Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
An eccentric but harmless Zoroark cosplayer who always seems worried about trivial things. Probably drinks water straight out of the tap. Careful and very finicky. Likes bitter foods but dislikes dry foods.
Attacks (57/108):
Physical (31)
Bulldoze
Bullet Punch
Earthquake
Endeavor
Facade
Fake Out
Feint Attack
Foul Play
Frustration
Giga Impact
Ice Punch
Iron Head
Knock Off
Lick
Low Kick
Metal Burst
Metal Claw
Meteor Mash
Payback
Phantom Force
Play Rough
Rock Slide
Scratch
Shadow Sneak
Shadow Strike
Super Fang
Superpower
Thief
Throat Chop
Thunder Punch
U-Turn
Special (1)
Shadow Ball
Other (25)
Copycat
Curse
Defog
Double Team
Endure
Feather Dance
Imprison
Iron Defense
Magic Coat
Odor Sleuth
Pain Split
Protect
Psycho Shift
Rest
Roar
Role Play
Safeguard
Sleep Talk
Tail Whip
Taunt
Telekinesis
Torment
Trick
Will-O-Wisp
Yawn
Attacks (49):
Physical (12)
Aqua Jet
Bide
Brick Break
Covet
Dive
Drill Peck
Fury Attack
Knock Off
Liquidation
Metal Claw
Peck
Pound
Tackle
Throat Chop
Special (18)
Blizzard
Brine
Bubble
Bubble Beam
Flash Cannon
Grass Knot
Hidden Power (Fire)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Mud-Slap
Scald
Signal Beam
Snore
Surf
Water Pledge
Whirlpool
Other (19)
Agility
Aqua Ring
Defog
Double Team
Endure
Feather Dance
Growl
Iron Defense
Mist
Protect
Rain Dance
Rest
Roar
Sleep Talk
Stealth Rock
Substitute
Toxic
Water Sport
Yawn
Naviathan (Olive) (Female)
Type: Water / Steel Ability: Guts / Heatproof / Light Metal (UNLOCKED)
Attacks (49):
Physical (35)
Aerial Ace
Aqua Tail
Avalanche
Body Slam
Brick Break
Brutal Swing
Bulldoze
Counter
Dig
Double-Edge
Earthquake
Endeavor
Fire Punch
Giga Impact
Headbutt
Head Smash
Heavy Slam
Ice Punch
Iron Head
Iron Tail
Low Kick
Metal Burst
Metal Claw
Payback
Power-Up Punch
Reversal
Rock Slide
Rock Tomb
Shadow Claw
Smack Down
Smart Strike
Superpower
Tackle
Take Down
Thunder Punch
Special (1)
Mud-Slap
Other (13)
Block
Endure
Harden
Iron Defense
Magnet Rise
Protect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Thunder Wave
Toxic
Attacks (38):
Physical (21)
Aqua Tail
Bind
Dig
Double-Edge
Dragon Tail
Earthquake
Explosion
Fire Fang
Giga Impact
Gyro Ball
Heavy Slam
Ice Fang
Payback
Rock Slide
Rock Throw
Rage
Rock Tomb
Slam
Smack Down
Tackle
Thunder Fang
Special (2)
Dragon Breath
Mud-Slap
Other (15)
Autotomize
Block
Curse
Endure
Harden
Mud Sport
Protect
Rest
Roar
Rock Polish
Sandstorm
Screech
Stealth Rock
Taunt
Wide Guard
Cawmodore (Cap) (Female) Types: Steel/Flying
Abilities:
Intimidate / Volt Absorb / Big Pecks (UNLOCKED)
Attacks (62/95):
Physical (28)
Aqua Tail
Brick Break
Covet
Dig
Dizzy Punch
Double-Edge
Fire Punch
Focus Punch
Frustration
Fury Swipes
Giga Impact
Ice Punch
Iron Tail
Knock Off
Last Resort
Pursuit
Quick Attack
Return
Reversal
Rollout
Scratch
Shadow Claw
Slam
Sucker Punch
Super Fang
Tackle
Thunder Punch
U-Turn
Special (17)
Blizzard
Charge Beam
Flamethrower
Focus Blast
Grass Knot
Hyper Beam
Hyper Voice
Ice Beam
Mud-Slap
Shadow Ball
Solar Beam
Surf
Swift
Thunder
Thunderbolt
Water Pulse
Whirlpool
Other (19)
Attract
Amnesia
Assist
Baton Pass
Defense Curl
Endure
Focus Energy
Follow Me
Foresight
Helping Hand
Me First
Mimic
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Sunny Day
Toxic
Eevee (Clay) (Male)
Types: Normal
Abilities:
Run Away / Adaptability / Anticipation (UNLOCKED)
Attacks (25):
Physical (14)
Bite
Body Slam
Bulldoze
Dig
Earthquake
Fire Fang
Ice Fang
Iron Tail
Revenge
Rock Slide
Superpower
Tackle
Take Down
Thunder Fang
Special (1)
Sand Tomb
Other (8)
Endure
Protect
Sand Attack
Slack Off
Sleep Talk
Stealth Rock
Whirlwind
Yawn
Attacks:
Level Up
Amnesia
Belly Drum
Body Slam
Chip Away
Crunch
Defense Curl
Giga Impact
Headbutt
Heavy Slam
High Horsepower
Last Resort
Lick
Metronome
Odor Sleuth
Recycle
Screech
Snatch
Tackle
Yawn
Egg
Counter
Double-Edge
Self-Destruct
Substitute
Whirlwind
Zen Headbutt
Attacks:
Level-Up
Bounce
Bubble
Extrasensory
Fling
Growl
Haze
Hydro Pump
Lick
Mat Block
Night Slash
Pound
Quick Attack
Role Play
Round
Shadow Sneak
Smokescreen
Spikes
Substitute
Water Pulse
Water Shuriken
Egg
Camouflage
Mud Sport
Power-Up Punch
Toxic Spikes
Water Sport
Attacks (MAXXED/80): Physical (17):
Covet
Cut
Facade
Fire Punch
Flame Charge
Foul Play
Frustration
Giga Impact
Iron Tail
Low Kick
Power-Up Punch
Return
Scratch
Secret Power
Thief
Thunder Punch
Zen Headbutt
Special (25):
Blast Burn
Dazzling Gleam
Dream Eater
Echoed Voice
Ember
Fire Blast
Fire Pledge
Fire Spin
Flamethrower
Future Sight
Grass Knot
Heat Wave
Hidden Power (Fighting)
Hyper Beam
Incinerate
Mystical Fire
Overheat
Psybeam
Psychic
Psyshock
Round
Shadow Ball
Shock Wave
Signal Beam
Solar Beam
Other (38):
Ally Switch
Attract
Calm Mind
Confide
Double Team
Embargo
Howl
Hypnosis
Laser Focus
Light Screen
Lucky Chant
Magic Coat
Magic Room
Protect
Psychic Terrain
Psych Up
Rain Dance
Recycle
Rest
Role Play
Safeguard
Skill Swap
Sleep Talk
Snatch
Snore
Substitute
Sunny Day
Swagger
Switcheroo
Tail Whip
Telekinesis
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Work Up
[Damage Formula]
Final Damage = [(Base Attack Power * BAP Modifier + STAB + Critical Hit + Stat Rank Bonus + BAP Adjustment) * Type Effectiveness] + (Combat Stage Difference * 2) + Additional Damage [Base Attack Power]
Base Attack Power (or BAP) as listed in the description of each move goes here
[BAP Modifier]
Any effects or game rules that apply a multiplier to Base Attack Power (e.g. Water Bubble, having two or more targets, Light Screen, etc.)
If no effects apply a multiplier to Base Attack Power, this value is 1.
[STAB]
If a move shares a type with the user, this value is 3. Otherwise it is 0.
[Critical Hits]
If the move scores a critical hit, this value is 3. Otherwise it is 0.
Multi-hit moves have special rules regarding critical hits, detailed in their section.
Light Screen, Reflect, and Aurora Veil are ignored when a move scores a critical hit.
The chance for a move to score a critical hit can be boosted.
0 Boosts: 1/24 (4.16%)
1 Boost: 1/8 (12.5%)
2 Boosts: 1/2 (50%)
3+ Boosts: will always crit.
[Stat Rank Bonus]
(User's Attack Rank - Target's Defense Rank).
Use the Attack and Defense Ranks for physical attacks, and the Special Attack and Special Defense rank for special attacks.
[BAP Adjustment]
Any effects that add or subtract BAP are applied here (e.g. Burn, Life Orb, Iron Fist, etc.).
[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 alters a move's Damage, that change is inserted into the Additional Damage Field of the damage formula.
[Attachments]
Attachments are special items that allow a Pokemon to use different forms (e.g. Rotom Appliances, Pikachu Costumes, Reveal Glass).
A Pokemon can equip an attachment in addition to any items allowed in the battle's rules.
Attachments can not be removed or nullified in any way.
If a Pokemon has an attachment and no other item, it is considered unequipped.
Only one attachment can be equipped at a time
[Consumable Items]
Consumable Items are used when certain conditions are met, and have a finite number of uses.
Unless otherwise stated, a trainer keeps any consumables regardless of whether they were used.
[Targeting]
Although rarely relevant in singles battles, Targeting is crucial to doubles and triples matches. Each move or command has a Target Type which determines what and how many Pokemon it can target.
User: The move only targets the user.
Ally: The move can target any ally, but not the user.
User or Ally: The move can either target the user or an ally.
Any Single Target: The move can target any Pokemon, other than the user.
Up to 3 Targets: The move targets exactly three Opponents. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them. If the move has more than one target, its 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.
[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
[Damaging Evasive Moves]
Some move descriptions say that a move has Damaging Evasive properties. These moves are called Damaging Evasive moves (D/E moves). They are two-phase moves. First, the user enters an Evasive state. During this Evasive state, the user avoids most attacks. Secondly, the user emerges from its Evasive state to attack the opponent. Trainers may order their Pokemon to delay the attack timing.
D/E Moves must be performed with one of the two modifiers:
(Default): The user enters the Evasive state at +0 Priority and pays the move's Evasive EN cost. Then, the user attacks at -1 Priority the same action, and pays the move's Attacking EN cost. Only apply STAB EN Cost reduction to the attacking phase.
(Suspend): The user enters the Evasive state at +0 Priority and pays the move's Evasive EN cost. It remains in the Evasive state until its next turn. In Switch=OK battles, Pokemon in the Evasive state between rounds cannot leave the field through any means. D/E (Suspend) moves cannot be used in Combinations. If a Pokemon starts its turn in the Evasive phase, it must perform one of the following moves:
Same move (Suspend): The user will remain in the Evasive state until next turn and pay the move's Evasive EN cost.
Same move (Default): The user attacks at +0 Priority and pays the sum value of the move's Evasive and Attacking EN costs (only apply STAB EN Cost reduction once). This version can be used in a Combination.
Any other attempted action will fail and will cause the user to exit the Evasive state.
When calculating Consecutive EN Cost, treat the (Default) and (Suspend) versions as two different moves.
[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:A combination of two moves must be logically and thematically 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.
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%).
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:
Set: Typing is such a fixed part of this attack it will override all other types.
Force: Typing defines the attack to such an extent it will override elements.
Elemental: Typing defines the attack as imbued with an elemental property.
Passive: Typing is part of the attack but is not definitive in its use.
Deferring: This attack is easily redefined by the qualities of other attacks.
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:
Healing Wish and Lunar Dance restore HP.
Entry hazards like Stealth Rock take effect in the order they were set up.
Trigger abilities that automatically activate when the Pokemon enters play activate.
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:
Any Chance Clause Substitutions that are not explicitly written otherwise are checked to see if said Substitutions should be triggered.
Turn order is decided.
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:
Check if the remaining duration of the Pokemon's sleep, freeze, confusion or infatuation is at 0, and end the status if it is.
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:
If the Pokemon knocked out a Pokemon that used Destiny Bond, Destiny Bond deals damage.
All ongoing effects on the Pokemon with a duration given in actions that are not specified elsewhere have their remaining duration lowered by 1.
If the Pokemon hit itself in confusion, confusion duration is lowered by an additional 1.
If the Pokemon failed to act due to infatuation, infatuation duration is lowered by an additional 1.
If the Pokemon was fully paralyzed, paralysis stage drops to the next lowest level, and paralysis is cured if it reaches 0%.
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.
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.
If the Pokemon dealt sufficient damage to a confused Pokemon, the confused Pokemon's remaining confusion duration drops to 0.
If the Pokemon dealt sufficient damage to an infatuated Pokemon, the infatuated Pokemon's remaining infatuation duration is reduced by 1.
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:
Rest's healing occurs and its remaining duration is lowered by 1.
All weather-based damage and healing occurs.
Future Sight and Doom Desire deal damage.
Wish restores HP.
Damage from the combination of Fire Pledge and Grass Pledge occurs.
Leftovers and Black Sludge restore HP or deal damage.
Aqua Ring and Ingrain restore HP.
Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
Poison and burn damage occurs as does Poison Heal's HP restoration.
Nightmare deals damage and drains energy.
Damage from Ghost Curse occurs.
Damage from partial trapping moves like Wrap occurs.
Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
Bad Dreams deals damage and drains energy.
Sticky Barb's damage occurs.
[End of Round]
The following effects occur after the last action of the round:
Weather duration (other than Fog) is lowered by 1.
Status effect removal due to Shed Skin and Healer occurs.
Perish Song counter decreases by 1 and any Pokemon with a Perish Song counter of 0 are knocked out.
All ongoing effects with a duration given in rounds that are not specified elsewhere have their remaining duration lowered by 1.
Paralysis stage on all Pokemon drops to the next lowest level, and paralysis is cured on all Pokemon whose paralysis stage drops to 0%.
Stat boosts and drops that are due to decay do so.
Speed Boost, Harvest and Moody activate.
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.
[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: By default, 3 for Singles battles and 2 for larger formats.
Disqualification (DQ) Time: The time expected between the posting of attacks and the ref's interpretation of the battle. Refs are expected to post within the DQ period. Opponents who do not post within the DQ period are disqualified and the match goes to whichever player posted last. If extenuating circumstances come up, PM the ref and your opponent for a suspension. The standard DQ time is usually between 3-7 days to account for the ref and battlers schedules.
Restricted Moves:Standard restrictions are Two uses of recovery moves and 5 chills. Other moves may be restricted at the Seeker's discretion however, or mutually agreed upon by both sides.
Recovery moves are tagged as #Recovery in the Data Audit.
Arenas: Arenas have the most far-reaching consequences for a match and can have any attribute the designer wishes, including structural move restrictions. It is assumed that when a Challenger accepts a Seeker's challenge, they agree to the Arena and any of its inherent traits/restrictions/effects. Arenas can be simple or complex.
Switch Method:
Switch = KO:Pokemon cannot be switched out during battle.
Moves that would initiate a switch effect on either side do not activate that effect. Instead they have been given descriptions for what they do in a non-switching battle on each Attack.
Switch = OK:At the end of each round, 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. [Dynamax/Gigantamax]
Dynamax and Gigantamax are not officially implemented in BBP due to balance and compatibility concerns. In casual matches, players may agree to modify the rules as they see fit. [After a KO]
If all Pokemon on one side of the field are Knocked Out, one lot of end-of-action and end-of-round effects like poison damage and Sandstorm damage occurs, and then it's time for anyone with a knocked out Pokemon to swap it out for one on the bench. If all Pokemon on one side has fainted but some Pokemon on the other side have not acted yet, then those Pokemon will still act as normal. If a move one of them uses exclusively targets the other side, then that Pokemon's attack fails and energy is expended.
If it's only one player who needs to replace a fainted Pokemon, that player does so and then normal battle flow is resumed. Replacing a fainted Pokemon does not alter who orders first and who orders second. 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]
Training Counters (TC):A currency that represents the Trainer's experience and skill in handling Pokemon. It is used to strengthen Pokemon you own. It is awarded for battling.
Advancing a Pokemon from Stage 1 to Stage 2, or from Stage 2 to Stage 3, costs 1 TC.
TC can be spent on any Pokemon.
Rental Counters (RC): A currency that can be spent to purchase new Pokemon or Items. It is awarded for either battling or reffing. Prices for Items can be found in the Data Audit or by using the %item command in Discord.
Pokemon cost 4 RC each.
Evolved Pokemon, Legendary Pokemon, Ultra Beasts, and certain Event Pokemon cannot be purchased with RC.
Judge Counters (JC): A currency used to compensate refs. Entering battles that you do not ref, as well as entering certain Facilities, costs JC. It is awarded for reffing.
Entering a battle that is not self-reffed costs 4 JC.
Entering a self-reffed battle you do not self-ref costs 2 JC.
Entering a battle you self-ref (or double-self-ref) does not cost JC.
JC costs for Facilities vary.
[Counter Payout Rates]
TC Reward: Total number of Pokemon on the smallest team.
For example, a 3v3 Singles Battle, a 3v3 Doubles Battle, and a 3v6 Singles Battle all award 3 TC each.
Battlers are awarded TC whether they win or lose.
Refs are not awarded TC.
If a battler is disqualified or forfeits, that player is not awarded any TC.
RC Reward: Total number of Pokemon on the smallest team.
Battlers and Refs are both awarded RC.
Self-Refs are awarded RC twice: once as a battler and once as a ref.
If the battle was NOT self-reffed, award additional RC according to the Bonus RC Formula:
Bonus RC Formula: (Number of Rounds)-(3*(total mons on smallest team))
If the result is negative, the Bonus RC award is zero.
If a Subref is requested by the original referee, or a post in Leave of Absence necessitates a subref, the original referee and subref receive RC based on how much of the battle they refereed.
Subref Payout Formula: Total RC payout (Included Bonus RC) * (Rounds this ref reffed / Rounds in the entire battle)
If neither of the above criteria are met, the subref receives all RC for the battle.
RC awards are capped at 100. In matches involving more than two players, RC awards are capped at 50.
JC Formula:(sum of JC paid by all battlers) + (total mons on smallest team) – 1
If the result is negative, the JC award is zero.
Refs are awarded JC.
Battlers are not awarded JC.
If a battle ends with battler DQ or forfeit, all remaining battlers are refunded half of the JC they paid (rounded down), the value of which is deducted from ref payment. If this happens, calculate ref payment using the following formula:
(sum of JC paid by all battlers) - (JC refunded) + [(number of Pokemon sent out in fully reffed rounds)/(number of players)] – 1, rounded down.
If the result is negative, the JC award is zero.
If a Subref is requested by the original referee, or a post in Leave of Absence necessitates a subref, the original referee and subref receive JC based on how much of the battle they refereed.
Subref Payout Formula: Total JC payout (after refunds) * (Rounds this ref reffed / Rounds in the entire battle)
If neither of the above criteria are met, the subref receives all JC for the battle.
JC awards are capped at 100. In matches involving more than two players, JC awards are capped at 50.
[Double-Self-Reffing]
All battlers in a battle may agree to double-self-ref the battle. In that case, each battler is responsible for self-reffing only the rounds in which they order last. They are all treated as self-refs: their JC fees are waived, and they are all paid in full for reffing.
(achievement) 5* - Unlocks Mechanics: Z-Crystals, Mega Stones, Dynamax/G-Max
A Pokemon can progress from Stage 1* to Stage 2* by spending 1 TC.
A Pokemon can progress from Stage 2* to Stage 3* by spending 1 TC.
A Pokemon can progress to Stage 4* or to Stage 5* through achievement in Gym Battles, TLRs, or Battle Hall challenges.
[Type]
Each Pokemon has no more than two types.
Each type caries with it weaknesses, resistances, and immunities to moves of other types. This is covered in the appendix.
[Abilities]
Each Pokemon naturally has one to three abilities, and many also have a Hidden ability.
Each Pokemon's Hidden Ability starts off locked and unusable, and can be unlocked by reaching Stage 2.
Alternatively, a Trainer may choose to not unlock the Hidden Ability upon reaching Stage 2.
Hidden Abilities 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 %stats command on discord.
Rank
Min. Stat
Max. Stat
HP Value
1
0
24
60
2
25
49
70
3
50
74
80
4
75
99
90
5
100
124
100
6
125
149
110
7
150
174
115
8
175
199
120
9
200
224
125
10
225
-
130
[Natures]
When a Pokemon is purchased, its Nature is Serious (no change).
When a Pokemon reaches Stage 4*, 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 0.1.
Speed lowering natures divide the Pokemon's speed by 1.15 (rounded down) and increase the accuracy of moves targeting it by 0.1.
If a nature boosts and reduced the same stat, there is no change.
A Pokemon's Nature can be changed (at Stage 4* and above) for 4RC.
Code:
Nature Boosted Stat Reduced Stat
Hardy Attack Attack
Lonely Attack Defense
Adamant Attack Special Attack
Naughty Attack Special Defense
Brave Attack Speed
Bold Defense Attack
Docile Defense Defense
Impish Defense Special Attack
Lax Defense Special Defense
Relaxed Defense Speed
Modest Special Attack Attack
Mild Special Attack Defense
Bashful Special Attack Special Attack
Rash Special Attack Special Defense
Quiet Special Attack Speed
Calm Special Defense Attack
Gentle Special Defense Defense
Careful Special Defense Special Attack
Quirky Special Defense Special Defense
Sassy Special Defense Speed
Timid Speed Attack
Hasty Speed Defense
Jolly Speed Special Attack
Naive Speed Special Defense
Serious Speed Speed
[Size and Weight Class]
Some Items, Abilities, Moves, and Commands refer to size and weight classes. These are based on the Pokemon's height and weight according to it Pokedex entry compared to the tables below. Each Pokemon's size and weight class can be found in the Data Audit or with the %stats command in discord.
Each Pokemon is able to learn all moves it is able to learn in the main series games, as well as all moves its pre-evolutions can learn. This includes Event exclusive moves.
Regional forms with non-regional form pre-evolutions (Exeggutor, Marowak, and Raichu, for example) can learn moves from their pre-evolutions regardless of whether they can in the Main Series games.
The Stage of a Pokemon determines which of its moves are available to it.
There is no limit to the number of moves a Pokemon can know at once.
[Starting Moves]
Each Pokemon begins at Stage 1* knowing all moves it can learn through Level-Up, across all generations.
[Unique Pokemon] [Unown]
To make up for its tiny movepool, Unown has a unique version of Hidden Power.
When Unown uses Hidden Power select a Type and a Base Attack Power from 4 to 7. The energy cost to use Hidden Power is 3 less than the Base Attack Power.
STAB Energy Cost Reduction does not apply to Hidden Power when used by Unown.
Each type of hidden power is treated as a different move for the purposes of the consecutive energy cost penalty, 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 at Stage 1* with 5 instances of Sketch. When progressing to Stage 2*, 3*, or 4*, it gains 5 more instances of Sketch, bringing the total to 20 instances at Stage 4*.
Necturine and Necturna can have exactly one instance of Sketch or Sketched move (but not both).
Each instance of Sketch can be replaced with a move that another Pokemon you own knows.
All the Pokemon's instances of Sketch (and moves learned by Sketch) can be replaced for free when purchasing the Pokemon, or when increasing its Stage.
At any other time, you may pay 4 RC to edit all the Pokemon's instances of Sketch (and moves learned by Sketch) at once.
[Shedinja]
When a Nincada evolves, its owner receives both a Ninjask and a Shedinja.
Both the Ninjask and Shedinja receive the same Stages from the Nincada.
For the purposes of determining movepool, Shedinja is considered an evolution of Ninjask.
[Rotom]
Rotom is purchased as an Electric and Ghost type, to access its other forms its owner must have the corresponding appliance item.
Rotom can use the Enter Appliance and Exit Appliance Commands to change form.
If sent out with an Appliance attachment, Rotom begins already entered in it.
Rotom can only enter or exit the appliance it was sent out in, or appliances available via arena effect.
[Battle Bond]
Greninja with Battle Bond is considered a separate form from Greninja without battle bond.
Greninja with Battle Bond is not considered an evolution of Froakie or Frogadier, does not learn any egg moves, and can't learn any moves Greninja can only learn in Gen 6. It can not be Purchased on the Prize Claiming Thread.
Greninja without battle bond is obtained through evolving a Frogadier.
[Oricorio]
Trainers are able to chose which form of Oricorio they wish to use when they first send it out each battle. Oricorio can not change forms in battle.
[Zygarde]
Trainers are able to chose whether they wish to use Zygarde 10% or 50% when they first send it out each battle. Zygarde can not change forms in battle except through the use of the Power Construct Ability.
All Zygarde have both Aura Break and Power Construct.
[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, 12 RC, and 12 JC. [Trainer Profile Template]
This is a sample template of a trainer profile, feel free to modify the formatting however you choose so long as all the information is intact. Sample A is the sample format while Sample B is an example of getting more creative.
Code:
[B]Trainer Name:[/B] Name. This can be your username, your name in real life, or some fancy name like Trogdor the Burninator.
[B]Pokemon Team:[/B] The species of each of your Pokemon.
[B]W/L/T:[/B] Wins/Losses/Ties. This is optional.
[B]Rental Counters:[/B] Number of RC you currently have. You start with 12 to get your first two or three Pokemon with.
[B]Training Counters:[/B] Number of TC you currently have. This will always start at 0.
[B]Judge Counters:[/B] Number of JC you currently have. You start with 12 to enter your first few battles with.
[B]Current Battles:[/B]
A list of all the battles you are currently in, which will obviously be none when you start.
You can only be in up to three friendly matches at a time.
[B]Battle History:[/B]
A list of all the battles you have won, lost and tied in. You may arrange these however you like.
[B]Items:[/B]
A list of all the items you have. You start with no items.
As you battle more and earn more counters, you can obtain items.
When this happens, you may want to separate items into categories like Berries, Other Consumables, etc.
[B]Key Items:[/B]
A list of special items like gym badges, raid items, and any other item that one does not simply purchase whenever they like.
[B]Prize Claims:[/B]
Links to all approved prize claims since the opening of the Registration and Prize Claiming forum.
Trainer Name: They Pokemon Team: Happiny, Baltoy, Nincada W/L/T: 0/1/0
[Pokemon Profile Templates]
Below are two sample template of a trainer profile, some flexibility is allowed in formatting and layout but for the most part you shouldn't stray too far from a template. [Basic Profile Template]
This template is perfect for starting trainers, and doesn't require much upkeep beyond adding in new moves. It's simple, effective, and shouldn't cause problems for anybody.
Code:
[HIDE=Nickname the Pokemon]
[IMG]A sprite of the Pokemon that should be no larger than 96 x 96 pixels[/IMG]
Pokemon [Nickname] (Gender)
Stage 1*
[B]Types:[/B] Type 1/Type 2
[B]Abilities:[/B]
Ability 1 / Ability 2 / Ability (H or UNLOCKED)
[B]Nature:[/B] Nature (+Boosted stat, -Reduced stat)
[B]Stats:[/B]
HP: Value
Atk: Rank
Def: Rank
SpA: Rank
SpD: Rank
Spe: Value (Accuracy boost or evasion drop if Speed-adjusting nature)
Size Class: #
Weight Class: #
[B]Attacks (Current move total):
Level Up[/B]
Move 1
Move 2
Move 3
[B]Egg
TM/HM
Tutor
Other[/B][/HIDE]
[Streamlined Profile Template]
This is a more visually streamlined and stylish template, but does require more care with the layout and BBcode compared to the above. It's not particularly difficult to maintain, but you can accidentally throw off the formatting when evolving a Pokemon.
Code:
[hide=Nickname | Species]
[IMG]A sprite of the Pokemon that should be no larger than 96 x 96 pixels[/IMG][IMG]https://magic.wizards.com/sites/mtg/files/images/featured/INV_SetIcon.png[/IMG]
[SIZE=6][B]Nickname[/B] |[/SIZE][SIZE=4] Species[/SIZE][SIZE=7] (Gender)[/SIZE]
[SIZE=4][B][Stage]
[Type][/B][/SIZE]
[INDENT]Type A | Type B[/INDENT]
[SIZE=4][B][Abilities][/B][/SIZE]
[INDENT]Ability A | Ability B | Hidden Ability (Locked/Unlocked)[/INDENT]
[SIZE=4][B][Nature][/B][/SIZE]
[INDENT]Nature (+Stat Boost, -Stat Reduction)[/INDENT]
[SIZE=4][B][Stats][/B][/SIZE]
[INDENT]HP: Value[/INDENT]
[INDENT]Atk: Rank[/INDENT]
[INDENT]Def: Rank[/INDENT]
[INDENT]SpA: Rank[/INDENT]
[INDENT]SpD: Rank[/INDENT]
[INDENT]Spe: Value (Accuracy boost or evasion drop if Speed-adjusting nature)[/INDENT]
[INDENT]Size Class: #[/INDENT]
[INDENT]Weight Class: #[/INDENT]
[SIZE=4][B][Learned Moves][/B][/SIZE]
[INDENT][(Current move total)|(Maximum Potential Moves)][/INDENT]
[INDENT][Level-Up][/INDENT]
[INDENT]Move 1[/INDENT]
[INDENT]Move 2[/INDENT]
[INDENT]Move 3[/INDENT]
[INDENT][Egg][/INDENT]
[INDENT][Tutor][/INDENT]
[INDENT][TM/HM][/INDENT]
[INDENT][Event/Error][/INDENT]
[/hide]
[Sample Profiles]
The first sample is an example of the Basic template, the second sample is an example of the Streamlined template, and the third sample is an example of someone putting way too much effort into their profiles but an example of some of the liberties you can take as well as an example of handling an Alternate form.
[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.