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

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nightblitz42

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This thread will serve as a place to preview upcoming changes for Gen9 Tree, and as a place for players to contribute ideas for ref Pokemon.

What will stay the same:
  • The RP Segment system.
  • The Title system.
  • Challenges take place over three separate battles.
  • The difficulty will be lowered for weaker challenger Pokemon.
-----

Now, for the main Facility synopsis:

Challenge flow:
A Tree challenge consists of three battles, each preceded by a brief interactive narrative called an RP Segment. (RP Segments are basically just for fun. Battles are where the meat of the Facility lie.)
Win battles and you'll get valuable EXP for your Pokemon. Collect enough EXP, and your Pokemon will level up for permanent power boosts!
Whether you win or lose, you will get to play all three battles. So, no matter what, you'll have three chances to get EXP!

RP Segments:
(completely unchanged)

Photographs:
When you set out on your challenge, you will be given a camera with ten (10) pieces of film.
At the start of each battle, you may use your camera to take pictures of your Pokemon.
Each picture you take consumes 1 piece of film.
If you win a battle, your Pokemon gain 1 EXP for each photo you snapped.
So, if you think you're going to win, take lots of photos! If you're not so confident, save some film for later.
Special rule: At the start of the first two (2) battles, you must take between 1-4 photos.

Battle Format:
  • 2v2 Singles
  • Switch = OK
  • Challenger gets 2 subs, Ref gets 1 sub.
  • Challenger's Backpack size is 5. Ref's Backpack size is 0.
  • Abilities = ALL
  • Advanced Techniques = OFF
  • Special rules:
    • Illusion has no effect.
    • Bide deals damage equal to 1.25x damage taken.
Ref Pokemon, and Difficulty:
Ref Pokemon are selected randomly from a list of Pokemon.
Each Tree ref selects from the same list of Pokemon.
Special modifiers are applied to the ref's Pokemon to adjust the difficulty.
There are two types of modifiers in a Pokemon's profile: Challenge Ratings (CR) and Modes.
Challenge Ratings are selected based on the challenger's Species of Pokemon. (Default is CR 0, but it drops to CR -1 if the challenger brings particularly weak Pokemon.)
Modes are selected to match the challenger's Levels of Pokemon. (1-4, matching Levels 1-4. There is also a Mode 5, but is currently unused.)
Challenge Ratings and Modes confer special effects that persist even while the Pokemon is benched.
A Pokemon can only have one (1) Challenge Rating and one (1) Mode. They do not stack.
Special Rule: KO-ing a Pokemon will disable its CR and Mode, but benching it will not.

Example Pokemon Profiles:
Greninja
Water/Dark
Torrent, Protean
85/7/5/7/5/122 | 3/3

CR -2: Remove Greninja's Protean.
CR -1: Protean does not alter Greninja's STAB.
CR 0: No effect.
CR 1: Raise Greninja's maximum HP by ten (10).

Mode 1: Reduce Greninja's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Log Substitution] On sendout, if Greninja has at least 6 HP: Greninja loses 5 HP and gains a 5 HP Decoy.
Mode 3: [Flow Like Water] Once per battle, on sendout: raise Greninja's Evasion stage by one (1) for their next two (2) turns, without extension. If an action misses Greninja, or if Greninja is struck by an attack that they are immune to due to Type: Greninja immediately retaliates by performing Water Shuriken for two (2) hits as a bonus action.
Mode 4: [Hidden Ninja Arts] Raise Greninja's Atk and SpA Ranks by two (2). Greninja knows an instance of Hidden Power for each Type.
Mode 5: [Ninja's Grace] Raise Greninja's Def and SpD Ranks by two (2). Greninja and their allies cannot be prevented from switching, and also the foe cannot counterswitch.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Growl
Ice Beam
Ice Punch
Liquidation
Mat Block
Mud-Slap
Night Slash
Protect
Rock Slide
Round
Strength
Surf
Toxic
Waterfall
Water Shuriken
Krookodile
Ground/Dark
Intimidate, Moxie, Anger Point
95/8/6/5/5/92 | 3/4

CR -2: Reduce Krookodile's maximum HP by 35.
CR -1: Reduce Krookodile's maximum HP by 25.
CR 0: Reduce Krookodile's maximum HP by 15.
CR 1: No effect.

Mode 1: Reduce Krookodile's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Violent Impulse] Once per sendout, between Round Start and Step 1, if Krookodile is the active Pokemon: Krookodile performs Bite as a bonus action. (This action cannot inflict Flinch.) If this attack deals damage, then Krookodile becomes Trapped by the foe.
Mode 3: [Locked-On Jaws] When Krookodile attacks: Give that attack a 50% effect chance to inflict Trapped on the target.
Mode 4: [Patient Observer] At the ends of Rounds 1, 3, and 5: Permanently raise all Pokemon's critical hit stages by one (1). (This effect does not interact with other stage durations. The boosts granted by this effect are revoked when Krookodile is KO'd.)
Mode 5: [Sand Stalker] At the start of each Round, if Krookodile is the active Pokemon: set the weather to Sandstorm (1r). At the start of each Step, if the weather is Sandstorm: Krookodile gains Evasive against contact actions and against multi-target actions until its next turn starts. (This Evasive condition is treated as being created by Dig. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude have effects that bypass this Evasion.)

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Focus Blast
Leer
Mud-Slap
Protect
Rock Slide
Round
Sand Attack
Shadow Claw
Strength
Thunder Fang
Toxic
Kilowattrel
Electric/Flying
Wind Power, Volt Absorb, Competitive
85/5/5/8/5/125

CR -2: Reduce Kilowattrel's SpA rank by two (2).
CR -1: Reduce Kilowattrel's SpA rank by one (1).
CR 0: No effect.
CR 1: Increase Kilowattrel's maximum HP by ten (10).

Mode 1: Reduce Kilowatterl's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Wind Rider] Kilowattrel knows Fly. Kilowattrel's Fly will fail if the weather is not Clear or Sunny.
Mode 3: [Fishing Dive] Once per battle, when Kilowattrel damages a foe: inflict Phazing. When the opponent switches due to Phazing: inflict the incoming Pokemon with Paralysis.
Mode 4: [Wingbeat Generator] When Kilowattrel attacks with a Flying-Type move: Give that attack a 70% chance to increase Kilowattrel's Atk stage and SpA stage by one (1) for their next three (3) turns, without extension. When Kilowattrel attacks with an Electric-type move: Give that attack a 70% chance to decrease the target's SpA stage by one (1) for their next three (3) turns, without extension.
Mode 5: [430-Mile Journey] Kilowattrel knows Volt Switch. The first time Kilowattrel enters play, create Tailwind indefinitely. The second time they enter play, Kilowattrel learns Wild Charge. Each additional time they enter play, permanently raise their SpA rank by four (4) and their SpD rank by three (3).

Moves:
Aerial Ace
Air Slash
Brave Bird
Facade
Growl
Protect
Thunder Wave
Thunderbolt

Ref Pokemon do not have Levels. They have Lv0 movelists, neutral Natures, and Hidden Abilities unlocked.
As stated before: CR matches the challenger's species, and Mode matches the challenger's Level.
For example: If the challenger brought strong Lv3 Pokemon, then the ref would use CR 0 and Mode 3.
Another example: If the challenger brought weak Lv2 Pokemon, then the ref would use CR -1 and Mode 2.
Note that the Mode 1 effect always reduces CR by one (1). So strong Lv1 Pokemon would fight against CR -1, and weak Lv1 Pokemon would fight against CR -2.
Currently, CR 1 and Mode 5 are unused. They are reserved for a "Hard" difficulty, to be added in the future.

Player Participation
At the moment, I am requesting ref Pokemon ideas from the wider playerbase. Players who contribute will earn a special, un-purchasable Title for use in Battle Tree.
Any BBP player may participate.
Please use the following template.
[hide= name]
species
types
abilities
stats

[B]CR -2[/B]: (Leave empty)
[B]CR -1[/B]: (Leave empty)
[B]CR 0[/B]: (Leave empty)
[B]CR 1[/B]: (Leave empty)

[B]Mode 1:[/B] Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
[B]Mode 2:[/B] [I][name][/I] (effect)
[B]Mode 3:[/B] [I][name][/I] (effect)
[B]Mode 4:[/B] [I][name][/I] (effect)
[B]Mode 5:[/B] [I][name][/I] (effect)

[B]Moves:[/B]

[/hide]

Design Tips
Any species is fine, regardless of power level. I will add CR effects to compensate for an underpowered or overpowered species.
Don't bother adding CR effects, I will fill them in myself.
Try to make Mode effects that are flavorful for that species. I suggest seeking inspiration from Pokedex entries, anime, manga, video games, popular culture, spin-off media, etc.
Try to utilize numerical values that can be tweaked for balance, if needed.
Complex effects are fine, but try to make things strategically easy for the ref. We want to keep reffing effort relatively low.
Mode 1 MUST remain as-is.
For Modes 2-3, I recommend designing around the mechanics of moves found in Levels 2 and 3, and/or giving the effects counterplay via moves found within Levels 2 and 3. A major goal of these Modes is to encourage challengers to use newly-unlocked moves.
Building a downside into Mode 2 is a good way to ensure smooth difficulty progression.
Likewise, a Mode 3 effect with a certain amount of inconsistency or unreliability may be a good idea.
For Mode 4, you can go a bit more wild in terms of power level, since the challenger is expected to have their full movepool by then. Don't pull punches (no need for forced downsides), but keep things reasonable.
Put something crazy yet flavorful for Mode 5. If you think it's a little bit too much or a little bit unfair, you've likely hit the right spot.

If you have any questions, feel free to use this thread.
Thank you for reading!

Update 12/18/2022:

1. Do not expand the ref's movepool more than necessary.
2. The primary goal of a Mode's effect should not be to expand the ref's movepool.
 
Last edited:

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
these are fun. might've gone a bit overboard on some lol
Sigilyph
Psychic/Flying
Wonder Skin, Magic Guard, Tinted Lens
85/4/6/7/6/97

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

Mode 1: Reduce Sigilyph's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mystical Flight] Sigilyph knows Fly. Sigilyph's Fly is Psychic-type and Special rather than Physical. Sigilyph's Fly can only be used once per round, and will fail on subsequent attempts.
Mode 3: [Desert Gale] When Sigilyph deals damage with Ancient Power: Summon Sandstorm for two (2) rounds. While Sandstorm is in play, Sigilyph gains Sheer Force as an additional ability.
Mode 4: [Eternal Watcher] Sigilyph knows Miracle Eye. While Sigilyph is in play: In addition to its usual effects, Miracle Eye gives the defender an additional weakness to Psychic for its duration.
Mode 5: [Magical Boundary] Raise Sigilyph's Defense and Special Defense ranks by two (2). Sigilyph's damaging Flying-type attacks inflict Phazing. At the start of each round, if a foe was phazed out last round: Sigilyph may use Psychic, Reflect, or Light Screen as a bonus action.

Moves:
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt
Luxray
Electric
Rivalry, Intimidate, Guts
90/9/6/7/6/70

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

Mode 1: Reduce Luxray's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Fierce Rival] Whenever a damaging move that both Luxray and their opponent know is used, add two (2) to that move's attack power.
Mode 3: [Electric Fire] After Luxray uses a damaging combination, inflict Burn on Luxray.
Mode 4: [X-Ray Vision] Luxray knows Laser Focus and Wild Charge. While Luxray is under the effects of Laser Focus, they automatically succeed at accuracy checks and ignore type immunities when attacking.
Mode 5: [Pack Leader] Luxray knows Wild Charge and Volt Switch. When Luxray uses Howl, add a Luxio with 25 max HP, 6/4/5/4/60 stats, and all of Luxray's abilities and moves (including Wild Charge and Volt Switch) to Luxray's team. Howl fails if there is already a non-fainted Luxio on Luxray's team.

Moves:
Attract
Confide
Crunch
Double Team
Facade
Fire Fang
Flash
Howl
Leer
Mud-Slap
Night Slash
Play Rough
Protect
Psychic Fangs
Round
Signal Beam
Strength
Tackle
Thunder Fang
Thunder Wave
Thunderbolt
Toxic
Kabutops
Rock/Water
Swift Swim, Battle Armor, Weak Armor
85/8/8/5/5/80

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

Mode 1: Reduce Kabutops's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Prehistoric Predator] When Kabutops uses Ancient Power (even if it does not connect), increase their critical stage by three (3) for one turn. At the end of the round, if Kabutops landed no critical hits, they become Sluggish for one (1) turn.
Mode 3: [Double Slash] Once per round, if Kabutops's Weak Armor is activated by an attack, they may use Slash, Night Slash, or Psycho Cut as a bonus action. Use the attack with the highest type effectiveness; on a tie, favor Slash, then Night Slash.
Mode 4: [Relentless Swimmer] Kabutops knows Rain Dance. While the weather is Rain, Kabutops's foe is Trapped.
Mode 5: [Vampiric Scythes] Kabutops knows Razor Shell. All of Kabutops's moves tagged #Slicing have a power bonus of two (2) and drain half (0.5x) the damage dealt, with a maximum of 7.

Moves:
Aerial Ace
Ancient Power
Attract
Brick Break
Confide
Cross Poison
Double Team
Earth Power
Facade
Harden
Ice Beam
Leer
Liquidation
Mud-Slap
Night Slash
Protect
Psycho Cut
Rock Slide
Round
Sand Attack
Slash
Surf
Toxic
Waterfall
X-Scissor
Porygon-Z
Normal
Adaptability, Download, Analytic
90/6/5/10/6/90

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

Mode 1: Reduce Porygon-Z's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Runtime Exception] Porygon-Z knows Hyper Beam. If Porygon-Z's Hyper Beam does not reduce the HP of the foe when used, inflict Fainting on Porygon-Z.
Mode 3: [Dynamic Programming] Porygon-Z's damaging moves always deal 0 damage when used, and have no secondary effects. When Porygon-Z uses a damaging move, set its type to the type of the move. Porygon-Z's status moves gain a base power equal to the energy cost of the move, and type equal to Porygon-Z's first type. They deal Special damage. (Note that the target of these moves is unchanged.) Taunt prevents Porygon-Z from using damaging moves, instead of its usual effect.
Mode 4: [Lambda Function] If Porygon-Z is ordering first, they may use any move, once per round.
Mode 5: [Virtual Reality] Porygon-Z knows Hyper Beam. When Porygon-Z hits a foe with Signal Beam, that foe becomes typeless for the next six (6) turns. Porygon-Z constantly has Evasive against contact attacks from typeless Pokemon, and their moves always hit super effectively against typeless Pokemon.

Moves:
Aerial Ace
Confide
Dark Pulse
Defense Curl
Double Team
Facade
Flash
Ice Beam
Protect
Psychic
Round
Shadow Ball
Sharpen
Signal Beam
Tackle
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt
 
Last edited:

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
these are fun. might've gone a bit overboard on some lol
Sigilyph
Psychic/Flying
Wonder Skin, Magic Guard, Tinted Lens
85/4/6/7/6/97

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

Mode 1: Reduce Sigilyph's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mystical Flight] Sigilyph knows Fly. Sigilyph's Fly is Psychic-type and Special rather than Physical. Sigilyph's Fly can only be used once per round, and will fail on subsequent attempts.
Mode 3: [Desert Gale] When Sigilyph deals damage with Ancient Power: Summon Sandstorm for two (2) rounds. While Sandstorm is in play, Sigilyph gains Sheer Force as an additional ability.
Mode 4: [Eternal Watcher] Sigilyph knows Miracle Eye. While Sigilyph is in play: In addition to its usual effects, Miracle Eye gives the defender an additional weakness to Psychic for its duration.
Mode 5: [Magical Boundary] Raise Sigilyph's Defense and Special Defense ranks by two (2). Sigilyph's damaging Flying-type attacks inflict Phazing. At the start of each round, if a foe was phazed out last round: Sigilyph may use Psychic, Reflect, or Light Screen as a bonus action.

Moves:
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt
Luxray
Electric
Rivalry, Intimidate, Guts
90/9/6/7/6/70

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

Mode 1: Reduce Luxray's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Fierce Rival] Whenever a damaging move that both Luxray and their opponent know is used, add two (2) to that move's attack power.
Mode 3: [Electric Fire] After Luxray uses a damaging combination, inflict Burn on Luxray.
Mode 4: [X-Ray Vision] Luxray knows Laser Focus and Wild Charge. While Luxray is under the effects of Laser Focus, they automatically succeed at accuracy checks and ignore type immunities when attacking.
Mode 5: [Pack Leader] Luxray knows Wild Charge and Volt Switch. When Luxray uses Howl, add a Luxio with 25 max HP, 6/4/5/4/60 stats, and all of Luxray's abilities and moves (including Wild Charge and Volt Switch) to Luxray's team. Howl fails if there is already a non-fainted Luxio on Luxray's team.

Moves:
Attract
Confide
Crunch
Double Team
Facade
Fire Fang
Flash
Howl
Leer
Mud-Slap
Night Slash
Play Rough
Protect
Psychic Fangs
Round
Signal Beam
Strength
Tackle
Thunder Fang
Thunder Wave
Thunderbolt
Toxic
Kabutops
Rock/Water
Swift Swim, Battle Armor, Weak Armor
85/8/8/5/5/80

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

Mode 1: Reduce Kabutops's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Prehistoric Predator] When Kabutops uses Ancient Power (even if it does not connect), increase their critical stage by three (3) for one turn. At the end of the round, if Kabutops landed no critical hits, they become Sluggish for one (1) turn.
Mode 3: [Double Slash] Once per round, if Kabutops's Weak Armor is activated by an attack, they may use Slash, Night Slash, or Psycho Cut as a bonus action. Use the attack with the highest type effectiveness; on a tie, favor Slash, then Night Slash.
Mode 4: [Relentless Swimmer] Kabutops knows Rain Dance. While the weather is Rain, Kabutops's foe is Trapped.
Mode 5: [Vampiric Scythes] Kabutops knows Razor Shell. All of Kabutops's moves tagged #Slicing have a power bonus of two (2) and drain half (0.5x) the damage dealt, with a maximum of 7.

Moves:
Aerial Ace
Ancient Power
Attract
Brick Break
Confide
Cross Poison
Double Team
Earth Power
Facade
Harden
Ice Beam
Leer
Liquidation
Mud-Slap
Night Slash
Protect
Psycho Cut
Rock Slide
Round
Sand Attack
Slash
Surf
Toxic
Waterfall
X-Scissor
Porygon-Z
Normal
Adaptability, Download, Analytic
90/6/5/10/6/90

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

Mode 1: Reduce Porygon-Z's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Runtime Exception] Porygon-Z knows Hyper Beam. If Porygon-Z's Hyper Beam does not reduce the HP of the foe when used, inflict Fainting on Porygon-Z.
Mode 3: [Dynamic Programming] Porygon-Z's damaging moves always deal 0 damage when used, and have no secondary effects. When Porygon-Z uses a damaging move, set its type to the type of the move. Porygon-Z's status moves gain a base power equal to the energy cost of the move, and type equal to Porygon-Z's first type. They deal Special damage. (Note that the target of these moves is unchanged.) Taunt prevents Porygon-Z from using damaging moves, instead of its usual effect.
Mode 4: [Lambda Function] If Porygon-Z is ordering first, they may use any move, once per round.
Mode 5: [Virtual Reality] Porygon-Z knows Hyper Beam. When Porygon-Z hits a foe with Signal Beam, that foe becomes typeless for the next six (6) turns. Porygon-Z constantly has Evasive against contact attacks from typeless Pokemon, and their moves always hit super effectively against typeless Pokemon.

Moves:
Aerial Ace
Confide
Dark Pulse
Defense Curl
Double Team
Facade
Flash
Ice Beam
Protect
Psychic
Round
Shadow Ball
Sharpen
Signal Beam
Tackle
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt
On the whole, love this. I don't have a whole lot of time right now so I'll stick to general advice and move on to specifics another day.

I'd like to see effects written in a way that makes them easy to re-balance. A great example of a scalable effect done well is Sigilyph's Mode 5, Magical Boundary: every component of it can easily be adjusted on a small scale to make the effect stronger or weaker as needed. A counterexample would be Porygon-Z's Mode 4, Lambda Function, which can only be adjusted so much without altering the core functions of the Mode. Effects that allow for better fine-tuning are more likely to be implemented.

Another piece of general advice I can give is that your Mode 4 effects seem quite under-powered. Requiring ref Pokemon to spend actions on utility moves like Laser Focus or Miracle Eye is a substantial drawback, the likes of which I would not expect to see on high-end Modes.

Some Mode effects that I particularly like are Sigilyph-5 (Magical Boundary), Luxray-3 (Electric Fire), Kabutops-2 (Prehistoric Predator), and Porygon-5 (Virtual Reality).
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
here are some more hehe

Wormadam-Plant
Bug/Grass
Anticipation, Overcoat
85/4/6/6/8/36

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

Mode 1: Reduce Wormadam's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Floral Fortification] When Wormadam uses a Grass-type attack, raise their Defense stage by one (1) for their next three (3) turns, without extension.
Mode 3: [Vigilant Defender] Wormadam knows Dig and Electroweb. When Wormadam is damaged by a Fire-type attack, they immediately retaliate with Dig (Regular) as a bonus action. When Wormadam is damaged by a Flying-type attack, they immediately retaliate with Electroweb as a bonus action.
Mode 4: [Plant Spreading] When Wormadam uses a Grass-type move, the field becomes Grassy Terrain for the next four (4) rounds. While Wormadam is in play, and the field is Grassy Terrain, all Pokemon that are not Grass-type are Trapped, and Anticipation reduces the power of super effective attacks by 5 instead of 2.
Mode 5: [Multicolored Flower Cloak] Wormadam has Wonder Guard as a bonus ability, and knows an instance of Hidden Power for each type. When Wormadam uses Hidden Power, they gain an additional type, equal to the type of that Hidden Power, for the next six (6) actions. If Wormadam has five (5) types and would gain a new one with Hidden Power, first remove the additional type that was added longest ago.

Moves:
Attract
Bug Bite
Bug Buzz
Bullet Seed
Confide
Double Team
Energy Ball
Facade
Flash
Protect
Psychic
Round
Shadow Ball
Signal Beam
Tackle
Toxic
Audino
Normal
Healer, Regenerator, Klutz
95/5/6/5/6/50

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

Mode 1: Reduce Audino's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Friendly Fighter] Raise all of Audino's core stat ranks by one (1). Audino knows Heal Pulse. Audino's max EN is 40, and they cannot Chill. Audino's Heal Pulse costs 0 EN, and restores 40 Energy to the user when used.
Mode 3: [Careful Listener] Whenever a foe uses a move tagged #Sound, Audino gains Analytic as a bonus ability for the next six (6) turns. Whenever Audino uses a Status move tagged #Sound, Audino's foe uses the same move as a bonus action.
Mode 4: [Pacify] Audino constantly has Evasive against damaging attacks if the attacker's relevant Attack or Special Attack stage is less than 0. After Audino deals less than ten (10) damage with an attack, remove all positive stat changes on the defender.
Mode 5: [Tranquilize] Raise Audino's Defense and Special Defense ranks by two (2) each. Audino knows Sweet Kiss, Yawn, and Magic Coat. When Audino deals damage with a combination: Total the defender's minor and major statuses. If this total is at least three (3), inflict Fainting on the defender.

Moves:
Attract
Confide
Dazzling Gleam
Double Team
Facade
Fire Punch
Flamethrower
Flash
Growl
Hyper Voice
Ice Beam
Ice Punch
Play Nice
Protect
Psychic
Round
Shadow Ball
Signal Beam
Surf
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt
Decidueye
Grass/Ghost
Overgrow, Long Reach
90/8/6/7/7/70

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

Mode 1: Reduce Decidueye's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Take Cover] At the start of each round, raise Decidueye's Evasion stage by one (1) for the next three (3) turns, without extension. When Decidueye is hit by an attack and their Evasion stage is greater than 0, that attack is always a critical hit, and Decidueye's Evasion stage is reset to 0.
Mode 3: [Rapid Fire] Once per round, if Decidueye uses a damaging attack, they may choose to use the same damaging attack immediately afterward as a bonus action. This can be ordered for example with (Rapid Fire) Leaf Blade.
Mode 4: [Tipped Arrows] Decidueye's Aerial Ace inflicts Burn, Bullet Seed inflicts Poison, and Shadow Claw inflicts Paralysis, all with 100% effect chance.
Mode 5: [Midnight Hunter] Decidueye knows Spirit Shackle. Decidueye's attacks always land critical hits on Pokemon that are not Trapped. Decidueye constantly has Evasive against non-contact attacks from Pokemon that are Trapped.

Moves:
Aerial Ace
Air Slash
Astonish
Attract
Brave Bird
Bullet Seed
Confide
Double Team
Energy Ball
Facade
Growl
Leaf Blade
Protect
Psycho Cut
Round
Shadow Ball
Shadow Claw
Tackle
Toxic
Hatterene
Psychic/Fairy
Healer, Anticipation, Magic Bounce
80/7/7/10/7/29

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

Mode 1: Reduce Hatterene's CR by one (1). Challenger only gets one (1) sub.
Mode 3: [Hat Claws] Hatterene's contact moves inflict Magic Powder's effect on the foe for two (2) turns with a 100% effect chance.
Mode 3: [Emotion Suppression] Hatterene knows Swagger and Charm. While Hatterene is in play: When the foe's Attack or Special Attack stage increases or decreases, decrease their Special Defense stage by the same amount for three (3) turns.
Mode 4: [The Witching Hour] Hatterene knows Psychic Terrain and Expanding Force. At the beginning of every prime-numbered round, if Hatterene is in play: The terrain becomes Psychic Terrain for three (3) turns, and Trick Room becomes active for three (3) turns, overwriting any previous Trick Room.
Mode 5: [Fierce Solitude] Hatterene knows Trick Room and Mystical Fire. When they enter play: Increase Hatterene's Special Attack stage by one (1) for each non-fainted Pokemon on both teams (not counting Hatterene themselves) for six (6) turns. When Hatterene deals at least twenty (20) damage with an attack: Inflict Phazing on the defender.

Moves:
Attract
Dark Pulse
Dazzling Gleam
Facade
Play Nice
Play Rough
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Shadow Claw
Thunder Wave
 
Last edited:
These are probably over/underpowered as heck but eh I'll shoot my shot
This is also to stop city from monopolizing the thread :]
Meowstic
Psychic
Keen Eye, Infiltrator, Prankster
85/4/6/6/6/104 | 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: [Lil' Rascal] Meowstic knows Fake Out. Meowstic's Fake Out is Psychic-type and Special rather than Physical.
Mode 3: [Cat's Cradle] Once per battle, after end of Step, if Meowstic's team used at least three (3) different non-damaging moves: set Light Screen and Reflect on Meowstic's side of the field.
Mode 4: [Dimorphic Species] Every odd-numbered round: raise Meowstic's Defense and Sp. Defense ranks by one (1) each, and Meowstic knows Imprison. Every even-numbered round: raise Meowstic's Sp. Attack rank by two (2), and Meowstic knows Future Sight.
Mode 5: [Mischievous Insight] Meowstic knows Magic Coat, Safeguard, and Yawn. Meowstic's non-damaging moves hit twice, with the second hit being a damaging move with the BAP of the base move's EN cost. Meowstic's damaging moves have a 100% chance to randomly inflict the target with the effects of Fake Tears, Mean Look, or Torment. Meowstic's Prankster ignores Dark types' immunity to non-damaging moves caused by the Ability.

Moves:
Attract
Confide
Dark Pulse
Double Team
Energy Ball
Facade
Flash
Leer
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt
Tangrowth
Grass
Leaf Guard, Chlorophyll, Regenerator
95/7/9/8/4/50 | 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: [Sleepytime] Tangrowth knows Sleep Powder. Tangrowth's Sleep Powder always inflicts Sleep for exactly three (3) Steps.
Mode 3: [Expanding Overgrowth] Once per battle, during the referee's Ordering Phase, if Tangrowth is in play: the referee may name a move that the foe learns at Level 0. That move is added to Tangrowth and its teammates' movepools for the rest of the battle.
Mode 4: [Sunbather] Tangrowth knows Synthesis. For six (6) Steps after Synthesis is used: the effects of Tangrowth's Leaf Guard and Chlorophyll are active, and Tangrowth is additionally healed for two (2) HP per Step.
Mode 5: [Entangling Vines] Once per switch-in, when Tangrowth is damaged by a foe: inflict Trapping. When a Pokemon is under the effect of Trapping inflicted by this Mode: inflict the Pokemon with Sleep for exactly six (6) Steps.

Moves:
Aerial Ace
Ancient Power
Attract
Brick Break
Bullet Seed
Confide
Constrict
Double Team
Earthquake
Energy Ball
Facade
Flash
Focus Blast
Mud-Slap
Poison Jab
Poison Powder
Protect
Rock Slide
Round
Strength
Stun Spore
Toxic
Chandelure
Ghost/Fire
Flash Fire, Flame Body, Infiltrator
85/4/7/10/7/80 | 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: [Blaze of Agony] Chandelure knows Inferno. If Chandelure's Inferno does not reduce the HP of the foe when used, inflict a flat 10 HP damage on both the intended foe and Chandelure.
Mode 3: [Entrancing Flame] Any foe that makes contact with Chandelure has a 50% chance of failing to use their intended attack and instead using a random other move in their movepool.
Mode 4: [Phantasmal Smoke] Chandelure knows Hex. Chandelure's STAB damaging moves have a 70% chance to burn the target, in addition to their usual effects. Chandelure's non-STAB damaging moves have a 70% chance to decrease the target's Sp. Defense by one (1) stage, in addition to their usual effects.
Mode 5: [Soul Seeker] If the foe has strictly less than or equal to 50% of their full HP remaining (rounding up): between Round Start and Step 1, Chandelure uses Night Shade as a bonus action.

Moves:
Astonish
Attract
Confide
Dark Pulse
Double Team
Energy Ball
Facade
Flamethrower
Flash
Protect
Psychic
Round
Shadow Ball
Toxic
Toxapex
Poison/Water
Limber, Merciless, Regenerator
80/5/11/4/10/35 | 1/2

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: [Crown of Thorns] Toxapex has Rough Skin as an additional Ability.
Mode 3: [Potent Poison] For three (3) Steps after Toxic is used: all damaging Poison-type moves Toxapex uses place 1 Poison Counter on the target.
Mode 4: [Stall Out] Toxapex knows Recover. If an attack deals 15 or more damage to Toxapex: Toxapex becomes invulnerable for one Step afterwards and holds the item Black Sludge for the rest of the round.
Mode 5: [Mortal Injection] Toxapex knows Venoshock and Venom Drench. All non-damaging Poison-type moves used by Toxapex now deal a flat 15 damage, in addition to their usual effects. Toxapex's moves ignore the effects of Type-based immunities.

Moves:
Attract
Confide
Cross Poison
Double Team
Facade
Ice Beam
Liquidation
Poison Jab
Protect
Round
Surf
Toxic
 
Last edited:
Here are concepts for two of the new Pokemon, with emphasis on the "crazy" and/or "unfair" aspects of Mode 5:

Annihilape
Fighting / Ghost
Vital Spirit / Inner Focus / Defiant
100/8/6/4/7/90 | 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: [Ghost Touch] When Annihilape attacks with a Ghost- or Fighting-type attack, or when Annihilape defends against a move that has a BAP: immunities are not tallied.
Mode 3: [Between Worlds] Annihilape learns Phantom Force and Cross Chop. Once per battle, the evasive phase of Phantom Force may be readied at priority +2.
Mode 4: [Vengeful Spirit] Annihilape learns Rage Fist and Revenge. On sendout, if an ally Pokemon was active on the previous round: for the next three (3) steps, the BAP of Rage Fist is increased by five (5) for each hit that ally took during the previous round.
Mode 5: [Ape-oplexy] Annihilape learns Rage Fist and Drain Punch. Whenever the BAP of Rage Fist is increased, the boost persists for six (6) steps. At the beginning of each step, if Annihilape's HP >1: Annihilape cannot be knocked out by hits. If Annihilape's EN <0, and it is not the cleanup phase: Annihilape does not faint.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Defense Curl
Double Team
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Leer
Meditate
Mud-Slap
Night Slash
Poison Jab
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Shadow Punch
Strength
Thunder Punch
Thunderbolt
Toxic


Dondozo
Water
Unaware / Oblivious / Water Veil
115/7/8/5/5/35 | 7/6

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: [Short-order Chef] Once per round, when Dondozo uses Order Up: Dondozo's attack, special attack, and speed stats are increased by one (1) stage for two (2) steps.
Mode 3: [Live Bait] On sendout, if Dondozo has not been sent out: Dondozo gains a 10-HP decoy. When Dondozo's decoy is broken: for the next six (6) steps, Dondozo's attack, special attack, and speed stages are increased by one (1) and Dondozo's defense and special defense stages are decreased by one (1).
Mode 4: [Ejection Seat] For the duration of the battle, each of Dondozo's core five stats is increased by one (1) stage, adjusting the natural stages. When Dondozo is knocked out: add a CR -2 Tatsugiri to the bench.
Mode 5: [Final Boss] While Dondozo has >50% HP: Dondozo is immune to OHKO moves. For the duration of the battle, each of Dondozo's core five stats is increased by two (2) stages, adjusting the natural stages. When Dondozo uses Order Up: Dondozo's attack, special attack, and speed stats are increased by one (1) stage for three (3) steps. Once per round, as a bonus action on any step, Dodonzo may use a move from Tatsugiri's Level 0 movelist; when computing damage for this attack, use the higher of Dondozo's or Tatsugiri's attack/special attack ranks.
Counter
Dragon Pulse
Facade
Harden
Mirror Coat
Protect
Surf


Moves:
Avalanche
Crunch
Earthquake
Facade
Liquidation
Order Up
Protect
Rock Slide
Surf
Tackle
Waterfall
Zen Headbutt


If needed, I have plenty more in various stages of completion.
 
This is a pretty cool method of community engagement.

Linoone
Normal
Pickup / Gluttony / Quick Feet
90/5/5/4/5/100 1/3

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: [Slope Interception] Linoone knows Pursuit. Linoone's Pursuit always has 8 BAP but gains the effect, On hit: Linoone is Trapped.
Mode 3: [Linear Regression] Linoone knows Dig. When Linoone uses a Damaging Move, it gains a power bonus equal to the number of times it has used that move consecutively.
Mode 4: [Relatively Special] Linoone knows Super Fang. Linoone's Evasion stage is treated as being two (2) higher against contact attacks used by Pokemon that move after it in a step.
Mode 5: [Brachistochroone] Linoone knows Headbutt and Extreme Speed. When Linoone Flinches an opponent, Linoone may immediately use Belly Drum as a bonus action.

Moves:
Attract
Confide
Defense Curl
Double Team
Facade
Growl
Hyper Voice
Ice Beam
Mud-Slap
Play Rough
Protect
Round
Sand Attack
Shadow Ball
Shadow Claw
Slash
Strength
Surf
Tackle
Tail Whip
Thunder Wave
Thunderbolt
Toxic

Hisuian Zoroark
Normal / Ghost
Illusion
85/8/5/9/5/105 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: [Bonechill Revenant] Hisuian Zoroak knows Snowscape. If Hisuian Zoroark is KO'd while the Weather is Clear or Snow, create a Delayed Attack named "Unfinished Business" on the attacking Pokemon's team.

**Unfinished Business**
8 BAP, 0 En, typeless, --- Acc, Special, CT: None.
Mode 3: [Forlorn Fox] Hisuian Zoroak knows Phantom Force. Once per battle, when a player Pokemon switches due to the Switching condition, Hisuian Zoroark may switch out as well.
Mode 4: [Liberation in Death] Hisuian Zoroark knows Grass Knot and Low Kick. Hisuian Zoroark's Attack and Special Attack Ranks are each increased by two (2). When Hisuian Zoroark uses a damaging move, after damage calculation, all active Pokemon receive an additional 10% (0.1x) of the damage dealt, rounded up.
Mode 5: [Frozen Soul] Hisuian Zoroark knows Bitter Malice, Hex, Will-O-Wisp, and Curse. When Hisuian Zoroark uses Bitter Malice, on hit, place a number of Frost Markers on the defending Pokemon equal to (1 + (the number of conditions affecting that Pokemon)). Hisuian Zoroark's hits deal half (0.5x) damage to Frozen Pokemon, not one (1) damage.

Moves:
Aerial Ace
Brick Break
Comeuppance
Crunch
Dark Pulse
Facade
Flamethrower
Focus Blast
Hyper Voice
Leer
Protect
Psychic
Shadow Ball
Shadow Claw

Lokix
Bug / Dark
Swarm / Tinted Lens
85/7/6/4/4/92 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: [Outlaw] Lokix knows Thief. While Lokix holds a stolen Item, its Speed is reduced by 25% (x0.75) and its Defense and Special Defense are reduced by one (1) Rank each..
Mode 3: [Anti-Hero] When ordering, Lokix may add the tag [Appall] to any damaging move. The first time Lokix damages an opponent with an move that has the [Appall] tag, that opponent is Taunted for three (3) steps.
Mode 4: [Redemption Arc] Lokix knows Axe Kick. When a Pokemon on Lokix's team switches into Lokix, if that Pokemon has less HP remaining than its active opponent, its opponent cannot Counterswitch.
Mode 5: [Showdown Mode] Lokix knows Assurance. When Lokix enters play, raise its Attack and Special Attack stages by two (2) each for four (4) turns, and raise its Defense, Special Defense, and Accuracy stages by one (1) each for four (4) turns. When Lokix attacks with a Dark-type move that makes contact, that move's BAP becomes 6 or (2*Lokix's number of stat boosts), whichever is greater.

Moves:
Aerial Ace
Astonish
Brick Break
Bug Bite
Bug Buzz
Counter
Dark Pulse
Facade
Leer
Protect
Tackle
X-Scissor

Palafin
Water
Zero to Hero
Zero Forme: 95/5/5/4/5/100 2/4
Hero Forme: 95/11/7/8/6/100 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: [Modern Age] Palafin knows Jet Punch. At the end of each round, the active Pokemon with fewer HP remaining becomes Sluggish for one (1) turn.
Mode 3: [Bronze Age] Palafin knows Dive. While Palafin is in its Hero Forme, it and all opposing Pokemon are trapped.
Mode 4: [Silver Age] Palafin knows Flip Turn. On sendout, if Palafin is in its Hero Forme, its Benched allies heal 10 HP and 10 Energy.
Mode 5: [Golden Age] Palafin knows Wave Crash and Close Combat. Palafin starts each battle in its Hero Forme. Opposing Pokemon are Trapped. When Palafin hits a Pokemon with a damaging move, Palafin and its Benched allies heal 1/8 of the damage dealt (rounded normally).

Moves:
Astonish
Aura Sphere
Counter
Facade
Focus Blast
Hyper Voice
Ice Beam
Ice Punch
Iron Head
Liquidation
Protect
Surf
Waterfall
Zen Headbutt
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
you know i gotta get in on this

:wo-chien:
Leaning into this mon's truly huge bulk by forcing it to emphasize passive damage.
Dark/Grass
Tablets of Ruin

HP: 90
Attack: 6
Defen.: 7
Sp.Atk: 7
Sp.Def: 10
Speed: 70
Size: 3
Weight: 4

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

Mode 1: Reduce Wo-Chien's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [The Weeds Grow] While Wo-Chien's HP is higher than the opponent's: Wo-Chien's hits deal no damage.
Mode 3: [The Grass Withers] Wo-Chien holds Leftovers.
Mode 4: [The Land Rots] At the start of each round, while Wo-Chien is in play: Inflict bad Poison on the opponent with two (2) counters.
Mode 5: [Ruin] When Wo-Chien hits an opponent with an attack: That opponent drops each item they are holding. At the start of the round: Inflict each opponent with the status created by Leech Seed, regardless of their typing.

Moves:
Bullet Seed
Dark Pulse
Energy Ball
Facade
Mud-Slap
Poison Powder
Protect
Ruination
Stun Spore
Zen Headbutt


:ting-lu:
The effects emphasize Ting-Lu's design as a phazer and hazard setter.
:sv/ting-lu:
Dark/Ground
Vessel of Ruin

HP: 115
Attack: 8
Defen.: 9
Sp.Atk: 4
Sp.Def: 6
Speed: 45
Size: 5
Weight: 10

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

Mode 1: Reduce Ting-Lu's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [The Dirt Dries] When Ting-Lu deals Ground-type damage: Create Spikes on the field of each team in play.
Mode 3: [The Soil Erodes] Ting-Lu knows Dig. When Ting-Lu hits an opponent with a Ground- or Rock-type move: Lower that opponent's Speed stage by one (1) for their next three (3) turns.
Mode 4: [The Earth Ruptures] When Ting-Lu hits a Pokemon with Ruination: Place a Phazing marker on that Pokemon. When Ting-Lu hits a Pokemon with Mud-Slap: Inflict Trapped on that Pokemon.
Mode 5: [Ruin] When Ting-Lu takes damage: Create Spikes on the opponent's field. At the start of each round: Place a Phazing marker on each opponent.
Moves:
Dark Pulse
Earth Power
Earthquake
Facade
Mud-Slap
Protect
Rock Slide
Ruination
Zen Headbutt


:chien-pao:
Focusing on ramping up to massive damage, unless this mon is quickly defeated or answered.
:sv/chien-pao:
Dark/Ice
Sword of Ruin

HP: 90
Attack: 9
Defen.: 6
Sp.Atk: 7
Sp.Def: 5
Speed: 135
Size: 4
Weight: 5

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

Mode 1: Reduce Chien-Pao's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [The Anger Builds] Chien-Pao can't execute more than one attack each round, except for rounds where they have executed Swords Dance.
Mode 3: [The Cities War] While Chien-Pao hasn't taken a turn this step: Chien-Pao has Evasive against super-effective attacks.
Mode 4: [The Silence Deafens] Chien-Pao knows Ice Spinner. When Chien-Pao gains Protection: Raise Chien-Pao's Attack stage by two (2) for their next three (3) turns.
Mode 5: [Ruin] At the end of the step: Raise Chien-Pao's Attack stage by one (1) for their next three (3) turns.

Moves:
Aerial Ace
Avalanche
Brick Break
Crunch
Dark Pulse
Facade
Night Slash
Protect
Psychic Fangs
Ruination


:chi-yu:
Emphasizes upfront bursts of damage each time it comes in. The player is tasked with cornering or trapping it to minimize damage.
:sv/chi-yu:
Dark/Fire
Beads of Ruin

HP: 80
Attack: 6
Defen.: 6
Sp.Atk: 10
Sp.Def: 9
Speed: 100
Size: 1
Weight: 1

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

Mode 1: Reduce Chi-Yu's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [The Homes Smoulder] When Chi-Yu first enters play: Raise Chi-Yu's Special Attack stage by two (2) for their next two (2) turns. After Chi-Yu attacks: Lower Chi-Yu's Special Attack stage by one (1) for their next one (1) turn.
Mode 3: [The Fields Ignite] While Chi-Yu has entered play this round: Chi-Yu has Tinted Lens.
Mode 4: [The Nation Burns] When Chi-Yu enters play: Discard any Weather in play; then, create Sun for two (2) rounds.
Mode 5: [Ruin] While Chi-Yu has entered play this round: Damage dealt by Chi-Yu is doubled (x2).

Moves:
Crunch
Dark Pulse
Facade
Flamethrower
Protect
Psychic
Ruination
Zen Headbutt


***

:Necturna:
emphasizes her design as a fucked up pokemon that hates you, the player, very specifically
:sv/necturna:
Grass/Ghost
Forewarn / Telepathy

HP: 85
Attack: 9
Defen.: 7
Sp.Atk: 6
Sp.Def: 9
Speed: 58
Size: 3
Weight: 3

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

Mode 1: Reduce Necturna's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Filleturna] Necturna's Sketched move is Fillet Away. While Necturna hasn't attempted Fillet Away: Necturna's hits deal no damage.
Mode 3: [Sporeturna] Necturna knows Nightmare and Curse, and their Sketched move is Spore. Necturna holds Leftovers.
Mode 4: [Soakturna] Necturna knows Horn Leech and Solar Blade, and their Sketched move is Soak. Necturna has Infiltrator.
Mode 5: [Drumturna] Necturna knows Shadow Sneak, and their Sketched move is Belly Drum. When Necturna enters play for the first time: Necturna attemtps Belly Drum as a triggered action. Necturna holds a Figy Berry.

Moves:
Attract
Confide
Crunch
Dark Pulse
Double Team
Energy Ball
Facade
Flash
Leaf Blade
Leer
Poison Fang
Protect
Psychic
Round
Shadow Ball
Shadow Claw
Thunder Fang
Toxic
 
Last edited:

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
cityscapes
Sigilyph:
M2: APPROVED. My only complaint is that it would be difficult to re-balance in the future.
M3: Balance is difficult to nail down due to the very high consistency of the effects. Suggest reducing the duration of Sandstorm, like so: "After Sigilyph hits with Ancient Power: create a Sandstorm (1r). When Sigilyph attacks, if the weather is Sandstorm: give that attack a power boost of three (3)."
M4: Effect seems too weak, due to how troublesome it is to apply and maintain the effect of Miracle Eye. Suggest making the effect easier or more consistent, perhaps by automatically applying Miracle Eye under certain conditions, and/or by making the effect of Miracle Eye permanent.
M5: APPROVED. Although I will likely replace Psychic with a weaker move; damaging bonus actions do not need to deal much damage to be threatening.

Luxray:
M2: A Mode 2 effect that encourages the opponent to use Lv0 moves is anti-concept. Suggest making the effect asymmetrical. For example: "When Luxray attacks with a move their target knows: give that attack a power boost of two (2). When Luxray is attacked with a move that Luxray knows: give that attack a power penalty of one (1)."
M3: Effect is too weak -- the self-damage from Burn almost completely offsets the damage boost. Also, the effect is not easy to re-balance. Suggest making the effect more powerful. For example: "When Luxray attacks with a Combination: give that Combination an (additive) 70% effect chance to inflict Burn. After Luxray uses a damaging Combination: inflict Burn on Luxray."
M4: Effect is far too weak, and difficult to re-balance.
M5: I like the concept, but I'm worried about its effect on match length. I'll need time to think about adjustments before I approve it.

Kabutops:
M2: APPROVED.
M3: APPROVED, but I will likely reduce its frequency (change it to once-per-sendout, or make it less consistent somehow).
M4: Too weak, and difficult to re-balance.
M5: APPROVED.

Porygon-Z:
M2: The drawback is too extreme. It allows the ref to blunder away a whole mon on a single mistake.
M3: A very exciting effect with strong flavor and interesting mechanics, but there are ruling quirks that need to be ironed out. I'll need to tinker with it a bit before I approve it. Also, it might belong in a higher Mode.
M4: Too many options for the ref. Cannot approve of the concept without major alteration.
M5: APPROVED, although I will likely reduce the duration of the effect to 3t or even 2t (to allow more counterplay).

Wormadam-Plant:
I was going to tell you that Modes 2-4 are all too powerful, but this is Wormadam-Plant so I might make an exception. Maybe.
M5: An interesting idea, but I'm worried that it may draw out games too long. Also, very calculation-heavy on the ref. Reducing the max number of Types could possibly help with the calculation, but then it might as well be Protean... Not sure about this one.

Audino:
M2: Honestly I don't really understand this one.
M3: It's a roundabout way for Audino to spend 1a for +2 BAP (6t) on Normal attacks? Seems very weak, unless I'm missing something.
M4: A fun effect, but prone to lead to impasses and doesn't serve any sort of wincon.
M5: Rest and Safeguard hard-counter this Mode more severely than I'd like for a M5 effect (especially since Rest is universal). I think the concept might be workable, though.

Decidueye:
M2: APPROVED. Absolutely the kind of effect I'm looking for, particularly in M2.
M3: This is functionally just a damage boost. Too strong and not easily re-balanced.
M4: APPROVED.
M5: APPROVED. Great job on this mon!

Hatterene:
M2: Mechanically it's fine, but it doesn't seem very interesting for the challenger to play against.
M3: I'll need to tweak the balance. Fortunately, you've given me enough opportunities to do so within the effect. APPROVED.
M4: APPROVED. Personal opinion: I'd like if the effect didn't require Hatterene to be the active Pokemon.
M5: In my initial assessment, I think it's overpowered. But the more I look at it, the more I want to leave it as-is because of the interesting situations it can lead to. APPROVED.

HydrogenHydreigon
Meowstic:
M2: APPROVED.
M3: Suggestion: "Once per battle, after end of Step, if Meowstic's team used at least three (3) different non-damaging moves: set Light Screen and Reflect on Meowstic's side of the field." APPROVED.
M4: I'll probably boost the numbers a bit. APPROVED.
M5: I like the concept, but the effect is underpowered and the movelist becomes too large.

Tangrowth:
M2: The power level worries me, but APPROVED.
M3: A little bit too powerful for what is essentially an unavoidable trigger. Personally, I'd like to extend the duration of Sleep, and then move this effect to Mode 4 or 5 (where the challenger will have access to Sleep Talk). Alternatively, nerf the trigger (vs Contact only?).
M4: APPROVED.
M5: I like the concept, but this implementation burdens the ref with too many options. Also, looking up potential moves sounds cumbersome. I would suggest creating a list of pre-selected moves to choose from.

Chandelure:
M2: APPROVED.
M3: Underpowered for M3, and difficult to re-balance.
M4: Suggest moving this effect to M3, where I think this level of inconsistency/unpredictability is more appropriate. I'll need to adjust the wording for clarity. Otherwise, I like this effect.
M5: I'd like to replace Shadow Ball with Night Shade for balance reasons. Otherwise, APPROVED.

Toxapex:
M2: A bit bland, but drawing attention to lack of Rough Skin Ability has comic value. APPROVED.
M3 and M4: I'd like if these effects had more to them than just straight BAP and rank boosts. When designing for higher Modes, it's difficult to rely upon pure stat boosts to achieve the power level I'm looking for.
M5: APPROVED. Honestly could probably bump it up to 15 raw damage.

I'm taking a break before I continue (I can feel myself becoming more critical as my mental stamina depletes, lmao). All in all, very happy with everybody's submissions so far (including those I haven't responded to yet!). Adding one of my own:
Blacephalon
Fire/Ghost
Beast Boost
80/9/4/11/6/107 | 3/2

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

Mode 1: Reduce Blacephalon's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Distracting Spectacle] When a Pokemon attacks with a move that has a BAP of 11 or greater: give that attack a 40% effect chance to reduce the Accuracy stage of the defender by one (1) for their next two (2) turns, without extension.
Mode 3: [Point-Blank Explosion] When Blacephalon attacks a foe, if there are currently no game effects that directly or indirectly reduce the attack's damage (other than Typing, or the target's original defensive Rank): give that attack a power boost of five (5).
Mode 4: [Ultimate Amusement] Once per Round, when Blacephon attacks with Mind Blown outside of a Combination: replace that attack's effects with those of Confuse Ray, Flash, or Hypnosis (selected randomly). The effects granted this way ignore Protection.
Mode 5: [Upstaging] After Blacephalon is hit: Blacephalon gains immunity to the move(s) that hit it.

Moves:
Astonish
Confide
Dark Pulse
Double Team
Facade
Fire Punch
Flamethrower
Hypnosis
Mind Blown
Protect
Psychic
Round
Shadow Ball
Shadow Claw
Toxic
Zen Headbutt
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
nightblitz42 i honestly really appreciate how critical you are, the resulting tree will probably be a ton of fun. also HydrogenHydreigon i recommend giving pex5 acid spray this guy has NOTHING for steels. anyway...

sigilyph:
M2: APPROVED. My only complaint is that it would be difficult to re-balance in the future.
M3: Balance is difficult to nail down due to the very high consistency of the effects. Suggest reducing the duration of Sandstorm, like so: "After Sigilyph hits with Ancient Power: create a Sandstorm (1r). When Sigilyph attacks, if the weather is Sandstorm: give that attack a power boost of three (3)."
M4: Effect seems too weak, due to how troublesome it is to apply and maintain the effect of Miracle Eye. Suggest making the effect easier or more consistent, perhaps by automatically applying Miracle Eye under certain conditions, and/or by making the effect of Miracle Eye permanent.
M5: APPROVED. Although I will likely replace Psychic with a weaker move; damaging bonus actions do not need to deal much damage to be threatening.
m2 - that's fair. it's a simple enough effect though so some condition like "fails if sigilyph's special attack rank is below 0", "raises sigilyph's special attack by 1 on charge", or just tweaking the base power sounds pretty easy.
m3 - your comments on mode 3 are fair enough, it makes sense to me that we should aim for shorter conditions with more explosive effects. this opens up the opportunity for more dynamic play. that said, i am fond of the sheer force idea rather than a flat power increase, cause it changes the way sigilyph plays and is an interesting drawback (no air slash flinches for example). maybe we can buff sheer force to +3 or +4 on this.
m4 - i think we just have sigilyph use miracle eye for free on sendout? another idea goes as follows: "When a foe afflicted by Miracle Eye switches out, Sigilyph uses Future Sight as a bonus action." also there's an idea of somehow reducing or evading damage done to sigilyph by miracle eye'd mons.

luxray:
M2: A Mode 2 effect that encourages the opponent to use Lv0 moves is anti-concept. Suggest making the effect asymmetrical. For example: "When Luxray attacks with a move their target knows: give that attack a power boost of two (2). When Luxray is attacked with a move that Luxray knows: give that attack a power penalty of one (1)."
M3: Effect is too weak -- the self-damage from Burn almost completely offsets the damage boost. Also, the effect is not easy to re-balance. Suggest making the effect more powerful. For example: "When Luxray attacks with a Combination: give that Combination an (additive) 70% effect chance to inflict Burn. After Luxray uses a damaging Combination: inflict Burn on Luxray."
M4: Effect is far too weak, and difficult to re-balance.
M5: I like the concept, but I'm worried about its effect on match length. I'll need time to think about adjustments before I approve it.
m2 - yeah, i like your idea. makes more sense for luxray to push you out of their movepool. fair point on encouraging players to use their new shiny moves too.
m3 - i would hardly call guts's +5 "almost completely offset" by burn's -2. burning the opponent sounds pretty fair though. gives luxray more reason to think about when to use the combo (still likely on the first opportunity).
m4 - we can probably make this a bit more unifying, such as "Luxray's Wild Charge cannot be prevented, evaded, or protected against, and ignores all type immunities". also laser focus for free on sendout helps waste less time.
m5 - yeah, this is definitely an unconventional one. another idea is having luxio join next to luxray, turning the match into an effective 1v2 a la sun and moon sos battles. probably luxio is forced to order first every round with player/luxray taking turns as usual. for that one we probably restrict howl a LOT more with either once per battle or astronomical energy cost, and luxio disappears when luxray faints or switches out.

kabutops:
M2: APPROVED.
M3: APPROVED, but I will likely reduce its frequency (change it to once-per-sendout, or make it less consistent somehow).
M4: Too weak, and difficult to re-balance.
M5: APPROVED.
m4 - maybe we can just switch this with m3 as-is, honestly. for buff ideas: +2 power on water moves, +1 atk stage when weather becomes rain, trapping applies if there was rain at any point during the round. nerf ideas: water-types aren't trapped, no trapping but kabutops gets a free attack if they switch out (alternatively, rain = stealth rock for opponent), kabutops is trapped when weather isn't rain or clear.
m3 - if this needs a buff to become m4, we can maybe have the slashes auto-crit like storm throw? or add fun secondary effects like lowering defense or draining maybe.

porygon-z: i definitely put a lot of wacky stuff on this mon, i understand if some of it doesn't fit lol
M2: The drawback is too extreme. It allows the ref to blunder away a whole mon on a single mistake.
M3: A very exciting effect with strong flavor and interesting mechanics, but there are ruling quirks that need to be ironed out. I'll need to tinker with it a bit before I approve it. Also, it might belong in a higher Mode.
M4: Too many options for the ref. Cannot approve of the concept without major alteration.
M5: APPROVED, although I will likely reduce the duration of the effect to 3t or even 2t (to allow more counterplay).
m2 - yeah this is a meme cause it also kills you if you miss (90%). i like the idea of porygon-z randomly fainting because it sounds extremely funny and kinda flavorful, but we can maybe tie it to something besides connecting an attack. maybe player gets ohko conditions, such as hitting pz with a combo while their energy is below 50% and they're sluggish. important to note that hyper beam on this is extremely powerful so may be best to remove it from m2 altogether.
m3 - yeah this one is crazy. if you wanna move it to m4 i suggest adding power to the status moves for sure (as is you only have 7 power moves). also consider giving pz more "attacks" cause the only ones they have now are confide and flash. telekinesis, embargo, trick, and psych up sound fun.
m4 - fair enough. if you wanna go with this one, maybe restrict moves to the type of the last move pz used, but this is still a lot of effort for the ref to plan and set things up. more reasonable is using any move known by the foe.

here's an alternate one i made, i was thinking it probably belongs in m3 but im not sure:
Mode ?: [Unknown Pointer] Porygon-Z's Tri Attack has a 100% Effect Chance. Instead of its usual effects, randomly choose between inflicting Phazing on the defender, inflicting Trapped on the defender, and applying Pivoting to Porygon-Z.

wormadam-plant:
I was going to tell you that Modes 2-4 are all too powerful, but this is Wormadam-Plant so I might make an exception. Maybe.
M5: An interesting idea, but I'm worried that it may draw out games too long. Also, very calculation-heavy on the ref. Reducing the max number of Types could possibly help with the calculation, but then it might as well be Protean... Not sure about this one.
m2-4 - i've been meaning to ask this, how hard should we be clutching on challenge ratings to buff things like wormadam? like can i trust that cr0 or cr1 will have huge stat boosts when i'm designing these?
m5 - i like hidden power giving additional types because it means the exploitable bug/grass types stay around for the challenger to play around and hit when the durations run out. maybe 4 max types but wormadam gets +3 spa rank? seems to address both concerns, we don't want to further increase wormadam's survivability but they need to be able to deal more damage.

audino:
M2: Honestly I don't really understand this one.
M3: It's a roundabout way for Audino to spend 1a for +2 BAP (6t) on Normal attacks? Seems very weak, unless I'm missing something.
M4: A fun effect, but prone to lead to impasses and doesn't serve any sort of wincon.
M5: Rest and Safeguard hard-counter this Mode more severely than I'd like for a M5 effect (especially since Rest is universal). I think the concept might be workable, though.
m2 - the idea is you face a buffed-up audino, but once in a while they have to heal pulse you. wanted to evoke the feeling of fighting wild audinos in bw. maybe put some limit against them killing your first guy and heal pulsing your second full hp guy, but you can also play around this by switching out in the middle of the fight.
m3 - yeah, probably too weak. i was thinking maybe add like neuroforce, serene grace, or something along those lines on top of analytic (wanted this mode to reward coverage move use). maybe we can even do guaranteed status like decidueye 4, but probably limit the duration further.
m4-5 - these work kind of similarly so i'm lumping them together. in light of your concerns they're honestly really hard for me to re-balance. i wanted to lean more into audino's defensive capabilities without having them just heal stuff which is boring and annoying, but at these higher levels you're right in that most stuff can just counter it. one idea i had was giving audino the capability to lower challenger mons' stat ranks for the rest of the battle, but this would probably go best on an altogether new mode idea. for making m5 workable it's probably best to just put a marker on the opponent every time they accrue some minor or major status while audino is in the battle, then audino's combo can ohko someone with more than x amount of counters (3-5). counters should probably persist on switching in this case.

decidueye:
M2: APPROVED. Absolutely the kind of effect I'm looking for, particularly in M2.
M3: This is functionally just a damage boost. Too strong and not easily re-balanced.
M4: APPROVED.
M5: APPROVED. Great job on this mon!
m3 - funny idea i had for this was like

[Rapid Fire] All of Decidueye's damaging attacks become multi-hit, and hit between 2-5 times. Damaging attacks without an Effect Chance have three (3) BAP, while damaging moves with an Effect Chance have two (2) BAP and their Effect Chance is capped at 10%.

maybe this is too silly though. we can also have it so decidueye is normal most of the time and can only pull that once per round (maybe with guaranteed higher number of hits).

hatterene:
M2: Mechanically it's fine, but it doesn't seem very interesting for the challenger to play against.
M3: I'll need to tweak the balance. Fortunately, you've given me enough opportunities to do so within the effect. APPROVED.
M4: APPROVED. Personal opinion: I'd like if the effect didn't require Hatterene to be the active Pokemon.
M5: In my initial assessment, I think it's overpowered. But the more I look at it, the more I want to leave it as-is because of the interesting situations it can lead to. APPROVED.
m2 - wanted to work in magic powder somehow. i was thinking this is maybe also a bit strong for m2, so maybe an idea is increasing the power of physical attacks against hatterene on the action after they use a contact move. gives the challenger an opening to attack.
m3 - yeah this is definitely a bit extreme as-is.
m4 - oh that would be funny, you can add that if you want
m5 - for drawbacks i was considering having hatterene also damage their own benched ally (like when a foe is phazed, deal 5 damage to the ally). she just wants to be left alone!!!!

might do more later might not we'll see. really happy to see other people's contributions as well this is sick
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
cityscapes I didn't realize Guts was altered this gen. Definitely justifies the self-burn now.
As for the other stuff, you gave lots of good notes on ways to potentially re-balance in the future. Will keep in mind. I suppose I'll implement your suggestions on my own, unless you beat me to the punch by re-uploading effect texts or something.
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
S0L1D G0LD
Annihilape:
M2: APPROVED.
M3: Annihilape already knows a lot of good moves. Adding a couple extra moves with only a tiny added benefit seems underwhelming in this specific case, I think.
M4: APPROVED.
M5: This mode has too many different powerful effects. I'd like to prune it down to something more focused. We can either keep the uber-powerful Rage Fist, or Drain Punch + Endure shenanigans, but not both. Personally in favor of keeping the Drain Punch + Endure shenanigans because the gameplay patterns revolving around it are more unique among the Tree submissions I've seen so far.

Dondozo:
M2: It's a bit too un-interactive for Mode 2, I think.
M3: APPROVED.
M4: I think Natural Stages are no longer a thing, but we can set duration to something like 9 Steps (lol). Also I will be severely reducing the Tatsugiri's max HP. Aside from that, APPROVED.
M5: Too many different things going on here. Do you want stat-truck Dondozo, or a Dondozo+Tatsugiri bonus-action machine?

P2X7
Linoone:
M2: I like this design, but there is an issue: everything that Pursuit counters (Pivoting moves and D/E moves) is from Level 3, and the challenger will only fight Mode 2 Pokemon with Level 2 Pokemon. So, knowing Pursuit doesn't really help here.
M3: Slightly underpowered, but the damage bonus can be adjusted pretty easily. APPROVED.
M4: APPROVED. I may wish to grant bonus Evasion against non-contact attacks instead, though, for roster balance.
M5: Belly Drum as a random bonus action is interesting, but I think this Mode has too many drawbacks. Can probably reduce the HP cost of Belly Drum, then APPROVED.

Hisuian Zoroark:
M2: APPROVED.
M3: The switching effect isn't relevant because the ref sends out first and ref Pokemon have no matchup control (outside of Mode effects).
M4: I like the stat boosts and mutual damage, but is there any mechanical or flavor justification for Grass Knot and Low Kick?
M5: The flavor is nice, but I'm not convinced that Zoroark will be able to freeze the opponent as written. If we change the formula to (3+conditions), then it's APPROVED. (Doesn't learn Toxic, lmao)

Lokix:
M2: Love it! APPROVED.
M3: I'd like to add a damage boost to Appalling moves. APPROVED.
M4: A unique MU control effect, nice. Because it's underpowered as-is, I'd like to add a power and accuracy bonus to Lokix while Lokix's teammate is hurt. APPROVED.
M5: APPROVED, but why Assurance?

Palafin:
M2: APPROVED.
M3: APPROVED, although it's a little plain and difficult to re-balance.
M4: Too underpowered. Giving Palafin's ally Flip Turn as well, then messing with the healing numbers should improve the balance though. So, APPROVED.
M5: I'd like to adjust the Trapping effect to: "While Palafin is the active Pokemon: opposing Pokemon are Trapped." APPROVED.

I'm starting to notice a trend of giving ref mons D/E moves. While that's fine for now, if/when I nerf D/E mechanics within Tree, those effects may need to be revised.

All in all, things are looking great! Lou's post is next for review.
 

TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Moderator
Eevee
Normal
Run Away, Adaptability, Anticipation
80/4/4/4/5/55 | 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: [Elusive] Eevee knows Baton Pass. Eevee cannot be prevented from switching
Mode 3: [Unstable] Eevee knows Skull Bash. Whenever Eevee attempts a Normal-type move, roll at random a type (including Normal). That move's type becomes the rolled type.
Mode 4: [Type Mastery] Whenever Eevee attempts a Normal-type move: Eevee can instead declare a type as an optional parameter. The attempted move becomes that type. Eevee retains STAB on move that were originally Normal-type moves
Mode 5: [Veevee Power] Eevee knows Stored Power. Once per sendout, between Round Start and Step 1, if Eevee is the active Pokemon: Eevee performs Extreme Evoboost as a bonus action. Moves cannot inflict the Fainted condition on Eevee

Moves:
Attract
Confide
Double Team
Facade
Growl
Hyper Voice
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Sing
Tackle
Tail Whip
Toxic
Vaporeon
Water
Water Absorb, Hydration
105/5/5/8/7/65 | 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: [Waterbound] While the weather is Sunny or Sandstorm: Damage dealt by Vaporeon is reduced by 50%. When Vaporeon attempts a damaging Water-type move: discard any weather in play
Mode 3: [Water Melt] Vaporeon knows Rain Dance. While the weather is Rain: Vaporeon's moves ignore Accuracy checks
Mode 4: [Mermaid's Swim] Vaporeon's damaging Water-type moves have their priority raised by one (1). Vaporeon's non-damaging Water-type moves trigger Water Absorb.
Mode 5: [Mastery over Water] Vaporeon's damaging Water-type moves bypass immunities. While the weather is not Sunny: Vaporeon's damaging Water-type moves have their damage dealt doubled. At the start of every round: discard the weather in play, then: the weather becomes Rain

Moves:
Attract
Confide
Double Team
Facade
Growl
Hyper Voice
Ice Beam
Liquidation
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Signal Beam
Sing
Strength
Surf
Tackle
Tail Whip
Toxic
Waterfall
Flareon
Fire
Flash Fire, Guts
85/9/5/7/8/65 | 2/2

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: [Overheat] When Flareon enters play: change the weather to Sun (4r). Once per Round, after Flareon hits with a Fire-Type move: inflict Flareon with Sluggish
Mode 3: [Fired Up] When Flareon is hit by a damaging contact attack, (10%*the number of Heat markers on Flareon) of the time: inflict Burn on the attacker
Mode 4: [Hot Floof] Flareon gains the Fluffy Ability. When Flareon is hit by a damaging contact move: it performs Sunny Day as a bonus action
Mode 5: [Mastery Over Fire] All Fire-type moves gain a 100% chance to burn. While afflicted with Burn, a Pokémon's Special damaging moves also suffer a -3 penalty.


Moves:
Attract
Confide
Double Team
Facade
Fire Fang
Flamethrower
Growl
Hyper Voice
Leer
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Sing
Strength
Tackle
Tail Whip
Toxic
Jolteon
Electric
Volt Absorb, Quick Feet
85/5/5/8/7/130 | 2/2

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: [Mood Swings] At the end of each of Jolteon's turns, if Jolteon did not inflict damage this turn: Jolteon's Special Attack is 4 for its next turn. At the end of each of Jolteon's turns, if Jolteon inflicted damage this turn: Jolteon's Special Attack is 10 for its next turn
Mode 3: [Charged Body] Jolteon knows Electro Ball. When Jolteon is hit by a damaging contact move: Inflect BB-Paralysis with zero (0) counters on the defender. BB-Paralysis is Paralysis, except that the subject's final Speed is quartered (x0.25) instead of halved, and paralysis counters are not placed on the subject at the end of each round.
Mode 4: [Atmospheric Strike] Jolteon knows Thunder. Jolteon's damaging Electric-type moves bypass all Accuracy checks. When tallying type effectiveness: type immunities are treated as resistances instead
Mode 5: [Mastery Over Lightning] Jolteon knows Electric Terrain. Electric Terrain cannot be overwritten unless the user holds Terrain Extender. While under the effect of Electric Terrain, Jolteon's Attack Rank, Special Attack Rank, and Speed are doubled.

Moves:
Attract
Confide
Double Team
Facade
Flash
Growl
Hyper Voice
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Signal Beam
Sing
Strength
Tackle
Tail Whip
Thunder Fang
Thunder Wave
Thunderbolt
Toxic
Espeon
Psychic
Synchronize, Magic Bounce
85/5/5/9/7/110 | 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: [Forethought] When an opponent acts, if Espeon has already taken its turn: damaging moves targeting Espeon have their BAP decreased by two (2). When an opponent acts, if Espeon has not takes its turn yet: damaging moves targeting Espeon have their BAP increased by two (2)
Mode 3: [Weather Sight] Espeon knows Weather Ball. At the end of each round, randomly select a weather. This weather is created for the next round's duration
Mode 4: [Fork Of Fate] Espeon knows Future Sight. If the Victim is different from the Active Pokémon when Espeon's Future Sight was used: both Pokémon are Victims
Mode 5: [Mastery Over Mind] Espeon knows Psyshock and Skill Swap. While Espeon has an ability that they gained via Skill Swap: the Pokemon that was targeted by Skill Swap has their highest Rank reduced by four (4) (tiebreaker order: SpA -> SpD -> Atk -> Def), and Espeon's same Rank is increased by four (4). Espeon's self-inflicted Skill Swap status does not end when Espeon is benched

Moves:
Attract
Confide
Dazzling Gleam
Double Team
Facade
Flash
Growl
Hyper Voice
Mud-Slap
Protect
Psychic
Psychic Fangs
Round
Sand Attack
Shadow Ball
Signal Beam
Sing
Tackle
Tail Whip
Thunder Wave
Toxic
Zen Headbutt
Umbreon
Dark
Synchronize, Inner Focus
95/5/8/5/9/75 | 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: [Poison Sweat] Umbreon uses Smog (Fog) as a bonus action when it takes direct damage for the first time in a round.
Mode 3: [Body of Darkness] Umbreon knows Taunt. While the weather is not Sun: Umbreon's Evasion and Accuracy stages are raised by one (1).
Mode 4: [Moon Rings] Umbreon knows Moonlight. Moonlight heals Umbreon for 40 HP and cannot be prevented by Taunt

Mode 5: [Mastery Over Fears] Umbreon knows Taunt and Torment. Status effects inflicted by Umbreon last twice as long, but can only be inflicted once per target

Moves:
Attract
Confide
Crunch
Dark Pulse
Double Team
Facade
Feint Attack
Flash
Growl
Hyper Voice
Mud-Slap
Protect
Psychic
Round
Sand Attack
Shadow Ball
Sing
Tackle
Tail Whip
Thunder Wave
Toxic
Leafeon
Grass
Leaf Guard, Chlorophyll
85/8/9/5/5/95 | 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: [Young Sprout] Leafeon gains the Ability Grassy Surge. Leafeon's damaging moves deal 2/3 damage if Grassy Terrain is not in play
Mode 3: [Fight For Its Friends] If Leafeon's teammate is KO, when Leafeon uses a damaging move: Resistances to Grass are not tallied
Mode 4: [Tail Blade] When Leafeon uses a damaging move: raise Leafeon's critical hit stage by one (1). When Leafeon uses a damaging Grass-type move: raise Leafeon's critical hit stage by three (3)
Mode 5: [Mastery Over Plants] Leafeon knows Growth. When Leafeon uses Growth: increase its Attack and Special Attack stages by three (3) instead. When Leafeon uses a damaging Grass-type move: its Abilities are active for the rest of the round

Moves:
Aerial Ace
Attract
Bullet Seed
Confide
Double Team
Energy Ball
Facade
Flash
Growl
Hyper Voice
Leaf Blade
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Sing
Strength
Tackle
Tail Whip
Toxic
X-Scissor
Glaceon
Ice
Snow Cloak, Ice Body
85/5/8/9/7/65 | 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: [Ice Needles] Glaceon gains the Iron Barbs Ability. Whenever Glaceon is struck by a Physical damaging move, lower Glaceon's Defense stage by two (2)
Mode 3: [Diamond Dust] Glaceon knows Snowscape. Damaging Ice-type moves attempted by Glaceon have a 30% chance of bypassing Protection. Damaging Ice-type moves attempted by Glaceon in Snow hit through Evasive statuses
Mode 4: [Flash Freeze] Glaceon cannot be burned. Glaceon knows Freeze-Dry. Glaceon's Freeze-Dry has the additional effect: "If a resistance would be tallied from the defender's Fire typing while tallying type effectiveness for this move; instead, tally a weakness"
Mode 5: [Mastery Over Ice] Glaceon knows Aurora Veil and Blizzard. Glaceon gains the Ability Snow Warning. Glaceon's damaging moves deal normal damage to a Frozen opponent

Moves:
Attract
Avalanche
Confide
Double Team
Facade
Growl
Hyper Voice
Ice Beam
Mirror Coat
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Signal Beam
Sing
Strength
Tackle
Tail Whip
Toxic
Sylveon
Fairy
Cute Charm, Pixilate
95/5/5/8/9/60 | 2/2

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: [Dragon Slayer] Sylveon knows Rage. When the opposing Active Pokémon has the Dragon typing: Sylveon's damaging Fairy-type moves have their power increased by 50% (rounded up), and Sylveon takes damage equal to one-fifth of the damage dealt by them
Mode 3: [Viciously Cute] Sylveon knows Captivate and Charm. When Sylveon attacks a target with stat stages lower than 0: Sylveon's critical hit stage is two (2)
Mode 4: [Soothing Aura] Sylveon knows Heal Bell. Sylveon's Heal Bell resets negative stat stages. Additionally, using Sylveon's Heal Bell inflicts Asleep on the opposing Active Pokémon then discard that Pokémon's positive stat changes, only once per Pokémon
Mode 5: [Mastery Over Love] Sylveon's Infatuation status persists through switching. When an Active Pokémon is Infatuated with Sylveon: at the end of the step, decrease their four core ranks by one (1) stage, then, increase Sylveon's four core ranks by one (1) stage

Moves:
Attract
Confide
Dazzling Gleam
Double Team
Facade
Flash
Growl
Hyper Voice
Mud-Slap
Play Rough
Protect
Psychic
Round
Sand Attack
Shadow Ball
Sing
Tackle
Tail Whip
Toxic
 
Last edited:
Vileplume
Grass/Poison
Chlorophyll/Effect Spore
90/6/6/8/7/50 | 3/2

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: [Toxic Petal] Vileplume knows Venoshock. Before tallying type effectiveness, Vileplume's Venoshock inflicts Corrosion on the defender until they leave play.
Mode 3: [Noxious Blossom] Vileplume knows Venoshock and Acid Spray. While Vileplume is being attacked by a non-contact attack: Give that attack a power penalty of three (3).
Mode 4: [Parasitic Bloom] Vileplume knows Venoshock and Acid Spray. While Vileplume is active or Benched, each time a foe takes damage, except from hits, Vileplume heals HP equal to the damage dealt.
Mode 5: [Goddess of Rot] Vileplume knows Venoshock and Acid Spray. While Vileplume is active or Benched, each time a foe takes damage, except from hits, Vileplume heals HP equal to the damage dealt. Once, when Vileplume is hit and the damage brings its HP to half or below its maximum HP: Place a Switching marker on Vileplume, also have Vileplume target the opponent with Leech Seed as a bonus action..

Moves:
Attract
Bullet Seed
Confide
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Petal Blizzard
Poison Powder
Protect
Round
Stun Spore
Toxic
 
Last edited:
S0L1D G0LD
Annihilape:
...
M3: Annihilape already knows a lot of good moves. Adding a couple extra moves with only a tiny added benefit seems underwhelming in this specific case, I think.
In vague adherence to the theme of a semi-phantasmal creature, we could either add to or replace the Phantom Force buff by something such as "when Annihilape attacks with a move that makes contact: the defender cannot benefit from the Protection status or Screen field conditions."
nightblitz42 said:
M5: This mode has too many different powerful effects. I'd like to prune it down to something more focused. We can either keep the uber-powerful Rage Fist, or Drain Punch + Endure shenanigans, but not both. Personally in favor of keeping the Drain Punch + Endure shenanigans because the gameplay patterns revolving around it are more unique among the Tree submissions I've seen so far.
Although a lasting Rage Fist modifier is highly synergistic with this concept, the Endure/negative-energy exploits are what defines M5 Annihilape's gameplan, so I am inclined to agree that the preferential action is removing the former buff.

nightblitz42 said:
Dondozo:
M2: It's a bit too un-interactive for Mode 2, I think.
If a conditional effect is desired, consider this alternative effect in lieu of a modification:
Mode 2: [Opportune Snack] When an opponent makes contact with Dondozo: inflict trapping on Dondozo for two (2) steps, and inflict partial trapping on that opponent for two (2) steps.
nightblitz42 said:
M4: I think Natural Stages are no longer a thing, but we can set duration to something like 9 Steps (lol). Also I will be severely reducing the Tatsugiri's max HP. Aside from that, APPROVED.
Regarding M4, I should mention that I initially considered specifying the Tatsugiri's HP (~20), but I assumed that the details could be set aside until the effects of a CR penalty was better defined. However, it would probably be better to simply discard the CR rating in favor of a clear nerf such as this.
nightblitz42 said:
M5: Too many different things going on here. Do you want stat-truck Dondozo, or a Dondozo+Tatsugiri bonus-action machine?
As for M5, the concept was designed to emulate a traditional "boss battle" by capitalizing on the special traits of a Dondozo+Tatsugiri pair; two of the effects are individual benefits conferred to a piloted Dondozo, written separately for balancing purposes, and the bonus-action effect is a logical (if not absurd, in a single battle) extension to the concept. The conditional OHKO immunity was included to mitigate Dondozo's glaring susceptibility to Guillotine, but, in hindsight, bonus action + Protect was ample counterplay. Therefore, a conservative revision would resemble the following:
Mode 5: [Final Boss] For the duration of the battle, each of Dondozo's core five stats is increased by two (2) stages. Once per round, when Dondozo uses Order Up: Dondozo's attack, special attack, and speed stats are increased by one (1) stage for three (3) steps. Once per round, as a bonus action on any step, Dodonzo may use a move from Tatsugiri's Level 0 movelist; when computing damage for this attack, use the higher of Dondozo's or Tatsugiri's attack/special attack ranks.
However, for further nerfs, I would suggest, in order of preference, killing the Order Up buff altogether, reducing Dondozo's initial stat boosts to +1, or both.
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Because I see an emergent pattern that may lead to difficulties in the future, I'd like to add a new design guideline -- specifically regarding effects that expand a Pokemon's movepool. The new guideline is as follows:

1. Do not expand the ref's movepool more than necessary.
2. The primary goal of a Mode's effect should not be to expand the ref's movepool.
Without delving too deep into the justification: Ref movepools are small on purpose, in order to meet certain design goals within Tree. Therefore, additions to ref movepools are likely to be anti-concept.

An example of an effect that might no longer be acceptable could be Kilowattrel's Mode 2, "Wind Rider," from my own submission:
Mode 2: [Wind Rider] Kilowattrel knows Fly. Kilowattrel's Fly will fail if the weather is not Clear or Sunny.
Some potential issues with this general kind of effect are:
  • It's not easy to re-balance.
  • If a Mode 2 effect adds a Lv2 or lower move, it's likely an underpowered effect. (because the challenger has all their Lv2 moves unlocked by default.)
  • If a Mode 2 effect adds a Lv3 or higher move, the opponent is unlikely to know moves that interact well with it.
  • Subjectively, it's not particularly spectacular.
In this case, I feel that tying the move to weather is a decent way to make the effect interactive. However, balance is still an issue, and there are many other ways to encourage the opponent to interact with weather.

So, what kind of movepool additions are acceptable?

An example of an acceptable movepool addition could be cityscape's Porygon-Z's Mode 5: Virtual Reality.
[Virtual Reality] Porygon-Z knows Hyper Beam. When Porygon-Z hits a foe with Signal Beam, that foe becomes typeless for the next six (6) turns. Porygon-Z constantly has Evasive against contact attacks from typeless Pokemon, and their moves always hit super effectively against typeless Pokemon.
In this case, Hyper Beam interacts with the Mode's effect in a way that none of Porygon-Z's existing moves do. It receives a great damage buff from the Signal Beam effect, but its Sluggish drawback prevents the use of Signal Beam on the following turn, which is a unique trade-off. This interaction makes the addition of Hyper Beam acceptable.

Another acceptable effect could be a revised version of S0L1D G0LD's Annihilape's Mode 5, "Ape-oplexy."
[Ape-oplexy] Annihilape learns Drain Punch. At the beginning of each Step, if Annihilape's HP is greater than one (1): this Step, hits cannot reduce Annihilape's HP below one (1). If Annihilape has no EN, and it is not the cleanup phase: Annihilape does not faint.
In this case, Drain Punch's HP-draining property helps to fulfill the conditions Annihilape needs for its HP-protecting effect to activate.

In short, please try to consider movepool additions as being a bonus to a solid effect, and not as the main draw of a Mode's effect.

Also, Signature Moves will be included in movepools by default, so don't worry about those.

Thank you. As always, I appreciate the work of everybody who has submitted Profiles thus far, and I thank you for your patience. I think that once we get the profiles that have been submitted into a balanced and acceptable state, we will have enough accumulated content to launch Tree.
 
Woo more stuff! Also how does Rotom work here exactly ._. note I wrote this under the assumption Rotom's Form Shift shenanigans works as normal

Dhelmise
Grass/Ghost
Steelworker
85/9/7/6/7/40

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: [Sturdy Hook] If Dhelmise has strictly less than or equal to 20% of their full HP remaining (rounding up): halve the BAP of damaging contact moves that target Dhelmise.
Mode 3: [Deep-Sea Pressure] Dhelmise knows Anchor Shot. At the end of the Step, if the foe is Trapped, deal two (2) damage to the foe.
Mode 4: [Abyssal Depths] Dhelmise gains STAB on Water-type moves. Dhelmise's STAB moves always deal damage using the next highest Type-effectiveness multiplier.
Mode 5: [Hook, Line, and Sunken] If Dhelmise is struck by a super-effective attack: inflict damage on the attacker for 50% of the damage dealt. If Dhelmise is struck by a neutral or resisted attack: place the attacker under the effects of Whirlpool for six (4) Steps. Effects inflicted by this Mode bypass Magic Guard.

Moves:
Aerial Ace
Astonish
Attract
Brick Break
Confide
Double Team
Earthquake
Energy Ball
Facade
Flash Cannon
Iron Head
Liquidation
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Surf
Toxic
Rotom
Electric/Ghost
Levitate
80/4/6/7/6/91 | 1/1

Rotom-C
Electric/Grass
Levitate
80/5/8/8/8/86 | 2/3

Rotom-F
Electric/Ice
Levitate
80/5/8/8/8/86 | 4/5

Rotom-H
Electric/Fire
Levitate
80/5/8/8/8/86 | 2/3

Rotom-S
Electric/Flying
Levitate
80/5/8/8/8/86 | 1/2

Rotom-W
Electric/Water
Levitate
80/5/8/8/8/86 | 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: [Appliance Surfer] Once per battle, on sendout: Rotom learns any of the following moves that are Super Effective against the opponent's active Pokemon: Hydro Pump, Overheat, Leaf Storm, Blizzard, & Air Slash.
Mode 3: [Erratic Impulse] Between Round Start and Step 1, if Rotom is the active Pokemon: Rotom has a 20% chance of performing Thunder Shock as a bonus action. Thunder Shock performed through this Mode ignore immunities to the Electric type.
Mode 4: [Eerie Circuitry] Rotom knows Rising Voltage. If Rotom is dealt at least twenty (20) damage by an attack: set Electric Terrain for four (4) Steps. If a Pokemon under the effect of Electric Terrain uses an attack targeting Rotom: halve that move's BAP (rounding down).
Mode 5: [Contraption Havoc] Rotom knows Hydro Pump, Overheat, Leaf Storm, Blizzard and Air Slash. Rotom can use Form Shift as a bonus action at the beginning of any Step, and all forms of Rotom may use Form Shift. Damaging moves used by Rotom and its forms receive a flat damage boost equal to the number of times Rotom has used Form Shift.

Moves:
Astonish
Confide
Dark Pulse
Double Team
Facade
Flash
Hyper Voice
Mud-Slap
Protect
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Toxic
Bombirdier
Flying/Dark
Big Pecks/Keen Eye/Rocky Payload
85/7/6/5/6/82 | 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: [Suspicious Airdrop] Once per sendout, between Round Start and Step 1, if Bombirdier is the active Pokemon: Bombirdier uses Rock Throw. Rock Throw used through this Mode has a 30% chance of restoring 10 HP to the foe instead of dealing any damage.
Mode 3: [Hurling Insults] Bombirdier knows Parting Shot. If Bombirdier switches out due to Parting Shot: Bombirdier's teammate that switches in inflicts Trapping on the opponent.
Mode 4: [Explosive Delivery] Bombirdier knows Payback. When Bombirdier is to use a damaging move, if the foe used damaging attack this Step: set Stealth Rock on the foe's side of the field, and Bombirdier uses Rock Throw as a bonus action.
Mode 5: [The Sky Is Falling] Bombirdier knows Air Cutter and Heat Wave. Damaging moves Bombirdier knows that target All Opponents also damage Pokémon on the opponent's bench and become Physical if they were Special. This effect does not cause moves to incur the spread damage penalty.

Moves:
Aerial Ace
Air Slash
Brave Bird
Dark Pulse
Facade
Hyper Voice
Leer
Protect
Rock Slide
Wing Attack
 
Last edited:

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
As one of the few 'mons who can gain Combo Tokens, Gholdengho leans a fair bit into this idea.

Modes 4 and 5 both revolve around the presence of Make It Rain. Other two Modes are other two Modes. Mode 2 is a shout out to my in game run, and is alternatively entitled "Pain".

Also guess how many times I spelled "Gholdengo" as "Goldengho"? =_=

Gholdengo
Steel/Ghost
Good as Gold
90/5/7/9/7/84

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: [Collection Sidequest] If the opponent has used less than three (3) unique moves during the current battle, Gholdengo's Def and SpD Ranks are increased by three (3). If the opponent has used more than five (5) unique moves during the current battle, Gholdengo''s Def and SpD Ranks are decreased by two (2).
Mode 3: [Sk8r Boi] When Gholdengo is hit Super Effectively, grant it the Hovering condition for three (3) steps.
Mode 4: [Cash Out] Gholdengo knows Make It Rain. When ordering, Gholdengo may give an attack the optional parameter {Cashed Out} by using one Combo Token. Attacks given the parameter {Cashed Out} will always score a critical hit.
Mode 5: [Ghold Standard] Gholdengo knows Make It Rain. Gholdengo ignores the effect of it's own Special Attack stage being lowered. Once per round, upon being hit, Gholdengo retaliates by performing Pay Day as a bonus action. For each Combo Token Gholdengo has, Gholdengo's SpA Rank is raised by one (1).

Moves:
Astonish
Dazzling Gleam
Flash Cannon
Focus Blast
Iron Head
Protect
Psychic
Shadow Ball
Tackle
Thunder Punch
Thunder Wave
Thunderbolt
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
LouisCyphre
General notes:
- Tree profiles will include Signature Moves by default, since Signature Moves would naturally be a part of Lv0 movepools.
- I'd like to see greatly reduced focus on expanding movepools. I'm trying to move away from Mode effects that focus on movepool expansion. (However, I will make an exception specifically for Necturna because learning new moves via Sketch is Necturna's core gimmick.)

Necturna:
M2: APPROVED, although I will likely reduce the HP cost.
M3: This one is a lot, but I think I can APPROVE it.
M4: (Necturna doesn't learn Bullet Seed? Wow.) Suggest removing Solar Blade since I think it's unnecessary. Also suggest replacing the Decoy effect with "Necturna has Infiltrator." Then, APPROVED.
M5: Underpowered for M5. Also, very difficult to re-balance.

TMan87 :
Eevee:
M2: This effect seems overwhelmingly negative to me.
M3: APPROVED. I think there's actually room to expand the effect, such as: making all Normal-Type moves random Type, preserving STAB bonuses through Type randomization, and/or randomizing the stat boost that Skull Bash gives.
M4: This effect seems very underpowered, and the Mode's interaction with Tera Blast feels weak.
M5: Add OHKO protection at >= 50% HP, then APPROVED.

Vaporeon:
M2: Far too underpowered. There should be at least some upside.
M3: Acid Armor seems unnecessary. Rain Dance evasion effect could be interesting, but I'm not sure that this version of the effect will be fun to play against.
M4: This one seems interesting, but it's a bit underpowered and difficult to rebalance. Recommend adding an additional bonus.
M5: Remove Brine, and add some effect that passively contests the weather war (maybe changes weather to Rain at certain intervals?) Otherwise the Mode is only worth the 1a baiting Sunny Day.

Flareon:
M2: Rebalancing suggestion: "When Flareon enters play: change the weather to Sun (4r). Once per Round, after Flareon hits with a Fire-Type move: inflict Flareon with Sluggish."
M3: Too underpowered and difficult to re-balance.
M4: APPROVED.
M5: Remove Lava Plume, then APPROVED.

Jolteon:
M2: Very interesting concept, but give it some kind of bonus to compensate. Maybe it gets a power bonus for hitting the opponent, or maybe its non-damaging attacks become more useful when it's in a bad mood?
M3: No reason to add Pin Missile to the movepool, since the move itself doesn't interact with the Mode's other effect. As for the contact effect, it's a little bit underpowered -- the issue is, although I can technically fiddle with Pin Missile's damage numbers, there's a cap to how much I can do so before the effect functionally becomes Contact attack immunity. Not sure how to resolve these issues.
M4: Not sure how I feel about this one, but it's hard to express why. Perhaps it's because the effect just isn't very interesting in practice.
M5: APPROVED.

Espeon:
M2: The effect is a little bit too difficult to interact with. Workable concept, though.
M3: Suggest changing the effect to end-of-Round so that playing around it doesn't cost a sub. APPROVED.
M4: Underpowered and mechanically plain.
M5: Slightly underpowered, and the mechanics of this effect are very particular. Suggest the following revision, or something similar: "Espeon knows Psyshock and Skill Swap. While Espeon has an ability that they gained via Skill Swap: the Pokemon that was targeted by Skill Swap has their highest Rank reduced by four (4) (tiebreaker order: SpA -> SpD -> Atk -> Def), and Espeon's same Rank is increased by four (4). Espeon's self-inflicted Skill Swap status does not end when Espeon is benched."

Will continue later.
 
P2X7
Linoone:
M2: I like this design, but there is an issue: everything that Pursuit counters (Pivoting moves and D/E moves) is from Level 3, and the challenger will only fight Mode 2 Pokemon with Level 2 Pokemon. So, knowing Pursuit doesn't really help here.
M5: Belly Drum as a random bonus action is interesting, but I think this Mode has too many drawbacks. Can probably reduce the HP cost of Belly Drum, then APPROVED.
M2: Good point; what about this?
Mode 2: [Slope Interception] Linoone knows Pursuit. Linoone's Pursuit always has 8 BAP, succeeds at all Accuracy checks, and bypasses Protection, but gains the effect, On hit: Linoone is Trapped.
M5: Maybe 15 HP would be a suitable cost.

Hisuian Zoroark:
M3: The switching effect isn't relevant because the ref sends out first and ref Pokemon have no matchup control (outside of Mode effects).
M4: I like the stat boosts and mutual damage, but is there any mechanical or flavor justification for Grass Knot and Low Kick?
M5: The flavor is nice, but I'm not convinced that Zoroark will be able to freeze the opponent as written. If we change the formula to (3+conditions), then it's APPROVED. (Doesn't learn Toxic, lmao)
M3: How about this?
Mode 3: [Forlorn Fox] Hisuian Zoroak knows Phantom Force. Hisuian Zoroark's Normal- and Ghost-type moves have +2 BAP for each Fainted Pokemon on either team.
M4: The point is maximizing the mutual recoil damage Zoroark can inflict. By expanding the number of types it can hit super-effectively, Zoroark can deal more chip damage against a wider variety of opponents.
M5: Sounds fine to me.

Lokix:
M2: Love it! APPROVED.
M3: I'd like to add a damage boost to Appalling moves. APPROVED.
M4: A unique MU control effect, nice. Because it's underpowered as-is, I'd like to add a power and accuracy bonus to Lokix while Lokix's teammate is hurt. APPROVED.
M5: APPROVED, but why Assurance?
M3/M4: Sounds cool!
M5: I didn't want to give Lokix Power Trip when that move is absent from its learnset, so I modified Lokix's only 0-Priority, contact-making Dark-type attack without secondary effects to make a Power Trip analogue.
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
TMan87
Umbreon:
M2: APPROVED.
M3: Remove Assurance. Maybe replace with Taunt to contest weather war?
M4: APPROVED, although I'm a little bit worried about the effect on game length. Also wording is vague.
M5: If the challenger's mon can't switch out (teammate is KO'd), Taunt+Sing is essentially a perma-lock. Not sure how to revise.

Leafeon:
M2: A little bit linear, but fine. Will reduce the intensity of the drawback, then APPROVED.
M3: Anti-concept. In this specific case, Bide is easy to nullify with a Protect sub, meaning the battle would functionally be almost the same as a Mode 1 battle.
M4: Leafeon already has Leaf Blade to interact with Sharpness. The effect is a bit too bland.
M5: APPROVED.

Glaceon:
M2: I'll tinker with the Def drop duration and severity. Will likely tone it down by a lot. APPROVED.
M3 and M4: Too weak. Although Snow enables both of Glaceon's effects, just knowing Snowscape isn't a particularly strong effect. Even normal L1 Glaceon have access to that by default.
M5: APPROVED.

Sylveon:
M2: Not sure why Sylveon would want to Trap a challenger's Pokemon.
M3: APPROVED.
M4: Suggest also clearing the foe's positive stat changes with Heal Bell, then APPROVED.
M5: Moonblast is unneeded and the 50% damage boost is a bit bland.

Ooraloo
Vileplume:
I don't like how omnipresent Venoshock and Acid Spray are in these effects, but I get why they're needed for Vileplume's gameplan... I'll allow them this time.
M2: APPROVED.
M3: APPROVED.
M4: Infiltrator seems iffy. Remove, then APPROVED.
M5: A lot of text. Suggest removing Infiltrator and Merciless, and rewording Leech Seed as a bonus action, then APPROVED.

HydrogenHydreigon
Dhelmise:
M2: A bit situational, but I can tweak the numbers if it's underpowered. APPROVED.
M3: Yeah, it's a signature move, and it works with the effect. APPROVED.
M4: Oh, that's a fun effect. APPROVED.
M5: I will object to Anchor Shot here because the passive Whirlpool effect makes it unneeded. Also, I will likely reduce the recoil percentage and the duration of Whirlpool. Bypassing Magic Guard is... fine, this time. APPROVED.

Rotom:
M2: I like the concept, although I have some concern about the amount of decision it gives the ref. Suggestion: "Once per battle, on sendout: Rotom learns any of the following moves that are Super Effective against the opponent's active Pokemon: Hydro Pump, Overheat, Leaf Storm, Blizzard, & Air Slash."
M3: Not necessarily too weak, but too swingy and uninteractive. Also, it seems to promote a stall strategy which Rotom is incapable of enforcing.
M4: I'd like to alter the numbers to make it a bit more interactive, like so: "Rotom knows Rising Voltage. If Rotom is dealt at least twenty (20) damage by an attack: set Electric Terrain for four (4) Steps. If a Pokemon under the effect of Electric Terrain uses an attack targeting Rotom: halve that move's BAP (rounding down)."

Bombirdier:
M2: lol. APPROVED.
M3: This is incredibly strong. Free Rock Throws whenever the opponent uses an attack?
M4: This feels like it belongs in Mode 3.
M5: Not really a fan of "just a damage boost" kind of effects.

Dogfish44 :
Gholdengo:
M2: APPROVED.
M3: Neat, but a bit too narrow since it only avoids Ground-Type moves. Not sure how to adjust around that while maintaining flavor.
M4: I'm trying to avoid "parameters" when possible for rules clarity. Instead, suggest making Combos always crit, and/or giving other bonuses to Combos, as a way to turn Combo Tokens into value.
M5: Love the flavor, and lots of opportunities to re-balance. APPROVED.
 
Just some stuff to ease the typing imbalance.

Tyrantrum
Rock/Dragon
Strong Jaw/Rock Head
90/9/8/5/4/71 | 5/6

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

Mode 1: Reduce Tyrantrum's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Berserker] When Tyrantrum attacks or is attacked, give that attack a power bonus of five (5).
Mode 3: [Lockjaw] When Tyrantrum hits the opponent with an attack tagged #Jaw, inflict Partial Trapping also named Lockjaw on the defender.
Mode 4: [Jaws] Tyrantrum knows Fishious Rend. When Tyrantrum hits the opponent with an attack tagged #Jaw, inflict Partial Trapping also named the name of the #Jaw attack on the defender.
Mode 5: [Apex Predator] Tyrantrum knows Head Smash. When Tyrantrum hits the opponent with a super-effective attack, raise Tyrantrum's Attack stage by two (2) for its next two (2) actions, without extension.

Moves:
Aerial Ace
Ancient Power
Attract
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Hyper Voice
Iron Head
Play Rough
Poison Fang
Protect
Psychic Fangs
Rock Slide
Round
Strength
Tackle
Tail Whip
Thunder Fang
Toxic
Zen Headbutt
Lucario
Fighting/Steel
Steadfast, Inner Focus, Justified
85/8/5/8/5/90 | 3/4

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

Mode 1: Reduce Lucario's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Versatile] When Lucario uses a Physical damaging move, increase its Special Attack rank by 3 and decrease its Attack rank by 3 for its next one (1) turn. When Lucario uses a Special damaging move, increase its Attack rank by 3 and decrease its Special Attack rank by 3 for its next one (1) turn.
Mode 3: [Resolute Aura] When Lucario is hit by a Physical damaging move, increase its Defense rank by 5 for its next one (1) turn. When Lucario is hit by a Special damaging move, increase its Special Defense rank by 5 for its next one (1) turn.
Mode 4: [Unflinching Will] When Lucario is targeted with a damaging move, that move also has an additional 100% effect chance to inflict Flinching. When Lucario attacks, treat its Speed stage as its Attack and Special Attack stages.
Mode 5: [Dogmatic Aura] When Lucario enters play, inflict a unique status on its opponent for their next six (6) turns with the following effect:
● The subject has the Dark-type in addition to their other types.

Moves:
Aerial Ace
Attract
Aura Sphere
Blaze Kick
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Pulse
Earthquake
Facade
Flash Cannon
Focus Blast
Howl
Ice Punch
Mud-Slap
Poison Jab
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Claw
Strength
Thunder Punch
Toxic
Zen Headbutt
Haxorus
Dragon
Rivalry/Mold Breaker/Unnerve
90/10/7/5/5/97 | 3/5

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

Mode 1: Reduce Haxorus's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Flashmatch] While Haxorus is in play, the abilities of other Pokemon are replaced with Rivalry.
Mode 3: [Relentless] On hit, Haxorus's damaging Dragon-type attacks discard all Switching markers on the opponent and prevent Switching markers from being placed on the opponent for the rest of the step.
Mode 4: [Mold Destroyer] On hit, Haxorus's damaging Dragon-type attacks remove all of the defender's abilities until the defender leaves play. If Haxorus has more abilities than its opponent, then Haxorus's attacks gain a power bonus equal to the difference in number of abilities.
Mode 5: [Mold Annihilator] On hit, Haxorus's damaging Dragon-type attacks remove all of the defender's abilities until the defender leaves play. When Haxorus targets an opponent with fewer abilities than Haxorus with a damaging move, treat the defender as having Rivalry.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Crunch
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Focus Blast
Harden
Iron Head
Leer
Night Slash
Poison Jab
Protect
Psycho Cut
Rock Slide
Round
Shadow Claw
Slash
Strength
Surf
Toxic
X-Scissor
 
Last edited:
I need to submit a profile for Dodrio!

Dodrio
Normal / Flying
Run Away / Early Bird / Tangled Feet
85/8/5/5/5/110 | 3/4

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

Mode 1: Reduce Dodrio's CR by one (1). Challenger only gets one (1) sub.
Mode 2: Sleeping With One Eye Open Dodrio is unaffected by the effects of Sleep. When attacking, Dodrio gains a flat 10% accuracy boost.
Mode 3: Berry Picking Dodrio's three heads are skilled at picking Berries. Upon being sent out, Dodrio creates and equips an Oran Berry.
Mode 4: Three-Headed When Dodrio attacks, its move becomes a multi-hit move that always hits three (3) times. Each strike has one-third of the original move's BAP, rounded up.
Mode 5: Roadrunner Dodrio knows Blaze Kick, High Jump Kick, Thunderous Kick, and Trop Kick. When Dodrio uses any of the aforementioned moves, give that attack a power bonus of two (2). Then, raise Dodrio's Attack stage by one (1) for its next two (2) turns.

Moves:
Aerial Ace
Attract
Brave Bird
Confide
Double Team
Drill Peck
Facade
Feint Attack
Growl
Leer
Mud-Slap
Protect
Round
Toxic
Tri Attack
Wing Attack
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Gholdengo Potential Adjustments Whilst I Prepare For An Incoming Hangover

Mode 3: [Sk8r Boi] When Gholdengo is hit Super Effectively, grant it the Hovering condition for three (3) steps. When Gholdengo has the Hovering condition, it's Speed stage is increased by one (1).
Adding something onto Hovering (in this case, Cool Tricks To Boost Speed TM), which ought to provide some incentive to remove it. Advvantage for balancing:: You can make this do *whatever* it needs to.

Mode 4: [Cash Out] Gholdengo knows Make It Rain. Gholdengo's combinations always score a critical hit, and use the typing of the lowest-Combo Type component move.
Grants a Ghost-type Auto-Critting "Focus Blast + Shadow Ball" to Gholdengo's repetoire, which is pretty powerful burst damage.
 
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