Effective immediately (08/09/2011 9:00 PM EST):
Evasion is a dead issue in the SotG. Dodge is not going anywhere, and all future SotG's the Evasion issue is explicitly prohibited from discussion. Discussion involving evasion will be moderated.
Hi all, and welcome to another exciting edition of The State of the Game! It’s been almost half a year since the start of ASB, so congrats goes out to all the players and staff of ASB that have been able to make ASB such a successful venture to this point (and in the future). Up to this point, we have around 180 members who have signed up for ASB, and roughly 80 members who actively played within the last few weeks. Thanks for the participation everyone!
First things first, here is a recap of the items that were passed from the last SotG, including ones that were automatically implemented as well as ones voted in:
Notifications:
Example Combinations:
Lets give a few examples. For our first example, lets assume we have an Emboar using Flare Blitz + Superpower.
Flare Blitz + Superpower:
Lets try a different combination. Jolly Gyarados using Aqua Tail + Iron Tail vs. Impish Bronzong with Reflect.
One more, just to examine priority:
Lucario with Extremespeed and Bullet Punch vs. Aerodactyl.
Implementations:
Votes:
Now, onto the good stuff. Here are the main focal points of this edition’s SotG:
1. Should something be done about Perish Song in Switch = KO style battles?
This is a pretty big problem. Sure, U-Turn and Volt Switch were changed to somewhat alleviate the “brokenness” of this, but both SDS and myself agree that Perish Song is at the moment way too good of a move in Switch = KO matches. Essentially, at the moment, a Perish Song user has the ability to kill any Pokemon it wishes to kill in just seven actions (assuming Perish Song is done on the third action). It essentially bypasses all Pokemon match-ups and faints the opponent’s Pokemon in record time. A solution to this problem would read something like this:
2. Should the move “Endure” be changed?
As of right now, Endure allows the user to survive three straight attacks without being knocked out. As per some battles (See: Battle Hall Challenge: Flora), Endure can easily be taken advantage of, and three free turns (including the move in which Endure is used) without fainting is advantageous enough to warrant a change. While it is true that status moves and weather residual eliminate Endure’s 1 HP limit, the former can be stopped with the ever popular Taunt move, and the latter must be performed if you are going second. A good suggestion for this move is to allow two actions of Endure’s effects as opposed to a possible full round, so it’s on the turn of Endure plus the following action. Endure would simply be unusable if one tried to use the move two rounds in a row. This makes the most sense.
3. Should Pokemon be allowed to use moves of higher energy cost when low on energy?
This issue was brought up last SotG. A number of referees have been allowing certain higher energy moves to be used when a trainer’s Pokemon doesn’t have the necessary energy allowance to use it, for a “final attack” flair on battles. Some view it as unfair, as some strategies revolve around energy stalling, and allowing for moves that cause high damage to be done for a lower energy cost than normal is somewhat unfair. What should be done about this?
4. Should non-attacking moves be permitted usage when a Pokemon is under the effect of Taunt?
As of right now, a Pokemon who is under the effect of Taunt is still permitted to use non-attacking moves, albeit without the effect of the move and at full energy cost. This is somewhat unfair, as most Trainers use Taunt in order to force the opponent to attack. Moves such as Sucker Punch become much less valuable as a result, and one can use “chill” as an action to literally do nothing and stall. Something needs to be done with this in terms of either codifying specific instances or creating a change so that no non-attacking moves are permitted usage under the effect of Taunt.
EDIT: The source of this issue: "If a disabled or otherwise disallowed move is ordered, such as a non-attacking move when Taunted, the move costs energy as normal because the Pokemon still exerts the energy trying to use it unsuccessfully."
5. The ASB Gym League preparations have begun! Thanks RP’s!
While this will be discussed in a separate thread, just a SotG announcement that the ASB Gym League is beginning preparations for the start of the highly anticipated RP game. I’d like to take this time to thank all of the RP creators (and players) for giving myself and the league’s supporters a good sense of how to make this idea work, and thanks to all the wonderful players who will be putting a lot of time and effort into the gym league, whether as a gym leader, referee, or a challenger! Thanks, and we look forward to kicking off this very exciting event. The opening thread, which will contain the current rules and will house discussion of said rules, will be posted in a few days after a final check through.
Thanks, and enjoy!
Evasion is a dead issue in the SotG. Dodge is not going anywhere, and all future SotG's the Evasion issue is explicitly prohibited from discussion. Discussion involving evasion will be moderated.
Hi all, and welcome to another exciting edition of The State of the Game! It’s been almost half a year since the start of ASB, so congrats goes out to all the players and staff of ASB that have been able to make ASB such a successful venture to this point (and in the future). Up to this point, we have around 180 members who have signed up for ASB, and roughly 80 members who actively played within the last few weeks. Thanks for the participation everyone!
First things first, here is a recap of the items that were passed from the last SotG, including ones that were automatically implemented as well as ones voted in:
Notifications:
1. Mons with 120 in a Base Stat are now Rank 5. No other stat related changes have been made.
2. Sluggish is not negated by STAB.
This will be edited in STAB descriptions.
This will be edited in STAB descriptions.
3. The Combination System has been greatly enhanced and codified.
Combinations have always been tricky because much of it is left up to the imagination. Combinations will still be allowed at ref discretion, however the efects of how they work together will be codified below.
Priority of Move 1 vs. Priority of Move 2.
Priority 0 + Priority 0: -2
Priority 3 + Priority 2: 5 (ex. Fake Out + Feint)
Priority 3 + Priority 1: 4 (ex. Fake Out + Bullet Punch)
Priority 2 + Priority 2: 4 (ex. Extremespeed + Feint)
Priority 2 + Priority 1: 3 (ex. Extremespeed + Aqua Jet)
Priority 2 + Priority 0: 1 (ex. Feint + Crunch)
Priority 1 + Priority 1: 2 (ex. Bullet Punch + Mach Punch)
Priority 1 + Priority 0: 1 (ex. Bullet Punch + ThunderPunch)
Priority 1 + Priority -3: -3 (ex. Mach Punch + Focus Punch)
Priority 0 + Priority -1: -3 (ex. Body Slam + Bounce [Hit])
Priority 0 + Priority -2: -4 (ex. Brave Bird + Fly [Hit])
Priority 0 + Priority -3: -5 (ex. ThunderPunch + Focus Punch)
Priority 0 + Priority -4: -6 (ex. Icicle Crash + Avalanche)
Priority 0 + Priority -5: -7 (ex. Metal Burst + Counter)
Priority 0 + Priority -6: -7 (ex. Iron Tail + Dragon Tail)
Priority -1 + Priority 0: -3 (ex. Razor Wind [Hit] + Air Slash)
Priority -1 + Priority -6: -7 (ex. Vital Throw + Circle Throw)
Priority -1 + Priority -2: -5 (ex. Skull Bash [Hit] + Dig [Hit]
Priority -2 + Priority 0: -4 (ex. Dig [Hit] + Crunch)
Priority -2 + Priority -1: -5 (ex. Fly [Hit] + Sky Attack [Hit])
Priority -3 + Priority -3: -7 (ex. Focus Punch + Focus Punch)
Priority -4 + Priority -4: -7 (ex. Avalanche + Avalanche)
Priority -5 + Priority -5: -7 (ex. Mirror Coat + Mirror Coat)
Other Priority Combination notes:
Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action, Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority.
Evasive Actions are moved down by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority) Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch.
So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7.
Priority of Move 1 vs. Priority of Move 2.
Priority 0 + Priority 0: -2
Priority 3 + Priority 2: 5 (ex. Fake Out + Feint)
Priority 3 + Priority 1: 4 (ex. Fake Out + Bullet Punch)
Priority 2 + Priority 2: 4 (ex. Extremespeed + Feint)
Priority 2 + Priority 1: 3 (ex. Extremespeed + Aqua Jet)
Priority 2 + Priority 0: 1 (ex. Feint + Crunch)
Priority 1 + Priority 1: 2 (ex. Bullet Punch + Mach Punch)
Priority 1 + Priority 0: 1 (ex. Bullet Punch + ThunderPunch)
Priority 1 + Priority -3: -3 (ex. Mach Punch + Focus Punch)
Priority 0 + Priority -1: -3 (ex. Body Slam + Bounce [Hit])
Priority 0 + Priority -2: -4 (ex. Brave Bird + Fly [Hit])
Priority 0 + Priority -3: -5 (ex. ThunderPunch + Focus Punch)
Priority 0 + Priority -4: -6 (ex. Icicle Crash + Avalanche)
Priority 0 + Priority -5: -7 (ex. Metal Burst + Counter)
Priority 0 + Priority -6: -7 (ex. Iron Tail + Dragon Tail)
Priority -1 + Priority 0: -3 (ex. Razor Wind [Hit] + Air Slash)
Priority -1 + Priority -6: -7 (ex. Vital Throw + Circle Throw)
Priority -1 + Priority -2: -5 (ex. Skull Bash [Hit] + Dig [Hit]
Priority -2 + Priority 0: -4 (ex. Dig [Hit] + Crunch)
Priority -2 + Priority -1: -5 (ex. Fly [Hit] + Sky Attack [Hit])
Priority -3 + Priority -3: -7 (ex. Focus Punch + Focus Punch)
Priority -4 + Priority -4: -7 (ex. Avalanche + Avalanche)
Priority -5 + Priority -5: -7 (ex. Mirror Coat + Mirror Coat)
Other Priority Combination notes:
Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action, Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority.
Evasive Actions are moved down by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority) Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch.
So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7.
Combination Effects and Energy Cost:
There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects.
Same Attack:
Base Attack Power = BAP * 2.25
Energy Cost = (EC + (EC+4))*2
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage = Return Damage^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier
Different Attacks:
Base Attack Power = BAP 1 + BAP 2
Energy Cost = (EC 1 + EC 2) * 1.5
Effect Chance = Effect Chance 1 + Effect Chance 2
Stat Boosts/Drops = B/D 1 + B/D 2
Return Damage - Return Damage 1 + Return Damage 2
Recoil = Recoil 1 + Recoil 2 / # Recoil Moves
Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier
There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects.
Same Attack:
Base Attack Power = BAP * 2.25
Energy Cost = (EC + (EC+4))*2
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage = Return Damage^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier
Different Attacks:
Base Attack Power = BAP 1 + BAP 2
Energy Cost = (EC 1 + EC 2) * 1.5
Effect Chance = Effect Chance 1 + Effect Chance 2
Stat Boosts/Drops = B/D 1 + B/D 2
Return Damage - Return Damage 1 + Return Damage 2
Recoil = Recoil 1 + Recoil 2 / # Recoil Moves
Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier
Combining Physical and Special attacks:
Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. Here's how to calculate:
Example: Brave Torterra Razor Leaf + Leaf Storm w/ +1 Atk/SpA, in a Double Battle against Starmie and Archeops.
Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. Here's how to calculate:
Example: Brave Torterra Razor Leaf + Leaf Storm w/ +1 Atk/SpA, in a Double Battle against Starmie and Archeops.
Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental
Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages.
Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force
Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental
Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages.
Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force
First combine the Base Attack Power of the two attacks, then split it in half. One will calculate using Physical Attack and the other will calculate using Special Attack. Apply STAB before the split. 6 + 14 + 3 = 23, split in half is 11.5. The accuracy if the attack will be 92.5%. In a double battle, Razor Leaf hits all foes, and Leaf Storm lowers Special Attack two stages after use. The Energy cost is (4 + 9 - 1 = 12) * 1.5 = 18.
Physical Calc:
Starmie: (8.625 (11.5 *0.75) + 3 [Star Difference] = 11.625) * 1.5 = 17.4375 + 1.75 = 19.1875
Archeops: (8.625 (11.5 * 0.75) + 3) [Star Difference] = 11.625) * 1 = 11.625 + 1.75 = 13.375
Special Calc:
Starmie (8.625 (11.5 * 0.75) + 0 [Star Difference] * 1.5 = 12.9375 + 1.75 = 14.6875
Archeops (8.625 (11.5*0.75) + 0 [Star Difference] * 1 = 8.625 + 1.75 = 10.375
Total Damage: 34 Starmie, 24 Archeops, 18 Energy, -2 SpA.
Physical Calc:
Starmie: (8.625 (11.5 *0.75) + 3 [Star Difference] = 11.625) * 1.5 = 17.4375 + 1.75 = 19.1875
Archeops: (8.625 (11.5 * 0.75) + 3) [Star Difference] = 11.625) * 1 = 11.625 + 1.75 = 13.375
Special Calc:
Starmie (8.625 (11.5 * 0.75) + 0 [Star Difference] * 1.5 = 12.9375 + 1.75 = 14.6875
Archeops (8.625 (11.5*0.75) + 0 [Star Difference] * 1 = 8.625 + 1.75 = 10.375
Total Damage: 34 Starmie, 24 Archeops, 18 Energy, -2 SpA.
Combination Type (CT):
Combination type can alter based on how attacks are used, though most are cut and dried. If wanted, I can try and come up with a list of combination properties. Combination attacks are usually the type of the move with the highest Base Attack Power in the combination.
There are 6 Combination Types, in order of strength:
Set: Typing is such a fixed part of this attack it will override all other types.
Force: Typing defines the attack to such an extent it will override elements.
Elemental: Typing defines the attack as imbued with an elemental property.
Passive: Typing is part of the attack but is not definitive in its use.
Deferring: This attack is easily redefined by the qualities of other attacks
None: This attack summons other attacks and uses their properties, or otherwise cannot be combined.
Set Examples: Fake Out, Feint, Earthquake, Surf
Force Examples: Draco Meteor, Heat Wave, Reversal, Superpower
Elemental Examples: Aqua Tail, Bullet Punch, Energy Ball, Earth Power, Flare Blitz, Flash Cannon, Ice Fang, ThunderPunch, Will-O-Wisp.
Passive Examples: Crunch, Dragon Tail, Iron Tail, Focus Punch, Rock Slide.
Deferring Examples: Dig, Dive, Flail
Combination type can alter based on how attacks are used, though most are cut and dried. If wanted, I can try and come up with a list of combination properties. Combination attacks are usually the type of the move with the highest Base Attack Power in the combination.
There are 6 Combination Types, in order of strength:
Set: Typing is such a fixed part of this attack it will override all other types.
Force: Typing defines the attack to such an extent it will override elements.
Elemental: Typing defines the attack as imbued with an elemental property.
Passive: Typing is part of the attack but is not definitive in its use.
Deferring: This attack is easily redefined by the qualities of other attacks
None: This attack summons other attacks and uses their properties, or otherwise cannot be combined.
Set Examples: Fake Out, Feint, Earthquake, Surf
Force Examples: Draco Meteor, Heat Wave, Reversal, Superpower
Elemental Examples: Aqua Tail, Bullet Punch, Energy Ball, Earth Power, Flare Blitz, Flash Cannon, Ice Fang, ThunderPunch, Will-O-Wisp.
Passive Examples: Crunch, Dragon Tail, Iron Tail, Focus Punch, Rock Slide.
Deferring Examples: Dig, Dive, Flail
Example Combinations:
Lets give a few examples. For our first example, lets assume we have an Emboar using Flare Blitz + Superpower.
Flare Blitz + Superpower:
Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental
Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental
Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force
The attacks would combine to have 24 Base Attack Power. The average accuracy of both is 100. Since both moves are priority zero, the attack hits with -2 priority. Both Attacks have the same Base Attack Power, but because Superpower has Force, it overrides Flare Blitz's Elemental, making it a 24 BAP Fighting Attack. Emboar has STAB on Fighting, so the combined cost is (8 + 8 -1 [STAB] = 15) * 1.5 = 22.5 EC. The attack does 25% recoil damage and has a 10% burn chance. Lets roll it against something it hits for Super-effective damage, say an Aggron.
Calc: (12 + 12 + 3 [STAB] - 2 [Star Difference] -1 [Sturdy] = 24) * 2.25(4x Weakness) = 54 Damage, 14 recoil, -1Atk/Def, 23 energy, Burn failed, Crit failed.
Calc: (12 + 12 + 3 [STAB] - 2 [Star Difference] -1 [Sturdy] = 24) * 2.25(4x Weakness) = 54 Damage, 14 recoil, -1Atk/Def, 23 energy, Burn failed, Crit failed.
Lets try a different combination. Jolly Gyarados using Aqua Tail + Iron Tail vs. Impish Bronzong with Reflect.
Aqua Tail: The Pokemon surrounds its tail with swirling energized water and smashes it into the opponent.
Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental
Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.
Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive
Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental
Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.
Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive
The attacks would combine to have 19 Base Attack Power. The average accuracy is 82.5, and Gyarados' +Speed boost is 10, so the total accuracy is 92.5. Since both moves are priority zero, the attack hits with -2 priority. Iron Tail has more Base Attack Power, but because it is Passive and Aqua Tail is Elemental, the attack is Water-typed and gets STAB. The Energy Cost is thus (7 + 7 - 1 = 13) * 1.5 = 19.5 EC. The attack has a 30% chance to drop the opponent's Defense by one stage.
Calc: [9 + 10 + 3 (STAB) - 5 = 17] * 1 = 17 damage, 20 energy, Def lower fails, crit fails.
Calc: [9 + 10 + 3 (STAB) - 5 = 17] * 1 = 17 damage, 20 energy, Def lower fails, crit fails.
One more, just to examine priority:
Lucario with Extremespeed and Bullet Punch vs. Aerodactyl.
ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive
Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive
Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental
Because Bullet Punch is a priority attack, its Base Attack Power is halved, giving the combo a Base Attack Power of 10. The average accuracy of both attacks is 100. The total priority of the combination is +3. Extremespeed has more Base Attack Power, but because it is Passive and Bullet Punch is Elemental, the attack becomes Steel-type. The Energy Cost is (6 + 3 - 1 = 8) * 1.5 or 12 EC. Since Aerodactyl has Pressure, this is increased to 14.
Calc: (8 + 2 + 3 (STAB) + 1.5 (Star Difference) = 14.5) * 1.5 = 21.75 (22) damage, 14 energy, crit fails.
Calc: (8 + 2 + 3 (STAB) + 1.5 (Star Difference) = 14.5) * 1.5 = 21.75 (22) damage, 14 energy, crit fails.
Implementations:
Rapid Spin: The Pokemon spins extremely quickly in place, generating a pulse of air that frees the Pokemon from any grasp the opponent has on it and physically knocking away Leech Seed, Spikes, Toxic Spikes, and Stealth Rock that are on its side of the arena. If Rapid Spin removes a hazard from the field, the Rapid Spin user will suffer the damage/effects of the removed hazard.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Spikes: The Pokemon spreads spikes and barbs that absorb into the ground. Each time a new Pokemon is switched in, they receive damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Flying-type Pokemon and Pokemon with the Levitate trait dodge Spikes. Rapid Spin will remove all Spikes from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Spikes.
Attack Power: 12/18/24 | Accuracy: -- | Energy Cost: 8 | Attack Type: Other| Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set
Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again.. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Stealth Rock.
Attack Power: 6-4x resists Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set
9-2x resists Rock
12-neutral to Rock
15-2x weak to Rock
18-4x weak to Rock
Toxic Spikes: The Pokemon lays down a layer of spikes that inflict varying degrees of Poison status. One (1) layer of Toxic Spikes inflicts Poison, and two (2) layers of Toxic Spikes inflict bad poison. Pokemon with the Levitate trait or those that are Flying-, Steel-, and Poison-type are immune to the effects of Toxic Spikes. Pokemon that would be affected by Toxic Spikes, but are Poison-type, absorb Toxic Spikes, removing them from their side of the arena. Rapid Spin will remove all Toxic Spikes from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the effects of Toxic Spikes.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Set
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Spikes: The Pokemon spreads spikes and barbs that absorb into the ground. Each time a new Pokemon is switched in, they receive damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Flying-type Pokemon and Pokemon with the Levitate trait dodge Spikes. Rapid Spin will remove all Spikes from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Spikes.
Attack Power: 12/18/24 | Accuracy: -- | Energy Cost: 8 | Attack Type: Other| Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set
Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again.. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Stealth Rock.
Attack Power: 6-4x resists Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set
9-2x resists Rock
12-neutral to Rock
15-2x weak to Rock
18-4x weak to Rock
Toxic Spikes: The Pokemon lays down a layer of spikes that inflict varying degrees of Poison status. One (1) layer of Toxic Spikes inflicts Poison, and two (2) layers of Toxic Spikes inflict bad poison. Pokemon with the Levitate trait or those that are Flying-, Steel-, and Poison-type are immune to the effects of Toxic Spikes. Pokemon that would be affected by Toxic Spikes, but are Poison-type, absorb Toxic Spikes, removing them from their side of the arena. Rapid Spin will remove all Toxic Spikes from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the effects of Toxic Spikes.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Set
Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The minimum increase in Base Attack Power that can be offered by this move is six (6).
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 5 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 5 | CT: Passive
Last Resort: The Pokemon recalls all of the attacks or commands it has used, and unleashes a desperate attack at the opponent. The move fails if fewer than nine (9) unique actions or commands have been issued by this Pokemon in the battle. Last Resort doesn't count itself as a unique move the first time it is used by a Pokemon.
Attack Power: 14 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set
Attack Power: 14 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set
Chatter: The Pokemon yells meaningless statements at the opponent loudly. The inanity of the speech always confuses the foe. This move can hit any single Pokemon on the field, regardless of position.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Typing: Flying | Priority: 0 | CT: Passive
Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Typing: Flying | Priority: 0 | CT: Passive
Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall after the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.
Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive
Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack that strikes at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive
Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. Once afflicted by Yawn, the target Pokemon will fall asleep at the end of the first action of the following round. Yawn is blocked if a Substitute is presently up, but will not be blocked by a Substitute used after it takes effect. This move will fail if the opponent cannot hear the user.
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the first action of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring HP equal to a quarter of the total HP of the pokemon that used Wish. If the Pokemon is KOed or switched, its replacement receives the boon.
Attack Power: -- | Accuracy: -- | Energy Cost: Energy Cost: 6 + (Max HP / 7.5) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive
Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack that strikes at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive
Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. Once afflicted by Yawn, the target Pokemon will fall asleep at the end of the first action of the following round. Yawn is blocked if a Substitute is presently up, but will not be blocked by a Substitute used after it takes effect. This move will fail if the opponent cannot hear the user.
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the first action of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring HP equal to a quarter of the total HP of the pokemon that used Wish. If the Pokemon is KOed or switched, its replacement receives the boon.
Attack Power: -- | Accuracy: -- | Energy Cost: Energy Cost: 6 + (Max HP / 7.5) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive
Explosion: The Pokemon mechanically, through the mixing of noxious gases, or simply by release of pent up pressure, creates a massive explosion, fainting itself and causing massive damage to the opponent. This attack hits all adjacent Pokemon. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack.
Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Force
Selfdestruct: The Pokemon focuses all of its energy in its care and releases it all at once, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. This attack hits all adjacent Pokemon.
Attack Power: 20 (User faints) | Accuracy: 100% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set
Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Force
Selfdestruct: The Pokemon focuses all of its energy in its care and releases it all at once, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. This attack hits all adjacent Pokemon.
Attack Power: 20 (User faints) | Accuracy: 100% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set
Mountaineer:
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Pokemon with this ability: Sylar, Syclant.
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Pokemon with this ability: Sylar, Syclant.
Status Implementations:
Paralysis:
Every time you are fully paralyzed, your paralysis level reduces by 5%.
Sleep:
Sleep will change so that it still has two intensities, but three actual stages.
Sleep Stage 1: 1/3rd. If inflicted with Sleep Stage 1, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for 1 action.
Sleep Stage 2: 1/3rd. All Pokemon inflicted with Stage 2 Sleep will be asleep for 1 action.
Sleep Stage 3: 1/3rd. If Inflicted with Sleep Stage 3, a Pokemon with Early Bird will wake up after 1 action. All other Pokemon will be asleep for 2 actions.
Sleep will no longer be weakened after successive sleeps, and will not have a 3 sleep per Pokemon limit. The Sleep Counter will however go down whenever a Pokemon takes 16 or more damage from a single attack (not in a single action, so two attacks that deal 15 damage each in doubles will not reduce the sleep counter.)
Freeze:
Freeze will now cause the Pokemon to lose actions like Sleep, and will have two intensities.
Freeze Stage 1: The Pokemon will be frozen for 1 action.
Freeze Stage 2: The Pokemon will be frozen for 2 actions.
The following attacks can be used while frozen and will remove the Freeze condition from the Pokemon (they will still have their accuracy check to determine if they hit the opponent):
Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot, and V-Create.
If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition.
Paralysis:
Every time you are fully paralyzed, your paralysis level reduces by 5%.
Sleep:
Sleep will change so that it still has two intensities, but three actual stages.
Sleep Stage 1: 1/3rd. If inflicted with Sleep Stage 1, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for 1 action.
Sleep Stage 2: 1/3rd. All Pokemon inflicted with Stage 2 Sleep will be asleep for 1 action.
Sleep Stage 3: 1/3rd. If Inflicted with Sleep Stage 3, a Pokemon with Early Bird will wake up after 1 action. All other Pokemon will be asleep for 2 actions.
Sleep will no longer be weakened after successive sleeps, and will not have a 3 sleep per Pokemon limit. The Sleep Counter will however go down whenever a Pokemon takes 16 or more damage from a single attack (not in a single action, so two attacks that deal 15 damage each in doubles will not reduce the sleep counter.)
Freeze:
Freeze will now cause the Pokemon to lose actions like Sleep, and will have two intensities.
Freeze Stage 1: The Pokemon will be frozen for 1 action.
Freeze Stage 2: The Pokemon will be frozen for 2 actions.
The following attacks can be used while frozen and will remove the Freeze condition from the Pokemon (they will still have their accuracy check to determine if they hit the opponent):
Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot, and V-Create.
If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition.
Votes:
Follow Me: The Pokémon creates a distraction, forcing all opponents to target the user with their attacks instead of their intended targets. If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 3 | CT: Passive
Rage Powder: The Pokemon unleashes a noxious powder that enrages all opponents, taking over their senses and forcing them to target the user with their attacks instead of their intended targets. If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 3 | CT: Passive
Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 3 | CT: Passive
Rage Powder: The Pokemon unleashes a noxious powder that enrages all opponents, taking over their senses and forcing them to target the user with their attacks instead of their intended targets. If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.
Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 3 | CT: Passive
Now, onto the good stuff. Here are the main focal points of this edition’s SotG:
1. Should something be done about Perish Song in Switch = KO style battles?
This is a pretty big problem. Sure, U-Turn and Volt Switch were changed to somewhat alleviate the “brokenness” of this, but both SDS and myself agree that Perish Song is at the moment way too good of a move in Switch = KO matches. Essentially, at the moment, a Perish Song user has the ability to kill any Pokemon it wishes to kill in just seven actions (assuming Perish Song is done on the third action). It essentially bypasses all Pokemon match-ups and faints the opponent’s Pokemon in record time. A solution to this problem would read something like this:
h/o to Alch for this idea.Perish Song: The Pokemon lets out a horrible shriek that envelops the entire field. At the end of three (3) rounds, any Pokemon that hears Perish Song will faint. The haunting shriek can even echo through caves and other places. This move strikes all Pokemon on the field, including the user.
Switch=OK: The effect of Perish Song is removed on that Pokemon if the Pokemon switches.
Switch=KO: In order for Perish Song to take effect, the user must be alive at the end of the Perish Song. Moves such as U-Turn and Volt Switch will remove the effects of Perish Song.
2. Should the move “Endure” be changed?
As of right now, Endure allows the user to survive three straight attacks without being knocked out. As per some battles (See: Battle Hall Challenge: Flora), Endure can easily be taken advantage of, and three free turns (including the move in which Endure is used) without fainting is advantageous enough to warrant a change. While it is true that status moves and weather residual eliminate Endure’s 1 HP limit, the former can be stopped with the ever popular Taunt move, and the latter must be performed if you are going second. A good suggestion for this move is to allow two actions of Endure’s effects as opposed to a possible full round, so it’s on the turn of Endure plus the following action. Endure would simply be unusable if one tried to use the move two rounds in a row. This makes the most sense.
3. Should Pokemon be allowed to use moves of higher energy cost when low on energy?
This issue was brought up last SotG. A number of referees have been allowing certain higher energy moves to be used when a trainer’s Pokemon doesn’t have the necessary energy allowance to use it, for a “final attack” flair on battles. Some view it as unfair, as some strategies revolve around energy stalling, and allowing for moves that cause high damage to be done for a lower energy cost than normal is somewhat unfair. What should be done about this?
4. Should non-attacking moves be permitted usage when a Pokemon is under the effect of Taunt?
As of right now, a Pokemon who is under the effect of Taunt is still permitted to use non-attacking moves, albeit without the effect of the move and at full energy cost. This is somewhat unfair, as most Trainers use Taunt in order to force the opponent to attack. Moves such as Sucker Punch become much less valuable as a result, and one can use “chill” as an action to literally do nothing and stall. Something needs to be done with this in terms of either codifying specific instances or creating a change so that no non-attacking moves are permitted usage under the effect of Taunt.
EDIT: The source of this issue: "If a disabled or otherwise disallowed move is ordered, such as a non-attacking move when Taunted, the move costs energy as normal because the Pokemon still exerts the energy trying to use it unsuccessfully."
5. The ASB Gym League preparations have begun! Thanks RP’s!
While this will be discussed in a separate thread, just a SotG announcement that the ASB Gym League is beginning preparations for the start of the highly anticipated RP game. I’d like to take this time to thank all of the RP creators (and players) for giving myself and the league’s supporters a good sense of how to make this idea work, and thanks to all the wonderful players who will be putting a lot of time and effort into the gym league, whether as a gym leader, referee, or a challenger! Thanks, and we look forward to kicking off this very exciting event. The opening thread, which will contain the current rules and will house discussion of said rules, will be posted in a few days after a final check through.
Thanks, and enjoy!