5/3/127/+19% Acc
Levitate
Amulet Coin


Krillowatt [Delta]
65 HP
69 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share
 
#14
Low Sweep - Zen Headbutt - Hi Jump Kick
The first time he uses Will-O-Wisp, use Magic Coat and push actions back.
If he uses Counter, use Confusion and push actions back.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#16

Medicham (*) [Frollo] (M)
50 HP
84 EN
5/3/1/3/92
Pure Power
Sequence Counter(1)


Gengar(*) [Iota] (F)
80 HP
86 EN
3/1/5/3/127/+19% Acc
Levitate
Amulet Coin


Krillowatt [Delta]
65 HP
69 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share


Welcome to the final round of this sequences battle! Gengar decides to Bide his time and see what his foe will do. Medicham first Low Sweeps Gengar to build up momentum, and follows up with a very powerful Zen Headbutt! Before he can round it off however, Jesseus' Gengar finishes off Medicham by unleashing his stored energy. What an unfortunate end to that sequence...
Gengar used Bide!
Gengar began storing energy!

Medicham used Low Sweep!
RNG Roll-To Crit(<=625 crit): 3062 No
Gengar's speed fell!
(6+3+3+6)/1.5=12 damage
-3 EN

Gengar is storing energy!

Medicham used Zen Headbutt!
RNG Roll-To Crit(<=625 crit): 5186 No
(8+3+6+6)*1.5=34.5 damage
-5 EN

Gengar released its stored energy!
(34.5)*1.5=81.375 damage
-47 EN

Medicham was KO'd!



Medicham (*) [Frollo] (M)
KO


Gengar(*) [Iota] (F)
33.5 HP
39 EN
3/1/5/3/127/+19% Acc
Levitate
Amulet Coin


Krillowatt [Delta]
65 HP
69 EN
3/3/3/2/121/+17% Acc
Magic Guard
Exp. Share


Rewards(after a conversation with Deck Knight):
Objection: 4 CC
Honchkrow, Medicham: 3 MC each
Lord Jesseus: 5 CC
Gengar: 3 MC, 1 KOC
Krilowatt: 4 MC, 1 KOC
Destiny Warrior:5+2=7 UC
 
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