[CAP ASB] CAP ASB Main Organization Thread

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Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
I may or may not update this post with M later depending on how many other people post here after this, but I got another question: Is Kerudio's move "Mystery Sword" or "Sword of Mystery"? It says it's "Sword of Mystery" on Slipperjean's thing, but I've seen it written as "Mystery Sword" as well.

EDIT: Oh, and how about energy costs for non-damaging moves?

EDIT2: And for variable-damage attacks (e.g. Magnitude or Me First, since those are both tricky)?

EDIT3: ok thanks deck
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I may or may not update this post with M later depending on how many other people post here after this, but I got another question: Is Kerudio's move "Mystery Sword" or "Sword of Mystery"? It says it's "Sword of Mystery" on Slipperjean's thing, but I've seen it written as "Mystery Sword" as well.

EDIT: Oh, and how about energy costs for non-damaging moves?

EDIT2: And for variable-damage attacks (e.g. Magnitude or Me First, since those are both tricky)?
Go with Mystery Sword. Most of the move names aren't romanized yet anyway, and I will move them once we get the romanized names.

Usually just go with their average damage and use that as the basis for Damage/2. That's the best advice I can offer.

Also don't be worried about specific attacks or particularly clusterfarkey ones. I am auditing everything contributed and making sure it stays within the same general realm of cost/power/etc. If the description you give doesn't really work I'll find something that trues to convey what the move does and I'll overwrite, but the key thing is that most of this is slog work and once it's done we can reassess any changes I make. Basically I'm trying to function as "the balancer" here, so make your best effort and we'll go over the more ridiculous moves after we have the list otherwise completed.

This is probably a little too early to release, but I'm thinking about making types slightly more than just the type chart (which still applies, btw.) Best way to give you what I'm thinkimg is just to put it on paper:

Type Bonuses:

Typing is very important in Pokemon. A Pokemon's type is determinant largely on their genetic structure and the environment around them. Different types have adapted to different environments in a multitude of ways. Here are the bonuses based on those innate abilities:

STAB (Same Type Attack Bonus): When using a damaging or non-damaging move of the same type as the Pokemon, Energy Cost is reduced by 1. Damaging attacks do 3 more damage regardless of the initial attack strength.

Skin notes: The term skin is used often in these descriptions. Please note that these descriptions are generally reserved for pokemon purely of that type. Pokemon with dual types can have their skin features modified greatly, or the Pokemon's skin may even by unique to the species such as Parasect and Toxicroak. Nonetheless even pokemon of dual types will retain the primary defensive qualities of both of their skins' type. Rock/Steel skin for example is made of an alloy that prevents toxins from seeping in but does not scatter flames as much, thus retaining the immunity to poison status and the buffering ability in Sandstorm while being nuetral to flame attacks rather than resisting them.

In addition to STAB, some types have developed other traits to help them cope with life in the wild.

Bug:

Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. In addition to STAB on Bug Moves, Bugs recieve a one energy cost reduction when using any Powder or Spore move (Poison Powder, Sleep Powder, Spore, Stun Spore), Solarbeam, or Roost.

Summary: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Dark:

Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark types do posess is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, dark types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not neccesarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark types are very vengefull by nature and happily use retaliatory attacks.

Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).

Dragon:

Rare and powerful, Dragon types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice, however all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks. Dragons are known for their powerful Roars, and their might can scare away many foes.

Summary: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Electric:

These little power plants are uncommon in most parts, but gather around strong sources of electromagnetic activity. Generally speaking these spark-plugs are less likely to get paralyzed from electricity, whether they can absorb it or not. Other methods of paralyzation such as the biowarfare Grass-types engage in and the ki techniques or brute force of Fighting and Normal types respectively are still effective, however. During Rain, Thunder has a 30% chance of breaking through Protect through sheer power and has perfect accuracy, able to be boosted with a launch from any portion of the sky.

Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Fighting:

These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate at a lower energy cost.

Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1).

Fire:

One of the basic elemental types of Pokemon, Fire-types are noteworthy for being much more energy-oriented than most of their fellow Pokemon. While other Pokemon are mostly physical mass, Fire-types are an energy powerhouse not unlike their Electric brethren, but the constant erratic nature of fire is much harder to contain. As a result, Fire-types heat the air surrounding their bodies to about 90 degrees Farenheight when at rest. Their flames are often just irradiated energy taking that form and are above your average room temperature, but by no means lethal or even particularly dangerous. Fire-types emit a low glow in dark places with or without an open flame, which does light the area around them somewhat but also gives away their position. At high levels, Fire types can also utilize energy from the sun to maintain and augment their energy, utilizing the sun's natural radiation.

In battle their irradiated energy changes quickly however, and Fire-types can emit heat from their attacks that easily burns skin, melts rock, or otherwise does intense external damage to the various matter/energy constructs of Pokemon skin. Fire types themselves are immune to burning, and highly resistant to freezing (though it is not impossible if a limb without an open flame is targeted). Strong fire attacks can easily overpower weaker water attacks, despite the type disadvantage. Most Fire types can swim, however if they have open flames active (rather than irradiating) they will take small amounts of damage. Fire attacks cannot be used effectively underwater or in space (why would you battle in space dummy!), as they require oxygen for combustion. During Rain, any active open flames will emit steam, while irradiated energy will give off no signal of being effected. The Fire-type is not damaged by rain, although obviously their Fire attacks will be greatly reduced in effectiveness.

Summary: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Flying:

Flying Pokemon are gifted with extroardinary senses of vibration and often a set of wings that enable them to fly, giving them a massive tactical advantage over grounded Pokemon. Even Flying types without wings have a keen sense of ground vibrations, and can always evade Ground attacks whether they shake the earth or not. Flying types can take wing in almost any weather condition, and to that end they can also create massive wind gusts without a large deal of recoil. This allows them to use non-Flying type wind-based moves with an energy cost reduction of 1.

Summary: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Ghost:

Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion, however these effectiveness of these strange abilities largely depend on the individual Pokemon. Ghastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost types are particularly adept at a few other tricks, including the ghostly flames of Will-o-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trick-ery.

Unfortunately, due to their build, Ghost types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls, however they can briefly become briefly intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal and Fighting types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.

Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Psychic, Sucker Punch, Telekenisis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Grass:

Pokemon Plant-life, Grass types make up the biochemical wing of Pokemon attacks. They blend in well in areas with lots of vegetation, suffer minimal ill effects from normal temperature ranges, and are otherwise a very biodiverse assortment of Pokemon. Grass types learn an eclectic array of moves for offensive and defensive purposes. Their natural energy process is aided by sunlight, allowing them to quickly summon Sunny Day. Their leaves and thorns provide ample implements for Swords Dance while their ability to live off solely sunlight, rainwater, and soil lets them use Growth for reduced energy as well. They draw energy from the moon and sun equally well, so in addition to Synthesis they also effectively utilize Moonlight and Morning Sun based on their activity cycles. They can also produce soothing scents and in general draw power from the nature around them. Pitted against each other, the only Grass type attack each member of the type has built up a perfect defense to is Leech Seed. All the other various powders and seeds are either handled through a secondary type or an ability, if at all.

Summary: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Ground:

Most Ground-type Pokemon have a strong attachment to deserts, caves, and other dry areas where they make their burrows. What few exceptions there are crave muddy wallows to call home. While Digging to evade an opponent, Ground-type Pokemon only suffer a 2 energy per action drain compared to the 3 energy per action drain experienced by opponents less in tune with the earth. Ground types are used to navigating underground in dark places, and thus have better vision in tunnels and underground caverns. This is unique from Dark-types, who can use total darkness or confusing half-light in any context, but are not particularly in tune with earth movements. Ground types require their surroundings to be largely tunnels and other earthen formations to be effective at utilizing their underground "night vision." While most Pokemon with wings or Levitate can avoid Ground's strongest physical attacks, Earthquake and Magnitude, Bone Club/Merang/Rush, Dig, Earth Power, Mud Bomb/Shot/Slap can still hit them effectively. True Flying types are the only Pokemon that seem to be able to intuit damaging Ground attacks perfectly and have the agility to dodge them. Ground types have thick, watertight skin that acts as a grounding agent against electric attacks, which never penetrate and instead just follow along the outside harmlessly into the ground. Although the skin is watertight, it must be kept dry because it cannot completely keep water out forever, and has a spongy quality when drenched. Rain alone will not agitate the skin enough to bring on this effect, although it does make Ground types uncomfortable. Ground types also have an excellent sense of the rock formations around them, and can easily use several Rock moves to augment their offense.

Summary: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Ice:

There are two varieties of Ice-type Pokemon. The first are more naturally occuring fauna or flora that have adapted to wintry conditions and the latter are pokemon whose genetic structure chills the air around them to about 20 degrees Farenheight (Glalie/Froslass line, Regice, Baibanira line, and Furijio). For Ice types of the second variety, low temperatures barely effect them, they are entirely immune to Sheer Cold, and their frozen aura entirely eliminates the scalding temperature of Boiling Water, making it unable to Burn them. Fire moves also have a reduced burning chance on these Pokemon, however the attacks themselves still do their intended intense damage. Ice types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enganced debris cracking the field. Hail's final effect on Ice types is that it will synthisize with their skin and heal any burns inflicted by Fire-types.

Summary: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Normal:

Normal types are the vanilla of Pokemon, but don't be fooled by their lack of super-effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are surivalists and generalists. Normal types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth or claws without energizing them first. Nonetheless, if the attack is basic enough, normal types can pick it up with ease.

Summary: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).

Poison:

Poison shares a lot in common with Normal, at least as far as being generalist and having poor super-effective coverage. It's greatest advantage though is its complete immunity to toxins. Poison types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon, Poison types thrive. Poison types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes.

Three lines in particular represent the manifestation of Poison typing. Weezing, Muk, and Dasutodadu are the representations of gaseous, liquid, and solid waste (Swalot is literally a gigantic stomache, sorry Swalot). When they use a Poison-type attack representing their form (Weezing Smog, Muk Sludge/ Bomb, Dasutodasu Gunk Shot) it has a chance to inflict Toxic poisoning instead of the regular variety.

Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.

Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap and Glare have Energy Cost reduced by one (1).

Psychic:

What Fighting is to physical prowess, Psychic is to mental. Psychic types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assualts and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic types have instensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Summary: 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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1).

Rock:

Rock types have craggy, sturdy exteriors that are nonetheless pourous, allowing them to experience the natural environment around them. While the have some electromagnetic pull, it is not very powerful and resultingly can't be targeted by attacks or abilities that interfere with those fields. In Sandstorm, the natural sandy material reinforces the gaps in rock-type skin and roughs away any gaps or gashes, granted them extra protection against special attacks. Rock types can see and navigate perfectly well in sandy conditions. Rock types are also generally in tune with the ground vibrations around them, and although sudden movements of the earth can crack their skin open, they are nonethless capable of sensing and using them effectively against opponents.

Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).

Steel:

Steel types are similar to Rock-types in that their skin is durable, however they have several key differences. Unlike rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them, however they are not quite as adept at it as their Rock or Ground type counterparts. Steel type skin isn't permeable by most toxins however Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, however Hail gives it dents and divots. Steel types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability.

Summary: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Water:

Water is the Normal of the Sea. It's also the Flying of the Sea. Water types are certainly diverse, but unlike Normal types they aren't all really multi-faceted or multi-talented. Each has their own niche. They are like flying types in that they have complete mobility in water and are capable of breathing in it, while almost all other Pokemon must eventually go up for air. Most water types can breathe air as well as water, however their mobility on land is more suspect, especially among water types whose only means of propulsion are fins. Splash only goes so far. Since Ice is merely frozen water, most Water types can use Ice Moves quite effectively.

Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
 
This looks good, and adds an important bit of diversity to Pokemon besides just their STAB.
Anyway, something I've seen in ASB leagues and in the anime is that most Fire-types can extinguish any external flames to lessen weakness to Water (unless they are literally made of fire, which is usually not the case).
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Fire:

One of the basic elemental types of Pokemon, Fire-types are noteworthy for being much more energy-oriented than most of their fellow Pokemon. While other Pokemon are mostly physical mass, Fire-types are an energy powerhouse not unlike their Electric brethren, but the constant erratic nature of fire is much harder to contain. As a result, Fire-types heat the air surrounding their bodies to about 90 degrees when at rest. Their flames are often just irradiated energy taking that form and are above your average room temperature, but by no means lethal or particularly dangerous. In battle that changes quickly however, and Fire-types can emit heat from their attacks that easily burns skin, melts rock, or otherwise does intense external damage to the various matter/energy constructs of Pokemon skin. Fire types themselves are immune to burning, and highly resistant to freezing (though it is not impossible if a limb without an open flame is targeted). Strong fire attacks can easily overpower weaker water attacks, despite the type disadvantage. Most fire types can swim, however if they have open flames they will take damage. Fire attacks cannot be used effectively underwater or in space (why would you battle in space dummy!), as they require oxygen for combustion.

Summary: Fire STAB, immune to burn, resistant to freezing.
Will weather such as rain / sun affect Fire-type Pokemon in any way besides removing/boosting their STAB bonus? For example, (this does not pertain to battling but it can) I recall an episode way back in season 1 of the anime where a Charmander nearly died after being caught in a rainstorm.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
It seems pretty interesting, but I have two caveats about this in the form of questions.
1. How will the exclusive effects of STABs be balanced?
There is almost no way to balance all the effects of the STABs. Compare the Fire and Dark STABs. Fire: immune to burn and resistant to freezing; Dark: fights better in low/no-light conditions. They are probably not balanced and cannot be balanced, because this is comparing apples and oranges. This brings me to my second point:
Will the game be geared such that the benefits of STAB can be utilized relatively often, or will it be made situational?
If all Dark-type Pokemon only have the "fights better in low/no-light conditions", then it's pretty much useless elsewhere when compared to the other STABs. If so, then we will inevitable try to balance it (stressing the "try"). Will it be made such that cave conditions are more common?
One more thing I'd like to point out: Will this be worth all the extra complications that will come out of this? Prior to this announcement, I had not thought about land conditions, since it was extremely unlikely that someone would even bother to use Secret Power or Nature Power. Do we want to introduce this so soon (or even ever)?

I like this idea, but while we're in this phase, I think it's too early.
 

Deck Knight

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It seems pretty interesting, but I have two caveats about this in the form of questions.
1. How will the exclusive effects of STABs be balanced?
There is almost no way to balance all the effects of the STABs. Compare the Fire and Dark STABs. Fire: immune to burn and resistant to freezing; Dark: fights better in low/no-light conditions. They are probably not balanced and cannot be balanced, because this is comparing apples and oranges. This brings me to my second point:
Will the game be geared such that the benefits of STAB can be utilized relatively often, or will it be made situational?
If all Dark-type Pokemon only have the "fights better in low/no-light conditions", then it's pretty much useless elsewhere when compared to the other STABs. If so, then we will inevitable try to balance it (stressing the "try"). Will it be made such that cave conditions are more common?
One more thing I'd like to point out: Will this be worth all the extra complications that will come out of this? Prior to this announcement, I had not thought about land conditions, since it was extremely unlikely that someone would even bother to use Secret Power or Nature Power. Do we want to introduce this so soon (or even ever)?

I like this idea, but while we're in this phase, I think it's too early.
On the first point, not all innate effects are created equal. Dark's advantage over Fire is that it's not weak to Water, Ground, and Rock. Both get a STAB bonus on their same-type damaging moves and an energy cost reduction n any move of the same type (e.g. Taunt or Will-O-Wisp). The Damage/Energy bonus is going to have the greatest impact on any given battle. Most of the other innate effects are just giving refs an idea of what to expect if you say push Charizard into a lake or something.

Although cave conditions or dark conditions exist whenever the arena has them, and the arena is set by the trainer who issues a challenge. Therefore if you want to battle where dark pokemon have greater innate advantages, invent an arena that does that. If your opponent agrees then you've already given yourself an advantage. (This is usually mitigated by the fact people who issue challenges send out their Pokemon first as a courtesy to their opponent accepting a non-neutral arena choice.)

Arenas are central to ASB, and you can have as basic or as complex an arena as you and your opponent are willing to battle in. You can even have arenas that are segmented into different "elemental types" and try to lure/back your opponent into a part of the arena where they have a disadvantage. Terrain management is very much a part of ASB and what makes each match unique and interesting.

EDIT: @ Limewire: Ash's Charmander was a special case and was abandoned by its original trainer before that situation occured. However, the Pokemon did not know it was abandoned and thus did not take the proper steps to feed/take care of itself, instead it just waited on that rock. That's probably why Charmeleon and Charizard treated Ash like dirt for a while, they were technically not Ash's to begin with and probably harbored resentment against humans in general, Ash was just the nearest target. Or you know, they didn't buy Aim for the Horn either.
 
I really like the added dimension that type bonuses bring, and will probably actually simplify things for refs, as guidlines are in place. I have no objections, as
most things listed are obvious or basic, and tend to be too situational to be broken, and balance each other out. However, some dual types might be made insane, but that can just add another layer of strategy, as both sides will be able to abuse this.


It should be noted that I play extremely complex games outside of Pokemon, so I might be one of the only people who would actually enjoy added complexity, however.
 
Everyone enjoys complex things; besides, only the ref really needs to worry about this stuff regularly. I totally agree that this is a good idea, as i stated earlier, it adds needed diversity.
 

Deck Knight

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Most of the purpose behind the type bonuses, in addition to the small competitive things like token energy cost reductions is it serves as an explanation of Pokemon Anime physics. For example, if you send Charmander out into a field with high grass, just by having that flaming tail it's not going to start setting the entire field alight without an action. That's pretty much the reason fire has two graphs, because Fire is tricky type to ref, and because it's basically the high-risk high-reward type as far as weaknesses, resistances, and coverage go, so most people are going to have one at some point.

That being said sending Charmander out into a high-grass dominated field (or an ice-floe without land under it) is probably not smart. It may be immune to burning (and generally resistant to freezing), but that doesn't mean it likes being in the middle of a conflagration of falling high-grass stems.

I won't lie though, I did give Ice typing some significant buffs since it's absolutely the worst type defensively. At least Grass has useful resistances. Bug typing also got some sensible buffs since its STAB isn't the greatest, but if Pokemon reflected reality Bug would actually be the most common type. Normal types just got a poupourri of common attacks Normal types of various stripes get. Most of them are attacks not shared with the Normal/Flying types, who have Flying STAB and flight to aid them.

tbh I've always hated ghost possession, but I've never seen reasons to discriminate against Shuppet/Bannette like most ASBs do. I'd take it away from the Gengar line too were it not entirely canonically supported they can pass through walls.

As far as sensory abilities, they matter a lot. Having good night/twilight vision sounds weak or marginal on paper, but if you're in a Gym Arena that specializes in similar conditions you'll be thankful that Dark types can basically function in any level of light without hesitancy or confusion, or that your Ground types can more easily evade a rock slide in a collapsing cave, or that yes, Growlithe and Houdour can do the doggie paddle in a lake.
 
Doggie paddle ruff ruff.
Anyway, Ghost possesion seems a bit broken. Perhaps make the possesor more vulnerable to damage in somebody's body? Also should possesion cost energy?
 

Alchemator

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Though Deck has covered most of the points, it's relatively easy to turn a constant level of sight to your advantage. For example, even in an Indigo Stadium type place (provided that there's a roof) you could just take out the lights. Obviously that's easier to say than to do, but it gives a notable advantage to Dark-type Pokemon.

tl;dr - What Deck said, it's all about the arena.
 
Although it's probably very difficult to take out the lights as they're probably very high up. And in outdoor arenas there's nothing you can do, so I think Dark is fine.
 
It's not really important, but are we defining Rotom as legendary? I am asking, as it is a solid Pokemon, and I could actually see it used if it wasn't deemed legendary, so it might be better to deal with the question soon.
 
I don't think Rotom is legendary. As you said it's solid, but not mind-blowing. Plus, you can get it with 2 badges in Platinum iirc.

Anyway, I'll be updating O onto this post because I have no Word acess. Don't finish it for me Deck ;)

Octazooka: The Pokemon fires a shot of inky black water at the opponent. The ink can blind an opponent if it gets in their eyes.
Attack Power:7 | Accuracy:85% | Energy Cost:5 | Effect Chance:50%
 
Gastro Acid: The Pokemon hurls up its stomach acid onto the foe, drenching it. Its digestive enzymes break down the victim’s use of their Ability. This effect lasts for two rounds.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Gear Change: The Pokemon restructures their gear arrangement to make the mechanism more efficient, raising their speed by two levels and attack by one level. Subsequent uses will increase speed by one level. After two rounds, the gears lock back to their previous positions.
Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

Gear Saucer: The Pokemon flies towards the opponent, hitting twice with rapidly spinning gears. Energy cost is halved to 4 if Gear Change is in effect.
Attack Power: 5+5 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: --

Gift Pass: The Pokemon kindly gives its foe or ally a held item. The target will respectfully decline if they are already holding an item.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Effect Chance: --

Giga Drain: The Pokemon fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Giga Impact: The Pokemon delivers an incredible blow, powerful beyond its usual ability. The impact may send lighter Pokemon flying. The sheer force required for the attack will require the user to use its next two actions resting. If the Pokemon uses Giga Impact as its third action, it will start the next round resting for two actions.
Attack Power: 15 | Accuracy: 90% | Energy Cost: 12 | Effect Chance: --

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for the remainder of the battle (or until healed of paralysis) causing them to move with extreme hesitation, occasionally locking up again. The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.

Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Effect Chance: --

Go Ahead: The Pokemon courteously allows its foe or ally to take their action first, disregarding speed values. The move, despite having an added energy cost, does not use up the user’s turn. Thus a faster Pokemon can use Go Ahead, allowing their slower target to act first, and then use their own command with the regular energy cost +2.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Effect Chance: --

Grass Knot: The Pokemon ropes their opponent around the ankle and pulls sending them crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass type Pokemon may use their own vine, root or leafy appendage to use this move, but a non-Grass type will have to rely on any available plant-life. If there is none available, this move is unusable.
Attack Power: 0.1 - 22 lb. 2| Accuracy: 100% | Energy Cost: 8 | Effect Chance: --
22.1 - 55 lb. 4
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 10
440.1 lb. or more 12

Grass Mixer: The Pokemon catches its opponent in a whirlwind of grass obscuring their vision for that action. There is a 30% chance some of the grit may get into the victim’s eyes lowering their accuracy by one stage.

Attack Power: 7 | Accuracy: 90% | Energy Cost: 5 | Effect Chance: 30%

Grass Oath: The Pokemon creates a large column of grass and foliage which can be directed at an opponent. An effect comes about if the column collides with Water Oath or Fire Oath.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Grasswhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing song can lull any listening opponent to sleep. If the music is interrupted the effect will fail, though the longer any Pokemon listens to the song, the more relaxed they will become. Even if the music does not put them to sleep, the move can be used to calm down a user of such rage-based moves like Outrage, Thrash, and Uproar.

Attack Power: -- | Accuracy: 55% | Energy Cost: 5 | Effect Chance: --

Gravity: The Pokemon greatly increases the gravity in the arena for two rounds. Any airborne or levitating Pokemon are stuck earthbound and moves that require flight or jumping cannot be performed. Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. Attacks that are normally easy to evade are now much harder to avoid. Trainers are reduced to yelling out commands flat on their belly.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, the opponent is more hesitant to apply full force, lowering their Attack by one stage for two rounds. Subsequent uses will alternate between lowering the stat another stage and extending the duration another round.
Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Growth: The Pokemon concentrates on directing nutrients and vitamins to specific areas in its body, or plant, increasing Attack and Special Attack by one stage for two rounds. Subsequent uses raise the stats by one stage for one extra round. If a Grass-type uses this move in intense sunlight, both stats will be boosted by two stages each, but again, with only a one stage boost for each subsequent use.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Grudge: The Pokemon prepares a curse. If KO’d during that round Grudge is in effect, the curse is enacted. The move that was used to KO the user, will not be usable for the rest of the match, even if the Pokemon is switched out.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

Guard Share: The trainer conspires with the referee to calculate the next two rounds of damage by averaging the defensive ratings of the two Pokemon upon a special signal initiated by the user’s Pokemon. Both Pokemon now share the averages of their Defense and Special Defense ratings. Can only be used once per match.
Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Guard Swap: The Pokemon mentally swaps defensive ratings with their opponent. Their Defense and Special Defense stats are now swapped for two rounds, taking into account any previous stat changes.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Guillotine: The Pokemon attempts to hold its victim in a vise or pincer and squeezes mercilessly. Will not affect a Pokemon with Solid Rock or Sturdy as an ability.
Attack Power: 22 | Accuracy: 30% | Energy Cost: 16 | Effect Chance: --

Gunk Shot: The Pokemon spews a disgusting mass of poison at their opponent at high velocity. The move has a chance of poisoning.
Attack Power: 12 | Accuracy: 70% | Energy Cost: 10 | Effect Chance: 30%

Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Gyro Ball: The Pokemon starts rotating extremely fast creating a dense center of gravity, before it tackling their opponent.
Attack Power: 3+((enemy speed-user speed)x2 if target is judged to have been moving fast at the time of being hit) max:15 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

...


Fixed Grass Knot's power, made Guillotine into a regular but powerful attack, and changed Gunk Shot to reflect DK's write up on the Poison type.

Nasty Plot: The Pokemon thinks cruel thoughts about their opponent, stimulating their brain and raising their Special Attack by two stages for two turns. The move will always fail if the user is infatuated with their opponent.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Natural Gift: The Pokemon –
Attack Power: -- | Accuracy: -- | Energy Cost: -- | Effect Chance: --

Nature Power: The Pokemon draws upon the natural elements present to use an attack it couldn’t normall use. A dirt terrain or sandy environment will produce Earthquake. An artificial environment with no natural elements will produce Tri Attack. Rocky terrain, a cave, or mountainous area will produce Rock Slide. A mostly grassy arena or field will produce Seed Bomb. A watery environment will produce Hydro Pump. A prevalence of snow will produce Blizzard.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Needle Arm: The Pokemon swings their thorny arms in an attempt to smack their opponent. There is a chance some thorns will stick to the Pokemon resulting in them using the next turn removing the source of pain.
Attack Power: 6 | Accuracy: 100 | Energy Cost: 4 | Effect Chance: 30

Night Burst: The Pokemon releases a quick medium range burst of dark matter. The attack has a chance of dimming the victim’s eyesight, lowering their accuracy by one stage for two turns. The chance for the lower accuracy is doubled if the user is in a dark shadowy area or if the lighting is already poor.
Attack Power: 9 | Accuracy: 95% | Energy Cost: 7 | Effect Chance: 40

Night Shade: The Pokemon raises a shadow that envelops the opponent causing them to have violent hallucinations. The attack power is equivalent to the users’ health divided by ten rounded up.
Attack Power: (user’s health)/10 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Night Slash: The Pokemon slashes with a malevolent energy aiming for sensitive spot. Has a high critical hit rate.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Nightmare: The Pokemon induces frightening nightmares into a sleeping Pokemon’s dreams that wear down the victim at a loss of 5 energy points for every round asleep. Because of the intense nature of the dreams, a Pokemon experiencing a Nightmare will have the power of Snore doubled and Sleep Talk will always go first.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Nitro Boost: The Pokemon intensifies their internal or external fire supply to charge at their opponent with unnatural speed and searing heat. The one stage speed boost remains with the Pokemon for the next two rounds.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --


N moves mostly complete. I left Nature Gift undone because I'm not sure how ASB handles items. Is it possible to equip Pokemon with berries or shall I find another use for the attack?
 
I'm pretty sure you can equip Pokemon with items.

EDIT: Elaborating a bit. Items can be held by Pokemon in the anime, so why can't we use them? In addition, Deck talked about items in his
Acrobat description.
 

Deck Knight

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Currently I don't have a plan for universal hold items as that will require yet another insanely massive list and raise complexity to the Nth degree.

What I might allow though is something basic like the berry listing. I really, really don't want to have to deal with stuff like Focus Sash/Expert Belt/Leftovers etc.

I'm pretty sure you can equip Pokemon with items.

EDIT: Elaborating a bit. Items can be held by Pokemon in the anime, so why can't we use them? In addition, Deck talked about items in his
Acrobat description.
Actually I deliberately avoided mentioning hold items in favor of the more generic "encumbered," by which I mean if you want to stop Acrobat rape, freeze portions of their body or grapple onto them or toss them under a rock slide.

EDIT: Announcing the #capasb IRC channel. If you have any questions or want to talk about system developments, go there.
 
Ah, i see. Although gotta wonder how you can attack under a rock slide. I totally agree we should list the berries and nothing more. I have some experience with the freezing body parts tactic. Try it sometime.

Everyone get on IRC!

EDIT:
All right, here's my various letters. Also wondering about Overhead Throw. How does phazing work in asb?

Octazooka: The Pokemon fires a shot of inky black water at the opponent. The ink can blind an opponent if it gets in their eyes, lowering their accuracy by one stage until the end of the next round. Subsequent activations of the effect will reduce the opponent’s accuracy by 1 stage each, but will not alter the duration.
Attack Power:7 | Accuracy:85% | Energy Cost:5 | Effect Chance:50%

Odor Sleuth: The Pokemon uses its sense of smell to discern the position of the opponent and where its attacks are coming from. This eliminates all of the opponent's accuracy and evasion boosts for two rounds. Subsequent uses refresh the effect.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--

Ominous Wind: The Pokemon fires a ghostly purple wind at its opponent. The strange properties of the wind may raise all of the Pokemon's stats for two rounds. Subsequent activations of the effect refresh the effect.
Attack Power:6 | Accuracy:100% | Energy Cost:5 | Effect Chance:10%

Outrage: The Pokemon goes on a rampage, attacking its opponent repeatedly with powerful physical blows. This will last until four actions have elapsed or until the Outrage user is hit with an attack with a power higher than 12, which is sufficient force to knocker the Outrage user out of its battle rage. After the move ends, the user becomes confused as a result of exhaustion.
Attack Power:12 | Accuracy:100% | Energy Cost:10 | Effect Chance:--

Overhead Throw: The Pokemon lifts the opponent over its head and throws it to the ground or into one of the arena's walls.
Attack Power:6 | Accuracy:90% | Energy Cost:4 | Effect Chance:--

Overheat: The Pokemon fires an extremely powerful stream of fire at its opponent. Once the attack is complete, the user has expended nearly all of their Fire energy lowering their Special Attack by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the user's Special Attack by 1 stage and the effect duration by 1 round.
Attack Power:14 | Accuracy:90% | Energy Cost:12 | Effect Chance:--

X-Scissor: The Pokemon holds up its hands or hand=like appendages, which begin to glow with a white light. It then slashes diagonally downward at its foe with them.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. The opponent will fall asleep one round after they are made drowsy. This move will fail if the opponent cannot hear the user.
Attack Power:-- | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Zap Cannon: The Pokemon charges a large ball of concentrated electricity, and fires it at the foe. As the ball moves slowly it is easy to evade. If the attack hits, the extreme concentration of the electricity will paralyze the foe.
Attack Power:12 | Accuracy:50% | Energy Cost:10 | Effect Chance:100%

Zen Headbutt: The Pokemon focuses all its willpower to its head, and rams the foe head-on. The focused willpower may disrupt the opponent's will, causing it to flinch.
Attack Power:8 | Accuracy:90% | Energy Cost:6 | Effect Chance:20%
 

Deck Knight

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Ah, i see. Although gotta wonder how you can attack under a rock slide. I totally agree we should list the berries and nothing more. I have some experience with the freezing body parts tactic. Try it sometime.

Everyone get on IRC!

EDIT:
All right, here's my various letters. Also wondering about Overhead Throw. How does phazing work in asb?

Hmmmm. Well, in the anime Roar sends mons back to their Pokeballs whereas Whirlwind just blasts them away, sort of like a Gust so powerful it never gets to the damaging phaze.

There are two ways to play this.

1: Introduce a switching mechanic. Switching will need to be sufficiently balanced, but it will allow moves like Roar, Whirlwind, Phazing etc. to have their traditional effects, as well as smooth out problems with Baton Pass.

2: Interpret these moves as being sufficiently shocking upon use/impact that they snap a Pokemon out of its physical and mental state, resetting their stat values and things like confusion etc.

I leave it up to you guys on this one. Switching has a huge grounding in the anime, and I think the best way to balance it is that Switching can't be done 3 rounds after the start of a battle, 2 rounds after a KO, or 3 rounds after a previous switch. Trainers who switch will have to send attacks first for that round.

I also plan on overhauling stat boosters. Right now the language is too confusing, and the potency/duration language just makes it more difficult for refs to account for simple boosts.

Here is my proposed change:

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

Three Examples:

Zangoose with Swords Dance and Claw Sharpen

Medidite with Bulk Up, Meditate, and Ankle Sweep.

Tepig with Curse, Nitro Charge, and Superpower.

Zangoose:

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

Claw Sharpen ~ Fury Swipes ~ Swords Dance. At the time of Fury Swipes, Zangoose will have +1 Attack/Accuracy. At the start of the next round, Zangoose will have +2 Attack. [What happens is that Claw Sharpen's +1/+1 boost applies at the time the Swords Dance on the second action after Claw Sharpen is used, then the stats are reset down one stage. Swords Dance's boost is applied at the beginning of the next round. [The reason you might use this is because Fury Swipes gets another guaranteed hit for each stage boost in accuracy, potentially allowing Zangoose to pile up significant damage.]

Swords Dance ~ Slash ~ Claw Sharpen. At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +2 Attack/+1 Accuracy. [What happens is that Swords Dance's +2 boost applies at the time Claw Sharpen is used, then the stat is reset down one stage. Claw Sharpern's boost is applied at the beginning of the next round, resulting in +2 Attack/+1 Accuracy.]

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

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

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

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

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

Meditite:

Bulk Up ~ Ankle Sweep ~ Ankle Sweep. At the time of both Ankle Sweeps, Meditite will have +1 Attack/Defense. At the start of the next round, Meditite will not have any stat boosts. The opponent will start the next round with -2 Speed. The opponent will start Round 3 with -1 Speed.

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

Meditate ~ Bulk Up ~ Ankle Sweep. At the time of Ankle Sweep, Meditite will have +2 Attack and +1 Defense. At the start of the next round, Meditite will have +2 Attack/+1 Defense and the opponent will have -1 Speed. At the start of round 3, Meditite will have +1 Attack and the opponent will have no boosts. (Note: If Meditite uses Meditate in Round 2, it will lock Meditite's Attack Boost at 3.) [Note2: By using Meditate first and then Bulk Up, Meditite will have a Defense boost next round, unlike in the previous example.]

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

Tepig:

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

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

Nitro Charge ~ Superpower ~ Curse. Nitro Charge and Superpower are unboosted. At the start of the next round Tepig will have -1 Speed. [What happens is the speed boost on Nitro Charge applies on Tepig's second action after Nitro Charge, at which point the stat is reset. Then Curse's stat boosts/drops are applied to the next round.]

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

Curse ~ Nitro Charge ~ Superpower. At the time of Nitro Charge, Tepig has +1 Attack/Defense and -1 Speed. At the time of Superpower, Tepig has +1 Attack/Defense. At the start of the next round, Tepig will have -1 Attack/Defense. [What happens is that Curse applies to the damage of Tepig's second action after Curse, at which point the stat is reset. Then the stat drops from Superpower are applied to the next round. While this seems odd, this can be used to the advantage of Pokemon with Perversity who want to retain a stronger boost at the end of a round.]

Curse ~ Superpower ~ Nitro Charge: At the time of Superpower, Tepig has +1 Attack/Defense and -1 Speed. At the time of Nitro Charge, Tepig has -1 Speed. At the start of the next round, Tepig will have +1 Speed. [What happens is that Curse's speed drop applies to the second action after Curse, then the speed boost from Nitro Charge is applied to the next round. This can be useful if you want to use Curse and then Gyro Ball for extra damage, but go back to normal speed at the beginning of the next round.]

Strategic Summary of Stat Boosters under this system:

Boost on your first action for the most immediate impact that round. +2 or +3 boosts to stats are at their best here.

Boost on your second action for the longest duration of the effect. +1/+1 boosts to stats are at their best here.

Boost on your third action for maximum impact on the next round. Boost here if you plan to press your attack order advantage next round.

Naturally if your opponent has Taunt, waiting until your second or third action gives them more time to prevent your setup.


Now would be a good time to post up the damage formula as well:

Damage = ((Base Attack Power + STAB(3 or 0) + Star Differential + Ability Effects + Type Effects) * Type Effectiveness) + (Net Stage Boosts * 1.5)

Ex: +2 Swords Dance-Poison Rampage Zangoose Slash vs. +1 Coil Seviper:

Damage = 7 + 3(STAB)[10] + 1.5 (**** Atk vs. *** Def)[11.5] + 2 (Poison Rampage)[13.5] * 1.0) [13.5] + 1.5 (1 (2Atk-1Def) *1.5) = 15.
 
Ok, so I'm going to propose a diferent solution.

In some ASB leagues there are two different kinds of battle. Switch=KO and Switch=OK. Basically in a Switch=KO battle, switching is disallowed and in a Switch=OK battle it's allowed. The challenging trainer selects which kind of battle it is. For switch=OK battle we would use the same properties as Deck's above post, although perhaps everything could be either 2 or 3 turns until a switch as the method listed above is needlessly complex. Phazing would function as phazing. For a Switch=KO battle, switching is disabled. Phazing would work as described in option 2 of Deck's post.

Just a way to have the 'best of both worlds' so to speak.

EDIT: I agree with the stat booster change mostly; however, the one thing I'd say is that boost go away too soon. I suggest starting the dopping at the end of the round after the move is used.
 

Deck Knight

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smashlloyd20 said:
EDIT: I agree with the stat booster change mostly; however, the one thing I'd say is that boost go away too soon. I suggest starting the dopping at the end of the round after the move is used.
This is what happens when a booster is used on the second or third action of a round. The boost is carried over until the end of the next round. The reason I did not apply this to attacks used on the first action of a round is partly for balance, although I can still be convinced otherwise. Basically what I wanted to do is make it so fast Pokemon who got a first action boost could do so before getting taunted. In exchange the boost only lasts at full effect until the end of that round. The purpose is basically that if your opponent Taunts your Swords Dance or Nasty Plot or whatever, your pokemon can still win a first round damage war because of its enhanced battling power. This makes Round 1 Action 1 Taunts very attractive, and Taunt is punishable by many attacks.

Stats and Natures follow:
Yes folks, I know this is going to be a lot of data, but I think in order to be truly expansive we need to have these things:


Stat Descriptions and Natures:

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

HP:

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

Energy:

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

Attack:

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

Positive Nature: Adds * to Attack
Negative Nature: Subtracts * from Attack.

Defense:

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

Positive Nature: Adds * to Defense
Negative Nature: Subtracts * from Defense

Special Attack:

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

Positive Nature: Adds * to Special Attack
Negative Nature: Subtracts * from Special Attack

Special Defense:

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

Postive Nature: Adds * to Special Defense
Negative Nature: Subtracts * from Special Defense

Speed:

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

Positive Nature: A 15% increase in base speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.
Negative Nature: A 15% decrease in base speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Accuracy:

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

Evasion:

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

Summary:

Basically I'm trying to balance natures here primarily by tweaking speed so that it is a real liability to reduce it. Basically a high speed natured pokemon attacking a low speed natured Pokemon can calculate 90% accurate attacks with 100% accuracy. This means moves like Hi Jump Kick, Draco Meteor, and Overheat are assumed to hit and there is a much greater chance to be struck by Stone Edge and Megahorn.

The other reason for natures is that some berries are dependent on them for effect, and I want Nature/Berry mixing to be a viable strategic route.
 

Deck Knight

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Seeker and Challenger Clauses, Berries and other Items:

ASB will release Items on a limited basis for use in battle. Because of the immense impact they will have on the game along with the switching mechanic, there will have to be delineation between what the seeker and challenger choose for match rules.


Match Seeker: The person who puts up a battle request in the battle tower.
Match Challenger: A person responding to that person's original battle request.

Match Seeker:

Chooses Number of Pokemon per side
Chooses Match Type (Singles/Doubles/Triples)
Chooses Disqualification (DQ) Time
Chooses Restricted Moves
Chooses Arena
Sends Out Pokemon First

Match Challenger:

Chooses the switch method (Swith = OK or Switch = KO)
Chooses the ability method (1 Ability, All Abilities, No Abilities)
Chooses the item method (Items Disabled, Items Enabled)
Attacks First

Berries: [Completed.]

Berries have effects similar to their in-game counterparts with a few balance tweaks. To purchase berries, a trainer uses Trainer Points (I'm going to update from Capture Points to enable this) equal to that Berry's value. Berries may be used with Natural Gift up to five times in a match before the berry is consumed.

Format:

Berry Cost: Cost of the Berry in Trainer Points
Activation: When the Berry is activated in battle.
Natural Gift: The Power and Type of the move Natural Gift when the Pokemon is holding the berry.

Here is the Berry List:

Cheri Berry: Cures Paralysis twice.

Berry Cost: 2
Activation: When paralyzed.
Natural Gift: 6 Power, Fire.

Chesto Berry: Cures Sleep twice.

Berry Cost: 2
Activation: When put to sleep.
Natural Gift: 6 Power, Water.

Pecha Berry: Cures Poison twice.

Berry Cost: 2
Activation: When poisoned.
Natural Gift: 6 Power, Electric.

Rawst Berry: Cures Burn twice.

Berry Cost: 2
Activation: when burned.
Natural Gift: 6 Power, Grass.

Aspear Berry: Cures Freeze twice.

Berry Cost: 2
Activation: when frozen.
Natural Gift: 6 Power, Ice.

Leppa Berry: Restores 10% Energy immediately once.

Berry Cost: 3
Activation: When Energy is at or below 25%.
Natural Gift: 6 Power, Fighting.

Oran Berry: Restores 10 HP immediately once.

Berry Cost: 3
Activation: When HP is at or below 25
Natural Gift: 6 Power, Poison.

Persim Berry: Cures Confusion twice.

Berry Cost: 2
Activation: when confused.
Natural Gift: 6 Power, Ground.

Lum Berry: Cures any status ailment once.

Berry Cost: 3
Activation: when hit with burn, paralyze, poison, sleep, freeze, or confusion.
Natural Gift: 6 Power, Flying.

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

Berry Cost: 4
Activation: when at or below 25 HP.
Natural Gift: 6 Power, Psychic.

Figy Berry: Restores 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.

Berry Cost: 5
Activation: when at or below 25 HP.
Natural Gift: 6 Power, Bug.

Wiki Berry: Restores 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.

Berry Cost: 5
Activation: when at 25 HP.
Natural Gift: 6 Power, Rock.

Mago Berry: Restores 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.

Berry Cost: 5
Activation: when at 25 HP.
Natural Gift: 6 Power, Ghost.

Aguav Berry: Restores 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.

Berry Cost: 5
Activation: when at 25 HP.
Natural Gift: 6 Power, Dragon.

Iapapa Berry: Restores 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.

Berry Cost: 5
Activation: when at 25 HP.
Natural Gift: 6 Power, Dark.

Razz Berry: Restores 5 HP and 5% Energy.

Berry Cost: 3
Activation: when HP or Energy are at or below 25%.
Natural Gift: 6 Power, Steel.

Bluk Berry: Increases Natural Gift damage by 3.

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Fire.

Nanab Berry: Increases Natural Gift damage by 3.

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Water.

Wepear Berry: Increases Natural Gift damage by 3.

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Electric.

Pinap Berry: Increases Natural Gift damage by 3.

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Grass.

Pomeg Berry: Increases Natural Gift damage by 3

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Ice.

Kelpsy Berry: Negates Attack Drops twice.

Berry Cost: 2
Activation: when Attack is Lowered.
Natural Gift: 7 Power, Fighting.

Qualot Berry: Negates Defense Drops twice.

Berry Cost: 2
Activation: when Defense is Lowered.
Natural Gift: 7 Power, Poison.


Hondew Berry: Negates Special Attack Drops twice.

Berry Cost: 2
Activation: when Special Attack is Lowered.
Natural Gift: 7 Power, Ground.

Grepa Berry: Negates Special Defense Drops twice.

Berry Cost: 2
Activation: when Special Defense is Lowered.
Natural Gift: 7 Power, Flying.

Tamato Berry: Negates Speed Drops twice.

Berry Cost: 2
Activation: when Speed is Lowered.
Natural Gift: 7 Power, Psychic.

Cornn Berry: Increases Natural Gift damage by 3

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Bug.

Magost Berry: Increases Natural Gift damage by 3

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Rock.

Rabuta Berry: Increases Natural Gift damage by 3

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Ghost.

Nomel Berry: Increases Natural Gift damage by 3

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Dragon.

Spelon Berry: Increases Natural Gift damage by 3

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Dark.

Pamtre Berry: Increases Natural Gift damage by 3.

Berry Cost: 2
Activation: when Natural Gift is used.
Natural Gift: 7 Power, Steel.

Watmel Berry: Increases damage done by Fire attacks by 2 damage three times.

Berry Cost: 4
Activation: when Fire attacks are used.
Natural Gift: 8 Power, Fire.

Durin Berry: Increases damage done by Water attacks by 2 damage three times.

Berry Cost: 4
Activation: when Water attacks are used.
Natural Gift: 8 Power, Water.

Belue Berry: Increases damage done by Electric attacks by 2 damage three times.

Berry Cost: 4
Activation: when Electric attacks are used.
Natural Gift: 8 Power, Electric.

Occa Berry: Reduces damage taken on a super-effective Fire-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Fire-type move.
Natural Gift: 6 Power, Fire.

Passho Berry: Reduces damage taken on a super-effective Water-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Water-type move.
Natural Gift: 6 Power, Water.

Wacan Berry: Reduces damage taken on a super-effective Electric-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Electric-type move.
Natural Gift: 6 Power, Electric.

Rindo Berry: Reduces damage taken on a super-effective Grass-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Grass-type move.
Natural Gift: 6 Power, Grass.

Yache Berry: Reduces damage taken on a super-effective Ice-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Ice-type move.
Natural Gift: 6 Power, Ice.

Chople Berry: Reduces damage taken on a super-effective Fighting-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Fighting-type move.
Natural Gift: 6 Power, Fighting.

Kebia Berry: Reduces damage taken on a super-efective Poison-type move by 3 damage twice. It also cures any Poison resulting from the attack.

Berry Cost: 5
Activation: When hit by a super-effective Poison-type move.
Natural Gift: 6 Power, Poison.

Shuca Berry: Reduces damage taken on a super-effective Ground-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Ground-type move.
Natural Gift: 6 Power, Ground.

Coba Berry: Reduces damage taken on a super-efective Flying-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Flying-type move.
Natural Gift: 6 Power, Flying.

Payapa Berry: Reduces damage taken on a super-efective Psychic-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Psychic-type move.
Natural Gift: 6 Power, Psychic.


Tanga Berry: Reduces damage taken on a super-efective Bug-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Bug-type move.
Natural Gift: 6 Power, Bug.


Charti Berry: Reduces damage taken on a super-effective Rock-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Rock-type move.
Natural Gift: 6 Power, Rock.

Kasib Berry: Reduces damage taken on a super-effective Ghost-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Ghost-type move.
Natural Gift: 6 Power, Ghost.

Haban Berry: Reduces damage taken on a super-effective Dragon-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Dragon-type move.
Natural Gift: 6 Power, Dragon.

Colbur Berry: Reduces damage taken on a super-efective Dark-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Dark-type move.
Natural Gift: 6 Power, Dark.

Babiri Berry: Reduces damage taken on a super-effective Steel-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a super-effective Steel-type move.
Natural Gift: 6 Power, Steel.

Chilan Berry: Reduces damage taken on a Normal-type move by 3 damage twice.

Berry Cost: 5
Activation: When hit by a Normal-type move.
Natural Gift: 6 Power, Normal.

Liechi Berry: Raises Attack by 1 Stage. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Grass.

Ganlon Berry: Raises Defense by 1 Stage. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Ice.

Salac Berry: Raises Speed by 1 Stage. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Fighting.

Petaya Berry: Raises Special Attack by 1 Stage. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Poison

Apicot Berry: Raises Special Defense by 1 Stage. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Ground.

Lansat Berry: Raises Critical Hit ratio. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Flying.

Starf Berry: Raises Random Stat by 2 Stages. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Psychic.

Enigma Berry: Restores 5 HP when hit by a super-effective attack (damage is negated) 3 times.

Berry Cost: 6
Activation: When hit by a super-effective attack.
Natural Gift: 8 Power, Bug.

Micle Berry: Raises Accuracy by 1 Stage. The effect lasts for 2 rounds.

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Rock.

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

Berry Cost: 4
Activation: When HP is at or below 25
Natural Gift: 8 Power, Ghost.

Jaboca Berry: Deals 5% damage (flat) to the opponent when the holder is hit by a physical move 3 times.

Berry Cost: 6
Activation: When hit by a physical attack.
Natural Gift: 8 Power, Dragon.

Rowap Berry: Deals 5% damage (flat) to the opponent when the holder is hit by a special move 3 times.

Berry Cost: 6
Activation: When hit by a special attack.
Natural Gift: 8 Power, Dark.

Herbs:

Herbs can't be used with Natural Gift, but nonetheless can be used as items.

Mental Herb: Removes the effects of Attract, Disable, Encore, Taunt, and Torment twice.

Item Cost: 2
Activation: When hit be Attract, Disable, Encore, Taunt, or Torment.

Power Herb: Attacks that take time to charge are charged instantaneously, preventing them from being disrupted, twice.
Item Cost: 2
Activation: When using a charging attack (Solarbeam/Sky Attack etc.)

White Herb: Negates stat-downs twice.

Item Cost: 2
Activation: When hit by a stat-down resulting from an attack (holder or opponent).

Signature Items:

Signature items are items that have a direct effect on specific Pokemon and are always active.

DeapSeaTooth: Increases Clamperl's Special Attack by **

Item Cost: 6

DeapSeaScale: Increases Clamperl's Special Defense by **

Item Cost: 6

Light Ball: Increases Pikachu's Attack and Special Attack by **

Item Cost: 8

Lucky Punch: Increases Chansey's Critical Hit Stage by 1

Item Cost: 6

Thick Club: Increases Cubone and Mawowak's Attack by **

Item Cost: 6

Stick: Increases Farfetch'd Critical Hit Stage by 1

Item Cost: 4

Lengendary Items:

These ancient artifacts are said to boost the abilities of Legendary Pokemon.

Adamant Orb: Increases the damage of Dialga's Dragon and Steel type attacks by 20%.

Elemental Cassettes: These Casettes are stored in Genesect's body allowing it to summon Electric, Fire, Ice, and Water typed attacks with Techno Buster.

Elemental Plates: These Life Plates make up Arceus' being. It has one of each element and can manifest them at will. It increases the damage of all of Arceus's attacks, except for Normal, by 20%.

Griseous Orb: Increases the Dragon and Ghost type attacks of Giratina by 20%, and shifts it into Origin Forme.

Lustrous Orb: Increases the damage of Palkia's Dragon and Steel type attacks by 20%

Soul Dew: Increases the Special Attack and Special Defense of Latios and Latias by *.
 
This stuff looks good. Couple random questions.

First, what is our policy on 'signature' items such as Thick Club? It seems sort of unfair for the users to not be allowed to use them.

Also, berries look too expensive to me. Who's really going to give up a Machop for a Pomteg Berry?

EDIT: I had to. Cheers to anyone who understands this!

 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
This stuff looks good. Couple random questions.

First, what is our policy on 'signature' items such as Thick Club? It seems sort of unfair for the users to no be allowed to use them.

Also, berries look too expensive to me. Who's really going to give up a Machop for a Pomteg Berry?
Signature items are going in, I just haven't listed them yet, I don't think I'll bother with plates though until later. They are seriously Arceus only, and don't even work that way in the movie.

I'm accelerating the trainer points rate to 2 per battle instead of 1 since there's now things other than mons to buy with them. Remember you have to buy and train mons primarily through battling, so using all your KO bonus points on getting new mons and not on items etc. isn't a good use of time.

Though I ust admit the system is starting to get a bit unweildy.
 
fucking finally

Hail: The Pokemon calls in a hail storm that lasts for five rounds. The hail causes two (2) damage per round to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

Hammer Arm: The Pokemon’s arm glows a bright white and it slams into the opponent with great force. The opponent can be sent flying back if Hammer Arm hits directly or can make an impression in the ground if it tries to block the attack. This move lowers the user’s speed by one stage.
Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: --

Hard Roller: The Pokemon steamrolls the opposing Pokemon by rolling into a ball and sliding downhill or at an incline. If the incline is steep enough and the user picks up enough speed, Hard Roller will do 2 more damage than normal. Additionally, if it is only a slight incline, Hard Roller will do 2 less damage than normal. If the opponent has used Minimize beforehand, this move’s starting Attack Power is 14 instead of 7. This move can flinch the opponent.
Attack Power: 7 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: 30%

Harden: The Pokemon hardens its exterior as well as glowing brightly, lessening the damage from the opponent’s physical moves. Harden boosts the user’s defense by one stage.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Haze: The Pokemon open its mouth and releases a thick, black smoke. The smoke resets the stats levels to zero (0). Haze also greatly reduces visibility.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Head Smash: The Pokemon becomes surrounded by a blue-white aura and launches itself at the opponent, head first. This attack does, while doing massive damage to the opponent, also does massive damage to the user. The user of Head Smash takes half the damage Head Smash did to the opponent.
Attack Power: 15 | Accuracy: 80% | Energy Cost: 9 | Effect Chance: --

Headbutt: The Pokemon slams its head into the opponent, doing damage. This attack has a chance to flinch the opponent.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

Heal Bell: The Pokemon glows dimly and releases blue energy waves. The energy is released with a bell-like noise. The energy waves heals all Pokemon on the side of the user of all status conditions, including Burn, Freeze, Paralysis, Poison (including Toxic-level Poison) and Sleep.
Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

Heal Block: The Pokemon creates an invisible aura around the opponent, negating healing. This includes the healing effects of Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Healing Order, Rest, Softboiled, Wish, Milk Drink, Slack Off, and Synthesis. The moves Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch and Leech Seed will still do damage, but they will not recover any health. The abilities Water Absorb and Volt Absorb are also negated and Pokemon with those abilities take damage from then.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

Heal Order: The Pokemon calls in its hive to heal half of its maximum HP.
Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Healing Wave: The Pokemon releases a wave of energy that restores up to 50% of the target’s HP. The Pokemon cannot target itself with this move.
Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Healing Wish: The Pokemon faints itself to completely restore the HP and cure all status ailments of the Pokemon that comes in next. The Pokemon that comes in comes in at the end of the turn, effectively missing all of the opponent’s attacks.
Attack Power: -- | Accuracy: -- | Energy Cost: -- | Effect Chance: --

Heart Stamp: The Pokemon forms a heart-shaped pink cloud around itself and rams itself into the opponent, doing damage.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Heart Swap: The Pokemon produces a pink energy and two balls of energy emerge from the user’s and the opponent’s bodies. The two balls of energy are filled with the Pokemons’ stat increases and decreases. The balls of energy go to the opposite users. The user’s ball of energy goes to the opponent and vice-versa.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Heat Stamp: The Pokemon leaps into the air covers itself with a ball of fire, then somersaults and lands on the opponent. Heat Stamp does damage based on the user’s and the target’s weights. Heat Stamp may also flinch the opponent.
Attack Power: Target’s Weight: Lower or Equal to 20% of User’s 12
Greater than 20%, less than or Equal to 25% of User’s 10
Greater than 25%, less than or Equal to 33.3% of User’s 8
Greater than 33.3%, less than 50% of User’s 6
Greater than 50% of User’s 4 | Accuracy: 100% | Energy Cost: 10 | Effect Chance: 30%

Heat Wave: The Pokemon releases a wave of fire from its mouth towards the opponent. Heat Wave goes in all directions and has a chance to burn the opponent.
Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: 10%

Heavy Bomber: The Pokemon jumps into the air and then smashes into the opponent with great force.
Attack Power: Target’s Weight: Lower or Equal to 20% of User’s 12
Greater than 20%, less than or Equal to 25% of User’s 10
Greater than 25%, less than or Equal to 33.3% of User’s 8
Greater than 33.3%, less than 50% of User’s 6
Greater than 50% of User’s 4 | Accuracy: 100% | Energy Cost: 10 | Effect Chance: --

Helping Hand: The Pokemon releases a bolt of blue energy, powering up an ally’s move by three (3) damage. This move has a priority of five (5). Helping Hand only works in double and triple battles.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Hi Jump Kick: The Pokemon leaps into the air and smashes its knee into the target. If the move misses, the user takes damage equal to 1/8 of what the attack would have done.
Attack Power: 13 | Accuracy: 90% | Energy Cost: 8 | Effect Chance: --

Hidden Power: The Pokemon lets out white rings that swirl around the user and then are fired at the opponent. Hidden Power can be any type of the player’s choosing, however, once Hidden Power’s type is chosen it can never be changed. The player can also choose the attack power.
Attack Power: 4-7 | Accuracy: 100% | Energy Cost: 2-5 | Effect Chance: --

Horn Attack: The Pokemon’s horn(s) or tusks glow white and it rams the opponent with them.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Horn Drill: The Pokemon’s horn begins to spin extremely quickly, like a drill. Then the user rams into the target with its “drill” in the abdomen. The drill can obliterate rocks and punch through steel. If Horn Drill hits, the target takes massive damage and may occasionally become light-headed from loss of blood, interrupting or lengthening concentration for moves.
Attack Power: 25 | Accuracy: 30% | Energy Cost: 16 | Effect Chance: 100%

Howl: The Pokemon lets out a spine-tingling howl, raising its attack by one (1) stage.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Hydro Cannon: The Pokemon lets out several powerful orbs of water at an extremely high speed, causing the orbs to crash into the opponent. These orbs are powerful to destroy rocks and create indents in steel. However, the user is more sluggish after using this attack.
Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Effect Chance: --

Hydro Pump: The Pokemon releases a powerful blast of water from its mouth at the target.
Attack Power: 12 | Accuracy: 80% | Energy Cost: 8 | Effect Chance: --

Hyper Beam: The Pokemon releases a powerful beam of white energy at the opponent, doing much damage. Hyper Beam is so powerful it can destroy rocks and put dents in steel. However, after using Hyper Beam, the user is sluggish.
Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Effect Chance: --

Hyper Fang: The Pokemon bites down on the opponent with great force. This move has a chance to flinch the opponent.
Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Effect Chance: 10%

Hyper Voice: The Pokemon lets out a powerful shout with such a high Hz it damages the opponent.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Hypnosis: The Pokemon releases a mystical energy off its form and causes the opponent to fall into a deep sleep.
Attack Power: -- | Accuracy: 60% | Energy Cost: 10 | Effect Chance: --
 
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