Resource Battle-By-Post Player Handbook (gen 8.1)

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nightblitz42

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  • Damage Formula
    • Base Attack Power (BAP)
    • BAP Modifier
    • STAB
    • Critical Hits
    • Stat Rank Bonus
    • BAP Adjustment
    • Type Effectiveness
    • Combat Stage Difference
    • Additional Damage
    • Final Damage
  • Random Number Generators
  • Energy
  • Items
    • Attachments
    • Consumable Items
    • Training Items
  • Targeting
  • Status Conditions
    • Major Status Conditions
    • Minor Status Conditions
    • Combat Stages
  • Miscellaneous Effects
    • Weather
    • Terrain
    • Multi-hit moves
    • Damaging Evasive Moves
    • Synchronized Moves
    • Move Restriction
    • Tags
  • Combinations
    • Combo Requirements
    • Same Move Combinations
    • Different Move Combinations
  • Z-Moves
    • Damaging Z-Moves
    • Status Z-Moves
    • Signature Z-Moves
  • Effect Timing
    • Start of Round
    • Start of Action
    • Start of Turn
    • End of Turn
    • End of Action
    • End of Round
  • Capture Mechanics
[Damage Formula]
Final Damage = [(Base Attack Power * BAP Modifier + STAB + Critical Hit + Stat Rank Bonus + BAP Adjustment) * Type Effectiveness] + (Combat Stage Difference * 2) + Additional Damage
[Base Attack Power]
  • Base Attack Power (or BAP) as listed in the description of each move goes here
[BAP Modifier]
  • Any effects or game rules that apply a multiplier to Base Attack Power (e.g. Water Bubble, having two or more targets, Light Screen, etc.)
  • If no effects apply a multiplier to Base Attack Power, this value is 1.
[STAB]
  • If a move shares a type with the user, this value is 3. Otherwise it is 0.
[Critical Hits]
  • If the move scores a critical hit, this value is 3. Otherwise it is 0.
    • Multi-hit moves have special rules regarding critical hits, detailed in their section.
  • Light Screen, Reflect, and Aurora Veil are ignored when a move scores a critical hit.
  • The chance for a move to score a critical hit can be boosted.
    • 0 Boosts: 1/24 (4.16%)
    • 1 Boost: 1/8 (12.5%)
    • 2 Boosts: 1/2 (50%)
    • 3+ Boosts: will always crit.
[Stat Rank Bonus]
  • (User's Attack Rank - Target's Defense Rank).
  • Use the Attack and Defense Ranks for physical attacks, and the Special Attack and Special Defense rank for special attacks.
[BAP Adjustment]
  • Any effects that add or subtract BAP are applied here (e.g. Burn, Life Orb, Iron Fist, etc.).
    • If one Pokemon has multiple Abilities that would additively increase a move's BAP, only apply its biggest Ability boost.
      • For example, a Pokemon that would apply Iron Fist (+2 BAP) and Guts (+3 BAP) to the same move only gets +3 BAP.
    • If one Pokemon has multiple Abilities that would subtractively decrease a move's BAP, only apply its biggest Ability reduction.
      • For example, a Pokemon that would apply Filter (-2 BAP) and Sturdy (-1 BAP) to the same move only gets -2 BAP.
[Type Effectiveness]
  • Refer to the list below.
    • 8x: * 2.5
    • 4x: * 2
    • 2x: * 1.5
    • 1x: * 1
    • 1/2: * .75
    • 1/4: * .5
    • 1/8: * .25
    • 0x: * 0
  • Refer to the table in the appendix to determine whether the target is weak to, resists, or is immune to, the move's type.
[Combat Stage Difference]
  • Subtract the target's relevant defense stage boost from, the user's relevant attack stage boost.
  • Use the Defense and Attack stage boosts for physical attacks, and the Special Attack and Special Defense stage boosts for special attacks.
[Additional Damage]
  • Any effects that add or subtract to a move's damage dealt are applied here. (e.g. Soft Sand, Icium Z, Bug Memory, etc.)
[Final Damage]
  • Once all the values in the formula is calculated, the final damage is rounded to the nearest whole number before it is assigned.
  • If the final damage is less than one, it becomes one.
[Random Number Generators]
All chances must determined randomly, and never eyeballed or otherwise fabricated. Using the !roll command on The BBP Discord Channel is one effective way, but so long as the odds are appropriate any Random Number Generator can be used by the referee.
[Energy]
Energy is the resource spent to use moves or Commands.
  • Each Pokemon begins the battle with 100 Energy.
  • The energy cost of each move or command is listed in the Data Audit.
    • Energy is expended even if the move fails.
  • If a Pokemon's energy drops to zero or below, it faints immediately.
    • Unless otherwise stated, a Pokemon can still use move even if it results in zero or less energy.
  • Moves with energy costs dependent on unknown conditions (e.g Protect) pay an initial energy cost, and then pay additional costs as the variables are calculated or changed.
  • If a move is used on consecutive actions, it costs an additional 4 energy. This additional cost stacks, and carries over between rounds.
  • If a move shares a type with its user, it costs one energy less.
  • Each Pokemon can use an action to use the Chill command, which restores 12 energy.
    • Energy can never exceed 100.
  • Energy costs are rounded to the nearest whole number.
[Items]
Item are owned by the trainer and equipped when each Pokemon is sent out.
[Universal Item Rules]
  • If an item alters a move's Base Attack Power, that change is inserted into the BAP Modifier Field of the damage formula.
  • If an item alters a move's Damage, that change is inserted into the Additional Damage Field of the damage formula.
[Attachments]
  • Attachments are special items that allow a Pokemon to use different forms (e.g. Rotom Appliances, Pikachu Costumes, Reveal Glass).
  • A Pokemon can equip an attachment in addition to any items allowed in the battle's rules.
  • Attachments can not be removed or nullified in any way.
  • If a Pokemon has an attachment and no other item, it is considered unequipped.
  • Only one attachment can be equipped at a time
[Consumable Items]
  • Consumable Items are used when certain conditions are met, and have a finite number of uses.
  • Unless otherwise stated, a trainer keeps any consumables regardless of whether they were used.
[Targeting]
Although rarely relevant in singles battles, Targeting is crucial to doubles and triples matches. Each move or command has a Target Type which determines what and how many Pokemon it can target.
  • User: The move only targets the user.
  • Ally: The move can target any ally, but not the user.
  • User or Ally: The move can either target the user or an ally.
  • Any Single Target: The move can target any Pokemon, other than the user.
  • Up to 3 Targets: The move targets exactly three Opponents. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them. If the move has more than one target, its final damage is multiplied by 2/3, after applying all other final damage modifiers.
  • Up to 3 Allies: The move targetd exactly three Pokemon from among the user and allies. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them.
  • All Allies: The move targets the user and all allies.
  • All Foes: The move targets all foes.
  • All Targets: The move targets all Pokemon is play other than the user. If the move has more than one target, its final damage is multiplied by 2/3. Moves in the all Targets Category can be synchronized.
  • Entire Battle: The move doesn't necessarily target any Pokemon, but instead has effects that cover the entire battlefield.
[Status]
Information on all status conditions can be found in the Data Audit. They fall into two categories: Major Status Conditions and Minor Status Conditions.
[Major Status Conditions]
Major status conditions are effects inflicted by certain items, moves, and abilities. They are not removed when the Pokemon is benched, but a benched Pokemon will not be affected by them while on the bench.
[Minor Status Conditions]
Minor status conditions are effects inflicted by certain items, moves, and abilities.
[Combat Changes]
Each stat can be boosted or lowered to various effect, while some of this was touched on damage calculation, the full rules are detailed below.
  • Attack, Defense, Special Attack, and Special Defense: Changes to these stats are covered in the Damage Calculation section.
  • Speed: Speed is multiplied by (1 + (0.75 * Stage Increase)) if positive, and divided by that value if negative. Alternatively, apply the multipliers from the table below. Note that stat boosts always round up and stat drops always round down.
  • Accuracy and Evasion:If the Accuracy stage is greater than the Evasion stage, multiply the move's Accuracy by ((3 + Accuracy stage - Evasion stage) / 3). If the Evasive stage is greater than the Accuracy Stage, multiply the move's accuracy by (3 / (3 + Evasion stage - Accuracy stage)). Alternatively, apply the Accuracy and Evasion multipliers from the table below.
    • Moves with an Accuracy of -- hit regardless of Accuracy or Evasion stage.
  • A stat's stage can not exceed +6 or be less than -6.
  • At the end of each round, if a stat's stage has not been changed it, that stat moves one stage closer to its Natural Stage.
    • The Natural Stage of each stat is 0 at default, but can be altered by specific items, moves, or abilities.
Code:
Stage    Speed        Accuracy    Evasion
+6        * 5.5       * 3         / 3
+5        * 4.75      * 2.76      / 2.76
+4        * 4         * 2.33      / 2.33
+3        * 3.25      * 2         / 2
+2        * 2.5       * 1.67      / 1.67
+1        * 1.75      * 1.33      / 1.33
0         * 1         * 1         * 1
-1        / 1.75      / 1.33      * 1.33
-2        / 2.5       / 1.67      * 1.67
-3        / 3.25      / 2         * 2
-4        / 4         / 2.33      * 2.33
-5        / 4.75      / 2.76      * 2.76
-6        / 5.5       / 3         * 3
[Miscellaneous Effects]
[Weather]
Some moves, abilities, or arena conditions cause weather conditions that cover the entire battlefield. Only one weather can be active at a time.
[Terrain]
Some moves, abilities, or arena conditions charge the entire battlefield. Terrain does not effect Flying type Pokemon or Pokemon with the Hover status. Only one terrain can be active at a time.
[Multi Hit Moves]
Multi-hit moves have a BAP per hit, which is multiplied the number of hits before being inserted into the damage formula. They come in two varieties.
[Fixed Hit Moves]
  • Fixed Hit moves are moves that always hit twice.
    • Triple Hit counts as a fixed hit move, but hits three times.
  • Each hit of a fixed hit move can score a critical hit. 2 per critical hit is inserted into the Critical Hit field of the damage formula.
[Variable Hit Moves]
  • Variable hit moves hit 2-5 times, with the number of hits assigned randomly.
    • Two Hits: 1/3 chance.
    • Three Hits: 1/3 chance.
    • Four Hits: 1/6 chance.
    • Five Hits: 1/6 chance.
  • Add one hit to the number of hits for each Accuracy stage boost of the user. Reduce the number of hits by one for each accuracy stage reduction.
  • The number of hits on a variable hit move can not exceed 5 or be less than 2.
  • Each hit of a variable hit move can score a critical hit. 1 per critical hit is inserted into the Critical Hit field of the damage formula
Each hit of a Multi-Hit Move can apply any effects associated with the move. Roll the effect chance for each hit individually.

[Damaging Evasive Moves]
Some moves, such as Dig and Fly, can be altered by using the (Evasive) keyword. This grants the move Damaging Evasive properties, usually with the drawbacks of lower damage and higher EN cost. Moves performed in this manner are called Damaging Evasive moves (or D/E moves for short). They are two-phase moves and they follow the following sequence:
  1. First, at +0 Priority, the user pays the move's entire EN cost in order to enter an Evasive state. During this Evasive state, the user avoids most attacks.
  2. Secondly, at -1 Priority on the same Action, the user exits its Evasive state and attacks the opponent.
[Synchronized Moves]
If two allied Pokemon, consecutively in the same action, use a move in the All Targets category that shares a name the two moves can be synchronized. The users of synchronized moves do not deal damage to each other.
[Move Restriction]
Some effects prevent a move from being ordered or executed. If a status condition preventing a move in inflicted the same action the move was ordered, the move fails and no energy is spent. Otherwise if any status and arena conditions preventing an ordered move result in an Illegal action.
[Tags]
Some moves have tags for allow for effects to refer to a group of specific moves without naming them individually. Examples include the #Punch tag which refers to all moves that receive a BAP adjustment from Iron Fist and benefit from the Combo Tech on Pound, or the #Ballistic tag which refers to all moves prevented by Bulletproof. Tags have no mechanical properties beyond grouping moves together.
[Combinations]
A combination is when two component moves are combined into a single powerful attack that inherits the best qualities from each component move. Although they are powerful, Combinations are limited by a resource called a Combo Token. Each Pokemon starts the battle with only 1 Combo Token, and they must spend that token if they want to perform a Combination. The Pokemon will not spend the Combo Token if they are unable to act (for example, due to Paralysis or Flinching) or if the combo is Illegal (for example, due to Taunt or Torment), but they will spend the token if their Combination fails or misses. During standard gameplay, Pokemon cannot regain their spent Combo Tokens. Use Combinations carefully in order to make the best use of your Combo Tokens!

[Combo Requirements]
  • Variety: A combo must contain two different moves.
  • Base Energy Cost: A combo fails and its user faints if the user doesn't have the energy to use one move followed by the other, factoring in STAB Energy Cost Reduction and Consecutive Energy Cost.
    • If one or more moves in the combo state they require the full energy cost, the combo's base energy cost becomes the full cost of the combo.
  • Feasibility:The two moves must share certain properties for their Combination to be feasible. The "Combos" tab of the Data Audit contains a list of Combo Classes and Combo Subclasses for each move. In order for the combination to be feasible, its two moves must share at least one (1) Combo Class AND ALSO at least one (1) Combo Subclass. Some moves have a Combo Subclass of "All", meaning the move possesses every Combo Subclass. However, some moves have a Combo Class and Subclass of "n/a", meaning they cannot be used in combinations.
    • If a combo is infeasible, the user will use Struggle instead. (This does not cost a Combo Token.)
  • Target: The two moves must share at least one Target (unless at least one move targets Entire Battle).
  • Combo Type: Moves with a Combo Type of None can not be used in combos.
[Combination Data]
  • Base Attack Power:The higher BAP of the two component moves.
    • For Combinations of two Multi-Hit moves: use the higher BAP per hit (divided evenly), and also use the higher maximum number of hits.
    • For Combinations of one Multi-Hit move and one Single-Hit move:
      • Roll the number of hits (inherited from the Multi-Hit move).
      • Total BAP = [single-hit move’s BAP] or [(# of hits) x (multi-hit move’s BAP)], whichever is higher.
      • BAP per hit is divided equally (no rounding).
      • The number of hits performed is equal to the number of hits rolled.
    • For Combinations of one fixed-damage move and one variable-damage move, or two fixed-damage moves: The Combination deals fixed damage equal to the higher of the BAP values.
  • Energy Cost: (Move 1's EN Cost + Move 2's EN Cost) * 2
    • Consecutive Energy Cost is applied as part of the component move's energy cost.
    • STAB energy cost reduction is applied after the combo's energy cost is calculated.
  • Accuracy:The higher Accuracy of the two component moves.
    • if one move has perfect accuracy, the whole combo has perfect accuracy.
  • Damage Category:
    • If both moves are non-damaging, then the Combination is non-damaging.
    • If one move is damaging and the other is not, then the Combination inherits the Damage Category of the damaging move.
    • If one move is Physical and the other is Special, then the move that determines Type also determines Damage Category. (If Combo Type was determined by a Tiebreaker Rule, then the first listed move determines Damage Category.)
  • Secondary Effects:The combo has the same secondary effects as each of its component moves.
    • If the component moves have the same secondary effect, the chance is added together.
    • If the component moves cause the same stat to be changed, add the changes together.
  • Priority:The lowest non-0 Priority of the two component moves.
    • If both component moves have Priority 0, the Combination has Priority 0.
    • Charge Priority is the earliest Charge Priority of the two component moves.
      • If the Combination's Charge Priority is less than its Strike Priority, then it is infeasible.
    • The charge stage of charge up moves retain their normal priority
      • If a damaging stage is greater than the strike stage, the combo is automatically infeasible.
    • Priority cannot exceed +6 or be less than -7.
  • Properties: If one move has a special property (e.g. makes contact, increased critical hit rate, tags, recoil, etc.) the entire combo has that property.
    • Increased critical hit rates do not stack.
    • If one move inflicts Recoil Damage, the combination inflicts that much Recoil Damage. If both moves inflict Recoil Damage, use the lower value.
    • A Combination will only ignore Protective/Evasive effects if both component moves would individually ignore Protective/Evasive effects.
      • For example, [Confide + Tearful Look] will ignore Protect because both component moves individually ignore Protect, but [Roar + Boomburst] will be blocked by Protect because Boomburst does not ignore Protect.
  • Targets: If the moves hit different numbers of targets, go with the higher number to determine how many targets the combo hits. The exception is if one move targets the Entire Battle and the other move does not, in which case use the other move's targeting and only apply the effects of the Entire Battle move if the combo hits.
  • Type: Each component move has type priority. The combo's type is the same as that of the move with the highest type priority.
    • If the two moves share type priority, the move with the highest BAP determines the combo's type.
      • For the purposed of determining combo type, the BAP of multi-hit moves is equal to their BAP per hit.
    • If two move share type priority and BAP, the combo becomes the type of the move that shares a type with its user.
    • If both or neither moves share a type with its user, consult the Tiebreaker Rules (below):
      • Tiebreaker Rules:
        • After consulting the above rules: if both moves share the same Type with each other, then the combo becomes that Type.
        • If none of the above conditions are met, then the combo becomes typeless.
  • Combo Type Priority:
    1. Set: Typing is such a fixed part of this attack it will override all other types.
    2. Force: Typing defines the attack to such an extent it will override elements.
    3. Elemental: Typing defines the attack as imbued with an elemental property.
    4. Passive: Typing is part of the attack but is not definitive in its use.
    5. Deferring: This attack is easily redefined by the qualities of other attacks.
    6. None: This attack cannot be used in a combo.
  • Legality: If a component move is prevented by any effect such as Torment, Gravity, or Arena Restrictions, the entire combo is illegal.
    • If at least one component move deals direct damage, restrictions from Taunt are ignored.
[Z-Moves]
Z-Moves are powerful moves that can only be used by linking another move to a held Z Crystal. Z Crystals can not be removed or Nullified in any way, and are not consumed on use. Most battles have limits on how many Z-Moves can used.
[Damaging Z-Moves]
  • Base Attack Power: Z-BAP of the Linked move.
  • Energy Cost: EN cost of the Linked move.
  • The Z Move can be physical or special depending on the linked move
  • If blocked by a protective move (Protect, Detect, etc), multiply the the Final Damage by 0.25.
    • Multiply the original final damage by 0.75 for the purposes of determining the Energy Cost of the protective move.
  • Barrier, Acid Armor, and Evasive moves are ignored entirely.
[Status Z-Moves]
  • Status Z-Moves function identically to the Linked move, but add the Z-Move effect in their description before their normal effect.
[Signature Z-Moves]
  • Signature Z-Crystals allow the listed Pokemon to Link the move named in their description to use the Z-Move in said description.
    • They do not allow the use of any other Z-Move.
  • Signature Z-moves ignore all properties of the linked move, instead using information in their own description.
  • Damage Dealing signature Z-Moves have all other properties of Damaging Z-Moves.
[Effect Timing]

With the numerous additional effects in BBP, you may have a situation in which many of these effects are present at once and the order in which they are resolved can make all the difference. Here are the many effects in BBP sorted into when in the action or round they occur. If multiple effects occur on the same line, resolve the one with the earliest start first.
[Start of Round]
The following effects occur before the first action of the round is even touched:
  1. Healing Wish and Lunar Dance restore HP.
  2. Entry hazards like Stealth Rock take effect in the order they were set up.
  3. Trigger abilities that automatically activate when the Pokemon enters play activate.
  4. Toggle abilities toggle. If Zen Mode is toggled to the default effect while Darmanitan has less than 50% of its HP left, Darmanitan reverts to its normal form.
[Start of Action]
The following effects occur before the current action is resolved:
  1. Turn order is decided.
  2. Activation of Rage Candy Bar (list future similar items here when agreed) as ordered by the user.
[Start of Turn]
The following effects occur on a Pokemon at the start of its turn in the action:
  1. Check if the remaining duration of the Pokemon's sleep, freeze, confusion or infatuation is at 0, and end the status if it is.
  2. Any Chance Clause Substitutions that are not explicitly written otherwise are checked to see if said Substitutions should be triggered. (Substitutions that activate at Start of Turn cannot replace the current command with a command that has higher Priority.)
  3. Roll for infatuation, paralysis and confusion (in that order), but only on the Pokemon's first turn in that action.
[End of Turn]
The following effects occur on a Pokemon after it has taken its turn in the action:
  1. If the Pokemon knocked out a Pokemon that used Destiny Bond, Destiny Bond deals damage.
  2. All ongoing effects on the Pokemon with a duration given in actions that are not specified elsewhere have their remaining duration lowered by 1.
  3. If the Pokemon hit itself in confusion, confusion duration is lowered by an additional 1.
  4. If the Pokemon failed to act due to infatuation, infatuation duration is lowered by an additional 1.
  5. If the Pokemon was fully paralyzed, paralysis stage drops to the next lowest level, and paralysis is cured if it reaches 0%.
  6. If the Pokemon used Reflect, Light Screen, regular Mist, Tailwind, Lucky Chant or the second of two different Pledge moves, the remaining duration of these effects is reduced by 1 on all affected Pokemon.
  7. If the Pokemon dealt sufficient damage to a sleeping Pokemon, the sleeping Pokemon's remaining sleep duration is reduced by 1 or the sleeping Pokemon wakes up.
  8. If the Pokemon dealt sufficient damage to a confused Pokemon, the confused Pokemon's remaining confusion duration drops to 0.
  9. If the Pokemon dealt sufficient damage to an infatuated Pokemon, the infatuated Pokemon's remaining infatuation duration is reduced by 1.
  10. If the Pokemon has Zen Mode toggled and a form change is warranted, the form change happens.
[End of Action]
The following effects occur after all Pokemon have taken their turns in the action:
  1. Rest's healing occurs and its remaining duration is lowered by 1.
  2. All weather- and terrain-based damage and healing occurs.
  3. Future Sight and Doom Desire deal damage.
  4. Wish restores HP.
  5. Damage from the combination of Fire Pledge and Grass Pledge occurs.
  6. Leftovers and Black Sludge restore HP or deal damage.
  7. Toxic Orb and Flame Orb activate.
  8. Aqua Ring and Ingrain restore HP.
  9. Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
  10. Poison and burn damage occurs as does Poison Heal's HP restoration.
  11. Nightmare deals damage and drains energy.
  12. Damage from Ghost Curse occurs.
  13. Damage from partial trapping moves like Wrap occurs.
  14. Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
  15. Bad Dreams deals damage and drains energy.
  16. Sticky Barb's damage occurs.
[End of Round]
The following effects occur after the last action of the round:
  1. Weather duration (other than Fog) is lowered by 1.
  2. Status effect removal due to Shed Skin and Healer occurs.
  3. Perish Song counter decreases by 1 and any Pokemon with a Perish Song counter of 0 are knocked out.
  4. All ongoing effects with a duration given in rounds that are not specified elsewhere have their remaining duration lowered by 1.
  5. Paralysis stage on all Pokemon drops to the next lowest level, and paralysis is cured on all Pokemon whose paralysis stage drops to 0%.
  6. Stat boosts and drops that are due to decay do so.
  7. Speed Boost, Harvest and Moody activate.
[Speed Ties]
When two Pokemon have the same speed stat and both use a move in the same priority bracket, the turn order is decided based on the following rules:
  • If one move has a lower energy cost than the other, the user of the lower energy move acts first.
  • If both moves share an energy cost, but one move shares a type with its user, while the other does not, the user of the move that shares a type with its user acts first.
  • If neither of the above conditions are met, the turn order is decided randomly.
 
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nightblitz42

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[Posting and Accepting Battles]
Most battles are posted on the Battle Tower Thread. Here users can create, join, or volunteer to referee matches. A match's rules can bend the rules of BBP in almost any way except for altering rewards. The most common types of match conditions are described in the first post of the Battle Tower Thread. Sometimes battles, called Flash Matches, are arranged on the BBP Discord Channel instead of using the Battle Tower.
[Match Seeker]
The User who posts the battle does the following:
  • Chooses Number of Pokemon per side.
  • Chooses Match Type (Singles/Doubles/Triples).
  • Chooses Actions per Round
  • Chooses Disqualification (DQ) Time.
  • Chooses Number of Permitted Substitutions.
  • Chooses Restricted Moves.
  • Chooses Number of Mega Evolutions and Z Moves.
  • Chooses Arena.
    • If the seeker doesn't specify an arena, the challenger may instead. The challenger sends out Pokemon first if they do.
  • Sends Out Pokemon First.
[Match Challenger]
The User who accepts the battle does the following:
  • Chooses the switch method (Switch = OK or Switch = KO).
  • Chooses the ability method (No Abilities, One Ability, All Abilities).
  • Chooses the item method (Items Off, Items On).
  • Attacks First.
[Battle Conditions]
  • Number of Pokemon and Match Type: The Standard Battling format of BBP is considered 3vs3 Singles; however, any battle format can be selected, including multi-trainer melees.
  • Actions per Round: By default, 3 for Singles battles and 2 for larger formats.
  • Disqualification (DQ) Time: The time expected between the posting of attacks and the ref's interpretation of the battle. Refs are expected to post within the DQ period. Opponents who do not post within the DQ period are disqualified and the match goes to whichever player posted last. If extenuating circumstances come up, PM the ref and your opponent for a suspension. The standard DQ time is usually between 3-7 days to account for the ref and battlers schedules.
  • Restricted Moves:Standard restrictions are Two uses of recovery moves and 5 chills. Other moves may be restricted at the Seeker's discretion however, or mutually agreed upon by both sides.
    • Recovery moves are tagged as #Recovery in the Data Audit.
  • Arenas: Arenas have the most far-reaching consequences for a match and can have any attribute the designer wishes, including structural move restrictions. It is assumed that when a Challenger accepts a Seeker's challenge, they agree to the Arena and any of its inherent traits/restrictions/effects. Arenas can be simple or complex.
  • Switch Method:
    • Switch = KO: Pokemon cannot be switched out during battle.
      • Moves that would initiate a switch effect on either side do not activate that effect. Instead they have been given descriptions for what they do in a non-switching battle on each Attack.
    • Switch = OK: At the end of each round, the trainer ordering first may switch their Pokémon. If they do, the Pokémon they send out must issue attacks first if their opponent does not switch in response.
      • The same trainer cannot initiate a switch phase on consecutive rounds.
      • Pivoting (applied by moves such as U-turn, Parting Shot, and Teleport) causes the trainer of the Pivoting Pokemon to order first in the following round, if the Pivoting Pokemon successfully switches. This is not the same as starting a switch phase.
      • Phazing (applied by moves such as Roar, Dragon Tail, and Circle Throw) causes the trainer of the Pokemon that applied Phazing to order first in the following round, if the Phazed Pokemon was successfully forced to switch.
  • Ability Methods:
    • No Abilities: No Abilities will be active in a match. Note that this does not prevent Pokemon who naturally Levitate from doing so; common physics still apply.
    • One Ability: The trainers select one Ability that their Pokemon will use for the entirety of the match upon release. Mega Evolved Pokemon have the ability they would in cartridge.
    • All Abilities: All of the Pokemon's Abilities are active at once.
  • Item Methods:
    • Items Off: Hold Items will not be allowed in battle.
    • Items On: Pokemon are equipped with Hold Items upon release (if their Stage allows it).
[Ordering]
Once the Referee has posted the Match's thread the seeker selects their first Pokemon, the challenger selects their Pokemon and orders for the round, followed by the seeker's orders. Each round the Participants alternate between ordering first. If a move forces a Pokemon to switch, that Pokemon's trainer orders first next round.
[Order Syntax]
Each Pokemon gets two to three actions each round, for each Pokemon list what move or command they will use each action. In addition to orders each Pokemon is permitted a number of substitutions decided in the battle's rules, list these beneath each Pokemon's orders. If an order is illegal, the Pokemon is ordered to struggle instead of the Illegal order. If a substitution would cause an Illegal order, the substitution is ignored.
[Mega Evolution]
Certain Pokemon are able to Mega Evolve if equipped with the corresponding Mega Stone. Mega Stones can not be nullified or removed in any way. A Pokemon can only mega evolve at the beginning of a round, doing so does not cost energy or use an action.
[Dynamax/Gigantamax]
Dynamax and Gigantamax are not officially implemented in BBP due to balance and compatibility concerns. In casual matches, players may agree to modify the rules as they see fit.
[After a KO]
If all Pokemon on one side of the field are Knocked Out, one lot of end-of-action and end-of-round effects like poison damage and Sandstorm damage occurs, and then it's time for anyone with a knocked out Pokemon to swap it out for one on the bench. If all Pokemon on one side has fainted but some Pokemon on the other side have not acted yet, then those Pokemon will still act as normal. If a move one of them uses exclusively targets the other side, then that Pokemon's attack fails and energy is expended.
If it's only one player who needs to replace a fainted Pokemon, that player does so and then normal battle flow is resumed. Replacing a fainted Pokemon does not alter who orders first and who orders second.
[Replacing Multiple Pokemon]
At the end of a Round, if multiple Pokemon need to be replaced at once (due to multiple KO's and/or Phazing/Pivoting effects), then follow this sequence:
  1. Apply all Phazing Effects in the order they were inflicted in.
  2. The player who will order second next Round replaces their fainted Pokemon.
  3. The player who will order first next Round replaces their fainted Pokemon.
  4. Apply all Pivoting Effects in the order they were inflicted in.
[End Of A Match]
Once someone has run out of usable Pokemon, one final batch of end-of-action and end-of-round effects like poison damage and Sandstorm damage occur and then the battle is over. Whichever player has a Pokemon that hasn't been knocked out is the winner. If all Pokemon in the battle have been knocked out, the match ends in a tie. More official battles such as tournaments, gym battles and facility battles have tiebreaker rules, but friendly matches do not.
[Battle Rewards]
After a battle each Participant is compensated with counters.
[Counters]
  • Training Counters (TC):A currency that represents the Trainer's experience and skill in handling Pokemon. It is used to strengthen Pokemon you own. It is awarded for battling.
    • Advancing a Pokemon from Stage 1* to Stage 2*, or from Stage 2* to Stage 3*, costs 1 TC.
    • TC can be spent on any Pokemon.
    • TC can be converted to RC at a rate of 4:1.
  • Rental Counters (RC): A currency that can be spent to purchase new Pokemon or Items. It is awarded for either battling or reffing. Prices for Items can be found in the Data Audit or by using the %item command in Discord.
    • Pokemon cost 4 RC each.
    • Evolved Pokemon, Legendary Pokemon, Ultra Beasts, and certain Event Pokemon cannot be purchased with RC.
  • Judge Counters (JC): A currency used to compensate refs. Battlers pay JC at the conclusion of a battle (at the same time they claim their rewards). The amount of JC paid depends on how the battle was reffed:
    • Advancing a Pokemon from Stage 3* to Stage 4* can be done with 20 JC instead of an achievement if desired.
    • Battles that are not self-reffed cost each battler 2 JC.
    • If the battle was self-reffed, the self-ref does not pay any JC. Battlers who did not self-ref pay 1 JC.
    • If the battle was double-self-reffed, neither of the battlers pay any JC.
    • JC costs for Facilities vary.
[Counter Payout Rates]
  • TC Reward: Total number of Pokemon on the smallest team.
    • For example, a 3v3 Singles Battle, a 3v3 Doubles Battle, and a 3v6 Singles Battle all award 3 TC each.
    • Battlers are awarded TC whether they win or lose.
    • Refs are not awarded TC.
    • If a battler is disqualified or forfeits, that player is not awarded any TC.
    • If a battler is disqualified or forfeits, the remaining players are rewarded TC equal to (Number of mons sent out in reffed rounds / Number of players).
  • RC Reward: Total number of Pokemon on the smallest team.
    • Battlers and Refs are both awarded RC.
    • Self-Refs are awarded RC twice: once as a battler and once as a ref.
    • If the battle was NOT self-reffed, award the ref additional RC according to the Bonus RC Formula:
      • Bonus RC Formula: (Number of Rounds)-(3*(total mons on smallest team))
        • If the result is negative, the Bonus RC award is zero.
    • If a Subref is requested by the original referee, or a post in Leave of Absence necessitates a subref, the original referee and subref receive RC based on how much of the battle they refereed.
      • Subref Payout Formula: Total RC payout (Included Bonus RC) * (Rounds this ref reffed / Rounds in the entire battle)
      • If neither of the above criteria are met, the subref receives all RC for the battle.
    • RC awards are capped at 100. In matches involving more than two players, RC awards are capped at 50.
    • If a battler is disqualified or forfeits, that player is not awarded any RC.
    • If a battler is disqualified or forfeits, the remaining players and the ref are rewarded RC equal to (Number of mons sent out in reffed rounds / Number of players).
  • JC Formula: (sum of JC paid by all battlers) + (total mons on smallest team)*2 – 2
    • If the result is negative, the JC award is zero.
    • Refs are awarded JC.
    • Battlers are not awarded JC.
    • If a battle is self-reffed, use this formula instead: (sum of JC paid by all battlers) + (total mons on smallest team) – 2
    • If a battle ends with battler DQ or forfeit, all remaining battlers are refunded half of the JC they paid (rounded down), the value of which is deducted from ref payment. If this happens, calculate ref payment using the following formula:
      • (sum of JC paid by all battlers) - (JC refunded) + [(number of Pokemon sent out in fully reffed rounds)/(number of players)]*2 – 2, rounded down.
        • If the result is negative, the JC award is zero.
    • If a Subref is requested by the original referee, or a post in Leave of Absence necessitates a subref, the original referee and subref receive JC based on how much of the battle they refereed.
      • Subref Payout Formula: Total JC payout (after refunds) * (Rounds this ref reffed / Rounds in the entire battle)
      • If neither of the above criteria are met, the subref receives all JC for the battle.
    • JC awards are capped at 100. In matches involving more than two players, JC awards are capped at 50.

[Double-Self-Reffing]
All battlers in a battle may agree to double-self-ref the battle. In that case, each battler is responsible for self-reffing only the rounds in which they order last. They do not have to pay a JC fee for the battle, but also do not receive any JC. They do get all battler rewards though, as well as the RC a regular self-ref would receive.
 
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nightblitz42

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Moderator
[Parts of a Pokemon]
[Stage]

  • Each individual Pokemon has a Stage numbered 1* through 5*.
  • The Stage represents that unique Pokemon's level of training, skill, and expertise.
  • Pokemon start at Stage 1* and advance towards Stage 5* when certain criteria are met.
  • A Pokemon's Stage can never regress.
  • The Stage of a Pokemon determines what Abilities, Items, Evolutions, Moves, and advanced techniques are available to them.
    • (Start) 1* - Basic Pokemon, Level Up moves, Serious nature, No HA, No Items
    • (costs 1 TC) 2* - Can unlock HA, Can evolve, Egg moves
    • (costs 1 TC) 3* - Can evolve, TM/HM moves, Can equip items (except Z-Crystals and Mega Stones)
    • (achievement OR costs 20 JC) 4* - Unlocks Nature, All moves
    • (achievement) 5* - Can equip Z-Crystals and Mega Stones
  • A Pokemon can progress from Stage 1* to Stage 2* by spending 1 TC.
  • A Pokemon can progress from Stage 2* to Stage 3* by spending 1 TC.
  • A Pokemon can progress from Stage 3* to Stage 4* by spending 20 JC or through achievement.
  • A Pokemon can progress to Stage 4* or to Stage 5* through achievement in Gym Battles, TLRs, or Battle Hall challenges.
  • Stage 4* and Stage 5* Pokemon cannot evolve.

[Type]
  • Each Pokemon has no more than two types.
  • Each type caries with it weaknesses, resistances, and immunities to moves of other types. This is covered in the appendix.
[Abilities]
  • Each Pokemon naturally has one to three abilities, and many also have a Hidden ability.
  • Each Pokemon's Hidden Ability starts off locked and unusable, and can be unlocked by reaching Stage 2.
  • Alternatively, a Trainer may choose to not unlock the Hidden Ability upon reaching Stage 2.
  • Hidden Abilities may have any number of tags:
    • #Trait: This ability is always active, and can not be nullified or replaced in any way (including battle rules).
    • #Trigger: This ability can be manually activated. Many can be activated when a Pokemon with the ability is sent out.
    • #Toggle: This ability can either be turned off, or has two different modes. Ability can only be toggles when the Pokemon is sent out, or the Pokemon's controller is ordering first. Abilities are always in their default state on sendout.
    • #Form: This ability has an effect that changes the Pokemon's form. This can potentially give it a new Typing or even a completely different set of stats!
[Stats Ranks]
  • Each Pokemon's in game stats, other than speed, are translated into ranks, according to the tables below. Alternatively each Pokemon's stat ranks can be found in the Data Audit or with the %stats command on discord.

RankMin. StatMax. StatHP Value
101465
2152970
3304475
4455980
5607485
6758990
79010495
8105119100
9120134105
10135149110
11150164115
12165179120
13180194125
14195209130
15210-135

[Natures]
  • When a Pokemon is purchased, its Nature is Serious (no stats change).
  • When a Pokemon reaches Stage 4*, its owner picks one of 25 Natures. Each nature raises a specific stat rank by one (or boosts defensive stats by two), while decreasing another stat rank by one.
    • Atk, Def, SpA, or SpD lowering natures reduce the stat by one (1) Rank.
    • Atk or SpA boosting natures increase the stat by one (1) Rank.
    • Def or SpD boosting natures increase the stat by two (2) Ranks.
    • Speed boosting natures multiply the Pokemon's speed by 1.15 (rounded up) and increase the accuracy of its moves by 0.1.
    • Speed lowering natures divide the Pokemon's speed by 1.15 (rounded down) and increase the accuracy of moves targeting it by 0.1.
    • If a nature boosts and reduced the same stat, there is no change (even if the stat is Def or SpD).
  • A Pokemon's Nature can be changed again (at Stage 4* and above) for 4RC.
Code:
Nature    Boosted Stat    Reduced Stat
Hardy     Attack          Attack
Lonely    Attack          Defense
Adamant   Attack          Special Attack
Naughty   Attack          Special Defense
Brave     Attack          Speed
Bold      Defense         Attack
Docile    Defense         Defense
Impish    Defense         Special Attack
Lax       Defense         Special Defense
Relaxed   Defense         Speed
Modest    Special Attack  Attack
Mild      Special Attack  Defense
Bashful   Special Attack  Special Attack
Rash      Special Attack  Special Defense
Quiet     Special Attack  Speed
Calm      Special Defense Attack
Gentle    Special Defense Defense
Careful   Special Defense  Special Attack
Quirky    Special Defense  Special Defense
Sassy     Special Defense  Speed
Timid     Speed            Attack
Hasty     Speed            Defense
Jolly     Speed            Special Attack
Naive     Speed            Special Defense
Serious   Speed            Speed
[Size and Weight Class]
  • Some Items, Abilities, Moves, and Commands refer to size and weight classes. These are based on the Pokemon's height and weight according to it Pokedex entry compared to the tables below. Each Pokemon's size and weight class can be found in the Data Audit or with the %stats command in discord.
Code:
Size Class    Height Range (Quadruped)    Height Range (Serpentine)    Height Range (Other)
1             0.0m - 0.8m                 0.0m - 0.8m                  0.0m - 0.8m
2             0.8m - 1.2m                 0.8m - 2.0m                  0.8m - 1.2m
3             1.0m - 1.5m                 2.1m - 3.5m                  1.2m - 2.0m
4             1.5m - 2.5m                 3.6m - 5.0m                  2.0m - 2.3m
5             2.6m - 3.0m                 5.1m - 6.4m                  2.4m - 3.4m
6             3.1m - 5.9m                 6.5m - 7.9m                  3.5m - 5.9m
7             6.0m +                      8.0m +                       6.0m +
Code:
Weight Class    Weight Range
1               0.0kg   -   9.9kg
2               10.0kg  -  25.0kg
3               25.1kg  -  50.0kg
4               50.1kg  - 100.0kg
5               100.1kg - 200.0kg
6               200.1kg - 274.9kg
7               275.0kg - 349.9kg
8               350.0kg - 449.9kg
9               450.0kg - 599.9kg
10              600.0kg - 749.9kg
11              750.0kg - 949.9kg
12              950.0kg +
[Moves]
  • Each Pokemon is able to learn all moves it is able to learn in the main series games, as well as all moves its pre-evolutions can learn. This includes Event exclusive moves.
    • Regional forms with non-regional form pre-evolutions (Exeggutor, Marowak, and Raichu, for example) can learn moves from their pre-evolutions regardless of whether they can in the Main Series games.
  • The current Stage of a Pokemon determines which of its moves are available to it.
  • There is no limit to the number of moves a Pokemon can know at once.
[Starting Moves]
  • Each Pokemon begins at Stage 1* knowing all moves it can learn through Level-Up, across all generations.
[Unique Pokemon]
[Unown]
  • To make up for its tiny movepool, Unown has a unique version of Hidden Power.
  • When Unown uses Hidden Power select a Type and a Base Attack Power from 4 to 7. The energy cost to use Hidden Power is 3 less than the Base Attack Power.
    • STAB Energy Cost Reduction does not apply to Hidden Power when used by Unown.
    • Each type of Hidden Power is treated as a different move for the purposes of the consecutive energy cost penalty, Combo legality, and the effects of moves like Torment or Imprison
    • Each type has a secondary effect, shown in the table below.
  • Unown can use two different Types of Hidden Power in a Combination.
    • The user must specify a BAP for each component Hidden Power (the two moves may have different BAPs if you wish).
    • Remember, this means the Hidden Power with the higher BAP determines the type of the combo.
    • The Combination inherits the secondary effects of each component Hidden Power.
Code:
Hidden Power Type    Additional Effect
Bug                  Restores HP equal to 50% of the damage dealt
Dark                 Taunts the target for 6 actions
Dragon               Forces the target to switch out (or equivalent if Switch = KO)
Electric             30% chance of inflicting paralysis, targets all adjacent Pokemon
Fairy                20% chance of lowering Attack by 1 stage
Fighting             Calculates damage using Defense, 20% chance of lowering Defense by 1 stage
Fire                 30% chance of inflicting burn, targets all Pokemon except Unown
Flying               High critical hit chance, hits 3 adjacent opponents
Ghost                20% chance of lowering Special Defense by 1 stage
Grass                20% chance of inflicting sleep
Ground               20% chance of lowering Accuracy by 1 stage
Ice                  20% chance of inflicting freeze, hits 3 adjacent opponents
Poison               30% chance of inflicting bad poison
Psychic              20% chance of inflicting confusion
Rock                 20% chance of inflicting flinch, hits 3 adjacent opponents
Steel                20% chance of lowering Special Attack by 1 stage
Water                20% chance of lowering Speed by 1 stage, douses the target for 3 actions
Code:
[TABLE]
[TR][TH]Type[/TH][TH]Effect[/TH][/TR]
[TR][TD][CENTER]Bug[/CENTER][/TD][TD]Restores HP equal to 50% of the damage dealt[/TD][/TR]
[TR][TD][CENTER]Dark[/CENTER][/TD][TD]Taunts the target for 6 actions[/TD][/TR]
[TR][TD][CENTER]Dragon[/CENTER][/TD][TD]Forces the target to switch out (or equivalent if Switch = KO)[/TD][/TR]
[TR][TD][CENTER]Electric[/CENTER][/TD][TD]30% chance of inflicting paralysis, targets all adjacent Pokemon[/TD][/TR]
[TR][TD][CENTER]Fairy[/CENTER][/TD][TD]20% chance of lowering Attack by 1 stage[/TD][/TR]
[TR][TD][CENTER]Fighting[/CENTER][/TD][TD]Calculates damage using Defense, 20% chance of lowering Defense by 1 stage[/TD][/TR]
[TR][TD][CENTER]Fire[/CENTER][/TD][TD]30% chance of inflicting burn, targets all Pokemon except Unown[/TD][/TR]
[TR][TD][CENTER]Flying[/CENTER][/TD][TD]High critical hit chance, hits 3 adjacent opponents[/TD][/TR]
[TR][TD][CENTER]Ghost[/CENTER][/TD][TD]20% chance of lowering Special Defense by 1 stage[/TD][/TR]
[TR][TD][CENTER]Grass[/CENTER][/TD][TD]20% chance of inflicting sleep[/TD][/TR]
[TR][TD][CENTER]Ground[/CENTER][/TD][TD]20% chance of lowering Accuracy by 1 stage[/TD][/TR]
[TR][TD][CENTER]Ice[/CENTER][/TD][TD]20% chance of inflicting freeze, hits 3 adjacent opponents[/TD][/TR]
[TR][TD][CENTER]Poison[/CENTER][/TD][TD]30% chance of inflicting bad poison[/TD][/TR]
[TR][TD][CENTER]Psychic[/CENTER][/TD][TD]20% chance of inflicting confusion[/TD][/TR]
[TR][TD][CENTER]Rock[/CENTER][/TD][TD]20% chance of inflicting flinch, hits 3 adjacent opponents[/TD][/TR]
[TR][TD][CENTER]Steel[/CENTER][/TD][TD]20% chance of lowering Special Attack by 1 stage[/TD][/TR]
[TR][TD][CENTER]Water[/CENTER][/TD][TD]20% chance of lowering Speed by 1 stage, douses the target for 3 actions[/TD][/TR]
[/TABLE]
[Smeargle and Necturine/Necturna]
  • Smeargle begins at Stage 1* with 5 instances of Sketch. When progressing to Stage 2*, 3*, or 4*, it gains 5 more instances of Sketch, bringing the total to 20 instances at Stage 4*.
  • Necturine and Necturna can have exactly one instance of Sketch or Sketched move (but not both).
  • Each instance of Sketch can be replaced with a move that another Pokemon you own knows.
    • All the Pokemon's instances of Sketch (and moves learned by Sketch) can be replaced for free when purchasing the Pokemon, or when increasing its Stage.
    • At any other time, you may pay 4 RC to edit all the Pokemon's instances of Sketch (and moves learned by Sketch) at once.
[Shedinja]
  • When a Nincada evolves, its owner receives both a Ninjask and a Shedinja.
  • Both the Ninjask and Shedinja receive the same Stages from the Nincada.
  • For the purposes of determining movepool, Shedinja is considered an evolution of Ninjask.
[Rotom]
  • Rotom is purchased as an Electric and Ghost type, to access its other forms its owner must have the corresponding appliance item.
  • Rotom can use the Enter Appliance and Exit Appliance Commands to change form.
    • If sent out with an Appliance attachment, Rotom begins already entered in it.
    • Rotom can only enter or exit the appliance it was sent out in, or appliances available via arena effect.
[Battle Bond]
  • Greninja with Battle Bond is considered a separate form from Greninja without battle bond.
  • Greninja with Battle Bond is not considered an evolution of Froakie or Frogadier, does not learn any egg moves, and can't learn any moves Greninja can only learn in Gen 6. It can not be Purchased on the Prize Claiming Thread.
  • Greninja without battle bond is obtained through evolving a Frogadier.
[Oricorio]
  • Trainers are able to chose which form of Oricorio they wish to use when they first send it out each battle. Oricorio can not change forms in battle.
[Zygarde]
  • Trainers are able to chose whether they wish to use Zygarde 10% or 50% when they first send it out each battle. Zygarde can not change forms in battle except through the use of the Power Construct Ability.
  • All Zygarde have both Aura Break and Power Construct.
[Deoxys]
  • Trainers are able to choose which form Deoxys each time it is sent out. This is just another writing of the text from Forme Shift (Command).
  • Deoxys' movepool is able to consist of moves from any of its formes at all times (e.g. Iron Defense but not in Defense Forme)
[Registering, Prize Claim, and Profiles]
When you first create your profile by posting a thread in the Registration Center, the first post should be a Trainer Profile (sample template below). The next post will be the Profiles of your starting Pokemon (again, sample templates below). Each user begins with 12 RC and 12 JC.
[Trainer Profile Template]
This is a sample template of a trainer profile, feel free to modify the formatting however you choose so long as all the information is intact. Sample A is the sample format while Sample B is an example of getting more creative.
Code:
[B]Trainer Name:[/B] Name. This can be your username, your name in real life, or some fancy name like Trogdor the Burninator.
[B]Pokemon Team:[/B] The species of each of your Pokemon.
[B]W/L/T:[/B] Wins/Losses/Ties. This is optional.

[B]Rental Counters:[/B] Number of RC you currently have. You start with 12 to get your first two or three Pokemon with.
[B]Training Counters:[/B] Number of TC you currently have. This will always start at 0.
[B]Judge Counters:[/B] Number of JC you currently have. You start with 12 to enter your first few battles with.

[B]Current Battles:[/B]
A list of all the battles you are currently in, which will obviously be none when you start.
You can only be in up to three friendly matches at a time.

[B]Battle History:[/B]
A list of all the battles you have won, lost and tied in. You may arrange these however you like.

[B]Items:[/B]
A list of all the items you have. You start with no items.
As you battle more and earn more counters, you can obtain items.
When this happens, you may want to separate items into categories like Berries, Other Consumables, etc.

[B]Key Items:[/B]
A list of special items like gym badges, raid items, and any other item that one does not simply purchase whenever they like.

[B]Prize Claims:[/B]
Links to all approved prize claims since the opening of the Registration and Prize Claiming forum.
Trainer Name: They
Pokemon Team: Happiny, Baltoy, Nincada
W/L/T: 0/1/0

Currency Counters: 0
Universal Counters: 0

Current Battles:
Congress Has One Week Left To Keep The Government Running Past September

Battle History:
Silver nerds... Silver nerds... It's Agender time in Lucario City!

Items:
None

Key Items:
None

Prize Claims:
Claim #01
Pokemon Team:
Rare:

Uncommon:

Common :
Bag:



Coin Case:
A case for holding counters.
Rental Counters: 10
Training Counters: 0
Judge Counters: 6
Vs. Seeker:
A device that indicates trainers who want to battle.
  1. (Empty)
  2. (Empty)
  3. (Empty)
Vs. Recorder: An amazing device that can record battles.
Travel Trunk:
A light and yet incredibly effective trunk, which can contain numerous battle items.
Teachy TV: A television shaped case that is filled with items for novice Trainers.
x1 Amulet Coin
x2 Exp. Share
Fashion Case: A lovely case to store specialized items for individual Pokémon.
x1
Lucky Punch
x1
Leek
Prop Case: A lovely case to store items for a wide variety of Pokemon.
x1 Binding Band
Berry Pouch:
A pouch for carrying Berries.
Empty
Poffin Case:
A case for storing food and consumable items.
Empty
Mega Charm: This charm contains an untold power that somehow enables Pokémon carrying Mega Stones to Mega Evolve in battle.
x1

Pinsirite: Allows Pinsir to Mega-Evolve into Mega Pinsir.
Z-Ring: A mysterious ring that enables Pokémon to use Z-Power.
Empty
Journal:
A notebook that keeps a day-to-day record of your adventure so far.
[Pokemon Profile Templates]
Below are two sample template of a trainer profile, some flexibility is allowed in formatting and layout but for the most part you shouldn't stray too far from a template.
[Basic Profile Template]
This template is perfect for starting trainers, and doesn't require much upkeep beyond adding in new moves. It's simple, effective, and shouldn't cause problems for anybody.
Code:
[HIDE=Nickname the Pokemon]
[IMG]A sprite of the Pokemon that should be no larger than 96 x 96 pixels[/IMG]
Pokemon [Nickname] (Gender)
Stage 1*
[B]Types:[/B] Type 1/Type 2

[B]Abilities:[/B]
Ability 1 / Ability 2 / Ability (H or UNLOCKED)

[B]Nature:[/B] Nature (+Boosted stat, -Reduced stat)

[B]Stats:[/B]
HP: Value
Atk: Rank
Def: Rank
SpA: Rank
SpD: Rank
Spe: Value (Accuracy boost or evasion drop if Speed-adjusting nature)
Size Class: #
Weight Class: #

[B]Attacks (Current move total):

Level Up[/B]
Move 1
Move 2
Move 3

[B]Egg

TM/HM

Tutor

Other[/B][/HIDE]
[Streamlined Profile Template]
This is a more visually streamlined and stylish template, but does require more care with the layout and BBcode compared to the above. It's not particularly difficult to maintain, but you can accidentally throw off the formatting when evolving a Pokemon.
Code:
[hide=Nickname | Species]
[IMG]A sprite of the Pokemon that should be no larger than 96 x 96 pixels[/IMG][IMG]https://magic.wizards.com/sites/mtg/files/images/featured/INV_SetIcon.png[/IMG]
[SIZE=6][B]Nickname[/B] |[/SIZE][SIZE=4] Species[/SIZE][SIZE=7] (Gender)[/SIZE]
[SIZE=4][B][Stage]
[Type][/B][/SIZE]
[INDENT]Type A | Type B[/INDENT]

[SIZE=4][B][Abilities][/B][/SIZE]
[INDENT]Ability A | Ability B | Hidden Ability (Locked/Unlocked)[/INDENT]

[SIZE=4][B][Nature][/B][/SIZE]
[INDENT]Nature (+Stat Boost, -Stat Reduction)[/INDENT]

[SIZE=4][B][Stats][/B][/SIZE]
[INDENT]HP: Value[/INDENT]
[INDENT]Atk: Rank[/INDENT]
[INDENT]Def: Rank[/INDENT]
[INDENT]SpA: Rank[/INDENT]
[INDENT]SpD: Rank[/INDENT]
[INDENT]Spe: Value (Accuracy boost or evasion drop if Speed-adjusting nature)[/INDENT]
[INDENT]Size Class: #[/INDENT]
[INDENT]Weight Class: #[/INDENT]

[SIZE=4][B][Learned Moves][/B][/SIZE]
[INDENT][(Current move total)|(Maximum Potential Moves)][/INDENT]

[INDENT][Level-Up][/INDENT]
[INDENT]Move 1[/INDENT]
[INDENT]Move 2[/INDENT]
[INDENT]Move 3[/INDENT]

[INDENT][Egg][/INDENT]

[INDENT][Tutor][/INDENT]

[INDENT][TM/HM][/INDENT]

[INDENT][Event/Error][/INDENT]
[/hide]
[Sample Profiles]
The first sample is an example of the Basic template, the second sample is an example of the Streamlined template, and the third sample is an example of someone putting way too much effort into their profiles but an example of some of the liberties you can take as well as an example of handling an Alternate form.

Bidoof [Bidoofus] (Male)
Stage: 1*
Types: Normal

Abilities:
Simple / Unaware / Moody (H)

Nature: Serious (No Change)

Stats:
HP: 80
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 31
Size Class: 1
Weight Class: 2

Attacks (14):

Level Up

Amnesia
Crunch
Curse
Defense Curl
Growl
Headbutt
Hyper Fang
Rollout
Super Fang
Superpower
Swords Dance
Tackle
Take Down
Yawn

Egg

TM/HM

Tutor

Other

Rith | Exeggcute (F)
Stage: 1*
[Type]
Grass | Psychic​

[Abilities]
Chlorophyll | Harvest (L)​

[Nature]
Serious (No Change)​

[Stats]
HP: 80​
Atk: 2​
Def: 4​
SpA: 3​
SpD: 2​
Spe: 40​
Size Class: 1​
Weight Class: 1​

[Learned Moves]
[16|??]​

[Level-Up]​
Barrage​
Bestow​
Bullet Seed​
Confusion​
Extrasensory​
Hypnosis​
Leech Seed​
Natural Gift​
Poison Powder​
Psychic​
Reflect​
Sleep Powder​
Solar Beam​
Stun Spore​
Uproar​
Worry Seed​

[Egg]​

[TM/HM]​

Tiro | Pinsir (M)
Stage: 5*
[Type]

[Abilities]
Hyper Cutter | Mold Breaker | Moxie (Unlocked)​

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 80​
Atk: 7 (+)​
Def: 5​
SpA: 2 (-)​
SpD: 3​
Spe: 85​
Size Class: 3​
Weight Class: 4​

Tiro | Mega Pinsir (M)
[Type]
|
[Abilities]
Hyper Cutter | Mold Breaker | Moxie (Unlocked) | Aerilate (Mega)​
[Stats]
HP: 80​
Atk: 8 (+)​
Def: 5​
SpA: 2 (-)​
SpD: 4​
Spe: 105​
Size Class: 3​
Weight Class: 4​


[Learned Moves]
[82|82]
[52|52]​
Bide
Bind
Body Slam
Brick Break
Brutal Swing
Bug Bite
Bulldoze
Close Combat
Cut
Dig
Double Hit
Double-Edge
Earthquake
Facade
False Swipe
Feint
Feint Attack
Flail
Fling
Focus Punch
Frustration
Fury Attack
Fury Cutter
Giga Impact
Guillotine
Headbutt
Knock Off
Natural Gift
Quick Attack
Rage
Return
Revenge
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Seismic Toss
Slash
Smack Down
Stone Edge
Storm Throw
Strength
Submission
Superpower
Take Down
Thief
Thrash
Throat Chop
Vise Grip
Vital Throw
X-Scissor
[6|6]​
Focus Blast
Hidden Power (Fire)
Hyper Beam
Round
Snore
Struggle Bug
[24|24]​
Attract
Bulk Up
Captivate
Confide
Curse
Double Team
Endure
Focus Energy
Harden
Helping Hand
Iron Defense
Me First
Mimic
Protect
Rain Dance
Rest
Sleep Talk
Stealth Rock
String Shot
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
[Prize Claiming]
Claiming prizes is simple, just create a post in the prize claiming thread with a link to a completed battle you participated in then specify how you want to use the rewards of that match, then wait for an Approver to evaluate your claims before adding them to your profile. UNDER NO CIRCUMSTANCES SHOULD YOU APPLY A PRIZE CLAIM TO YOUR PROFILE WITHOUT AN APPROVER APPROVING IT FIRST.
  • If claiming a new Pokemon, or evolving a Pokemon post the Pokemon's new profile in prize claiming.
  • Keep links to each of your prize claiming posts on your profile.
 
Last edited by a moderator:

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
[Substitutions]
[Rules]
  • A substitution is made of a Trigger and a Result.
  • Substitutions either activate, or they don't.
    • The result of a Substitute's "activation" can be changed by instance, but the trigger never changes.
  • A pokémon's substitutions activate whenever the trigger's conditions are met, a substitution with a higher priority has not already activated for that Pokemon, and the result of that activation is legally usable.
    • The priority of substitutions is set by the user - unless the user otherwise states, whichever sub is first in the list of substitutions they make activates first
  • All clauses of a substitution's trigger must narrow it's scope.
  • Substitutions based on knowing something can only trigger after that thing is known. (e.g if the opponent crits a2 then counter that action is legal if you were already going to move second a2, but illegal otherwise). (If you know something, your Pokemon knows it). Attack clauses activate based on what would currently be used according to the main order set.
  • Players can use Attack, Chance, and KO clauses, detailed below
    • All clauses can be appended by 'NOT'. Note that KO Clauses appended with 'NOT' become Chance clauses.
  • Attack Clauses are checked at the start of the action, unless otherwise specified. See "Effect Timing" section for more details.
  • Chance Clauses are checked at the start of a user's turn, unless otherwise specified. See "Effect Timing" section for more details.
  • If a substitution causes an infinite loop, then it is ignored. If two or more substitutions would cause an infinite loop, ignore the substitution made by the player who ordered later. If the substitutions were ordered at the same time (Either a single player ordering, or in brawl orders where all player orders are treated as simultaneous), then both are deemed illegal.
  • If, ordering second, your substitution would cause the Trigger of an opponent's substitution which has already legally activated to no longer have it's unknown conditions met (Such as 'AND NOT Encore next action), then it is ignored.
    • Conversely, if, ordering second, your substitution would cause the Trigger of an opponent's substitution to have its conditions met, but that Pokemon has already acted this action, then it is ignored.
  • All substitutions may only have one attack clause per Pokémon per action.
  • If a substitution includes any Attack Clauses, at least one of them has to be "positive" (e.g. "IF Taunt AND NOT Encore next action" is legal, but not "IF (chance clauses) AND NOT Move")
[Attack Clauses]

Attack Clauses are the section of a substitution that target the Attacks Pokemon can make. These either can name a specific move or a collective group of moves, the specifics of which are labeled below:
  • Protective Moves: Protect, Detect, King's Shield, Spiky Shield, Mat Block, Baneful Bunker
  • Protective / Evasive Move: Outdated terminology. Now, synonymous with "Protective Moves".
  • Damaging Evasive Moves: Dig, Fly, Dive, Bounce, Shadow Force, Phantom Force
  • Damaging Priority Moves: Accelerock, Aqua Jet, Bullet Punch, Extreme Speed, Fake Out, Feint, First Impression, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave, Water Shuriken
  • Multi-Hit Moves: Arm Thrust, Barrage, Bone Rush, Bullet Seed, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Icicle Spear, Pin Missile, Rock Blast, Spike Cannon, Tail Slap, Bonemerang, Double Hit, Double Kick, Dual Chop, Gear Grind, Twineedle, Triple Kick, Water Shuriken
  • Damaging [Type] Moves: Covers all of Flamethrower, Lava Plume, Fire Blast, Ember, etc. under the umbrella of "Damaging Fire-type Move." Covers all of Psychic, Psyshock, Confusion, Dream Eater, etc. under the umbrella of "Damaging Psychic-type Move." This also applies to moves which deal Fixed Damage, such as Mirror Coat, Seismic Toss and Night Shade. NOTE: This Substitution applies to all attacks of a certain type that have a BAP, so moves like Rapid Spin and Knock off will trigger "Damaging Normal-type Move" and "Damaging Dark-type Move," respectively. This does NOT apply for suspended Damaging-Evasive moves, as they don't have a BAP when suspended. This includes Z-Moves.
  • Damaging [Type] Combinations: All combinations that are of [Type] will activate the substitution. NOTE: A damaging [Type] combination activates a substitution for damaging [Type] moves.
  • Damaging [Type] Z-Move: All Z-Moves that are of [Type] will activate the substitution.
  • Burn-Inflicting Moves: Will-O-Wisp, Inferno
  • Paralysis-Inflicting Moves: Thunder Wave, Glare, Stun Spore, Nuzzle, Zap Cannon
  • Poison-Inflicting Moves: Poison Gas, Poison Powder, Toxic, Toxic Thread
  • Sleep-Inflicting Moves: Spore, Hypnosis, Sleep Powder, Sing, Grasswhistle, Lovely Kiss, Dark Void, Yawn
  • Confusion-Inflicting Moves: Confuse Ray, Supersonic, Sweet Kiss, Teeter Dance, Swagger, Flatter, Chatter
  • Trapping Moves (aka Full Trapping Moves): Block, Mean Look, Spider Web, Fairy Lock, Thousand Waves, Spirit Shackle, Anchor Shot
  • Partial Trapping Moves: Fire Spin, Sand Tomb, Whirlpool, Magma Storm, Bind, Wrap, Clamp, Infestation
  • Phazing Moves: Whirlwind, Roar, Circle Throw, Dragon Tail
  • Pivoting Moves: U-Turn, Volt Switch, Teleport, Parting Shot, Baton Pass (Switch), Flip Turn
  • Healing Moves: Roost, Slack Off, Recover, Moonlight, Synthesis, Morning Sun, Softboiled, Heal Order, Milk Drink, Swallow, Shore Up, Strength Sap
  • Status-Healing Moves: Aromatherapy, Heal Bell, Refresh, Purify
  • Lock-On Moves: Lock-On, Mind Reader
  • Attack-Reducing Moves: Growl, Charm, Feather Dance, Memento, Baby-Doll Eyes, Noble Roar, Parting Shot, Play Nice, Venom Drench, Tickle, Lunge, Strength Sap, Tearful Look, Trop Kick
  • Defense-Reducing Moves: Leer, Tail Whip, Screech, Tickle, Fire Lash
  • Special Attack-Reducing Moves: Captivate, Memento, Confide, Eerie Impulse, Mystical Fire, Snarl, Struggle Bug, Noble Roar, Parting Shot, Venom Drench, Tearful Look
  • Special Defense-Reducing Moves: Acid Spray, Fake Tears, Metal Sound
  • Speed-Reducing Moves: String Shot, Cotton Spore, Scary Face, Bulldoze, Icy Wind, Mud Shot, Rock Tomb, Electroweb, Glaciate, Low Sweep, Venom Drench
  • Accuracy-Reducing Moves: Flash, Kinesis, Sand-Attack, Smokescreen, Mud-Slap
  • Evasion-Reducing Moves: Sweet Scent
  • Attack-Increasing Moves: All Z-Status moves that increase the user's Attack, Bulk Up, Coil, Dragon Dance, Growth, Hone Claws, Howl, Meditate, Power-Up Punch, Rototiller, Sharpen, Shift Gear, Swords Dance, Work Up, Gear Up
  • Defense-Increasing Moves: All Z-Status moves that increase the user's Defense, Acid Armour, Barrier, Bulk Up, Coil, Cosmic Power, Cotton Guard, Defend Order, Defense Curl, Flower Shield, Harden, Iron Defense, Magnetic Flux, Withdraw
  • Special Attack-Increasing Moves: All Z-Status moves that increase the user's Special Attack, Calm Mind, Geomancy, Growth, Nasty Plot, Quiver Dance, Rototiller, Tail Glow, Work Up, Gear Up
  • Special Defense-Increasing Moves: All Z-Status moves that increase the user's Special Defense, Amnesia, Aromatic Mist, Calm Mind, Charge, Cosmic Power, Defend Order, Geomancy, Magnetic Flux, Quiver Dance
  • Speed-Increasing Moves: All Z-Status moves that increase the user's Speed, Agility, Autotomize, Dragon Dance, Flame Charge, Geomancy, Quiver Dance, Rock Polish, Shift Gear
  • Accuracy-Increasing Moves: Coil, Hone Claws
  • Evasion-Increasing Moves: Minimize
  • Self-KOing moves: Explosion, Final Gambit, Healing Wish, Lunar Dance, Memento, Self-Destruct
  • Hazard-Setting moves: Spikes, Stealth Rock, Sticky Web, Toxic Spikes
  • OHKO Moves: Fissure, Guillotine, Horn Drill, Sheer Cold
These clauses are considered attack clauses, regardless of the wording used to refer to them, whether it be "IF Pokemon is to use Move" or "IF Pokemon used Move" or any other related wording.

[Chance Clauses]

Chance clauses are all clauses in a substitution that fall within one of the following categories:
  • Clauses that use an inequality related to any quantity associated with a Pokemon. Quantity is defined by something numeric, such as current HP or EN, or the current combat stage of a stat.
  • The above includes inequalities that compare quantities of Pokemon, such as if the difference between two Pokemon's HP is more than 25.
  • Clauses that check for the existence of an Ability(ies) or Type(s) on a Pokemon.
  • Clauses that check for the existence of a status condition on a Pokemon. Status conditions are as defined in the Status section of the Handbook, whether it is Major or Minor.
  • Clauses that check for the existence of an effect on the Battlefield, such as screens (Reflect, Light Screen, Aurora Veil) and hazards (Stealth Rock, Spikes, etc)
  • Clauses that check for the result of a move, such as whether or not the move landed a Critical Hit or if the move hit/missed.
  • Any clauses that mentions a successful use of a move (moves can succeed even if they miss) is both a Chance Clause and a Attack Clause
  • Clauses that check for being in-between phases of any Damaging Evasive Move is both a Chance Clause and a Attack Clause
As an addendum: KO substitutions are substitutions that strictly check for if a Pokemon is KO'd, and do not count towards a Pokemon's substitution limit for the round.

[Action Clauses]

These are what is used to actually change what your Pokemon will do. Your Pokemon has a set of two or three actions that make its main orders, and all clauses of this kind specify how those orders are to be altered. These are the legal ways of doing so:
  • Change all actions to moves X - Y - Z
  • Change action X to move Y
  • Replace all instances of move X with move Y
  • Replace the first/second/third instance of move X with move Y
  • Push actions back (this shifts each move in the order list one action to the right)
  • Push actions forward (this shifts each move in the order list one action to the left)
  • Keep move X on action Y (this prevents the move on action Y from changing regardless of all other action clauses used)
  • Swap actions X and Y
Whenever an action number is given in one of the above clauses, you may specify an absolute action number (action 1, action 2 or action 3) or a relative action (the current action, the following action). Any number of action clauses may be used, although you should probably not use more than three in one substitution.

[Substitution Interaction]

It is possible for a Substitution to see whether another Substitution triggered, and one substitution's Action Clause can modify the Action Clause of another. So clauses like the below are acceptable:

If Magmortar's second substitution is to be activated THEN ...
If Chansey's first substitution activates for the second time THEN ...
If Rain Dance AND Eelektross's first substitution doesn't activate THEN ...'
If (...) THEN Disregard Aipom's first sub
If (...) THEN Rain Dance AND Replace Thunderbolt on the first sub with Thunder
If (...) THEN (...) AND Replace all instances of Hyper Voice with Surf, including on substitutions

The triggers of a Substitution cannot be modified, only its result. A substitution cannot modify its own result.

Pushing back Substitutions

It is also possible to push back substitutions, but only those set to trigger on specific actions. It works strictly the same way as with usual actions. "Push back" will push subs meant to trigger on an action to the action immediately after it (A1->A2 and A2->A3).

About the matter pay attention to these points:
- If the player says only "push back" or "push back actions" only actions are pushed back. If is said "push back substitutions" only substitutions are pushed back. To activate both actions and substitutions, you must specify both.
- The action clause of a substitution (second half) is not affected by "push back". Write your substitutions with that in mind.

[Substitution Legality]
As long as a substitution follows the rules given above, it is legal. Something like "If he uses Venoshock and you are poisoned, change that action to Protect, push actions back and replace Swords Dance with Earthquake", while a little complex, is perfectly legal. However, any attempt to use a clause not given in the above rules makes a substitution illegal.

If a substitution is illegal, it is simply ignored, although it will still count towards any substitution limit unless it is a KO sub. This applies regardless of whether the illegality is in the condition or the result of the substitution..

[Anti-Pedant Clause]
If a substitution looks to be traditionally illegal due to an improper syntax, but can be reworded to be a legal substitution without the logic of the substitution changing, then the substitution is considered to be legal. If it cannot, then the substitution is considered to be illegal. This includes substitutions that are considered to be two substitutions but worded on one line.

To be very clear - this does not cover intentions, only logical equalities based on what was written.
 
Last edited by a moderator:

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
[Action Veto Tiers]
This is the order in which various effects and status conditions inhibit actions on a Pokemon's turn. When considering these effects, this is the order they are taken into account.
  1. Freeze
  2. Cooldown
  3. Sleep
  4. Truant
  5. Disable
  6. Imprison
  7. Heal Block
  8. Confuse
  9. Flinch
  10. Taunt/Torment
  11. Gravity
  12. Attract
  13. Paralysis
 
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