Data The Battle Tree (MK V) - Preview & Collaboration

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
grahhhhhh

Articuno
Ice/Flying
Pressure, Snow Cloak
95/6/7/7/9/85

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Articuno's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mountain Breeze] On hit, Articuno's Ancient Power creates Tailwind's unique status on Articuno's side of the field. While Articuno is in play: The first damaging move used each turn has a minimum type effectiveness of 1x.
Mode 3: [Chilly Wings] When Articuno is hit super effectively by an attack, the weather becomes Snow for two (2) rounds. While the weather is Snow: Articuno's Flying-type attacks have +1 priority, and Articuno's Ice-type attacks place an additional Frost marker on the defender (in addition to their usual effects).
Mode 4: [Frozen Drop] When Articuno uses an Ice-type move, the weather becomes Snow for two (2) rounds. While Articuno is in play: At the end of the round, if the weather is Snow, place two (2) Frost markers on all Pokemon that are not Ice-type. Frozen Pokemon cannot thaw themselves by using attacks, and Articuno's non-Ice-type attacks ignore Freeze's damage reduction.
Mode 5: [Perfect Freeze] Articuno knows Mind Reader and Sheer Cold. In addition to its usual effects, Articuno's Sheer Cold inflicts Fainting if the defender is frozen, decreases the defender's Energy by 50 if the defender resists Ice, and has 30 BAP otherwise. The first time Articuno's HP drops below 50%, they gain a Combo Token.

Moves:
Aerial Ace
Air Slash
Ancient Power
Avalanche
Brave Bird
Confide
Double Team
Facade
Ice Beam
Leer
Mirror Coat
Mud-Slap
Protect
Round
Signal Beam
Toxic
Kommo-o
Dragon/Fighting
Bulletproof, Soundproof, Overcoat
90/8/9/7/8/85

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Kommo-o's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Challenge Seeker] At the end of the round, if Kommo-o took 20 or less damage this round: Inflict Phazing on the opposing Pokemon. If Kommo-o took 30 or more damage this round: Inflict Trapped on Kommo-o and on the opposing Pokemon.
Mode 3: [Tough Scales] While Kommo-o does not have a major status, attacks targeting them have their BAP decreased by two (2). When Kommo-o gains a major status, they learn Clanging Scales.
Mode 4: [Glittering Guardian] Kommo-o knows Clanging Scales. At the end of the round, if Kommo-o hit a foe super effectively this round: Kommo-o's Clanging Scales has its BAP permanently increased by two (2).
Mode 5: [Canyon Champion] Kommo-o knows Clanging Scales and Clangorous Soul. While Kommo-o has less HP remaining than their foe: Treat Kommo-o's stat stages as twice (x2) their current level when Kommo-o is attacking or being attacked, and Phazing markers can't be placed on Kommo-o (discard any pre-existing Phazing markers on them). While Kommo-o has more HP remaining than their foe: Treat Kommo-o's stat stages as zero (0) when Kommo-o is being attacked.

Moves:
Aerial Ace
Attract
Aura Sphere
Brick Break
Confide
Counter
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Poison Jab
Protect
Rock Slide
Round
Shadow Claw
Tackle
Thunder Punch
Toxic
X-Scissor
Magearna
Steel/Fairy
Soul-Heart
90/7/8/9/8/65

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Magearna's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Unrepaired State] Magearna's moves cost two (2) more energy. While Magearna has more than 75 energy remaining: Magearna's damaging attacks have their BAP increased by one (1). While Magearna has less than 50 energy remaining: Magearna's damaging attacks have their BAP reduced by two (2).
Mode 3: [Special Interest] At the end of the round: Magearna's type changes to the type of the last move they used. During the next round, effects cannot prevent Magearna from using said move. If Magearna is hit super effectively, their type is reset to Steel/Fairy.
Mode 4: [Energy Overflow] Magearna knows Hyper Beam. While Magearna is not fainted (even if they are not in play), at the end of the round: Each Pokemon in play restores 20 energy and gains a Combo Token. Magearna's combinations have their BAP increased by three (3).
Mode 5: [Mechanical Soul] Magearna has 200 maximum energy. When Magearna takes damage from an attack, they also lose that much energy. When Magearna's stat stage would be lowered by an effect, their stat stage remains unchanged, and they instead lose five (5) energy per stage decrease that would have occurred. If Magearna's HP would drop below 1, their HP instead becomes 1, and they lose energy equal to three times (3x) the damage blocked. When another Pokemon faints while Magearna is in play, Magearna restores thirty (30) energy.

Moves:
Aura Sphere
Brick Break
Confide
Dazzling Gleam
Defense Curl
Double Team
Energy Ball
Facade
Flash Cannon
Fleur Cannon
Focus Blast
Ice Beam
Iron Head
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Tri Attack
Zen Headbutt
Dustox
Bug/Poison
Shield Dust, Compoundeyes
85/4/5/4/7/65

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Dustox's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Leaf Devourer] Dustox has a bonus immunity to Grass. When Dustox uses Energy Ball in a combination, the field becomes Grassy Terrain for three (3) rounds. Dustox restores three (3) HP in Grassy Terrain, instead of 2. When Dustox is hit by a move with an effect chance of inflicting Burn, and Grassy Terrain is up: That effect check will automatically succeed (despite Shield Dust).
Mode 3: [Light Affinity] Dustox knows Venoshock. If Dustox is not in play and a combination with the Luminous class is used, place a Switching marker on Dustox's ally. At the beginning of the round, if Dustox entered play via switching this round: Dustox may use Poison Powder as a bonus action.
Mode 4: [Food-Sensing Antenna] Raise each of Dustox's core stat ranks by one (1). At the end of the round, if Dustox used Signal Beam this round: Dustox may equip a Cornn Berry, Occa Berry, or Ganlon Berry. Dustox restores ten (10) HP when they eat a Berry, in addition to its usual effects.
Mode 5: [Toxin Scattering] Raise each of Dustox's core stat ranks by two (2). Dustox knows Venoshock and Moonlight. Dustox's Bug Buzz removes any Decoys in play when used, and places a Phazing marker on the defender if they are not poisoned. If Dustox takes 15 or more damage from an attack: Dustox uses Poison Powder immediately as a bonus action. Dustox's Poison Powder inflicts Corrosion on Steel- and Poison-type Pokemon. If Dustox would inflict Poison or bad Poison on a poisoned Pokemon: Add two (2) Poison counters to the defender, and permanently reduce their Attack and Special Attack ranks by one (1).

Moves:
Aerial Ace
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Energy Ball
Facade
Flash
Harden
Poison Powder
Protect
Psychic
Round
Shadow Ball
Signal Beam
Tackle
Toxic
Quagsire
Water/Ground
Damp, Water Absorb, Unaware
95/6/6/5/5/35

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Quagsire's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Questionable Decisions] Quagsire's attacks have their BAP increased by two (2). When Quagsire would use a super effective attack, they have a 1/3 chance of instead using a random move with a BAP in their movepool. (Quagsire knows 16 such moves.)
Mode 3: [Mud Camouflage] When Quagsire uses a Water-type move: Until the start of Quagsire's next turn, accuracy checks made against Quagsire with less than 100% chance of success will automatically fail.
Mode 4: [Ignore Physics] Quagsire knows Hyper Beam and Giga Impact. Quagsire's combinations cost half (0.5x) energy and do not consume Combo Tokens. While Quagsire is not fainted (even if they aren't in play): Any move can be combined with any other move, regardless of class and subclass, except for moves with a Combo Type of None.
Mode 5: [Idle Lifestyle] Quagsire and their teammates gain access to the command Do Nothing.
Do Nothing
None | Other | User | --- BAP | --- Acc | 1 EN | --- Chance | No Contact | Priority -1 | CT: None
The Pokemon simply sits idly, declining to participate in the battle.

If any other Pokemon has used Chill or a Recovery this step, Do Nothing fails.

The user becomes Sluggish.

Place a Do Nothing marker on the user, with the following effect:
  • When the user leaves play, the foe loses HP equal to 20 * the number of Do Nothing markers on the user. If this damage causes the foe to faint, any leftover damage is dealt to their replacement. Then, discard all Do Nothing markers on the user.

Moves:
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Flash
Focus Blast
Ice Beam
Ice Punch
Liquidation
Mud-Slap
Protect
Rock Slide
Round
Strength
Surf
Tail Whip
Toxic
Waterfall
Arcanine-Hisui
Fire/Rock
Intimidate, Flash Fire, Rock Head
95/8/6/7/6/90

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Arcanine's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Tough Fangs] Arcanine's moves tagged #Jaw have +2 BAP. If Arcanine has used a move tagged #Jaw this step, attacks targeting them inflict Trapped in addition to their usual effects.
Mode 3: [Volcanic Mane] Arcanine knows Will-O-Wisp. Arcanine's Intimidate lowers the foe's Special Attack stage rather than their Attack stage. At the end of the round, if Arcanine lost less HP than their foe this round: Raise Arcanine's Attack stage by one (1) for their next three (3) turns.
Mode 4: [Blazing Temper] Arcanine knows Raging Fury. When Arcanine is hit super effectively: Raise Arcanine's Attack stage by two (2) for their next two (2) turns, without extension. When Arcanine uses Raging Fury, they are not considered to have completed a turn for the purposes of stat stage decay.
Mode 5: [Dance of the Wisps] Arcanine knows Flare Blitz and Head Smash. Arcanine's contact attacks have a 30% chance to inflict Burn, replacing any existing Burn effect check. If Arcanine moves after their target, and their attack's BAP is lower than that of the attack their target used: The final damage of that attack is doubled.

Moves:
Aerial Ace
Crunch
Dragon Pulse
Facade
Fire Fang
Flamethrower
Howl
Hyper Voice
Iron Head
Leer
Protect
Psychic Fangs
Rock Slide
Smart Strike
Thunder Fang


i really like designing modes that allow the player to use more combinations (gear4, quag4). level 4 is where you get all the cool combo moves and leaning into those allows for much more fun and creative play. the opponents, of course, have a lot of fun with it as well
 
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cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
im trying to quit blitz chess in 2023 cause the timer is too fuckin short. rapid and classical for life baby

Kingambit
Dark/Steel
Defiant, Supreme Overlord, Pressure
95/10/9/5/6/50

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Kingambit's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Positional Imbalance] When they enter play, Kingambit equips either a Life Orb or a Leftovers. All opposing Pokemon in play equip the item Kingambit didn't choose, in addition to their current item. When Kingambit leaves play, all items created this way are destroyed.
Mode 3: [King Safety] Kingambit knows Swords Dance. While Kingambit is in play, or a Pokemon with a Castled marker is in play, all Pokemon in play have access to the custom move Castle.
Castle
Fighting | Other | User | --- BAP | --- Acc | 10 EN | --- Chance | No Contact | Priority 0 | CT: None
The Pokemon constructs a sturdy bunker around themselves, preparing to attack from behind cover.

When attempting this move, tally the user's current stat boosts and subtract all stat drops. If this total is less than 3, Castle fails.

Place a Castled marker on the user until they leave play, with the following effect:
  • The user takes 6 less damage from Pokemon without a Castled marker, and their attacks gain a +1 power bonus against Pokemon without a Castled marker.
  • The user's attacks gain a +2 power bonus against Pokemon with a Castled marker.
Mode 4: [Pawn Break] When Kingambit deals 10 or less damage with an attack, the foe's Defense and Special Defense stages are lowered by two (2) for their next four (4) turns. If this attack was a combination, additionally inflict Paralysis on the defender with a 100% effect chance.
Mode 5: [Immortal Game] Kingambit knows Taunt. Kingambit and their teammates gain access to the custom move Brilliant Sacrifice.
Brilliant Sacrifice
Dark | Other | User | --- BAP | --- Acc | 20 EN | --- Chance | No Contact | Priority 1 | CT: None
The Pokemon spots an opening in the position. Letting down their guard, they try to bait the foe into overextending.

When this move is used, note the user's current HP.

For the remainder of the round, the user's Defense and Special Defense stages are treated as being -6 while the user is being attacked.

If the user is knocked out by an attack in a round where Brilliant Sacrifice was used: Permanently decrease the Defense and Special Defense ranks of all opposing Pokemon (even Benched ones) by a value equal to (the noted HP / 8), rounded up. Stat ranks decreased this way can't drop below 0.

Moves:
Aerial Ace
Air Slash
Attract
Brick Break
Confide
Dark Pulse
Double Team
Facade
Feint Attack
Flash Cannon
Focus Blast
Iron Head
Kowtow Cleave
Leer
Metal Burst
Night Slash
Poison Jab
Protect
Psycho Cut
Round
Shadow Claw
Slash
Thunder Wave
Toxic
X-Scissor
Zen Headbutt
 
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Hey I am new to BBP so my ideas might not be the best around here , so please bear with me :blobthumbsup:

:ss/metagross:
Steel/Psychic
Ability: Clear Body , HA - Light Metal

HP: 90
Atk Stage: 10
Def Stage: 9
Sp Atk Stage: 7
Sp Def Stage: 7
Speed Stage: 70

CR -2
: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Metagro's CR by one (1). Challenger only gets one (1) sub.

Mode 2: [Heavy Metal Body] Metagross is immune to crits and stealing moves and abilites including trick . Metagross's defense and special defense is boosted by 1 and its speed is lowered by 1 everytime it enters play for 2 rounds .

Mode 3: [Tougher than nails] Metagross cannot be inflicted with any major or minor status condition . It cannot be flinched and is itself unable to do any of the above with its opponents.

Mode 4: [Hard as Tungsten] Metagross takes 1.15x damage and 1.55x from super effective moves( for 1.5x effective and 2x effecitve respectively) and every time it is hit by a super effective move , its speed stage , attack stage and sp atk stage increases by 2 for the next 5 turns .

Mode 5: [ Fury of Steel ] Metagross knows bullet punch and meteor mash . All its steel types attacks have the effect of tinted lens - 0.5 x and 0.75x becomes 1x , additionally 1 becomes 1.5x , 1.5x becomes 2x and 2x becomes 2.5x . All of its steel type attacks have a their BAP increased by 3 in addition of STAB . All of its moves ignore the D/E stage and abilites of opposing pokemon .

Moves:
Aerial Ace
Brick Break
Confide
Defense Curl
Double Team
Earthquake
Facade
Flash
Flash Cannon
Ice Punch
Iron Head
Mud-Slap
Protect
Psychic
Psycho Cut
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Tackle
Thunder Punch
Toxic
Zen Headbutt


Just one so I can thoroughly understand the mistakes I have made :blobthumbsup:
 
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Here's the second set, a bit overdue:

Mabosstiff
Dark
Intimidate / Guard Dog / Stakeout
90/9/7/5/5/85 | 2/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Larger Than Life] Increase Mabosstiff's size class by two (2). When Mabosstiff attacks or defends against an attack: increase the move's BAP by the difference in size classes of the attacker and the defender.
Mode 3: [Junkyard Dog] Mabosstiff learns Hone Claws. On sendout: Mabosstiff uses Hone Claws as a bonus action. When Mabosstiff has a positive accuracy stage: increase Mabosstiff's critical hit stage by a number equal to its accuracy stage. When Mabosstiff scores a critical hit: create Steelspikes on the target team.
Mode 4: [Night Watch] Mabosstiff learns Jaw Lock. When Mabosstiff uses an attack that does not make contact, the opponent receives the phazing condition. Whenever an opponent enters the battlefield, they gain a Predation marker that lasts for four (4) steps.
Mode 5: [Problem Dog] Mabosstiff learns Giga Impact. When Mabosstiff deals damage with an attack or is damaged by an attack, place a Predation marker onto the opponent that lasts for one (1) step; Predation markers gained in this way can stack with each other, amplifying the effect of Stakeout by an additional 100%.

Moves:

Comeuppance
Crunch
Dark Pulse
Facade
Fire Fang
Hyper Voice
Leer
Play Rough
Protect
Psychic Fangs
Tackle
Thunder Fang

Incineroar
Fire/Dark
Blaze/Intimidate
95/8/7/6/7/60 | 3/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Jobber] When sent out: for the following four (4) steps, reduce Incineroar's attack and special attack ranks by two (2) each. When Incineroar is knocked out, if its attack and special attack ranks are reduced by this effect: increase the attack and special attack ranks of its replacement by two (2) each.
Mode 3: [Attitude Era] Incineroar learns Parting Shot and Swagger. When a Pokemon is subjected to an effect that raises or lowers its stat stages: inflict five (5) damage onto the Pokemon per stage.
Mode 4: [World Champion] Increase each of Incineroar's core four stats by one (1) rank. Incineroar holds Incinium Z, and may use Malicious Moonsault once per battle, after which it becomes Sluggish for one (1) step.
Mode 5: [Surprise Tag-team] Incineroar learns Fake Out and Helping Hand. Once per battle, at the end of a round, regardless of whether Incineroar is benched or active: before determining turn order, declare "[Team-up]." When this effect is declared: the following round becomes a 3APR double battle; if possible, the player and tree referee must each select an unfainted Pokemon from their respective benches to join the fight - the tree referee chooses first, and must select Incineroar if it is not active. When a round augmented by [Team-up] concludes: bench the Pokemon selected for the [Team-up] effect.

Moves:
Attract
Blaze Kick
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Growl
Iron Head
Leer
Protect
Round
Shadow Claw
Thunder Punch
Toxic

Conkeldurr
Fighting
Guts / Sheer Force / Iron Fist
100/10/7/4/5/45 | 3/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Cane Fighter] Increase the critical hit stage of Conkeldurr's contact attacks by one (1). Conkeldurr's attacks do not trigger contact effects. Reduce Conkeldurr's evasion by one (1) stage.
Mode 3: [Masterful Masonry] Conkeldurr learns Rock Blast and gains the ability Rocky Payload. Once per round, when Conkeldurr deals damage with a Rock-type attack: create Stealth Rock on the target team.
Mode 4: [Demolition Man] Conkeldurr's attack that do not have a secondary effect gain a 100% chance to lower the target's attack and defense by one (1) stage each for two (2) steps.
Mode 5: [Balancing Act] Conkeldurr learns Ice Punch and Mach Punch. Conkeldurr holds a Flame Orb. If more than one of Conkeldurr's abilities would boost the BAP of its attacks, their effects stack.

Moves:
Attract
Brick Break
Confide
Counter
Double Team
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Leer
Poison Jab
Protect
Rock Slide
Round
Strength
Thunder Punch
Toxic

Slaking
Normal
Truant
115/11/7/7/5/100 | 4/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Anachronistic] Slaking's maximum energy is unaffected by Truant. At the end of each step, if Slaking was not Sluggish during that step: Slaking becomes Sluggish for one (1) step.
Mode 3: [Conservation of Energy] When Slaking takes damage from an attack: increase its current and maximum energy by the energy cost of the move that inflicted damage.
Mode 4: [Bad Influence] When Slaking deals damage with an attack: the defender's abilities are replaced by Truant.
Mode 5: [Survival of the Fattest] When Slaking is sent out, or when a Pokemon is sent out while Slaking is active: the energy of that Pokemon becomes ((current energy)/(maximum energy))*(140-(maximum energy)) until they switch out. When a Pokemon switches out while Slaking is active: the energy of that Pokemon becomes (current energy)*(maximum energy)/(140-(maximum energy)); when Slaking is switched out, the energy of all active Pokemon are also modified by this formula.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flamethrower
Focus Blast
Hyper Voice
Ice Beam
Ice Punch
Mud-Slap
Night Slash
Play Rough
Poison Jab
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
X-Scissor
Zen Headbutt

Kingambit
Dark / Steel
Defiant / Supreme Overlord / Pressure
95/10/9/5/6/50 | 3/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Reckless Positioning] Reduce Kingambit's defense by two (2) ranks. If Kingambit has an unfainted ally Pokemon on the Tree's bench: increase Kingambit's attack and special attack ranks by one (1) each..
Mode 3: [Stone Wall] At the beginning of the battle, after the Tree Pokemon have been selected and before the first sendout: add two (2) 5-HP Pawniards to the Tree's bench.
Mode 4: [Scythe and Hourglass] Kingambit learns Stealth Rock and Sucker Punch. When Kingambit deals damage with an attack: place one (1) Doom counter on the defending Pokemon. When Kingambit defends against an attack: reduce the final damage by a number equal to five (5) times the number of Doom counters on the attacker.
Mode 5: [King's Castle] Kingambit gains the ability Commander. Once per game, when ordering with Kingambit: a switch phase may be initiated at the beginning of a step, instead of the beginning of a round. Only Kingambit may switch during this phase. The incoming Pokemon receives orders for the action in which the switch phase was initiated and for all subsequent actions during the round.

Moves:
Aerial Ace
Air Slash
Attract
Brick Break
Confide
Dark Pulse
Double Team
Facade
Feint Attack
Flash Cannon
Focus Blast
Iron Head
Kowtow Cleave
Leer
Metal Burst
Night Slash
Poison Jab
Protect
Psycho Cut
Round
Shadow Claw
Slash
Thunder Wave
Toxic
X-Scissor
Zen Headbutt
 
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Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Moderator
#Gen3Represent

Flygon
Ground / Dragon
Levitate / Levitate
90/7/6/6/6/100

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Cool Goggles] Flygon gains the ability Tinted Lens. When Flygon's accuracy stage is lowered, lower it by two (2) additional stages.
Mode 3: [Singing Winds] When Flygon uses a move with the #Sound tag: Create the unique status created by Tailwind for three (3) steps. If Flygon is at least 50 Speed faster than it's opponent, increase the power of all moves it uses by two (2).
Mode 4: [Heart of the Sandstorm] Upon being sent out, discard any weather in play, then create Sandstorm for three (3) rounds. During Sandstorm, Flygon heals two (2) HP at the end of the step. If Sandstorm is discarded, increase Flygon's Attack and Special Attack ranks by two (2).
Mode 5: [The Desert Spirit] Flygon knows the move Sandstorm. Upon being sent out, and at the end of a round where Flygon is not fainting, discard any weather in play, then create Sandstorm for one (1) round. Flygon gains the abilities Sand Veil, Sand Force and Sand Rush.

Moves:
Aerial Ace
Air Slash
Astonish
Attract
Bug Bite
Bug Buzz
Confide
Crunch
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Feint Attack
Fire Punch
Flamethrower
Mud-Slap
Protect
Rock Slide
Round
Sand Attack
Signal Beam
Strength
Thunder Punch
Toxic
Mode 2: The Goggles Do Nothing (well, except something. Shush.)
Mode 3: Empowers Flygon by striking with it's surprisingly large array of #Sound moves, which has a fairly obvious counter.
Mode 4: Dual-Mode Sandstorm which doesn't last forever, but can allow for Stalling(tm)
Mode 5: Bloody hell we made Sand Veil strong! Like, that's all I'm gonna say here. Struth that's excessive.

Swalot
Poison
Liquid Ooze / Sticky Hold / Gluttony
5/6/5/6/55

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Poison Bag] Swalot takes an additional five (5) damage when hit by a contact attack. Once per round, when hit by a contact attack, Swalot uses Poison Gas in retaliation, then inflicts Corrosion on the attacker.
Mode 3: [Swallow Whole] Swalot knows Stockpile, Spit Up, and Swallow. Upon being hit, Swalot has a 30% chance to use Stockpile as a bonus action in retaliation.
Mode 4: [Gluttonous] Swalot knows Belch. When sent out, and as part of any order set where Swalot orders first, Swalot can equip a berry if it is not holding one (even if not present in the backpack).
Mode 5: [Enervating Yawn] All damaging moves heal HP equal to half (x0.5) of the HP lost by the target, to a maximum of three (3) HP. When Swalot is hit Super Effectively, inflict Sluggish on the attacker.

Moves:
Attract
Brick Break
Bullet Seed
Confide
Counter
Defense Curl
Double Team
Earthquake
Facade
Fire Punch
Ice Beam
Ice Punch
Mud-Slap
Poison Gas
Poison Jab
Protect
Round
Shadow Ball
Sing
Sludge
Strength
Thunder Punch
Thunder Wave
Toxic
Zen Headbutt
Mode 2: Hey look duality! Swalot takes a lot of a beating from contact blows, but in exchange gets to flavourly poison opponents. Takes a couple of tries to Poison through Steel etc. (giving incentive for Iron Defense!)
Mode 3: I kind of wish I could play around with Size Class and making Swallow damaging but I'm not that evil. Ignore Mode 5 ta.
Mode 4: Gives a lot of flexibility, but with counterplay avenues. Berries are strong, but shouldn't be overwhelming. Belch gives an incentive to STAB Beatstick for good measure.
Mode 5: Liquid Ooze + Game of Attrition. <3

Hariyama
Fighting
Thick Fat/Guts/Sheer Force
110/9/5/3/5/50

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Sensei] Upon being sent out, Hariyama's Evasion Stage is raised by two for six (6) steps. Each time an opponent's attack misses Hariyama, reduce Hariyama's evasion by one for their next three (3) turns without extension, and increase the attacker's Attack and Special Attack Stage by one (1) for the next three (3) steps.
Mode 3: [Test of Strength] Upon being sent out, Hariyama uses Belly Drum as a bonus action.
Mode 4: [Sumo Wrestler] When Hariyama deals damage, reduce the hit Pokémon's energy by Hariyama's Weight Class, multiplied by 1.5. When Hariyama uses Strength, increase Hariyama's Defense and Special Defense stage by two (2) for its next two (2) turns, and also increase its Weight Class by one (1).
Mode 5: [Hugo's Legacy] Hariyama knows Drain Punch. Hariyama enters play Paralysed with zero (0) paralysis counters. Hariyama's #Punch moves each become a two-hit attack, where the second hit has one quarter (x0.25) the original attack's power.

Moves:
Attract
Brick Break
Confide
Counter
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Focus Blast
Ice Punch
Iron Head
Mud-Slap
Poison Jab
Protect
Rock Slide
Round
Sand Attack
Strength
Surf
Tackle
Thunder Punch
Toxic
Zen Headbutt
Mode 2: Some of Hariyama's 'dex entries mention training! And we *all* know the anime trope of the sensei who seems to be able to dodge *everything*. See Gran Torino... uh... I should watch more anime...
Mode 3: Less HP, more Strongth, lots of interactions, play ball.
Mode 4: Hariyama becomes a fairly scary defensive booster who plays a game of "screw your EN". Wanted to highlight Strength here because the move's new effects are Pretty Interesting TM. (Even though I also wanted to do something with the arena doing passive trapping but liiines and cooooomplexity)
Mode 5: Expands on Hariyama's broad L0 coverage, grants a semi-competent STAB, and triggers Guts for free. You could honestly toss on a half-Expert Belt effect but if I steal all the items then there would be no items left (this would be terrible).
 
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Hypno
Psychic
Insomnia / Forewarn / Inner Focus
90/5/5/5/8/67 3/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Soporific Swings] When Hypno afflicts a Pokemon with a Condition: Inflict a unique status on that Pokemon until it leaves play, with the following effect:
  • At the end of the step, if this condition wasn't created this round: Inflict Sleep on the subject; then, discard this condition. (Whether or not the defender was put to sleep.)
Mode 3: [Staring Contest] Hypno's Psychic-type combinations do not expend Combo Counters. After using a Damaging Psychic-type combination: Hypno is Sluggish for one (1) action.
Mode 4: [Polished Pendulum] Hypno knows Dream Eater and Nightmare. Hypno holds a Big Root. At the end of the round, if Hypno was sent in this round: Hypno's opponent falls Asleep.
Mode 5: Dream Thief] Increase Hypno's Attack, Defense, and Special Attack Ranks by one (1) each. Hypno has Mold Breaker. When one of its Hypno's stat stages is increased: Hypno's opponent falls Asleep for one (1) turn. Hypno may use any Move known by an active or inactive Sleeping Pokemon. Hypno's hits never wake Sleeping Pokemon.

Moves:
Attract
Brick Break
Confide
Counter
Dazzling Gleam
Double Team
Facade
Fire Punch
Flash
Focus Blast
Hypnosis
Ice Punch
Meditate
Poison Gas
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Zen Headbutt

Fittingly, Hypno is purely a Sleep abuser. A challenger's Pokemon can eventually retaliate through Sleep Talk, but Hypno can then utilize said Pokemon's movepool better than the sleeper, itself.

Palossand
Ghost / Ground
Water Compaction / Sand Veil
90/6/8/7/6/35 3/6

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Quicksand] Palossand knows Sand Tomb. When Palossand defends against a Contact attack, if the attacking Pokemon has the Partial Trapping condition, reduce that attack's BAP by two (2).
Mode 3: [Beach Nightmare] Palossand knows Scorching Sands and Sand Tomb. Palossand's hits deal two-thirds (0.67x) of their normal damage. While Palossand is active, when Palossand's opponent takes damage, except from hits: Palossand heals the same amount of HP.
Mode 4: [Accursed Castle] Palossand knows Pain Split. When Palossand takes damage from a hit: the attacker loses the same amount of Energy.
Mode 5: [Pillars of Sand] Palossand knows Sandstorm and Sand Tomb. Palossand's Defense and Special Defense are each increased by two (2) Ranks. When a move misses Palossand, the attacking Pokemon receives the Doom condition and one (1) Doom counter.

Moves:
Ancient Power
Astonish
Attract
Confide
Double Team
Earth Power
Earthquake
Energy Ball
Facade
Flash Cannon
Harden
Hypnosis
Mud-Slap
Protect
Psychic
Rock Slide
Round
Sand Attack
Shadow Ball
Toxic

Palossand has decent bulk, so its Modes encourage a stall-esque gameplan.

Revavroom
Steel / Poison
Overcoat / Filter
90/8/7/4/5/90 4/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Drag Racer] On sendout: Revavroom's Attack and Speed stages are each increased by one (1). While Revavroom has at least one (1) positive stat stage: the Energy cost of Revavroom's actions is increased by fifty percent (1.5x).
Mode 3: [Cool Rider] Revavroom has an additional resistance to Fire-type moves. When Revavroom uses a Damaging combination, the Speed stage of Pokemon damaged by the target is reduced by two (2) for 6 turns.
Mode 4: [Nitrous Recycling] As orders are issued to Revavroom, up to one (0-1) of the actions in its main orderset may be given the optional parameter (Boosted).
While Revavroom's current order this step has (Boosted): the priority of Revavroom's actions is increased by one (1). Also, if Revavroom's actions make contact with their target, their BAPs are increased by three (3), if possible.
Mode 5: [Custom Chassis] Increase Revavroom's HP by ten (10) and each of its core stats by two (2) Ranks each. Revaroom's Size Class is 7, and its Weight Class is 12. Whenever Revavroom is sent out: the ref chooses one of the following options.
  • Revavroom is a Dark-type. Revavroom has the Ability Intimidate in addition to its standard Abilities. Revavroom may use Wicked Torque before and after using another Torque move.
  • Revavroom is a Fire-type. Revavroom has the Ability Speed Boost in addition to its standard Abilities. Revavroom may use Burning Torque before and after using another Torque move.
  • Revavroom is a Poison-type. Revavroom has the Ability Toxic Debris in addition to its standard Abilities. Revavroom may use Noxious Torque before and after using another Torque move.
  • Revavroom is a Fairy-type. Revavroom has the Ability Misty Surge in addition to its standard Abilities. Revavroom may use Magical Torque before and after using another Torque move.
  • Revavroom is a Fighting-type. Revavroom has the Ability Stamina in addition to its standard Abilities. Revavroom may use Combat Torque before and after using another Torque move.

Moves:
Facade
Flash Cannon
Iron Head
Poison Gas
Poison Jab
Protect
Sludge
Toxic
Zen Headbutt

Modes 2, 3, and 4 give Revavroom a high-octane (pun intended) playstyle. Mode 5 is an homage to Revavroom's Starmobile boss fights.

Pawmot
Electric / Fighting
Volt Absorb / Natural Cure / Iron Fist
85/8/5/5/5/105 2/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Overcharged] At the start of the Round, if Pawmot is an Electric-type: Pawmot gains a Charge Marker. After Pawmot uses a Damaging Electric-type Move: remove Pawmot's Electric typing for its next three (3) turns.
Mode 3: [Stun Lock] Pawmot knows Thunder Shock. When an effect created by Pawmot places a Paralysis Marker on a Pokemon: that Pokemon has a 50% chance to Flinch on its next turn for each Paralysis Marker placed by Pawmot's effect.
Mode 4: [Potent Revive] Pawmot knows Revival Blessing and Volt Switch. When Pawmot uses Revival Blessing: Revival Blessing's target heals an additional 30 HP and 30 Energy.
Mode 5: [One Entire Lifetime of Savings] Pawmot knows Volt Switch. Pawmot's HP are increased by five (5), and each of its 4 core stats are increased by one (1) Rank. When Pawmot's Ally Faints, place a number of Expiration Markers on it equal to [(damage dealt by the hit or condition that Fainted Pawmot's Ally) - (number of HP Pawmot's Ally had at the start of the turn in which it Fainted)], to a minimum of one (1) Expiration Marker. When Pawmot deals damage: Remove "X" Expiration Markers from a Fainted ally, where "X" is equal to the amount of damage dealt. When Pawmot's ally has 0 or fewer Expiration Markers: that Pokemon heals 35 HP and 35 Energy. Then, discard Fainting from that Pokemon.

Moves:
Brick Break
Crunch
Facade
Fire Punch
Focus Blast
Growl
Ice Punch
Play Rough
Protect
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt

The lesser modes incorporate Electric-type shenanigans, while the higher modes emphasize Pawmot's semi-unique role enabled by Revival Blessing.

Garganacl
Rock
Purfying Salt / Sturdy / Clear Body
95/7/9/4/7/35 4/6

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Salt Sprinkle] Garganacl knows Salt Cure. When a Pokemon makes contact with Garganacl, when Garganacl makes contact with a Pokemon, or when Garganacl's opponent is damaged by Garganacl's Salt Cure condition: that Pokemon loses three (3) energy and is cured of all other Major and Minor Status Conditions.
Mode 3: [Electrolytic] Garganacl knows Salt Cure. When Garganacl hits a Pokemon with Salt Cure: that Pokemon's weakness to Electric-type moves is tallied at the next highest level for the next six (6) steps.
Mode 4: [Broken Circle] Garganacl knows Block, Salt Cure, and Curse. Garganacl's Curse behaves as if Garganacl were a Ghost-type. When a Pokemon is damaged by a Condition created by Garganacl: Garganacl heals HP and Energy equal to three-quarters (0.75x) of that damage, rounded up.
Mode 5: [Pillars of Salt] Garganacl knows Salt Cure. Garganacl's Salt Cure deals one-and-a-half times (1.5x) its normal damage each step. Garganacl's Defense and Special Defense Ranks are each increased by two (2). When Garganacl's opponent is damaged by Salt Cure: reduce its Defense, Special Defense, Speed, and evasion by one (1) stage each.

Moves:
Ancient Power
Avalanche
Brick Break
Earth Power
Earthquake
Facade
Fire Punch
Flash Cannon
Harden
Ice Punch
Iron Head
Protect
Rock Slide
Tackle
Thunder Punch
Zen Headbutt

Garganacl receives the move around which much of its identity is built and a bevy of new interactions between it and the rest of its movepool. Complementary to its role as a defensive juggernaut, Garganacl is thereby pushed into slower games of attrition.

Shedinja
Bug / Ghost
Wonder Guard
60/7/4/3/3/30 1/1

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Hollow Decoy] Shedinja has 1 HP. When Shedinja is KO'd: create a 59-HP Ninjask on Shedinja's Bench.
Mode 3: [Sturdy Shell] At the start of the round, if Shedinja's HP are greater than 1: Shedinja gains a unique marker until the end of the round, with the following effect:
If Shedinja would Faint from a hit: Shedinja instead survives with 1 HP.
Mode 4: [Fearmonger] Shedinja knows Endeavor and Shadow Sneak. When a move counts Shedinja's current or maximum HP: count Shedinja's HP as 1.
Mode 5: [Amber Husk] Shedinja holds an Air Balloon. Shedinja may Terastallize. Shedinja's Tera type is Electric.

Moves:
Aerial Ace
Bug Bite
Bug Buzz
Confide
Double Team
Facade
Feint Attack
Flash
Harden
Mud-Slap
Night Slash
Protect
Round
Sand Attack
Shadow Ball
Shadow Claw
Slash
Toxic
X-Scissor

Mode 2 references Shedinja's memorable on-cartridge quirks. Modes 3, 4, and 5 are taken from Shedinja's notoriety within Smogon's Other Metagames.
 
Last edited:

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
couple more, because these mons get summoned by other submissions so they kinda needed to exist

Ninjask
Bug/Flying
Speed Boost, Infiltrator
85/7/4/4/4/160

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Ninjask's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [After-Image] On a turn where Ninjask used a combination, Ninjask uses Shadow Claw at priority -6 as a triggered action. Ninjask has STAB on Shadow Claw used this way.
Mode 3: [Ninja's Tricks] On turns where Ninjask is the first Pokemon to act: Attacks targeting Ninjask have a power penalty of three (3) if the user has a major status condition, and accuracy checks made against Ninjask with a less than 75% chance to succeed will automatically fail.
Mode 4: [Deadly Precision] Ninjask knows Dig and U-turn. Ninjask's critical hit stage is always two (2). When Ninjask lands a critical hit, they gain Evasive against single-target actions for the rest of the step.
Mode 5: [Total Invisibility] Ninjask and their teammates know Baton Pass. Double Team used by Ninjask and their teammates can be extended. Ninjask's X-Scissor uses Electro Ball's damage formula (8 * user Speed / defender Speed, rounded up). When Ninjask is attacking, add four (4) to the final damage for every positive Speed and Evasion stat stage Ninjask has.

Moves:
Aerial Ace
Air Slash
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Facade
Feint Attack
Flash
Harden
Mud-Slap
Night Slash
Protect
Round
Sand Attack
Shadow Ball
Slash
Toxic
X-Scissor
Tatsugiri
Dragon/Water
Commander, Storm Drain
85/4/5/9/7/82

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Tatsugiri's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Play Dead] When Tatsugiri's HP first drops below 30, place a Switching marker on Tatsugiri and remove any major status conditions from Tatsugiri.
Mode 3: [Seafood Delight] At the start of the battle, roll a d3 to determine whether Tatsugiri will be Curly, Droopy, or Stretchy form. Each form has special mechanics, detailed here:
  • Curly Form: Tatsugiri knows Nasty Plot. When Tatsugiri enters play, they may equip either a Hondew Berry, a Roseli Berry, or a Salac Berry, at the cost of 10 EN.
  • Droopy Form: Tatsugiri knows Chilling Water. Tatsugiri's damaging attacks have a 30% effect chance of inflicting Burn against foes with an Attack stage below 0.
  • Stretchy Form: Tatsugiri knows Baton Pass. When Tatsugiri enters play, their Speed is increased by one (1) stage for their next six (6) turns. Opposing teams' substitutions that cover only Tatsugiri's Counter or Mirror Coat in a positive Attack Clause (including, for example, "If Tatsugiri is to use a damaging Psychic-type move") count as 2 subs.
Mode 4: [Dragon's Tactics] When Tatsugiri uses a damaging Dragon-type move, and Tatsugiri does not have a Switching marker, apply Switching to Tatsugiri. After Tatsugiri switches out as a result of this effect, increase their teammate's Attack and Special Attack stages by two (2) for their next three (3) turns, without extension.
Mode 5: [Marine Mastermind] While Tatsugiri is on the bench, they may use an attack at the end of each round (just before the cleanup phase), targeting an opposing Pokemon. Tatsugiri is not considered to be in play during this attack, and they cannot be targeted by moves or effects. Attacks used this way have their final damage halved (x0.5). When Tatsugiri enters play, if they are the only Pokemon on their team: Tatsugiri learns Nasty Plot, and effects cannot prevent Tatsugiri from using moves.

Moves:
Counter
Dragon Pulse
Facade
Harden
Mirror Coat
Protect
Surf
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Progress is slow, I've been swamped with work lately and generally tired.

At this point there are more submissions than are likely to be implemented at launch. Any submissions that are not implemented at launch, I will keep note of for inevitable roster rotations.

Ooraloo I like your submissions. My only issue is with Lucario's Mode names; it doesn't seem to me like they're very thematic for the species. I get M3, "Versatile," given its mechanical toolkit and its tendency in spin-off games to be an all-rounder type character. But M2 "Bicurious," M4 "One Minute Man," and M5 "Witch Hunt" seem a bit out of place (some of them might be suggestive too). Do you have recommendations for alternative names?
 
For completeness' sake, here are the remaining Pokemon on my computer:

Set three, with commentary:

Aurumoth
Bug/Psychic
Weak Armor / No Guard / Light Metal
100/9/7/8/5/94 | 4/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Entomania] All active Pokemon learn Bug Bite. Increase the power of Bug-type attacks by two (2) for each Bug-type Pokemon in the player's and Tree's teams. If a Pokemon is weak to Bug-type attacks, increase their weakness to Bug-type attacks by one stage.
Mode 3: [Cryohemokinesis] Aurumoth learns Leech Life. When a Pokemon inflicts damage with a contact attack: place one (1) Bleed counter on the defender, to a maximum of three (3); a Pokemon with at least one Bleed counter is affected by the unique minor status "Bleeding:"
Bleeding said:
By default, this status lasts six (6) actions, or until the subject leaves play. At the end of each step: the subject loses one (1) HP per Bleed counter they possess.
When Aurumoth has at least one Bleed counter: increase the BAP of its attacks by a number equal to the number of Bleed counters it possesses. When Aurumoth inflicts damage with Psychic: exchange each Bleed counter on the defender for three (3) Frost counters.
Mode 4: [Hellbent] As Aurumoth is issued orders, any of its attacks that have a BAP may be given the optional parameter (Infernal X), where "X" is an integer between 1 and 5 inclusive. Infernal attacks cannot be fully Protected against, and a defender that is granted Protection will only block 75% of the calculated damage. When calculating damage for an Infernal attack: increase its BAP by 2X. After using an infernal attack: inflict 10X% of the calculated damage as recoil to Aurumoth.
Mode 5: [Venite Adoremus] Aurumoth holds a Weakness Policy and learns Quiver Dance and Stored Power. Whenever Aurumoth is sent out: the Tree ref may place an Illusory token on a benched ally Pokemon. When a benched Pokemon gains an Illusory token: Aurumoth may select two of the following effects:
  • Aurumoth replaces one or both of its types by one (or both) of that Pokemon's type(s),
  • Aurumoth gains that Pokemon's copyable abilities, or
  • Once per round, Aurumoth may use a move from that ally's move list.
These benefits persist until the corresponding Pokemon loses its Illusory token. Multiple Pokemon may possess Illusory tokens.

During the cleanup phase, if Aurumoth has taken damage from a hit during the round: remove all Illusory tokens from benched Pokemon.

Moves:

Ancient Power
Attract
Bug Bite
Bug Buzz
Confide
Counter
Double Team
Facade
Flash
Focus Blast
Ice Beam
Protect
Psychic
Round
Shadow Ball
Signal Beam
Surf
Tackle
Thunderbolt
Toxic
Wing Attack
X-Scissor
Zen Headbutt

Aurumoth explores decreasing degrees of risks associated with specific game elements, wielding powerful Modes to provide varied challenges to the player. Its weaker forms utilize shared/global boons that provide the challenger with opportunities to punish Aurumoth, as Mode 2 introduces a randomly-scaling boost to Aurumoth's weaker STAB type at the cost of equipping every opponent a silver bullet, and Mode 3 allows players to accrue passive damage with the same ease as the intended beneficiary; however, in usual form, Aurumoth derives more use from these effects than do its opponents, and the latter contains secondary buffs to help Aurumoth control the battle's pace. Mode 4 contains a simple effect that grants Aurumoth the ability to empower its attacks by sacrificing its HP, and can be regulated by the referee to foster a greater challenge to the player. Lastly, Mode 5 reimagines Aurumoth's notorious former ability and moveset for the new BBP system, creating a terrifying setup sweeper with a limitless bag of tricks, albeit carrying a minor dependence on the health of its team.

Dusknoir
Ghost
Pressure / Frisk
80/7/10/5/10/45 | 3/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Dreadful Form] Dusknoir learns Infestation. If Dusknoir is hit by a contact attack from a Pokemon that is not Cursed and Dusknoir has >70% of its maximum HP: Dusknoir uses Curse as a bonus action. If Dusknoir is hit by a non-contact attack from a Pokemon that is not Cursed and Dusknoir has between 40% and 70% of its maximum HP: Dusknoir uses Curse as bonus action. Dusknoir's Curse lasts three (3) steps, regardless of its HP expenditure.
Mode 3: [Spirit Warden] Dusknoir learns Rapid Spin. At the beginning of the battle, after the Tree Pokemon have been selected and before the first sendout: add two (2) 5-HP Duskulls to the Tree's bench. When a Ghost-type Pokemon faints as a result of damage received from a hit: inflict Curse on the attacker for three (3) steps.
Mode 4: [I Checkmate Thee] Increase Dusknoir's maximum HP by 10. Dusknoir learns Sucker Punch. When Dusknoir deals damage with an attack: place one (1) Doom counter on the defending Pokemon. When Dusknoir defends against an attack: reduce the final damage by a number equal to five (5) times the number of Doom counters on the attacker.
Mode 5: [Escort of the Damned] While Dusknoir is active: all other active Pokemon gain the Doomed status and the Doom condition is incremented at the end of each step. When Dusknoir is benched: active Pokemon lose all Doom counters they may possess. Whenever a Pokemon that does not have the Ghost type faints: Create a copy of that Pokemon with the Ghost-type and 25% of the Pokemon's maximum HP, and place it on the Tree's bench. While Dusknoir has >0 HP: allied Ghost-type Pokemon cannot faint from hits.

Moves:
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Punch
Strength
Thunder Punch
Toxic

Dusknoir is designed so that its respectable bulk and potent defensive abilities can be utilized to promote tactical gameplay by threatening the challenger with our nastiest conditions. Fitting for a low-difficulty encounter, Mode 2 is usually a pure detriment to Dusknoir, as the prescribed duration of Curse roughly breaks even with its HP cost, and Dusknoir's survival is jeopardized much sooner than that of its attacker; furthermore, Dusknoir's sacrifice may be lost unless it spends an action to deliberately trap its opponent, allowing for more interplay within the matchup. Similarly, Mode 3 introduces the possibility of Curse as a result of careless planning for Dusknoir's minions, encouraging solutions such as entry hazards or major status conditions to neutralize these token foes. As a result, Dusknoir is granted Rapid Spin to better challenge players, and in reference to its former Error move. Mode 4 carries a sizeable increase in difficulty, as the challenger is tasked with defeating an increasingly resilient opponent while managing two shrinking pools of resources, and Dusknoir obtains a tool with which it can punish aggressive strategies. Finally, Mode 5 shifts Dusknoir to a supportive role, leveraging Dusknoir's base characteristics in a manner that pressures challengers to corner and defeat a conduit of resurrection without reckless expenditures, lest the battle becomes dominated by a horde of pseudo-immortal minions.

Golisopod
Bug / Water
Emergency Exit
90/9/10/5/7/40 | 4/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Heavy Carapace] Increase Golisopod's defense by two (2) ranks, and decrease Golisopod's attack and special defense each by one (1) rank. When an opponent makes contact with Golisopod: inflict two (2) damage to that opponent. On sendout: Golisopod becomes Sluggish for three (3) steps. Golisopod always moves last in its priority bracket. Golisopod cannot use Tactical Retreat while Sluggish.
Mode 3: [Flaying Minor Limbs] Golisopod learns First Impression. Once per round, when Golisopod deals damage with a contact attack: Golisopod uses Fury Cutter as a bonus action. When Golisopod deals damage with a move that is marked with the #Slicing tag: place one (1) Bleed counter on the defender, to a maximum of three (3); a Pokemon with at least one Bleed counter is affected by the unique minor status "Bleeding:"
Bleeding said:
By default, this status lasts six (6) actions, or until the subject leaves play. At the end of each step: the subject loses one (1) HP per Bleed counter they possess.
Mode 4: [Harmonious Form] Golisopod learns Leech Life. While Golisopod has >50% of its maximum HP: Golisopod may take no more than 25% of its maximum HP from a single attack. When Golisopod has a retreat marker, it gains access to the command Tactical Feint:
Tactical Feint said:
**Triggered Command: Tactical Feint**
--- BAP, 0 en, typeless, --- Acc, Status, CT: None
(If the user has no retreat marker, this command fails)
Golisopod gains Evasive against the next attack that targets it.
Mode 5: [Nemesis] On sendout: increase Golisopod's four core stats by two (2) ranks each. When Golisopod has a retreat marker, it gains access to the command False Defeat:
False Defeat said:
**Triggered Command: False Defeat**
--- BAP, 0 en, typeless, --- Acc, Status, CT: None
(If the user has no retreat marker, or the user attempts to use this command in the final battle of the Tree, this command fails)
Remove all minor statuses and stat changes from Golisopod, restore Golisopod's HP and EN by 50% of their respective maxima, and remove Golisopod from the battle. At the beginning of the next battle, after the Tree Pokemon have been determined: add Golisopod to the Tree's Bench. Furthermore, Golisopod gains the following traits:
  • On sendout: reduce Golisopod's five core stats each by a number equal to the number of usages of False Defeat during this roleplay.
  • Reduce Golisopod's maximum HP by 22*(number of previous usages of False Defeat during this roleplay).
Moves:
Aerial Ace
Attract
Brick Break
Bug Bite
Bug Buzz
Confide
Dark Pulse
Defense Curl
Double Team
Facade
Focus Blast
Harden
Ice Beam
Iron Head
Liquidation
Poison Jab
Protect
Rock Slide
Round
Sand Attack
Shadow Claw
Slash
Surf
Toxic
Waterfall
X-Scissor

Golisopod draws inspiration from its Pokedex entries to create a series of flavorful modes, often manipulating its signature ability to produce a powerful effect; this creates partial counterplay in the form of ability manipulation, but the susceptible modes carry ability-independent effects to maintain a threatening presence in such scenarios. Mode 2 rebalances Golisopod's core stats to exaggerate its defensive capabilities, but inflicts a slew of drawbacks onto its wielder; nevertheless, physical attackers will certainly find opportunities to explore statuses and boosting moves found in the early ranks, thus avoiding an unfortunate case of matchup polarization. In deviation from the overarching theme of Emergency Exit, Mode 3 opts to emphasize Golisopod's offensive prowess, revisiting the semi-unique minor status introduced in Aurumoth's corresponding Mode to accrue passive damage while fostering the growth of a dangerous bonus action; of note, this also marks the sole appearance of Golisopod's once-signature move, which finds a purpose as either a single-use answer to the D/E moves that otherwise plague this set, or as a late-game cleanup tool, when paired with Fury Cutter, should the player fail to defeat Golisopod in a timely manner. Once again, Mode 4 aims to thoroughly test the skill of the player, reviving what was possibly ASB's most egregious combination of Item/Ability interactions to create a formidable tank that eludes most attempts at scoring a knockout; however, despite its foreboding appearance, the movepool restrictions of this facility and general power creep of subsequent generations should prevent this Mode from overwhelming challengers. Rounding out this set of Modes is the fifth, a generic power boost that accompanies an unorthodox survival option: should the referee fail to position the challenger for a loss before Golisopod is substantially weakened, the battle may be effectively conceded to spike the difficulty of the following bout with the addition of a third Pokemon, but subsequent failures will quickly diminish the value of Golisopod's presence.

Bonus:

Volcarona
Bug / Fire
Flame Body / Swarm
90/5/5/10/8/100 | 3/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Solar Offering] Volcarona gains the ability Solar Power. When an attack made by Volcarona inflicts a secondary effect onto its target: discard any weather in play, and create Sun for one (1) round. While the weather is Rain, Sandstorm, or Snow: reduce the effect chance of Volcarona's attacks by a factor of 0.5.
Mode 3: [High-energy Rays] Volcarona learns Sunny Day and Hyper Beam. When a Pokemon performs a Normal-type attack while the weather is Sunny: increase the move's BAP by two (2), and change its type to Electric.
Mode 4: [Sun's Blessing] When Volcarona uses a Fire-type move: Discard any weather in play, and create Sun for two (2) rounds. At the end of each step, while the weather is Sunny: every Pokemon that does not have the Fire-type loses five (5) HP and EN, and every Fire-type Pokemon restores five (5) HP.
Mode 5: [Deific Flame] Volcarona learns Scorching Sands and Scald. Increase the effect chance of burn for all of Volcarona's attacks to 100%. When Volcarona attacks a Pokemon that is burned: ignore the defender's abilities, and tally an additional weakness to Fire.

Moves:
Aerial Ace
Air Slash
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Facade
Flamethrower
Harden
Poison Jab
Protect
Psychic
Round
Signal Beam
Toxic
Zen Headbutt

Regigigas
Normal
Slow Start
100/11/8/6/8/100 | 6/8

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Ancient Watcher] The effect of Slow Start becomes "During the first two rounds of the battle: The user's attack rank is reduced by five (5), and their speed is halved (x0.5). When the user is inflicted with a major status condition, for the following three (3) steps: The user's attack rank is reduced by five (5), and their speed is halved (x0.5); multiple instances of this effect extend its duration by three (3) steps, but do not intensify its penalty. These effects do not stack with each other."
Mode 3: [Continental Tow] Regigigas learns Earthquake. When Regigigas uses Strength: Double (2x) its attack rank on the following action.
Mode 4: [Hand of the Creator] Regigigas learns Crush Grip. When Regigigas attacks a Pokemon that has >50% of its maximum HP: tally an additional weakness to Normal.
Mode 5: [Forbidden Union] At the beginning of the battle, and at the end of each round in which Regigigas was active: randomize an integer between one and five, and add the corresponding Pokemon from the table below to the Tree's bench, with 25% of its maximum HP. Only one copy of each Pokemon may be present in the battle, and these Pokemon are removed from the battle upon knockout; if a number is generated that matches the identity of an existing Pokemon, instead randomize an integer between one and three and select the corresponding effect from the "Extra" columns:
IDPokemonExtra (1)Extra (2)Extra (3)
1RegirockDiscard any existing weather, and create Sandstorm for one (1) round.Increase Regigigas's defense by two stages for three (3) steps.Create Stealth Rock on the challenger's field.
2RegiceDiscard any existing weather, and create Snow for one (1) round.Increase Regigigas's special defense by two stages for three (3) steps.Create Aurora Veil on the Tree's field for three (3) steps.
3RegisteelRemove all major and minor status conditions from Regigigas's team.Increase Regigigas's defense and special defense by one stage each for three (3) steps.Create Steelspikes on the challenger's field.
4RegielekiDiscard any existing terrain, and create Electric Terrain for one (1) round.Increase Regigigas's speed by two stages for three (3) steps.The challenger's team is affected by Electrify for three (3) steps.
5RegidragoInflict ten (10) HP damage to the challenger's team.Increase Regigigas's attack and special attack by one stage each for three (3) steps.Regigigas restores 20 HP.

At the start of each round, if there are six unique Pokemon on the Tree's team whose names contain the sequence "Regi:" Regigigas cannot take damage during this round.

Moves:
Aerial Ace
Ancient Power
Avalanche
Brick Break
Confide
Dizzy Punch
Double Team
Earth Power
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Iron Head
Mud-Slap
Protect
Rock Slide
Round
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Gothitelle
Psychic
Frisk / Competitive / Shadow Tag
85/4/7/7/8/65 | 3/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mournful Divination] When hit by a contact attack: Gothitelle uses Future Sight as a bonus action, and Gothitelle's next action becmes Fake Tears.
Mode 3: [Sight, Sound, and Mind] On sendout: create Psychic Terrain for three (3) rounds. While Gothitelle is active: the type effectiveness of attacks is inverted.
Mode 4: [Poetic Dreamscape] Once per opponent per sendout, when Gothitelle deals damage with a Psychic-type attack: inflict Sleep on the defender. While a challenger Pokemon is asleep, it is effected by Nightmare.
Mode 5: [Existential Nightmare] Gothitelle learns Calm Mind and Stored Power. At the end of each step, if a challenger Pokemon is asleep: lower its attack and special attack ranks by two (2) each, with no minimum, until they switch out. When Gothitelle is hit by an attack: roll a d2: if the result is 1, nothing happens; if the result is 2, the attacker falls asleep for one (1) step.

Moves:
Attract
Brick Break
Confide
Dark Pulse
Double Team
Energy Ball
Facade
Feint Attack
Flash
Focus Blast
Hypnosis
Mirror Coat
Play Nice
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Celebi
Psychic/Grass
Natural Cure
95/7/7/7/7/100 | 1/1

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Residual Time Warp] While Celebi is active: All Pokemon gain the ability Regenerator. When a Pokemon is hit by a NVE attack: nullify the defender's abilities for three (3) steps.
Mode 3: [Purification Magic] While Celebi is active: All Pokemon become typeless. Increase the effectiveness of Celebi's first attack each round by two levels if the defender is typeless.
Mode 4: [Regeneration Cycle] At the end of each round, after checking all other effects, if Celebi began the round with 0 HP: create a Rebirth marker on Celebi. At the beginning of each round, if there is a Rebirth marker on Celebi: Revive Celebi with 30 HP and 50 EN.
Mode 5: [Escape Through the Fourth Dimension] Celebi learns Stored Power. At the beginning of the battle: create a Prime marker on the battlefield; this marker survives all effects that remove field conditions. At the end of each round, if a Prime marker was not created at the beginning of the round and Celebi has not fainted or exited the battle: create a Prime marker on the battlefield. Increase Celebi's Defense and Special Defense by one (1) stage each for each Prime marker on the field.
During a switch phase, if Celebi is not fainted: instead of switching Pokemon normally, the Tree may select a previous round of the battle and initiate the following effect: Remove Celebi from the battle, bench the active Pokemon on the Tree's team in the selected round, and replace it by Celebi; if the previous round's Celebi was not fainted, it is removed from the battle. The Battle Tree then continues as two concurrent battles: the round in which the switch phase was initiated, and the round into which Celebi entered; additionally, the following rules are added:
  • Future rounds for both battles are refereed in the same post.
  • Each concurrent battle extends the requisite number of posts per round by one; turn order follows the pattern: A or B > [B then A] OR [B then A] > B or A, where A and B are the rounds in which the parent effect was triggered or that it targeted, respectively.
  • If every Pokemon belonging to either the challenger or the Tree faints, the concurrent battle ends as if the same conclusion was reached.

Moves:
Aerial Ace
Ancient Power
Aura Sphere
Confide
Dazzling Gleam
Defense Curl
Double Team
Earth Power
Energy Ball
Facade
Flash
Leaf Blade
Mud-Slap
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
For my self-reference, a gathering of notes/adjustments from the first wave of test runs thus far:

Simple adjustments:
> Items: OFF for the challenger, in order to limit the number of options that I must design around.
> Reduce the HP and defensive ranks of ref Pokemon, and also increase their damage output, in order to keep gameplay moving swiftly. This is to compensate for Items: OFF.
> Ref Pokemon must have engaging effects in every Mode. Otherwise the run becomes too dull.

Core value changes:
> Moving forward, the designer may freely adjust all the properties of ref Pokemon. I had originally intended to maintain statlines, movepools, and other species properties as much as possible, but doing so is proving too costly. Balance is more important.
> Avoid complex terminology in Mode effects. For example, instead of doing this:
"While Espeon is active, when the foe attacks: skip that attack's accuracy check and direct damage calculation, and that attack creates a stackable Delayed Attack with its name on Espeon's team."

consider doing this:
"When Espeon is hit, after damage calculation: wait until the end of Step 1 of the following round to apply the damage. (On-hit effects still resolve normally.)"

As an entry-level Facility, Tree's design should prioritize clarity and approachability when possible. Although the first phrasing is more precise, the second is much easier to understand. Therefore, it is preferable.

Balance considerations:
> In general, Pokemon don't gain a whole lot of extra damage output from leveling up (aside from occasional blowout moves like Meteor Beam or Pain Split). So, instead of making the ref Pokemon's numerical power scale up across levels like I planned to do, I should consider making numerical power roughly constant across all levels. Mode effects can become more difficult to play around, rather than simply being more explosive.
> Strong abilities on ref Pokemon are extremely difficult to design around. Possibly shift format to Abilities: One in order to free up design space.
> When a Mode effect contains multiple individual buffs, always consider them to be cumulative in power, even if they do not initially appear to be related to each other.
> Restricting the moves the challenger can order represents a MASSIVE allocation of power budget. Stop forgetting that! Even an effect that equates to a lingering Torment effect has oppressive numerical ramifications. (Remember: there does not exist a bad Sealing move.)
> Mode effects that last a short duration must be designed with Protect in mind.
> Gen9 Pokemon will not have sufficient movepools if I do not take liberties with their movepools.
 

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