Data Referee Training Grounds (READ: New Guidelines 10/28/2011)

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Deck Knight

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Refs are strongly encouraged to help each other sort out difficult situations in battles. In addition to that, the purpose of this thread is to help advance and hone skills in reffing battles and what to do in situations where effects outside the normal in-game scenarios would apply.

I don't proclaim to be the best ASB ref there ever was, but I'll try my best and if we can get some good talent going they can lead it off. Please apply here to become a Ref Apprentice. Over the course of the next few days I'll be posting up battling scenarios common and uncommon and looking for feedback on how you would ref them.

Announcements:

10/28/2011: Long-Form Damage Formula updated to handle Attack/Defense ranks in a simpler manner. Also, 2 new guidelines added to the extended reffing guide regarding the posting of calculations and how to handle illegal orders.

07/04/2011: Damage calculator can now account for critical hits on multi-hit moves. There are options for 2-Hit and 5-Hit moves. Each hit of Triple Kick is treated as a two-hit attack (just add 2 to BAP if all 3 hits should CH, somehow)

06/29/2011: Damage calculator updated with new speed divisors and stat boost values. Now can calculate damage with items!
Google Docs updated.

05/29/2011: I fixed a Damage Calculator issue that was fouling up Rank/Nature boosts. Please re-download the calculator.

05/07/2011: Damage Calculator Updated with new weather changes.
New Features: Positive Speed Accuracy Calculator and Dodge Command Calculator

05/05/2011: Due to SotG, every Ref compensation has been increased. This is for threads posted on May 1 and after.

05/03/2011: Added a section about Subref's Ref Token compensation.

04/27/2011: Damage Calculator updated again, now with new burn policies implemented and more accuracy on boosted stat rankings. The GoogleDocs link has also been updated.

02/21/2011: Updated various elements of reffing and the damage formula based on this week's State of the Game. Other enhancements include the listing of Mud Sport and Water Sport and an area to calculate consecutive attack uses. The googledocs link has not been updated.

02/19/2011: Updated the Psychic type section with a better explanation of Psychic-type moves, as well as Psychic's summary to provide a shorthand.

02/18/2011:
When you claim Ref Tokens to update your Pokemon, please provide their new EC, MC, and DC, like so:

FinnRageti said:
First Reffing Match Complete. Darkamber8828 over Solstice
http://www.smogon.com/forums/showthread.php?t=86235
Claiming 2 ref tokens for this for Evolution counters on my Scrappy.


(*)Zuruggu/Scraggy (Rex) (M)
Nature:Careful

EC: 2/6
MC: 0
DC: 0/5
Don't forget to update your profile in the registration tower as well.

People interested in reffing should create a profile in their initial post with their general availability and links to the battles they are reffing. This is to improve auditing procedures.

Damage Calculator has been updated. Bad programming made it difficult to account for natures. This has been fixed and now there are Positive, None, and Negative Values for natures. Please re-download the Excel spreadsheet.

Seminar Posts:

These are important posts you should read for practical, visual advice.

How to ref a 1st round + basic reffing pointers.

Reffing Policy:

1. When you accept a match to ref, please PM the two (or more) participants asking for them to respond with their squads. Otherwise it will get lost in the shuffle and the beginning of the battle will be delayed.

2. When you post the OP, explain the Arena and ask the Match Challenger to post up the match rules regarding Switches, Abilities, and Items. Once the Match Challenger Posts, the Match Seeker releases their Pokemon and denotes what items or abilities it is using. Verify the Pokemon with the squad information they gave you. If it is clean, don't do anything and just let the Challenger post their attacks. If you suspect some illegality please PM me to look into it.

3. This thread will be a registration thread for refs. Post up all of your current reffings and finished battles so we can easily check your quality and get feedback.

Condensed flow to start a match:

1. Seeker posts up a match
2. Challenger responds
3. Ref accepts a match and PMs both opponents to send their squads to that ref.
4. After receiving the Squad information from both trainers, the ref posts the OP, and asks the Match Challenger to determine the Ability, Switch, and Item clauses. (If both trainers agree to this set of rules beforehand, the Ref should post them in the OP and proceed to Step 5.)
5. The Match Seeker posts their first Pokemon with its abilities/item if applicable.
6. The Match Challenger sends their actions for the round.
7. The Match Seeker sends their actions for the round.
8. The Round is reffed and the order of 6 and 7 alternate each round until completion.

If you have a specific schedule for availability, please post it.

Extended Reffing Guide:

Referees are a central part of the ASB. To be a successful ref requires time, dedication, and the ability to describe action over distances effectively. Here are the most central points to being a referee:

1. Don't be daunted by all the data. That data in the guides is supposed to give you a baseline for damage calculations and free you to be more interpretive of match factors. If for example a Dragon Pulse is fired and the opponent uses Agility in an attempt to dash away, but is hit by about 60% of the attack, you may reduce the damage of the calculated amount to match what you believe is reasonable. The reason for the solid baseline is that you can back up any of your choices if a battler calls you out on them. If the damage appears high compared to your other ASB experiences, it is because the system is designed to make battles between players of equal skill last between three and five rounds per matchup.

2. Use tools like the Damage Calculator ( http:// bkennedy86.angelfire.com/Scale_of_Damages_Update.xls.) [C+P without the space] (Now on Google Docs) and the Random Number Generator Never guesstimate a move accuracy or a critical hit. Using the RNG tool gives you a concrete way to determine probabilities in an objective manner. The Damage Calculator also has all the system factors built into it, so you can easy mode calculations without having to sweat it.

Long-Form Damage Calculator:
((Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects - Defense Rank Bonus - Reflect/Light Screen - Burn Effect) * Type Effectiveness) + (Stage Boost Difference *1.75).

Legend:

Base Attack Power: The Base Attack Power of an Attack. Most attacks in ASB have Base Attack Powers equal to their game values divided by 10 and rounded up. However a floor has been implemented on most attacks, resulting in no attack having less than 4 Base Attack Power. Check the Attack List for data on specific attacks, as they can have other effects on damage.

STAB: Same Type Attack Bonus. It provides +3 Damage and -1 Energy Cost to moves a Pokemon uses that match its type.

Critical Hit: A chance all attacks have of doing additional damage. When a critical hit lands, Base Attack Power is increased by 3.

Attack/Defense Rank Bonus: Pokemon deal more damage based on the relevant Attack stat, and take less damage based on the relevant Defense stat. For each rank between 1 and 5, a Pokemon gets a bonus of 1.5. Pokemon with Rank 0 Defense take 1 more damage from relevant attacks, and Pokemon with Rank 0 Attack deal 1 less damage with affected attacks. Any rank above 5 adds 1 to the bonus per rank instead of 1.5. Example: a Pokemon with 6 Attack would deal 8.5 more damage with physical attacks- 7.5 for the first 5 ranks, and 1 for rank 6.

Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon.

Field Effects: Primarily Rain, Sun, and the Sandstorm boost to rock type special defense.

Reflect/Light Screen: These attacks reduce the Base Attack Power of incoming attacks by a flat 5 damage.

Burn Effect: If a Pokemon is burned, its physical attacks have their attack power reduced by 3.

Type Effectiveness: Effectiveness based on type, with the multiplies 2.25x, 1.5x, 1x, 0.67x, and 0.44x respectively for 4x weak, 2x weak, neutral, 2x resist, and 4x resist.

Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up.


3. Don't ref illegal actions. If a player makes an action they're not allowed to make during a round, such as ordering a move they don't have or using a non-attacking move during Taunt, don't ref the round. Instead, let the player know that they need to make legal actions. Note that the posting of illegal actions doesn't reset DQ time- players still have to give legal orders within the timeframe in order to avoid disqualification. This also doesn't apply to substitutions- Illegal substitutions should be ignored, not reordered.

4. Post all your calculations and RNG rolls! We're all human, and posting calculations and rolls can help settle disputes easily, as well as prevent issues surrounding "why did my attack deal X damage?" questions. It also helps players evaluate how effective their attacks were, and can be used to plan their actions for future rounds.

5. Use d10000 for RNG rolls. This number allows you to roll one die for all required effect rolls- use 625 for Critical Hit (1250 for high crit moves), and use Acc x 100 for rolling moves. Also, an easy guide to how to roll the RNG: Anything below the threshold is a hit, anything above is a miss. For example: Hydro Pump has 80 Accuracy, so its hit threshold is 8000. Thus, a 6000 would be a hit, while a 9500 would be a miss. Same for critical hits. <625 is required to hit, so 500 would crit, while 1265 would not. Use Random.org for your dice rolling needs.

6. Have fun. ASB is as much a spectator sport as it is a thrill for participants. Be objective and fair in your reffings, but don't feel you're constrained to game-like text like "Cacturne used Needle Arm, Geodude flinched." This is especially true when you factor in Arena effects or commands. Try to have realism in your physics.

Specific Reffing Situations:

Consecutive Move Use (updated 05/17/2011): Consecutively using attacks of the same name (Except Fury Cutter, Rollout, and Ice Ball which build in an effect like this) will increase Energy Cost by four (4) multiplied by each additional use. (e.g. spamming an attack will cost its normal Energy Cost the first time, EC + 4 the second time, and EC + 8 the third time.) Consecutive Moves do cross over rounds. If the first action in the current round is the same as the last action in the previous round, the Pokemon will incur the consecutive moves penalty.

Extended Moves Information:

These moves have language in the Attack List. Here is what it means from a practical perspective.

2-Hit and Multi-Hit moves: 2-Hit and Multi-Hit moves use the cumulative Base Attack Power of all hits as the intial Base Power. Then damage boosts like STAB, Stat differentials etc. are applied to the cumulative base damage. Multi-Hit moves increase the number of guaranteed attacks by one (e.g. . from 2-3 or 3-4) for each stage boost to a Pokemon's Accuracy.

Hyper Beam/Giga Impact type move and being sluggish: While a Pokemon doesn't have to take an action to recharge after these attacks like in-game, they will have reduced effectiveness if they try and use another move with 10 or more Base Attack Power immediately afterward, either through damage or accuracy depending on the battle.

Charge-Up Attacks: Attacks like SolarBeam and Sky Attack don't take two actions to perform like in-game; however, they do act like they have -1 priority without Power Herb, and they can be disrupted by 2-Hit and Multi-Hit moves.

Critical Hits:

A Critical Hit adds 3 damage to any attack (before applying weakness and resistance). Critical Hits ignore Reflect and Light Screen and only apply stat boosts if positive boosts exceed negative boosts. Super Luck doubles the Critical Hit Stage of a Pokemon, and Sniper increases the damage dealt by critical hits to 5 instead of 3. If referees so choose, they can ignore using an RNG for critical hits on normal attacks, however if the Pokemon uses a high-crit move, used Focus Energy, has Sniper, Super Luck, or a critical-stage boosting item, then they should perform a crit check on all attacks that round. The easiest way to do this is to use a Random Number Generator. Without any boosts or abilities, if a value lands on 1 for a normal attack or 2 for a High-Crit move, that attack lands a critical hit. The link allows you to generate multiple integers (set it to generate 3 integers between 1 and 16).

Vague Move Descriptions:

If you see a move that would defy ASB physics, in-game logic, or something else, it's up to your imagination, however wide or limited it is. For example, Fire Spin can be used to trap the foe. In reality, both the Fire Spin user and the trapped Pokemon should be unable to attack physically, unless the trapped Pokemon can evade the spin with a move such as Dig or erase it with Rock Slide, Surf, Hydro Pump, etc. How the trapped Pokemon can get out of the Fire Spin is within your hands.

Bonuses (in terms of damage and effects):

This is also up to your imagination, but don't get wild! Stay within the boundaries of the game. If Fire Spin doesn't burn, it does not burn. However, in a specific scenario such as trapping the user under hot lava with a Fire Spin, that could add in some more damage. Another example of this would be using a charge move such as Flame Charge or Flare Blitz at a Pokemon and sending it crashing onto a wall. This would cause the victim to receive additional damage (2-4, depending on how hard it was hit in your head). It may also cause the wall to be destroyed, causing some props to appear for use while also allowing more roaming freedom.

For effects, perhaps a user wants to let his Pokemon aim a Fire Blast at a wall to have a shot of breaking it down and slamming onto his opponent. Usually at weird scenarios like this, you can give yourself a 50/50 success or failure rate. Either Fire Blast will destroy the wall and cause havoc or it won't. It all depends on the flip of a coin. As for how much damage it will do if the move/command succeeds, it should do considerably more than what Fire Blast would have done in normal conditions (no sun), due to the creativity to even think of creating such a hazard. Just think about it: a wall falling and smashing onto the foe's Pokemon would definitely do about 18 damage due to the force and shock of the impact. It's also almost always a one-time use too.

Reffing Data Encyclopedia:

Attacks and Commands:

An Attack is any of the official Pokemon Attacks on the Attack List. A Command is slightly different. Commands can be issued as actions in any battle that might take a sufficient amount of time or focus to accomplish. Commands can be anything from "hide behind rocks" to "create some distance from the opponent" to interactions with specific arenas like "pick an Oran Berry from the bushes." Depending on the complexity of the command it can cost from 2-4% of the Pokemon's Energy. Commands like "block an attack" or "dodge an attack" can be used, but are generally not effective and frowned upon. Attacks take priority over simple Commands, and their higher energy costs mean Pokemon put more energy into making them hit.

Actions: These are orders given by the trainers in a match. They will always be three orders per Pokemon, unless it is a Triple Battle or larger, in which case it will become two orders.

Combos: A player can combo moves together into one move for a greater effect at the cost of more energy. These combos will gain -1 priority due to the execution of the combo taking more time to perform. They must make sure that the moves can actually combine with each other effectively (e.g. Tackle + Psychic will not work, but Double-Edge + Wild Charge has merits). This move will take up one action, but the user must rest the following action. Combos cannot be used on the third action.

Hidden Power: Hidden Power can be any type and Attack Power of the player’s choosing (between 4 and 7); however, once Hidden Power’s type and Attack Power is chosen, it can never be changed. Hidden Power's Energy Cost is equal to Base Attack Power minus two (2).

Chills: A "Chill" is the only command that can restore Energy in ASB. Chills restore 12% Energy each and are usually limited to 5 per Pokemon per match.


Combination Attacks

  • 1. Combination attacks are largely at the discretion of the referee of that match as to the result of the move. There can definitely be an "intended effect", but combo moves are not guaranteed to work if the referee doesn't think the combo would or should work.
  • 2. Combination attacks have an energy cost equal to (Attack A's Energy Cost + Attack B's Energy Cost) * 1.2
  • 3. Combination attacks generally have the damage of both of their combined attacks, provided those attacks flow smoothly together using the same appendage (or full body assault as the case may be). Damage may be reduced slightly based on the complexity of the combo, such as comboing a multi-hit move with a stronger, more focused attack where possible.
  • 4. Some combinations may change the typing of an attack, at which point STAB is applied if relevant. The ending type of dissimilar attacks is heavily influenced by player preference, however they must explain the mechanics of the change as part of their orders, such as adding the elemental attribute of an attack before they strike or directing the energy from a full body assault into a single point or points of impact if transitioning to a fighting attack for example.
  • 5. Combination attacks combine two attacks into the original action's slot, but due to their complexity give that combination a lower priority bracket than regular attacks. The turn after a combination leaves the Pokemon entirely vulnerable. Because of this combination attacks can only be issued on the first or second action of a round.


Switch Methods:

Switch = KO Pokemon cannot be switched out during battle or they will be KOed. Moves that would initiate a switch effect on either side do not activate that effect. Instead they have been given descriptions for what they do in a non-switching battle on each Attack.

Switch = OK: At the end of each round, a trainer may switch their Pokemon. If they do, the Pokemon they send out must issue attacks first. The same trainer cannot switch on consecutive rounds unless an Attack like U-turn, Volt Change, or Teleport is used. Trainers whose Pokemon are returned through the effects of moves like Dragon Tail, Circle Throw, Roar, and Whirlwind do not have to move first the next round.

Voluntary switches occur only during a switching phase.

A Switching phase may only be initiated by the trainer moving first that round. Instead of issuing commands, the trainer may instead initiate a switch and offer their opponent a chance to switch their Pokemon. If the opposing trainer accepts and switches their Pokemon, that trainer forfeits the advantage of moving second that round.

A Switching phase has only two possible outcomes:

1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders.

2. Player A Switch > Player B Counterswitch and Orders > Player A Orders.

Tag Team Battles operate the same with both team members on the same team switching their Pokemon first. The team which performs the most switches in the switch phase moves first. (e.g. if both trainers on a two person tag team switch, but only one of their opponents does, their opponents still move second)

Melee battles go through each trainer next in the order. Attack Order is then determined in the reverse order of trainers who switched. (eg. Trainer A initiates switch phase. Trainer B makes a switch, Trainer C declines to switch, then Trainer D makes a switch. The attack order would now be D > B > A > C. Because D was able to see the decisions of all other players, D is punished the most for deciding to switch after B switched and C declined.

Any Battle large enough to require orders via PM will automatically be set to Switch=KO


Substitution Rules

This has implemented the following Substitution rules:

Attack Substitution:

For each of their Pokemon, a Player acting first may create a substitution based on one specific Attack or Command the opponent can issue and substitute their called actions. This conditional can only be triggered by one of the opponent's actions, however it may apply to multiple consecutive actions for the trainer's Pokemon in that round.

Chance Substitution:

For each of their Pokemon, either player may create a substitution based on the success or failure of a previously ordered Attack or Attack effect. This conditional can only be triggered by the success or failure of a previous action, and as such cannot be applied to the first action of a round. A Player acting first can make either an Attack Substitution or a Chance Substitution, but not both.

KO Substitution:

For each of their Pokemon, either player in a multiple battle (doubles or more) may order an alternative set of actions based on a specific opponent fainting on a specific action. A KO Substitution can be ordered in addition to an Attack Substitution or a Chance Substitution.


Stat Boosters:

Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. +2 and +3 Stat boosts always last for at least two actions after use, and +1/+1 boosts always last for four actions from +0, so strategic placement of stat boosters is a skill you can utilize in battle. During the third action of a round (after the damage is calculated and applied to the opponent), whatever boost/drop a Pokemon has will be moved towards a zero stage boost, and any boosts/drops they would get from their 3rd action are moved forward to apply to the next round. Single stage boosters/drops will be balanced by locking the boost rate in for the round, e.g. if you Howl once, you will not lose the +1 boost at the end of the round, it will carry over to the next round.

For the Speed stat, it will follow in-game rules, which is depicted in the article here. For instance, a 70 Speed Pokemon using Agility will wind up with 140 Speed, while a 70 Speed Pokemon slowed by Mud Shot will have 46.9 or 47 Speed.

Three Examples:

Zangoose with Swords Dance and Claw Sharpen

Meditite with Bulk Up, Meditate, and Ankle Sweep.

Tepig with Curse, Flare Charge, and Superpower.

Zangoose:

Slash ~ Swords Dance ~ Swords Dance. Zangoose will have no boosts at the time of Slash. At the start of the next round, Zangoose will have +4 Attack. At the start of the third round, Zangoose will have +3 Attack. [This happens because the round ends before two actions after the initial Swords Dance pass, so the boost is kept in its entirety for the next round.]

Claw Sharpen ~ Fury Swipes ~ Swords Dance. At the time of Fury Swipes, Zangoose will have +1 Attack/Accuracy. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. [What happens is that Claw Sharpen's +1/+1 boost applies at the time the Swords Dance on the second action after Claw Sharpen is used.The reason you might use this is because Fury Swipes gets another guaranteed hit for each stage boost in accuracy, potentially allowing Zangoose to pile up significant damage.]

Swords Dance ~ Slash ~ Claw Sharpen. At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +2 Attack/+1 Accuracy. [What happens is that Swords Dance's +2 boost applies at the time Claw Sharpen is used, then the stat is reset down one stage. Claw Sharpen's boost is applied at the beginning of the next round, resulting in +2 Attack/+1 Accuracy.] At the start of the third round, Zangoose will have +1 Attack and Accuracy, because four actions had not elapsed since Zangoose's use of Claw Sharpen's Accuracy boost.

Swords Dance ~ Swords Dance ~ Swords Dance. Zangoose will have a +5 Attack boost at the start of the next round. (Note: if you use Claw Sharpen as your first action, you will retain the Attack and Accuracy, since they were used from +0/+0) Claw Sharpening on your second or third action leaves Zangoose with +5 Atk / +1 Accuracy rather than +4 Attack / + 1 Accuracy for Round 2.)

Swords Dance ~ Claw Sharpen ~ Fury Swipes. At the time of Fury Swipes, Zangoose will have +3 Attack and +1 Accuracy. At the start of the next round, Zangoose will have +2 Attack and +1 Accuracy. At the start of Round 3, Zangoose will have +1 Attack.

Taunt ~ Slash ~ Swords Dance. Zangoose will have no stat boosts at the time of Slash. At the start of the next round, Zangoose will have +2 Attack. At the start of Round 3, Zangoose will have +1 Attack;

Taunt ~ Swords Dance ~ Slash. At the time of Slash, Zangoose will have +2 Attack. At the the start of the next round, Zangoose will have +1 Attack. At the start of round 3, Zangoose will have no stat boosts.

Taunt ~ Claw Sharpen ~ Fury Swipes: At the time of Fury Swipes, Zangoose will have +1 Attack and +1 Accuracy. At the start of the next round, Zangoose will have +1 Attack and +1 Accuracy. At the start of Round 3, Zangoose will have no boosts.


Meditite:

Bulk Up ~ Low Sweep ~ Low Sweep. At the time of both Low Sweeps, Meditite will have +1 Atk/Def. At the start of the next round, Meditite will not have +1 Atk/Def. The opponent will start the next round with -2 Speed. The opponent will start Round 3 with -1 Speed.

Bulk Up ~ Meditate ~ Low Sweep. At the time of Low Sweep, Meditite will have +2 Attack and +1 Defense. At the start of the next round, Meditite will have +2 Attack/+1 Def, and the opponent will have -1 Speed. At the start of round 3, Meditite will have +1 Attack and the opponent will have no boosts. (Note: If Meditite uses Meditate in Round 2, it will lock Meditite's Attack Boost at 3.)

Meditate ~ Bulk Up ~ Low Sweep. At the time of Low Sweep, Meditite will have +2 Attack and +1 Defense. At the start of the next round, Meditite will have +2 Attack/+1 Defense and the opponent will have -1 Speed. At the start of round 3, Meditite will have +1 Attack and the opponent will have -1 Speed, since 4 actions have not elapsed after Low Sweep was used while the opponent was at +0. (Note: If Meditite uses Meditate in Round 2, it will lock Meditite's Attack Boost at 3.)

Low Sweep ~ Bulk Up ~ Low Sweep. The first Low Sweep will have no attack boosts. At the time of the second Ankle Sweep Meditite will have +1 Attack/Defense. At the start of the next round, Meditite will have +1 Attack/Defense and the opponent will have -2 Speed. The opponent will start round 3 with -1 Speed. (Note: If Meditite uses Meditate in Round 2, it will lock Meditite's Attack Boost at 2)


Tepig:

Superpower ~ Curse ~ Flare Charge. Superpower is unboosted. At the time of Flare Charge Tepig has -1 Speed. At the start of the next round Tepig will have no boosts/drops.

Superpower ~ Flare Charge ~ Curse. Superpower is unboosted. At the time of Flare Charge, Tepig has -1 Attack/Defense. At the start of the next round, Tepig will have +1 Attack/Defense.

Flare Charge ~ Superpower ~ Curse. Flare Charge and Superpower are unboosted. At the start of the next round Tepig will have no boosts.

Flare Charge ~ Curse ~ Superpower. Flare Charge is unboosted. At the time of Superpower, Tepig has +1 Attack/Defense. At the start of the next round, Tepig will have no stat boosts/drops.

Curse ~ Flare Charge ~ Superpower. At the time of Flare Charge, Tepig has +1 Attack/Defense and -1 Speed. At the time of Superpower, Tepig has +1 Attack/Defense. At the start of the next round, Tepig will have no boosts or drops.

Curse ~ Superpower ~ Flare Charge: At the time of Superpower, Tepig has +1 Attack/Defense and -1 Speed. At the time of Flare Charge, Tepig has -1 Speed. At the start of the next round, Tepig will have no stat boosts or drops.


Summary:

+1 Stat Boosters/Drops received from non-damaging moves (Meditate, Leer) have that stat maintained at the end of each round independent of which action they are used on.

+2 and +3 Stat Boosters/Drops (Swords Dance, Tail Glow) received on the first action drop/restore towards 0 at the end of the third action of that round.

+1/+1 and +1 Boosters/Drops with Damage (Bulk Up, Charge, Close Combat, Low Sweep) received on the first action from +0 last through the round used and the round afterward.

All Stat Boosters/Drops received on the second action of the current round drop/restore towards 0 at the end of the third action of the next round.

+2 and +3 Stat Boosters/Drops received on the third action are applied at the beginning of the next round and drop/restore towards 0 at the end of the third action of the next round.

+1/+1 and +1 Boosters with Damage received on the third action from +0 are applied at the beginning of the next round and drop/restore towards 0 at the end of the third action of the third round.


Status Effects:

Staus effects are powerful afflictions in ASB. Unlike in the cartridges, a Pokemon can be affected by multiple status afflictions.

Major Status Effects (Permanent):

Burn and Poison last for the duration of a battle once inflicted unless cured by an ability, a move, or an item.

Burn

Burns are external injuries inflicted primarily by fire attacks. When Burned a Pokemon's physical attacks are reduced by three (3) Base Attack Power and the Pokemon will lose 2 HP per action.

Poison

Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured.

Poison:
Deals two (2) damage per action.

Bad Poison:
Gains in strength each round. It starts off dealing one (1) damage per action and increases by one (1) damage each round until it reaches five (5) damage per action.

Major Status Effects (Temporary)):

Freeze, Paralysis, and Sleep are temporary status effects and eventually go away if not reinforced.

Freeze

Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen:

Light Freeze: The Pokemon will be frozen for one (1) action.
Deep Freeze: The Pokemon will be frozen for two (2) actions.

If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition. A Pokemon cannot be frozen while Sunny Day is in effect.

Attacks that thaw the user: 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.

Paralysis

Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given action in a round. A Pokemon retains its level of paralysis when switched out. Paralysis degrades by 5% at the end of each round as long as the Pokemon is active that round. If a Pokemon is hit by a stronger level of paralysis than the level it is presently at, paralysis will be renewed at the higher level. Whenever a Pokemon is fully paralyzed, it's paralysis stage goes down by 5%.

25% Paralysis: Inflicted by Freeze Bolt, Glare, Lightning Strike, Stun Spore, Thunder Wave, and Zap Cannon.
20% Paralysis: Inflicted by all 30% paralysis chance moves and the Static Ability.
15% Paralysis: Inflicted by all 10% paralysis chance moves, the Effect Spore Ability, and Tri Attack.
10% Paralysis: Not inflicted by any moves.
5% Paralysis: Not inflicted by any moves.

Sleep

Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level. If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner. If a Pokemon is switched while it is Asleep, it will return to its original level of Sleep.

Light Sleep: If inflicted with Light Sleep, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for one (1) action.
Deep Sleep: All Pokemon inflicted with Deep Sleep will be asleep for one (1) action.
Intense Sleep: Pokemon with Early Bird will wake up after one (1) action. All other Pokemon will be asleep for two (2) actions.


Temporary Status:

Attraction: When Attracted, a Pokemon has a 50% chance not to attack. Infatuation will also make using particularly cruel or devious attacks difficult, with the exception of Dark-type Pokemon who find such trickery a form of flattery. Attraction can only occur between Pokemon of different genders in the same Egg Group. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity. When a Pokemon receives an attack with more than 10 Base Attack Power, its Attraction stage is lowered. Attract is removed if the Pokemon is switched out.

Intense Attraction: Lasts for thee (3) actions.
Severe Attraction: Lasts for two (2) actions.
Slight Attraction: Lasts for one (1) actions.

Confusion: When Confused, a Pokemon has a 50% chance to hurt itself in confusion (4 Base Attack power, applies the Pokemon's Attack to its Defense). Each Confusion level has a 1/3rd chance of being selected when it is inflicted. Confusion has three levels of severity. When a Pokemon hits itself in confusion or receives an attack with more than 10 Base Attack Power, its Confusion stage is lowered. Confusion is removed if the Pokemon is switched out. When a Pokemon hits itself in confusion, its attack fails and it instead expends three (3) energy on a four (4) Base Attack Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored.

Intense Confusion: Lasts for four (4) actions.
Severe Confusion: Lasts for three (3) actions.
Slight Confusion: Lasts for two (2) actions.

Curse: Ghost Curse inflicts five (5) damage per action. Chills will be half as effective for the target, and if sleep is inflicted or Rest is attempted, the opponent will have restless sleep and gain half its normal health during Rest. Nightmare will also be more effective on an opponent in a Cursed, Sleeping state. Curse is removed if the Pokemon is switched out.

Leech Seed: Leech Seed saps 1/30th (0.033x) (rounded) of the opponents Max HP per action and lasts for six (6) actions, after which the seeds wear off. Leech Seed is removed if the Pokemon is switched out.

Taunt: Taunt prevents the opponent from using anything but damaging attacks for six (6) actions. Taunt is removed if the Pokemon is switched out.

Torment: Torment prevents the opponent from using the same attack consecutively for six (6) actions. Torment is removed if the Pokemon is switched out.


Stat Descriptions and Natures:

In Pokemon, each individual is unique. Every Pokemon has their own nature that drives their interactions with other Pokemon. Here is how the statistics of Pokemon function in the ASB.

HP:

HP is a Pokemon species' base vitality. This is genetically hard-coded and cannot be increased or decreased among different members of a species. Pokemon can heal their HP through Attacks, Items, and even a few Abilities.

Energy:

Energy is a Pokemon species' base makeup. Every Pokemon has the same capacity to expend energy, though thier attacks may take up more energy or less depending on how strenuous it is on the Pokemon's body.

Attack:

A Pokemon's ability to deal damage with physical attacks. Often aided by claws, muscles, or fists, Pokemon who favor attack are more agressive in dealing with threats. When a Pokemon's Attack is boosted, their physical attacks will deal more damage and have more knockback.

Positive Nature: Adds One (1) Rank to Attack
Negative Nature: Subtracts One (1) Rank from Attack.

Defense:

A Pokemon's ability to take damage from physical attacks. Rough skins, shells, spikes, Pokemon who have favor defense like to wear opponents down before striking. When a Pokemon's Defense is boosted, physical attacks against them will deal less damage and have reduced knockback.

Positive Nature: Adds One (1) Rank to Defense
Negative Nature: Subtracts One (1) Rank from Defense

Special Attack:

A Pokemon's ability to tap into their unique special skills. Pokemon who favor special attacks prefer long range strikes and outwit opponents rather than smashing them to bits. When a Pokemon's Special Attack is boosted, their mental and energy control abilities increase, increasing their damage output.

Positive Nature: Adds One (1) Rank to Special Attack
Negative Nature: Subtracts One (1) Rank from Special Attack

Special Defense:

A Pokemon's wisdom in dealing with various attempts at trickery, deceit, or elemental attacks. Pokemon with high special defense are keenly aware of their opponents and react accordinly for their own protection. When a Pokemon's Special Defense is boosted, their keenness and calmness increase, allowing them to better take the brunt of mental or energy attacks.

Positive Nature: Adds One (1) Rank to Special Defense
Negative Nature: Subtracts One (1) Rank from Special Defense

Speed:

A Pokemon's innate reflexes. Faster Pokemon take the first strike in a battle or take the initiative to block an opponent's opening gambit. Unlike other stats which are a matter of personal preference, Pokemon who are slothful to counterbalance their other strengths suffer more consequences than just an initial strike. Quicker Pokemon will gain accuracy with their swifter movents, while slower ones will be less able to evade incoming attacks. When a Pokemon's speed is boosted, they will do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed.

Positive Nature: Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance.

Negative Nature: Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effective adding 10 accuracy (e.g. 85 becomes 95) on an opponent's attacks.

In addition to the Speed stat, there is a Dodge Command.

Dodge Command: Reduces oncoming attack's Base Accuracy by (User's Speed - Opponent's Speed) / 5. If a Pokemon has a +Speed Nature, its accuracy boost is added as a flat increase. If a Pokemon has a -Speed nature, its evasion drop is added as a flat decrease. Energy Cost: 5%

In Trick Room, the formula is changed to ((User's Speed - Opponent's Speed) One (1) Rank -1) /5.

Accuracy:

A Pokemon's ability to target the opponent effectively. The accuracy of most attacks is dependent on the attack itself, however some Pokemon have abilities or natures that increase their ability to hit. When a Pokemon's Accuracy is boosted, they take more aim against their opponents to ensure a strike. Each accuracy boost will also increase the minimum number of times a 2-5 hit attack strikes by 1. Most of the accuracy reductions in Pokemon come in the form of jamming a Pokemon's senses, and will go away if the offending material/sound is removed or ceased.

Evasion:

A Pokemon's ability to evade attacks effectively. The ability to evade attacks is largely dependent on the dynamics of the attack being launched, however most means of boosting evasion rely on trickery or illusion, and can be broken through means other than direct evasion lowers like Sweet Scent.


Natures List:
Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)

Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)

Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Bold (Adds One (1) Rank to Defense; Subtracts One (1) Rank From Attack)

Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank From Special Attack)

Lax (Adds One (1) Rank to Defense; Subtracts One (1) Rank From Special Defense)

Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)

Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)

Gentle (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Defense)

Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Special Attack)

Sassy (Adds One (1) Rank to Special Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)

Jolly (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)

Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)

Bashful (No Effect on Stats)

Docile (No Effect on Stats)

Hardy (No Effect on Stats)

Quirky (No Effect on Stats)

Serious (No Effect on Stats)


Ref Compensation:

Referees will be compensated for their time based on the complexity of the battle. The general rule is one Universal Counter per Pokemon per Side, double that amount, plus one. There are some exceptions to this rule, however, such as in 4v4 singles and higher.

1vs1 Single Battle: 3 Universal Counters

2vs2 Single Battle: 5 UC
2vs2 Double Battle: 5 UC

3vs3 Single Battle: 7 UC
3vs3 Double Battle: 7 UC
3vs3 Triple Battle: 7 UC

4vs4 Single Battle: 11 UC
4vs4 Double Battle: 9 UC
4vs4 Triple Battle: 9 UC

5vs5 Single Battle: 13 UC
5vs5 Double Battle: 11 UC
5vs5 Triple Battle: 11 UC

6vs6 Single Battle: 15 UC
6vs6 Double Battle: 13 UC
6vs6 Triple Battle: 13 UC

Melee Battles: 1 UC per Pokemon per participant + 2 (e.g. 3 participants in a 3vs3 Melee is 11 Universal Counters)
Multiple Melee Battles: Don't be sadistic.

A battle must be fought to completion for any rewards to be claimed. Even though Double and Triple battles ostensibly end sooner, they require much more skill and time to ref, as they are taking into account 12 or 18 actions each round.

Compensation for battles that end in Disqualification:

A Disqualification can only occur after the first Two Rounds of a battle have been reffed.

A referee shall be compensated for a match ending is disqualification based on the cumulative number of Pokemon knocked out in battle. Below is a chart:

0-1 Pokemon knocked out: 3 Universal Counters
2-3 Pokemon knocked out: 4 UC
4-5 Pokemon knocked out: 6 UC
6-7 Pokemon knocked out: 8 UC
8-9 Pokemon knocked out: 10 UC
10 Pokemon knocked out: 12 UC

Rotation Battles count as a Singles Battle.

Compensation for battles that are Subreffed:

The Subref will received Counters equal to the the size of the remaining match. For example, if a Subref completes a reffing of a 3v3 singles match with both trainers having one Pokemon fainted before he went to Subref, that Subref will gain 5 UC (because it is in essence is 2v2 singles match). In Melee Battles, the Subref will gain UC equal to the number of Pokemon fainted from both sides. So if the Subref jumps into a 3v3v3v3 Melee Battle and Trainer 1 and Trainer 2 had their Pokemon faint before the Subref came in and completes the match, the Subref will gain 11 UC.

The Ref who started the match will also get Counters depending on how much the Ref has done for the match. As an example, if the Ref updates to the point where two Pokemon faint (one for each side in a singles match), the Ref will receive 2 UC. The Ref will not receive any UC if the Ref did not update to such a point.

Concluding Notes:

We are always looking for more applicants. Refs are critical to maintaining the speed and quality of the ASB, so even if you are unsure, please apply.

Reffing Staff:

Ref Manager:
Deck Knight
Flora

Ref Apprentices:
ungulateman
smallvizier
shucklesmyhero
Rediamond
Acklow
zarator
smashlloyd20
Ice-eyes
Dogfish44
DarkSlay
HD
Engineer Pikachu
Limewire
Kaxtar
LordJesseus
FinnRagetti
Darkamber8828
tortferngatr
Lord Jesseus
Destiny Warrior
-Charmander-
Chomper The Sharptooth
coolking49
GoldenKnight
LifeAdmiral
Rolf
Brammi
iiMKUltra
Ducklett_Stare
Objection
danmantincan
Athenodoros
Wikey
NyxNocturne
Wyverii
ginganinja
Littler_Battler
Midou
Banryu
doominic77
Orkonaut
Nightmare_jigglypuff
Fire_Blast
Showsni
Berserker Lord
Kannon
LupusAter
Its_A_Random
Galladiator
IceBug
porygon3
RitterCat
elDino
JBCWK
rickheg
Romeert
XVIcaliber
Flamestrike
Leethoof
Terrador14
deadfox081
AlphaJolt
C$FP
Pippy
Son_of_Shadoo
Dummy007
jas61292
Temperantia
rewindman
Spenstar
Pikapwnd
Blazekinmaster-Zeo
Tsukiee
Gerard
Steampowered
Dark Pulse
Master Bane
pimpgangster
TravelLog
Lyris1035
loudkirbyking
Korski
Glacier Knight
TheWolfe
Metal Bagon

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

Deck Knight:

Availability: M-F 5:30-10:30 PM, General availability on weekends.

Matches:

Destiny Warrior vs. Darkamber8828 (Completed) 3vs3 Doubles
smashlloyd vs. ungulateman (Completed) 3vs3 Singles
DarthVader317 vs. LupusAter (Completed) 3vs3 Doubles
DarkSlay vs. C$FP (Completed) 2vs2 Singles
Gerard vs. Korski (In Process) 6vs6 Triples
Rediamond vs. LupusAter (InProcess) 6vs6 Singles

Ref Tokens: 1
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Assignment:

ungulateman
smallvizier
shucklesmyhero


The best way to learn how to ref is to do. Set up a battle amongst yourselves with two participants and one ref in the Battle Tower.

I will help guide this ref apprentice battle. If you want a little look into it, check the Test Battle.
 
I've got a battle set up with smashlloyd. If either of you two want to ref, feel free; otherwise you're putting more pressure on DK. ;)
 
I'll apply. Also, could you put the actual damage formula somewhere. I don't know, but I like being able to manipulate numbers on paper when I strategize...

Availablitity:
Weekdays 3-5 (GMT -), sometimes on later
Weedends: Almost all day, except for frequent campouts, where I can seldom ref, and when I can it will be without sprites.

Ongoing battles:
Deck Knight vs. Dogfish44 2 vs. 2 Singles
Zarator vs. Shuckles my hero 3 vs. 3 singles
Chomper the Sharptooth vs. Plusle 1 vs. 1
Ref counter: 0
 

Acklow

I am always tired. Don't bother me.
You know, I've been contemplating whether or not I want to do this, but sign me up for the Ref internship. I'd like to learn all sides to the ASB. It should also help me with Mafia Hosting, 'cuz you know, you need to have good decision making skills when situations get tight.

Just to make sure people do know, I am more flexible during the work-week, and I won't be on as much during the weekends, so if you need me to ref during that time, let me know. (I have been quite busy lately, so don't expect me to attend to your request swiftly)

I'm usually available from 5pm-12am EST on weekdays and 3pm-12am EST on weekends. However, I tend to be on rarely during those times as I have college and a social life as well. =)

As for battles, I am willing to ref all of the following:
Any singles match.
Any doubles match.
Any 2xtrainer vs. 2xtrainer doubles match.
Any triples match.
Any 3xtrainer vs. 3xtrainer triples match.

Reffing Style:
I tend to write in a more Sports-commentator style when it comes to ASB. Each of your moves will be exaggerated and I may on occasion include a random advertisement just for pure flavor/enjoyment. I will be able to do write more material if you give me a match that has a lot of creativity in the moves. The less creativity (and more spam), the less amount of stuff I can work with, especially in drawn out battles. If you wish for me to write quality work, make your own stuff quality as well.



Ref Counters: 0
Total Accumulated Ref Counters: 27
 
Here are my availablilites (6 days a week, no Mondays).

GMT 6:30pm - 11pm
Eastern Time: 1:30pm - 6pm
Pacific Time: 10:30am - 3pm

I'd appreciate 24 hours notice. If it's the weekends, I can be more flexible. If anyone (including ungulateman or shucklesmyhero) wants to fight during those times, then post here or send me a PM and I'll happily ref it.
 
I'll apply too. English is not my main language, but I have a decent creative vein (I have written fan fictions and the like in both English and Italian, and a more serious novel in Italian).
 

Ice-eyes

Simper Fi
I'd like to apply. I've got the time and creativity, and I'd love to contribute to the project.

The angelfire link still doesn't work for me.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I'd like to apply. I've got the time and creativity, and I'd love to contribute to the project.

The angelfire link still doesn't work for me.
There's a space inbetween the http:// and the rest of the URL. Remove the space and a window should pop up to download an Excel Spreadsheet.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Signing up to be a referee. Here's my available time slots:

Mondays, Wednesdays, and Fridays: 12:00 PM EST - 12:00 AM EST
Tuesdays and Thursdays: 3:00 PM EST - 12:00 AM EST
Saturdays and Sundays: 2:00 PM EST - 12:00 AM EST

Will Ref:
1 V 1 Singles
2 V 2 Singles
2 V 2 Doubles
3 V 3 Singles
3 V 3 Doubles
4 V 4 Singles
4 V 4 Doubles
5 V 5 Singles
6 V 6 Singles

Current Battles:
http://www.smogon.com/forums/showthread.php?t=86127: Tortferngatr V. Plusle
http://www.smogon.com/forums/showthread.php?t=86193: Solstice V. Engineer Pikachu

Completed Battles:
http://www.smogon.com/forums/showthread.php?t=86192: Acklow V. Golden Knight (COMPLETE)
http://www.smogon.com/forums/showthread.php?t=86486: Ice-eyes V. -Charmander- (COMPLETE)

Current Ref Counters: 1
Total Ref Counters Culminated Lifetime: 2
 
SO this is my ref post

General Availability:

Weekday Mornings @ 6:00–7:45 AM PST
Monday @ 7:30–9:45 PM PST
Tuesday @ 4:45–9:45 PM PST
Wednesday @ 8:30–9:45 PM PST
Thursday @ 4:45–9:45 PM PST
Friday @ 7:00–11:00 PM PST
Saturday @ 11:00 AM–11:00 PM PST
Sunday @ 10:00 AM–11:00 PM PST

Willing to Ref:
w/e it takes

Ref Counters:
6

Reffed Battles:
Dogfish44 Vs. mewtwo15026 [completed for 3 rt]
Darkamber8828 vs BlocksRcool [completed for 2 rt]
GoldenKnight vs Albinoloon [completed for 2 rt]

Zarator vs Alchemator
Objection vs iiMKUltra [completed for 1 rt]
Seven Deadly Sins vs Kaxtar
LupusAter vs Darkamber8828 [completed for 6 rt]
 
I'd like to apply.

Availability:
(All times GMT)
Most evenings, usually from 6PM, but particularly from 10PM-1:30AM (ish)
Wednesday afternoons
Most of the time at the weekend

Completed matches:
Chomper The Sharptooth vs. Son_of_Shadoo (2v2 single battle)
Rolf vs. Wikey (2v2 single battle)
Venser vs. Acklow (3v3 single battle) - ended in DQ

Matches being reffed by me:
Crayon313 vs. BlisseyofDoom (2v2 single battle)
LifeAdmiral & iiMKUltra vs. ILoveLiza & ginganinja (insane 2+2v2+2 multi battle)

Current Ref Tokens/Total Ref Tokens earned: 2/6
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
First Seminar:

Listen up apprentices. Here is a recent reffing that I want to go over.

The whale starts of the match by taunting dratini into a blind rage. Not daunted by this dratini concentrates for a moment and fires of a deadly thunderbolt. Colosshale mans up however and starts to dance. Finishing with a back flip the rain starts to fall. Dratini however remembered his umbrella and fires off a stabbed dragon pulse. Colosshale aims his blow-hole and starts to inhale. Quick as a flash dratini coils and launches himself at Colosshale.
Now hurt, Colosshale fires off is less than amazing water spout hitting dratini as he slows down.

Card Shark
Health: 68
Energy: 79
Boosts: None
Other: None

Black Skull
Health: 88
Energy: 75
Boosts:None
Other:None


Oh yeah rain has 4 more rounds left.

The first thing I want to go over is a bit boring, but its worth it.

Part of what makes ASB exciting is that spectators can track the match. The very first thing you should do, even if you think it is redundant on the first round is to post up the Pokemon's status. This will include their name and nickname as well as their Health Value, Nature, Gender (so you don't spend half the match getting gendered pronouns wrong), Energy Percentages, and Items. Remember to always check this information because not all Pokemon start with 100 Health. In fact, most starting Pokemon have 90.

Start a 1st Round like this said:

Card Shark (Colosshale) [M] @ Cheri Berry
Nature: Naughty
Health: 100
Energy: 100%
Boosts: None
Other: None




Black Skull (Dratini) [F] @ Leppa Berry
Nature: Naive
Health: 90
Energy: 100%
Boosts:None
Other:None
Now onto the meat. Remember when you ref, you are trying to convey a story about how the battle unfolds. Try to be descriptive without going overboard. Don't rush through the battle with single sentences.

Furthermore, try and separate out each action. This will help give you a flow of the battle and add details as necessary.

Break up actions said:
The whale starts of the match by taunting dratini into a blind rage. Not daunted by this dratini concentrates for a moment and fires of a deadly thunderbolt.

Colosshale mans up however and starts to dance. Finishing with a back flip the rain starts to fall. Dratini however remembered his umbrella and fires off a stabbed dragon pulse.

Colosshale aims his blow-hole and starts to inhale. Quick as a flash dratini coils and launches himself at Colosshale. Now hurt, Colosshale fires off is less than amazing water spout hitting dratini as he slows down.
Now, the prose here is less than stellar (no offense), but this is expected because you're apprentices and many of you have never reffed before. Please understand I'm trying to offer constructive criticism.

The first things you can cut out is cartridge terms like "stabbed" when refering to attacks not named Needle Arm/Night Slash etc. What you do want to do is capitalize and specifically name each Attack so people can follow along with the actions. There are a ton of moves with "Dance" in them, just saying the Pokemon does a dance is not sufficient information.

Always use the Pokemon's name or nickname in an attack rather than mentioning their general characteristics, unless you have already identified the Pokemon in that action sequence. People know what "Colosshale" is but "the whale" could describe multiple Pokemon.

You also want to avoid idiosyncratic phrases like "mans up." Try to use less metaphorical language like "steels its courage" or more simply "regains its senses, angered..." Most important, don't use any fluff. Describe what happens in the match rather than make pithy statements.

Here's a cleaned up version of the same reffing.

Cleaned up prose said:
Card Shark finds itself in a very dry, unconfortable arena enclosed on all sides. Incredulous at its trainer but otherwise unphased, the Colosshale begins the match with Taunt, goading Black Skull the Dratini into a blind rage. Angered, Black Skull unleashes a furious Thunderbolt that surrounds the whale, dealing significant damage.

Card Shark regains its senses and begins a Rain Dance. Rain pours down from the sky, darkening the arena and filling it with water. As Colloshale floats up, it begins to feel more at ease with its environment. Black Skull, whose natural home is in the sea is unphased by the change in its environs, and launches a Dragon Pulse at Colosshale. Colloshale takes the impact in stride, but is feeling weakened as it prepares for its next attack.

Card Shark faces Dratini and, with a menacing smile, starts to inhale. With unbelievable speed, Black Skull coils and launches herself at Colosshale, striking it hard with Extremespeed. The impact is significant, but Colosshale's huge weight cushions the blow. Now injured, Colosshale fires off a weakened Water Spout, striking Black Skull as she returns to normal speed.
It is still largely imperfect. As I said, I cannot claim to be the best ASB ref there ever was. Nonetheless it more closely follows the action of the battle and the effects of various attacks on both the Pokemon and the field. The formatting is also more aesthetically pleasing, and the breakup of actions makes for a better flow.

Now put all this advice together:

Example 1st Round reffing said:
3v3 Singles
DQ Time: 3 days.
Restricted Moves: 5 Chills, no recovery.
Abilities: All Abilities
Switch=KO
Items: Enabled

Arena: A large, circular metal arena, with high sides but open to the sky.



Card Shark (Colosshale) [M] @ Cheri Berry
Nature: Naughty
Health: 100
Energy: 100%
Boosts: None
Other: None




Black Skull (Dratini) [F] @ Leppa Berry
Nature: Naive
Health: 90
Energy: 100%
Boosts:None
Other:None

Round 1 Begin!

Card Shark finds itself in a very dry, unconfortable arena enclosed on all sides. Incredulous at its trainer but otherwise unphased, the Colosshale begins the match with Taunt, goading Black Skull the Dratini into a blind rage. Angered, Black Skull unleashes a furious Thunderbolt that surrounds the whale, dealing significant damage.

Card Shark regains its senses and begins a Rain Dance. Rain pours down from the sky, darkening the arena and filling it with water. As Colosshale floats up, it begins to feel more at ease with its environment. Black Skull, whose natural home is in the sea is unphased by the change in its environs, and launches a Dragon Pulse at Colosshale. Colosshale takes the impact in stride, but is feeling weakened as it prepares for its next attack.

Card Shark faces Dratini and, with a menacing smile, starts to inhale. With unbelievable speed, Black Skull coils and launches herself at Colosshale, striking it hard with Extremespeed. The impact is significant, but Colosshale's huge weight cushions the blow. Now injured, Colosshale fires off a weakened Water Spout, striking Black Skull as she returns to normal speed.

End Round 1

Field Effects:
Heavy Rain continues to fall, filling the arena. The rain will last for 4 more rounds.​



Card Shark (Colosshale) [M] @ Cheri Berry
Nature: Naughty
Health: 68
Energy: 79%
Boosts: None
Other: None




Black Skull (Dratini) [F] @ Leppa Berry
Nature: Naive
Health: 78
Energy: 75%
Boosts:None
Other:None
I didn't check the calculations on this, but they seemed fundamentally sound. Remember, reffing is equal parts getting the numbers right and telling a good story about the battle that is unfolding. It's much like writing a good warstory, piece by piece rather than all at once.

EDIT: Upon review, Dratini starts with 90 HP, not 100. Be very careful with this, as Maximum HP is variable Value in ASB, not a constant 100 Percentage. I have changed the reffing results by 10 HP regarding Dratini accordingly.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Will Ref: Almost Anything.

Availability:
A couple hours a day, maybe.

Finished Battles:
Wikey v Darkamber8828 (2v2) (Singles)
Samurai v Chomper (3v3) (Singles)
Dracoyoshi8 + HD v Cartoons! + Wikey (1+1 vs. 1+1) (Tag-Team Singles)
Rediamond v Wikey (4v4) (Doubles)
Banryu v Cartoons! (1v1) (Singles)
playforkeeps123 v Banryu (DQ) (1v1) (Singles)
Ducklett Stare v MapleSandwich (DQ) (3v3) (Singles)
smashlloyd20 + DarkSlay v Cartoons! + Midou (DQ) (2+2 vs. 2+2) (Tag-Team Singles)
DarkSlay v Limewire (2v2) (Doubles)
Its_A_Random v mewtwo15026 (4v4) (Doubles)
DarkSlay v Nonpain (2v2) (Doubles)
JBCWK v Son of Shadoo (1v1) (Singles)
Puffins R Cool v MapleSandwich (Forfeit) (1v1) (Singles)
Random v Jesseus (2v2) (Doubles)
Flamestrike v Undisputed (2v2) (Doubles)
Kaxtar v smashlloyd20 (6v6) (Brawl)
deadfox081 v Dummy007 (4v4) (Doubles)
AlphaJolt v danmantincan (1v1) (Singles)
Its_A_Random v Solstice (4v4) (Doubles)
Destiny_Warrior v TravelLog (2v2) (Doubles)
Acklow v Flora (1v1) (Singles)
Gerard v Darkamber8828 (DQ) (2v2) (Singles)
(Subway) Kaxtar's Subway Challenge 1 (Success) (14 BT)
(Subway) Doran Dragon's Subway Challenge 1 (1-1) (4 BT)
(Subway) Charmander's Subway Challenge 1 (1-2) (6 BT)
(Subway) danmantincan's Subway Challenge 1 (1-2) (6 BT)
(Tournament) porygon3 v Flamestrike (2v2) (Singles)
(Subway) DarkSlay's Subway Challenge (1-2) (6 BT)
(Subway) Alchemator's Subway Challenge (1-1) (4 BT)

Ref Tokens/Worker Counters/Business Tokens: 112 obtained, 91 left

EDIT: I'm not updating this anymore. Please refer here for everything. Thanks.
EDIT2: Might as well update this once in a while.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
In as well.

Availability:

***From July 30 to Sept 5, my timezone will be GMT +6, and I will be inactive from time to time due to blackouts/unstable internet/storms/etc.***

Monday-Friday: 4:00 PM to 10:00 PM (GMT -4)
Saturday: 2 PM to 10:00 PM (GMT -4)
Sunday: 10 AM to 10:00 PM (GMT -4)

All of my reffed matches can be found here.
 
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