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Attacks and Abilities Guide

I've seen people try to avoid damage repeatedly by alternating Protect/Detect/Endure. Can you actually do this, or are they supposed to work on the same counter like in the games?
 
If a Pokemon uses a sound-based move while the opponent has clones, will it be able to find the real one straight away? What if the move does not cause damage, but still relies on sound (e.g. Sing, Torment)?
 
If it's a single-target sound-based attack, it has to be directed at one clone in particular, so it could as easily be the real one as a fake. Whether or not it does damage is irrelevant.
 
If a Pokemon uses Mimic, will it still use the Mimicked move in the same action, or has it been changed now so that it must use one to Mimic the move and another to actually use it?
 
Mimic one action, use the next. Copycat and mirror move will use the move that action (but it won't be retained afterwards, of course).
 
Just want to confirm something. Does hex double in power if the user is affected by a minor status ailment? Also, punishment doesn't have a "stat". I assume it's physical?
 
In the new standard energy scale, for moves that both lower and raise the user's stats (Curse, Shell Smash, etc.), the cost is based on the net gain of stats or on the total amount of stats changed?

Also, at the risk of being hardcore ignored, Toxic's accuracy has been boosted to 90% in Gen V and, as such, Toxic would cost 4% by the new scale, in spite of being listed as costing 3% as an example.
 
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Is it possible for a Pokémon to use Bounce or Fly at the end of ta round so that the move is released at the beginning of the next round?

Also, what would happen to a 2-turn move if an enemy Pokémon uses Disable on the move while it's still charging?
 
Is it possible for a Pokémon to use Bounce or Fly at the end of ta round so that the move is released at the beginning of the next round?

Also, what would happen to a 2-turn move if an enemy Pokémon uses Disable on the move while it's still charging?

Fly can be used to hover in the air indefinitely; Bounce is more difficult to maintain, but you might be able to.

There are no two-action moves in ASB; if that was explicitly mentioned, then it would just Disable the last used move.
 
There are no two-action moves in ASB; if that was explicitly mentioned, then it would just Disable the last used move.

I'm referring to moves like Solar Beam and Sky Attack that take a turn to charge first. Would those be disabled, would the move before that be disabled, or would Disable fail altogether?
 
You can make them take that long for less energy, I think. But I don't see how that's preferable to using it in one action and chilling the next.
 
You can combine it with Bide?

...
Can you combo Bide+ Solarbeam/other moves-that-charge-in-the-games to fuel the charge move?
 
In the new standard energy scale, for moves that both lower and raise the user's stats (Curse, Shell Smash, etc.), the cost is based on the net gain of stats or on the total amount of stats changed?

Also, at the risk of being hardcore ignored, Toxic's accuracy has been boosted to 90% in Gen V and, as such, Toxic would cost 4% by the new scale, in spite of being listed as costing 3% as an example.
Attacks that raise the user's stats cost an amount equal to the total stat gain; any stat drops acquired in the process are ignored. So curse costs 2%, shell smash costs 6%.

Is it possible for a Pokémon to use Bounce or Fly at the end of ta round so that the move is released at the beginning of the next round?

Also, what would happen to a 2-turn move if an enemy Pokémon uses Disable on the move while it's still charging?
It is possible to be bouncing/flying up on the final action of one round, then come down the first action of the next, yes.

If an attack is being charged, it can't be disabled since it's already in progress. The attack disabled would be whatever one had been used just before the charging started.

You can combine it with Bide?

...
Can you combo Bide+ Solarbeam/other moves-that-charge-in-the-games to fuel the charge move?
No.
 
Still on the new energy scale, there are non-damaging attacks with permanent effects -- arena hazards, Spite, etc. -- which, due to their effects' not fading (or taking much longer to fade than Trick Room and the like), fit no particular category. How would these be calculated?

Also, would moves that reset stats, such as Haze and Odor Sleuth, cost energy in accordance to how much change it takes to neutralize the altered stats?
 
If a pokemon is flying above their opponent when the foe uses sleep powder, will it miss due to it being above the powder? With gravity it would just float down, after all.
 
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