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

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As per this council vote, Forewarn's description has been changed to the following:
[box]Forewarn:

Type: Innate

This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna.[/box]
Furthermore, as per this council vote, the rules regarding UC payouts to refs of battles that end in player DQ have been changed to the following:
[box]A referee shall be compensated for a match ending is disqualification based on the cumulative number of Pokemon sent out in battle. To calculate UC gain, input into the standard formula [Above] the average number of Pokemon send out by each team. In a match where KO bonus would be included - including a match which did not last long enough to normally warrent KO bonus - the bonus is applied as normal.[/box]
The Forewarn change is effective immediately in all new battles and challenges.

The change to UC payout for battles that end in DQ is effective immediately in all new and ongoing battles and challenges. Note, however, that this is a temporary measure and the UC payouts for refs of all battles may still change.

As of this post, the proposed change to Huge Power and Pure Power is now being voted on.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
As per this vote, Huge Power & Pure Power gets changed to the following:
[BOX]Huge Power:

Type: Innate

This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Pokemon with this ability: Marill, Azumarill, Azurill.[/BOX]
[BOX]Pure Power:

Type: Innate

This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Pokemon with this ability: Meditite, Medicham[/BOX]
Furthermore, the following Pokémon get alterations to their stats as such:
Marill
HP: 100
Atk: Rank 1 [3 Huge Power]
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 11 [13 Huge Power]

Azumarill
HP: 110
Atk: Rank 2 [5 Huge Power]
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]

Azurill
HP: 90
Atk: Rank 1 [2 Huge Power]
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 9 [10 Huge Power]

Meditite
HP: 90
Atk: Rank 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12 [14 Pure Power]

Medicham
HP: 90
Atk: Rank 2 [5 Pure Power]
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 15 [18 Pure Power]

This change is effective immediately in all new battles & challenges.
 
As per this vote, Arena Trap's description has been changed to the following:
[BOX]Arena Trap:

Type: Innate

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.

Pokemon with this ability: Diglett, Dugtrio, Trapinch.[/BOX]
This change is effective immediately in all new battles and challenges.

Furthermore, as per this vote, Baton Pass' description has been changed to the following:
[BOX]Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon's stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. This move has two distinctive uses:

Baton Pass [Switch] (Switch=OK Only): The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Baton Pass [Switch] must attack first the next round. The replacement gains the same temporary status changes (Such as stat boosts/drops, confusion, etc.) that the user had upon entry.

Baton Pass [Pass] (Doubles+ Only): The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive[/BOX]
This change is effective immediately in all new battles and challenges.

That is all for now.
 

Its_A_Random

A distant memory
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As per this vote, users who wish to set up matches like "Crush the Combee" must now beware, as Project Moderators now have to power to revoke counters from you if you decide to deliberately stage such a match.

This warning will be posted in the OP of the Prize Claiming, & Battle Tower threads:
[BOX]Project Mods have the power to veto blatant counter farming matches. Should a PC approver think a match is counter farming, they may check with a project mod and then render a veto verdict.[/BOX]
This change is effective immediately in all battles, new & current.

Just be aware that the huge majority of matches will (well, should) be unaffected by this, but this power is reserved for "Crush the Combee"-style matches.
 
As per this vote, Fake Out's effect will change to the following in all new battles (but not in current ones):
[box]Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set[/box]

As per this vote, the CC bonus for maxed out mons immediately changes to [FLOOR]Total Moves/15.

As per this vote, it is no longer possible to permanently obtain a Rotom appliance item by having a Rotom enter one found in an arena (or in fact by any method other than purchasing the item). This rule is in effect immediately.
 

Its_A_Random

A distant memory
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Okay, I should have done this earlier, but yeah.

[22:02] <%IAR> oh deck, about the rebuff part of barrier, do you mean that barrier blocks physical attacks in a similar vein to acid armour?
---
[22:19] <@~Deck_Knight> Acid Armor evades attacks, Barrier blocks them. So Nitro Charge would not have its effects against AA but would against Barrier, it would just fail to do damage.
[22:20] <%IAR> so basically the attack hits, but its final damage is multiplied by 0
[22:20] <%IAR> or
[22:21] <%IAR> barrier is an inexpensive 0 priority physical protect
[22:21] <@~Deck_Knight> Prety much.
[22:21] <@~Deck_Knight> On its first use.
[22:22] <@~Deck_Knight> If Defense is above 0, it will not have that effect.
[22:22] <@~Deck_Knight> Which should be in that description.
[22:22] <%IAR> ahhh k, so it is balanced
[22:22] <@~Deck_Knight> Acid Armor has a a similar limitation.
[22:22] <%IAR> !publicmove barrier
[22:22] <%Onion_Bubs> Barrier: The Pokemon erects a sphere of energy around itself, rebuffing any oncoming physical attack. The barrier also increases the Pokemon's Defense by two (2) stages.
[22:22] <%Onion_Bubs> Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive
[22:22] <@~Deck_Knight> Whereas ID's recoil effect is always active since it is weaker.
[22:23] <@~Deck_Knight> Yeah, I thought I codified that effect, was it removed somewhere along the line?
[22:23] <@~Deck_Knight> !publicmove Acid Armor
[22:23] <%Onion_Bubs> Acid Armor: The Pokemon melts into an external body of water, increasing its defense two (2) stages and dodging physical attacks the action it is used. While all Pokemon with Acid Armor can melt into water (even Slugma and Magcargo), any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compati
[22:23] <%Onion_Bubs> ble with is available, the move fails.
[22:23] <%Onion_Bubs> Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Poison | Priority: 0 | CT: Passive
[22:23] <%IAR> idk, just want me to edit it in or something?
---
[22:24] <@~Deck_Knight> Yes, that would be good.
[22:24] <@~Deck_Knight> This is why it's called the Audit Thread lol. Soooo many moves.
[22:24] <@~Deck_Knight> And more coming in October.


So yeah, Acid Armour & Barrier were updated according to Deck's word, which is basically that the evasive effect of Acid Armour, & the protective effect of Barrier, only work when the initial Defence Stage of the user was 0 or less, so yeah, no more Acid Armour/Barrier brokeness, if there was any.

The updated Acid Armour/Barrier for reference:
[BOX]Acid Armor: The Pokemon melts into an external body of water, increasing its defense two (2) stages, and if this Pokemon's Defense stage was initially at 0 or lower, this Pokemon dodges all physical attacks the action it is used. While all Pokemon with Acid Armor can melt into water (even Slugma and Magcargo), any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compatible with is available, the move fails.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Poison | Priority: 0 | CT: Passive[/BOX][BOX]Barrier: The Pokemon erects a sphere of energy around itself, rebuffing any oncoming physical attack if this Pokemon's Defense stage was initially at 0 or lower. The barrier also increases the Pokemon's Defense by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive[/BOX]
Yes, rebuff == block.

This change is effective immediately in new battles & challenges. /me gets shot despite this change being a deck ruling & not some implemented proposal
 
As per this vote, Endeavor and Helping hand have a "must have enough energy" clause added to them, so now their descriptions are as follows:

[box]Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round. This move cannot be used unless the user has enough Energy to afford the resulting attack.

Attack Power: Fixed Damage = (Target HP - User HP) / 1.75 | Accuracy: 100% | Energy Cost: 6 + (Calculated Damage / 1.75) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Force[/box][box]Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6). This move cannot be used unless the user has enough Energy to afford the resulting attack.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 5 | CT: Passive[/box]

This change is effective immediately in new battles & challenges.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Update on Forecast and Smoke Moves:

Forecast:

Type: Innate

Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.

Pokemon with this ability: Castform.
White Smoke:

Type: Innate

Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

Pokemon with this ability: Torkoal, Heatmor.


Clear Smog: The Pokemon expels a thick cloud of translucent, asphyxiating smog from its body towards the target. The smog permeates the area surrounding the opponent, making it incapable of missing. The target takes damage and all of its stat modifications are negated.

Clear Smog (Linger): The Pokemon releases a much more pervasive Smog that deals no damage, but blankets both sides of the field removing the stat changes on any Pokemon exposed to it the action it is used. The Clear Smog also induces Fog weather [A (1) stage accuracy reduction on every Pokemon on the field, reduced healing from Moonlight/Morning Sun/Synthesis,] and causes Weather Ball to double BAP and remain Normal-type for the next three (3) actions.

Attack Power: 5 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental
Haze: The Pokemon releases a thick, black smoke that blankets the arena before dissipating. The smoke resets the stat levels of all Pokemon on the field to zero (0).

Haze (Linger): The Pokemon releases a black haze so thick it blankets both sides of the field, resets all stat changes the action it is used, and sets the weather on the field to Fog [A (1) stage accuracy reduction on every Pokemon on the field, reduced healing from Moonlight/Morning Sun/Synthesis, and causes Weather Ball to double BAP and remain Normal-Type for the next three (3) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ice | Priority: 0 | CT: Passive
Mist: The Pokémon opens its mouth and a cloud of thick, white mist comes out and lasts for six (6) actions. All direct stat-modifiers targeted at the user will fail during the duration of this effect. Indirect stat-modifiers such as Mud-Slap will not be affected. 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.

Mist (Linger): The Pokemon releases a white mist so thick it blankets both sides of the field, and sets the weather on the field to Fog [A (1) stage accuracy reduction on every Pokemon on the field, reduced healing from Moonlight/Morning Sun/Synthesis, and causes Weather Ball to double BAP and remain Normal-Type] for the next six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Ice | Priority: 0 | CT: Passive
Smog: The user releases a cloud of poisonous smog from its body. The toxic smog may poison the opponent. If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas). If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.

Smog (Linger): The Pokemon releases a much more pervasive Smog that deals no damage, but blankets both sides of the field inflicting Toxic status on any Pokemon exposed to it for the next three (3) actions. The Smog also induces a modified Fog weather [A (1) stage accuracy reduction on every Pokemon on the field, reduced healing from Moonlight/Morning Sun/Synthesis,] that causes Weather Ball to double BAP and become Poison-type for the next three (3) actions.

Attack Power: 4 | Accuracy: 70% / -- | Energy Cost: 3 | Attack Type: Special | Effect Chance: 40% | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental
SmokeScreen: The Pokemon releases a cloud of smoke onto the opponent's side of the field, obscuring vision and lowering their accuracy by one (1) stage.

Smokescreen (Linger): The Pokemon releases a much more pervasive Smokescreen that induces Fog weather [A (1) stage accuracy reduction on every Pokemon on the field, reduced healing from Moonlight/Morning Sun/Synthesis,] and causes Weather Ball to double BAP and remain Normal-type for the next six (6) actions.

Attack Power: -- | Accuracy: 100% / -- | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive


And Defog:
Defog: The Pokemon rapidly flaps or beats its wings or other appendages, creating a large wind that clears away any obscuring field effects and Fog weather, including Clear Smog (Linger), Mist (Linger), Haze (Linger), Smog (Linger), and Smokescreen (Linger). Defog lowers the opponent's Evasion one (1) stage and removes the effects of Mist, Safeguard, Reflect, and Light Screen on the target. (Mist blocks the evasion drop, and then dissipates). Defog also clears both sides of the field of any laid hazards and any weather affecting the field.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Passive
 

Its_A_Random

A distant memory
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Okay, so the Stat Boosts stuff finally ended... For now...

As of this vote, the new stat boosting system (Found in the DAT) looks like this:
[BOX]Stat Changing Moves:

Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of each round, all stats will begin to reset towards 0, but only under special circumstances, can a stat change be locked in at the end of that round. These circumstances are as follows:

  • A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.
  • A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.
  • A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.
The actual impact on damage is as follows:

Each stage (+1/+2 etc.) adds/subtracts 2 damage from the final calculated damage. This is applied before any final rounding of the numbers. Below is a reference for how much damage to add/subtract for each stage.

Code:
Stage  Boost     Speed (100 Base)
+6     +12.00    0550
+5     +10.00    0475
+4     +08.00    0400 
+3     +06.00    0325
+2     +04.00    0250
+1     +02.00    0175
+0     +00.00    0100
-1     -02.00    0057
-2     -04.00    0040
-3     -06.00    0030
-4     -08.00    0025
-5     -10.00    0021
-6     -12.00    0018
Calculating Speed Boosters:

For Speed, each of these acts as a multiplier on Base Speed for positive values, and a divisor on negative values (no boosts uses the regular Base Speed). Ex: A Pokemon with 100 Spe at +1 has 175 Spe, and the same Pokemon at -1 has 57 Spe. Always Truncate the Speed. This makes Speed Boosters and droppers about equivalent to how they act on actual speeds in the cartridge, even though the values are increased.


General Rules:

  • Boosts only ever reset +1 or -1 toward 0 at the end of a round.
  • Boosts will always reset towards 0 at the end of a round, unless a boosting/lowering move was used, depending on when the final instance of said move was used. This is as follows:
    • A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.
    • A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.
    • A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.
Examples:

<Examples go here>[/BOX]

The Referee Resource Thread will also be updated to reflect this, among some other wordings.

This change is effective immediately in all new battles & challenges. For current matches & challenges, please refer to here.
 

Its_A_Random

A distant memory
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Whee...

As per this vote, the Energy Cost of Splash has now been reduced to 1 from 3. The new Splash Description is as follows:
[BOX]Splash: The Pokemon flops around strongly eliciting a perception of overconfidence (or stupidity) from the trainer. While odd-looking, Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high.

Attack Power: -- | Accuracy: -- | Energy Cost: 1 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Deferring[/BOX]
As per this vote, the number of moves boosted by Sheer Force got increased, to make it be modelled closer to the in-game effect, minus the item interactions & shit. The new Sheer Force description is this:
[BOX]Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Pokemon with this ability: Nidoqueen, Nidoking, Krabby, Kingler, Tauros, Totodile, Croconaw, Feraligatr, Steelix, Makuhita, Hariyama, Mawile, Trapinch, Bagon, Cranidos, Rampardos, Timburr, Gurdurr, Conkeldurr, Darmanitan, Druddigon, Rufflet, Braviary, Landorus.[/BOX]
Also, as per this vote, Council members when voting to alter powers, now have to be approved externally by Deck Knight, but this does not affect the game itself.

The changes to Splash & Sheer Force are effective immediately in all new battles & challenges.
 

Its_A_Random

A distant memory
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As per this vote, The cap for Dodge has been raised to 75% from 50%. The new description for Dodge is as follows:
[BOX]Dodge: The Pokemon uses its innate speed and evasiveness to dodge an opponent's attack, reducing an incoming attack’s base accuracy (ie, before accuracy/evasion stage) by a flat percentage produced by the Dodge formula below. The Pokemon's Size Class determines its Base Dodge: 40, 20, 10, 5, 2.5, 1 and 0 for Size Classes 1 through 7 respectively. If a move's accuracy would be increased by the Dodge command, the Dodge command instead simply fails and the move has normal accuracy. Dodge can evade any attack except for attacks that do not have an accuracy check (this includes Thunder in Rain and Blizzard in Hail) or are influenced by Lagging Tail, Lock-On, No Guard, Mind Reader, or Telekinesis. This command fails if used consecutively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or Teleport (Evasive).

In normal conditions, the formula is Base Dodge + ((User's Speed - Opponent's Speed) / 5) + (Accuracy boost from user's +Spe Nature OR -10 if -Spe Nature)

In Trick Room, the formula is Base Dodge + ((Opponent's Speed - User's Speed) / 5) - (Accuracy boost from a +Spe Nature OR +10 if -Spe Nature)

Whichever formula is used, Dodge has a maximum value of 75%.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 4 | CT: None[/BOX]

As per this vote, Aqua Ring's effect now lasts 6 actions, restoring 4 HP per action. Furthermore, Aqua Ring now uses a recovery move yet Ingrain does not... The new descriptions for both moves are as follows:
[BOX]Aqua Ring: The Pokemon surrounds itself in looping rings of water that pulsate with healing energy, restoring four (4) HP per action for the next six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Passive[/BOX]
[BOX]Ingrain: The Pokemon grows roots that burrow down into the ground, restoring four (4) HP per action for six (6) actions. While Ingrained, the Pokemon is not affected by phazing attacks, and loses any Ground immunity it might possess. Ingrain does not use up a Recovery move.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Grass | Priority: 0 | CT: Passive
[/BOX]

Both changes are effective immediately in all new battles & challenges.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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OP said:
03/23/2013: The number of starting egg moves, BW TMs and/or tutors each pokemon gets has been increased to 5. The number of MC Tynamo starts with has been increased to 15.
Pursuant to this: Any Pokemon with less than 5 Egg Moves / Tutors (No Egg mons only) may add 2 Eggs / BW Tutors (No Egg mons only) to the Pokemon on their next Prize Claim. Any Pokemon with less than 5 BW TMs may add 2 BW TMs to the Pokemon on their next Prize Claim. If both is the case, do both. If one is the case, do one. This change initially came about to fix the problems with the weakness of freshmons - this update removes the gulf that now exists between old freshmons and new ones. Because of BW Tutors being released between old freshmons and today, this means that Genderless Pokemon may select 2 Tutors instead of 2 Level-up moves.To claim this prize, post the Pokemon as it currently exists for review, then your updates below.
 
As per this vote, if a Pokemon using Acrobatics is holding a Flying Gem, or any consumable item that has been used at least once already, Acrobatics has its full BAP. It also means Unburden won't activate on multiple uses of the same item, even if the Pokemon switches between uses. This applies to all new battles.
 

Its_A_Random

A distant memory
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Council Vote + Deck Approval means Withdraw is being buffed. The new description is:
[BOX]Withdraw: The Pokemon withdraws into its shell, which glows a bright crimson, increasing its defense by one (1) stage, and reducing final damage from all incoming non-contact physical attacks by two (2) until this Pokemon uses a move other than Chill, Harden, Iron Defense, Rapid Spin, Withdraw, or a combination involving two of the aforementioned moves. This move locks its changed stat for the round within which it was used. Withdraw cannot be used if this Pokemon is under the effects of Shell Smash.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Passive[/BOX]
This change is effective immediately in all new battles & challenges.
 

Its_A_Random

A distant memory
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As per this vote, Shift is being hit with a much-needed nerf. The new effect is as follows:
[BOX]Shift: A Pokemon may use the Shift command on an adjacent allied Pokemon in any Triples+ match where positioning is on. Shift switches the position of the Pokemon using it and its target without interfering with the target's actions, while all other attacks aimed the the user or the target will still hit the intended target as normal if possible. Shift cannot fail due to Taunt, cannot be Disabled, cannot be Encored, and cannot be interacted with by any other move that would otherwise prevent it from taking place.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: Deferring[/BOX]
This change is effective immediately in all new battles & challenges.
 
As per this vote, the following moves are counted as recovery moves for the purposes of battle restrictions such as 2 recovers / 5 chills:
  • Recover
  • Heal Order
  • Milk Drink
  • Slack Off
  • Softboiled
  • Moonlight
  • Morning Sun
  • Synthesis
  • Roost
  • Rest
  • Swallow
  • Aqua Ring
  • Ingrain
  • Heal Pulse
  • Wish
Additionally, Heal Pulse and Wish go against the user's recovery move count.

Anything not on the list does not count as recovery moves for the purposes of battle restrictions, with the exception of activating your own Poison Heal since that was codified in Poison Heal's description.

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

Its_A_Random

A distant memory
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As per this vote, the whole discouragement of reffing a brawl UC-wise has been lessened — The cap for Melees & Brawls has now been raised to 25 from 15. Furthermore, this means that now 11v11 Brawls become the new 6v6 Brawls in that it is the smallest Pokémon per side number that guarantees you get 25 UC when completed, but that is trivial.

This change is not retroactive, & is effective immediately in all new Melee/Brawl Tower matches (Matches starting after 18/06/2013 at 10:51:38 GMT).

... In other news, the council voted in favour of a mandatory list here, but we are still working on deducing the current list of unaccepted matches... This might take a while... -.-'
 
As per this vote, Jump Kick and Hi Jump Kick's crash damage against a Ghost-type is 50% of the damage the attack would have done if Fighting was neutral to Ghost.

Also, as per this vote, a battle ends after the action on which the last attack is made is concluded, with all effects like passive damage applying after the final blow. When determining winners of official matches (ie, non-roleplays that aren't arranged in the Battle Tower), whoever deliberately KOs themselves either by energy depletion or using a move that reduces the user's HP to 0 loses, otherwise follow the in-game standard. In Tower matches, draws can occur if a Pokemon faints in the same action it KOs its final opponent. Roleplays may use their own means of handling ties.

Both of these apply to new battles and challenges, but not ongoing ones.
 

Its_A_Random

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As per this vote, I have reformed the Switch = OK rules based on the following:

  • Trainers still cannot switch on consecutive rounds
  • Trainers can not switch out a Pokémon if their opponent switches a Pokémon with a trapping ability, or has used a move to trap your Pokémon.
  • You do not have to specify a replacement for a Pokémon using U-Turn/Volt Switch/Teleport (Switch) during your action-string, but this is non-essential, & is not added.
The new wording is as follows:
[BOX]Switch = OK: At the end of each round, a trainer may switch their Pokémon. If they do, the Pokémon they send out must issue attacks first if their opponent does not switch in response. The same trainer cannot switch on consecutive rounds unless an Attack like U-turn, Volt Switch, or Teleport is used. Trainers whose Pokémon 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 Pokémon. If the opposing trainer accepts and switches their Pokémon, that trainer forfeits the advantage of moving second that round. During a Switch Phase, if a trainer switches out a Pokémon with the Shadow Tag/Arena Trap Ability, or switches out a Pokémon that has trapped another Pokémon through the use of Block/Mean Look/Bind/Clamp/Fire Spin/Magma Storm/Sand Tomb/Whirlpool/Wrap, then the opponent will not be able to switch that Pokémon out of battle. If all active Pokémon your opponent controls is trapped in this manner, then the offer to Counterswitch is automatically declined. Should the opposing trainer have no living Pokémon in the bench, then the offer to Counterswitch is automatically declined.

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 Pokémon 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[/BOX]

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

Its_A_Random

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As per this vote, the usage of Bodyblock in combinations has been officially outlawed with the changing of its Combination Type to None (Previously Deferring). The new description is as follows:
Bodyblock: The Pokemon leaps in front of an ally and becomes the target of all single-target attacks that are directed at that Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). This command will fail unless the size class of the blocking Pokemon is the same as or greater than that of the target, or if the Pokemon is smaller, but within 0.3m PokeDex size of the target (ex. Magmar and Electabuzz). If the Pokemon's PokeDex size is larger but the Size Class is smaller (most serpentine Pokemon) Bodyblock can still be used successfully. Because the Pokemon is intentionally blocking moves, all attacks used against the blocking Pokemon will never miss for the action it is blocking. Attacks directed at the target will instead use the blocking Pokemon's typing, defensive stats, and stage boosts for calculating the damage dealt. If a Bodyblocking Pokemon is targeted by a high impact attack, Bodyblock will be broken through if the sum of this Pokemon and the Bodyblocked Ally's Weight Class are less than the Weight Class of the attacker.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
This change is effective immediately in all new battles & challenges.
 

Its_A_Random

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As per this thread, dogfish gets his way the illegal orders rules have been abolished... Not that I really care, but, you know... -.-'

Here is the new ruling on illegal orders, courtesy of ASB's most luckless brit:
New ruling said:
Orders which cannot be performed are replaced by Struggle. All substitutions that are of a legal syntax activate, those which are of an illegal syntax or those which call a move which is illegal do not - but they still count towards the substitution limit.
This change is effective immediately in all new battles & challenges.

... Now, to update the referee resource thread... you know, the thread that nobody ever seems to look at... -.-'
 
As per this thread, evolving in the middle of battle works much differently to how it did before. In short, it works like initiating a switch phase, costs 40 energy, cannot be done unless the Pokemon has already completed a battle in its current stage, cannot be used to bypass evo stage limitations like LC and NFE, and doesn't make the Pokemon learn new moves until after the battle is done. For a more detailed explanation, check the first post of the Battle Tower thread.

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

Texas Cloverleaf

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Currency Counters may now be sold for Universal Counters at a rate of 8 CC--> 1 UC
 
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