Hmm, one minor issue I'm not sure of. The Data Audit Thread and the Referee Resource Thread have differing mechanics for how stats decay. Referee Resource Thread (Move your mouse to reveal the content) Referee Resource Thread (open) Referee Resource Thread (close) Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of 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: +1 Stat Boosters/Drops from non-damaging moves (Meditate, Leer) last for the Round in which the move was used, as well as the following Round, before decaying back to zero. +2 and +3 Stat Boosters/Drops (Swords Dance, Tail Glow) have different rates of decay depending on which Action they were used: Action 1: Moves one stage toward zero at the end of the current Round and continues this way until the stage boost reaches zero. Action 2/3: Moves one stage toward zero at the end of the following Round and continues this way until the stage boost reaches zero. +1/+1 and +1 Boosters/Drops with Damage (Bulk Up, Dragon Dance, Charge Beam, Close Combat, Low Sweep) have different rates of decay depending on which Action they were used: Action 1/2: Resets to zero at the end of the following Round. Action 3: Resets to zero at the end of the following two Rounds. For Speed stat boost, each stage boost multiplies or divides the Pokemon's Speed by a factor of 1.75, calculated using the Pokemon's base Speed stat. For instance, a 70 Speed Pokemon using Agility will wind up with 70*(1.75*2)=245 Speed, while a 70 Speed Pokemon slowed by Mud Shot will have 70/1.75=40 Speed. Data Audit Thread (Move your mouse to reveal the content) Data Audit Thread (open) Data Audit Thread (close) Boosts only ever reset +1 or -1 toward 0 at the end of a round. +1 Stat Boosts/Drops received from non-damaging moves (Meditate, Leer, etc.) have that stat maintained at the end of the round in which they were used. To continue to lock the stat for future rounds, the moves must be used again in those rounds, otherwise they will begin to decrement as normal. Otherwise, these are treated the same as the +1/+1 Stat Boosts/Drops as noted below. Moves treated this way have the phrase "This move locks its changed stat for the round within which it was used." in their Data Audit thread description. +2 and +3 Stat Boosts/Drops (Swords Dance, Tail Glow, etc.) and +2 or +3 Boosting/Dropping components of other moves (Shift Gear's Speed boost, etc.) changed from 0 last for at least 2 actions after the usage action before being prone to resetting toward 0. +1/+1 Stat Boosts/Drops (Calm Mind, Quiver Dance, Bulk Up, etc.) and +1 Stat Boosts/Drops with Damage (Charge, Close Combat, Low Sweep, etc.) changed from 0 last for at least 4 actions after the usage action before being prone to resetting toward 0. The action counts above do not include the action taken to activate the boosting or dropping move itself. So...which set of rules is more up to date?