Data ASB Implementation Announcement Thread (Abilities, Items, Z-Crystal Buffs and more!)

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Good news everyone!

Firstly, the old substitution rules, while a great idea, could have used some refinement. Thanks to Engineer Pikachu, they have now been refined! Here's how they look now:
Before a match begins, battlers must agree on the maximum number of substitutions battlers allowed per set of actions. It is the referee's job to determine the legality of substitutions and to ignore them when they don't adhere to ASB's specific rules regarding substitution legality.

A substitution is most basically comprised of an IF (conditional) THEN (action) – if the conditional is true when the Pokemon moves, then whatever action follows will activate. Usage of the boolean operator AND is permitted and will not contribute to the substitution count, while usage of the boolean operator OR is permitted and will add one to the substitution count unless in a Frequency Clause. The conditional section of each substitution is made of Attack Clauses, Chance Clauses, KO Clauses, and Frequency Clauses, while the action section should have some argument related to the Pokemon's action set.

Most battles have two substitutions per action set, though sometimes you may see more or less.

CONDITIONAL SECTION

Frequency Clause

A Frequency Clause has two functions: (1) to restrict the substitution or a clause of the substitution from activating more than a set number of times, and (2) to restrict the substitution or a clause of the substitution from activating outside of certain action numbers. The first function is achieved by adding the restriction in front of the entire substitution, or adding it in the action clause. The second function is achieved by placing the Frequency Clause immediately after an Attack, Chance, or KO Clause. It is impossible for boolean operators to be used in the first case, but, in the second case, using NOT is not permitted while using OR is allowed with no penalties, as the result it gives is identical to NOT but much easier to comprehend. Here are some examples in how to use a Frequency Clause:
  • [TWICE] IF (conditional) THEN (action)
  • IF (conditional) THEN (action, but only once)
  • IF (conditional on A3) THEN (action)
  • [ONCE] IF (conditional on A1 or A2) THEN (action)
Attack Clause

An Attack Clause is a clause that activates on one specific attack or command the opponent may issue. This conditional can only be triggered by the opponent's actions, but can trigger multiple times in the same round. Instead of substituting for specific attacks or commands, a battler may also use one of the following substitution classes to make substitutions easier:
  • Protective Moves: Protect, Detect
  • Evasive Moves: Agility [Evasive], Teleport [Evasive]
  • Protective / Evasive Move: Protect, Detect, Agility [Evasive], Teleport [Evasive]
  • Damaging Evasive Moves: Dig, Fly, Dive, Bounce, Shadow Force
  • Damaging Priority Moves: Aqua Jet, Bullet Punch, Extremespeed, Fake Out, Feint, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave
  • Multi-Hit Moves: Arm Thrust, Barrage, Bone Rush, Bullet Seed, Comet Punch, DoubleSlap, Fury Attack, Fury Swipes, Icicle Spear, Pin Missile, Rock Blast, Spike Cannon, Tail Slap, Bonemerang, Double Hit, Double Kick, Dual Chop, Gear Grind, Twineedle, Triple Kick
  • Damaging [Type] Moves: Covers all of Flamethrower, Lava Plume, Fire Blast, Ember, etc. under the umbrella of "Damaging Fire-type Move." Covers all of Psychic, Psyshock, Confusion, Dream Eater, etc. under the umbrella of "Damaging Psychic-type Move." NOTE: This Substitution applies to all attacks of a certain type that have a BAP, so moves like Rapid Spin and Knock off will trigger "Damaging Normal-type Move" and "Damaging Dark-type Move," respectively.
  • Damaging [Type] Combinations: All combinations that are of [Type] will activate the substitution. NOTE: A damaging [Type] combination activates a substitution for damaging [Type] moves.
  • Paralysis-Inflicting Moves: Thunder Wave, Glare, Stun Spore
  • Poison-Inflicting Moves: Poison Gas, Poisonpowder, Toxic
  • Sleep-Inflicting Moves: Spore, Hypnosis, Sleep Powder, Sing, Grasswhistle, Lovely Kiss, Dark Void, Yawn
  • Confusion-Inflicting Moves: Confuse Ray, Supersonic, Sweet Kiss, Teeter Dance, Swagger
  • Switch-Preventing Moves: Block, Mean Look, Spider Web
  • Trapping Moves: Fire Spin, Sand Tomb, Whirlpool, Magma Storm, Bind, Wrap, Clamp
  • Switch-Forcing Moves: Whirlwind, Roar, Circle Throw, Dragon Tail
  • Self-Switching Moves: U-Turn, Volt Switch, Teleport (Switch)
  • Healing Moves: Roost, Slack Off, Recover, Moonlight, Synthesis, Morning Sun, Softboiled, Heal Order, Milk Drink, Swallow
  • Status-Healing Moves: Aromatherapy, Heal Bell, Refresh
  • Lock-On Moves: Lock-On, Mind Reader
  • Attack-Reducing Moves: Growl, Charm, Featherdance, Memento
  • Defense-Reducing Moves: Leer, Tail Whip, Screech
  • Special Attack-Reducing Moves: Captivate, Memento
  • Special Defense-Reducing Moves: Fake Tears, Metal Sound
  • Speed-Reducing Moves: String Shot, Cotton Spore, Scary Face, Bulldoze, Icy Wind, Mud Shot, Rock Tomb, Electroweb, Glaciate, Low Sweep
  • Accuracy-Reducing Moves: Flash, Kinesis, Sand-Attack, Smokescreen
Only the battler issuing actions first may use an Attack Clause in substitutions. Usage of the boolean operator NOT directly preceding an Attack Clause is not allowed.

In the event that an arena effect would negate an effect of a move that caused it to be placed in a substitution class, the move will no longer fall under the umbrella of that substitution class for the duration of the match. Similarly, if an arena effect would add a property of a substitution class to a move that does not already possess that quality, then that move would be covered under that substitution class for the duration of the match.

Chance Clause

A Chance Clause is a boolean clause that activates depending on the success of a certain action(s) that occur during the round. If replacing the current action's attack with a new attack, the new attack's priority must not exceed the current one's, or else the substitution will be ignored. The following are examples of what may be used as a Chance Clause:
  • HP Value: "IF you have less than 27 HP," "IF you have at least 83 HP," and "IF you have exactly 51 HP" are all legal.
  • EN Value: "IF you have less than 27 EN," "IF you have at least 83 EN," and "IF you have exactly 51 EN" are all legal.
  • Missing an Attack: "IF Hydro Pump misses A2" and "IF Rock Slide misses Volcarona on A1 OR A2" are all legal.
  • Critical Hits: "IF Night Slash crits you on any action" is legal.
  • Secondary Effects: "IF Air Slash flinches" and "IF Fire Blast burns A1" are all legal.
  • Status: "IF you are asleep A2" and "IF you are burned" are all legal. "IF you are statused" is illegal.
  • Stat Boosts / Drops: "IF you are at -1 Spe or lower" is legal. "IF you win the speed tie" is illegal.
  • Substitutions: "IF none of your substitutions activate" and "IF the above substitution does not activate" are legal.
  • Other Effects: "IF you are Taunted A3" is legal. NOTE: "IF Bidoof uses Taunt A3" is an Attack Clause, but "IF you are Taunted A3" is a Chance Clause.
Both battlers may use a Chance Clause in their substitutions. Usage of the boolean operator NOT is allowed and will not give any penalties.

KO Clause

A KO Clause is another boolean clause that activates if an ally or opponent is KOed. These always follow the form "IF Cradily is KOed" or "IF Heracross is KOed on A2." If a substitution's conditional is comprised solely of KO and Frequency clauses, it will not count towards the substitution count. KO clauses are unlimited and so may be used as much as the battler would like.

ACTION SECTION

The action section is much less variegated than the conditional section, mainly because everything in this section must be related to your Pokemon's action set in some way. The following operations and modifiers may be used in the action section and can be combined in several creative ways.
  • Replace: An operation that replaces your entire action set with a new one, e.g. "Replace your action set with Hypnosis – Dream Eater – Nightmare"
  • Replace / Instead on A[#]: An operation that replaces A[#] with the input, e.g. "Use Fire Blast on A2 instead" and "Replace Struggle Bug with Bug Buzz"
  • All Instances: A modifier used with replace, e.g. "Replace all instances of XXX with YYY"
  • Specific Instance: Specifically "First Instance," "Second Instance," "Last Instance," and whatever else instance you want. Similar to All Instances, but obviously only referring to one specific instance.
  • Push actions (back): An operation that permutes the set {A1, A2, A3} to {—, A1, A2} and the set {A1, A2} to {—, A1}
  • Push actions forward: An operation that permutes the set {A1, A2, A3} to {A2, A3, —} and the set {A1, A2} to {A2, —}
  • Keep (MOVE as) A[#]: A modifier used with pushing actions that removes A[#] which should be MOVE from the set, applying the operation, then inserting A[#] back into its original location, e.g. "Push actions but keep A3" activated on A1 will permute the set {A1, A2, A3} to {—, A1, A3}.
  • Switch AX and AY: An operation that switches two elements of the set {A1, A2, A3}, e.g. "Switch Leaf Storm and Power Whip" or "Switch A1 and A2"
ILLEGAL SUBSTITUTIONS

Substitutions that are illegal by syntax will be ignored. Substitutions that are made illegal because the Action Section would change your action to a move that cannot be performed will still activate and cause your Pokemon to Struggle. Substitutions that exceed the maximum number of substitutions will be ignored; only the first however many listed will be taken into account.

Secondly, the calculation of crash damage from moves like Hi Jump Kick and Bounce has been simplified. For the Jump Kicks, the crash damage is now equal to the user's Weight Class plus the BAP of the move (or combo if it is used in a combo, and factoring in Helping Hand but no other boosts). For Bounce, Fly and Sky Drop that have been terminated by Smack Down or Gravity, the crash damage is equal to 2 * Weight Class + 4.

These changes are effective immediately in all new battles and challenges. Please redirect all complaints to Onion_Bubs.
 

Texas Cloverleaf

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Generation 6 is LIVE

ASB has now shifted towards Generation 6! We've all been working tirelessly over the past few weeks to update our moves, abilities, and Pokemon stats to make the Generation shift.

With the generation shift, some things will change. All battles starting from this point on will follow Gen 6 Mechanics and Rules. Old battles will follow old rules.

New Pokemon can be bought on the prize claim thread normally. All information about them can be found on the New Data Thread (now in spreadsheet form) which link can be found at the end of this post.

Old Pokemon also changed! Some acquired typings, other changed stats, and the rules for stats themselves have changed. You can find all the changes here: http://www.smogon.com/forums/threads/xy-omnibus-information-thread.3488303/

What do you need to do now? You'll want to start by posting the changes of your mons on the prize claim thread, as well as claiming new moves learned at or before level 25. This will be used as your baseline to update your Pokemon, including Pokemon that changed types. After that is approved, you can create your own thread on the Registration Topic, according to the model here (http://www.smogon.com/forums/threads/profile-mk-ultra-example-not-real.3489819/).

Once you have your own thread, you're now ready to purchase new Pokemon! Simply pay the price of the mon, according the cost listed on the New DAT (see below for link), claim the moves, get the Pokemon information up according to the new simpler format and wait for the approval.

For moves, use the Research Threads we have here in Smogon (http://www.smogon.com/forums/forums/research.251/) . We are using them as sources so we can be absolutely sure everything is spot on!

Also, to make all of this much easier, we have drafted a couple guides to help you. If you have any doubt, please check:

ASB Beginner's Guide: http://www.smogon.com/forums/threads/asb-beginners-guide-read-this-first.3488751/
New Data Audit Thread: http://tinyurl.com/ASB-NDA
ASB Players' Handbook: http://www.smogon.com/forums/threads/asb-players-handbook-all-important-rules-are-in-here.3488563/

If you have any doubt about the changes, ask here: http://www.smogon.com/forums/threads/ask-a-simple-question-get-a-simple-answer-asb-version.3451053/)

And that should be all, folks! Don't worry about all the information, as you will get used to them as you battle. Just be cool and have fun with the brand new Gen 6!

~Texas Cloverleaf, Frosty, and Birkal
 
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As per this vote, using Helping Hand on a combo will either increase the power of the entire combo by 50% if it's a same-move combo, or will double the BAP of one of the moves (user decides which move) if it's a different-move combo. Helping Hand's description has been updated accordingly:
The user releases a bolt of energy, doubling the BAP of another ally's move in the same action. The doubling occurs before the 75% BAP reduction on a spread attack. If used on an ally using a combo of two different moves, one move of the user's choice has its power doubled in this way and Helping Hand's energy cost is based on the BAP of this move. If used on an ally using a combo of two of the same move, the entire combo's BAP is increased by 50% and Helping Hand's energy cost is based on the BAP of the combo. The minimum increase in BAP that can be offered by this move is six (6). This move fails unless the user can pay the entire Energy Cost.
This change is effective immediately in all new battles and challenges.
 
As per this vote, the UC payouts for reffing have changed to a system based on triangle numbers:
  • 1v1 = 3 UC
  • 2v2 = 6 UC
  • 3v3 = 10 UC
  • 4v4 = 15 UC
  • 5v5 = 21 UC
  • 6v6 = 28 UC
The formula is basically (X+1)*(X+2)/2 where X is the number of Pokemon on one side. The KO bonus for battles larger than 3v3 has been removed - it is considered subsumed by the increased base payouts of those battles. This change applies to all new battles and challenges.

EDIT: Due to concerns of abuse in really large battles of really small formats like 37v37 singles, these rewards will be temporarily capped at 100 UC. This cap applies to all battles (new and current) that are using this new UC payout system.
 
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Its_A_Random

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Celebrate has been instantly implemented from the Feedback thread, not that anything in ASB can learn it yet. The effect as below:
Celebrate: The Pokemon temporarily disappears and a present drops down. The present then unfolds and the Pokemon pops out, congratulating its trainer.

Attack Power: -- | Accuracy: -- | Energy Cost: 1 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring | Target: User
As per this thread, Insomnia, Vital Spirit, Limber, Overcoat, Poison Point, Poison Touch, Mega Launcher, Aerilate, Pixilate, & Refrigerate have all been updated to to reflect the descriptions mentioned in Post #12.

These changes are effective immediately in new battles & challenges. The new effects may be found in the Data Audit Tables. For the previous effects in current battles & challenges (for the abilities), please refer to the OP of the linked thread.
 

Deck Knight

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Have a few clarifications I need to make:

-il/erate Abilities:

Aerilate:
By default, this Pokemon's Normal-type moves are Flying-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Aerilate receive this boost, and not all Flying-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Pixilate:
By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Pixilate receive this boost, and not all Fairy-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Refrigerate:
By default, this Pokemon's Normal-type moves are Ice-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Refrigerate receive this boost, and not all Ice-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

These clarifications, as they might alter current battles, will be in effect for all new battles.

Natural Gift has been completely revamped in-game (http://www.serebii.net/games/naturalgift.shtml), resulting in the following item changes:

Basically, everything's Natural Gift BAP went up by 2, and the Natural Gift of Roseli, Kee, and Maranga berries is different than what I thought. Therefore, Natural Gift's EN Cost is going up by one.

Natural Gift: The user taps into the latent energy of its held berry, releasing it in a sharp beam that strikes the opponent for Physical damage. The type and power of this move change depending on the berry. Natural Gift may be used eight (8) times before the Pokemon's Berry is entirely consumed. If the user is not holding a Berry, this attack fails.
Attack Power: Varies | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Target: Adjacent Target | Effect Chance: -- | Contact: No | Typing: Varies | Priority: 0 | CT: Set
Cheri Berry:
Cures Paralysis.

Cost: 2 | Activation: Twice on paralysis | Natural Gift: 8 BAP, Fire
Chesto Berry:
Cures Sleep.

Cost: 2 | Activation: Twice on sleep | Natural Gift: 8 BAP, Water

Pecha Berry:
Cures Poison.

Cost: 2 | Activation: Twice on poison | Natural Gift: 8 BAP, Electric

Rawst Berry:
Cures Burn.

Cost: 2 | Activation: Twice on burn | Natural Gift: 8 BAP, Grass

Aspear Berry:
Cures Freeze.

Cost: 2 | Activation: Twice on freeze | Natural Gift: 8 BAP, Ice

Leppa Berry:
Restores ten (10) Energy.

Cost: 3 | Activation: Once at <=25% energy | Natural Gift: 8 BAP, Fighting

Oran Berry:
Restores ten (10) HP.

Cost: 3 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Poison

Persim Berry:
Cures confusion.

Cost: 2 | Activation: Twice on confusion | Natural Gift: 8 BAP, Ground

Lum Berry:
Cures all status ailments.

Cost: 3 | Activation: Once on burn, paralysis, poison, sleep, freeze, or confusion after an action | Natural Gift: 8 BAP, Flying

Sitrus Berry:
Restores five (5) HP initially, then five (5) HP at the end of each round for the next four (4) rounds, starting the round after initial activation.

Cost: 4 | Activation: Once at <=50% HP | Natural Gift: 8 BAP, Psychic

Figy Berry:
Restores fifteen (15) HP once, confuses Pokémon that are not Adamant, Brave, Naughty, or Lonely natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Bug

Wiki Berry:
Restores fifteen (15) HP once, confuses Pokémon that are not Mild, Modest, Rash, or Quiet natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Rock

Mago Berry:
Restores fifteen (15) HP once, confuses Pokémon that are not Hasty, Jolly, Naive, or Timid natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ghost

Aguav Berry:
Restores fifteen (15) HP once, confuses Pokémon that are not Calm, Careful, Gentle, or Sassy natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Dragon

Iapapa Berry:
Restores fifteen (15) HP once, confuses Pokémon that are not Bold, Impish, Lax, or Relaxed natured. If confused, the effect lasts until the end of the next round. Can't be Recycled.

Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Dark

Razz Berry:
Restores five (5) HP and five (5) percent energy.

Cost: 3 | Activation: Once at <=25% HP or energy | Natural Gift: 8 BAP, Steel

Bluk Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Fire

Nanab Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Water

Wepear Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Electric

Pinap Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Grass

Pomeg Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Ice

Kelpsy Berry:
Negates Attack Drops.

Cost: 2 | Activation: Thrice on Atk drop | Natural Gift: 9 BAP, Fighting

Qualot Berry:
Negates Defense Drops.

Cost: 2 | Activation: Thrice on Def drop | Natural Gift: 9 BAP, Poison

Hondew Berry:
Negates Special Attack Drops.

Cost: 2 | Activation: Thrice on SpA drop | Natural Gift: 9 BAP, Ground

Grepa Berry:
Negates Special Defense Drops.

Cost: 2 | Activation: Thrice on SpD drop | Natural Gift: 9 BAP, Flying

Tamato Berry:
Negates Speed Drops.

Cost: 2 | Activation: Thrice on Spe drop | Natural Gift: 9 BAP, Psychic

Cornn Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Bug

Magost Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Rock

Rabuta Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Ghost

Nomel Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Dragon

Spelon Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Dark

Pamtre Berry:
Increases Natural Gift Base Attack Power by 3.

Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 9 BAP, Steel

Watmel Berry:
Increases final damage done by Fire-type attacks by four (4) damage.

Cost: 4 | Activation: Four times on Fire-type attack use | Natural Gift: 10 BAP, Fire

Durin Berry:
Increases final damage done by Water-type attacks by four (4) damage.

Cost: 4 | Activation: Four times on Water-type attack use | Natural Gift: 10 BAP, Water

Belue Berry:
Increases final damage done by Electric-type attacks by four (4) damage.

Cost: 4 | Activation: Four times on Electric-type attack use | Natural Gift: 10 BAP, Electric

Occa Berry:
Reduces type effectiveness of a super effective Fire-type move by one (1) stage (ex. 4x becomes 2x). It also cures any burn status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Fire-type attack | Natural Gift: 8 BAP, Fire

Passho Berry:
Reduces type effectiveness of a super effective Water-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Water-type attack | Natural Gift: 8 BAP, Water

Wacan Berry:
Reduces type effectiveness of a super effective Electric-type move by one (1) stage (ex. 4x becomes 2x). It also cures any paralysis status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Electric-type attack | Natural Gift: 8 BAP, Electric

Rindo Berry:
Reduces type effectiveness of a super effective Grass-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Grass-type attack | Natural Gift: 8 BAP, Grass

Yache Berry:
Reduces type effectiveness of a super effective Ice-type move by one (1) stage (ex. 4x becomes 2x). It also cures any freeze status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Ice-type attack | Natural Gift: 8 BAP, Ice

Chople Berry:
Reduces type effectiveness of a super effective Fighting-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Fighting-type attack | Natural Gift: 6 BAP, Fighting

Kebia Berry:
Reduces type effectiveness of a super effective Poison-type move by one (1) stage (ex. 4x becomes 2x). It also cures any poison status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Poison-type attack | Natural Gift: 8 BAP, Poison

Shuca Berry:
Reduces type effectiveness of a super effective Ground-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Ground-type attack | Natural Gift: 8 BAP, Ground

Coba Berry:
Reduces type effectiveness of a super effective Flying-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Flying-type attack | Natural Gift: 8 BAP, Flying

Payapa Berry:
Reduces type effectiveness of a super effective Psychic-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Psychic-type attack | Natural Gift: 8 BAP, Psychic

Tanga Berry:
Reduces type effectiveness of a super effective Bug-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Bug-type attack | Natural Gift: 8 BAP, Bug

Charti Berry:
Reduces type effectiveness of a super effective Rock-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Rock-type attack | Natural Gift: 8 BAP, Rock

Kasib Berry:
Reduces type effectiveness of a super effective Ghost-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Ghost-type attack | Natural Gift: 8 BAP, Ghost

Haban Berry:
Reduces type effectiveness of a super effective Dragon-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Dragon-type attack | Natural Gift: 8 BAP, Dragon

Colbur Berry:
Reduces type effectiveness of a super effective Dark-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Three times when hit by a super effective Dark-type attack | Natural Gift: 8 BAP, Dark

Babiri Berry:
Reduces type effectiveness of a super effective Steel-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Steel-type attack | Natural Gift: 8 BAP, Steel

Chilan Berry:
Reduces type effectiveness of a Normal-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a Normal-type attack | Natural Gift: 8 BAP, Normal

Liechi Berry:
Raises Attack by 1 Stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Grass

Ganlon Berry:
Raises Defense by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Ice

Salac Berry:
Raises Speed by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Fighting

Petaya Berry:
Raises Special Attack by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Poison

Apicot Berry:
Raises Special Defense by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Ground

Lansat Berry:
Raises critical hit stage by one (1) stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Flying

Starf Berry:
Raises random stat by two (2) stages. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Psychic

Enigma Berry:
Restores ten (10) HP when hit by a super effective attack. The damage occurs before the healing.

Cost: 6 | Activation: Twice after hit by a super effective attack | Natural Gift: 10 BAP, Bug

Micle Berry:
Raises accuracy by one (1) Stage. The effect lasts for the duration of the match.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Rock

Custap Berry:
Gives all actions +1 priority. The effect lasts for 3 actions after activation.

Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 10 BAP, Ghost

Jaboca Berry:
Deals five (5) damage to the attacker when the holder is hit by a physical move.

Cost: 6 | Activation: Thrice on being hit by a physical attack | Natural Gift: 10 BAP, Dragon

Rowap Berry:
Deals five (5) damage to the opponent when the holder is hit by a special move.

Cost: 6 | Activation: Thrice on being hit by a special attack | Natural Gift: 10 BAP, Dark

Roseli Berry: Reduces type effectiveness of a super effective Fairy-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Fairy-type attack | Natural Gift: 8 BAP, Fairy

Kee Berry: Increases the user's Defense Stage by one (1) when the holder is hit by a physical move.

Cost: 6 | Activation: Thrice on being hit by a physical attack | Natural Gift: 10 BAP, Fairy

Maranga Berry: Increases the user's Special Defense Stage by one (1) when the holder is hit by a special move.

Cost: 6 | Activation: Thrice on being hit by a special attack | Natural Gift: 10 BAP, Dark
 
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Its_A_Random

A distant memory
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Its_A_Random

A distant memory
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I hereby decree that with a Size Class of 1 (0.75 m), a Weight Class of 2 (25.0 kg), & the Capture Rates of 120 (180 CHP) % 45 (255 CHP) respectively (Following precedent of the other 2 stage Gen V CAP Pokémon), that Cawdet & Cawmodore are now available for purchase (Well, only Cawdet) in ASB at the small price of 2 CC (Following precedent of other CAP Pokémon)!

|

"Purchase me today!" | "And I will be worth it in the long run! CAW!"

EDIT: Wow what a way to celebrate ASB's third birthday... -.-'
 

Its_A_Random

A distant memory
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http://www.smogon.com/forums/threads/3499139/

As per Post #22, Fossils & other new Signature Items were added to the system, while Rare Candy, Everstone, Soothe Bell, & the incenses were all updated. You may find the changes in the Data Audit Spreadsheet.

This change is effective immediately in all new battles & challenges. All current tournaments will operate under the old descriptions & rulings for the duration of the tournament. For the old descriptions, please refer to the old Data Audit Thread, which may be found in the main ASB Forum under the data prefix.
 

Deck Knight

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I am doing a hotfix on Tynamo and the weakmons (Limited TMs/No Eggs).

New Policy on Pokemon that do not get TMs or Egg Moves:

The Pokemon receives 3 MC for each Egg Move and 2MC for each TM it cannot access upon startup, nor replace with a Tutor Move. They may fill out their movepool with tutor moves, and will then have an MC amount leftover to be used.

Specifically this effects:

Caterpie: Learns Two Unique Tutors: 9MC + 10MC = 19 MC
Weedle: Learns One Unique Tutor: 12MC + 10MC = 22 MC
Wurmple: Learns Two Unique Tutors: 9MC + 10MC = 19 MC
Kricketot: Learns Five Unique Tutors: 0MC + 10MC = 12 MC
Burmy: Learns Three Unique Tutors: 6MC + 10MC = 16 MC
Combee: Learns Eight Unique Tutors: 0MC + 4MC = 4 MC
Scatterbug: Learns Two Unique Egg Moves: 9MC + 10 MC = 19 MC
Magikarp: Learns Five Unique Tutor/Event Moves: 0MC + 10 MC = 10 MC
Tynamo: Learns One Unique Tutor: 12MC + 10MC = 22 MC.
Beldum: Learns Four Unique Tutors: 3MC + 10MC = 13MC.

Now, in order to prevent a mass claim, how this hotfix works is that you start back from the base movepool, and add up your MC selections up until you hit the number indicated. If you've spent 8 MC on moves for Caterpie, you still get 11 MC to work with. If you've already built one of these Pokemon up beyond this... I commend you! The object here is to bring these Pokemon to parity once the trainer puts in the effort to battle with one and evolve it.

Ditto, Unown, Wynaut, and Pokemon that never get access to TMs or Egg Moves at any point of their stage are not covered by this hotfix.

ObjEDIT: Deck got the Combee formula wrong so I fixed it.
 
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Its_A_Random

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http://www.smogon.com/forums/threads/3500789/

As per the outcome, the following sentence has been added to the Handbook under Switch = OK vs Switch = KO:
If a Pokémon switches, takes damage from entry hazards, and falls, then a round will be advanced. If this was the result of a player initiating a Switch Phase, then the other player will still have the opportunity to counterswitch as normal before the round advances.
http://www.smogon.com/forums/threads/3501116/

As per the outcome, the following sentence has been added to the Handbook under UC rewards for reffing:
If a referee is subreffed at request of the battlers, the incoming subref will be entitled to full UC payment for the match and the original referee will not get any credit for the match. In cases where a referee either a) calls for their own subref or b) posts a temporary leave of absence necessitating a subref, they will then be entitled to compensation as per standard subref compensation rules.
Both changes are effective immediately in all new AND CURRENT battles & challenges.
 
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Its_A_Random

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As per post #331 in the Feedback Thread, Endure now has a CT of None. Rejoice everyone; Endure + Protect is dead!

This change is effective immediately in all new battles & challenges.
 

Its_A_Random

A distant memory
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http://www.smogon.com/forums/threads/3503352/

In a landmark victory for buff culture, the ASB Council has recently voted in favour of eliminating the recoil damage from Pokémon holding Life Orb when they either have the ability Magic Guard, or they have the ability Sheer Force not only toggled on, but when they are also using a move boosted by Sheer Force.

The change brings Life Orb closer to its in-game counterpart, which also eliminates Life Orb recoil from Pokémon with Magic Guard and/or Sheer Force (toggled on) using a Sheer Force-boosted attack. Some Pokémon are obviously happy with the change, such as Krilowatt, Steelix, & Conkeldurr. Some others are not, but nevertheless, will need to put up with the new changes.

These changes will take place immediately in all new battles & challenges as of this post onwards.

Also despite this being April Fools day, I can guarantee you that this is not a joke & that these changes are 100% serious. Pokémon with Magic Guard and/or Sheer Force (toggled on) using a Sheer Force-boosted attack are genuinely immune to Life Orb recoil.

Its_A_Random, ASB News.
 

Its_A_Random

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So I went ahead & implemented Diancie, Mega Latias, Mega Latios, Latiasite, & Latiosite. Not much else to say here apart from the fact that you cannot buy either of them, & that Latiasite & Latiosite do not have any extra effects attached to them apart from the obvious Mega Evolve effect.

Enjoy your new items/Pokémon assuming you manage to get your hands on any one of them! ^_^

Volcanion & Hoopa will probably not be implemented until a time where there is reliable data stats wise for either of them.

Diamond Storm will also be implemented in the next few minutes.

EDIT: Diamond Storm implemented.

DOUBLE EDIT: http://www.smogon.com/forums/threads/3503773/

Buff Culture movement gathers pace, with Moonlight now healing 35 HP guaranteed now for anyone holding a Moon Stone... This change takes place immediately in all new battles & challenges.
 
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Its_A_Random

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http://www.smogon.com/forums/threads/3504707/

In a win for the nice round numbers movement, Wish's EC will now be 4 + (Max HP / 10) as opposed to 6 + (Max HP / 7.5). This has the benefit of me being able to calc EN costs for Wish without having to resort to a calculator... Also the benefit of no longer having to write down 19.333 EN for a Wish from a mon with 100 HP. Okay you get it.

This change is effective immediately in all new battles & challenges. For the old EC, check the previous paragraph.
 

Its_A_Random

A distant memory
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There are a bunch of implementations from Mega Evolutions and shit that were never announced ITT (due to laziness) but consider them official from the moment they were voted in.

Anyway, I am here because of something that came up.

Basically in the CAP Updates thread, Deck Knight listed Trick-or-Treat as a move for Kitsunoh. However in the official announcement, it was removed from the added moves for Kitsunoh. Somehow though the person who updated Kitsunoh's movepool in the NDA added Trick-or-Treat anyway.

Kitsunoh is not supposed to learn Trick-or-Treat and it has been removed from the NDA. If your Kitsunoh has Trick-or-Treat, it must be removed from its movepool immediately and you will be able to refund it for 1 MC as it was a Post-25 Level-Up move.

All current battles that have a Trick-or-Treat Kitsunoh may be able to use Trick-or-Treat for the rest of the match. All new battles from this point onwards considers Trick-or-Treat to be an illegal move on Kitsunoh, similar to the Magic Coat audit from a while back.
 

Its_A_Random

A distant memory
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Okay so reading the poll threads and the Update log in the NDA is apparently not transparent enough, so... *takes a deep breath*

Double Team nerf
Leftovers / Black Sludge buff
A new Council (does this count?)
Magic Guard alterations
Quick Guard / Wide Guard / Mat Block alterations
Rotom Forme Changes
A bunch of Weight Class stuff
Self Refereeing that will be implemented soon
Combination Type alterations or something
Endeavour nerf
Mega Evolution clarification
Some other Double Team nerf

i think that is all of them

I cannot be bothered linking the threads but they were effective as of the time they passed the council.

tl;dr a bunch of stuff that was supposed to be mentioned here but were never announced happened
 

Its_A_Random

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ORAS ASB is hereby launched. No move refunds and whatnot.

Enjoy! ^_^

EDIT: NEW POLICY FOR GEN VI MONS: THEY NOW GET EXTRA TUTORS INSTEAD OF EXTRA TM'S IF THEY HAVE LESS THAN FIVE EGG MOVES. THIS IS NOT RETROACTIVE. ALSO ORAS ASB IS LIVE
 
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