1. Welcome to Smogon! Check out the Smogon Starters Hangout for everything you need to know about starting out in the community. Don't forget to introduce yourself in the Introduction and Hangout Thread, too!
  2. Welcome to Smogon Forums! Please take a minute to read the rules.

Data State of the Game - 07/10/2011 (Huge Stat Announcement)

Discussion in 'ASB' started by Deck Knight, Jul 10, 2011.

Thread Status:
Not open for further replies.
  1. Tortferngatr

    Tortferngatr

    Joined:
    Sep 8, 2009
    Messages:
    2,628
    ...You and I both know that the Dodge command sucks, and the main reason to use Protect/Detect is to avoid damage or a particularly nasty non-attacking move. If Hydro Cannon misses you SHOULD still feel sluggish for having fired it. It's an issue of rationality, really-and you aren't exactly one to talk about "keeping things one way."
    It's the same reason I do not like the reasoning behind no priority dodges-why CAN'T I use a jet of water to move out of harm's way-but that is besides the point.
  2. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    Of course you still get Sluggish from using Hydro Cannon even if it misses. It's a negative effect, and thus you should suffer it. Even in-game, if you miss with Hydro Cannon, you still have to recharge. There's precedent for that. That's not so for Charge Beam or Fiery Dance or Meteor Mash or whatever, which are positive effects and should be rewards for hitting successfully, not things that just happen. I use Skull Bash as a sole exception because it literally has a charge-up phase where you score the Defense boost.

    Furthermore, keep the ad hominem shit out of this thread.
  3. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
    False.

    Then again; it's bulbapedia - I think I'll grab Black and see if I can get a Hyper Beam clone to miss.
  4. Tortferngatr

    Tortferngatr

    Joined:
    Sep 8, 2009
    Messages:
    2,628
    I initially didn't include the ad hominem, and I was still wondering whether it would help or hurt my case. Pardon me for that.

    As for your counterargument that Hydro Cannon requires recharge even if it misses, look at the post above this one.

    As for everything else-again, how much does this affect the game? Do the negative consequences outweigh the positives? Again, why must it be a reward for success-it's quite rare that such moves miss anyway. Additionally, why is consistency required-while LightningRod would clearly be flavorwise enough to stop Charge Beam from giving a boost, I doubt Protect would give the same benefit.

    However, before we continue-do you agree that NEGATIVE effects should afflict the attacker, even if they miss?
  5. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    Interesting! I was sure it did. I've been reffing it that way, so I guess I'll stop doing that. Thanks for clearing it up.
    Yes, I even suggested this in my previous post. Positive effects absolutely should require the attack hit, however.
  6. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
    Okay; just tested this to make sure I wasn't shoving my foot in my mouth. Nidoking missed a Hyper Beam on an Audino, and was prompted for action the very next turn; skipping the recharge step. It was even nice enough to Heal Pulse my Life Orb damage, since Nidoking suffers that on a Hyper Beam hit.
  7. Tortferngatr

    Tortferngatr

    Joined:
    Sep 8, 2009
    Messages:
    2,628
    And that is where we will have to disagree-I feel that logic should triumph over that here.

    Perhaps it should just stay at ref discretion?
  8. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
    is a Community Contributoris a Contributor Alumnus

    Joined:
    Mar 12, 2008
    Messages:
    4,977
    Just stepping in here to say no this. If this is controversial (and I'm well aware it may be) we should vote over it.
  9. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
    is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor
    Moderator

    Joined:
    May 27, 2005
    Messages:
    7,612
    Notifications:

    Stat System (open)

    1. Mons with 120 in a Base Stat are now Rank 5. No other stat related changes have been made.


    Sluggish Note (open)
    2. Sluggish is not negated by STAB.

    This will be edited in STAB descriptions.


    Combination System (open)

    3. The Combination System has been greatly enhanced and codified.


    Combination Priority (open)
    Combinations have always been tricky because much of it is left up to the imagination. Combinations will still be allowed at ref discretion, however the efects of how they work together will be codified below.

    Priority of Move 1 vs. Priority of Move 2.


    Priority 0 + Priority 0: -2

    Priority 3 + Priority 2: 5 (ex. Fake Out + Feint)
    Priority 3 + Priority 1: 4 (ex. Fake Out + Bullet Punch)
    Priority 2 + Priority 2: 4 (ex. Extremespeed + Feint)
    Priority 2 + Priority 1: 3 (ex. Extremespeed + Aqua Jet)
    Priority 2 + Priority 0: 1 (ex. Feint + Crunch)
    Priority 1 + Priority 1: 2 (ex. Bullet Punch + Mach Punch)
    Priority 1 + Priority 0: 1 (ex. Bullet Punch + ThunderPunch)
    Priority 1 + Priority -3: -3 (ex. Mach Punch + Focus Punch)
    Priority 0 + Priority -1: -3 (ex. Body Slam + Bounce [Hit])
    Priority 0 + Priority -2: -4 (ex. Brave Bird + Fly [Hit])
    Priority 0 + Priority -3: -5 (ex. ThunderPunch + Focus Punch)
    Priority 0 + Priority -4: -6 (ex. Icicle Crash + Avalanche)
    Priority 0 + Priority -5: -7 (ex. Metal Burst + Counter)
    Priority 0 + Priority -6: -7 (ex. Iron Tail + Dragon Tail)
    Priority -1 + Priority 0: -3 (ex. Razor Wind [Hit] + Air Slash)
    Priority -1 + Priority -6: -7 (ex. Vital Throw + Circle Throw)
    Priority -1 + Priority -2: -5 (ex. Skull Bash [Hit] + Dig [Hit]
    Priority -2 + Priority 0: -4 (ex. Dig [Hit] + Crunch)
    Priority -2 + Priority -1: -5 (ex. Fly [Hit] + Sky Attack [Hit])
    Priority -3 + Priority -3: -7 (ex. Focus Punch + Focus Punch)
    Priority -4 + Priority -4: -7 (ex. Avalanche + Avalanche)
    Priority -5 + Priority -5: -7 (ex. Mirror Coat + Mirror Coat)

    Other Priority Combination notes:

    Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action, Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority.

    Evasive Actions are moved down by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority) Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch.

    So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7.


    Combination Effects and Energy Cost (open)
    Combination Effects and Energy Cost:

    There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects.

    Same Attack:
    Base Attack Power = BAP * 2.25
    Energy Cost = (EC + (EC+4))*2
    Effect Chance = Effect Chance * 2
    Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
    Return Damage = Return Damage^2
    Recoil = Recoil * 1.5
    Accuracy = (Accuracy^2) + Spe Modifier

    Different Attacks:
    Base Attack Power = BAP 1 + BAP 2
    Energy Cost = (EC 1 + EC 2) * 1.5
    Effect Chance = Effect Chance 1 + Effect Chance 2
    Stat Boosts/Drops = B/D 1 + B/D 2
    Return Damage - Return Damage 1 + Return Damage 2
    Recoil = Recoil 1 + Recoil 2 / # Recoil Moves
    Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier


    Combining Physical and Special Attacks (open)
    Combining Physical and Special attacks:

    Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. Here's how to calculate:

    Example: Brave Torterra Razor Leaf + Leaf Storm w/ +1 Atk/SpA, in a Double Battle against Starmie and Archeops.


    Move Data (open)
    Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

    Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental

    Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages.

    Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force


    Show Hide
    First combine the Base Attack Power of the two attacks, then split it in half. One will calculate using Physical Attack and the other will calculate using Special Attack. Apply STAB before the split. 6 + 14 + 3 = 23, split in half is 11.5. The accuracy if the attack will be 92.5%. In a double battle, Razor Leaf hits all foes, and Leaf Storm lowers Special Attack two stages after use. The Energy cost is (4 + 9 - 1 = 12) * 1.5 = 18.

    Physical Calc:
    Starmie: (8.625 (11.5 *0.75) + 3 [Star Difference] = 11.625) * 1.5 = 17.4375 + 1.75 = 19.1875
    Archeops: (8.625 (11.5 * 0.75) + 3) [Star Difference] = 11.625) * 1 = 11.625 + 1.75 = 13.375

    Special Calc:
    Starmie (8.625 (11.5 * 0.75) + 0 [Star Difference] * 1.5 = 12.9375 + 1.75 = 14.6875
    Archeops (8.625 (11.5*0.75) + 0 [Star Difference] * 1 = 8.625 + 1.75 = 10.375

    Total Damage: 34 Starmie, 24 Archeops, 18 Energy, -2 SpA.


    Combination Type (open)
    Combination Type (CT):

    Combination type can alter based on how attacks are used, though most are cut and dried. If wanted, I can try and come up with a list of combination properties. Combination attacks are usually the type of the move with the highest Base Attack Power in the combination.

    There are 6 Combination Types, in order of strength:

    Set: Typing is such a fixed part of this attack it will override all other types.
    Force: Typing defines the attack to such an extent it will override elements.
    Elemental: Typing defines the attack as imbued with an elemental property.
    Passive: Typing is part of the attack but is not definitive in its use.
    Deferring: This attack is easily redefined by the qualities of other attacks
    None: This attack summons other attacks and uses their properties, or otherwise cannot be combined.

    Set Examples: Fake Out, Feint, Earthquake, Surf

    Force Examples: Draco Meteor, Heat Wave, Reversal, Superpower

    Elemental Examples: Aqua Tail, Bullet Punch, Energy Ball, Earth Power, Flare Blitz, Flash Cannon, Ice Fang, ThunderPunch, Will-O-Wisp.

    Passive Examples: Crunch, Dragon Tail, Iron Tail, Focus Punch, Rock Slide.

    Deferring Examples: Dig, Dive, Flail


    Example Combinations:

    Lets give a few examples. For our first example, lets assume we have an Emboar using Flare Blitz + Superpower.

    Flare Blitz + Superpower:

    Move Data (open)
    Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

    Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental

    Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.

    Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force


    Show Hide
    The attacks would combine to have 24 Base Attack Power. The average accuracy of both is 100. Since both moves are priority zero, the attack hits with -2 priority. Both Attacks have the same Base Attack Power, but because Superpower has Force, it overrides Flare Blitz's Elemental, making it a 24 BAP Fighting Attack. Emboar has STAB on Fighting, so the combined cost is (8 + 8 -1 [STAB] = 15) * 1.5 = 22.5 EC. The attack does 25% recoil damage and has a 10% burn chance. Lets roll it against something it hits for Super-effective damage, say an Aggron.

    Calc: (12 + 12 + 3 [STAB] - 2 [Star Difference] -1 [Sturdy] = 24) * 2.25(4x Weakness) = 54 Damage, 14 recoil, -1Atk/Def, 23 energy, Burn failed, Crit failed.


    Lets try a different combination. Jolly Gyarados using Aqua Tail + Iron Tail vs. Impish Bronzong with Reflect.

    Move Data (open)
    Aqua Tail: The Pokemon surrounds its tail with swirling energized water and smashes it into the opponent.

    Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental

    Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.

    Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive


    Show Hide
    The attacks would combine to have 19 Base Attack Power. The average accuracy is 82.5, and Gyarados' +Speed boost is 10, so the total accuracy is 92.5. Since both moves are priority zero, the attack hits with -2 priority. Iron Tail has more Base Attack Power, but because it is Passive and Aqua Tail is Elemental, the attack is Water-typed and gets STAB. The Energy Cost is thus (7 + 7 - 1 = 13) * 1.5 = 19.5 EC. The attack has a 30% chance to drop the opponent's Defense by one stage.

    Calc: [9 + 10 + 3 (STAB) - 5 = 17] * 1 = 17 damage, 20 energy, Def lower fails, crit fails.


    One more, just to examine priority:

    Lucario with Extremespeed and Bullet Punch vs. Aerodactyl.

    Move Data (open)
    ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly.

    Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive

    Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.

    Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental


    Show Hide
    Because Bullet Punch is a priority attack, its Base Attack Power is halved, giving the combo a Base Attack Power of 10. The average accuracy of both attacks is 100. The total priority of the combination is +3. Extremespeed has more Base Attack Power, but because it is Passive and Bullet Punch is Elemental, the attack becomes Steel-type. The Energy Cost is (6 + 3 - 1 = 8) * 1.5 or 12 EC. Since Aerodactyl has Pressure, this is increased to 14.

    Calc: (8 + 2 + 3 (STAB) + 1.5 (Star Difference) = 14.5) * 1.5 = 21.75 (22) damage, 14 energy, crit fails.


    Implementations:

    Changes to Rapid Spin and Hazards (open)

    Rapid Spin: The Pokemon spins extremely quickly in place, generating a pulse of air that frees the Pokemon from any grasp the opponent has on it and physically knocking away Leech Seed, Spikes, Toxic Spikes, and Stealth Rock that are on its side of the arena. If Rapid Spin removes a hazard from the field, the Rapid Spin user will suffer the damage/effects of the removed hazard.

    Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    Spikes: The Pokemon spreads spikes and barbs that absorb into the ground. Each time a new Pokemon is switched in, they receive damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Flying-type Pokemon and Pokemon with the Levitate trait dodge Spikes. Rapid Spin will remove all Spikes from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Spikes.

    Attack Power: 12/18/24 | Accuracy: -- | Energy Cost: 8 | Attack Type: Other| Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

    Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again.. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the damage from Stealth Rock.

    Attack Power: 6-4x resists Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set
    9-2x resists Rock
    12-neutral to Rock
    15-2x weak to Rock
    18-4x weak to Rock

    Toxic Spikes: The Pokemon lays down a layer of spikes that inflict varying degrees of Poison status. One (1) layer of Toxic Spikes inflicts Poison, and two (2) layers of Toxic Spikes inflict bad poison. Pokemon with the Levitate trait or those that are Flying-, Steel-, and Poison-type are immune to the effects of Toxic Spikes. Pokemon that would be affected by Toxic Spikes, but are Poison-type, absorb Toxic Spikes, removing them from their side of the arena. Rapid Spin will remove all Toxic Spikes from the user's side of the field, but will cause the Pokemon using Rapid Spin to suffer the effects of Toxic Spikes.

    Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Set


    Changes to Helping Hand (open)

    Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The minimum increase in Base Attack Power that can be offered by this move is six (6).

    Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 5 | CT: Passive


    Changes to Last Resort (open)

    Last Resort: The Pokemon recalls all of the attacks or commands it has used, and unleashes a desperate attack at the opponent. The move fails if fewer than nine (9) unique actions or commands have been issued by this Pokemon in the battle. Last Resort doesn't count itself as a unique move the first time it is used by a Pokemon.

    Attack Power: 14 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set


    Changes to Chatter (open)
    Chatter: The Pokemon yells meaningless statements at the opponent loudly. The inanity of the speech always confuses the foe. This move can hit any single Pokemon on the field, regardless of position.

    Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Typing: Flying | Priority: 0 | CT: Passive


    Changes to delayed reaction moves (Doom Desire (open)


    Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall after the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.

    Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Typing: Steel | Priority: 0 | CT: Passive

    Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack that strikes at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.

    Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive

    Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. Once afflicted by Yawn, the target Pokemon will fall asleep at the end of the first action of the following round. Yawn is blocked if a Substitute is presently up, but will not be blocked by a Substitute used after it takes effect. This move will fail if the opponent cannot hear the user.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the first action of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring HP equal to a quarter of the total HP of the pokemon that used Wish. If the Pokemon is KOed or switched, its replacement receives the boon.

    Attack Power: -- | Accuracy: -- | Energy Cost: Energy Cost: 6 + (Max HP / 7.5) | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive


    Changes to Explosion and SelfDestruct (open)


    Explosion: The Pokemon mechanically, through the mixing of noxious gases, or simply by release of pent up pressure, creates a massive explosion, fainting itself and causing massive damage to the opponent. This attack hits all adjacent Pokemon. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack.

    Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Force

    Selfdestruct: The Pokemon focuses all of its energy in its care and releases it all at once, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. This attack hits all adjacent Pokemon.

    Attack Power: 20 (User faints) | Accuracy: 100% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set


    Changes to Mountaineer (open)

    Mountaineer:

    Type: Innate

    This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

    Pokemon with this ability: Sylar, Syclant.


    Changes to Major Status (open)

    Status Implementations:

    Paralysis:

    Every time you are fully paralyzed, your paralysis level reduces by 5%.

    Sleep:

    Sleep will change so that it still has two intensities, but three actual stages.

    Sleep Stage 1: 1/3rd. If inflicted with Sleep Stage 1, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for 1 action.
    Sleep Stage 2: 1/3rd. All Pokemon inflicted with Stage 2 Sleep will be asleep for 1 action.
    Sleep Stage 3: 1/3rd. If Inflicted with Sleep Stage 3, a Pokemon with Early Bird will wake up after 1 action. All other Pokemon will be asleep for 2 actions.

    Sleep will no longer be weakened after successive sleeps, and will not have a 3 sleep per Pokemon limit. The Sleep Counter will however go down whenever a Pokemon takes 16 or more damage from a single attack (not in a single action, so two attacks that deal 15 damage each in doubles will not reduce the sleep counter.)

    Freeze:

    Freeze will now cause the Pokemon to lose actions like Sleep, and will have two intensities.

    Freeze Stage 1: The Pokemon will be frozen for 1 action.
    Freeze Stage 2: The Pokemon will be frozen for 2 actions.

    The following attacks can be used while frozen and will remove the Freeze condition from the Pokemon (they will still have their accuracy check to determine if they hit the opponent):

    Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot, and V-Create.

    If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition.


    Votes:

    Changes to Follow Me/Rage Powder (open)

    Follow Me: The Pokémon creates a distraction, forcing all opponents to target the user with their attacks instead of their intended targets. If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 3 | CT: Passive

    Rage Powder: The Pokemon unleashes a noxious powder that enrages all opponents, taking over their senses and forcing them to target the user with their attacks instead of their intended targets. If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Typing: Bug | Priority: 3 | CT: Passive

    A YES vote would implement these changes to Follow Me and Rage Powder.

    A NO vote would keep their current effect of simply redirecting attacks.



    Changes to Sing/Grasswhistle (open)

    GrassWhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing music puts the target Pokemon to sleep, and keeps it asleep for as long as the music is played. For each extra action the music is played, it costs three (3) extra energy times the number of extra actions of sleep. Even if the song does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.

    This move fails or stops working if the target cannot be put to sleep by any means. Louder sound moves like Bug Buzz, Chatter, Hyper Voice, Metal Song, Perish Song, Relic Song, Roar, Screech, Sonicboom, Supersonic, Snore, and Uproar will disrupt Grasswhistle, however Grasswhistle will drown out Yawn. Grasswhistle ceases at the end of a round, and cannot be used the action after sleep ends. Grasswhistle can be combined with another Grass attack on the action it is used, and the song will remain in effect during the combination cool down.

    Attack Power: -- | Accuracy: -- | Energy Cost: 7 and (3 * Extra sleep actions) per action | Attack Type: Other | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Passive

    Sing: The Pokemon sings a calming lullaby to its opponent. The soothing song puts the target Pokemon to sleep, and keeps it asleep for as long as the song is sung. For each extra action the music is played, it costs three (3) extra energy times the number of extra actions of sleep. Even if the song does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.

    This move fails or stops working if the target cannot be put to sleep by any means. Louder sound moves like Bug Buzz, Chatter, Hyper Voice, Metal Song, Perish Song, Relic Song, Roar, Screech, Sonicboom, Supersonic, Snore, and Uproar will disrupt Sing, however Sing will drown out Yawn. Sing ceases at the end of a round, and cannot be used the action after sleep ends. Sing can be combined with another sound move the action it is used, and the song will remain in effect during the combination cool down.

    Attack Power: -- | Accuracy: -- | Energy Cost: 7 and (3 * Extra sleep actions) per action | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    A YES Vote would change Grasswhistle and Sing as outlined above.

    A NO Vote would keep Grasswhistle and Sing as they are.



    Second Specific Substitution (open)


    Allow a second specific substitution for a player moving first to deal with very diverse opponents.

    A YES Vote would allow a player attacking first to make a second specific substitution in response to an opponent's actions. This substitution must apply the same kind of response as your first. (e.g. IF X uses Protect, use Y and push attacks back will be your first substitution. IF X uses Dig, use Z and push attacks back will be your second substitution. You cannot make your second substitution simply "IF X uses Dig, use Z then A" unless your first substitution is "IF X used Protect, use Y then B." In both cases you are changing the same number of your actions based on one of your opponents actions.

    A NO Vote would keep players acting first with one specific substitution.
Thread Status:
Not open for further replies.

Users Viewing Thread (Users: 0, Guests: 0)