Battle Rules Jan 29, 2012 17:38:18 GMT -6
Post by Akira on Jan 29, 2012 17:38:18 GMT -6
The purpose of this thread is to go over all the dos and don'ts of battling. Please read everything...I know there's a lot here, and it's kind of a pain having to read all of it, but, once again, it's here for a reason.
Moves Per Post
Only one move can be used per post. That's it. Whether you use said move for attack or defense is up to you, but, frankly, there are too many potential issues with certain combinations of certain moves being used at the same time, and I'd rather not have to deal with them every time one comes up. So I'm just nipping the whole thing at the bud here and now.
Of course, for catching threads, this is slightly different. Since the whole thing is done in one post, then, clearly, you may use more than one move in the post. However, you may not use two moves back-to-back. The opponent must try to make a move between them. You must also take into account things like the charge time for moves like SolarBeam or Skull Bash, or the recovery time for Hyper Beam and Giga Impact.
Normally, you may only evade an attack three times for each Pokemon you use. And no, unused evasions do not carry over to the next Pokemon you send out.
Using moves that increase Evasion in the games, such as Double Team and Minimize, will do just that on here as well. When you use them, the number of times that you can dodge an attack will go up by one. To keep things fair, however, you can only use such attacks twice per Pokemon, regardless of how many evasions you've already used. At the same time, moves that decrease Evasion, like Defog and Sweet Scent, will take away one of the target's evasions. The same rules for using them apply. Only twice per battle. While the move Gravity is in effect, dodging is not possible at all.
There are certain moves that cannot be avoided no matter how many evasions you have remaining. This mean that, unless you want to use up your turn to block the attack, you cannot do anything to avoid it, and have no choice but to take the hit. These attacks are as followed;
- Aerial Ace
- Aura Sphere
- Clear Smog
- Feint Attack
- Magical Leaf
- Magnet Bomb
- Shadow Punch
- Shock Wave
- Vital Throw
While we're at it, none of that "my Pokemon got hit, but it moved in some random way that allows it to take less damage for no apparent reason" bullcrap. The most I'll allow is having the Pokemon brace itself so that it doesn't get knocked down/back as far. Either take the full damage, or dodge it. It's as simple as that.
Blocking is when you use an attack of your own to negate an attack being used by an opponent. This does not count as dodging a move, so you're free to do it even after you have used up all of your evasions...so long as you don't mind using up your turn to do so.
When doing this, the move you use must be the same category as the move you're trying to block. In other words, to block a Physical attack, you must use a physical attack. Likewise for Special moves. Status moves cannot be blocked, or used to block. Also, for the sake of not dragging out threads by having Pokemon block every other attack, this will be limited to three times per battle. So make sure you use them wisely.
The Base Power of the move you are using to block an incoming attack must be equal to or higher than the move you are attempting to block, otherwise, the attempt will fail. There are other factors to consider, of course, such as type weakness and the way certain moves would react. Frankly, there's too many 'if's and 'but's for me to come up with a complete list of what will and won't work, so all I'm going to ask in this regard is that you use some logic if/when you attempt this.
This tactic will not work against incredibly fast attacks, since they move too quickly for the target to react in time. The only way to avoid them is to use up an evasion, otherwise you will have no choice but to take the hit. The moves that this rule applies to are the following;
- Aqua Jet
- Bullet Punch
- Fake Out (only if used on the first turn)
- Ice Shard
- Mach Punch
- Quick Attack
- Shadow Sneak
- Sucker Punch
- Vaccum Wave
One last thing to keep in mind in this regard is that this will only neutralize the opponent's attack. Regardless of how much stronger it is than the opponent's attack, it will never punch through and keep going. Otherwise, there'd be no point in it taking up a turn to do it.
This one is fairly straightforward. Pokemon based on fish, such as Goldeen and Finneon, are at their best in water. This goes without saying. However, contrary to popular belief, they are capable of battling on land. They will, however, be at a disadvantage. Their mobility will be severely hampered, and, as such, they will be completely unable to evade attacks.
However, if the Pokemon in question has Swift Swim as its ability, this penalty is negated as long as it's raining. It is also negated if the Pokemon in question knows the HM move Surf. Needless to say, if they're battling in water, there is no such penalty