Oh Fawk(es), Jason Turned Out To Be a Gangster! At Least He's Pimp, Though - JF vs pg

Wow, title hit character limit. Yay?

pimpgangster said:

Zubat [Stevie] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Flying/Poison
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 90
Atk: Rank 1 -
Def: Rank 2
SpA: Rank 3 +
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Air Slash

Giga Drain
Nasty Plot
Hypnosis

Venoshock
Double Team
Sludge Bomb
Toxic


Cupra [Marimo] (M)
Nature: Naughty ( +1 SpA, -1 Def)
Type: Bug/Psychic
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities

Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk: 2
Def: 1 -
SpA: 4 +
SpD: 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse

Bug Buzz
Safeguard
Close Combat

Protect
Psychic
Reflect


Taillow [Spretzal] (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Scrappy (DW): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85

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

Attacks:
Peck (*)
Growl (*)
Focus Energy (*)
Quick Attack (*)
Wing Attack (*)
Double Team (*)

Roost (*)
Steel Wing (*)
Brave Bird (*)

U-Turn (*)
Aerial Ace (*)
Protect (*)
Facade


thanks for the reffing
Jason Fawkes said:
Thanks for reffing my match :) Hope somebody shows up soon. In the meantime, here's my team:


Bulbasaur "Sawyer" (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Grass/Poison

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Chlorophyll (DW): (Locked)(Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
Poisonpowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Giga Drain
Light Screen
Ingrain
Leaf Storm
Magical Leaf

Toxic
Venoshock
Sludge Bomb
Sunny Day
Substitute



Growlithe “Rex” (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Fire

Abilities:
Intimidate: (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Justified (DW): (Locked)(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

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

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

Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Fire Fang
Take Down

Close Combat
Crunch
Morning Sun
Safeguard
Heat Wave

Wild Charge
Dig
Flamethrower
Will-O-Wisp
Flame Charge



Eevee “Violet” (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Anticipation (DW): (Locked)(Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Helping Hand
Tackle
Tail Whip
Sand-Attack
Growl
Quick Attack
Bite
Covet
Take Down

Charm
Detect
Wish
Yawn
Stored Power

Shadow Ball
Work Up
Attract
Return
Dig
Rules said:
3v3 NFE Singles
ASB Arena
Switch = KO
2 Day DQ
No items
No abilities
JF needs to edit the type descriptions from the Data Audit Thread into his mons other than Eevee. Not a big deal, just useful to remember, for example, Bug rolls 3-5 instead of 2-5 for multi-hit moves.

As JP picked the arena, JP sends first.
Jason Fawkes sends out a mon.
pimpgangster sends out a mon and orders.
Jason Fawkes counterorders.
I ref and stuff.


Do you guys care about flavour? Because I'll do it if you ask.
 

"Alright, let's see him handle you, Rex!"


Growlithe “Rex” (M) @ Nothing

EDIT: Yeah, I'm a fan of flavor but no worries if you're super busy.

Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Oops, sorry!
 
"We should win this if we play smart"

Stevie the Zubat

Toxic~Venoshock~Nasty Plot

i don't mind flavour either, do what feels best
 
I'm guessing since subs and chills/recoveries weren't brought up they are not allowed?


"Keep that poison off you, then hit 'em with everything you've got!"

Safeguard~Wild Charge+Wild Charge~Cooldown(Flamethrower)
 
Speedreffing ftw! (Well, not speedreffing so much as gettng this started as quick as humanely possible)
(Also, if not brought up, subs and chills/recoveries go to the standard 2 subs per round and 2 recovers/5 chills, though if you both agree, they may be changed)

Growlithe [Rex]
90 HP | EN 100
4/2/3/1/60
1 SC | WC 2
Stat Boosts/Drops:
Status:
Other:
Orders: Safeguard~Wild Charge+Wild Charge~Cooldown(Flamethrower)


Zubat [Stevie]
90 HP | EN 100
1/2/3/2/55
1 SC | WC 1
Stat Boosts/Drops:
Status:
Other:
Orders: Toxic~Venoshock~Nasty Plot

Action 1:
Growlithe set up a Safeguard. -10 EN

Zubat attempted to Toxic, but it failed because of Safeguard. -8 EN (STAB)
-
Action 2:
Zubat Venoshocked. -7 EN (STAB)
[<625 crit]9011
7 + 3 + 4.5 - 4.5
Growlithe lost 10 HP

Growlith GIGA WILD CHARGED. ((6 + 2 / 2.5) * 2 + 4) * 1.75 = 30.8 ~ 31 ENERGY. WUT.
((7 + (2 / 1.5) + 6) * 2.25) * 1.5 = 48.375
Zubat lost 48 HP!
Growlithe took 12 HP in recoil!
Why must you force me to make weight mechanics AND a combo in the same move? >:(
-
Action 3:
Growlithe cooled down.

Zubat's Nasty Plot raised his SpAtk by 2 stages. -7 EN

Pokedex roll: 494
This battle's flavour will be done from the POV of a the Victini.

<VICTORY SCREEEEEEEEEEEEEEEEEEE->

AHEM! Never mind then.
Pokedex re-roll: 538
This battle will be reffed from the POV of a Thro-

<How DARE you defy ME!? I'm the VICTORY Pokemon! I will always win! ALWAYS!>

Well, I'm not battling, I'm reffing.

<WHAAAAAT!? You should be ASHAMED! You should FIGHT battles, not stand by and make RULES in them! I'm out!>

Ahem... Well, then. Insult this perfectly good Thro-

<FIGHT! FIGHT! FIGHT! FIGHT! FI->

Erm... Well, then, never mind. Great. I guess I'm gonna have to do all this flavour myself then. Guess legends aren't all they're cracked to be.
Anyway, folks, Zubat attempts to Toxic the Growlithe, but it is Guarded by some odd screen. Meanwhile, he attempts to take advantage of a nonexistant Poison, while Growlithe... OH MY GOD WHAT THE FLYING GRUMPIGS IM GONNA DIE WE'RE ALL GONNA DIE.

<Could use my help now, couldn'tcha?>

SHUT UP YOU WILL DIE TOO I DONT CARE IF YOU ARE THE VICTORY POKEMON WE'RE ALL GONNA D-

RIP Victini and Unoriginal Name. They will be forever remembered.

<NOW ITS MY PARTY UP IN HERE! GET ON YOUR KNEES AND BOW!>

Damage Formula said:
[(Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects - Defense Rank Bonus - 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: 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. The easiest way to determine whether or not a Critical Hit lands this is to use a Random Number Generator. Without any boosts or abilities, if a value lands on 625/10000 or below, the resulting attack will land a Critical Hit.

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. For example, a Pokemon with Rank 4 Atk would get an Attack Rank Bonus of 4*1.5=6, while the defending Pokemon with Rank 2 Def would get a Defense Rank Bonus of 2*1.5=3. Any Rank above 5 adds 1 to the Rank Bonus instead of 1.5. For example, a Pokemon with Rank 6 Atk would get an Attack Rank Bonus of (5*1.5)+1=8.5.

Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon. Check the Ability List for specific information regarding how the various Abilities interact with damage calculations.

Field Effects: Weather effects on damage reflect in-game principles. Under intense Sunlight, Fire-type moves gain an additional 3 damage and Water-type moves lose 3 damage. Under Rain, it is the opposite. In a Sandstorm, Rock-types receive a Special Defense increase that reduces incoming damage from Special Attacks by 2.

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

Type Effectiveness: Effectiveness based on type. The table below shows the multipliers that are used based on a move's effectiveness.

4x super-effective: 2.25x
2x super-effective: 1.5x
Neutral: 1x
2x resisted: 0.67x
4x resisted: 0.44x
8x resisted: 0.29x

Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up. For example, a Scizor with +2 Atk will do an additional 2*1.75=3.5 damage per attack. Stat drops work the same way; that same Scizor with -1 Atk will do 1*1.75=1.75 less damage per attack. Defensive stat boosts/drops are also taken into consideration here. For example, if Scizor is at +2 Atk and Whimsicott is at +3 Def, the Stage Boost Difference is calculated as (2*1.75)-(3*1.75)=-1.75 and so the attack will do 1.75 less damage than normal.
-
Comboes said:
Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined." Combinations occur on the first action they are used and the second action is a "cooldown" Action where the Pokemon is left vulnerable to attacks. The cooldown of a Combination is determined to take place on the Action immediately following the Combination, and can be spread across rounds. This means that a Pokemon may use a Combination on the final Action of a round, and the cooldown will occur on Action 1 of the next round. This also applies to rounds that end prematurely due to a fainted Pokemon.

Combination Effects:

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))*1.75
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage = Return Damage Multiplier ^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier
Direct Recovery = Direct Recovery * 2.25
Contact = Yes if Contact Move is part of Combo

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
Direct Recovery = Direct Recovery 1 + Direct Recovery 2
Contact = Yes if Contact Move is part of combo.

Combination Type (CT):

Combination type can alter based on how attacks are used, though most are cut and dried. Combination attacks take on the typing of whichever attack within the Combo has the strongest Combination Type. 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.

In cases where the CT of both attacks used in a Combo is the same, then the typing of the attack is the same as whichever attack has the higher BAP.

Combination Priority:

Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:

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: 2 (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: -2 (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.

Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4).

You must order an action for the action after the combination. In the event that you fail to execute the combination due to full paralysis, flinching, or another reason, ordering an action in the form of something like "Flamethrower + Fire Blast - Cooldown (Flamethrower)" gives your Pokemon a safety net if you would not actually cool down that action. If no action is ordered along with a presumed cooldown and the combination fails to be executed, then the Pokemon uses Struggle on that action instead.
-
Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent’s body through the pores and poisons the opponent. Toxic Damage starts at 1 DPA, and increases by 1 DPA as the end of each round, with no cap in the amount of damage. Toxic damage resets if the Pokemon switches out.

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental
-
Safeguard: The Pokemon coats itself and its team in a green veil that makes it immune to any status effects. This effect lasts for four (4) rounds. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
-
Wild Charge: The Pokemon charges its body with large amounts of electricity and recklessly tackles the opponent. It suffers recoil equal to 25% of the damage done.

Attack Power: 7 + Weight Class/1.5 (round up) | Accuracy: 100% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
-
Venoshock: The Pokemon rains down drops of poison on the foe to inflict damage. It has a catalyst that increases Base Attack Power from 7 to 13 if an opponent is poisoned.

Attack Power: 7 or 13 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set
-
Nasty Plot: The Pokemon thinks cruel thoughts about their opponent, stimulating their brain and raising their Special Attack by two (2) stages. The move will always fail if the user is infatuated with their opponent.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Dark | Priority: 0 | CT: Passive

Post-round

Growlithe [Rex]
68 HP | EN 59
4/2/3/1/60
1 SC | WC 2
Stat Boosts/Drops:
Status:
Other: Safeguard (3r)
Orders: Safeguard~Wild Charge+Wild Charge~Cooldown(Flamethrower)


Zubat [Stevie]
42 HP | EN 78
1/2/3/2/55
1 SC | WC 1
Stat Boosts/Drops: +2 SpA
Status:
Other:
Orders: Toxic~Venoshock~Nasty Plot

JP orders.
pg counterorders.
I ref.
 

"Aside from giving the ref a headache, that went pretty well. Keep up the pressure!"

Flamethrower~Wild Charge~Flamethrower

IF protect/evasion move is used THEN use Morning Sun pushing other actions back (only once)
 

Growlithe [Rex]
68 HP | EN 59
4/2/3/1/60
1 SC | WC 2
Stat Boosts/Drops:
Status:
Other: Safeguard (3r)
Orders: Flamethrower~Wild Charge~Flamethrower
IF protect/evasion move is used THEN use Morning Sun pushing other actions back (only once)


Zubat [Stevie]
42 HP | EN 78
1/2/3/2/55
1 SC | WC 1
Stat Boosts/Drops: +2 SpA
Status:
Other:
Orders: Sludge bomb~swift~sludge bomb
Action 1
Growlithe's Flamethrower. -6 EN (STAB)
[<1000 burn]2209
[<625 crit]4174
10 + 4.5 + 6 - 3 = 17.5
Zubat lost 17.5 HP!
Zubat used Sludge Bomb! -6 EN (STAB)
[<3000 poison]Safeguard
[<625 crit]666[n, but... Woah, man]
(9 + 3 + 4.5 - 1.5) + 1.75 * 2 = 18.5
Growlithe lost 18.5 HP!
-
Action 2
Growlithe used Wild Charge! (6 + 2 / 2.5 = 6.8 ~ 7) -7 EN
[<625 crit]8730
((7 + 2 / 2.5) + 6 - 1.5) * 1.5 = 18.45
Zubat lost 18.45 HP!
Growlithe took 4.6 ~ 5 damage in recoil!
Zubat used Swift! -4 EN
[<625 crit]404[404 ERROR]
A critical hit!
(6 + 3 + 4.5 - 1.5) + 3.5 = 15.5
Growlithe lost 15.5 HP!
-
Action 3
Growlithe's Flamethrower. -6 EN (STAB)
[<1000 burn]4292
[<625 crit]763
10 + 4.5 + 6 - 3 = 17.5
Zubat lost 17.5 HP!
Zubat used Sludge Bomb! -6 EN (STAB)
[<3000 poison]Safeguard
[<625 crit]2013[wow, we're getting lots of odd rolls today]
(9 + 3 + 4.5 - 1.5) + 3.5 = 18.5
Growlithe lost 18.5 HP!

Will edit in later k?

Damage Formula said:
[(Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects - Defense Rank Bonus - 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: 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. The easiest way to determine whether or not a Critical Hit lands this is to use a Random Number Generator. Without any boosts or abilities, if a value lands on 625/10000 or below, the resulting attack will land a Critical Hit.

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. For example, a Pokemon with Rank 4 Atk would get an Attack Rank Bonus of 4*1.5=6, while the defending Pokemon with Rank 2 Def would get a Defense Rank Bonus of 2*1.5=3. Any Rank above 5 adds 1 to the Rank Bonus instead of 1.5. For example, a Pokemon with Rank 6 Atk would get an Attack Rank Bonus of (5*1.5)+1=8.5.

Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon. Check the Ability List for specific information regarding how the various Abilities interact with damage calculations.

Field Effects: Weather effects on damage reflect in-game principles. Under intense Sunlight, Fire-type moves gain an additional 3 damage and Water-type moves lose 3 damage. Under Rain, it is the opposite. In a Sandstorm, Rock-types receive a Special Defense increase that reduces incoming damage from Special Attacks by 2.

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

Type Effectiveness: Effectiveness based on type. The table below shows the multipliers that are used based on a move's effectiveness.

4x super-effective: 2.25x
2x super-effective: 1.5x
Neutral: 1x
2x resisted: 0.67x
4x resisted: 0.44x
8x resisted: 0.29x

Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up. For example, a Scizor with +2 Atk will do an additional 2*1.75=3.5 damage per attack. Stat drops work the same way; that same Scizor with -1 Atk will do 1*1.75=1.75 less damage per attack. Defensive stat boosts/drops are also taken into consideration here. For example, if Scizor is at +2 Atk and Whimsicott is at +3 Def, the Stage Boost Difference is calculated as (2*1.75)-(3*1.75)=-1.75 and so the attack will do 1.75 less damage than normal.
-
Comboes said:
Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined." Combinations occur on the first action they are used and the second action is a "cooldown" Action where the Pokemon is left vulnerable to attacks. The cooldown of a Combination is determined to take place on the Action immediately following the Combination, and can be spread across rounds. This means that a Pokemon may use a Combination on the final Action of a round, and the cooldown will occur on Action 1 of the next round. This also applies to rounds that end prematurely due to a fainted Pokemon.

Combination Effects:

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))*1.75
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage = Return Damage Multiplier ^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier
Direct Recovery = Direct Recovery * 2.25
Contact = Yes if Contact Move is part of Combo

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
Direct Recovery = Direct Recovery 1 + Direct Recovery 2
Contact = Yes if Contact Move is part of combo.

Combination Type (CT):

Combination type can alter based on how attacks are used, though most are cut and dried. Combination attacks take on the typing of whichever attack within the Combo has the strongest Combination Type. 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.

In cases where the CT of both attacks used in a Combo is the same, then the typing of the attack is the same as whichever attack has the higher BAP.

Combination Priority:

Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:

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: 2 (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: -2 (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.

Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4).

You must order an action for the action after the combination. In the event that you fail to execute the combination due to full paralysis, flinching, or another reason, ordering an action in the form of something like "Flamethrower + Fire Blast - Cooldown (Flamethrower)" gives your Pokemon a safety net if you would not actually cool down that action. If no action is ordered along with a presumed cooldown and the combination fails to be executed, then the Pokemon uses Struggle on that action instead.
-
Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent’s body through the pores and poisons the opponent. Toxic Damage starts at 1 DPA, and increases by 1 DPA as the end of each round, with no cap in the amount of damage. Toxic damage resets if the Pokemon switches out.

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental
-
Safeguard: The Pokemon coats itself and its team in a green veil that makes it immune to any status effects. This effect lasts for four (4) rounds. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
-
Wild Charge: The Pokemon charges its body with large amounts of electricity and recklessly tackles the opponent. It suffers recoil equal to 25% of the damage done.

Attack Power: 7 + Weight Class/1.5 (round up) | Accuracy: 100% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
-
Venoshock: The Pokemon rains down drops of poison on the foe to inflict damage. It has a catalyst that increases Base Attack Power from 7 to 13 if an opponent is poisoned.

Attack Power: 7 or 13 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set
-
Nasty Plot: The Pokemon thinks cruel thoughts about their opponent, stimulating their brain and raising their Special Attack by two (2) stages. The move will always fail if the user is infatuated with their opponent.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Dark | Priority: 0 | CT: Passive

Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental
-
Sludge Bomb: The Pokemon shoots several concentrated balls of sludge at its opponent that explode upon contact. The toxic sludge may poison the opponent.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental
-
Swift: The Pokemon shoots out star-shaped rays that home in on the opponent. This move will never miss by means of accuracy or evasion, but can be blocked by solid objects. This move targets up to three (3) adjacent opponents in a multi-battle.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive

Post-round

Growlithe [Rex]
11 HP | EN 21
4/2/3/1/60
1 SC | WC 2
Stat Boosts/Drops:
Status:
Other: Safeguard (2r)
Orders:


Zubat [Stevie]
-11 HP | EN 62
1/2/3/2/55
1 SC | WC 1
Stat Boosts/Drops: +1 SpA
Status:
Other: KOed
Orders:
pg sends out his next Pokemon and orders.
JP counterorders.
I ref.
 
Why did Rex start the round with 80 HP when he ended the round before with 68? He should almost certainly have less than 23 right now.
 

"It's a long shot, but try and get out of the way of that Brave Bird, then heal up and take it easy."

Dodge~Morning Sun~Chill

(I'm shaky on how legal dodges are, so if that's a no-no, then Wild Charge x3)
 
Growlithe's Speed is 60, while Taillow's is 85. As such, unless a Trick Room is set up, Growlithe cannot Dodge.
That mean's you'll have to reorder use Wild Charge 3 times (just saw that, lol).
Will edit calcs in in a minute. Spoiler: Brave Bird KOes.
Edit:
Taillow's BBird 7 + 1 / 2 = 7.5. Taillow lost 7 Energy! [STAB]
[<625 crit]Doesn't matter
10 + 3 + 1 + 4.5 - 3 = 16.5
Growlithe lost 16.5 HP.
Taillow took 6 HP in recoil!

Post-round

KOed Growlithe

Taillow with 84 HP and 93 EN

Jason Fawkes sends in a new mon and orders.
pimpgangster counterorders.
I ref.
 

"Alright Violet, I'm counting on you!"


Eevee “Violet” (F) @ Nothing

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


"Turn up the charm, Violet, then let's get this show on the road!"

Attract~Work Up~Quick Attack
 

90 HP | EN 100
2/1/3/3/55
1 SC | WC 1
Stat boosts/drops:
Status:
Other:
Orders: Attract~Work Up~Quick Attack

84 HP | EN 93
3/2/1/2/85
1 SC | WC 1
SB/D:
Status:
Other:
Orders: Protect~Brave Bird~Aerial Ace
Action 1
Taillow used Protect! -6 EN [STAB]
Eevee used Attract! -5 EN [STAB]
Action 2
Taillow used Brave Bird! -7 EN (STAB)
[<625 crit]1024
10 + 3 + 1 + 4.5 - 1.5 =17
Eevee lost 17 HP!
Eevee used Work Up! -6 EN (STAB)
+1 Atk, +1 SpA
Action 3
Eevee used Quick Attack! -2 EN [STAB]
[<625 crit]7917
(4 + 3 + 3 - 3) + (1 * 1.75) = 11.75
Taillow lost 12 HP!
Taillow used Aerial Ace! -5 EN [STAB]
[<625 crit]9094
6 + 3 + 4.5 - 1.5 = 12
Eevee lost 12 HP!

Post-round:

61 HP | EN 87
2/1/3/3/55
1 SC | WC 1
Stat boosts/drops:
Status: +1 Atk, +1 SpA
Other:
Orders: Attract~Work Up~Quick Attack

64 HP | EN 75
3/2/1/2/85
1 SC | WC 1
SB/D:
Status:
Other:
Orders: Protect~Brave Bird~Aerial Ace

pg orders.
JF counterorders.
I ref.​
 
Ummm...I should have lost 8 or 9 health for Brave Bird and Eevee should be on 61 HP at the end of the round

Brave Bird~Roost~Brave Bird
IF Attract is used
THEN Protect once, pushing actions back
 
Lazy reffing!

31 HP | EN 87
2/1/3/3/55
1 SC | WC 1
Stat boosts/drops:
Status: +1 Atk, +1 SpA
Other:
Orders: Detect~Attract~Attract

72 HP | EN 75
3/2/1/2/85
1 SC | WC 1
SB/D:
Status:
Other:
Orders: Brave Bird ~ Protect ~ Roost (essentially)
Action 1
Eevee Detected!
Taillow used Brave Bird!1/b] -7 EN (STAB)
[<625 crit]9079
10 + 3 + 1 + 4.5 - 1.5 =17
17 + 7 = 24
Eevee lost 23 EN! [STAB]
Action 2
Taillow Protected! -6 EN [STAB]
Eevee Attracted! -5 EN [STAB]
It was Protected!
Action 3
Taillow Roosted! (90 / 10 + 2 = 11) -10 EN [STAB]
Taillow recovered 20 HP! (Though it was at 72, so it only really recovered 18)
Eevee attracted! -5 EN [STAB]
Taillow got all lovey-dovey!


61 HP | EN 53
2/1/3/3/55
1 SC | WC 1
Stat boosts/drops:
Status: +1 Atk, +1 SpA
Other:
Orders: Detect~Attract~Attract

84 HP | EN 52
3/2/1/2/85
1 SC | WC 1
SB/D:
Status: Attract
Other:
Orders: Brave Bird ~ Protect ~ Roost (essentially)

JF orders.
Etc.
 
Sorry but just gonna hijack this post, can you please correct the HP for both taillow and Eevee, I think you overlooked the changes of the last round. It should be like this

Taillow
84 HP | EN 52

Eevee
61 HP | EN 53
 

"...Sorry Violet, I guess I don't really know how Detect works. We've still got a shot though, hang in there!"

Work Up~Quick Attack~Stored Power

IF p/e move is used THEN use Work Up that action subbing for existing action only (do not push other actions back)
 
Also whats the time limit on stat increases, is it six actions or 2 full rounds? So Eevee might actually be on +0 Atk/SpAtk after the first action of this (I will allow Jason to reissue actions if this is right, and i reserve the right to change mine if he does)

Brave Bird~Facade~Brave Bird
 
Stats decay at the end of the round, so those stat boosts will be active until the end of this round, tmk. Stat boosts are kind of iffy at the moment, though, so if I'm wrong, sorry in advance.
Reffing will be edited in shortly.
Also, I forgot Detect was Fighting type, so Eevee has 1 less Energy. I doubt it really changes it that much though. I also forgot to roll for Attraction lenth; I got 2, which means 3a. Sorry bout that.

Eevee
61 HP | EN 52
2/1/3/3/55
1 SC | WC 1
Stat boosts/drops:
Status: +1 Atk, +1 SpA
Other:
Orders: Work Up~Quick Attack~Stored Power

Taillow
84 HP | EN 52
3/2/1/2/85
1 SC | WC 1
SB/D:
Status: Attract (3a)
Other:
Orders: Brave Bird~Facade~Brave Bird
Action 1
Taillow used Brave Bird! -6 EN [STAB]
[<5000 love]3820
Taillow is immobalized by love! [sorry :/]
Eevee used Work Up!
Eevee's offensive stat boosts were set to +2 until the end of next round (a la a recent change).
Action 2
Note: I know Quick Attack should go first, it doesn't affect anything and I'm lazy. So, just dismiss that fact.
Taillow used Facade!
[<5000 love]1200
Wow, tough love luck...
Eevee used Quick Attack! -2 EN [STAB]
[<625 crit]9106
(4 + 3 + 3 - 3) + (1 * 1.75) = 11.75
Taillow lost 11.75 HP!
Action 3
Taillow used Brave Bird! -7 EN (STAB)
[<500 love]7272 [finally]
[<625 crit]6211
10 + 3 + 1 + 4.5 - 1.5 =17
Eevee lost 17 HP!
Eevee used Stored Power! -7 EN
[<625 crit]2703
((2 + (2 * 4)) + 4.5 - 3) + (2 * 1.75) = 15
Taillow lost 15 HP!


<TIME TO GET THIS SHOW ON THE ROOOOOOOAAAAAAADDDDDDD!

Taillow used Brave bird but was Attracted,
That's why I ain't ever fall in love,
Then Eevee Worked out and up
and boosted its stats... Like an olive?

Then Eevee fast as my fist, struck
Bein all hip and such
but Taillow responed, trying to Facade...
But it was pining for Eevee too much!

But Taillow, she's a bro, y'know?
She gets up and keep tryin'
And to show off, to make Eevee fall fer 'er,
She Bravely flys through the sky...

But ah no! Dat didn't go as planned!
Her hat trick, not so impressive,
when it hits Eevee in his side,
and it got very aggresive!

Now my rap's almost done, but before I leave,
Let's see how Eevee responds,
Oh no, man, look at dat!
Eevee is pretty strong!

Channeling the powah of his Workin' Up,
He releases a powerful strike,
And it hits Taillow hard, so hard in fact,
That... Er, um...
YEEEEEEEAAAAAHHH!

Gosh, that music ends at the most unbroish times, ain't it? But don't worry, cause my a-rappin was still totally cool, yo.>


Eevee
44 HP | EN 37
2/1/3/3/55
1 SC | WC 1
Stat boosts/drops:
Status: +2 Atk, +2 SpA (1 more round)
Other:
Orders: Work Up~Quick Attack~Stored Power

Taillow
57 HP | EN 45
3/2/1/2/85
1 SC | WC 1
SB/D:
Status:
Other:
Orders: Brave Bird~Facade~Brave Bird​
-
pg orders.
And so on.
 

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