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Victory Road closed on January 8, 2018. Thank you for making us a part of your lives since 2006! Please read this thread for details if you missed it.
Due to a flurry of questions on the handling of battles recently, I have created this thread to house various miscellaneous rules. This thread is open for ASB members to request the additions of rules or clarification of existing ones.
All rules are effective for all battles that begin after each rule is implemented, but not necessarily for battles that are already in progress. Rules 1 and 2, for example, do not apply to any battle that started before Jan 14, 2012.
Rules so far:
1. For every repeated use of a single move by a certain pokemon, the accuracy of that move is decrease by 10%. The logic is that the repetition of the move makes the move predictable, and it would make sense that it would be easier for the opponent to dodge it.
2. Attempting to shake a status condition of any kind off can only be done a certain number of times, and all attempts have a 50% chance of success. When issuing a challenge, you must set how many Shake Offs each side can attempt. The maximum for Single battles is 3. The maximum for Double battles is 4.
3. The moves Perish Song and Destiny Bond are unallowed due to a recent battle in which Perish Song was used, and the battle quickly ended in a tie, and Destiny Bond has the potential to have similar results.
4. The ability Wonder Guard is a banned ability and therefore Shedinja cannot be used.
I do believe we worked out overused moves and Shaking Off in VRIM over the last couple days.
You said -10% accuracy for every time a move is used, as the other side will be expecting it.
As for the Shaking Off, you said 3 per battle, but you weren't clear on chances of success or what status conditions can be Shaken Off. I would also like to suggest a heirarchy system for that, with a max of 3 Shake Offs in a Single Battle, and 4 in a Double Battle (with people putting challenges deciding a number between 1-max, of course).
You should probably add the rule about Wonder Guard. I remember you going into a small rant about how it's broken in ASB. Which just brings up the question of what to do with Shedinja.
1 – teamplasmaJust to let people know, do NOT post questions regarding moves and ask what they do in ASB because I am currently working on a list of the moves and it will have the description of what each move does in ASB. Just give me some time.
1 – SyracuvatTenliiMy only problem here is the banning of Shedinja. I understand your reasoning, but Shedinja could still use some love.
Sure, it'd sound understandable in the actual Pokemon games, but his is ASB, which has distinct differences.
First off, it's not entirely impossible to defeat a Shedinja. You have to take into account that you can use any move possible here. You're not just limited to four moves.
Plus the fact that Shedinja doesn't necessarily have such a "devastating" movepool that would make it that broken.
So in reality, it is possible to defeat a Shedinja if you have the right strategy. For some it may be difficult, some it may be easy, either way, it's possible.
Also, if you want to go by the logic of Shedinja being "broken", add some more Pokemon to that list, 'cause there's some Pokemon that can prove to be quite difficult to defeat.
Aaaand, I also discourage banning No Guard. It's pretty much neutral and does not necessarily favor any side. You've gotta remember that No Guard gives both the user and the opponent's moves perfect accuracy. So, in theory, the opponent and/or the user can use an OHKO move that will instantly end the battle, but that's what clauses are for.
(Yes, I do know that No Guard probably hasn't been discussed, but it's an ability that can be considered "broken".)
2 – teamplasma, GrassPokemonFTWI don't remember the No Guard thing. Gastro Acid prevents things like that. So I think it isn't right to ban an ability. I have a pokemon with No Guard, so what am i supposed to do about it. Do i buy a new one?!? Why should I have to pay for something you took away. It is unlawful, and I am kinda ticked.
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I don't remember the No Guard thing. Gastro Acid prevents things like that. So I think it isn't right to ban an ability. I have a pokemon with No Guard, so what am i supposed to do about it. Do i buy a new one?!? Why should I have to pay for something you took away. It is unlawful, and I am kinda ticked.
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Shiny, the reason why Shedinja was banned was due to its ability. One day in the chat, Syra was asked how Shedinja would work in ASB. After about 30 minutes, we concluded that Shedinja would have the same damage cap as the other Pokemon, but then that brought up the question on Wonder Guard. After about 15-20 minutes of looking for the answer, Syra discovered that Wonder Guard actually lowers all moves' accuracies by 50%, making Shedinja very unfair in battle. Plus, Shedinja can learn Flash which isn't banned by most rules I've seen, making Shedinja that much harder to hit.
In conclusion, I support the banning of Shedinja... no matter how much I love Shedinja. It's just too overpowered in ASB due to it being very hard to hit.
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Shiny, the reason why Shedinja was banned was due to its ability. One day in the chat, Syra was asked how Shedinja would work in ASB. After about 30 minutes, we concluded that Shedinja would have the same damage cap as the other Pokemon, but then that brought up the question on Wonder Guard. After about 15-20 minutes of looking for the answer, Syra discovered that Wonder Guard actually lowers all moves' accuracies by 50%, making Shedinja very unfair in battle. Plus, Shedinja can learn Flash which isn't banned by most rules I've seen, making Shedinja that much harder to hit.
In conclusion, I support the banning of Shedinja... no matter how much I love Shedinja. It's just too overpowered in ASB due to it being very hard to hit. |
Once again, strategy comes into play.
| It does not prevent stat-altering moves, such as Tail Whip, from hitting or from lowering the Pokémon's stats. Also, it does not prevent damage from weather conditions or entry hazards. Moves which cause status ailments, such as PoisonPowder, can still be used. In addition, the Pokémon can still be afflicted with status ailments and receive damage from those status ailments. Wonder Guard does not block Struggle from hitting, nor does it block moves whose types do not come into play for damage calculation, such as Beat Up |
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Originally Posted by Serebii
The Pokémon is only harmed by Super Effective damage, weather effects and condition effects.
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Originally Posted by Bulbapedia
Wonder Guard only allows super effective moves to hit.
It does not prevent stat-altering moves, such as Tail Whip, from hitting or from lowering the Pokémon's stats. Also, it does not prevent damage from weather conditions or entry hazards. Moves which cause status ailments, such as PoisonPowder, can still be used. In addition, the Pokémon can still be afflicted with status ailments and receive damage from those status ailments. Wonder Guard does not block Struggle from hitting, nor does it block moves whose types do not come into play for damage calculation, such as Beat Up |
Sorry for the double post, but I need to post this and make it so it's read.
I think if a non-official starts a battle, that person should be fined some money for doing so. If a ref starts a battle, then that judge should not only be fined, but receive a warning for doing so. If that ref starts another battle, they should have their ref title revoked and be unable to become a ref again for a month.
2 – teamplasma, 7dewott8