JJayyFeather
Drifting~
hehe I suppose it's finally time for this :p
Legend Hunts
Heard you liked Legendary Pokemon? In fact, you probably want to get your hands on your favorite one. Maybe like this bad boy?
Or this one?
Or maybe even thiiiiiiis one?
Okay maybe I'm kidding about that last one. Check with me in some massive amount of time. But now that I have your interest, welcome to Legend Hunts, the spiritual reincarnation of The Legend Run. Sorry to the veterans who were hoping that this was just a retuned TLR setup, but we've redone the whole everything this time, and you're time to try it out!
Now to answer the obvious question: Will I get to keep the Legendary if I win in this test?
A: Yes.
Now onto the rules of the test and the data.
Combat
This is an activity where you will bring 3 Pokemon, and all 3 of your Pokemon will be active at once.
Chills: Infinite
Recoveries: Infinite
Substitutions: 2 per Pokemon, 3 for the Legendary
Items: ON
Abilities: ALL
Switch: KO
- Legendary always orders last.
- Legendary has infinite energy.
Signature Actions
Legendaries are allowed once per round to use one of their Signature Actions at the end of any of the Player's Pokemon's turns.
- Enrage: Cannot be ordered via this method. Used only for stuff revolving around Capture Phases
- Recharge X: X rounds need to pass after the round this action was last used in order for it to be usable again.
Capture
Hybrid RNG + Entropy system: A roll is made based on a series of factors, and based on the result, the Legendary is either captured or has a higher success rate on the next attempt.
Capture Phases are initiated when the Legendary is reduced to 0 HP. Each of the Challenger’s Pokemon may make 1 action, and then the Challenger may toss up to 3 balls. When a total of 3 balls have been thrown or a total of 2 Capture Phases have passed, the Legendary enrages, immediately using its Enrage Signature Move and then ending the Capture Phase. From this point forward, the Legendary uses its Enrage Signature Move after every thrown ball if it is not captured. If a Capture Phase ends and no balls were thrown during it, the Legendary uses its Enrage Signature Move. On enrage or Capture Phase end, the Legendary revives with 50% of its max HP.
Enrage
Enraged Legendaries do not lose actions to any source, such as Vice Grip or Sleep. Those statuses may still be applied.
Enraging Legendaries gain a bonus when they enrage, as well as every time a Capture Phase ends while they are enraged. For clarity’s sake, cannot proc twice the round the Legendary enrages.
Poke Balls
Poke Ball: +0% Capture Chance
Great Ball: +5% Capture Chance
Ultra Ball: +10% Capture Chance
Luxury Ball: +0% Capture Chance, +2 TC if this ball captures a Pokemon
Items
Backpack
2 Potion
1 Super Potion
1 Full Heal
∞ Poke Ball
Listing
Potion: Restore 20 HP to 1 target
Super Potion: Restore 40 HP to 1 target
Hyper Potion: Restore 60 HP to 1 target
Ether: Restore 20 EN to 1 target
Elixir: Restore 20 EN to up to 3 targets
Max Potion: Restore 20 HP to up to 3 targets
Full Restore: Restore 20 HP to and remove all Status Conditions from up to 3 targets
Full Heal: Remove all Status Conditions from 1 target
Items are ordered when the Challenger orders for the round. The trainer uses the item without consuming any of their Pokemon’s actions at the start of the round, before anything else in round occurs.
Legend Hunts
Heard you liked Legendary Pokemon? In fact, you probably want to get your hands on your favorite one. Maybe like this bad boy?
Or this one?
Or maybe even thiiiiiiis one?
Okay maybe I'm kidding about that last one. Check with me in some massive amount of time. But now that I have your interest, welcome to Legend Hunts, the spiritual reincarnation of The Legend Run. Sorry to the veterans who were hoping that this was just a retuned TLR setup, but we've redone the whole everything this time, and you're time to try it out!
Now to answer the obvious question: Will I get to keep the Legendary if I win in this test?
A: Yes.
Now onto the rules of the test and the data.
Combat
This is an activity where you will bring 3 Pokemon, and all 3 of your Pokemon will be active at once.
Chills: Infinite
Recoveries: Infinite
Substitutions: 2 per Pokemon, 3 for the Legendary
Items: ON
Abilities: ALL
Switch: KO
- Legendary always orders last.
- Legendary has infinite energy.
Signature Actions
Legendaries are allowed once per round to use one of their Signature Actions at the end of any of the Player's Pokemon's turns.
- Enrage: Cannot be ordered via this method. Used only for stuff revolving around Capture Phases
- Recharge X: X rounds need to pass after the round this action was last used in order for it to be usable again.
Capture
Hybrid RNG + Entropy system: A roll is made based on a series of factors, and based on the result, the Legendary is either captured or has a higher success rate on the next attempt.
Base Capture Chance (Heroic): 30% (300/1000)
Isolated: If the Legendary has no allied Pokemon, double the capture chance.
Major Status: If the Legendary is under the effects of a Major Status, add 10% to the capture chance per Major Status
Minor Status: If the Legendary is under the effects of a Minor Status, add 5% to the capture chance.
Phase #: If this is not the first Capture Phase, add 15% to the capture chance for each previous capture chance.
Duration: For every 3 rounds that have passed, Capture Phases not included, add 5% to the capture chance
Enrage: If the Legendary is enraged, add 25% to the capture chance.
KO'd Allies: For each KO’d ally Pokemon, add 5% to the capture chance.
Attempt #: For each ball previously thrown in this Capture Phase, add 5% to the capture chance.
Calculation: ([Base Chance] + [Ball’s Chance] + [Major/Minor Status] + [Enrage] + [KO’d Allies]) × [Isolated] + [Duration] + [Phase #] + [Attempt #]
Isolated: If the Legendary has no allied Pokemon, double the capture chance.
Major Status: If the Legendary is under the effects of a Major Status, add 10% to the capture chance per Major Status
Minor Status: If the Legendary is under the effects of a Minor Status, add 5% to the capture chance.
Phase #: If this is not the first Capture Phase, add 15% to the capture chance for each previous capture chance.
Duration: For every 3 rounds that have passed, Capture Phases not included, add 5% to the capture chance
Enrage: If the Legendary is enraged, add 25% to the capture chance.
KO'd Allies: For each KO’d ally Pokemon, add 5% to the capture chance.
Attempt #: For each ball previously thrown in this Capture Phase, add 5% to the capture chance.
Calculation: ([Base Chance] + [Ball’s Chance] + [Major/Minor Status] + [Enrage] + [KO’d Allies]) × [Isolated] + [Duration] + [Phase #] + [Attempt #]
Capture Phases are initiated when the Legendary is reduced to 0 HP. Each of the Challenger’s Pokemon may make 1 action, and then the Challenger may toss up to 3 balls. When a total of 3 balls have been thrown or a total of 2 Capture Phases have passed, the Legendary enrages, immediately using its Enrage Signature Move and then ending the Capture Phase. From this point forward, the Legendary uses its Enrage Signature Move after every thrown ball if it is not captured. If a Capture Phase ends and no balls were thrown during it, the Legendary uses its Enrage Signature Move. On enrage or Capture Phase end, the Legendary revives with 50% of its max HP.
Enrage
Enraged Legendaries do not lose actions to any source, such as Vice Grip or Sleep. Those statuses may still be applied.
Enraging Legendaries gain a bonus when they enrage, as well as every time a Capture Phase ends while they are enraged. For clarity’s sake, cannot proc twice the round the Legendary enrages.
Poke Balls
Poke Ball: +0% Capture Chance
Great Ball: +5% Capture Chance
Ultra Ball: +10% Capture Chance
Luxury Ball: +0% Capture Chance, +2 TC if this ball captures a Pokemon
Items
Backpack
2 Potion
1 Super Potion
1 Full Heal
∞ Poke Ball
Listing
Potion: Restore 20 HP to 1 target
Super Potion: Restore 40 HP to 1 target
Hyper Potion: Restore 60 HP to 1 target
Ether: Restore 20 EN to 1 target
Elixir: Restore 20 EN to up to 3 targets
Max Potion: Restore 20 HP to up to 3 targets
Full Restore: Restore 20 HP to and remove all Status Conditions from up to 3 targets
Full Heal: Remove all Status Conditions from 1 target
Items are ordered when the Challenger orders for the round. The trainer uses the item without consuming any of their Pokemon’s actions at the start of the round, before anything else in round occurs.
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