Gold vs Geodude

Geodude's Team


NecturineFront_zpse0c07dce.png





Nanamorpha [Necturine] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
grass.gif
ghost.gif

grass.gif
: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
ghost.gif
: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.

Abilities:
Anticipation: (Passive) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Self-Destruct, and Explosion by two (2).
Telepathy: (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks. LOCKED

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3+
SpD: Rank 3
Spe: 44-
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/6
MC: 0
AC: 1/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Forest's Curse

Gravity
Future Sight
Leaf Blade
Leaf Storm
Soak (Sketch)

Hidden Power [Fire]
Protect
Solarbeam
Infestation
Grass Knot



Gold's Team


Spr_5b_533.png



Magnus (Gurdurr) (M)
Nature: Adamant
Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Guts

Sheer Force

Iron Fist (HA UNLOCKED)

Stats:

Hp: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 7/9
MC: 2
AC: 5/5
KOC: 0

Moves (31/???):

Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Chip Away (*)
Rock Slide
Hammer Arm
Focus Punch

Counter (*)
Drain Punch (*)
Endure (*)
Foresight
Mach Punch (*)
Wide Guard (*)

Toxic (*)
Taunt (*)
Protect (*)
Dig
Double Team
Payback (*)
Poison Jab (*)
Substitute

Block
Helping Hand
Fire Punch
Ice Punch
Knock Off
Thunder Punch


MuMDIM6.png



Starman (Kadabra) (M)
Nature: Timid
Type: Psychic

Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Synchronize

Inner Focus

Magic Guard (HA UNLOCKED)

Stats:

Hp: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 121 (+15% speed, +25% accuracy)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/9
MC: 0
AC: 5/5
KOC: 0

Moves (28/???):

Teleport (*)
Kinesis
Disable
Confusion
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Future Sight
Psychic
Trick

Barrier (*)
Encore (*)
Knock Off (*)
Psycho Shift (*)
Skill Swap (*)

Psyshock (*)
Taunt (*)
Shadow Ball (*)
Double Team
Torment (*)
Substitute
Dazzling Gleam (*)

Bide
Counter
Endure
Signal Beam


Spr_4d_288.png



Kong (Vigoroth) (M)
Nature: Hasty
Type: Normal

Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:

Vital Spirit

Stats:

Hp: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 104 (+15% speed, +19% accuracy)
Size Class: 3
Weight Class: 3
Base Rank Total: 16

EC: 4/9
MC: 0
AC: 4/5

Moves (31/???):

Reversal
Scratch (*)
Focus Energy
Yawn (*)
Encore (*)
Uproar
Slack Off (*)
Feint Attack (*)
Fury Swipes
Amnesia (*)
Endure
Covet
Chip Away
Slash
Counter
Play Rough
Focus Punch

Body Slam (*)
Crush Claw (*)
Curse (*)
Night Slash (*)
Pursuit (*)

Protect (*)
Return (*)
Brick Break (*)
Fire Blast (*)
Rock Tomb (*)
Aerial Ace
Shadow Claw

Gunk Shot
Low Kick




Geodude gos first
gold goes second

i ref
 
Last edited:
Nanamorpha @ Exp. Share

Soak~Leaf Blade~Leaf Storm
IF p/e action THEN Future Sight the first time only and push actions back.
 
Nanamorpha the Necturine

HP: 90
Energy: 100



Magnus the Gurdurr


Hp: 100
Energy: 100



A1


Soak - BAP = 0 Energy Cost = 8
Fire Punch - BAP = 8 Energy Cost = 6 - 2 BAP


A2

Leaf Blade - BAP = 9 Energy Cost = 7 - 2 BAP + 3
Ice Punch - BAP = 8 Energy Cost = 6 - 2 BAP


A3

Leaf Storm - BAP = 13 Energy Cost = 9 - 2 BAP + 3
Fire Punch - BAP = 8 Energy Cost = 6 - 2 BAP


Nanamorpha the Necturine
HP: 90 - 18 = 72 Hp
Energy: 100 - 31 = 79 Energy


Magnus the Gurdurr


Hp: 100 - 14 = 86 Hp
Energy: 100 - 24 = 86 Energy
 
Last edited:
Oh boy.

Let's go over a few things, shall we?

Firstly, energy cost plays no part in how damage is dealt. The damage formula is:

Final Damage = [(Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects + Item Effects 1 - Defense Rank Bonus - Burn Effect) * Type Effectiveness] + (Stage Boost Difference * 2) + Item Effects 2

BAP is the inherent power of the move. You seem to have gotten that down correctly. If the Pokemon using the move is the same type as the move it is using (for example, the Grass/Ghost Necturine using a Grass move), you apply a STAB bonus of 3. Critical hits typically have a 1 in 16 chance of occurring. Leaf Blade has a high critical hit ratio, so instead it has a 1 in 8 chance of a critical hit. The value for Attack Rank Bonus is 1.5 for each rank value of the attacking stat up to Rank 6, and every rank from 7 upwards increases the value by 1 rank. Defense Rank Bonus is dealt with in a similar manner. Ability effects increase or decrease the power of the move depending on the ability. Type Effectiveness' value is 1.5 for a 2x super-effective move and 2.25 for a 4x super effective move. For not-very-effective moves, divide by this amount instead of multiplying.


I would recommend skimming the second post of the ASB handbook. It is a sticky thread in the main ASB forum. The post is titled "the damage formula."
 
Can this be postponed ?

Firstly, energy cost plays no part in how damage is dealt. The damage formula is:

Final Damage = [(Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects + Item Effects 1 - Defense Rank Bonus - Burn Effect) * Type Effectiveness] + (Stage Boost Difference * 2) + Item Effects 2

BAP is the inherent power of the move. You seem to have gotten that down correctly. If the Pokemon using the move is the same type as the move it is using (for example, the Grass/Ghost Necturine using a Grass move), you apply a STAB bonus of 3. Critical hits typically have a 1 in 16 chance of occurring. Leaf Blade has a high critical hit ratio, so instead it has a 1 in 8 chance of a critical hit. The value for Attack Rank Bonus is 1.5 for each rank value of the attacking stat up to Rank 6, and every rank from 7 upwards increases the value by 1 rank. Defense Rank Bonus is dealt with in a similar manner. Ability effects increase or decrease the power of the move depending on the ability. Type Effectiveness' value is 1.5 for a 2x super-effective move and 2.25 for a 4x super effective move. For not-very-effective moves, divide by this amount instead of multiplying.

this seems complex ^
 
-_-

I would infract but I am going to instead be helpful and post an explanation I did on IRC about how to calculate damage in ASB:

[04:51] <@~Its_A_Random> let me make a relevant example
---
[04:51] <@~Its_A_Random> a neutral zekrom uses bolt strike on a neutral squirtle
[04:51] <@~Its_A_Random> @asbstats zekrom
[04:51] <+ASBot> Zekrom - Dragon/Electric | Teravolt | 110/6/5/5/4/90 | 27 BRT | Size: 5 | Weight: 7 | +Spe nat. Acc Boost: 12% | CC cost: N/A | 255 CHP | Sig. Item: Everstone | Boosted Stats: N/A
---
[04:52] <@~Its_A_Random> @asbstats squirtle
[04:52] <+ASBot> Squirtle - Water | Torrent/Rain Dish (H) | 90/2/3/2/3/43 | 14 BRT | Size: 1 | Weight: 1 | +Spe nat. Acc Boost: 9% | CC cost: 2 | 255 CHP | Sig. Item: Rare Candy | Boosted Stats: Def
[04:52] <@~Its_A_Random> @asbmove bolt strike
[04:52] <+ASBot> Bolt Strike - Electric | Physical | Adjacent Target | 13 BAP | 85% Acc | 9 EN Cost | 20% Eff% | Contact: Yes | 0 Prio | Combo Type: Force | Snatch: No | Magic Coat: No
[04:52] <+ASBot> The user covers its entire body with electricity and slams into the foe. The immense electrical charge and forceful impact has a chance of paralyzing the target.
---
[04:52] <@~Its_A_Random> bolt strike's bap is 13 so base attack power is 13
---
[04:53] <@~Its_A_Random> it gets STAB on Bolt Strike so the damage is currently (13 + 3)
[04:53] <@~Its_A_Random> zekrom has rank 6 attack and squirtle has rank 3 defence
---
[04:53] <@~Its_A_Random> the attack bonus is + (6 * 1.5) = +9
[04:54] <@~Its_A_Random> the defence bonus is (3 * 1.5) = -4.5
[04:54] <@~Its_A_Random> so the damage is (13 + 3 + 9 - 4.5)
[04:55] <@~Its_A_Random> since electric is super effective against water
---
[04:55] <@~Its_A_Random> the whole damage is multiplied by 1.5
[04:55] <@~Its_A_Random> so we have
---
[04:56] <@~Its_A_Random> ((13 + 3 + 9 - 4.5) * 1.5) = 30.75 DMG
---
[04:56] <@~Its_A_Random> for the energy cost since it gets stab
[04:56] <@~Its_A_Random> the whole cost of the move is reduced by one energy
[04:57] <@~Its_A_Random> so it costs (9 - 1) = 8 energy
[04:57] <@~Its_A_Random> so after that attack
[04:57] <@~Its_A_Random> zekrom has (100 - 8) = 92 energy
[04:57] <@~Its_A_Random> left
[04:58] <@~Its_A_Random> and squirtle has (90 - 30.75) = 59.25 HP left
[04:58] <@~Its_A_Random> then squirtle ducks for cover because he realises he has zero chance of beating a dragon as mighty as zekrom
[04:58] <@~Its_A_Random> :D

To make another example: Gurdurr with Sheer Force on uses Fire Punch on Necturine. Fire Punch has 8 BAP. Sheer Force is +2 BAP since Fire Punch is boosted by Sheer Force. Iron Fist is +2 BAP because Fire Punch is boosted by Iron Fist. Anticipation is -2 BAP because the attack is Super Effective on Necturine.

So we have:

(8 + 2 + 2 - 2) = 10 BAP.

The attack does not have STAB. Gurdurr has Rank 5 Attack and Necturine has Rank 2 Defence. The Attack boost is (5 * 1.5) = +7.5. The Defence Boost is (2 * 1.5) = -3.

So we have for Damage so far:

(10 + 7.5 - 3)

The attack deals super effective damage so the whole damage is multiplied by 1.5. So our final damage is:

((10 + 7.5 - 3) * 1.5) = 21.75 DMG.

Gurdurr does not get STAB so Fire Punch costs 6 EN to use.

I hope this helps you understand the damage formula Zekrom2525. :)
 
A1


(8 + 2 + 2 - 2) = 10 BAP
(10 + 7.5 - 3)
((10 + 7.5 - 3) * 1.5) = 21.75 DMG







A2




(8 + 2 + 2 - 2) = 10 BAP
(10 + 7.5 - 3)
((10 + 7.5 - 3) * 1.5) = 21.75 DMG









A3




(8 + 2 + 2 - 2) = 10 BAP
(10 + 7.5 - 3)
((10 + 7.5 - 3) * 1.5) = 21.75 DMG
 
Yo, I've had enough. I didn't want to have be the dick in this situation, but this is a flashmatch for crying out loud. These traditionally have quick timelines that result in their ending within hours on average. It is nothing personal, Zekrom2525 , but if you do not post a complete reffing within ~5 hours, 24 hours since you last posted, I will be seeking a subref. You have shown improvement, I will give you that, but I feel this has gone on long enough.
 
Team Geodude:
NecturineFront_zpse0c07dce.png

Nanamorpha [Necturine] (F)
Type: Grass / Ghost
HP: 90
EN: 100%
Item: Exp Share
Stats: 2/2/3/3/44 SC: 1 WC: 1
Ability: Anticipation / Telepathy
Status: -10% Evasion

Team S0L1D G01D:

Spr_5b_533.png

Magnus (Gurdurr) (M)
Type: Fighting
HP: 100
EN: 100%
Item: Exp Share
Stats: 5/3/1/2/40 SC: 2 WC: 3
Abilities: Guts / Sheer Force[ON] / Iron Fist
Status: Normal

Round 1: The Sheer Destruction!

Magnus is too powerful for Nanamorpha to handle, But she tries and reduces Magnus's HP to half. Which is an accomplishment in itself.

Expecting the battle to end next round with Gold using no subs ^_^

Speed Order: Necturine, Gurdurr

Action 1:

Turn Order: Necturine, Gurdurr

Necturine uses Soak!
EN Used: 7

Gurdurr uses Fire Punch!
Crit Check(625): 8125 (No)
Damage: (8 + 7.5 + 2 + 2 - 3 - 1)*1.5 = 23.25
EN Used: 6

Action 2:

Turn Order: Necturine, Gurdurr

Necturine uses Leaf Blade!
Crit Check(625): 496 (No)
Damage: (9 + 3 + 3 + 3 - 4.5)*1.5 = 20.25
EN Used: 6

Gurdurr uses Ice Punch!
Crit Check(625): 2472 (No)
Damage: (8 + 7.5 + 2 + 2 - 3 - 1)*1.5 = 23.25
EN Used: 6

Action 3:

Turn Order: Necturine, Gurdurr

Necturine uses Leaf Storm!
Accuracy Check(9000): 5518 (Hit)
Crit Check(625): 396 (Yes)
Damage: (13 + 3 + 3 + 4.5 - 3)*1.5 = 30.75
EN Used: 8

Gurdurr uses Fire Punch!
Crit Check(625): 7227 (No)
Damage: (8 + 7.5 + 2 + 2 - 3 - 1)*1.5 = 23.25
EN Used: 6
Team Geodude:
NecturineFront_zpse0c07dce.png

Nanamorpha [Necturine] (F)
Type: Grass / Ghost
HP: 20
EN: 79%
Item: Exp Share
Stats: 2/2/3/3/44 SC: 1 WC: 1
Ability: Anticipation / Telepathy
Status: -10% Evasion, -2 SpA(1R)

Team S0L1D G01D:

Spr_5b_533.png

Magnus (Gurdurr) (M)
Type: Fighting
HP: 49
EN: 82%
Item: Exp Share
Stats: 5/3/1/2/40 SC: 2 WC: 3
Abilities: Guts / Sheer Force[ON] / Iron Fist
Status: Soak(3a)

Field Effects: None!

S0L1D G0LD Orders
Geodude6 Orders

Ref
 
Last edited:
Sorry for the delay. I honestly missed is in my alerts/didn't get a notification. (And thought I posted last night, now that I see it's the next day .-. .)

Ice Punch - Fire Punch - Ice Punch
If damaging Grass-Type combination, use Protect that action.
If Pain Split a1, use Ice Punch + Ice Punch that action.
If Protect a1 and Pain Split a2, Chill a1 and use Fire Punch + Fire Punch a2.
 
Last edited:
Team Geodude:
NecturineFront_zpse0c07dce.png

Nanamorpha [Necturine] (F)
Type: Grass / Ghost
HP: 20
EN: 79%
Item: Exp Share
Stats: 2/2/3/3/44 SC: 1 WC: 1
Ability: Anticipation / Telepathy
Status: -10% Evasion, -2 SpA(1R)

Team S0L1D G01D:

Spr_5b_533.png

Magnus (Gurdurr) (M)
Type: Fighting
HP: 49
EN: 82%
Item: Exp Share
Stats: 5/3/1/2/40 SC: 2 WC: 3
Abilities: Guts / Sheer Force[ON] / Iron Fist
Status: Soak(3a)

Round 2: Mere Formality.

Battle over as expected, Inb4 "Anyone Flash?" In Irc ^_^

Oh btw, This counts as one of Flash battles that I accepted to ref for you guys.

Speed Order: Necturine, Gurdurr

Action 1:

Turn Order: Necturine, Gurdurr

Necturine uses Leaf Blade!
Crit Check(625): 4880 (No)
Damage: (9 + 3 + 3 - 4.5)*1.5 = 15.75
EN Used: 6

Gurdurr uses Ice Punch!
Crit Check(625): 2604 (No)
Damage: (8 + 7.5 + 2 + 2 - 3 - 1)*1.5 = 23.25
EN Used: 6

Necturine faints!
Team Geodude:
NecturineFront_zpse0c07dce.png

Nanamorpha [Necturine] (F)
Type: Grass / Ghost
HP: -3
EN: 73%
Item: Exp Share
Stats: 2/2/3/3/44 SC: 1 WC: 1
Ability: Anticipation / Telepathy
Status: -10% Evasion, -1 SpA(1R), KO'd

Team S0L1D G01D:

Spr_5b_533.png

Magnus (Gurdurr) (M)
Type: Fighting
HP: 33
EN: 76%
Item: Exp Share
Stats: 5/3/1/2/40 SC: 2 WC: 3
Abilities: Guts / Sheer Force[ON] / Iron Fist
Status: Soak(2a), +1 KOC (Necturine)

Field Effects: None!

S0L1D G0LD wins and gets 1 CC
Gurdurr gets 1 EC, 3 MC, and 1 KOC

Geodude6 gets 1 CC
Necturine gets 1 EC, 3 MC and 1 AC

Gale Wing Srock gets 3 UC
 
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