About Double Team...
Double Team: The Pokemon rapidly moves back and forth between several locations, creating several clones. The clones make it harder for the opponent to figure out which Pokemon is the real Pokemon, increasing the user's Evasion by one stage. Double Team dissipates once the real Pokemon is hit with an attack. The Pokemon may create up to four clones; however, this will take extra energy.
Lately I've been making the evasion based on the amount of existing clones. For a single-hit attack against 4 clones + the real user, since there are 5 targets that can be attacked, I'd make it a 200/1000 chance to hit. However, Double Team says in its description that it just increases the evasion by one, but what does that mean for more clones? That seems more logical when following the in-game rules, but I'm not sure if that's what should happen.
(AoE attacks like Surf and Earthquake would immediately erase all clones though since they hit everything.)
This is how Double Team is supposed to work. It's one of those n00b-stomping kind of moves that gets easier to address with experience. I don't intend on ever purchasing it for any of my mons because it is ridiculously easy to circumvent, and I haven't even made a ruling on whether Rain Dance and damaging weathers should remove them.
Why do Gyro Ball and Electro Ball have vastly different formulas? At the moment Gyro Ball is hitting MUCH less hard than it does in-game against the same Pokemon. Can this get fixed somehow?
aka Brave Ferrothorn hits neutral 0 spe Abomasnow for 120 base power Gyro in game, but here its only hitting it for 9 base power!
EDIT: I also believe Electro Ball's >/< signs are backwards - was this meant to by Gyro Ball's description? It looks like it.
Gyro Ball is tracked to be closer to Iron Tail than Focus Punch, thus why its Energy Cost is fixed at 7. There really is no reason for Ferrothorn to have a drawback-free 15 BAP STAB attack against anything with basically normal speed levels. As it stands it hits anything with 70 Spe with 10 BAP, and anything with 130 with 15. For the fairly common 85 Spe +Speed mons (98 Spe), a -Speed Ferrothorn (17 Spe) has 13 BAP.
Electro Ball's signs are correct. Say the user is +Spe Electrode and the targets are Swellow (125), Honchkrow(71), and Slowbro (30). +Spe Trode has 161 Spe. >50% is 80, >33% is 53, and >25% is 40.
Swellow has >50% of Trode's Speed (125) Honchkrow has >33% of Trode's Speed, and Slowbro has <25% of Trode's Speed. So the respective Base Attack Powers are 6, 8, and 15.
Those values are ripped pretty much from the in-game formula, and natures have basically been tracked to adjust for base values. Remember that every Electric mon has Thunder Wave at least, if not Agility, so it's actually fairly easy to get a high BAP.
From Bulbapedia about the move Refresh:
This implies that a semi-frozen or drowzy user can use Refresh to cure itself of that status. Thoughts?
My basis for not including them is the fact it is possible to use Sleep Talk with Refresh in-game, and Sleep Talk Refresh does not cure Sleep.
Terrador14 said:
Concerning Yawn and Reflect, I've seen that, most of the time, it's processed by the user's actions, not the ending of each action. It's a divergence from both ingame mechanics and ASB mechanics conerning residual damage, and I think an official ruling is in order.
Yawn is an end-of action effect that ticks down from 3. As currently stated it operates as an end-of action effect, so a Pokemon that is afflicted by Yawn the first action will fall asleep at the end of the third. It should be edited to clarity though.
Reflect is an active effect that charts with the users actions, so a faster Reflect is more effective than a slower one because it reduces damage that action.