Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned
Scraggy: Hi Jump Kick: 13+3+1.5+1.75= 19.25 damage for 7 energy
Crit: 12
Beldum: Iron Head: 8+3-1.5 = 9.5 damage for 5 energy
Crit: 5
Scraggy: Fire Punch: (8+1.5)*1.5+1.75= 16 damage for 6 energy
Crit: 16
Burn: 4 (no)
Beldum: Headbutt: 7-1.5 = 5.5 damage for 5 energy
Crit: 13
Scraggy: Hi Jump Kick: 13+3+1.5+1.75= 19.25 damage for 7 energy
Crit: 13
Beldum: Iron Head: 8+3-1.5 = 9.5 damage for 5 energy
Crit: 2
Law 1: Moves that can induce confusion are banned. Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first) (so that fake out means PUNISHMENT)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume) Law 10: Moves that are Not Very Effective are banned (so that fake out against a steel type means PUNISHMENT!)
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned Law 15: Moves with enhanced critical rate are banned
Scraggy: Fake Out: 4+1.5+1.75 = 7.25 damage for 4 energy
Crit: doesn't matter
...
Let's go with Greg the Timburr here.
Low Kick ~ Drain Punch ~ Low Kick
If Zen Headbutt, start Bide that action.
Greg has so many more moves now >.<
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned
Law 15: Moves with enhanced critical rate are banned Law 16: Splash is banned
<_<
Timburr: Bide
Beldum: Zen Headbutt: (8+3)*1.5 = 16.5 damage for 5 energy
Hit: 80 (yes)
Crit: 14
Timburr: Bide
Beldum: Zen Headbutt + Zen Headbutt: (8*2.25+3)*1.5 = 31.5 damage for 27 energy
Hit: 54 (yes)
Crit: 4
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned - Bounce has less than 100%acc so go go thunder
Law 15: Moves with enhanced critical rate are banned
Law 16: Splash is banned Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
Magikarp uses Bounce! (-4.65en)
Timburr used Focus Energy! (-12en)
Magikarp uses Bounce! (-4.65en)
Damage: (8-1.5)*1.5= 9.75hp
Hit: 33 (yes)
Crit: 15 (no)
Paralysis: 10 (no)
-10hp due to breaking law 7
-10hp due to breaking law 14
Magikarp uses Bounce! (-4.65en)
Damage: (8-1.5)*1.5= 9.75hp
Hit: 57 (yes)
Crit: 10 (no)
Paralysis: 10 (no)
-10hp due to breaking law 7
-10hp due to breaking law 14
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned - Bounce has less than 100%acc so go go thunder
Law 15: Moves with enhanced critical rate are banned
Law 16: Splash is banned
Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
Magikarp: Bounce + Bounce: (8*2.25-1.5)*1.5= miss for whatever energy
Hit(<7226 = yes): 8200 (that is a no)
-10hp due to rule violation
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned - Bounce has less than 100%acc so go go thunder
Law 15: Moves with enhanced critical rate are banned
Law 16: Splash is banned
Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
Law 19: Explosion, SelfDestruct and the like are banned (the thunder occurs AFTER the attack, so this is hardly a problem hah).
Timburr: Drain Punch+Mach Punch: 8+2+3+1.5 = you don't have enough energy for that.
Base Energy Cost: 12+4-1 = 15 (you have 14, so not possible).
Attacks that would cause a pokemon to en faint are still executed. Therefore, Emboar should have, assuming no crit, 110-(8+2+3+1.5)=95.5 rounded to 95 hp.
Sending out Chuck the Fraxure.
Aqua Tail ~ Dragon Claw ~ Aqua Tail
If damaging Fighting-Type move, Counter.
If Will-O-Wisp, Taunt.
That it's how it works for single moves, but not for Combo. For Combos, if you can't afford the cost of the moves used combined (without the 1.5 multiplier), you won't be able to perform the attack. If you can pay that, it will perform the attack even if it ends up with an EN KO. The Combined EN is 15 and you have 14, so you can't perform the combo.
Also:
<Frosty> question: Counter against multihit types reflects all the damage or just of the last attack?
<turntechGodhead> and it's all your fault, dogfish.
<turntechGodhead> All your fault.
<Pwnemon> all of it iirc
<Objection> you can't work out how much damage the last hit did
<dogfish44> ^
<Objection> in asb
<Objection> so it has to be all of it
Hp: 100
En: 100
5/3/1/2/67
Other:
Hp: 110
En: 100
6/3/4/3/56 (-10eva)
Other:
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned.
Law 15: Moves with enhanced critical rate are banned
Law 16: Splash is banned
Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
Law 19: Explosion, SelfDestruct and the like are banned (the thunder occurs AFTER the attack, so this is hardly a problem hah). Law 20: The same move can't be used twice in a row
Emboar: Arm Thrust: 3*2+3+4 = 13 damage for 3 energy
Hits: 5 (3 hits)
Crit: 2, 9, 3
Fraxure: Counter: 13*1.5= 19.5 damage for 12.5 damage
Emboar: Arm Thrust: 2*2+3+4 = 11 damage for 7 energy
Hits: 2 (2 hits)
Crit: 13, 11
Fraxure: Counter: 11*1.5 = 16.5 damage for 15.5 damage
Emboar: Arm Thrust: 2*2+3+4 = 11 damage for 11 energy
Hits: 3 (2 hits)
Crit: 14, 5 (no no)
Fraxure: Counter: 11*1.5 = 16.5 damage for 19.5 damage
Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)
Law 5: Double Team is banned
Law 6: Moves that can induce attraction are banned
Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
Law 8: Moves that can induce sleep are banned
Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
Law 10: Moves that are Not Very Effective are banned
Law 11: Suspending the attack when using a Damaging Evasive move is banned
Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned.
Law 15: Moves with enhanced critical rate are banned
Law 16: Splash is banned
Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
Law 19: Explosion, SelfDestruct and the like are banned (the thunder occurs AFTER the attack, so this is hardly a problem hah).
Law 20: The same move can't be used twice in a row
Also, Emboar fainted. TIO wins!
Fraxure: Aqua Tail: (9 + 3)*1.5 = 18 damage for 7 energy
Crit: 14
Emboar: Hammer Arm: 10+3+4 = 17 damage for 6 energy
-10hp due to law 14 violation
Hit: 77 (yes)
Crit: 12
Fraxure: Dragon Claw: 8+3+3 = 14 damage for 5 energy
Crit: 3
Emboar: Arm Thrust: 2*2+3+4 = 11 damage for 3 energy
Hits: 2 (2 hits)
Crit: 15, 12 (no no)
Emboar: Hammer Arm: 10+3+4 = 17 damage for 6 energy
-10hp due to law 14 violation
Hit: 33 (yes)
Crit: 16 (no)
Fraxure: Counter: 17*1.5 = 25.5 damage for 15.5 energy