The primary purpose of this thread is to be a complete resource for CAP ASB referees of all experience levels. It will provide the tools necessary to ref in accordance with ASB regulations and act as a registration thread for ASB's individual referees.
People interested in reffing should first read through this entire thread to get accustomed to the mechanics of the game, and they should also participate in at least a few matches to get a sense of what is expected from a good referee. Once comfortable with the general goings-on of the forum, the next step is to create a referee profile in this thread that includes: 1) Name; 2) Time Zone; 3) Availability (including frequency and time spent); and 4) Links to battles currently being refereed (and ideally finished reffings as well). As referees post new battle threads and complete current reffings, they are expected to update their referee profiles.
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Quick Links
Attack and Command List
Ability List
Type Description List
Berries, Herbs, and Signature Items
Battle Items
Major and Minor Status Effects
Stat Descriptions and Nature Effects
Critical Hits, Stat Boosters, and Combinations
Simple Questions, Simple Answers
Feedback and Game Issues
Implementation Announcements
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Announcements:
03/17/2012: Combinations updated. Same Move combos have a reduced multiplier (1.75x instead of 2x), Contact mechanics added, Direct Recovery mechanics added.
02/11/2012: Referee Training Grounds revamped into Referee Resource Thread. Changes include: consolidating information, organizing layout, removing all outdated information, adding up-to-date information, eliminating the Referee Tutoring Program, updating the list of active referees, adding links to the DAT where appropriate, and rewording/adding/removing content for clarity.
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Reffing Policy:
Every ASB referee will need to be deeply familiar with the following information in order to be accurate and effective with their reffings.
1. Referees are a central part of CAP ASB. To be a successful ref requires time, dedication, organization, and the ability to describe action over distances effectively. Each reffing post is expected to include the following:
The damage formula is as follows:
[(Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects - Defense Rank Bonus - Burn Effect) * Type Effectiveness] + (Stage Boost Difference * 2).
Damage Rounding: Damage is rounded at the end of the Round. This means that if in a Round, a Pokemon takes attacks of 16.5 and 14.5 damage, the total damage is 31 even. .5 is always rounded up. The only exception is that if a Pokemon is left at .5 HP or less at the end of an Action, that Pokemon is considered KOed.
3. Use the Random Number Generator. Never guesstimate a move accuracy or a critical hit. Using the RNG tool gives you a concrete way to determine probabilities in an objective manner. This number allows you to roll one die for all required effect rolls: use 625 for Critical Hit (1250 for high crit moves), and use Acc x100 for rolling moves. Also, an easy guide to how to roll the RNG: Anything below the threshold is a hit, anything above is a miss. For example: Hydro Pump has 80 Accuracy, so its hit threshold is 8000. Thus, a 6000 would be a hit, while a 9500 would be a miss.
4. Do not force a reorder when one makes illegal orders. Orders which cannot be performed are replaced by Struggle. All substitutions that are of a legal syntax activate, those which are of an illegal syntax or those which call a move which is illegal do not - but they still count towards the substitution limit.
5. Have fun. ASB is as much a spectator sport as it is a thrill for participants. Be objective and fair in your reffings, but don't feel you're constrained to game-like text like "Cacturne used Needle Arm, Geodude flinched." This is especially true when you factor in Arena effects or commands. Try to have realism in your physics.
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Additional Rules:
Consecutive Move Use: Consecutively using attacks of the same name (Except Fury Cutter, Rollout, and Ice Ball which build in an effect like this), even between Rounds, will increase Energy Cost by four (4) multiplied by each additional use. (e.g. spamming an attack will cost its normal Energy Cost the first time, EC + 4 the second time, and EC + 8 the third time).
Extended Moves Information:
For effects, perhaps a user wants to let his Pokemon aim a Fire Blast at a wall to have a shot of breaking it down and slamming onto his opponent. Usually at weird scenarios like this, you can give yourself a 50/50 success or failure rate. Either Fire Blast will destroy the wall and cause havoc or it won't. It all depends on the flip of a coin. As for how much damage it will do if the move/command succeeds, it should do considerably more than what Fire Blast would have done in normal conditions (no sun), due to the creativity to even think of creating such a hazard. Just think about it: a wall falling and smashing onto the foe's Pokemon would definitely do about 18 damage due to the force and shock of the impact. It's also almost always a one-time use too.
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Reffing Data Encyclopedia:
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How to Referee a Match:
1. The referee is responsible for starting a battle thread and transforming battlers' commands into both confident prose and accurately calculated results until the conclusion of the match. Battlers challenge each other and accept challenges in the Battle Tower. Once a challenge has been accepted, any referee can make a post in that thread to accept the match. When you accept a match to ref, please PM the two (or more) participants asking for their squads. Once all battlers respond with legal teams, you may post the OP of the battle.
2. When you post the OP, give an Arena description along with any introductory prose you wish. Then add the Rules regarding Size and Format of the match, Disqualification time*, Chill/Recover limits, Switches, Abilities, Items, and Substitutions (these should all be decided upon by the battlers before a ref accepts the match). Finally, post the battlers' teams (each Pokemon with its own set of Hide tags) and beginning turn order.
*If you have a specific schedule for availability, please post it.
3. TURN ORDER: Unless specifically stated otherwise by the battling trainers in the Battle Tower, the Turn order of any match is as follows:
4. At the conclusion of a match, it is the referee's duty to award the trainers and Pokemon with the various Counters they earned by battling (refer to Battle Tower OP for specifics). The referee can also award him/herself with Universal Counters, depending on the size and complexity of the match:
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Concluding Notes:
Referees are critical to maintaining the speed and quality of ASB and their work is greatly appreciated and rewarded. Below is a convenient list of all of them with links to their referee profiles.
Registered Referees:
People interested in reffing should first read through this entire thread to get accustomed to the mechanics of the game, and they should also participate in at least a few matches to get a sense of what is expected from a good referee. Once comfortable with the general goings-on of the forum, the next step is to create a referee profile in this thread that includes: 1) Name; 2) Time Zone; 3) Availability (including frequency and time spent); and 4) Links to battles currently being refereed (and ideally finished reffings as well). As referees post new battle threads and complete current reffings, they are expected to update their referee profiles.
--------------------
Quick Links
Attack and Command List
Ability List
Type Description List
Berries, Herbs, and Signature Items
Battle Items
Major and Minor Status Effects
Stat Descriptions and Nature Effects
Critical Hits, Stat Boosters, and Combinations
Simple Questions, Simple Answers
Feedback and Game Issues
Implementation Announcements
--------------------
Announcements:
03/17/2012: Combinations updated. Same Move combos have a reduced multiplier (1.75x instead of 2x), Contact mechanics added, Direct Recovery mechanics added.
02/11/2012: Referee Training Grounds revamped into Referee Resource Thread. Changes include: consolidating information, organizing layout, removing all outdated information, adding up-to-date information, eliminating the Referee Tutoring Program, updating the list of active referees, adding links to the DAT where appropriate, and rewording/adding/removing content for clarity.
--------------------
Reffing Policy:
Every ASB referee will need to be deeply familiar with the following information in order to be accurate and effective with their reffings.
1. Referees are a central part of CAP ASB. To be a successful ref requires time, dedication, organization, and the ability to describe action over distances effectively. Each reffing post is expected to include the following:
- A pre-Round summary of the competing Pokemon, including sprites, names, Items, current HP, current Energy, and any stat boosts or other effects relevant to the current standings.
- An organized Action summary, including each Pokemon's Actions, the damage they caused to their opponent, Energy spent on each Action, and any other in-battle effects.
- An End-of-Round summary of the competing Pokemon showing their standings after the Round of Actions is complete (this will become the pre-Round summary for the following Round).
- An organized and labeled list of calculations and RNG rolls for each time they were required to referee the Round. We're all human, and posting calculations and rolls can help settle disputes easily, as well as prevent issues surrounding "why did my attack deal X damage?" questions. It also helps players evaluate how effective their attacks were, and can be used to plan their actions for future rounds.
- A paragraph of prose writing that brings the hard math to life. This paragraph should aim to excite battlers and spectators alike and trigger their imaginations. You don't have to write a novel every time you referee a Round, but you are greatly encouraged to put as much into this part of your post as you can manage, as it's the most fun.
The damage formula is as follows:
[(Base Attack Power + STAB + Critical Hit + Attack Rank Bonus + Ability Effects + Field Effects - Defense Rank Bonus - Burn Effect) * Type Effectiveness] + (Stage Boost Difference * 2).
Base Attack Power: The Base Attack Power of an Attack. Most attacks in ASB have Base Attack Powers equal to their game values divided by 10 and rounded up. However a floor has been implemented on most attacks, resulting in no attack having less than 4 Base Attack Power. Check the Attack List for data on specific attacks, as they can have other effects on damage.
STAB: Same Type Attack Bonus. It provides +3 damage and -1 Energy Cost to moves a Pokemon uses that match its type.
Critical Hit: Adds 3 damage to any attack (before applying weakness and resistance). Critical Hits ignore Reflect and Light Screen and only apply stat boosts if positive boosts exceed negative boosts. Super Luck doubles the Critical Hit Stage of a Pokemon, and Sniper increases the damage dealt by critical hits to 5 instead of 3. The easiest way to determine whether or not a Critical Hit lands this is to use a Random Number Generator. Without any boosts or abilities, if a value lands on 625/10000 or below, the resulting attack will land a Critical Hit.
Attack/Defense Rank Bonus: Pokemon deal more damage based on the relevant Attack stat, and take less damage based on the relevant Defense stat. For each rank between 1 and 6, a Pokemon gets a Bonus of 1.5. For example, a Pokemon with Rank 4 Atk would get an Attack Rank Bonus of 4*1.5=6, while the defending Pokemon with Rank 2 Def would get a Defense Rank Bonus of 2*1.5=3. Any Rank above 6 adds 1 to the Rank Bonus instead of 1.5. For example, a Pokemon with Rank 7 Atk would get an Attack Rank Bonus of (6*1.5)+1=10.
Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon. Check the Ability List for specific information regarding how the various Abilities interact with damage calculations.
Field Effects: Weather effects on damage reflect in-game principles. Under intense Sunlight, Fire-type moves gain an additional 3 damage and Water-type moves lose 3 damage. Under Rain, it is the opposite. In a Sandstorm, Rock-types receive a Special Defense increase that reduces incoming damage from Special Attacks by 2.
Burn Effect: If a Pokemon is Burned, its physical attacks have their power reduced by 3.
Type Effectiveness: Effectiveness based on type. The table below shows the multipliers that are used based on a move's effectiveness.
4x super-effective: 2.25x
2x super-effective: 1.5x
Neutral: 1x
2x resisted: x/1.5
4x resisted: x/2.5
8x resisted: x/3.75
Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up. For example, a Scizor with +2 Atk will do an additional 2*2=4 damage per attack. Stat drops work the same way; that same Scizor with -1 Atk will do 1*2=2 less damage per attack. Defensive stat boosts/drops are also taken into consideration here. For example, if Scizor is at +2 Atk and Whimsicott is at +3 Def, the Stage Boost Difference is calculated as (2*2)-(3*2)=-2 and so the attack will do 2 less damage than normal.
STAB: Same Type Attack Bonus. It provides +3 damage and -1 Energy Cost to moves a Pokemon uses that match its type.
Critical Hit: Adds 3 damage to any attack (before applying weakness and resistance). Critical Hits ignore Reflect and Light Screen and only apply stat boosts if positive boosts exceed negative boosts. Super Luck doubles the Critical Hit Stage of a Pokemon, and Sniper increases the damage dealt by critical hits to 5 instead of 3. The easiest way to determine whether or not a Critical Hit lands this is to use a Random Number Generator. Without any boosts or abilities, if a value lands on 625/10000 or below, the resulting attack will land a Critical Hit.
Attack/Defense Rank Bonus: Pokemon deal more damage based on the relevant Attack stat, and take less damage based on the relevant Defense stat. For each rank between 1 and 6, a Pokemon gets a Bonus of 1.5. For example, a Pokemon with Rank 4 Atk would get an Attack Rank Bonus of 4*1.5=6, while the defending Pokemon with Rank 2 Def would get a Defense Rank Bonus of 2*1.5=3. Any Rank above 6 adds 1 to the Rank Bonus instead of 1.5. For example, a Pokemon with Rank 7 Atk would get an Attack Rank Bonus of (6*1.5)+1=10.
Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon. Check the Ability List for specific information regarding how the various Abilities interact with damage calculations.
Field Effects: Weather effects on damage reflect in-game principles. Under intense Sunlight, Fire-type moves gain an additional 3 damage and Water-type moves lose 3 damage. Under Rain, it is the opposite. In a Sandstorm, Rock-types receive a Special Defense increase that reduces incoming damage from Special Attacks by 2.
Burn Effect: If a Pokemon is Burned, its physical attacks have their power reduced by 3.
Type Effectiveness: Effectiveness based on type. The table below shows the multipliers that are used based on a move's effectiveness.
4x super-effective: 2.25x
2x super-effective: 1.5x
Neutral: 1x
2x resisted: x/1.5
4x resisted: x/2.5
8x resisted: x/3.75
Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up. For example, a Scizor with +2 Atk will do an additional 2*2=4 damage per attack. Stat drops work the same way; that same Scizor with -1 Atk will do 1*2=2 less damage per attack. Defensive stat boosts/drops are also taken into consideration here. For example, if Scizor is at +2 Atk and Whimsicott is at +3 Def, the Stage Boost Difference is calculated as (2*2)-(3*2)=-2 and so the attack will do 2 less damage than normal.
3. Use the Random Number Generator. Never guesstimate a move accuracy or a critical hit. Using the RNG tool gives you a concrete way to determine probabilities in an objective manner. This number allows you to roll one die for all required effect rolls: use 625 for Critical Hit (1250 for high crit moves), and use Acc x100 for rolling moves. Also, an easy guide to how to roll the RNG: Anything below the threshold is a hit, anything above is a miss. For example: Hydro Pump has 80 Accuracy, so its hit threshold is 8000. Thus, a 6000 would be a hit, while a 9500 would be a miss.
4. Do not force a reorder when one makes illegal orders. Orders which cannot be performed are replaced by Struggle. All substitutions that are of a legal syntax activate, those which are of an illegal syntax or those which call a move which is illegal do not - but they still count towards the substitution limit.
5. Have fun. ASB is as much a spectator sport as it is a thrill for participants. Be objective and fair in your reffings, but don't feel you're constrained to game-like text like "Cacturne used Needle Arm, Geodude flinched." This is especially true when you factor in Arena effects or commands. Try to have realism in your physics.
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Additional Rules:
Consecutive Move Use: Consecutively using attacks of the same name (Except Fury Cutter, Rollout, and Ice Ball which build in an effect like this), even between Rounds, will increase Energy Cost by four (4) multiplied by each additional use. (e.g. spamming an attack will cost its normal Energy Cost the first time, EC + 4 the second time, and EC + 8 the third time).
Extended Moves Information:
- 2-Hit and Multi-Hit moves: 2-Hit and Multi-Hit moves use the cumulative Base Attack Power of all hits as the intial Base Power. Then damage boosts like STAB, Stat differentials etc. are applied to the cumulative base damage. Multi-Hit moves increase the number of guaranteed attacks by one (e.g. from 2-3 or 3-4) for each stage boost to a Pokemon's Accuracy. These attacks can also disrupt an opponent using a charge-up attack and cause the attack to fail.
- "Sluggish": While a Pokemon doesn't have to take an entire Action to recharge after moves like Hyper Beam and Blast Burn, they will be unable to perform Protective Attacks (Protect/Detect), Evasive attacks (Agility, Teleport, Dodge) attacks with an Energy Cost higher than 5, and non-attacking moves with an Energy Cost higher than 8. Sluggishness lasts for one Action after a Pokemon uses one of those relevant moves.
- Charge-Up Attacks: Attacks like SolarBeam and Sky Attack don't take two Actions to perform like in-game. Instead, the attacking turn of every charge-up attack has negative priority (without Power Herb), and these attacks can also be disrupted by 2-Hit and Multi-Hit moves, which cause the user to lose focus and the move to fail.
- Vague Move Descriptions: If you see a move that would defy ASB physics, in-game logic, or something else, it's up to your imagination, however wide or limited it is, to determine its effect on the match you are reffing. For example, Fire Spin can be used to trap the foe in a small ring of fire and do damage if the trapped Pokemon tries to extend a physical attack through the flames. Pokemon can evade attacks with a move such as Dig or intercept and cancel out attacks with Rock Slide, Surf, etc. Battlers' "intended effects" (when posted clearly) or Roleplay-like Actions should be taken into serious consideration when reffing, but be sure to maintain your integrity as a ref and not let battlers stray to far into the realm of implausibility.
For effects, perhaps a user wants to let his Pokemon aim a Fire Blast at a wall to have a shot of breaking it down and slamming onto his opponent. Usually at weird scenarios like this, you can give yourself a 50/50 success or failure rate. Either Fire Blast will destroy the wall and cause havoc or it won't. It all depends on the flip of a coin. As for how much damage it will do if the move/command succeeds, it should do considerably more than what Fire Blast would have done in normal conditions (no sun), due to the creativity to even think of creating such a hazard. Just think about it: a wall falling and smashing onto the foe's Pokemon would definitely do about 18 damage due to the force and shock of the impact. It's also almost always a one-time use too.
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Reffing Data Encyclopedia:
An Attack is any of the official Pokemon Attacks on the Attack List. A Command is slightly different. Commands can be issued as Actions in any battle that might take a sufficient amount of time or focus to accomplish. Commands can be anything from "create some distance from the opponent" to interactions with specific arenas like "pick an Oran Berry from the bushes." Depending on the complexity of the command, it is up to the referee to determine how much Energy is spent performing it. Some Commands, such as "Take Cover", "Chill", and "Dodge" are already codified and can be found at the bottom of the Attack and Command List for their official effects.
Actions: These are orders given by the trainers in a match. They will always be three orders per Pokemon, unless it is a Triple Battle or larger, in which case it will become two orders.
Rounds: Complete and legal Actions from both trainers are applied to the Damage Calculator, RNG, and referee discretion and posted by the referee in the battle thread.
Actions: These are orders given by the trainers in a match. They will always be three orders per Pokemon, unless it is a Triple Battle or larger, in which case it will become two orders.
Rounds: Complete and legal Actions from both trainers are applied to the Damage Calculator, RNG, and referee discretion and posted by the referee in the battle thread.
Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined." Combinations occur on the first action they are used and the second action is a "cooldown" Action where the Pokemon is left vulnerable to attacks. The cooldown of a Combination is determined to take place on the Action immediately following the Combination, and can be spread across rounds. This means that a Pokemon may use a Combination on the final Action of a round, and the cooldown will occur on Action 1 of the next round. This also applies to rounds that end prematurely due to a fainted Pokemon.
Combination Effects:
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))*1.75
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage Multiplier = Return Damage Multiplier ^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier
Direct Recovery = Direct Recovery * 2.25
Contact = Yes if Contact Move is part of Combo
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 (for identical effects - different effects retain their usual effect chances).
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
Direct Recovery = Direct Recovery 1 + Direct Recovery 2
Contact = Yes if Contact Move is part of combo.
Combination Type (CT):
Combination type can alter based on how attacks are used, though most are cut and dried. Combination attacks take on the typing of whichever attack within the Combo has the strongest Combination Type. 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.
In cases where the CT of both attacks used in a Combo is the same, then the typing of the attack is the same as whichever attack has the higher BAP.
Combination Priority:
Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:
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: 2 (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: -2 (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.
Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4).
You must order an action for the action after the combination. In the event that you fail to execute the combination due to full paralysis, flinching, or another reason, ordering an action in the form of something like "Flamethrower + Fire Blast - Cooldown (Flamethrower)" gives your Pokemon a safety net if you would not actually cool down that action. If no action is ordered along with a presumed cooldown and the combination fails to be executed, then the Pokemon uses Struggle on that action instead.
Combination Effects:
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))*1.75
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage Multiplier = Return Damage Multiplier ^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier
Direct Recovery = Direct Recovery * 2.25
Contact = Yes if Contact Move is part of Combo
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 (for identical effects - different effects retain their usual effect chances).
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
Direct Recovery = Direct Recovery 1 + Direct Recovery 2
Contact = Yes if Contact Move is part of combo.
Combination Type (CT):
Combination type can alter based on how attacks are used, though most are cut and dried. Combination attacks take on the typing of whichever attack within the Combo has the strongest Combination Type. 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.
In cases where the CT of both attacks used in a Combo is the same, then the typing of the attack is the same as whichever attack has the higher BAP.
Combination Priority:
Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:
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: 2 (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: -2 (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.
Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4).
You must order an action for the action after the combination. In the event that you fail to execute the combination due to full paralysis, flinching, or another reason, ordering an action in the form of something like "Flamethrower + Fire Blast - Cooldown (Flamethrower)" gives your Pokemon a safety net if you would not actually cool down that action. If no action is ordered along with a presumed cooldown and the combination fails to be executed, then the Pokemon uses Struggle on that action instead.
Switch=KO Pokemon cannot be switched out during battle or they will be KOed. Moves that would initiate a switch effect on either side do not activate that effect. Instead they have been given descriptions for what they do in a non-switching battle on each Attack.
Switch=OK: At the end of each round, a trainer may switch their Pokemon. If they do, the Pokemon they send out must issue Actions first. The same trainer cannot switch on consecutive rounds unless an Attack like U-turn, Volt Change, or Teleport is used. Trainers whose Pokemon are returned through the effects of moves like Dragon Tail, Circle Throw, Roar, and Whirlwind do not have to move first the next round.
Voluntary switches occur only during a Switching Phase.
Switching Phases may only be initiated by the trainer moving first that Round. Instead of issuing Commands, the trainer may instead switch out his/her active Pokemon in exchange for ones in reserve. A Switching phase has only two possible outcomes:
1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders.
2. Player A Switch > Player B Counterswitch and Orders > Player A Orders.
Combinations and Switching: If a Pokemon uses a combination on the last action of the round, it cannot switch until after it cools down unless forced out by an attack, including its own or an ally's. In such an event, the Pokemon will have to take its cool down action the first action it comes back in.
Tag Team Battles operate the same with both team members on the same team switching their Pokemon first. The team which performs the most switches in the switch phase moves first. (e.g. if both trainers on a two person tag team switch, but only one of their opponents does, their opponents still move second)
Melee Battles go through each trainer next in the order. Attack Order is then determined in the reverse order of trainers who switched. (eg. Trainer A initiates switch phase. Trainer B makes a switch, Trainer C declines to switch, then Trainer D makes a switch. The attack order would now be D > B > A > C. Because D was able to see the decisions of all other players, D is punished the most for deciding to switch after B switched and C declined.
Any Battle large enough to require orders via PM will automatically be set to Switch=KO
Switch=OK: At the end of each round, a trainer may switch their Pokemon. If they do, the Pokemon they send out must issue Actions first. The same trainer cannot switch on consecutive rounds unless an Attack like U-turn, Volt Change, or Teleport is used. Trainers whose Pokemon are returned through the effects of moves like Dragon Tail, Circle Throw, Roar, and Whirlwind do not have to move first the next round.
Voluntary switches occur only during a Switching Phase.
Switching Phases may only be initiated by the trainer moving first that Round. Instead of issuing Commands, the trainer may instead switch out his/her active Pokemon in exchange for ones in reserve. A Switching phase has only two possible outcomes:
1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders.
2. Player A Switch > Player B Counterswitch and Orders > Player A Orders.
Combinations and Switching: If a Pokemon uses a combination on the last action of the round, it cannot switch until after it cools down unless forced out by an attack, including its own or an ally's. In such an event, the Pokemon will have to take its cool down action the first action it comes back in.
Tag Team Battles operate the same with both team members on the same team switching their Pokemon first. The team which performs the most switches in the switch phase moves first. (e.g. if both trainers on a two person tag team switch, but only one of their opponents does, their opponents still move second)
Melee Battles go through each trainer next in the order. Attack Order is then determined in the reverse order of trainers who switched. (eg. Trainer A initiates switch phase. Trainer B makes a switch, Trainer C declines to switch, then Trainer D makes a switch. The attack order would now be D > B > A > C. Because D was able to see the decisions of all other players, D is punished the most for deciding to switch after B switched and C declined.
Any Battle large enough to require orders via PM will automatically be set to Switch=KO
Before a match begins, battlers must agree on the maximum number of substitutions battlers allowed per set of actions. It is the referee's job to determine the legality of substitutions and to ignore them when they don't adhere to ASB's specific rules regarding substitution legality.
A substitution is most basically comprised of an IF (conditional) THEN (action) – if the conditional is true when the Pokemon moves, then whatever action follows will activate. Usage of the boolean operator AND is permitted and will not contribute to the substitution count, while usage of the boolean operator OR is permitted and will add one to the substitution count unless in a Frequency Clause. The conditional section of each substitution is made of Attack Clauses, Chance Clauses, KO Clauses, and Frequency Clauses, while the action section should have some argument related to the Pokemon's action set.
Most battles have two substitutions per action set, though sometimes you may see more or less.
CONDITIONAL SECTION
Frequency Clause
A Frequency Clause has two functions: (1) to restrict the substitution or a clause of the substitution from activating more than a set number of times, and (2) to restrict the substitution or a clause of the substitution from activating outside of certain action numbers. The first function is achieved by adding the restriction in front of the entire substitution, or adding it in the action clause. The second function is achieved by placing the Frequency Clause immediately after an Attack, Chance, or KO Clause. It is impossible for boolean operators to be used in the first case, but, in the second case, using NOT is not permitted while using OR is allowed with no penalties, as the result it gives is identical to NOT but much easier to comprehend. Here are some examples in how to use a Frequency Clause:
An Attack Clause is a clause that activates on one specific attack or command the opponent may issue. This conditional can only be triggered by the opponent's actions, but can trigger multiple times in the same round. Instead of substituting for specific attacks or commands, a battler may also use one of the following substitution classes to make substitutions easier:
In the event that an arena effect would negate an effect of a move that caused it to be placed in a substitution class, the move will no longer fall under the umbrella of that substitution class for the duration of the match. Similarly, if an arena effect would add a property of a substitution class to a move that does not already possess that quality, then that move would be covered under that substitution class for the duration of the match.
Chance Clause
A Chance Clause is a boolean clause that activates depending on the success of a certain action(s) that occur during the round. If replacing the current action's attack with a new attack, the new attack's priority must not exceed the current one's, or else the substitution will be ignored. The following are examples of what may be used as a Chance Clause:
KO Clause
A KO Clause is another boolean clause that activates if an ally or opponent is KOed. These always follow the form "IF Cradily is KOed" or "IF Heracross is KOed on A2." If a substitution's conditional is comprised solely of KO and Frequency clauses, it will not count towards the substitution count. KO clauses are unlimited and so may be used as much as the battler would like.
ACTION SECTION
The action section is much less variegated than the conditional section, mainly because everything in this section must be related to your Pokemon's action set in some way. The following operations and modifiers may be used in the action section and can be combined in several creative ways.
Substitutions that are illegal by syntax will be ignored. Substitutions that are made illegal because the Action Section would change your action to a move that cannot be performed will still activate and cause your Pokemon to Struggle. Substitutions that exceed the maximum number of substitutions will be ignored; only the first however many listed will be taken into account.
A substitution is most basically comprised of an IF (conditional) THEN (action) – if the conditional is true when the Pokemon moves, then whatever action follows will activate. Usage of the boolean operator AND is permitted and will not contribute to the substitution count, while usage of the boolean operator OR is permitted and will add one to the substitution count unless in a Frequency Clause. The conditional section of each substitution is made of Attack Clauses, Chance Clauses, KO Clauses, and Frequency Clauses, while the action section should have some argument related to the Pokemon's action set.
Most battles have two substitutions per action set, though sometimes you may see more or less.
CONDITIONAL SECTION
Frequency Clause
A Frequency Clause has two functions: (1) to restrict the substitution or a clause of the substitution from activating more than a set number of times, and (2) to restrict the substitution or a clause of the substitution from activating outside of certain action numbers. The first function is achieved by adding the restriction in front of the entire substitution, or adding it in the action clause. The second function is achieved by placing the Frequency Clause immediately after an Attack, Chance, or KO Clause. It is impossible for boolean operators to be used in the first case, but, in the second case, using NOT is not permitted while using OR is allowed with no penalties, as the result it gives is identical to NOT but much easier to comprehend. Here are some examples in how to use a Frequency Clause:
- [TWICE] IF (conditional) THEN (action)
- IF (conditional) THEN (action, but only once)
- IF (conditional on A3) THEN (action)
- [ONCE] IF (conditional on A1 or A2) THEN (action)
An Attack Clause is a clause that activates on one specific attack or command the opponent may issue. This conditional can only be triggered by the opponent's actions, but can trigger multiple times in the same round. Instead of substituting for specific attacks or commands, a battler may also use one of the following substitution classes to make substitutions easier:
- Protective Moves: Protect, Detect
- Evasive Moves: Agility [Evasive], Teleport [Evasive]
- Protective / Evasive Move: Protect, Detect, Agility [Evasive], Teleport [Evasive]
- Damaging Evasive Moves: Dig, Fly, Dive, Bounce, Shadow Force
- Damaging Priority Moves: Aqua Jet, Bullet Punch, Extremespeed, Fake Out, Feint, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave
- Multi-Hit Moves: Arm Thrust, Barrage, Bone Rush, Bullet Seed, Comet Punch, DoubleSlap, Fury Attack, Fury Swipes, Icicle Spear, Pin Missile, Rock Blast, Spike Cannon, Tail Slap, Bonemerang, Double Hit, Double Kick, Dual Chop, Gear Grind, Twineedle, Triple Kick
- Damaging [Type] Moves: Covers all of Flamethrower, Lava Plume, Fire Blast, Ember, etc. under the umbrella of "Damaging Fire-type Move." Covers all of Psychic, Psyshock, Confusion, Dream Eater, etc. under the umbrella of "Damaging Psychic-type Move." NOTE: This Substitution applies to all attacks of a certain type that have a BAP, so moves like Rapid Spin and Knock off will trigger "Damaging Normal-type Move" and "Damaging Dark-type Move," respectively.
- Damaging [Type] Combinations: All combinations that are of [Type] will activate the substitution. NOTE: A damaging [Type] combination activates a substitution for damaging [Type] moves.
- Paralysis-Inflicting Moves: Thunder Wave, Glare, Stun Spore
- Poison-Inflicting Moves: Poison Gas, Poisonpowder, Toxic
- Sleep-Inflicting Moves: Spore, Hypnosis, Sleep Powder, Sing, Grasswhistle, Lovely Kiss, Dark Void, Yawn
- Confusion-Inflicting Moves: Confuse Ray, Supersonic, Sweet Kiss, Teeter Dance, Swagger
- Switch-Preventing Moves: Block, Mean Look, Spider Web
- Trapping Moves: Fire Spin, Sand Tomb, Whirlpool, Magma Storm, Bind, Wrap, Clamp
- Switch-Forcing Moves: Whirlwind, Roar, Circle Throw, Dragon Tail
- Self-Switching Moves: U-Turn, Volt Switch, Teleport (Switch)
- Healing Moves: Roost, Slack Off, Recover, Moonlight, Synthesis, Morning Sun, Softboiled, Heal Order, Milk Drink, Swallow
- Status-Healing Moves: Aromatherapy, Heal Bell, Refresh
- Lock-On Moves: Lock-On, Mind Reader
- Attack-Reducing Moves: Growl, Charm, Featherdance, Memento
- Defense-Reducing Moves: Leer, Tail Whip, Screech
- Special Attack-Reducing Moves: Captivate, Memento
- Special Defense-Reducing Moves: Fake Tears, Metal Sound
- Speed-Reducing Moves: String Shot, Cotton Spore, Scary Face, Bulldoze, Icy Wind, Mud Shot, Rock Tomb, Electroweb, Glaciate, Low Sweep
- Accuracy-Reducing Moves: Flash, Kinesis, Sand-Attack, Smokescreen
In the event that an arena effect would negate an effect of a move that caused it to be placed in a substitution class, the move will no longer fall under the umbrella of that substitution class for the duration of the match. Similarly, if an arena effect would add a property of a substitution class to a move that does not already possess that quality, then that move would be covered under that substitution class for the duration of the match.
Chance Clause
A Chance Clause is a boolean clause that activates depending on the success of a certain action(s) that occur during the round. If replacing the current action's attack with a new attack, the new attack's priority must not exceed the current one's, or else the substitution will be ignored. The following are examples of what may be used as a Chance Clause:
- HP Value: "IF you have less than 27 HP," "IF you have at least 83 HP," and "IF you have exactly 51 HP" are all legal.
- EN Value: "IF you have less than 27 EN," "IF you have at least 83 EN," and "IF you have exactly 51 EN" are all legal.
- Missing an Attack: "IF Hydro Pump misses A2" and "IF Rock Slide misses Volcarona on A1 OR A2" are all legal.
- Critical Hits: "IF Night Slash crits you on any action" is legal.
- Secondary Effects: "IF Air Slash flinches" and "IF Fire Blast burns A1" are all legal.
- Status: "IF you are asleep A2" and "IF you are burned" are all legal. "IF you are statused" is illegal.
- Stat Boosts / Drops: "IF you are at -1 Spe or lower" is legal. "IF you win the speed tie" is illegal.
- Substitutions: "IF none of your substitutions activate" and "IF the above substitution does not activate" are legal.
- Other Effects: "IF you are Taunted A3" is legal. NOTE: "IF Bidoof uses Taunt A3" is an Attack Clause, but "IF you are Taunted A3" is a Chance Clause.
KO Clause
A KO Clause is another boolean clause that activates if an ally or opponent is KOed. These always follow the form "IF Cradily is KOed" or "IF Heracross is KOed on A2." If a substitution's conditional is comprised solely of KO and Frequency clauses, it will not count towards the substitution count. KO clauses are unlimited and so may be used as much as the battler would like.
ACTION SECTION
The action section is much less variegated than the conditional section, mainly because everything in this section must be related to your Pokemon's action set in some way. The following operations and modifiers may be used in the action section and can be combined in several creative ways.
- Replace: An operation that replaces your entire action set with a new one, e.g. "Replace your action set with Hypnosis – Dream Eater – Nightmare"
- Replace / Instead on A[#]: An operation that replaces A[#] with the input, e.g. "Use Fire Blast on A2 instead" and "Replace Struggle Bug with Bug Buzz"
- All Instances: A modifier used with replace, e.g. "Replace all instances of XXX with YYY"
- Specific Instance: Specifically "First Instance," "Second Instance," "Last Instance," and whatever else instance you want. Similar to All Instances, but obviously only referring to one specific instance.
- Push actions (back): An operation that permutes the set {A1, A2, A3} to {—, A1, A2} and the set {A1, A2} to {—, A1}
- Push actions forward: An operation that permutes the set {A1, A2, A3} to {A2, A3, —} and the set {A1, A2} to {A2, —}
- Keep (MOVE as) A[#]: A modifier used with pushing actions that removes A[#] which should be MOVE from the set, applying the operation, then inserting A[#] back into its original location, e.g. "Push actions but keep A3" activated on A1 will permute the set {A1, A2, A3} to {—, A1, A3}.
- Switch AX and AY: An operation that switches two elements of the set {A1, A2, A3}, e.g. "Switch Leaf Storm and Power Whip" or "Switch A1 and A2"
Substitutions that are illegal by syntax will be ignored. Substitutions that are made illegal because the Action Section would change your action to a move that cannot be performed will still activate and cause your Pokemon to Struggle. Substitutions that exceed the maximum number of substitutions will be ignored; only the first however many listed will be taken into account.
Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of a Round (after the damage is calculated and applied to the opponent), whatever boost/drop a Pokemon has will be moved towards a zero stage boost, and any boosts/drops they would get from their 3rd action are moved forward to apply to the next Round:
+1 Stat Boosters/Drops (Meditate, Leer, Charge Beam, Close Combat, Low Sweep) last for the Round in which the move was used, as well as the following Round, before decaying back to zero if not locked.
+2 and +3 Stat Boosters/Drops (Swords Dance, Tail Glow, Overheat) have different rates of decay depending on which Action they were used:
+1 Stat Boosters/Drops (Meditate, Leer, Charge Beam, Close Combat, Low Sweep) last for the Round in which the move was used, as well as the following Round, before decaying back to zero if not locked.
+2 and +3 Stat Boosters/Drops (Swords Dance, Tail Glow, Overheat) have different rates of decay depending on which Action they were used:
- Action 1/2 (Triples+): Moves one stage toward zero at the end of the current Round and continues this way until the stage boost reaches zero if not locked.
- Action 2 (Triples+)/3: Moves one stage toward zero at the end of the following Round and continues this way until the stage boost reaches zero if not locked.
- Action 1: Resets to zero at the end of the current Round if not locked.
- Action 2/3: Resets to zero at the end of the following Round if not locked.
Staus effects are powerful afflictions in ASB. Unlike in the cartridges, a Pokemon can be affected by multiple status afflictions at once.
Major Status Effects:
Burn
Burns are external injuries inflicted primarily by fire attacks. When a Pokemon is Burned, its physical attacks are reduced by three (3) Base Attack Power AND the Pokemon will lose 2 HP per Action.
Poison
Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every Action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured.
Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given Action in a Round:
Sleep
Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level:
Freeze
Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen:
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Minor Status Effects:
Attraction
When Attracted, a Pokemon has a 50% chance not to attack. Attraction can only occur between Pokemon of different genders. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity:
Confusion
When Confused, a Pokemon has a 50% chance to hurt itself in confusion. Confusion has three levels of severity, and each level has a 1/3rd chance of being selected when it is inflicted:
Major Status Effects:
Burn
Burns are external injuries inflicted primarily by fire attacks. When a Pokemon is Burned, its physical attacks are reduced by three (3) Base Attack Power AND the Pokemon will lose 2 HP per Action.
Poison
Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every Action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured.
- Poison: Deals two (2) damage per Action.
- Bad Poison: Deals one (1) damage per Action, increasing by one (1) each Round.
Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given Action in a Round:
- 25% Paralysis: Inflicted by Freeze Bolt, Glare, Lightning Strike, Stun Spore, Thunder Wave, and Zap Cannon.
- 20% Paralysis: Inflicted by all 30% paralysis chance moves and the Static Ability.
- 15% Paralysis: Inflicted by all 10% paralysis chance moves, the Effect Spore Ability, and Tri Attack.
- 10% Paralysis: Not inflicted by any moves.
- 5% Paralysis: Not inflicted by any moves.
Sleep
Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level:
- Light Sleep: If inflicted with Light Sleep, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for one (1) action.
- Deep Sleep: All Pokemon inflicted with Deep Sleep will be asleep for one (1) action.
- Intense Sleep: Pokemon with Early Bird will wake up after one (1) action. All other Pokemon will be asleep for two (2) actions.
Freeze
Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen:
- Light Freeze: The Pokemon will be frozen for one (1) action.
- Deep Freeze: The Pokemon will be frozen for two (2) actions.
--------------------
Minor Status Effects:
Attraction
When Attracted, a Pokemon has a 50% chance not to attack. Attraction can only occur between Pokemon of different genders. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity:
- Intense Attraction: Lasts for thee (3) Action.
- Severe Attraction: Lasts for two (2) Actions.
- Slight Attraction: Lasts for one (1) Action.
Confusion
When Confused, a Pokemon has a 50% chance to hurt itself in confusion. Confusion has three levels of severity, and each level has a 1/3rd chance of being selected when it is inflicted:
- Intense Confusion: Lasts for four (4) actions.
- Severe Confusion: Lasts for three (3) actions.
- Slight Confusion: Lasts for two (2) actions.
How to Referee a Match:
1. The referee is responsible for starting a battle thread and transforming battlers' commands into both confident prose and accurately calculated results until the conclusion of the match. Battlers challenge each other and accept challenges in the Battle Tower. Once a challenge has been accepted, any referee can make a post in that thread to accept the match. When you accept a match to ref, please PM the two (or more) participants asking for their squads. Once all battlers respond with legal teams, you may post the OP of the battle.
2. When you post the OP, give an Arena description along with any introductory prose you wish. Then add the Rules regarding Size and Format of the match, Disqualification time*, Chill/Recover limits, Switches, Abilities, Items, and Substitutions (these should all be decided upon by the battlers before a ref accepts the match). Finally, post the battlers' teams (each Pokemon with its own set of Hide tags) and beginning turn order.
*If you have a specific schedule for availability, please post it.
3. TURN ORDER: Unless specifically stated otherwise by the battling trainers in the Battle Tower, the Turn order of any match is as follows:
- The Match Challenger posts his/her first Pokemon with its Abilities/Item if applicable.
- The Match Acceptor posts his/her first Pokemon with its Abilities/Item if applicable and issues their Actions for the Round.
- The Match Challenger issues his/her Actions for the Round.
- The Referee posts the results of the Round.
- The Match Challenger issues his/her Actions for the next Round.
- The Match Acceptor issues his/her Actions for the next Round.
- The Referee posts the results of the Round.
- The Match Acceptor issues his/her Actions for the next Round...
- Continue along this pattern until the match is complete.
4. At the conclusion of a match, it is the referee's duty to award the trainers and Pokemon with the various Counters they earned by battling (refer to Battle Tower OP for specifics). The referee can also award him/herself with Universal Counters, depending on the size and complexity of the match:
Referees will be compensated for their time based on the complexity of the battle. A battle must be fought to completion for any rewards to be claimed. Even though Double and Triple battles ostensibly end sooner, they require much more skill and time to ref, as they are taking into account 12 or 18 Actions each round.
Compensation for standard battles:
A "Battle" is defined to be Singles, Doubles, or Triples.
1vs1 Battle: 3 UC
2vs2 Battle: 6 UC
3vs3 Battle: 10 UC
4vs4 Battle: 15 UC
5vs5 Battle: 21 UC
6vs6 Battle: 28 UC
XvsX Battle:
(X + 1) * (X + 2) / 2, rounded down, capped at 100.
A "Melee" is defined to be a battle with more than two (2) trainers and/or a match whose format is above Triples.
Melee Battles [Cap - 25]: 1 UC for each Pokemon in the match + 2
Multiple Melee Battles [Cap - 25]: 1 UC for each Pokemon in the match + 2
Compensation for battles that end in Disqualification:
A referee shall be compensated for a match ending in disqualification based on the cumulative number of Pokemon sent out in battle. To calculate UC gain, input into the standard formula above the average number of Pokemon sent out by each team.
Rotation Battles count as a Singles Battle. A Disqualification can only occur after the first two Rounds of a battle have been reffed. If fewer than two Rounds have been reffed, the battle is cancelled and no Counters are distributed.
Compensation for battles that are Subreffed:
IF You were not the last referee THEN Payout =
FLOOR(Standard Counters for that Match * (Rounds Reffed / Total Rounds Reffed))
IF You were the last referee THEN Payout =
CEILING(Standard Counters for that Match * (Rounds Reffed / Total Rounds Reffed))
Compensation for standard battles:
A "Battle" is defined to be Singles, Doubles, or Triples.
1vs1 Battle: 3 UC
2vs2 Battle: 6 UC
3vs3 Battle: 10 UC
4vs4 Battle: 15 UC
5vs5 Battle: 21 UC
6vs6 Battle: 28 UC
XvsX Battle:
(X + 1) * (X + 2) / 2, rounded down, capped at 100.
A "Melee" is defined to be a battle with more than two (2) trainers and/or a match whose format is above Triples.
Melee Battles [Cap - 25]: 1 UC for each Pokemon in the match + 2
Multiple Melee Battles [Cap - 25]: 1 UC for each Pokemon in the match + 2
Compensation for battles that end in Disqualification:
A referee shall be compensated for a match ending in disqualification based on the cumulative number of Pokemon sent out in battle. To calculate UC gain, input into the standard formula above the average number of Pokemon sent out by each team.
Rotation Battles count as a Singles Battle. A Disqualification can only occur after the first two Rounds of a battle have been reffed. If fewer than two Rounds have been reffed, the battle is cancelled and no Counters are distributed.
Compensation for battles that are Subreffed:
IF You were not the last referee THEN Payout =
FLOOR(Standard Counters for that Match * (Rounds Reffed / Total Rounds Reffed))
IF You were the last referee THEN Payout =
CEILING(Standard Counters for that Match * (Rounds Reffed / Total Rounds Reffed))
Concluding Notes:
Referees are critical to maintaining the speed and quality of ASB and their work is greatly appreciated and rewarded. Below is a convenient list of all of them with links to their referee profiles.
Registered Referees:
AOPSUser
Argetlam
Athenodoros
Aweshucks
Box
C$FP
CabooseFTW (No Approved Team yet)
Classical
Complications
Daenym
deadfox081
Destiny Warrior
Dogfish44
Dummy007
Elevator Music
EndQuote
Engineer Pikachu
Espeon65
Eternal Drifter
Flamestrike
Gerard
Imanalt
Its_A_Random
jas61292
King Serperior
Korski
Leethoof
LockDown
Lord Jesseus
LouisCyphre
LupusAter
Matezoide
Metal Bagon
Mr.L
Nightmare Jigglypuff
nyttyn
Objection
Pippy
Pwnemon
Quagsires
SimonSays
smashlloyd20
Son_of_Shadoo
Sound
SubwayJ
Terrador
The Wanderer
TheMogRunner
TheWolfe
TIO
typon77
waterwarrior
Wobbanaut
Yarnus of Bethany
yoshinite
ZhengTann
Ziposaki
Argetlam
Athenodoros
Aweshucks
Box
C$FP
CabooseFTW (No Approved Team yet)
Classical
Complications
Daenym
deadfox081
Destiny Warrior
Dogfish44
Dummy007
Elevator Music
EndQuote
Engineer Pikachu
Espeon65
Eternal Drifter
Flamestrike
Gerard
Imanalt
Its_A_Random
jas61292
King Serperior
Korski
Leethoof
LockDown
Lord Jesseus
LouisCyphre
LupusAter
Matezoide
Metal Bagon
Mr.L
Nightmare Jigglypuff
nyttyn
Objection
Pippy
Pwnemon
Quagsires
SimonSays
smashlloyd20
Son_of_Shadoo
Sound
SubwayJ
Terrador
The Wanderer
TheMogRunner
TheWolfe
TIO
typon77
waterwarrior
Wobbanaut
Yarnus of Bethany
yoshinite
ZhengTann
Ziposaki
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