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Overhead Manual

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1 Overhead Manual on Sat Feb 23, 2013 3:05 am

Jay

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Below are all of the links you will need to fully grasp the Overhead Manual. Please also treat this as the in-depth way on how to play PBA, not simply just a resource for Overheads only.


  • Sources and Credits
  • List of OHs
  • Important Information
  • Status
  • Accuracy/Evasion
  • Stat Boosts
  • Moves
  • Abilities
  • Battle Types
  • OH Test



Last edited by Jay on Sun Feb 24, 2013 2:04 pm; edited 6 times in total

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2 Re: Overhead Manual on Sat Feb 23, 2013 3:21 am

Jay

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Sources and Credits
Overhead Manual

Jay - The main compiler of all sources and information, as well as the writer of the Overhead Manual.
  • Smogon - For in-depth move and item detailing.
  • Serebii.net - For all of the complete Pokemon movepools and levels.


Calculators
The calculators are the most important tools of an overhead. These calculators are used in the place of hand-calculation. There will be very few times that one has to actually use the hand calculation. However, if you wish to know it - not for a grade, but simply want to know how our calculator functions, go to the Battle Formula Tutorial.



Credits to the calculators go to Jay and Emolga.



Last edited by Jay on Sat Feb 23, 2013 2:26 pm; edited 3 times in total

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3 Re: Overhead Manual on Sat Feb 23, 2013 1:42 pm

Jay

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List of OHs
Overhead Manual

Head OH
Jay

Elite OH
Kazura



Last edited by Jay on Sat Feb 23, 2013 2:26 pm; edited 1 time in total

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4 Re: Overhead Manual on Sat Feb 23, 2013 2:16 pm

Jay

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Important Information
Overhead Manual

  • All damage is done through use of the calc.
  • Percentages have whole numbers and two decimal places. Meaning that HP percentages of 15.67% literally mean above 15 and a half percent of HP remaining. This also means that if you ever see a number that has more than 2 decimal places, make sure to only use the whole numbers and first two decimal places.
  • The stats used in PBA are the Pokemon's max IV and EV'd Neutral nature at Level 100. This can be found, quite easily, on Serebii.
  • All information used is updated to the latest generation.


-------------------

Calculation Order
1.0: Input Stats

2.0: Calculate Damage
2.1: STAB
2.2: Critical Hit
2.3: Burn
2.4: Check Substitute

3.0: Attack

The order above shows the most accurate way to calculate damage before the attack is initiated.

First, the overhead must input the stats into the correct fields. These stats are the Pokemon's Level 100 max neutral stats - all found on their Serebii BW Pages.

Afterwards, as per the order of calculation, you must use the Calculate Damage Function, first. Calculate Damage initiates the mathematical equations in the calculator, and output raw damage.

Next, if the Pokemon gets STAB, then click the button once. STAB multiplies the damage output by 1.5.

If the Pokemon has gotten a critical hit, click the Critical Hit! button. Critical Hits doubles the damage output of the attack.

If the Pokemon has a burn, make sure that the burn is taken into account by clicking it. This will halve the amount of damage done.

In special cases, the Pokemon may have a substitute on. In this occurrence, click the Check Substitute of the target Pokemon. This will calculate 25% of the opponent's HP and use the attacker's raw damage. If the attacker's damage is higher than the HP amount, the substitute is broken. If not, the substitute remains in tact.

Finally, click the Attack button if there is no Substitute that was active. It will display how much percent of HP was taken by the attack. Take the percent of HP the Pokemon has in battle and subtract the amount from the calculator from it. This will give you its remaining HP.

-------------------

Dice Rolls
The Dice Rolls are the pivotal part of the outcome judgement. It is a random set of numbers used when calculating. They denote all chances within the game. These range from accuracy rolls to catch rate rolls.

OHs have access to the online dice roll Invisible Castle or to rolz.org. Invisible Castle is most recommended, due to one being capable of posting links to their dice rolls. Random.org is also allowed, but not recommended.

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5 Re: Overhead Manual on Sat Feb 23, 2013 5:01 pm

Jay

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Status
Overhead Manual

Status is the state of a Pokemon. A status ailment is when a Pokemon is inflicted with a negatively-effecting condition. These conditions vary in effect, but all hinder the Pokemon in some way.

There are many moves and such that have status effect inflicting properties. There are five main statuses. Only one status ailment is able to exist on a Pokemon at a time.

Burn
  • Inflicted loses 12.5% of HP each turn while inflicted with burn.
  • Damage output is halved.
  • Fire-type Pokemon cannot be burned.


Poison
  • Regularly poisoned Pokemon lose 12.5% of their HP each turn.
  • Badly poisoned Pokemon lose an increasing amount of 6.25% each turn. Each turn, the amount taken away increases: 6.25%, 12.5%, 18.75%, 25%...
  • Poison and Steel-type Pokemon cannot poison.


Paralyze
  • Speed stat is lowered to 25% of the original.
  • Paralyzed Pokemon have a 25% chance to be unable to move.


Freeze
  • Inflicted are unable to move.
  • Inflicted has a 20% chance of thawing everytime they attempt to move.
  • Freeze lasts for the duration of the battle until thawing.
  • If the Pokemon uses or is hit by V-Create, Flame Wheel, Sacred Fire, Flare Blitz or Scald; they will automatically thaw.
  • If the Pokemon is hit by a Fire-type move, they will thaw.
  • In the sun, Freeze cannot occur.
  • Fire-type Pokemon are frozen for one turn. Ice-type Pokemon cannot be frozen.


Sleep
  • Inflicted are unable to move during Sleep.
  • Sleep lasts for 1 - 3 turns. These turns are randomly rolled, with a 20% chance of waking during the duration.
  • Rest is always 2 turns of sleep. Switch mechanics are still in effect.
  • Switching out the Pokemon will restart the counter, no matter far it is to waking once it comes back into battle.


There are two minor statuses that a Pokemon must be wary of. Any of these are capable of existing on a Pokemon, along with a single main status ailment.

Confusion
  • Confusion lasts for 1-5 turns. Rolled randomly to see if the user snaps out or not. Roll amount is 20% to see if you overcome confusion.
  • Pokemon is healed of Confusion if they are recalled back to the trainer.
  • Pokemon has a 50% chance of hurting themselves in confusion. Otherwise, the move will happen successfully.
  • When the Pokemon hits themselves, the damage is equal to the Pokemon's Attack hitting their Defense with 40 Power.


Attraction/Infatuation
  • Pokemon has a 50% chance of not moving.
  • Pokemon is healed of Attraction after being recalled or after five turns.

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6 Re: Overhead Manual on Sat Feb 23, 2013 5:23 pm

Jay

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Accuracy/Evasion
Overhead Manual

Accuracy and Evasions is the measure of how accurate a move is when modifiers are in play. The accuracy and evasion portion of the gameplay is simplified, allowing for fairer and more lucid play.

Accuracy and Evasion is capable of rising and lowering from base zero to +6 or -6. Anything that goes below 10% will stay at 10%. Anything that was not 100% accuracy, and has been raised in accuracy, cannot go above 95% accuracy.

In the case of rolling for Accuracy, you will have a 100-sided die for base zero. This die is rolled to check for the accuracy of a move. If the move has 70 accuracy, 69 or below outcome means that the attack has hit. If it is 70 or above, it misses. Anything with 99 Accuracy will have 98 or down means that it hits; 99 or 100 means that the attack misses.

If the Pokemon has increased or decreased modifiers, the amounts are taken into account below. Both of the Pokemon, the attacker and evader, are taken into account: the attacker (accuracy) will have a certain amount and the defender (evasion) will have a certain amount, all starting at default zero.

With this default amount they will be able to rise or fall in accuracy or evasion, depending on the effect of the moves/items used.

When rising or lowering, here is the chart signifying the amount.

Accuracy/Evasion Amount Modifier
+60% +6
+50% +5
+40% +4
+30% +3
+20% +2
+10% +1
Base Amount 0
-10% -1
-20% -2
-30% -3
-40% -4
-50% -5
-60% -6

From the above table, anything raised or lowered in accuracy or evasion will undergo that particular judgement. The number of modifiers will be used in conjunction with the original accuracy. The new dice roll is subtracted/added from the amount of the normal, and will be rolled via dice.

All lowered Evasions count as + modifiers. If a Pokemon has -4 Evasion, that is +4 Accuracy. All raised Evasions count as lowered modifiers. If a Pokemon has +5 Evasion, that is -5 Accuracy.

If a Pokemon uses Flamethrower with -2 Accuracy, against a Pokemon with no modified evasion; two dice rolls will be made.

The first roll will be a 100-sided die, with 95% accuracy being the target. The second will be a 100-sided die, with 75% accuracy being the target, as 95% - 20% = 75%.

If the opponent has +2 evasion, three dice will be rolled. The first roll will be a 100-sided die, with 95% accuracy being the target. The second will be a 100-sided die, with 75% accuracy being the target, as 95% - 20% = 75%. Third and final roll will be a 100-sided die, with 95% as the target; because one is not able to increase anything beyond 95% if it was not 100 to begin with.

Moves that ignore accuracy modifiers will not be affected.



Last edited by Jay on Sun Feb 24, 2013 1:36 pm; edited 3 times in total

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7 Re: Overhead Manual on Sat Feb 23, 2013 6:17 pm

Jay

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Stat Boosts
Overhead Manual

Stat boosts are the amount in which your stats change in accordance to their modifiers. These modifiers are integers that increase the stat.

All of the integers placed are shown below and floored once they are raised. All stats can only be raised and lowered to +6 and -6 from base zero.

Integer Amount
4.0x +6
3.5x +5
3.0x +4
2.5x +3
2.0x +2
1.5x +1
Normal 0
.67x -1
.5x -2
.4x -3
.33x -4
.29x -5
.25x -6

Using the chart above, a Pokemon with +2 in a normal base 250 Attack stat will have 500 in it afterwards. If the base is lowered from +2 by two, it will return to normal.

Any and all things that are calculated will be taken from the base, not the new integer risen from the base. All new stats are floored, meaning that they do not round up or down. If a new stat is 144.33132... it will simply be 144. If it is 144.7778... it will be 144. To floor is to remove all decimals.

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8 Re: Overhead Manual on Sun Feb 24, 2013 10:37 am

Jay

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Moves
Overhead Manual

Check here for the complete list of moves.

Move usage is the most important part of battle. Moves are defined as the attacks or maneuvers that a Pokemon uses in order to progress in battle.

Moves have a certain law to them that is always adhered in the games. All of the laws below are taken into account under normal circumstances.
  • Under normal circumstances, all Pokemon must make a move before progressing to the next turn.
  • All moves will progress by order of speed in any situation. This may be stat-based, item-based, priority-based, etc.
  • Under normal circumstances, all Physical moves use the Attacker's Attack and the opponent's Defense, while all Special moves use the Attacker's Special Attack and the opponent's Special Defense.


The games have three types of moves that can be used by a Pokemon. The below is only the general consensus for most moves. Many do many different things, despite their denomination.
  • Physical: Uses the Attacker's Attack and goes after the opponent's Defense.
  • Special: Uses the Attack's Special Attack and goes after the opponent's Special Defense.
  • Other: Indirectly damaging that perform certain effects. These have a myriad of differentiating effects that can turn the tide of battle.

___________________________

STAB
STAB, or "Same-type Attack Bonus", is when the Pokemon gains a boost in power in their attack if said attack is the same typing as them. The amount increased by the attack equates to x1.5 the damage output.

STAB works for double-typed Pokemon as well. Take a move such as Hydro Pump and Night Slash. A Milotic will gain STAB on Hydro Pump, as it is a Water-type move and Milotic is a Water Pokemon. Zoroark would gain STAB on Night Slash as it a Dark-type move and Zoroark is a Dark Pokemon. However, Sharpedo can gain STAB on both moves; as it is a Water and Dark-type.
___________________________

Priority Moves
Priority moves are moves that can occur before or after others, despite Speed. Moves with higher priority always happen before those with lower. Moves with lower accuracy happen after all others.

Pokemon who use a move with the same Priority will have to use their Speed to decide who goes first.

+6 Switching
+5 Helping Hand
+4 Detect, Endure, Magic Coat, Protect, Snatch
+3 Anger Powder, Fake Out, Follow Me, Quick Guard, Wide Guard
+2 Extremespeed, Feint
+1 Ally Switch, Aqua Jet, Bide, Bullet Punch, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave
+0 Assist, Me First, Metronome, Mirror Move, Sleep Talk, Everything else
-1 Vital Throw
-2 None
-3 Focus Punch
-4 Avalanche, Revenge
-5 Counter, Mirror Coat
-6 Circle Throw, Dragon Tail, Roar, Whirlwind
-7 Magic Room, Trick Room, Wonder Room
___________________________

Weather
Some moves or abilities will bring weather effects into the equation of the battle. These weather conditions have differentiating effects, all of which are capable of being used to the disposal of a Pokemon that fit it.

If a Pokemon uses a move that induces weather that is already active, it will fail. Abilities like Air Lock and Cloud Nine negate all weather effects. Pokemon with the Overcoat and Magic Guard abilities block against buffeting weather.

Rain
  • The damage output of Water-type moves is increased by 50%.
  • The damage output of Fire-type moves is decreased by 50%.
  • SolarBeam is forced into its charge turn.
  • Hurricane and Thunder have perfect accuracy.
  • Weather Ball becomes a Water-type move with double its Base Power.
  • Synthesis, Moonlight, and Morning Sun recover 25% of the user's HP.
  • Pokemon with the ability Swift Swim have their Speed doubled.
  • Pokemon with the ability Hydration have all status healed during the rain.
  • Pokemon with Dry Skin gain 12.5% HP per turn.
  • Pokemon with Rain Dish gain 6.25% HP per turn.
  • Castform changes forme.
  • Lasts 5 turns if not impeded in any way. Lasts 8 turns if Pokemon with Damp Rock switches in. Does not reset counter, but merely extends turns to eight.


Sun
  • The damage output of Fire-type moves is increased by 50%.
  • The damage output of Water-type moves id decreased by 50%.
  • SolarBeam's charge phase is removed.
  • Growth increases Attack and Special Attack sharply.
  • Thunder's and Hurricane's accuracy is reduced to 50%.
  • Weather Ball becomes a Fire-type move with double the base power.
  • Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP.
  • Pokemon with the ability Chlorophyll have their Speed doubled.
  • Pokemon with the ability Solar Power have their Special Attack increased by 50% but lose 12.5% of their maximum HP per turn.
  • Pokemon with the ability Leaf Guard become immune to status.
  • Pokemon with Dry Skin lose 12.5% of their maximum HP per turn.
  • Cherrim and Castform change formes.
    Can be lengthened from 5 to 8 turns with the use of the Heat Rock. Does not reset counter, but merely extends turns to eight.


Sandstorm
  • Damages all Pokemon who are not Rock-, Ground-, or Steel-types for 6.25% HP each turn.
  • Does not damage Pokemon with the following Abilities: Sand Veil, Sand Rush, Sand Force, Overcoat, Magic Guard.
  • Raises the Special Defense of all Rock-type Pokemon by 50%.
  • Causes SolarBeam to deal only half of its normal damage.
  • Causes Moonlight, Synthesis, and Morning Sun to recover 25% of max HP.
  • Activates the following Abilities: Sand Veil, Sand Force and Sand Rush.
  • Changes Weather Ball to a Rock-type move and doubles its power, but Castform stays in its normal form.
  • Can be lengthened from 5 to 8 turns with the use of the Smooth Rock. Does not reset counter, but merely extends turns to eight.


Hail
  • Damages all Pokémon who are not Ice-type.
  • Does not damage Pokémon with the following Abilities: Ice Body, Snow Cloak, Magic Guard, Overcoat.
  • Allows Blizzard to bypass accuracy checks, and allows it to hit through Protect and Detect 25% of the time.
  • Causes SolarBeam to deal only half of its normal damage.
  • Causes Moonlight, Synthesis, and Morning Sun to recover 25% of max HP.
  • Activates the Abilities: Forecast, Ice Body, Snow Cloak.
  • Changes Weather Ball to an Ice-type move and doubles its power, and Castform to an Ice-type.


Fog
  • Lowers all Accuracy by 90%.
  • Doubles the power of Weather Ball, but Castform stays in normal form.
  • Honey cannot be used to attract Wild Pokemon.
  • Causes Moonlight, Synthesis, and Morning Sun to recover 25% of max HP.
  • The damage output of Electric-type moves are halved in Fog.
  • Can be cleared Defog.

___________________________

Critical Hits
Critical Hits are the rare occurrences that happen when a Pokemon's damage output is doubled directly. Critical Hits have a chance of happening after every direct attacking move.

All Critical Hits have a 15% chance of happening at base. However, some factors may raise Critical Hit chances. All critical hit ratios can go from base zero to +5.
Modifier Percent
0 Normal (15%)
+1 20%
+2 25%
+3 30%
+4 35%
+5 50%

Some items/moves raise Critical Hits by a certain amount. As such, they will modify it from base zero.
  • Using Move with High Critical Hit Ratio: +1
  • Holding Scope Lens: +1
  • Holding Razor Claw: +2
  • Holding Stick (if the Pokemon is Farfetch'd): +3
  • Holding Lucky Punch (if the Pokemon is Chansey): +3
  • Being under Focus Energy: +2
  • Consuming Lansat Berry (or being passed its effect): +2
  • Dire Hit (Wonder Launcher Only): +2



Last edited by Jay on Sun Feb 24, 2013 1:05 pm; edited 3 times in total

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9 Re: Overhead Manual on Sun Feb 24, 2013 10:42 am

Jay

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Abilities
Overhead Manual

Check here for the abilities on Smogon.

There are certain abilities that are tailored for PBA.

  • Pressure: The holder of Pressure will have a 20% chance of causing the opponent to not move every other turn.



Last edited by Jay on Sun Feb 24, 2013 1:56 pm; edited 1 time in total

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10 Re: Overhead Manual on Sun Feb 24, 2013 11:06 am

Jay

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Battle Types
Overhead Manual
Sending Modes
The sending modes are the first things to be delineated in battle. It tells what type of Pokemon and move sending shall be used.

Public Sending 1

  • All Pokemon are sent publicly in battle.
  • All moves are sent publicly in battle.


Public Sending 2

  • All Pokemon are sent privately to the overhead via PM.
  • All moves are sent publicly in battle.


Private Sending 1

  • All Pokemon are sent publicly in battle.
  • All moves are sent privately to the overhead via PM.


Private Sending 2

  • All Pokemon are sent privately to the overhead via PM.
  • All moves are sent privately to the overhead via PM.

_______________________

Battle Rules
The Battle Rules are the second things to be delineated.


  • Singles: All Pokemon are sent out one at a time.
  • Doubles: Two Pokemon are sent out at a time. This rule is only compatible with Public Sending 2, Private Sending 1, and Private Sending 2.
  • Triples: Three Pokemon are sent out at once. This is only compatible Public Sending 2, Private Sending 1, and Private Sending 2.
  • Rotation: Three Pokemon are sent out at once. A Pokemon is chosen to be the lead, while the other are chosen to be sides. The Lead Pokemon is always the active, and the is the only one who can be attacked. When a side Pokemon is used to attack, it is switched in. A Pokemon that is about to switch will become the lead before switching. This rule is only compatible with Private Sending 2.

  • Wonder Launcher: Users gain the ability to use Wonder Launchers. This allows them to use the Battle Effect and Healing items. In Wonder Launcher rules, the user gets 20 slots to use. These slots are absorbed via use of the Battle Items. Each item has a different effect, and will take up a certain amount of slots. To use any of the items, you must buy them from the market.
    • Dire Hit: 5 Slots. Raises the critical-hit ratio of a Pokemon by two stages. It can be used only once and wears off if the Pokémon is withdrawn.
    • Guard Spec.: 4 Slots. Prevents stat reduction among the Trainer's party Pokémon for five turns after use.
    • X Accuracy: 5 Slots. Raises the Pokemon's Accuracy by +1.
    • X Attack: 5 Slots. Raises the Pokemon's Attack by +1.
    • X Defense: 5 Slots. Raises the Pokemon's Defense by +1.
    • X Special: 5 Slots. Raises the Pokemon's Special Attack by +1.
    • X Sp. Def: 5 Slots. Raises the Pokemon's Special Defense by +1.
    • X Speed: 5 Slots. Raises the Pokemon's Speed by +1.


  • Items ON: Pokemon are allowed to hold items.
  • Items OFF: Pokemon are not allowed to hold items.

  • Base Clauses ON: Turns Sleep, OHKO, Freeze, Accuracy-Evasion, Species and Item Clauses on.

  • Sleep Clause: Only one Pokemon on a Trainer's side may be put to sleep. All sleep attacks afterwards will fail and all secondary sleeping effects are negated.
  • OHKO Clause: No moves that are considered to be OHKO moves can be used. Fissure, Guillotine, Horn Drill, and Sheer Cold will always fail.
  • Freeze Clause: Only one Pokemon on a Trainer's side may be frozen. All freezing attacks afterwards will fail and all secondary freezing effects are negated.
  • Accuracy-Evasion Clause: Moves that increase evasion directly, Double Team and Minimize, will fail. Moves that have a 100% chance of lowering accuracy will fail.
  • Species Clause: Each battler may not send more than one of a single species of Pokemon, defined by Pokedex number.
  • Item Clause: Each battler may not equip more than one of a single type of item, defined by its name.
  • Legendary Clause: No Legendary Pokemon allowed.
  • Santa Clause: Delibird is the sole Pokemon able to be used on a team.



Last edited by Jay on Mon Feb 25, 2013 8:34 am; edited 1 time in total

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11 Re: Overhead Manual on Sun Feb 24, 2013 2:02 pm

Jay

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OH Test
Overhead Manual

  1. What is the Pokemon Charizard’s typing?

  2. What types of moves are super-effective on the Pokemon, Kingdra?

  3. A Victini, with no prior boosts, uses Flare Blitz on a Gardevoir in battle. In the same battle, the Victini uses Fire Blast on the Gardevoir. Victini has the same Attack and Special Attack stats. Why does Flare Blitz do more damage than Fire Blast?

  4. A Hydreigon, having used Work Up in a previous turn, and a Tornadus are locked in battle. In a turn, the Hydreigon chooses to use Dragon Pulse. In the next turn, it chooses to use Hyper Voice. Which does more damage and why?

  5. What are the chances of a Sheer Cold hitting during this scenario?
    Walrein – 50% (+4 Accuracy) [Attacker]
    Abomasnow – 51.44% (-2 Evasion)


  6. What are the chances of Inferno hitting during this scenario?
    Blaziken – 44.31% (-6 Accuracy) [Attacker]
    Abomasnow – 65.33% (+6 Evasion)


  7. What are the chances of Blizzard hitting during this scenario?
    Glaceon – 43.55% (+2 Accuracy)
    Abomasnow – 51.33% (-4 Evasion)


  8. What is Pikachu’s Attack stat after a Nasty Plot?

  9. List three moves that Sucker Punch works against. List three moves that it does not work against.

  10. What ability brings out the Sun automatically? What is the key effect of this variation of the sun?

  11. An Abomasnow and Ninetales are both switched in. Ninetales has the Drought ability, while Abomasnow has the Snow Warning ability. Which weather effect will be in effect by the time the abilities have finished activating? Why?

  12. A Gliscor has a Razor Claw and has eaten a Lansat Berry. What is its Critical Hit ratio?

  13. Explain in detail the effects of Burn.

  14. A trainer tells his Charizard to use Volt Tackle. What is your job, as the OH, to do in this occurrence?

  15. You find that a Pokemon used by a trainer is requesting to use a move that is not in their stats, legitimately. What is your job, as the OH, to do in this occurrence? What do you do if they continue to do so?

  16. What does Life Orb increase?

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