Data Battle-by-Post Player Handbook

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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
      • Burn
      • Poison
      • Paralysis
      • Sleep
      • Freeze
    • Minor Status Conditions
      • Confusion
      • Infatuation
      • Trapping and Partial Trapping
      • Hovering
      • Grounded
      • Sluggish
      • Cooldown
    • Combat Stages
  • Miscellaneous Effects
    • Weather
    • Terrain
    • Multi-hit 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) * 2).
  • 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.).
[Type Effectiveness]
  • (1.5 ^ (number of weaknesses - number of resistances)). Alternatively, refer to the list below.
    • 8x: * 3.375
    • 4x: * 2.25
    • 2x: * 1.5
    • 1x: * 1
    • 1/2: / 1.5
    • 1/4: / 2.25
    • 1/8: /3.375
    • 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 alter's 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.
[Training Items]
  • Exp. Share, Amulet Coin, Heart Scale, and Luck Incense are considered Training Items.
  • If a match allows for multiple items to be equipped, training items do not grant any counters.
[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 Base Attack Power is multiplied by 0.75.
  • 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 Base Attack Power is multiplied by 0.75. 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]
[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.
[Burn]
  • Reduces the base attack power of physical moves by 3.
  • Deals two damage at the end of each action.
[Poison]
  • Poison (Regular): Deals two damage at the end of each action.
  • Badly Poisoned: Deals one damage at the end of each action. At the end of each round the Damage per Action increases by one.
    • Badly poisoned overwrites poison. If this happens the Damage per Action starts at 2.
    • Damage Per action is reset if the poisoned Pokemon is benched.
[Paralysis]
  • Reduces speed by * 0.5.
  • The Pokemon has a chance of being fully paralyzed. If the Pokemon is fully paralyzed it is unable to use any moves or commands that action, and the chance of being fully paralyzed is reduced by 10%.
  • The initial chance of a Pokemon being fully paralyzed is determined by the source of that paralysis.
    • 25%: Freeze Shock, Bolt Strike, all moves with a 100% chance of inflicting paralysis.
    • 20%: Static, all other moves with a 30% chance of inflicting paralysis.
    • 15%: Effect Spore, Tri Attack, all moves with a 10% of inflicting paralysis.
  • At the end of each round, the chance of being fully paralyzed is reduced by 5%.
  • If the chance of being fully paralyzed is at or below 0%, the paralysis immediately ends.
[Sleep]
  • The Pokemon is unable to perform most moves or commands.
  • Sleep's duration is tracked by sleep counters. The initial number of counters is determined upon infliction.
    • There is a 2/3 chance that 1 counter is assigned, otherwise 2 are.
    • If Sleep ends while a Pokemon still has sleep counters, all sleep counters are removed.
  • At the beginning of the Pokemon's action, or if the Pokemon receives 16 or more damage from a single attack, a sleep counter is removed.
  • If a Pokemon begins its turn of an action without any sleep counters, the sleep ends.
[Freeze]
  • The Pokemon is unable to perform most actions or commands.
  • Freeze's duration is tracked by freeze counters. The initial number of counters is determined upon infliction.
    • 0, 1, or 2 counters can be assigned, with a 1/3 chance of each.
    • If freeze ends while a Pokemon still has freeze counters, all freeze counters are removed.
  • Freeze ends immediately, regardless of freeze counters, if one of the following conditions are met:
    • The Pokemon is hit by a Fire Type move or Scald.
    • The Pokemon uses Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot or V-Create.
    • The weather condition is Sunny.
  • At the beginning of the Pokemon's action a Freeze counter is removed.
  • If a Pokemon begins its turn of an action without any Freeze counters, the freeze ends.
[Minor Status Conditions]
Minor status conditions are effects inflicted by certain items, moves, and abilities. They are removed when the Pokemon is benched. Some minor conditions that are inflicted by a single source are not listed in the Handbook, but instead in the description of their source.
[Confusion]
  • There is a 1/3 chance the Pokemon hits itself with a 4 BAP typeless physical attack, costing 3 energy, instead of performing the ordered move or command.
    • This attack can not miss or score a critical hit.
  • Confusion's duration is tracked by confusion counters. The initial number of counters is determined upon infliction.
    • 2, 3, or 4 counters can be assigned, with a 1/3 chance of each.
    • If Confusion ends while a Pokemon still has confusion counters, all confusion counters are removed.
  • At the beginning of the Pokemon's action, or if the Pokemon receives 16 or more damage from a single attack, a Confusion counter is removed.
  • If a Pokemon begins its turn of an action without any Confusion counters, the confusion ends.
[Infatuation]
  • There is a 1/2 chance the Pokemon does not perform any move or command.
  • Infatuation's duration is tracked by love counters. The initial number of counters is determined upon infliction.
    • 2, 3, or 4 counters can be assigned, with a 1/3 chance of each.
    • If Infatuation ends while a Pokemon still has love counters, all love counters are removed.
  • For the purposes of ASB, male is considered the opposite of female and genderless has no opposite.
  • At the beginning of the Pokemon's action, or if the Pokemon receives 16 or more damage from a single attack, a love counter is removed.
  • If a Pokemon begins its turn of an action without any love counters, the Infatuation ends.
[Trapping and Partial Trapping]
  • The Pokemon can not switch out during switch phases.
  • Trapping effects typically last indefinitely, while partial trapping effects have duration's listed in their description
  • If the user of a trapping or partial trapping effect faints or becomes benched, the effect ends.
    • The trapping effect only ends after any switch phases are completed.
[Hovering]
  • The Pokemon is immune to Bulldoze, Earthquake, Fissure, and Magnitude.
  • Earth Power's BAP is reduced by 3.
  • Dig and Dive will miss unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
[Grounded]
  • Immunities to any Ground-type moves and all effects of the Hovering status are nullified.
  • The moves Bounce, Fly, High Jump Kick, Jump Kick, Magnet Rise, Sky Drop, and Splash fail when used.
[Sluggish]
  • The Pokemon can not use damaging moves that cost more than 5 energy or non damaging moves that cost more than 8 energy.
    • Moves tagged as #P/E can't be used.
    • Any modifiers to energy cost are not applied for determining if a move can be used while sluggish, with the exception of Technician and Skill Link.
  • Sluggish lasts for one action.
  • Sluggish does not end the action a Pokemon does a cooldown.
[Cooldown]
  • The Pokemon can not use any moves or commands.
  • Consecutive energy cost does not reset during a cooldown.
  • Cooldowns last for one action.
  • Cooldown does not end if the Pokemon is Frozen.
[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.
  • 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.
[Fog]
  • All moves have their accuracy lowered by one stage.
[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
[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 move that is often stronger than the sum of its parts. While powerful, combos are very risky since the user will need to Cooldown the following action. Remember, using one of the combo's component moves the action after a Cooldown will still incur the consecutive penalty. For the purposes of determining consecutive energy costs, a same move combo counts as using the component move twice. Combinations can be disrupted by effects like flinching or paralysis, so it's useful to specify in parenthesis which component move to use on the Cooldown action in the event the combo is disrupted (e.g.: Gust + Twister ~ Cooldown (Twister))

[Combo Requirements]
  • 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: Some moves can't be flavorfully combined with each other. This is generally at referee discretion, so if you're unsure ask your referee before ordering.
    • If a combo is deemed infeasible, the user will use the first move followed by the second.
  • Combo Type: Moves with a Combo Type of None can not be used in combos.
[Same Move Combinations]
  • Base Attack Power: 2.25 * move's BAP.
    • Fixed damage moves (e.g. sonic boom, Final Gambit, etc.) double the damage dealt. Damage caps are also doubled.
    • Counter, Mirror Coat, and Metal Burst apply their multiplier twice.
  • Energy Cost: 3.5 * (move'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: Move's Accuracy * Move's Accuracy.
    • Accuracy is in percentages (e.g. 90% * 90% is 81%).
  • Secondary Effect Chance: Move's Effect Chance * 2.
  • Priority: (Move's Priority * 2).
    • If 0 ≥ (Move's Priority * 2) then reduce priority by 2.
    • The charge stage of charge up moves retain their normal priority
    • The evasive stage of damaging evasive moves keep the same distance from their strike phase.
    • Priority cannot exceed +6 or be less than -7.
  • All stat changes caused by the combo are doubled.
  • Recoil percentages are multiplied by 1.5.
[Different Move Combinations]
  • Base Attack Power: Move A's BAP + Move B's BAP.
    • Fixed damage moves apply their damage after all other steps of the damage calculation.
    • If only one move is Multi-hit, determine its BAP before adding the two move's BAP together.
      • If both moves are Multi-hit, add the two move's BAP per hit together then determine the number of hits.
    • If one move has a priority greater than 0, half that move's BAP.
      • If both moves have a priority greater than zero, half the BAP of the move with the lower BAP (in the event of a tie, select a move at random to half).
  • Energy Cost: 1.5 * (Move A's EN cost + Move B's EN Cost).
    • 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: (Move A's Accuracy + Move B's Accuracy)/2.
    • if one move has perfect accuracy, the whole combo has perfect accuracy.
  • Damage Category: If a special and physical move are combine, the move is both. The user's Attack and Special attack rank bonuses as well as the defender's Defense and Special Defense rank bonuses are all used in the damage calculation in addition to all relevant stat changes and effects that influence special or physical attacks specifically.
  • 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: (Move A's Priority + Move B's Priority).
    • If 0 ≥ (Move A's Priority + Move B's Priority) and neither component move has priority greater than one, then reduce priority by 2.
    • 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.
    • The evasive stage of damaging evasive moves keep the same distance from their damaging stage.
      • If a damaging evasive move is combined with a priority move, do not reduce the priority of the damaging stage by 2.
      • if two damaging evasive moves are combined, add the distances between stages together.
    • 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 causes the Pokemon to take recoil damage, the recoil percentage is halved in the combo. If both moves inflict recoil damage, the recoil percentages are added together.
  • Targets: If the moves hit different numbers of targets, go with the higher number to determine how many targets the combo hits.
  • Type: Each component move has type priority. If the component moves do not share a type, 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 neither or both moves share a type with their user, 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. Any Chance Clause Substitutions that are not explicitly written otherwise are checked to see if said Substitutions should be triggered.
  2. Turn order is decided.
  3. 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. 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-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. Aqua Ring and Ingrain restore HP.
  8. Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
  9. Poison and burn damage occurs as does Poison Heal's HP restoration.
  10. Nightmare deals damage and drains energy.
  11. Damage from Ghost Curse occurs.
  12. Damage from partial trapping moves like Wrap occurs.
  13. Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
  14. Bad Dreams deals damage and drains energy.
  15. 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.
  8. Toxic Orb and Flame Orb 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.
[Capture Mechanics]
In certain Roleplays you are able to capture Pokemon, The Legend Run is most notable for this. To capture a Pokemon you throw Pokeballs at it to reduce its Capture HP (or CHP) to zero or below.
  • Pokeball Damage Formula: (Ball Strength - Target's Capture Resistance) * Major Status Modifier - Each Ally's Capture Resistance
  • Ball Strength: varies depending on type of Pokeball used.
  • Capture Resistance: 10% of Pokemon's current HP. Increase by 10 if energy is at 100.
  • Major Status Modifier: Varies depending on target's status.
    • Frozen: 2.5.
    • Asleep, and not frozen: 2.
    • Burned, Frozen, or Paralyzed, and not Frozen or Asleep: 1.5.
    • No major status: 1.
  • If a Pokeball is thrown and the target is not captured, the target regains 12 Energy. If the target is already at 100 Energy, it gets a round of attacks.
 
Last edited by a moderator:

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
[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, Training 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: Generall
  • 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, a trainer 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 unless an Attack like U-turn, Volt Switch, or Teleport is used.
      • Trainers whose Pokémon are returned through the effects of moves like Dragon Tail, Circle Throw, Roar, and Whirlwind do not have to move first the next round.
  • 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.
    • Training Items On: Pokemon are equipped with Training Items upon release.
[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 will use 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.
[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. If both players need to replace a Pokemon (either due to KO or because it was forced out or switched through U-turn and the like), then whichever player is ordering second in that round replaces their fallen Pokemon first, then the player due to order first replaces theirs and proceeds to order. Of course, this is assuming that there is a Pokemon available to replace the one that has been removed. If there isn't, then the battle simply continues as normal unless the KO has resulted in someone being out of usable Pokemon.
[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. In addition, participating Pokemon are able to evolve afterwards.
[Counters]
  • Move Counters (MC): Move Counters are awarded to each participating Pokemon. A Pokemon's MC can be exchanged for new moves.
    • All moves cost 1 MC.
    • MC can only be spent on moves for the Pokemon the MC was awarded to.
  • Currency Counters (CC): Currency counters are awarded to the battlers. They can be spent to purchase new Pokemon or Items. Prices for Pokemon and Items can be found on the Data Audit or using the %asbstats or %asbitem commands respectively.
    • Four CC can be exchanged for one UC.
  • KO Counters (KOC): When a Pokemon scores a KO on an opponent, it is awarded one KOC. After a match, KOC can not be stockpiled, and must be redeemed as either CC or MC.
    • If a pokemon is KO'd by residual damage or by running out of HP, the last Pokemon to deal damage to that Pokemon is awarded the KOC.
    • KOC can only be exchanged for MC on the Pokemon the KOC was originally awarded to.
  • Universal Counters (UC): Universal Counters are awarded to Referees. Universal counters can be spent as though they were MC for any Pokemon or CC. Additionally 5 UC can be spent to unlock a Pokemon's Hidden Adility.
[Counter Payout Rates]
  • CC Formula: ((total mons per side)/(active mons per side)) + 1
    • Active Mons per side reflects the Match Type (e.g Singles = 1, Doubles = 2, etc.)
    • If a match ends in a player getting disqualified, the disqualified player is not awarded any counters
  • UC Formula: ((Total mons per side) * 6 * (1 + (0.25 * (active mons per side - 1)) + Bonus UC)
    • Active Mons per side reflects the Match Type (e.g Singles = 1, Doubles = 2, etc.)
    • Bonus UC Formula (Number of Rounds)-(3*(total mons per side)/(active mons per side))
      • If the result is negative, the Bonus UC field is zero.
    • If the Subref is requested by the original referee, or a post in Leave of Absence necessitates a subref, the original referee and subref receive UC based on how much of the battle they refereed.
      • Subref Payout formula: Total UC payout (Included Bonus UC) * (Rounds this ref reffed / Rounds in the entire battle)
      • If neither of the above criteria are met, the subref receives all UC for the battle.
    • UC awards are capped at 100. In matches involving more than two players, UC awards are capped at 50.
  • MC Reward: 5 MC
    • If a Pokemon knows all its potential moves, its owner is awarded FLOOR(Movepool Size/15) CC instead.
 
Last edited by a moderator:

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
[Parts of a Pokemon]
[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.
  • Each types carries with it assorted perks, this is found in the Data Audit or with the %asbtype command on Discord.
[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 spending either 5 UC or 20 CC.
  • Hidden Abilities come in several Categories:
    • Passive: This ability is always active, unless nullified or replaced by another effect or battle rule.
    • 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.
[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 %asbstats command on discord.
Rich (BB code):
True Stat Range      Rank     HP
1   -  25            1        70
26  -  55            2        80
56  -  95            3        90
96  - 115            4        100
116 - 135            5        110
136 - 150            6        115
151 - 170            7        120
171 - 185            8        125
186 - 200            9        130
201+                 10       135
[Natures]
  • When a Pokemon is purchased, its owner picks one of 25 Natures. Each nature raises a specific stat rank by one, while decreasing another stat rank by one.
    • Speed boosting natures multiply the Pokemon's speed by 1.15 (rounded up) and increase the accuracy of its moves by (Adjusted Speed ^ 2 / (870 * current evolutionary stage / total evolutionary stages))
    • 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.
  • A Pokemon's Nature can be changed for 4CC.
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 %ASBstats 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 and move erroneously used in the Pokemon Anime or the Pokemon Special manga.
    • Alolan forms with non-alolan form pre-evolutions (Exeggutor, Marowak, and Raichu), can learn moves from their pre-evolutions regardless of whether they can in the Main Series games.
    • A Pokemon's Event and Anime exclusive moves can be found in the Data Audit or with the %ASBstats command in Discord.
  • Moves can be learned by spending 1 MC.
  • There is no limit to how many moves a Pokemon can know at once.
[Starting Moves]
  • Each Pokemon begins with the following moves from across all generations:
    • All Level-Up moves learned before level 26.
      • When a Pokemon evolves, it receives all moves that meet this criteria.
    • Up to five Egg moves.
      • If a Pokemon receives fewer than five egg moves, it may begin with a number of Tutor moves equal to that difference.
    • Up to five TM/HM moves.
[Pokemon that do not get TM or Egg Moves]
  • Some Pokemon do not have TM/HM or Egg moves, they instead begin with tutor and event moves. If fewer than 10 moves qualify, the Pokemon begins with a number of MC equal to the difference. Refer to the table below to see how much MC these Pokemon begin with.
Code:
Pokemon     Qualifying Moves    Starting MC
Caterpie    2                   8
Weedle      1                   9
Wurmple     2                   8
Kricketot   5                   5
Burmy       3                   7
Combee      8                   2
Scatterbug  2                   8
Magikarp    7                   3
Tynamo      1                   9
Beldum      5                   5
[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, as well as moves like Torment or Imprison
    • Each type has a secondary effect, shown in the table below.
  • If Unown uses Hidden Power in a combo, the damage is calculated like a Same Move combo, using the higher BAP as the base, and the energy cost is calculated like a Different move combo.
    • All other properties of the combo are calculated like a different move combo, meaning the combo gets the secondary effect of both Hidden Powers.
    • Remember, this means the Hidden Power with the higher BAP determines the type of the combo.
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
[Smeargle and Necturine/Necturna]
  • Smeargle begins with 17 instances of Sketch, and 13 MC. It can learn Sketch for 1 MC with no upper limit to the number of sketch uses or sketched moves.
  • Necturine and Necturna can have exactly one instance of Sketch or Sketched move (but not both). It can pay 1 MC to replace the Sketched move with an instance of Sketch.
  • Sketch can only copy moves that are in the movepool of a trainer's Pokemon or copied via Mimic.
    • Sketch fails if it targets a move used via arena effect.
    • If Sketch is used on a move called through Metronome, Sleep Talk, Assist, Mirror Move, etc. it will instead copy the move that did such calling.
    • Sketch fails if it targets a move used by a ref controlled Pokemon in an RP.
  • 1 MC and one usage of Sketch can be spent to copy a move known by a Pokemon you own.
[Shedinja]
  • When a Nincada evolves, its owner receives both a Ninjask and a Shedinja.
  • Both the Ninjask and Shedinja receive the same Nature, Moves, and Counters 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.
[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 an Exp. Share, an Amulet Coin, and six CC.
[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]Currency Counters:[/B] Number of CC you currently have. You start with 6 to get your first two or three Pokemon with.
[B]Universal Counters:[/B] Number of UC you currently have. This will always start at 0.

[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 1 Amulet Coin and 1 Exp. Share.
As you battle more and earn more counters, you can obtain even more items.
When this happens, you may want to separate items into categories like Berries, Other Consumables and Training Items.

[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:
Amulet Coin
Lucky Egg

Key Items:
None

Prize Claims:
Claim #01
Pokemon Team:
Rare:

Uncommon:

Common :
Bag:



Coin Case:
A case for holding counters.
Currency Counters: 10
Universal Counters: 0
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: If this Pokemon is sent out holding this item, then it's owner gains one (1) additional CC for that battle.
x2
Exp Share: If this Pokemon is sent out holding this item in battle, then it gains one (1) additional MC for that battle.
Fashion Case: A lovely case to store specialized items for individual Pokémon.
x1

Lucky Punch: Guarantees all attacks score a critical hit. Increases Attack Rank by one (1).
x1

Moth Dust: Increases the holder's Special Attack by two (2) ranks. Combinations involving Gust and a move which doubles the Base Attack Power of the combo (e.g. Silver Wind) do not incur Cooldown, instead incurring Sluggish. |
x1

Deep Sea Tooth: Doubles (x2) Special Attack rank.
x1

Empty Shell: Increases the Pokémon's Attack by two (2) Ranks. Increases the Base Attack Power of Bug-type and Ghost-type attacks by one (1). Confers Run Away and Filter to the holder if it does not have the abilities.
x1

Stick: Guarantees all attacks score a critical hit. Triggers Defiant upon sendout. sIncreases Attack Rank by one (1).
Prop Case: A lovely case to store items for a wide variety of Pokemon.
x1
Binding Band: Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool have their BAP increased by four (4) and inflict Double (2x) damage at the end of each of the target Pokemon's actions.
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)
[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: #
Base Rank Total: HP Rank + ATK Rank + DEF Rank + SPA Rank + SPD Rank + SPE Rank

[B]MC:[/B] 0

[B]Attacks (Current move total):[/B]

[B]Level Up[/B]
All moves it learns up to and including level 25 in any generation

[B]Egg[/B]
Any Gen Egg Move
Any Gen Egg Move
Any Gen Egg Move
Any Gen Egg Move
Any Gen Egg Move

[B]TM/HM[/B]
Current Gen TM/HM Move
Current Gen TM/HM Move
Current Gen TM/HM Move
Current Gen TM/HM Move
Current Gen TM/HM Move

[B]Tutor[/B]

[B]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][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]
[INDENT]Base Rank Total: HP Rank + ATK Rank + DEF Rank + SPA Rank + SPD Rank + SPE Rank[/INDENT]

[SIZE=4][B][Counters][/B][/SIZE]
[INDENT]MC: 0[/INDENT]

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

[INDENT][Level-Up][/INDENT]
[INDENT]All moves it learns up to and including level 25 in any generation[/INDENT]

[INDENT][Egg][/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]

[INDENT][Tutor][/INDENT]

[INDENT][TM/HM][/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/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)
Types: Normal

Abilities:
Simple / Unaware / Moody (H)

Nature: Jolly (+4 Spe, -SpA)

Stats:
HP: 90
Atk: 2
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 35 (+5 Acc)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

MC: 0

Attacks (Current move total):

Level Up
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn

Egg
Aqua Tail
Endure
Fury Swipes
Quick Attack
Skull Bash

TM/HM
Dig
Grass Knot
Protect
Return
Taunt

Tutor

Other

Rith | Exeggcute (F)
[Type]
Grass | Psychic​

[Abilities]
Chlorophyll | Harvest (L)​

[Nature]
Brave (+1 Atk, -6 Spe, -10% Evasion)​

[Stats]
HP: 100​
Atk: 3 (+)​
Def: 3​
SpA: 3​
SpD: 2​
Spe: 34 (-)​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 15​
[Counters]
MC: 0​

[Learned Moves]
[20|??]​

[Level-Up]​
Barrage​
Uproar​
Hypnosis​
Reflect​
Leech Seed​
Confusion​
Bullet Seed​
Stun Spore​
Poison Powder​
Sleep Powder​

[Egg]​
Giga Drain​
Grassy Terrain​
Leaf Storm​
Moonlight​
Skill Swap​

[TM/HM]​
Bide​
Endure​
Infestation​
Protect​
Sludge Bomb​

Tiro | Pinsir (M)
[Type]

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

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 90​
Atk: 6 (+)​
Def: 4​
SpA: 1 (-)​
SpD: 3​
Spe: 85​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 20​

Tiro | Mega Pinsir (M)
[Type]
|
[Abilities]
Hyper Cutter | Mold Breaker | Moxie (L) | Aerilate​
[Stats]
HP: 90​
Atk: 8 (+)​
Def: 5​
SpA: 2 (-)​
SpD: 3​
Spe: 105​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 25​
[Counters]
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[19|84]
[16|53]​
Brick Break
Brutal Swing
Bug Bite
Bind
Close Combat
Dig
Double Hit
Earthquake
Feint
Flail
Revenge
Rock Slide
Quick Attack
Seismic Toss
Vice Grip
Vital Throw
[0|6]​
[3|25]​
Harden
Focus Energy
Protect
[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:

JJayyFeather

Drifting~
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.
[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
  • Evasive Moves: Agility [Evasive], Teleport [Evasive]
  • Protective / Evasive Move: Protect, Detect, King's Shield, Spiky Shield, Mat Block, Baneful Bunker, Agility [Evasive], Teleport [Evasive]
  • 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
  • Switch-Preventing Moves: Block, Mean Look, Spider Web, Fairy Lock, Thousand Waves, Spirit Shackle, Anchor Shot
  • Trapping Moves: Fire Spin, Sand Tomb, Whirlpool, Magma Storm, Bind, Wrap, Clamp, Infestation
  • Switch-Forcing Moves: Whirlwind, Roar, Circle Throw, Dragon Tail
  • Self-Switching Moves: U-Turn, Volt Switch, Teleport (Switch), Parting Shot, Baton Pass (Switch)
  • 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 interact with other substitutions, whether as a kind of chance clause, or as the Action Clause. 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

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:

JJayyFeather

Drifting~
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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