Costing attacks properly, revisited

Discussion in 'Create-A-Card' started by yoshi1001, Aug 10, 2003.

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  1. yoshi1001

    yoshi1001 Active Member

    I posted this a while back on the old boards. I thought I'd bring it back for some added info.

    Before I get started, I'd like to point out that these rules are sometimes broken to keep things from being too dull (but then you can also go too far like that). Anyway...

    Fundemental rule of costing: An attack's cost is expressed as a number derived from adding up 10 for every colorless energy in an attack, and 15 for every non-colorless energy.

    Direct-Damage attacks (attacks that do just damage and nothing else): Use the totals generated above.



    Of course, no Pokémon has an attack that does 35 damage, so you have to either:

    A. Round up
    B. Round down
    C. Convert the extra 5 into an effect (explained later)
    D. Add a flip

    Typically I would choose B, but D is also an option, so let's explore that:

    Coin flip damage attacks: The average of all outcomes must equal the costed number.

    For example:


    We could make the attack:

    WCC 30+ Flip a coin. If heads, this attack does 30 damage plus 10 more damage. If tails, this attack does 30 damage.

    Or, if I were really sadistic:

    WCC 10x Flip 7 coins. This attack does 10 damage times the number of heads.

    In either case, the average amount of damage done is 35.

    Recoil attacks: Add 10 damage to the amount do to the defending for each 20 done to yourself.


    WW 30


    WW 40 ______ does 20 damage to itself

    All-or-Nothing attacks: The amount is doubled on heads, nothing on tails.


    WW 30


    WW 60 Flip a coin. If tails, this attack does nothing. However, as of late, the trend has been to do slightly less than double, so about 50 for two non-cololess energy.

    Energy Discard attacks: Typically used only by Fire and some lightning Pokémon, the amount of damage added varies significatly. For exemple, he is Charmader's Ember attack:

    RC=25 + discard=30

    Here, the discard adds 5. Now look at charmeleon's Flamethrower:

    RRC=40+ discard=50

    This time it adds 10. Lastly, here is Charizard's Fire Spin:


    Here, each energy adds 20. Generally speaking, the larger the original amount, the bigger the addition.

    In addition, some cards now combine discards with flips. For these attacks, double what you would get for the discard for each heads.

    Evolution bonus: Starting with Expediton, bonuses began to be given to evolved Pokemon's attacks. This bonus ranges from anywhere from 5 to 20. For example:

    Blaziken (non-holo)'s Flame Thower is RCCC, or 45, plus 20 for the discard, which makes the evolution bonus 15

    EX bonus: EX Pokemon typically achieve a bonus of 10 to 20 on their main attack. For example:

    Chansey EX's Double edge Has CCC for 30 and 60 self damage for another 30, so it has an EX bonus of 20 for a total of 80 damage.

    Before we go on, let's take a little quiz. I'll show you some attacks. You tell me if they are overcosted, undercosted, or costed correctly.

    1. FC Corkscrew Punch 30
    2. GCC Comet Punch 20x Flip 4 coins. This attack does 20 damage times the number of heads.
    3. W Headbutt 10
    4. RR Flame Tail 30
    5. FFC Rock Throw 30


    1. Under (15+10=25)
    2. Under (15+10+10=35, Average damage is 40)
    3. Over (15)
    4. Correct (15+15=30)
    5. Over (15+15+10=40)

    Did you do well? If so, good. If not, you might want to look back at the material.

    Weakness/resistance negation attacks: Typically, such attacks have either a minimal deducuction or no deduction at all.

    Swift-style attacks: These generally fall inmto two areas: 20 swifts and 30 swifts. 20 swifts generally consist of a colorless and a non-colorless energy. 30 swifts generally consist of 3 non-colorless energies.

    Bench damage, single: Bench damage typically reduces you attack's power by one-third. That is, each non-colorless energy adds 10 damage.


    PPP 30 choose one of (etc)

    15*3=45 45*(2/3)=30.

    Self-Destruct Style attacks: Just add it all up. For example, take the LC magneton with both players having a full bench:

    15*4=60 +(100 self-damage/2)=110+ (20 bench*5/2)=160

    Hmm... well, we really needed 220 (or even more, like 300), but that's exusable as a tradeoff for in all probabality losing Magneton. I haven't been able to put a cost on a prize card.

    Okay, well, that's a lot to chew on. I'll be back soon-we have to cover attack effects next.
  2. dkates

    dkates New Member

    Great read. As you may have noticed, I've been using this as a source for judging my contests. Please post the installment about attack effects soon. I hope this doesn't count against me as excavating...

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