New Standing Committee Members have been sworn in, the following is the current listing of the ASB Policy Committee:
Committee Members:
Seven Deadly Sins
DarkSlay
Kaxtar
Flora
iiMKUltra
deadfox081
Objection
TravelLog
Rediamond
IceBug
Gerard
Notifications:
Implementations:
Big Stat Announcement
I have considered at great length the issue of the stat cutoff vote at the end of May. The Rank 4 Cutoff was defeated soundly at 4-7 and will not be reconsidered. However the Rank 5 Cutoff was passed by only one vote, and had the panel been different I suspect a different outcome would have arisen. I am thus using my bully pulpit as game designer to reverse the decision of the vote.
I do put a lot of faith in the community to look over the issues and come to the best conclusion. However in such a close vote in a matter of game balance I may have been mistaken in placing my full faith it it. The inital ranks were based on a set of values for nuetralizing all Pokemon, but it is apparent that while stats are an important factor in determining usefulness of a given Pokemon, they are not the only factor. Successive changes have shifted the focus of good Pokemon to a much healthier balance between defensive, tanking Pokemon and speedy Pokemon who now enjoy higher accuracies on stronger attacks to compensate for their lower overall stats.
As such I believe it is time to exercise my discretion and make the cutoff for Rank 5 120. All Pokemon with a value of 120 shall have their stats increased. This will have no effect on participants in the current tournament, however it will be important for future implementations.
Here is the list of affected Pokemon and the relevant stat:
HP: Arceus, Cresselia, Throh, Pyroak
Atk: Hitmonlee, Granbull, Weavile, Donphan, Blaziken, Hariyama, Sharpedo, Crawdaunt, Staraptor, Luxray, Dialga, Palkia, Giratina-O, Arceus, Druddigon, Reshiram, Genesect.
Def: Weezing, Rhydon, Magcargo, Donphan, Dialga, Giratina, Cresselia, Arceus, Zekrom.
SpA: Kadabra, Magneton, Togekiss, Giratina-O, Shaymin-Sky, Arceus, Zoroark, Zekrom, Genesect, Stratagem.
SpD: Tentacruel, Mr. Mime, Mantyke, Claydol, Kecleon, Palkia, Giratina, Arceus, Reshiram.
Since there is always complaints of Pokemon getting "trolled", I will list them now so that griping may commence. I have selected 120 because I believe it the final reasonable threshold for a Rank 5 Attack, and I have no issues with the subsequent scrunching of Rank 3 and Rank 4. Here are the Pokemon between 116 and 119 in HP/Atk/Def/SpA/SpD:
HP: Musharna (116)
Atk: Krookodile (117), Fraxure (117)
Def: Shieldon (118), Hippowdon (118), Cyclohm (118), Bronzong (116)
SpA: Yanmega (116)
SpD: Bronzong (116), Ferrothorn (116)
Stat Categories shall now be:
Rank 1: 0-25
Rank 2: 26-60
Rank 3: 61-95
Rank 4: 96-119
Rank 5: 120-140
Rank 6: 141-160
Rank 7: 161-180
Rank 8: 181-200
Rank 9: 201+
Consider this change effective immediately in all new battles.
Now for the questions:
1. Referee Tutoring Program:
The Program has been in effect since the beginning of June. If you have been in the program as a tutor or an apprentice, please provide some feedback.
2. Bide Revisited:
It's only been about two weeks since the Bide change, but since it's the single most complained about move, how have the various changes to moves that now counter it as well as the reduction on damage sent back affected its use?
3. Substitute Revisited:
It may also be too soon for Sub, but how is the 3-tier usage affecting battles? SotG's tend to drag on, so I'm sure people will have more data on it.
4. "Brokenmons":
While I admit some Pokemon have better strategies than others, I do not believe any Pokemon is sufficiently broken in a way that differs from how it tends to operate in-game or in the anime. Gengar has the worst rap at the moment, though Cyclohm gets a fair amount of it. What specifically is the problem?
5. Freeze and Sleep:
There's been disputes about how Sleep and co. are supposed to work so I'm attempting to clarify it.
As far as I'm aware ever since GSC if your Pokemon was asleep and its counter hit 0, it would wake up. This is why Spore Electrode was a running gag in RBY, because your Pokemon would never wake up if it was just put to sleep. The idea behind Sleep's 3 stages was that you'd have a 1/3rd chance for sleep to do nothing, a 1/3rd chance for sleep to lose your opponent 1 action, and a 1/3rd chance for sleep to lose your opponent 2 actions. Thus your sleep counter was supposed to go down each action before an attack (like Confusion) and if it hit 0 you would snap out of sleep (or confusion) and attack normally.
Freeze is in a different boat in that it's never really been codified. There are a few potential ways out of this, first in codifying the status itself and what it should do and second making it possible to alter the Base Attack Power of a freezing Ice-type move to focus more on inflicting freeze instead of damaging, allowing freeze to bypas things like Shield Dust for a price.
6. Codifying Combinations Further:
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.
As long as we're on the subject of combinations:
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:
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.
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 (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:
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.
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.
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.
Committee Members:
Seven Deadly Sins
DarkSlay
Kaxtar
Flora
iiMKUltra
deadfox081
Objection
TravelLog
Rediamond
IceBug
Gerard
Notifications:
1. Allowance of one free Nature change to account for the drastically different mechanics of Speed Natures. A Hidden Power Change will also be allowed on the basis several moves with Accuracy issues are fixed, and HP was used to cover those types.
2. The Attack List now has Priority for each Attack as well as how they interact in multiple Pokemon battle formats. If you have any questions about how Dig, Fly, etc. work then the answers are in there. Targeting for attacks in Multi-Battles has also been added. A Command List has also been added.
3. All Players are to implement Active Slots in their profiles, as well as update their information to Ranks and STABs, as those have all changed.
Here is the Active Slots formatting:
Active Slots:
<Battle Slot 1 Link>
<Battle Slot 2 Link>
<Battle Slot 3 Link>
<Tournament Link> (If the user is in a tournament )
<RP Link (Pokemon RPing)> (If the user is in an RP)
<Additional RP Links (with Pokemon RPing)>
<Gym Link> (If the user is in a Gym match [Mechanics TBD later])
Here is the Active Slots formatting:
Active Slots:
<Battle Slot 1 Link>
<Battle Slot 2 Link>
<Battle Slot 3 Link>
<Tournament Link> (If the user is in a tournament )
<RP Link (Pokemon RPing)> (If the user is in an RP)
<Additional RP Links (with Pokemon RPing)>
<Gym Link> (If the user is in a Gym match [Mechanics TBD later])
Implementations:
Weather and other global effects (Rooms, Gravity, etc.) are reduced from 5 rounds to 4 rounds.
Changes to Torment and Substitute:
Torment: The Pokemon imbues itself with dark energy and torments the foe, preventing the opponent from using using the same attack twice in a row or from using any moves used in the previous round for six (6) actions.
Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Effect Chance: -- | Typing: Dark | Priority: 0
Substitute: The Pokemon siphons 15, 20, or 25 HP of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Taunt and Torment ignore this, however.
Attack Power: -- | Accuracy: -- | Energy Cost: 12 (15 HP), 18 (20 HP), 24 (25 HP)| Effect Chance: -- | Typing: Normal | Priority: 0
Torment: The Pokemon imbues itself with dark energy and torments the foe, preventing the opponent from using using the same attack twice in a row or from using any moves used in the previous round for six (6) actions.
Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Effect Chance: -- | Typing: Dark | Priority: 0
Substitute: The Pokemon siphons 15, 20, or 25 HP of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Taunt and Torment ignore this, however.
Attack Power: -- | Accuracy: -- | Energy Cost: 12 (15 HP), 18 (20 HP), 24 (25 HP)| Effect Chance: -- | Typing: Normal | Priority: 0
Effects can be tricky to ref depending on when they happen in a round. Here is a listing of priority on effects and the dropping of various counters.
Beginning of action: Confusion Stage, Speed Tie Flip (if moves are similar speed/complexity. Otherwise simpler moves like Water Gun beat more complicated moves like Surf)
Beginning of action effects occur before the Pokemon begins that action.
During action: Bide Activation, Bide Release, Confusion Activation, Confusion Damage, Flinch Activation (except Sky Attack), Paralysis Activation, Sleep Stage, Taunt Activation, Disable Activation, Encore Activation, Magnet Rise Activation, Reflect Activation, Light Screen Activation, Safeguard Activation, Telekinesis Activation.
During action effects occur as that action is being used. If a Pokemon is faster, they will be able to activate effects like flinch or benefit from defensive actions.
After action: Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Bide Stage, Yawn Stage, Taunt Stage, Disable Stage, Encore Stage, Magnet Rise Stage, Reflect Stage, Light Screen Stage, Telekinesis Stage.
After action effects occur after both Pokemon have completed their actions.
Beginning of next action: Sky Attack Flinch
Sky Attack is the only attack that calculates flinch on the opponent's next action.
Beginning of round: Global effects used on the last action of the previous round.
On the third action of a previous round, a global effect will not activate. Instead it is summoned at the beginning of the next round and has its duration for the full span of all rounds relevant rounds.
End of round: Paralysis Stage, Stat Reset Check, Perish Song Stage, Safeguard Stage, Global Effect Stage.
End of round effects are resets on paralysis, stats, and reduction in the round counters of global effects, Safeguard, and Perish Song.
Beginning of action: Confusion Stage, Speed Tie Flip (if moves are similar speed/complexity. Otherwise simpler moves like Water Gun beat more complicated moves like Surf)
Beginning of action effects occur before the Pokemon begins that action.
During action: Bide Activation, Bide Release, Confusion Activation, Confusion Damage, Flinch Activation (except Sky Attack), Paralysis Activation, Sleep Stage, Taunt Activation, Disable Activation, Encore Activation, Magnet Rise Activation, Reflect Activation, Light Screen Activation, Safeguard Activation, Telekinesis Activation.
During action effects occur as that action is being used. If a Pokemon is faster, they will be able to activate effects like flinch or benefit from defensive actions.
After action: Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Bide Stage, Yawn Stage, Taunt Stage, Disable Stage, Encore Stage, Magnet Rise Stage, Reflect Stage, Light Screen Stage, Telekinesis Stage.
After action effects occur after both Pokemon have completed their actions.
Beginning of next action: Sky Attack Flinch
Sky Attack is the only attack that calculates flinch on the opponent's next action.
Beginning of round: Global effects used on the last action of the previous round.
On the third action of a previous round, a global effect will not activate. Instead it is summoned at the beginning of the next round and has its duration for the full span of all rounds relevant rounds.
End of round: Paralysis Stage, Stat Reset Check, Perish Song Stage, Safeguard Stage, Global Effect Stage.
End of round effects are resets on paralysis, stats, and reduction in the round counters of global effects, Safeguard, and Perish Song.
+Speed Natures now have 5 as a minimum on the accuracy boost.
Burn no longer has degrees. It is now a straight -3 BAP reduction in physical attacks, with 2 HP damage at the end of each action.
Levitate has always been difficult to navigate because of the number of Pokemon demonstrated to fly/float. Levitate is now treated entirely differently, and has both an ability and a command associated with it. This information is in the Ability List and the Command List.
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Pokemon with this ability: Gastly, Haunter, Gengar, Koffing, Weezing, Misdreavus, Unown, Vibrava, Flygon, Lunatone, Solrock, Baltoy, Claydol, Duskull, Chimecho, Latias, Latios, Mismagius, Chingling, Bronzor, Bronzong, Carnivine, Rotom, Uxie, Mesprit, Azelf, Cresselia, Giratina (Origin Forme), Tynamo, Eelektrik, Eelektross, Cryogonal, Hydreigon, Rebble, Bolderdash, Stratagem, Nohface.
Pokemon that have the Levitate Trait without the ability (based on anime precedent, advanced wings, etc.):
Beedrill, Venomoth, Mew, Celebi, Dustox, Shedinja, Shuppet, Beldum, Jirachi, Deoxys, Victini, Accelgor.
Levitate Command:
Pokemon with access to the Levitate Command float or rest at an altitude too low to avoid Seismic Attacks. The seismic activity disrupts their field or concentration and they will be struck unless they use this Command or Magnet Rise. In contrast to Magnet Rise, Levitate Command only lasts for three (3) actions and has an energy cost of 5.
Pokemon with the Levitate Command (Based on Anime precedent, basic wings, etc.):
Magnemite, Magneton, Geodude, Staryu, Starmie, Dragonair, Mewtwo, Heracross, Forretress, Scizor, Nincada, Nosepass, Volbeat, Illumise, Banette, Dusclops, Glalie, Metang, Metagross, Magnezone, Froslass, Probopass, Dusknoir, Garchomp, Dialga, Palkia, Darkrai, Arceus, Cottonee, Yamask, Cofagrigus, Solosis, Duosion, Reuniclus, Vanillite, Vanillish, Vanilluxe, Excavalier, Frillish, Jellicent, Litwick, Lampent, Chandelure, Druddigon, Golett, Golurk, Klink, Klang, Klinklang, Larvesta, Volcarona, Reshiram, Zekrom, Genesect.
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Pokemon with this ability: Gastly, Haunter, Gengar, Koffing, Weezing, Misdreavus, Unown, Vibrava, Flygon, Lunatone, Solrock, Baltoy, Claydol, Duskull, Chimecho, Latias, Latios, Mismagius, Chingling, Bronzor, Bronzong, Carnivine, Rotom, Uxie, Mesprit, Azelf, Cresselia, Giratina (Origin Forme), Tynamo, Eelektrik, Eelektross, Cryogonal, Hydreigon, Rebble, Bolderdash, Stratagem, Nohface.
Pokemon that have the Levitate Trait without the ability (based on anime precedent, advanced wings, etc.):
Beedrill, Venomoth, Mew, Celebi, Dustox, Shedinja, Shuppet, Beldum, Jirachi, Deoxys, Victini, Accelgor.
Levitate Command:
Pokemon with access to the Levitate Command float or rest at an altitude too low to avoid Seismic Attacks. The seismic activity disrupts their field or concentration and they will be struck unless they use this Command or Magnet Rise. In contrast to Magnet Rise, Levitate Command only lasts for three (3) actions and has an energy cost of 5.
Pokemon with the Levitate Command (Based on Anime precedent, basic wings, etc.):
Magnemite, Magneton, Geodude, Staryu, Starmie, Dragonair, Mewtwo, Heracross, Forretress, Scizor, Nincada, Nosepass, Volbeat, Illumise, Banette, Dusclops, Glalie, Metang, Metagross, Magnezone, Froslass, Probopass, Dusknoir, Garchomp, Dialga, Palkia, Darkrai, Arceus, Cottonee, Yamask, Cofagrigus, Solosis, Duosion, Reuniclus, Vanillite, Vanillish, Vanilluxe, Excavalier, Frillish, Jellicent, Litwick, Lampent, Chandelure, Druddigon, Golett, Golurk, Klink, Klang, Klinklang, Larvesta, Volcarona, Reshiram, Zekrom, Genesect.
Bide will receive a minor change and will now send back 1.75x the normal damage instead of 2x. The Energy Cost will remain the same. Additionally, Bide has been updated with more complete move data, and Yawn now activates after 2 actions, meaning if used on action 1 against Bide, the Pokemon will fall asleep before it can unleash Bide.
Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions, the Pokemon will absorb any attacks against it, adding its suffering into the aura. On the third action, it will release the energy gathered from Bide, doing 1.75 times (1.75x) the damage received during its use. If Protected or Detected against, Bide will still have an energy cost based on the damage the attack would have done. Bide hits Ghost types as well as Pokemon during Bounce, Dig, Dive, Fly, and Shadow Force. If a Pokemon using Bide is put into Sleep status, Bide will dissipate.
Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Calculated Damage to Opponent/2) | Effect Chance: -- | Typing: Normal | Priority: 1 (all phases)
Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions, the Pokemon will absorb any attacks against it, adding its suffering into the aura. On the third action, it will release the energy gathered from Bide, doing 1.75 times (1.75x) the damage received during its use. If Protected or Detected against, Bide will still have an energy cost based on the damage the attack would have done. Bide hits Ghost types as well as Pokemon during Bounce, Dig, Dive, Fly, and Shadow Force. If a Pokemon using Bide is put into Sleep status, Bide will dissipate.
Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Calculated Damage to Opponent/2) | Effect Chance: -- | Typing: Normal | Priority: 1 (all phases)
Changing Speed Divisors:
Speed Nature Calculation: Accuracy increase = (Adjusted Base Speed^2)/Divisor
Divisors:
Fully Evolved: 870
Second of Three: 580
First of Two: 435
First of Three: 290
And the values from the calculation would follow normal rounding rules.
This results in a buff to Spe natured Pokemon, especially first and middle evolutions. The cap will remain at 30, however now more FE Pokemon will actually reach it (currently only Ninjask and Deoxys-S do). These are the same Pokemon from the last thread with the updated formulas for examples:
Dratini: (58 * 58)/290 = 11.6, which rounds up to 12. [Dragonair is 11, Dragonite is 10 Acc]
Aron: (35 * 35)/290 = 4.22, which rounds to 4 (but it gets bumped to the minimum +5) [Lairon is 4 Acc and gets boosted to 5, Aggron is 4 Acc and gets boosted to 5.]
Cranidos: (67 * 67)/435 = 10.32, which rounds down to 10. (Compare Rampardos which gets a 5 Accuracy boost)
Ponyta: (104 * 104)/435 = 24.86, which rounds up to 25. (Compare Rapidash, which gets a 17 Accuracy boost)
Onix: (81 * 81)/435 = 15.08, which rounds to 15 (Compare Steelix, which gets a laughable 2 Accuracy boost now boosted to 5)
Scyther: (121 * 121)/435 = 33.65, which hits the cap of 30 (Compare Scizor, which is slower and only gets a 6 Accuracy boost)
Charmeleon: (92 * 92)/580 = 14.59, which rounds up to 15 (Compare Charmander which gets a 19 Acc boost and Charizard, which also gets a 15 Accuracy boost)
Magneton: (81 * 81)/580 = 11.32, which rounds to 11 (Compare Magnemite which gets an 9 Acc boost and Magnezone, which is slower and only gets a 5 Accuracy boost)
Kadabra: (121 * 121)/580 = 25.24, which rounds to 25 (Compare Abra which gets 30 (Cap) Acc boost and Alakazam, which gets a 22 Accuracy boost)
For Fully Evolved Pokemon, this change brings Electrode (140 Base) to +30 Acc, Accelgor breaks the cap, Base 80's get +10 Acc, Base 100's get +15, Base 115's get +20, and Base 130's get +26.
Speed Nature Calculation: Accuracy increase = (Adjusted Base Speed^2)/Divisor
Divisors:
Fully Evolved: 870
Second of Three: 580
First of Two: 435
First of Three: 290
And the values from the calculation would follow normal rounding rules.
This results in a buff to Spe natured Pokemon, especially first and middle evolutions. The cap will remain at 30, however now more FE Pokemon will actually reach it (currently only Ninjask and Deoxys-S do). These are the same Pokemon from the last thread with the updated formulas for examples:
Dratini: (58 * 58)/290 = 11.6, which rounds up to 12. [Dragonair is 11, Dragonite is 10 Acc]
Aron: (35 * 35)/290 = 4.22, which rounds to 4 (but it gets bumped to the minimum +5) [Lairon is 4 Acc and gets boosted to 5, Aggron is 4 Acc and gets boosted to 5.]
Cranidos: (67 * 67)/435 = 10.32, which rounds down to 10. (Compare Rampardos which gets a 5 Accuracy boost)
Ponyta: (104 * 104)/435 = 24.86, which rounds up to 25. (Compare Rapidash, which gets a 17 Accuracy boost)
Onix: (81 * 81)/435 = 15.08, which rounds to 15 (Compare Steelix, which gets a laughable 2 Accuracy boost now boosted to 5)
Scyther: (121 * 121)/435 = 33.65, which hits the cap of 30 (Compare Scizor, which is slower and only gets a 6 Accuracy boost)
Charmeleon: (92 * 92)/580 = 14.59, which rounds up to 15 (Compare Charmander which gets a 19 Acc boost and Charizard, which also gets a 15 Accuracy boost)
Magneton: (81 * 81)/580 = 11.32, which rounds to 11 (Compare Magnemite which gets an 9 Acc boost and Magnezone, which is slower and only gets a 5 Accuracy boost)
Kadabra: (121 * 121)/580 = 25.24, which rounds to 25 (Compare Abra which gets 30 (Cap) Acc boost and Alakazam, which gets a 22 Accuracy boost)
For Fully Evolved Pokemon, this change brings Electrode (140 Base) to +30 Acc, Accelgor breaks the cap, Base 80's get +10 Acc, Base 100's get +15, Base 115's get +20, and Base 130's get +26.
Stat Boost Increase:
Increasing Stat Boosts from +1.5 after W/R to +1.75 after W/R. This would change the energy costs of the stronger stat boosters (+3 Boosters, Belly Drum, Shell Smash, Quiver Dance) upward to account for the increased power.
Provided below is the maximum value of this change compared to the current value:
Table of damage increase values:
Value: +1s, +2s, +3s, +4s, +5s, +6s
1.50: 1.50, 3.00, 4.50, 6.00, 7.50, 9.00
1.75: 1.75, 3.50, 5.25, 7.00, 8.75, 10.5
The +6 Values are also the maximum impact (6 actions) of a +1 Boost.
+2 Stage with maximum impact:
(N = Null, B = Boosting turn)
N + B + 3
3 + 3 + 3
1.5 + 1.5 + 1.5
Total 16.5
N + B + 3.5
3.5 + 3.5 + 3.5
1.75 + 1.75 + 1.75
Total: 19.25
Increasing Stat Boosts from +1.5 after W/R to +1.75 after W/R. This would change the energy costs of the stronger stat boosters (+3 Boosters, Belly Drum, Shell Smash, Quiver Dance) upward to account for the increased power.
Provided below is the maximum value of this change compared to the current value:
Table of damage increase values:
Value: +1s, +2s, +3s, +4s, +5s, +6s
1.50: 1.50, 3.00, 4.50, 6.00, 7.50, 9.00
1.75: 1.75, 3.50, 5.25, 7.00, 8.75, 10.5
The +6 Values are also the maximum impact (6 actions) of a +1 Boost.
+2 Stage with maximum impact:
(N = Null, B = Boosting turn)
N + B + 3
3 + 3 + 3
1.5 + 1.5 + 1.5
Total 16.5
N + B + 3.5
3.5 + 3.5 + 3.5
1.75 + 1.75 + 1.75
Total: 19.25
Big Stat Announcement
I have considered at great length the issue of the stat cutoff vote at the end of May. The Rank 4 Cutoff was defeated soundly at 4-7 and will not be reconsidered. However the Rank 5 Cutoff was passed by only one vote, and had the panel been different I suspect a different outcome would have arisen. I am thus using my bully pulpit as game designer to reverse the decision of the vote.
I do put a lot of faith in the community to look over the issues and come to the best conclusion. However in such a close vote in a matter of game balance I may have been mistaken in placing my full faith it it. The inital ranks were based on a set of values for nuetralizing all Pokemon, but it is apparent that while stats are an important factor in determining usefulness of a given Pokemon, they are not the only factor. Successive changes have shifted the focus of good Pokemon to a much healthier balance between defensive, tanking Pokemon and speedy Pokemon who now enjoy higher accuracies on stronger attacks to compensate for their lower overall stats.
As such I believe it is time to exercise my discretion and make the cutoff for Rank 5 120. All Pokemon with a value of 120 shall have their stats increased. This will have no effect on participants in the current tournament, however it will be important for future implementations.
Here is the list of affected Pokemon and the relevant stat:
HP: Arceus, Cresselia, Throh, Pyroak
Atk: Hitmonlee, Granbull, Weavile, Donphan, Blaziken, Hariyama, Sharpedo, Crawdaunt, Staraptor, Luxray, Dialga, Palkia, Giratina-O, Arceus, Druddigon, Reshiram, Genesect.
Def: Weezing, Rhydon, Magcargo, Donphan, Dialga, Giratina, Cresselia, Arceus, Zekrom.
SpA: Kadabra, Magneton, Togekiss, Giratina-O, Shaymin-Sky, Arceus, Zoroark, Zekrom, Genesect, Stratagem.
SpD: Tentacruel, Mr. Mime, Mantyke, Claydol, Kecleon, Palkia, Giratina, Arceus, Reshiram.
Since there is always complaints of Pokemon getting "trolled", I will list them now so that griping may commence. I have selected 120 because I believe it the final reasonable threshold for a Rank 5 Attack, and I have no issues with the subsequent scrunching of Rank 3 and Rank 4. Here are the Pokemon between 116 and 119 in HP/Atk/Def/SpA/SpD:
HP: Musharna (116)
Atk: Krookodile (117), Fraxure (117)
Def: Shieldon (118), Hippowdon (118), Cyclohm (118), Bronzong (116)
SpA: Yanmega (116)
SpD: Bronzong (116), Ferrothorn (116)
Stat Categories shall now be:
Rank 1: 0-25
Rank 2: 26-60
Rank 3: 61-95
Rank 4: 96-119
Rank 5: 120-140
Rank 6: 141-160
Rank 7: 161-180
Rank 8: 181-200
Rank 9: 201+
Consider this change effective immediately in all new battles.
Now for the questions:
1. Referee Tutoring Program:
The Program has been in effect since the beginning of June. If you have been in the program as a tutor or an apprentice, please provide some feedback.
2. Bide Revisited:
It's only been about two weeks since the Bide change, but since it's the single most complained about move, how have the various changes to moves that now counter it as well as the reduction on damage sent back affected its use?
3. Substitute Revisited:
It may also be too soon for Sub, but how is the 3-tier usage affecting battles? SotG's tend to drag on, so I'm sure people will have more data on it.
4. "Brokenmons":
While I admit some Pokemon have better strategies than others, I do not believe any Pokemon is sufficiently broken in a way that differs from how it tends to operate in-game or in the anime. Gengar has the worst rap at the moment, though Cyclohm gets a fair amount of it. What specifically is the problem?
5. Freeze and Sleep:
There's been disputes about how Sleep and co. are supposed to work so I'm attempting to clarify it.
As far as I'm aware ever since GSC if your Pokemon was asleep and its counter hit 0, it would wake up. This is why Spore Electrode was a running gag in RBY, because your Pokemon would never wake up if it was just put to sleep. The idea behind Sleep's 3 stages was that you'd have a 1/3rd chance for sleep to do nothing, a 1/3rd chance for sleep to lose your opponent 1 action, and a 1/3rd chance for sleep to lose your opponent 2 actions. Thus your sleep counter was supposed to go down each action before an attack (like Confusion) and if it hit 0 you would snap out of sleep (or confusion) and attack normally.
Freeze is in a different boat in that it's never really been codified. There are a few potential ways out of this, first in codifying the status itself and what it should do and second making it possible to alter the Base Attack Power of a freezing Ice-type move to focus more on inflicting freeze instead of damaging, allowing freeze to bypas things like Shield Dust for a price.
6. Codifying Combinations Further:
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.
As long as we're on the subject of combinations:
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:
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.
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
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
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 (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:
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
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
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.
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
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
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.
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
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
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.