Dogfish vs Objection - Exercise or Die

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3v3 Singles
2 Day DQ
Max 2 Recoveries & 5 Chills per Mon
Switch = OK (switched-in mons appear at the starting positions)
Items = All
Abilities = All
Arena basics:

  • No weather or SolarBeam
  • No external water source
  • No natural elements (rocks, grass, etc.)
  • No digging
  • Seismic moves allowed

The pokemon are inside what looks like an evil villain's hideout. The actual arena is a bunch of treadmills set out in several rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the spike pits at each end.

The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.

Detailed arena mechanics:

At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.

At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.

All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
  • For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft.

In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).
  • For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between.
Two pokemon can share the same position - it can be assumed that in such a scenario the pokemon are at different points along the width of the arena. If a pokemon attempts to run to a position out of range, it will simply run as far as it can in that direction.
  • For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go.
The Run command cannot be Encored or disallowed by any moves at all, including Taunt, and it is not subject to the consecutive move penalty. However, a pokemon under the effects of Ingrain cannot use this command.

Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.
  • For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft.
However, when calculating the knockback for a contact move, multiply the move's BAP by 1.5. If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first. If the former, the pokemon expends 5 energy as if it had just used the Run command. If the latter, the pokemon expends 2 energy for the running and then uses the move as normal.
  • For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number.
If a pokemon successfully uses U-Turn on an opponent out of its range, it immediately returns to the position it started at. In the Gliscor example, if it used U-Turn, it would travel to 23ft, use the move and then go back to 30ft. If a pokemon tries to use a contact move that has a random target (eg, Thrash), targets already in that pokemon's range will be given priority over targets that the pokemon can reach, and those will be given priority over further away ones.

Note: A pokemon under the effects of Ingrain cannot run at all.

Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.


Dogfish's Dawgs:

Electivire [Short Fuse] (M)
Type: Electric - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Quick Attack
Leer
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
ThunderPunch
Electro Ball
Discharge
Screech
Giga Impact
Thunder
Thunderbolt

Feint
Ice Punch
Cross Chop

Psychic
Wild Charge
Hidden Power Grass
Flamethrower
Substitute
Earthquake
Taunt
Dig
Protect
Substitute
Iron Tail
Thunder Wave
Double Team
Rock Slide
Torment
Teleport
Endure
Toxic
Volt Switch
Focus Blast

Fire Punch
Signal Beam
Magnet Rise
Counter
Bide

Total Moves: 41


Archeops [Rawk] (Male)
Nature: Mild (+1 SpA, -1 Def)

Type: Rock/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Stats:

Archeops
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: N/A

Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Quick Guard
Dragon Claw
Crunch
Acrobatics
Rock Slide
DragonBreath
Endeavor
Dragon Claw
Thrash

Bite
Steel Wing
Head Smash
Dragon Pulse

Smack Down
Earthquake
Hone Claws
Protect
Toxic
U-Turn
Taunt
Substitute
Dig
Focus Blast
Stone Edge
Dragon Tail

Total Attacks: 33


Sunflora [Sol] (F)
Nature: Modest (+1 Sp.Atk, -1 Atk)

Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats:

Sunflora
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 3/5

Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW) (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

Attacks:
Absorb
Growth
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Endeavor
Worry Seed
Sunny Day
Leaf Storm

Bide
Leech Seed
Nature Power

Sludge Bomb
SolarBeam
Hidden Power Fire
Substitute

Earth Power

Total Moves: 18


The Objectionables:

Skarmory [Shan Yu] (M)
Nature: Careful (+Special Defence, -Special Attack)

Type: Steel/Flying
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Moves: 33

MC: 0
DC: 5/5

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armor (DW UNLOCKED): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks:
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Steel Wing
Spikes
Night Slash

Guard Swap
Sky Attack
Whirlwind
Stealth Rock
Endure
Brave Bird

Toxic
Swords Dance
Substitute
Roost
Taunt
Mud-Slap
Torment
X-Scissor
Protect
Payback
Rock Slide
Sky Drop
Pluck
Rock Tomb

Counter
Tailwind


Empoleon [Ratcliffe] (M)
Nature: Brave (+Attack, -Speed)

Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 52 (-) (Opponent's accuracy boost: 10%)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Moves: 32

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (DW UNLOCKED): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Tackle
Metal Claw
Swords Dance
Swagger
Hydro Pump
Aqua Jet
Brine
Drill Peck

Mud-Slap
Mud Sport
Yawn
Agility
Aqua Ring

Ice Beam
Dig
Waterfall
Surf
Water Pulse
Grass Knot
Dive
Roar
Earthquake

Hydro Cannon
Signal Beam


Dragonite [Queen of Hearts] (F)
Nature: Quiet (+Special Attack, -Speed)

Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
Moves: 32

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW UNLOCKED): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Outrage
Fire Punch
ThunderPunch
Roost
Hurricane
Aqua Tail

Dragon Pulse
Extremespeed
Light Screen

Ice Beam
Thunderbolt
Flamethrower
Ice Punch
Substitute
Protect
Fly
Dive
Reflect
Bide
Earthquake
Sky Drop
Rock Slide

Draco Meteor
Superpower


Dogfish sends out his first mon with its item, then Objection responds in kind + actions. Dogfish's actions follow and then THE GAMES BEGIN.
 
Well, best get rid of you early. Queen of Hearts the Dragonite, out you come, and you shall be equipped with an Expert Belt.

Agility - Safeguard - Draco Meteor
If he uses Taunt on action 1, change action 1 to Combo: Earthquake + Earthquake and action 2 to Cooldown
If he uses Thunder Wave on action 1, change action 1 to Reflect and action 2 to ExtremeSpeed
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Hmmm, it's not that simple.

Ice Punch ~ Torment ~ Teleport (Dodge)

I'm aiming for the Evasive Teleport to place me just in front of Dragonite if at all possible.
 
Ooh how curious, an actual use for teleport...

The battle gets off to a fierce start, with both contenders sending out some hard hitters, Dogfish' Electivire bursting out of its ball at the 50 ft mark and Objection's Dragonite appearing just in front at 15.3 metres.
Electivire doesn't muck around and immediately strikes Dragonite, targeting its greatest weakness with a powerful Ice Punch. Fortunately for the Queen of Hearts, her multiscale absorbs much of the damage and her vast bulk prevents her being knocked back more than two foot. Rather than striking back she decides to get the speed game in her favour, increasing Agility to outspeed the Short Fused Electivire.
Dragonite then puts up a barrier to Safeguard her from further harm, but finds herself still suceptible to an unusual kind of Torment from her opponent.
Enraged, the dragon takes the offensive, tapping into ancient powers to create a swirling mass of mighty draconic energy which she launches forth in the form of the legendary Draco Meteor!
...and misses completely. Indeed it seems only seconds earlier Electivire had prepared himself for the attack by Teleporting slighty to the side, and also a foot forward.
The momentum of the treadmill then carries him, and Dragonite, a further foot, putting them just 3 feet away from their initial starting points.
Electivire Ice Punch
To crit: 71 No, 14 Damage, 2ft Knockback to 53ft, 6 EN
Dragonite Agility
+2 Speed, 7 EN
Dragonite Safeguard
Safeguarded, 10 EN
Electivire Torment
Dragonite Tormented, 10 EN
Electivire Teleport (Evasive)
Evasive Action, moved to 51ft, 7 EN
Dragonite Draco Meteor
Miss, -2 SpA, 10 EN
Treadmill:
Electivire 52->53ft, -1 EN
Dragonite 53->54ft, -1 EN

Dogfish's Dogs:

Active:

Short Fuse the Electivire
Electiriser
100 HP/76 EN
53 ft

Benched:

Rawk the Archeops
100 HP/100 EN

Sol the Sunflora

100 HP/100 EN

The Objectionables:

Active:

Queen of Hearts the Dragonite
Expert Belt
87 HP/72 EN
+1 Spe, -2 SpA
Tormented (4 Actions), Safeguarded (3 Rounds)
54 ft

Benched:

Ratcliffe the Empoleon
100 HP/100 EN


Shan Yu the Skarmory
100 HP/100 EN
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
OK then.... blah, not gonna work.

Electivire, return!

Archeops @ Expert belt, go!

Objection, will you counterswitch or not?
 
I think I will actually. Shan Yu the Skarmory, come on out, and you shall be equipped with a Sharp Beak.

Tailwind - Sky Attack - Steel Wing
If he uses Taunt on action 1, change your actions to Combo: Sky Attack + Steel Wing - Cooldown - Sky Attack
If he uses Double Team on action 2 or action 3 ...
  • ... and you are not cooling down from a combo, change that action to Swift
  • ... and you are cooling down from a combo, change the action after to Swift
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
OK then, let's go for the simplistic approach.

Smack Down ~ Earthquake ~ Earthquake

IF Smack Down won't work due to an arena issue (The move doesn't mention anything, but this prevents wasted actions just in case), THEN go Rock Slide ~ Hone Claws ~ Rock Slide
 
Having had their quota of exercise for the day, the battlers are withdrawn and out come Archeops and Skarmory, the two birds eager to show which lies on the superior end of the evolutionary timeline - or at least the treadmill.
Archeops follows in his teammates footsteps and quickly gets in the first blow, Smacking the steel bird Down. However as Shan Yu falls it manages to manipulate its Tailwind to increase its speed, not unlike his predecessor.
The repeat of history end there however. Rather than use his newfround speed to gain the advantage, Skarmory begins preparing a devastating attack. This however gives Archeops the chance to hit first, and does so by unleashing a powerful Earthquake upon the now grounded Skarmory. Knocked back notably, Skarmory is forced to run a little before hitting his opponent but the Tailwind allows him to do so easily and the Sky Attack, while not very effective still sends Archeops reeling.
But perhaps too far? Indeed it seems the blow knocked Archeops out of range for Skarmory's steel winged attack, and he only manages to run forth before being sent back by a second Earthquake.
Archeops Smack Down
To crit: 83 No, 7 Damage, Skarmory Smacked Down, 2ft Knockback to 53ft, 3 EN
Skarmory Tailwind
Tailwind, 9 EN
Archeops Earthquake
To crit: 38 No, 17 Damage, 9ft Knockback to 62ft, 7 EN
Skarmory Run to attack
62->53ft, 2 EN
Skarmory Sky Attack
To hit: 7 Yes, To crit: 59 No, 16 Damage, 18ft Knockback to 32ft, 9 EN
Skarmory Run to Attack
53->36, 5 EN
Archeops Earthquake
To crit: 100 No, 17 Damage, 9ft Knockback to 45ft, 11 EN
Treadmill:
Archeops 32->31ft, -1 EN
Dragonite 45->44ft, -1 EN

Dogfish's Dogs:

Active:

Rawk the Archeops
Expert Belt
84 HP/78 EN
31ft

Benched:

Short Fuse the Electivire
Electiriser
100 HP/76 EN
57ft

Sol the Sunflora

100 HP/100 EN

The Objectionables:

Active:

Shan Yu the Skarmory
Sharp Beak
66 HP/77 EN
Smacked Down (3 Actions), Tailwind (3 Actions)
44ft

Benched:

Ratcliffe the Empoleon
100 HP/100 EN


Queen of Hearts the Dragonite
Expert Belt
87 HP/72 EN
58 ft

Also: In the last round I forgot to account for the 1.5bap for the purposes of knockback on contact moves, so an extra 4ft has been added to Dragonite's, and therefore Electivire's, positions.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
We have reason to believe there is an error in the Data Audit thread on safeguard (It's inconsistent), so for the sake of this match it will remain active for the full duration.
 
Well, since we have a Tailwind up, I guess sending in Queen of Hearts the Dragonite once more shouldn't be too problematic.

Reflect - Earthquake - Draco Meteor
If he uses Magnet Rise on action 1, change action 2 to Substitute (15 HP)
If he uses evasive Teleport on action 3 ...
  • ... and he is under the effect of Magnet Rise, change action 3 to Twister
  • ... and he is not under the effect of Magnet Rise, change action 3 to Earthquake (if this is too many substitutions, just use Twister if he uses evasive Teleport on action 3)
 
Apparently dissatisfied with the flying mons' efforts both trainers recall their Pokemon and send out the old ones!
Dragonite goes first, still riding on Skarmory's tailwind, and sets up a Reflective Screen. This lessens the blow of the incoming Ice Punch considerably, though it still does decent damage.
Dragonite then unleashes a power and Expertly applied Earthquake. Electivire attempts to Counter the blow, but by the time he gets in range he finds that he has already run as far as he can* and has run out of time to execute the attack. JUST KIDDING IT WORKS FINE LOL Worse still, a powerful Draco Meteor undoes almost all of his hard work. Rather than try running up again, however, Electivire simply settles for something longer ranged and shocks Dragonite with a Thunderbolt.
Then the treadmill kicks in...

*Yeah, Electivire does get within range, but only after running the full distance that he can. I wasn't sure if that counted, but in the end I decided that the failure to attack made more sense.
Dragonite Reflect
8 EN
Electivire Ice Punch
To crit: 58 No, 16 Damage, 6ft Knockback to 65ft, 6 EN
Dragonite Earthquake
To crit: 26 No, 25 Damage, 5ft Knockback to 52ft, 7 EN
Electivire Run to Attack
52->62ft, 2 EN
Electivire Counter
38 Damage, 9ft Knockback to 74ft, 20 EN
Dragonite Draco Meteor
To hit: 28, to crit: 56 No, 18 Damage, 9ft Knockback to 53ft, 9 EN
Electivire Thunderbolt
To crit: 92 No, To para: 59 No, 15 Damage, 3ft Knockback to 77ft, 6 EN
Electivire 53->54ft, -1 EN
Dragonite 77->78ft, -1 EN

Dogfish's Dogs:

Active:

Short Fuse the Electivire
Electiriser
57 HP/39 EN
53ft

Benched:


Rawk the Archeops
Expert Belt
84 HP/78 EN
31ft

Sol the Sunflora

100 HP/100 EN

The Objectionables:

Active:

Queen of Hearts the Dragonite
Expert Belt
18 HP/48 EN
58 ft
Safeguard (1 Round)

Benched:

Ratcliffe the Empoleon
100 HP/100 EN


Shan Yu the Skarmory
Sharp Beak
66 HP/77 EN
44ft
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
OK, I'm questioning that :P

Firstly, I'd been actively told in the CAPASB chat back in the early days that Counter was non-contact to fit ASB mechanics, so BLAH.

Secondly, I most certainly AM questioning the damage calc for Ice Punch. I currently get:

(8 + (((6-5)*1) + ((5-3)*1.5)) -5)*2.25 = 15.75 ~ 16 Damage.

Awaiting response~
 
On Ice Punch: You're right! I must have done 1.5 instead of 2.25, oops.

On Counter: In game it is a contact move, and I can't find any evidence to the contrary in ASB. I asked on IRC, I got one response from IAR which was that it is a contact move. I'm keeping the reffing on that point as is, if you want it overturned you'll need harder evidence than chats from the early days.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Looking at the arena mechanics, can you now point out where I'm out of range for the Counter? I run forward, then I'm in range.

And I will not debate counter being a contact move or not, just something I heard and must've gotten stuck in my head.
 
Yeah, I actually said in the arena description that if a target is out of range, the mon runs forward and if its target is in range at any point, then it stops running and uses the move, with an energy cost increase.
 
Well this is why I was unsure. Electivire is able to run 10ft, which puts him exactly in range. From the arena description:
" If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first."
Whichever comes first; it had to run as far as it could BEFORE it was in range, and that was how I decided to ref. But if you both agree that it should work in this instance, I'll fix it; I was going to ask about this before reffing but neither of you were on irc at the time...
But if counter is now going to be successful: how do i ref knockback for it? it doesnt have bap...
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Objection; Thanks for clarifying, but LJ is right. We now hit a problem.

Another PS for LJ: Me and Objection decided Safeguard would be active for Objection's Team until it ran out, so the Para rolls weren't needed :P
 
Well, if Electivire ran all the way and doing so meant Dragonite was in range, then I would be inclined to say Counter works. As for how to calculate knockback, I'll have to think about that tomorrow.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
If Objection... objects, then he can post here and refrain from ordering. Until then...

Initiate Switch Phase.
Switch (Archeops)
.
 
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