Resource BBP Gen 8.3 Omnibus Thread

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nightblitz42

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Changes

BBP Gen 8.3 officially begins now! There aren't many changes to be made this time around, but the changes that are being made are as important as they are complex. We've got a dramatic rework of the Combination system, rebalanced Signature Z-Moves, and some small adjustments to a few Held Items too. And of course, what would a BBP Update be without new D/E Mechanics?

  • Combinations do NOT incur Cooldown by default.
    • Certain moves, such as OHKO moves, induce cooldown in the user when used in combinations.
  • Each Pokemon starts the battle with 1 Combo Token, which is spent to perform combinations.
  • Same-Move Combinations are illegal.
  • A Combination’s BAP is equal to the highest BAP of the two component moves.
    • For Combinations of two Multi-Hit moves: use the higher BAP per hit, and 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.
    • Combinations with both fixed-damage and variable-damage moves deal fixed damage equal to the higher of the BAP values.
  • A Combination’s Accuracy is equal to the highest Accuracy of the two component moves.
    • If one move has -- Accuracy, the entire Combination has -- Accuracy.
  • A Combination has the combined secondary effects of both component moves.
    • If both component moves have the same secondary effect, add the magnitudes and probabilities of the two instances of that effect together.
  • A Combination's Priority is equal to the lowest non-0 Priority of its two component moves. If both moves have Priority 0, the Combination has Priority 0.
    • Charge Priority is equal to the highest Charge Priority of the two component moves. If Charge Priority is later than Strike Priority, then the Combination is infeasible.
  • A Combination's EN Cost is equal to double the total cost of the component moves.
  • A Combination’s Type, Targets, and Feasibility are determined via the existing method.
  • Physical+Special Combinations become either Physical or Special, depending on which move had more influence over Type.
  • Facilities may refer to, grant, or take away the Combo Token. Keep an eye out!
These changes are intended to reduce potential damage from Damaging Combinations, and to encourage new and creative applications for Combinations.

[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: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.
  • Target: The two moves must share at least one Target (moves that target the entire Battle are treated as targeting all Pokemon).
  • 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 if the combination is Damaging Move.
  • 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:((Move 1's EN Cost + Move 2's EN Cost)/2 + 2) * 3
    • 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.
    • 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. 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.
  • All current unique Combination interactions: Removed.
  • OHKO Moves: When used in a Combination, afflicts the user with Cooldown (even if the Combination misses or is blocked).
These changes are intended to reduce the value of certain noteworthy Combinations.

Astonish: If combined with Uproar, the BAP of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18],
the combo cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase.
If combined with Sucker Punch, the BAP of Sucker Punch is increased by one and a half [e.g. 4 + (8 * 0.5) * 1.5]
If combined with Lick, the BAP of the entire combination doubles [e.g. (4 + 4) * 2 = 16].

Barrage: If combined with any "Bomb" (e.g. Egg Bomb, Seed Bomb, Sludge Bomb) move, the BAP of the combining move will be increased by 50% (1.5x)
[e.g. 10 BAP * 1.5 = 15 BAP].
If combined with Bullet Seed, a successful attack will always have 5 hits and every hit will be a critical hit.

Bubble: If combined with Bubble Beam, Bubble Beam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15],
and the combination will always lower the opponent's Speed one (1) Stage.

Confusion: If combined with Psychic, Special Attack Rank restrictions are ignored, the opponent's Special Defense always drops one (1) stage, and the confusion chance is boosted to 30%.

Constrict: If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled.
If combined with Wring Out, the BAP of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28).
If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one.

Cut: If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit.

Dream Eater: If combined with Hypnosis, the combo will succeed if the target is awake.
If combined with Nightmare, the damage done will not trigger any sleep reduction.

Ember: When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 9 * 1.5 = 17.5 BAP].

Fairy Wind: When combined with another Special Fairy Attack, the Base Attack Power of that attack is increased by one and three quarters (1.75x) [e.g Fairy Wind + Dazzling Gleam is 4 + 8 * 1.75 = 18 BAP].

Gust: If combined with Air Cutter, Leaf Tornado, Twister, or a "Wind" move, the BAP of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16]. The BAP will double again if used against a foe in the middle of Bounce or Fly.

Helping Hand: If used on an ally using a combo of two different moves, one move of the user's choice has its power doubled in this way and Helping Hand's energy cost is based on the BAP of this move. If used on an ally using a combo of two of the same move, the entire combo's BAP is increased by 50% and Helping Hand's energy cost is based on the BAP of the combo.

Howl: If Howl is used in a combination, any stat-changes affected by the combination double.

Karate Chop: If combined with Brick Break, Cross Chop, or Dual Chop, the move always scores a critical hit (both hits of Dual Chop).
If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit.

Leafage: When combined with a move with "leaf" in its name, the BAP of the entire combination is multiplied by 1.5× (Leafage + Leafage will only have its BAP mutiplied by 1.5×) and the critical hit stage of the combination is raised by two (2) stages.

Leer: If Leer is used in a combination, stat-changes induced by the combination double. Leer's targeting type does not apply to combos it is used in.

Lick: If combined with Astonish, the BAP of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled.
If combined with Torment, the opponent is always paralyzed (20%) by the combination.

Magnitude: If combined with Bulldoze, each target's speed is lowered by two (2) stages.
If combined with Earthquake, Magnitude's BAP is 2d4+5 instead.

Mean Look: If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep.
If combined with Leer, the foe's Defense will fall two (2) stages.
If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%.

Metal Claw: If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the BAP of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level.

Nightmare: If combined with Hypnosis or Dark Void, the combo will succeed if the target is awake, and will apply one (1) additional Sleep counter.

Peck: If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, Poison Jab, or Beak Blast, the combination will always score a critical hit.

Poison Sting: If combined with Fury Attack or Pin Missile, the attack will always hit 5 times.
If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).

Poison Tail: If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20]

Pound: If combined with a move tagged as #Punch, the BAP of the tagged move is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.]

Powder Snow: If combined with Blizzard, the BAP of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (11 * 1.5) = 20.5]

Rock Smash: If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, including Rock Smash in a same-move combo, it increases the BAP of the combining attack by 50% (1.5x).
If combined with a different "Bone," "Gear," "Rock," or "Whip" move, the BAP of Rock Smash doubles (2x), Rock Smash has 100% Effect Chance instead of 50%, and the attack retains the combining move's contact property. Combinations with multi-hit moves only lower Defense once.

Rock Throw: When combined with another Physical Rock Attack, the BAP of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + (8 * 1.5) = 17 BAP].

Scratch: If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the BAP of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.]

Sludge: If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the BAP of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.]

Smog: If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas).
If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.

Snore: Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2). The user will remain Asleep through the cooldown of the combination, even if it would have been awakened by damage.

Synchronoise: If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 12 + 6 = 18 * 1.5 = 24).
If combined with Screech or Supersonic, the power of the combination doubles (12 * 2 = 24) and has 100% Accuracy.

Tail Whip: If Tail Whip is added to a combination, that combination will have 25% more BAP, but will only be able to affect one foe.

Thunder Shock: When combined with another Special Electric Attack, the BAP of that attack is increased by one and a half (1.5x) [e.g Thunder Shock + Thunderbolt is 4 + 9 * 1.5 = 17.5 BAP].

Twister: If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the BAP of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16]. The BAP will double again if used against a foe in the middle of Bounce, Fly, or Sky Drop.

Vice Grip: If combined with Crabhammer, the combination always scores a critical hit.
If combined with Bite, "Fang" Moves, Crunch, or Guillotine, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase.
If combined with Bind, the damage per action of Bind doubles (x2).

Vine Whip: If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled.
If combined with Grass Knot, Power Whip, or Wring Out, the BAP of the combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 5 + (12 * 1.5) = 23).
If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one.

Water Gun: If combined with Hydro Pump, the BAP of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (11 * 1.5) = 20.5]. The drenched effect will still occur.

Wing Attack: When combined with a different "Air", "Wing", or "Wind" move, the BAP of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17]
  • Combo Type: None.
  • D/E moves will universally have two variations: (Default) and (Evasive).
  • D/E Move (Default): A typical damaging attack with -1 Priority. This version does NOT have Damaging Evasive Properties, and will NOT trigger D/E Clauses. Costs 6 EN.
  • D/E Move (Evasive): Has 4 BAP. Evades at 0 Priority and attacks at -1 Priority. Costs 11 EN. The entirety of the EN cost is paid at the Evasive Step. This version has Damaging Evasive Properties and will trigger D/E Clauses.
  • Shadow Force (Evasive): Has its full BAP value.
Because Combinations are considered the basic answer to D/E moves, the new Combination mechanics necessitate changes to D/E mechanics. The (Evasive) Variation exists as a way to maintain the function of D/E moves while reducing their value. The (Default) Variation exists so that Pokemon that rely on D/E moves for Type Coverage can still use them as such.
  • All Signature Z-Crystals except Aloraichium Z, Eevium Z and Kommonium Z: Can be used twice per battle, and lose all other unique effects.
  • Aloraichium Z, Eevium Z, and Kommonium Z: Can only be used once per battle.
Making unique effects for signature Z-Crystals is difficult and comes with various balance and game design issues. Therefore, most signature Z-Crystals are getting their bonuses standardized. Aloraichium Z, Eevium Z, and Kommonium Z are exempted because they have unique traits that set them apart from generic Z-Moves even without added bonuses.
  • Eject Button: Removed the Dodge effect option.
This change is intended to reduce the all-around flexibility of Eject Button.
  • Iron Ball: When the holder enters battle, this item gains the following effect until after the end of the next Round: “The holder does not leave play due to Phazing effects.”
This change is intended to introduce a strong but time-sensitive answer to Phazing effects.
:ss/voodoom:
Due to buffs received in the CAP Update Process, Voodoom enjoys having a natural Rank 9 Special Attack.

In addition, Voodoom and Voodoll both enjoy the new egg move Sucker Punch.

So What's Next?
  • These changes do not affect matches/RPs/etc started before this post.
  • Resources such as the Player's Handbook and Data Audit will be updated within the next few days. This may take some time. During this ongoing process, you may use this thread as a supplementary rules reference.
  • Updated Movelists are waiting for Pokemon Showdown to update, because Pokemon Showdown is our primary source for movepools. Expect more news in the future.
  • Battle Tree signups are closed temporarily because Tree updates are dependent on movelist updates.
  • The Legend Gauntlet (TLG)will be reopening presently, with the following rules changes:
    • Combinations and D/E Moves will both be allowed in TLG matches, with no deviations from (new) standard rules.
That's all! Have fun battling.
 
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LouisCyphre

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Further Changes
Continuing my tyrannical rampage through outmoded jank no one is currently using, these upcoming tentative changes will pertain to Double Battles.

Covering Commands
Bodyblock and Take Cover will be rebranded as Cover and Hide, and their effects will be modernized to work within current-day BBP.
Cover
The Pokemon leaps in front of a target ally whose Size Class is the same or lower than the user's, hiding that target. All single-target moves directed at the hiding ally will instead target the covering Pokemon for the rest of the action.

Moves that have recoil or crash damage properties, if used by a Pokemon with greater Weight Class than the covering Pokemon, will damage both the covering Pokemon and the hiding Pokemon.

Type: None | Target: Ally | En Cost: 5 | Priority: 0 | Combo Type: None
Hide
The Pokemon leaps behind target ally whose Size Class is the same or greater than the user's and takes cover behind them. All single-target moves directed at the hiding Pokemon will instead hit the covering Pokemon for the rest of the action.

Moves that have recoil or crash damage properties, if used by a Pokemon with greater Weight Class than the covering Pokemon, will damage both the hiding Pokemon and the covering Pokemon.

Type: None | Target: Ally | En Cost: 5 | Priority: 0 | Combo Type: None
Information on these commands:
  • Both Cover and Hide result in a single covering Pokemon and a single hiding Pokemon. The state of being covering or hiding is a knowable quantity of the Pokemon that can be subbed for.
  • Subbing for "IF x is covered by y" and "IF y is hiding behind x" has the same meaning.
  • Subbing for "IF x is covering anyone" or "IF y is hiding" is valid.
  • Only single-target moves are redirected by these commands.
Spread Damage Calculation
In prior incarnations of Doubles, spread moves ruled supreme as the only sensible move choice. Taking a paltry 2-3 BAP off of a move with the *3/4 BAP multiplier currently used does next to nothing compared to STAB, stat advantages, items, and more. They still will, but it's important that single-target damaging moves be sometimes correct.

Damaging moves or combinations that hit multiple targets will deal 2/3rds of the damage that would have normally dealt if they were single-target. This multiplier comes after all other modifiers, even previously-named "final" damage from type items or Expert Belt. Consider it "final-er" then those modifiers.

This modifier is preliminary and may change depending on the needs of Doubles, but we won't know what's needed until people are playing it. So these are going up now.

Season's Beatings 2021
The spread damage changes would be a huge departure from many people's planned runs, so this year's specific Season's Beatings event will be exempted from spread damage changes.

These changes will be effective in only the upcoming Battle Pike tests, for now. They will be made effect for BBP at large some time after Season's Beatings 2021 kicks off, assuming no egregious faults are found.
 
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