The Battle Subway
The Battle Subway is a random battle sequence where players can challenge the subway at any time. Certain aspects of the battles are fixed, but the Subway accepts challenges in singles, doubles, and triples formats. Additionally, users are rewarded Currency Counters for winning battles in the Subway that can be used to purchase useful held items for use elsewhere in ASB and in the Battle Subway itself.
Table of Contents
- Overview
- User Interaction
- Referee Details
- Battle Details
- RNG Adjustment
- Battle Formats
- Rewards
- Rewards List
- Records
- Pokemon List
- Battles 1-8
- Battles 9-16
- Battles 17+
- Subway Bosses
- Challenges
- Challenge Application
- Challenge Form
- [jump=17]Repeat Challenges[/jump]
- [jump=18]Challenge Threads[/jump]
- Referees
- [jump=19]Information[/jump]
- [jump=20]Workflow[/jump]
- [jump=21]Approved Referees[/jump]
- [jump=22]Applications[/jump]
- If you lose in the Subway, you must wait a week from the time of your loss to challenge it again. If you defeat the Subway boss, you may continue your challenge immediately or challenge a different Subway train immediately.
- You may challenge the Singles, Doubles, and Triples trains with different streaks. For instance, if you have won 8 battles in the Doubles subway, but then you challenge the Singles train and lose, your Doubles streak is not lost for your next Doubles challenge.
- You may only challenge two (2) different trains with unique streaks at a time. This means that if you have won up to battle 8 on singles and battle 4 on doubles, you are disallowed from challenging the triples train until either of the other streaks is ended.
- Players challenge the subway until either they win 3 consecutive battles and defeat the Subway Boss or lose.
- Users will get their own threads for the Subway challenge, created by the referee for their challenge.
- Referees are chosen for the Subway by application and with strict rules for their refereeing.
- I reserve the right to blacklist any user from the Subway who either mistreats the referees or who exhibits poor sportsmanship in his or her battles. I'm not demanding that you RP with the refs, but it is understood that you will not make fun of your opponents even if they are only NPCs.
- Referees must adhere to in-game mechanics in all situations where interpretation may change how something would work for ASB.
- Proximity and range have little effect in Subway battles. You will never miss an attack because of range.
- Speed is taken at face value. Regardless of proximity, the faster Pokemon always moves first. Priority brackets function as they do in-game.
- Referees are paid for their work in the Subway. They are awarded Universal Counters (UC) for their work equal to the corresponding amount found in the table [jump=19]here[/jump]. When a referee finishes reffing an entire challenge, he earns 2 extra UC for his commitment.
- Reffing in the Subway is simplistic. Little to no RPing is done in non-Boss stages of the Subway, and instead referees will focus only on the actual effects of turns.
- Opponents for the players are randomly selected from a pool based on difficulty and played by the Subway referee.
- Players earn Currency Counters from their Subway battles, and their Pokemon do earn Evolution Counters, Dream Counters, Move Counters, and KO Counters as they normally would. These are noted by the referee at the end of the challenge, after which you can claim them for your Pokemon here.
- The Boss battle after all 3 stages are defeated will include Pokemon of the Boss's choice with moves of the boss's choice. The Boss's Pokemon are fixed based on the current difficulty of the challenge.
- If you defeat enough trainers in the Subway, you may face special and extraordinarily difficult opponents that will bestow special rewards upon you for winning.
- Players must use the same team of Pokemon for the entire challenge until the Boss is beaten or they lose. If they challenge the Subway again later on, they may change teams before they begin the new challenge.
- Consumable items consumed in the Battle Subway are returned to the Pokemon at the end of the battle. No item is permanently lost in any way in the Subway.
- Ties in the Subway count as a loss for the challenger and end the challenge.
As many people are aware, the random number generator for the Battle Subway is adjusted in favor of the NPC opponents. The ASB Battle Subway does this as well based on how high your streak is up to a certain point. The result of the formula for RNG adjustment is added positively to all RNG rolls that benefit the NPC opponents and subtracted negatively from all RNG rolls that benefit the players.
ADJUST = MIN(10, FLOOR(5 x (BATTLENUM / 12)))
This means that you won't see a change in the RNG until your third battle, where it adjusts by 1%. In your fifth match, it adjusts by 2%, and then so forth after that. The maximum adjustment to the RNG is 10%, which starts appearing on your 24th battle with the Subway. By that time, you will have faced impossibly difficult Pokemon and opponents, so if you can continue your streak at that point then you deserve a bloody medal and you will be rewarded for it.
[a]5[/a]Battle Formats
Pokemon Banlist
Mewtwo
Mew
Lugia
Ho-Oh
Celebi
Kyogre
Groudon
Rayquaza
Jirachi
Deoxys
Dialga
Palkia
Giratina
Phione
Manaphy
Darkrai
Shaymin
Arceus
Victini
Reshiram
Zekrom
Kyurem
Keldeo
Meloetta
Genesect
Clauses
No two Pokemon on your team may be of the same species.
Singles Battle Subway
- Pokemon: 1v1
- DQ: 2 days
- Switch: KO
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
- Pokemon: 3v3
- DQ: 2 days
- Switch: OK
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
- Pokemon: 2v2
- DQ: 2 days
- Switch: KO
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
- Pokemon: 4v4
- DQ: 2 days
- Switch: OK
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
- Pokemon: 3v3
- DQ: 2 days
- Switch: KO
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
- Positioning: ON
- Pokemon: 6v6
- DQ: 2 days
- Switch: OK
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
- Positioning: ON
(Image) Cramped spaces are characteristic of this arena and during the battle the train zooms along briskly, bumping occasionally, but not enough to interrupt the battle. There are no seats in these custom trains, as they are designed for Pokemon battles, though there are metal rings hanging from the ceiling that Pokemon and players alike can hold onto. The train is big enough in size to fit all Pokemon within reason, though larger Pokemon will find it difficult to maneuver. Somehow, the train is so immeasurably tough that no attack can damage it or throw it off course. Inexplicably, even though it might not make sense, all moves succeed as normal in this arena without environmental hindrance. Although there is electricity flowing about and tons of metal, it is all properly insulated so that no single type of Pokemon has a distinct advantage over any other.
[a]6[/a]Rewards
- Winning a battle in the subway awards you with Currency Counters (CC) equal to the match in the subway you're on. This means that if you win the second match, you win 2 CC, and if you win the third match, you win 3 CC. These amounts are doubled for a streak of 16 or higher.
- Defeating the Boss for any subway line awards you either 5 CC (Battle 4), 10 CC (Battles 8 and 12), 15 CC (Battle 16), or 25 CC (Battle 20+).
- You are awarded your CC at the end of your challenge, never during it. This means that if you beat your first four matches in the Subway (including the Boss), after you win against the Boss you will be awarded 1+2+3+5=11 CC. At that point, you may spend it by posting in the Prize Claiming Thread.
- The items Exp Share, Amulet Coin, and Lucky Egg will have no effect on the first battle in any Subway challenge. The items' effect will activate on all other battles.
- Pokemon brought to the Subway with full movepools will award CC equal to FLOOR (Moves / 25) instead of FLOOR (Moves / 15) per battle.
- A disqualified challenger receives no counters.
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