Metal~Mario
Smash Lord
The Counter Game III
The game goes like this: someone posts a moveset for a pokémon, and then the next person posts a moveset that counters the previous poster's pokémon. For example, member A posts this pokémon:
Blaziken @ Life Orb
Rash/Blaze
252SpA/252Spe/4Atk
Fire Blast
Superpower
Hidden Power Grass
Vacuum Wave
Then, member B comes in and posts this pokémon:
Slowking @ Leftovers
Modest/Own Tempo
252HP/216SpA/40SpD
Surf
Slack Off
Ice Beam
Grass Knot
because this pokémon can counter Blaziken by surviving two Life Orbed Hidden Power Grasses while washing Blaziken away with surf. (Posting such an explanation is optional, but recommended.) Then member C (or A) posts another pokémon, which counters Slowking. And then the process repeats itself.
NOW THE RULES, READ THEM BEFORE COUNTERING:
Rule 1: DON'T use:
-Pokémon: Any pokémon from the Uber tier is banned from this counter game. Here is the Smogon Tier List. If a pokémon can't harm Shedinja, you cannot use Shedinja as a counter.
-Moves: Acupressure, Assist, Attract, Baton Pass, Beat Up, Bind, Block, Camouflage, Captivate, Clamp, Destiny Bond, Double Team, Explosion, Fire Spin, Fissure, Flash, Foresight, Grudge, Guillotine, Healing Wish, Horn Drill, Lunar Dance, Magma Storm, Magnitude, Mean Look, Memento, Metronome, Mimic, Minimize, Miracle Eye, Mud-Slap, Nature Power, Odor Sleuth, Perish Song, Present, Pursuit, Roar, Sand-Attack, Sand Tomb, Selfdestruct, Sheer Cold, Sketch, Spider Web, Spikes, Stealth Rock, Toxic Spikes, U-Turn, Whirlpool, Whirlwind, Wrap.
Reasons vary between being having random effects (e.g. Acupressure, Present and to a lesser extent the OHKO moves and Double Team), (permanently) influencing the match (e.g. Foresight, Spikes) influencing switching availability (Bind and variants) or KOing the user (Explosion, Memento but also Perish Song and Destiny Bond).
-Items: Choice Band, Choice Specs, Choice Scarf are banned. Focus Sash cannot be used if it is needed to counter, but if the pokémon doesn't need it you can use it.
Rule 2: Remember what a counter is: A pokémon that can safely switch in on any (read: ANY, even if a move wouldn't affect the previous enemy, one could anticipate a switch and nail the switch-in, so take EVERY move into account when countering) and force the opponent to switch out by threatening a KO or other cases wherein the countered pokémon cannot win/KO the other. Note that a counter must be able to take MAX damage and survive and deal MIN damage to KO - counters must always work under any situation. Note that everything is actually theorymon: the countered pokémon will always switch out and the new counter will always come in and remain with full health and without status effects.
Rule 2.5: Don't go 'bam you do your strongest move max damage liechi/salac/petaya activates i win'. You must be able to switch in to ANY move.
Rule 2.75: Note the line 'counters must always work under any situation'. It means that unless stated otherwise in the rules, things go completely positive for the pokémon you're countering and completely negative for yourself.
Rule 3: Post full EV spreads, nature and ability and full movesets - use only one move per slot. So don't post things like:
Slaking @ Life Orb
255Atk
Giga Impact/Return
Filler
Filler
Filler
This is because users wouldn't know which moves, nature, EVs or ability they must take into account.
Rule 4: IVs are always assumed to be 31 in every stat, even if things like Hidden Power or being Legendary disallow that. This is purely for simplifying the game. You may customize IVs however you want by posting them, although it's not going to help very often unless you use a SubSalac or Belly Drum pokémon. If Trick Room, Metal Burst or Gyro Ball are used, and the pokémon has a nature that decreases speed assume 0 IVs in Speed.
Rule 5: Accuracy rules: Any move with 55% or more accuracy is counted as if it would always hit. Moves with 50% accuracy are counted as hitting every other use, with the first hit connecting.
Rule 6: Sleep rules: Sleep is always assumed to last for two turns. Sleep Talk can only be used if all other moves guarantee win (for the counterer), if one relies on Sleep Talk. The original pokémon will be assumed to use the most beneficial move if it needs to use Sleep Talk.
Rule 7: Hax rules: Flinch effects over 50% (Serene Grace Dunsparce) are assumed every other turn, functioning after the first use. Flinch effects under 50% (everything else) are ignored. Paralysis hax is ignored. Confusion is assumed to hit every other turn after the first use. 50% critical hit rate is assumed to crit every other turn after the first use. Any critical hit rate under 50% is ignored. Multi-hit moves will be assumed to hit the highest amount of times by the original pokémon, and minimum amount of times for the counter.
Rule 7.5: Apply Flinch rules (effects over 50% are assumed every other turn, functioning after the first use and anything below 50% is ignored) to everything else that isn't stated in rule 7.
Rule 8: Magnet Pull, Arena Trap and Shadow Tag's effects are ignored. Rivalry is ignored if we don't know both your and your opponent's gender.
Rule 9: Hail (also through Snow Warning), Sandstorm (also through Sand Stream), Sunny Day, Rain Dance, Light Screen, Reflect and Trick Room are all assumed for the pokémon that uses them (if using the move would benefit them against their counter) and their counter, but after that they're ignored.
Rule 10: Make sure your counter works. This doesn't mean you have to calc everything: that a Caterpie tackle does little to max/max+ Slowbro with Leftovers is common sense. Also, make sure the previous counters work; we don't want complete counter chains being interrupted by a flaw in one counter. If any counter fails, either through rule breaking or not working altogether, ignore it and counter the last working one.
Score System:
You get points depending on the tier of the Pokemon you are using to counter.
+1 for OU / BL
+2 for UU
+3 for NU
If someone following you fails to post a viable counter you get +5.
If you're using a Pokemon from the same tier as the Pokemon you are countering, you don't get any bonus points. However, if you use a Pokemon one tier lower than the Pokemon you're countering you get +1.
BL Pokemon countering OU: +1
UU Pokemon countering BL: +1
NU Pokemon countering UU: +1
UU Pokemon countering OU: +2
NU Pokemon countering BL: +2
NU Pokemon countering OU: +3
NFEs are counted in the tier of their evolution unless stated otherwise.
Current scores:
IceArrow - 12
jigglyppuff8 - 4
kirbyraeg - 53
Melfice z - 32
Meta-Kirby - 2
Metal~Mario - 51
mood4food77 - 16
Moozle - 25
Pink Reaper - 17
Platypus - 41
Riddle - 25
RuNNing Riot - 16
Sir Bedevere - 5
Terywj - 29
The Real Gamer - 31
The Wrath of Koarin - 13
UltiMario - 31
Wave+ - 17
xLeafybug =D - 7
The game goes like this: someone posts a moveset for a pokémon, and then the next person posts a moveset that counters the previous poster's pokémon. For example, member A posts this pokémon:
Blaziken @ Life Orb
Rash/Blaze
252SpA/252Spe/4Atk
Fire Blast
Superpower
Hidden Power Grass
Vacuum Wave
Then, member B comes in and posts this pokémon:
Slowking @ Leftovers
Modest/Own Tempo
252HP/216SpA/40SpD
Surf
Slack Off
Ice Beam
Grass Knot
because this pokémon can counter Blaziken by surviving two Life Orbed Hidden Power Grasses while washing Blaziken away with surf. (Posting such an explanation is optional, but recommended.) Then member C (or A) posts another pokémon, which counters Slowking. And then the process repeats itself.
NOW THE RULES, READ THEM BEFORE COUNTERING:
Rule 1: DON'T use:
-Pokémon: Any pokémon from the Uber tier is banned from this counter game. Here is the Smogon Tier List. If a pokémon can't harm Shedinja, you cannot use Shedinja as a counter.
-Moves: Acupressure, Assist, Attract, Baton Pass, Beat Up, Bind, Block, Camouflage, Captivate, Clamp, Destiny Bond, Double Team, Explosion, Fire Spin, Fissure, Flash, Foresight, Grudge, Guillotine, Healing Wish, Horn Drill, Lunar Dance, Magma Storm, Magnitude, Mean Look, Memento, Metronome, Mimic, Minimize, Miracle Eye, Mud-Slap, Nature Power, Odor Sleuth, Perish Song, Present, Pursuit, Roar, Sand-Attack, Sand Tomb, Selfdestruct, Sheer Cold, Sketch, Spider Web, Spikes, Stealth Rock, Toxic Spikes, U-Turn, Whirlpool, Whirlwind, Wrap.
Reasons vary between being having random effects (e.g. Acupressure, Present and to a lesser extent the OHKO moves and Double Team), (permanently) influencing the match (e.g. Foresight, Spikes) influencing switching availability (Bind and variants) or KOing the user (Explosion, Memento but also Perish Song and Destiny Bond).
-Items: Choice Band, Choice Specs, Choice Scarf are banned. Focus Sash cannot be used if it is needed to counter, but if the pokémon doesn't need it you can use it.
Rule 2: Remember what a counter is: A pokémon that can safely switch in on any (read: ANY, even if a move wouldn't affect the previous enemy, one could anticipate a switch and nail the switch-in, so take EVERY move into account when countering) and force the opponent to switch out by threatening a KO or other cases wherein the countered pokémon cannot win/KO the other. Note that a counter must be able to take MAX damage and survive and deal MIN damage to KO - counters must always work under any situation. Note that everything is actually theorymon: the countered pokémon will always switch out and the new counter will always come in and remain with full health and without status effects.
Rule 2.5: Don't go 'bam you do your strongest move max damage liechi/salac/petaya activates i win'. You must be able to switch in to ANY move.
Rule 2.75: Note the line 'counters must always work under any situation'. It means that unless stated otherwise in the rules, things go completely positive for the pokémon you're countering and completely negative for yourself.
Rule 3: Post full EV spreads, nature and ability and full movesets - use only one move per slot. So don't post things like:
Slaking @ Life Orb
255Atk
Giga Impact/Return
Filler
Filler
Filler
This is because users wouldn't know which moves, nature, EVs or ability they must take into account.
Rule 4: IVs are always assumed to be 31 in every stat, even if things like Hidden Power or being Legendary disallow that. This is purely for simplifying the game. You may customize IVs however you want by posting them, although it's not going to help very often unless you use a SubSalac or Belly Drum pokémon. If Trick Room, Metal Burst or Gyro Ball are used, and the pokémon has a nature that decreases speed assume 0 IVs in Speed.
Rule 5: Accuracy rules: Any move with 55% or more accuracy is counted as if it would always hit. Moves with 50% accuracy are counted as hitting every other use, with the first hit connecting.
Rule 6: Sleep rules: Sleep is always assumed to last for two turns. Sleep Talk can only be used if all other moves guarantee win (for the counterer), if one relies on Sleep Talk. The original pokémon will be assumed to use the most beneficial move if it needs to use Sleep Talk.
Rule 7: Hax rules: Flinch effects over 50% (Serene Grace Dunsparce) are assumed every other turn, functioning after the first use. Flinch effects under 50% (everything else) are ignored. Paralysis hax is ignored. Confusion is assumed to hit every other turn after the first use. 50% critical hit rate is assumed to crit every other turn after the first use. Any critical hit rate under 50% is ignored. Multi-hit moves will be assumed to hit the highest amount of times by the original pokémon, and minimum amount of times for the counter.
Rule 7.5: Apply Flinch rules (effects over 50% are assumed every other turn, functioning after the first use and anything below 50% is ignored) to everything else that isn't stated in rule 7.
Rule 8: Magnet Pull, Arena Trap and Shadow Tag's effects are ignored. Rivalry is ignored if we don't know both your and your opponent's gender.
Rule 9: Hail (also through Snow Warning), Sandstorm (also through Sand Stream), Sunny Day, Rain Dance, Light Screen, Reflect and Trick Room are all assumed for the pokémon that uses them (if using the move would benefit them against their counter) and their counter, but after that they're ignored.
Rule 10: Make sure your counter works. This doesn't mean you have to calc everything: that a Caterpie tackle does little to max/max+ Slowbro with Leftovers is common sense. Also, make sure the previous counters work; we don't want complete counter chains being interrupted by a flaw in one counter. If any counter fails, either through rule breaking or not working altogether, ignore it and counter the last working one.
Score System:
You get points depending on the tier of the Pokemon you are using to counter.
+1 for OU / BL
+2 for UU
+3 for NU
If someone following you fails to post a viable counter you get +5.
If you're using a Pokemon from the same tier as the Pokemon you are countering, you don't get any bonus points. However, if you use a Pokemon one tier lower than the Pokemon you're countering you get +1.
BL Pokemon countering OU: +1
UU Pokemon countering BL: +1
NU Pokemon countering UU: +1
UU Pokemon countering OU: +2
NU Pokemon countering BL: +2
NU Pokemon countering OU: +3
NFEs are counted in the tier of their evolution unless stated otherwise.
Current scores:
IceArrow - 12
jigglyppuff8 - 4
kirbyraeg - 53
Melfice z - 32
Meta-Kirby - 2
Metal~Mario - 51
mood4food77 - 16
Moozle - 25
Pink Reaper - 17
Platypus - 41
Riddle - 25
RuNNing Riot - 16
Sir Bedevere - 5
Terywj - 29
The Real Gamer - 31
The Wrath of Koarin - 13
UltiMario - 31
Wave+ - 17
xLeafybug =D - 7