Battle Rules
Posted on: Dec 3, 2015 22:34:54 GMT -5
Post by Chromatic on Dec 3, 2015 22:34:54 GMT -5
This thread will detail everything one needs to know about how to do Pokemon battles, what you can and can't do, as well as any and all alterations from the games that we've made to fit the RP.
1) Only one move can be used per post during an actual battle. This does not apply to capture threads or any thread that is not an actual battle.
2) All moves with anything less than 100/-% accuracy will require you to roll for accuracy. All rolls will be done using a 100-sided die (d100) that is built into the site. When making these rolls, the lower set of numbers is the attack landing. So if a move's accuracy is 70%, a 1-70 is a hit.
3) Like accuracy, Side Effects are rolled with a d100; lower set of numbers being the effect landing.
4) When a Pokemon has a modified accuracy, the accuracy of an attack that is used changes. For added accuracy, +1 stage adds 30% chance to the normal accuracy, +2 stages adds 60% chance, +3 stages adds 90% chance, and so forth. Simply add these modifiers with the accuracy of the move used to find out the new accuracy. In the case of evasion drops, -1 stage to accuracy gives one a 25% chance to miss. -2 stages makes it a 40% chance. -3 stages makes it a 50% chance.
5) A Pokemon with increased evasion allows it to dodge a move aimed at it. Evasion works in a similar manner to Accuracy with a couple key differences. +1 stage to evasion gives one a 25% chance to evade. +2 stages makes it a 40% chance. +3 stages makes it a 50% chance. Unlike normal stats, evasion can only be boosted 3 times. Evasion rolls are done by editing your post before the attack that you intend to dodge and adding in a dodge roll. Like all other rolls, the lower numbers are the effect. In this case, resulting in a successful dodge.
6) Pokemon that aren't being sent out to replace a fainted Pokemon can not attack that turn.
7) Whoever sends out their pokemon first gets to attack first.
8) At the bottom of every battle post, make sure to note which move your pokemon used, and roll for any accuracy checks, or anything else that affects your pokemon or the move they're using. Do not expect your opponent to do these for you. Also keep track of any stat increases, decreases, or status ailments currently affecting your pokemon.
1) Formations are not used on this site. Moves that affect "all adjacent enemy Pokemon" will now effect "all enemy Pokemon" instead. Moves that affect "all adjacent Pokemon" will effect "all Pokemon."
2) Each pokemon is allowed 1 move per post. This means that in a double battle, you'll use 2 moves, one for each pokemon, and in a triple battle you can use 3.
3) In battles involving multiple Pokemon, you may have your Pokemon block moves for other Pokemon on your team. This menas they will take the hit instead of that Pokemon. Each Pokemon can only block one Pokemon at any one time and blocking them means taking all hits aimed at them. Your Pokemon may block for another Pokemon and attack in the same turn as well. This also means that Pokemon may "switch places" and block each other's incoming hits. Area of Effect moves like Rock Slide and Blizzard cannot be blocked.
4) Like in any battle, Pokemon that aren't being sent out to replace a fainted Pokemon can still not attack that turn. They can, however, block attacks.
There are multiple Status Ailments present within the game. Each of them affect Pokemon in certain ways, most of them debilitating them in some way. Here's a list of such ailments, and how they'll affect battles.
First up are the non-volatile status ailments. These remain with the Pokemon until they are cured, either by using an item or move to lift it, or by ending the thread. Of these ailments, a Pokemon can only be afflicted with one at a time.
Poison: The Pokemon is poisoned and takes takes 12.5%(1/8) of their HP in damage every turn. Poison and Steel-type Pokemon are completely immune to this ailment.
Badly Poisoned: This is a more advanced version of Poison. It is the same as Poison except its damage begins at 6.25%(1/16) and grows an additional 6.25%(1/16) every turn, taking 12.5%(2/16) max hit points the second turn, then 18.75(3/16) the third turn, 25%(4/16) the fourth, and so on. Switching a Pokémon out of active battle will not remove the badly poisoned effect, but will reset the damage taken each turn back to 6.25%(1/16). Poison and Steel-type Pokemon are completely immune to this ailment.
Burn: When burned, a Pokemon takes 12.5%(1/8) of their HP in damage every turn. Their Attack is also reduced by 50%, effectively cutting the damage they can do with physical attacks in half. Fire-type Pokemon are completely immune to this ailment.
Paralysis: The Pokemon's muscles are made to be incredibly stiff, whether it be through physical trauma or they've been shocked with electricity. Not only is the Pokemon's mobility greatly reduced, but there is a 25% chance that their muscles will become so stiff that they won't be able to move at all. For this, all you need to do is make a die roll with 4 sides. If it comes up as 1, then the Pokemon cannot move. Electric-type Pokemon are completely immune to this ailment.
Sleep: The Pokemon is put into an extremely heavy sleep. They will not be able to move at all in this state. Sleep, if left alone, will always last for a 1-3 turns, determined the moment that the status is inflicted. Make a die roll with 3 sides. That is how many turns it will remain asleep.
Freeze: The Pokemon is encased in ice. When a Pokemon is frozen, it cannot move at all. When each turn comes up, there is a 20% chance that the Pokemon will thaw on their own. If the frozen Pokemon knows Flame Wheel, Flare Blitz and/or Scald, they will be able to use either of those moves even when frozen, and thaw themselves out in the process. The ailment is also lifted if the frozen Pokemon is hit with a damaging Fire-type attack. Ice-type Pokemon are completely immune to this ailment, unless it is inflicted through the use of Tri-Attack or Secret Power. As for the 20% chance of thawing goes, make a die roll with 5 sides. If it comes up as 1, then the Pokemon thaws.
Next are the volatile status ailments. These do not remain at the end of a battle, and most of them are lifted simply by switching them out. Unlike non-volatile status ailments, more than one of these can be inflicted at a time.
Confusion: The Pokemon's mind becomes a muddled mess, and it can't think straight. When a Pokemon is confused, each time it tries to make a move, there is a 50% chance that it will instead somehow hurt itself instead. Make a die roll with 2 sides; if it lands on 1, then the Pokemon hurts itself. Also, the ailment will wear off after 1-4 turns in which the afflicted Pokemon attempts to attack, whether or not they actually succeeded. When a Pokemon is inflicted with confusion, roll a die with 4 sides; the number that shows up is the number of turns it will remain confused.
Infatuation: The Pokemon falls in love with the opponent, and there is a 50% chance that they will not be able to bring themselves to attack. Make a die roll with 2 sides; if it lands on 1, the Pokemon is "immobilized by love", and cannot act.
Flinch: When a Pokemon flinches, they are unable to take any action during their next turn.
Due to the way this site works, certain moves will have different effects. This is just a list of those moves and how they are handled. If you're looking for a specific move, all the ones that have rulings are listed so you can just use CTRL + F to find it.
Acupressure
This raises a random stat by two stages like in the games. Which stat gets raised is determined by a 6-sided die roll. If any stats are maxed, or if the user wishes to omit speed, they may be omitted from the roll. Adjust the corresponding numbers for each stat accordingly.
1 = Attack, 2 = Defense, 3 = Special Attack, 4= Special Defense, 5 = Speed, 6 = Evasion, 7 = Accuracy.
Ally Switch
In double and triple battles, when a pokemon uses this move and guards another pokemon, they choose which moves they guard against and which moves hit the pokemon they're guarding rather than taking all of the hits.
Aqua Jet/Baby-Doll Eyes/Bullet Punch/Fake Out/Ice Shard/Mach Punch/Quick Attack/Shadow Sneak (increased priority moves)
Priority moves ignore accuracy and evasion checks altogether.
Arm Thrust/Barrage/Bone Rush/Bullet Seed/Comet Punch/Double Slap/Fury Attack/Fury Swipes/Icicle Spear/Pin Missile/Rock Blast/Spike Cannon/Tail Slap/Water Shuriken (multi-hit attacks)
To determine how many hits these moves do, roll a 1d8. On 1 these moves hit 1 time. On 2-3 these attacks hit 2 times. On 4-6, these attacks hit 3 times. On 7, these attacks hit 4 times. On 8, these attacks hit 5 times.
Assist
The player creates a numbered table of at least 3 moves and no more than 10 moves, of moves that their pokemon know. This list can only be changed once a month (note any changes in the Training Log). In battle, when the pokemon uses assist, roll a die with number of sides equal to the amount of moves in the list (IE, if you have 10 roll a 10 sided die), and the number that comes up determines which move is used.
Avalanche/Metal Burst/Payback/Revenge
These moves start with 60 BP which doubles to 120 BP if an enemy just used an attack on them. Weakness/resistance and STAB will apply to these moves.
Bide
Bide has 20 BP and increases by 40 BP for every type of damage (from weather, status effects, moves that do continual damage, such as Fire Spin, etc.) that the user is currently suffering from. If the enemy pokemon used an attack on the user last turn, that does NOT increase the damage done by Bide.
Bind/Clamp/Fire Spin/Infestation/Sand Tomb/Whirlpool/Wrap
Roll a 1d2. If it comes up one, these moves last for 4 turns. If it comes up 2, they last for 5 turns.
Camouflage
When used in battle, Camouflage, depending on where it's been used, will change the user's Type. This lasts until either the end of the battle or until the Pokemon is returned to its ball.
• Mavro City/ Academy Buildings: Normal
• Mount Magmadyne: Fire
• Hot Springs: Water
• Obsidian Krag: Rock
• Blazed Dunes: Ground
• Harmonia Beach: Water
• Vanilla Peaks: Ice
• Misty Mires: Poison
• Mother Edea’s Forest: Bug
• Garden of the Sun: Grass
• Academy’s Edge: Ground
• Zodiac Ruins: Psychic
• Forgotten Graves: Ghost
• Blancblack Manor: Dark
• Blissfury Plains: Electric
• Mount Brave: Flying
• Abandoned Power Plant: Steel
• Alabaster Caverns: Fighting
• Dark Moon Isle: Dragon
• Thorn Citadel: Fairy
• The Floating Castle: Steel
Celebrate/Hold Hands/Splash/Teleport/Trick Room
Whether by design, or just because of how the site works, these moves don't do anything.
Circle Throw/Dragon Tail/Roar/Whirlwind (force switch moves)
Rather than have the replacement pokemon be randomly decided, the victim chooses which pokemon goes out next instead.
Conversion 2
Instead of randomly deciding the new type, the player may choose the pokemon's new type. It still must be something that resists, or is immune to the last damaging move that hit it.
Counter/Mirror Coat
These moves start with 60 BP which doubles to 120 BP if an enemy just used an attack on them. The damage doubling effect still only applies to physical (Counter) or special (Mirror Coat) damage. Weakness/resistance and STAB will apply to these moves.
Detect/Endure/Powder/Protect
These moves works as described, but can only be used once per battle.
Dragon Rage/Sonic Boom
These moves a Base Power of 40. These moves will be affected by weakness/resistance, STAB, and damage boosting items.
Eruption/Water Spout
These moves have 60 BP, that increases to 150 BP when the user is at full health.
Fissure/Guillotine/Horn Drill/Sheer Cold (OHKO moves)
These moves will have an accuracy of 50% and 140 BP each.
Electro Ball/Gyro Ball
These moves start with 60 BP. In the case of Electro Ball, every stat boost to speed will increase its BP by 30, capping at 150. Conversely, the base power of Gyro Ball will go up by 30 for every stat drop in speed, capping at 150.
Focus Punch
Focus Punch will be treated a Fighting-type version of Giga Impact. It will still be affected by Iron Fist.
Frustration/Return
These moves have 80 BP with no secondary effect or way to increase the power.
Grudge/Spite
These moves act as Disable. The last move the target used will be unable to use that move for 4 turns.
King's Shield/Spiky Shield
They're identical to Protect, but with the added bonus of having a side effect. Spiky Shield inflicts a small amount of damage, while King's Shield lowers the attacker's Attack by two stages. King's Shield can be used after initial uses, but only to change stance.
Magnitude
Roll a 1d100. The result that comes up determines the damage:
1-5: 10 BP
6-15: 30 BP
16-35: 50 BP
36-65: 70 BP
66- 85: 90 BP
86-95: 110 BP
96-100: 150 BP
Nature Power
When used, Nature Power will transform itself into a different move, depending on the location.
• Mavro City/ Academy Buildings: Tri Attack
• Mount Magmadyne: Lava Plume
• Hot Springs: Scald
• Obsidian Krag: Power Gem
• Blazed Dunes: Sand Tomb
• Harmonia Beach : Brine
• Vanilla Peaks: Avalanche
• Misty Mires: Acid Spray
• Mother Edea’s Forest: Signal Beam
• Garden of the Sun: Energy Ball
• Academy’s Edge: Smack Down
• Zodiac Ruins: Psychic
• Forgotten Graves: Dark Pulse
• Blancblack Manor: Night Shade
• Blissfury Plains: Thunderbolt
• Mount Brave: Air Slash
• Abandoned Power Plant: Mirror Shot
• Alabaster Caverns: Stone Edge
• Dark Moon Isle: Shadow Ball
• Dragon's Den: Dragon Pulse
• Thorn Citadel: Dark Pulse
• The Floating Castle: Flash Cannon
Night Shade/Seismic Toss
These moves' damage are based on the user's evolution level. Unlike the game version, these moves will be affected by weakness/resistance, STAB, and damage boosting items.
• Basic-stage three-stage Pokemon: 40 BP
• Second-stage three-stage Pokemon/Basic-form two-stage Pokemon: 70 BP
• Fully-evolved three-stage Pokemon/Fully-evolved two-stage Pokemon/Pokemon who don't evolve: 100 BP
Outrage/Petal Dance/Thrash
Roll a 1d2. On 1 these moves last for 2 turns. On 2 these moves last for 3 turns.
Payday
If a pokemon the character owns has this move, then the odds you get the pokemon you requested when making a capture thread increases. It does not stack with itself, or the abilities Pickup and Honey Gather.
Present
To determine present's effect, roll a 1d100. On 1-20 it heals the target for 1/4 their HP. On 21 - 60 it deals damage with 40 BP to the target. On 61 - 90 it deals damage with 80 BP. On 91 - 100 it deals damage with 120 BP.
Psywave
Psywave will act as a Psychic-type move. It's BP will be determined via a 5-sided die roll. The BP will be the die roll times 20.
Pursuit
This move starts with 40 BP. If the opponent switches out their Pokemon voluntarily (that is, not forced by a fainting Pokemon), and it is the turn immediately following that (only this first turn after the switch-in), Pursuit will have 80 BP. Pursuit can no longer punish an attempted switch-out. It can, however, punish the trainer after the fact.
Reversal
If the user is left at 1 HP, whether through use of endure, a focus band, focus sash, or the ability Sturdy, then this skill does 200 BP. The user MUST reach 1 HP based on one of those methods, not by just deciding it's in critical health after taking a lot of damage. Otherwise, it has 40 BP.
Sleep Talk
Count the number of moves the user has, besides sleep talk, then roll a die with sides equal to that number (IE, if they have 8 moves including Sleep Talk, then roll a 7 sided die). The number that comes up is the move used. Sleep Talk can never be selected. If Rest is selected nothing happens.
Sucker Punch
Like increase priority moves, this move always hits and ignores any changes to accuracy and evasion (like Swift). However, this move can only be used if the target used an attacking move the previous turn.
Super Fang/Wring Out
This move starts with 60 BP, and it increases to 120 BP if the target hasn't taken any damage yet.
Tri Attack
Roll two dice: a 1d100 to determine if the effect happens, and a 1d3 to determine the effect. A 1-20 on the first die means that the effect happens. If the result is higher than that, then ignore the second die. On the second die, 1 means the target is paralyzed, 2 the target is frozen, 3 the target is burned.
Trump Card
This attack starts with 40 BP and increases by 40 BP with every use during the battle. Caps at 200 BP.
Secret Power
Secret Power will always be a Normal-type Physical move that has 70 BP. What the location decides is what side-effect the move will have. Whatever the side effect, there is always a 30% chance of it activating.
• Mavro City/ Academy Buildings: inflicts Paralysis
• Mount Magmadyne: Inflicts Burn
• Hot Springs: Causes Attraction
• Obsidian Krag: Causes Flinch
• Blazed Dunes: Lowers Sp. Attack
• Harmonia Beach: Lowers Attack
• Vanilla Peaks: Inflicts Freeze
• Misty Mires: Inflicts Poison
• Mother Edea’s Forest: Causes Confusion
• Garden of the Sun: Lowers Evasion
• Academy’s Edge: Lowers Defense
• Zodiac Ruins: Lowers Sp. Defense
• Forgotten Graves: Causes Curse
• Blancblack Manor: Inflict Sleep
• Blissfury Plains: Lowers Accuracy
• Mount Brave: High Crit Ratio
• Abandoned Power Plant: Inflict Paralysis
• Alabaster Caverns: Inflicts Freeze
• Dark Moon Isle: Causes Confusion
• Dragon's Den: Inflicts Paralysis
• Thorn Citadel: Causes Attraction
• The Floating Castle: Inflicts Sleep
1) Your Pokemon may only have one Ability.
2) Hidden Abilities are a part of the site. You will not encounter a Pokemon with theirs in the wild (unless certain events demand otherwise). Anyone may change to their Pokemon's hidden ability when evolving. Ability Capsules can also change a Pokemon's ability when used.
3) Certain Abilities are triggered when the Pokemon with the Ability is hit with an attack that involves the user making direct contact. Most of these moves are Physical, but there are some Special ones as well, and not all Physical moves make contact. Consult a wiki such as Bulbapedia to make sure. Most of these Abilities cause a status effect of some sort when they are triggered. For example, Poison Point has a 30% chance of inflicting Poison to anyone who hits the user with a move that makes contact. As for the triggering of the Ability itself, it works the same way as triggering the side effects of a move. The only difference is you roll after your Pokemon takes a hit, instead of when they attack.
Certain Abilities
Like with certain moves, there are certain Abilities that will work differently due to how the site works.
Analytic
The power of the Pokemon's attack increases by 30% if it was attacked last turn.
Anticipation and Forewarn
Pokemon with this Ability can avoid a Super-effective move once per opponent it faces.
Arena Trap
In addition to its in battle ability, when requesting a ground type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a ground type is requested. Stacks with Honey Gather, Pickup, and Payday.
Compound Eyes
In addition to its in battle ability, when requesting a grass type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a grass type is requested. Stacks with Honey Gather, Pickup, and Payday.
Cute Charm
In addition to its in battle ability, when requesting a specific gender in a capture thread, this ability increases the odds that a pokemon with the chosen gender will be spawned.
Flame Body and Magma Armor
In addition to their in-battle effects, these abilities halve the posts needed to hatch an egg, to five posts. They do not stack.
Gale Winds
Ignores accuracy and evasion checks to flying-type moves.
Honey Gather/Pickup
These increase the chance to get your preferred Pokemon when exploring slightly. They do not stack.
Hustle/Vital Spirit
In addition to its in battle ability, when requesting a rare pokemon (marked by a * in the spawn list) in a capture thread, this ability increases the odds that it will spawn.
Illuminate
In addition to its in battle ability, when requesting a fairy type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a fairy type is requested. Stacks with Honey Gather, Pickup, and Payday.
Illusion
The player can pick which pokemon the user mimics, regardless of whether they opponent has that pokemon.
Intimidate
In addition to its in battle ability, when requesting a dark type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a dark type is requested. Stacks with Honey Gather, Pickup, and Payday.
Keen Eye
In addition to its in battle ability, when requesting a flying type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a flying type is requested. Stacks with Honey Gather, Pickup, and Payday.
Lightning Rod/Static
In addition to its in battle ability, when requesting a electric type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a electric type is requested. Stacks with Honey Gather, Pickup, and Payday.
Magnet Pull
In addition to its in battle ability, when requesting a steel type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a steel type is requested. Stacks with Honey Gather, Pickup, and Payday.
Moody
This one isn't so much a change to how it works as it is an explanation on how to use it. What Moody does is, at the end of each turn, a random stat is raised by two stages, while another one is lowered by one. Which stats will be raised and lowered will simply be determined by two 7-sided die rolls. One for the raised stat, and one for the lowered stat.
1 = Attack, 2 = Defense, 3 = Special Attack, 4= Special Defense, 5 = Speed, 6 = Evasion, 7 = Accuracy.
No Guard
In addition to its in battle ability, when requesting a fighting type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a fighting type is requested. Stacks with Honey Gather, Pickup, and Payday.
Prankster
Successful status infliction from status-inflicting moves grant 1 stage of Attack and Special Attack to the Prankster.
Pressure
In battle, this ability acts like the move Torment. The enemy pokemon will not be able to use the same move twice in a row. In addition to its in battle ability, when requesting a ghost type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a ghost type is requested. Stacks with Honey Gather, Pickup, and Payday.
Quick Feet
In addition to its in battle ability, when requesting a normal type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a normal type is requested. Stacks with Honey Gather, Pickup, and Payday.
Run Away
Pokemon with this Ability will be immune to effects that prevent running/switching out, like Mean Look and Shadow Tag
Sand Veil
In addition to its in battle ability, when requesting a rock type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a rock type is requested. Stacks with Honey Gather, Pickup, and Payday.
Snow Cloak
In addition to its in battle ability, when requesting a ice type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a ice type is requested. Stacks with Honey Gather, Pickup, and Payday.
Steadfast
In addition to its in battle ability, when requesting a dragon type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a dragon type is requested. Stacks with Honey Gather, Pickup, and Payday.
Stench
In addition to its in battle ability, when requesting a poison type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a poison type is requested. Stacks with Honey Gather, Pickup, and Payday.
Sticky Hold/Suction Cups
In addition to its in battle ability, when requesting a water type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a water type is requested. Stacks with Honey Gather, Pickup, and Payday.
Swarm
In addition to its in battle ability, when requesting a bug type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a bug type is requested. Stacks with Honey Gather, Pickup, and Payday.
Synchronize
In addition to its in battle ability, when requesting a psyhic type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a psychic type is requested. Stacks with Honey Gather, Pickup, and Payday.
White Smoke
In addition to its in battle ability, when requesting a fire type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a fire type is requested. Stacks with Honey Gather, Pickup, and Payday.
General
1) Only one move can be used per post during an actual battle. This does not apply to capture threads or any thread that is not an actual battle.
2) All moves with anything less than 100/-% accuracy will require you to roll for accuracy. All rolls will be done using a 100-sided die (d100) that is built into the site. When making these rolls, the lower set of numbers is the attack landing. So if a move's accuracy is 70%, a 1-70 is a hit.
3) Like accuracy, Side Effects are rolled with a d100; lower set of numbers being the effect landing.
4) When a Pokemon has a modified accuracy, the accuracy of an attack that is used changes. For added accuracy, +1 stage adds 30% chance to the normal accuracy, +2 stages adds 60% chance, +3 stages adds 90% chance, and so forth. Simply add these modifiers with the accuracy of the move used to find out the new accuracy. In the case of evasion drops, -1 stage to accuracy gives one a 25% chance to miss. -2 stages makes it a 40% chance. -3 stages makes it a 50% chance.
5) A Pokemon with increased evasion allows it to dodge a move aimed at it. Evasion works in a similar manner to Accuracy with a couple key differences. +1 stage to evasion gives one a 25% chance to evade. +2 stages makes it a 40% chance. +3 stages makes it a 50% chance. Unlike normal stats, evasion can only be boosted 3 times. Evasion rolls are done by editing your post before the attack that you intend to dodge and adding in a dodge roll. Like all other rolls, the lower numbers are the effect. In this case, resulting in a successful dodge.
6) Pokemon that aren't being sent out to replace a fainted Pokemon can not attack that turn.
7) Whoever sends out their pokemon first gets to attack first.
8) At the bottom of every battle post, make sure to note which move your pokemon used, and roll for any accuracy checks, or anything else that affects your pokemon or the move they're using. Do not expect your opponent to do these for you. Also keep track of any stat increases, decreases, or status ailments currently affecting your pokemon.
Double and Triple Battles
1) Formations are not used on this site. Moves that affect "all adjacent enemy Pokemon" will now effect "all enemy Pokemon" instead. Moves that affect "all adjacent Pokemon" will effect "all Pokemon."
2) Each pokemon is allowed 1 move per post. This means that in a double battle, you'll use 2 moves, one for each pokemon, and in a triple battle you can use 3.
3) In battles involving multiple Pokemon, you may have your Pokemon block moves for other Pokemon on your team. This menas they will take the hit instead of that Pokemon. Each Pokemon can only block one Pokemon at any one time and blocking them means taking all hits aimed at them. Your Pokemon may block for another Pokemon and attack in the same turn as well. This also means that Pokemon may "switch places" and block each other's incoming hits. Area of Effect moves like Rock Slide and Blizzard cannot be blocked.
4) Like in any battle, Pokemon that aren't being sent out to replace a fainted Pokemon can still not attack that turn. They can, however, block attacks.
Status Effects
There are multiple Status Ailments present within the game. Each of them affect Pokemon in certain ways, most of them debilitating them in some way. Here's a list of such ailments, and how they'll affect battles.
First up are the non-volatile status ailments. These remain with the Pokemon until they are cured, either by using an item or move to lift it, or by ending the thread. Of these ailments, a Pokemon can only be afflicted with one at a time.
Poison: The Pokemon is poisoned and takes takes 12.5%(1/8) of their HP in damage every turn. Poison and Steel-type Pokemon are completely immune to this ailment.
Badly Poisoned: This is a more advanced version of Poison. It is the same as Poison except its damage begins at 6.25%(1/16) and grows an additional 6.25%(1/16) every turn, taking 12.5%(2/16) max hit points the second turn, then 18.75(3/16) the third turn, 25%(4/16) the fourth, and so on. Switching a Pokémon out of active battle will not remove the badly poisoned effect, but will reset the damage taken each turn back to 6.25%(1/16). Poison and Steel-type Pokemon are completely immune to this ailment.
Burn: When burned, a Pokemon takes 12.5%(1/8) of their HP in damage every turn. Their Attack is also reduced by 50%, effectively cutting the damage they can do with physical attacks in half. Fire-type Pokemon are completely immune to this ailment.
Paralysis: The Pokemon's muscles are made to be incredibly stiff, whether it be through physical trauma or they've been shocked with electricity. Not only is the Pokemon's mobility greatly reduced, but there is a 25% chance that their muscles will become so stiff that they won't be able to move at all. For this, all you need to do is make a die roll with 4 sides. If it comes up as 1, then the Pokemon cannot move. Electric-type Pokemon are completely immune to this ailment.
Sleep: The Pokemon is put into an extremely heavy sleep. They will not be able to move at all in this state. Sleep, if left alone, will always last for a 1-3 turns, determined the moment that the status is inflicted. Make a die roll with 3 sides. That is how many turns it will remain asleep.
Freeze: The Pokemon is encased in ice. When a Pokemon is frozen, it cannot move at all. When each turn comes up, there is a 20% chance that the Pokemon will thaw on their own. If the frozen Pokemon knows Flame Wheel, Flare Blitz and/or Scald, they will be able to use either of those moves even when frozen, and thaw themselves out in the process. The ailment is also lifted if the frozen Pokemon is hit with a damaging Fire-type attack. Ice-type Pokemon are completely immune to this ailment, unless it is inflicted through the use of Tri-Attack or Secret Power. As for the 20% chance of thawing goes, make a die roll with 5 sides. If it comes up as 1, then the Pokemon thaws.
Next are the volatile status ailments. These do not remain at the end of a battle, and most of them are lifted simply by switching them out. Unlike non-volatile status ailments, more than one of these can be inflicted at a time.
Confusion: The Pokemon's mind becomes a muddled mess, and it can't think straight. When a Pokemon is confused, each time it tries to make a move, there is a 50% chance that it will instead somehow hurt itself instead. Make a die roll with 2 sides; if it lands on 1, then the Pokemon hurts itself. Also, the ailment will wear off after 1-4 turns in which the afflicted Pokemon attempts to attack, whether or not they actually succeeded. When a Pokemon is inflicted with confusion, roll a die with 4 sides; the number that shows up is the number of turns it will remain confused.
Infatuation: The Pokemon falls in love with the opponent, and there is a 50% chance that they will not be able to bring themselves to attack. Make a die roll with 2 sides; if it lands on 1, the Pokemon is "immobilized by love", and cannot act.
Flinch: When a Pokemon flinches, they are unable to take any action during their next turn.
Certain Moves
Due to the way this site works, certain moves will have different effects. This is just a list of those moves and how they are handled. If you're looking for a specific move, all the ones that have rulings are listed so you can just use CTRL + F to find it.
Acupressure
This raises a random stat by two stages like in the games. Which stat gets raised is determined by a 6-sided die roll. If any stats are maxed, or if the user wishes to omit speed, they may be omitted from the roll. Adjust the corresponding numbers for each stat accordingly.
1 = Attack, 2 = Defense, 3 = Special Attack, 4= Special Defense, 5 = Speed, 6 = Evasion, 7 = Accuracy.
Ally Switch
In double and triple battles, when a pokemon uses this move and guards another pokemon, they choose which moves they guard against and which moves hit the pokemon they're guarding rather than taking all of the hits.
Aqua Jet/Baby-Doll Eyes/Bullet Punch/Fake Out/Ice Shard/Mach Punch/Quick Attack/Shadow Sneak (increased priority moves)
Priority moves ignore accuracy and evasion checks altogether.
Arm Thrust/Barrage/Bone Rush/Bullet Seed/Comet Punch/Double Slap/Fury Attack/Fury Swipes/Icicle Spear/Pin Missile/Rock Blast/Spike Cannon/Tail Slap/Water Shuriken (multi-hit attacks)
To determine how many hits these moves do, roll a 1d8. On 1 these moves hit 1 time. On 2-3 these attacks hit 2 times. On 4-6, these attacks hit 3 times. On 7, these attacks hit 4 times. On 8, these attacks hit 5 times.
Assist
The player creates a numbered table of at least 3 moves and no more than 10 moves, of moves that their pokemon know. This list can only be changed once a month (note any changes in the Training Log). In battle, when the pokemon uses assist, roll a die with number of sides equal to the amount of moves in the list (IE, if you have 10 roll a 10 sided die), and the number that comes up determines which move is used.
Avalanche/Metal Burst/Payback/Revenge
These moves start with 60 BP which doubles to 120 BP if an enemy just used an attack on them. Weakness/resistance and STAB will apply to these moves.
Bide
Bide has 20 BP and increases by 40 BP for every type of damage (from weather, status effects, moves that do continual damage, such as Fire Spin, etc.) that the user is currently suffering from. If the enemy pokemon used an attack on the user last turn, that does NOT increase the damage done by Bide.
Bind/Clamp/Fire Spin/Infestation/Sand Tomb/Whirlpool/Wrap
Roll a 1d2. If it comes up one, these moves last for 4 turns. If it comes up 2, they last for 5 turns.
Camouflage
When used in battle, Camouflage, depending on where it's been used, will change the user's Type. This lasts until either the end of the battle or until the Pokemon is returned to its ball.
• Mavro City/ Academy Buildings: Normal
• Mount Magmadyne: Fire
• Hot Springs: Water
• Obsidian Krag: Rock
• Blazed Dunes: Ground
• Harmonia Beach: Water
• Vanilla Peaks: Ice
• Misty Mires: Poison
• Mother Edea’s Forest: Bug
• Garden of the Sun: Grass
• Academy’s Edge: Ground
• Zodiac Ruins: Psychic
• Forgotten Graves: Ghost
• Blancblack Manor: Dark
• Blissfury Plains: Electric
• Mount Brave: Flying
• Abandoned Power Plant: Steel
• Alabaster Caverns: Fighting
• Dark Moon Isle: Dragon
• Thorn Citadel: Fairy
• The Floating Castle: Steel
Celebrate/Hold Hands/Splash/Teleport/Trick Room
Whether by design, or just because of how the site works, these moves don't do anything.
Circle Throw/Dragon Tail/Roar/Whirlwind (force switch moves)
Rather than have the replacement pokemon be randomly decided, the victim chooses which pokemon goes out next instead.
Conversion 2
Instead of randomly deciding the new type, the player may choose the pokemon's new type. It still must be something that resists, or is immune to the last damaging move that hit it.
Counter/Mirror Coat
These moves start with 60 BP which doubles to 120 BP if an enemy just used an attack on them. The damage doubling effect still only applies to physical (Counter) or special (Mirror Coat) damage. Weakness/resistance and STAB will apply to these moves.
Detect/Endure/Powder/Protect
These moves works as described, but can only be used once per battle.
Dragon Rage/Sonic Boom
These moves a Base Power of 40. These moves will be affected by weakness/resistance, STAB, and damage boosting items.
Eruption/Water Spout
These moves have 60 BP, that increases to 150 BP when the user is at full health.
Fissure/Guillotine/Horn Drill/Sheer Cold (OHKO moves)
These moves will have an accuracy of 50% and 140 BP each.
Electro Ball/Gyro Ball
These moves start with 60 BP. In the case of Electro Ball, every stat boost to speed will increase its BP by 30, capping at 150. Conversely, the base power of Gyro Ball will go up by 30 for every stat drop in speed, capping at 150.
Focus Punch
Focus Punch will be treated a Fighting-type version of Giga Impact. It will still be affected by Iron Fist.
Frustration/Return
These moves have 80 BP with no secondary effect or way to increase the power.
Grudge/Spite
These moves act as Disable. The last move the target used will be unable to use that move for 4 turns.
King's Shield/Spiky Shield
They're identical to Protect, but with the added bonus of having a side effect. Spiky Shield inflicts a small amount of damage, while King's Shield lowers the attacker's Attack by two stages. King's Shield can be used after initial uses, but only to change stance.
Magnitude
Roll a 1d100. The result that comes up determines the damage:
1-5: 10 BP
6-15: 30 BP
16-35: 50 BP
36-65: 70 BP
66- 85: 90 BP
86-95: 110 BP
96-100: 150 BP
Nature Power
When used, Nature Power will transform itself into a different move, depending on the location.
• Mavro City/ Academy Buildings: Tri Attack
• Mount Magmadyne: Lava Plume
• Hot Springs: Scald
• Obsidian Krag: Power Gem
• Blazed Dunes: Sand Tomb
• Harmonia Beach : Brine
• Vanilla Peaks: Avalanche
• Misty Mires: Acid Spray
• Mother Edea’s Forest: Signal Beam
• Garden of the Sun: Energy Ball
• Academy’s Edge: Smack Down
• Zodiac Ruins: Psychic
• Forgotten Graves: Dark Pulse
• Blancblack Manor: Night Shade
• Blissfury Plains: Thunderbolt
• Mount Brave: Air Slash
• Abandoned Power Plant: Mirror Shot
• Alabaster Caverns: Stone Edge
• Dark Moon Isle: Shadow Ball
• Dragon's Den: Dragon Pulse
• Thorn Citadel: Dark Pulse
• The Floating Castle: Flash Cannon
Night Shade/Seismic Toss
These moves' damage are based on the user's evolution level. Unlike the game version, these moves will be affected by weakness/resistance, STAB, and damage boosting items.
• Basic-stage three-stage Pokemon: 40 BP
• Second-stage three-stage Pokemon/Basic-form two-stage Pokemon: 70 BP
• Fully-evolved three-stage Pokemon/Fully-evolved two-stage Pokemon/Pokemon who don't evolve: 100 BP
Outrage/Petal Dance/Thrash
Roll a 1d2. On 1 these moves last for 2 turns. On 2 these moves last for 3 turns.
Payday
If a pokemon the character owns has this move, then the odds you get the pokemon you requested when making a capture thread increases. It does not stack with itself, or the abilities Pickup and Honey Gather.
Present
To determine present's effect, roll a 1d100. On 1-20 it heals the target for 1/4 their HP. On 21 - 60 it deals damage with 40 BP to the target. On 61 - 90 it deals damage with 80 BP. On 91 - 100 it deals damage with 120 BP.
Psywave
Psywave will act as a Psychic-type move. It's BP will be determined via a 5-sided die roll. The BP will be the die roll times 20.
Pursuit
This move starts with 40 BP. If the opponent switches out their Pokemon voluntarily (that is, not forced by a fainting Pokemon), and it is the turn immediately following that (only this first turn after the switch-in), Pursuit will have 80 BP. Pursuit can no longer punish an attempted switch-out. It can, however, punish the trainer after the fact.
Reversal
If the user is left at 1 HP, whether through use of endure, a focus band, focus sash, or the ability Sturdy, then this skill does 200 BP. The user MUST reach 1 HP based on one of those methods, not by just deciding it's in critical health after taking a lot of damage. Otherwise, it has 40 BP.
Sleep Talk
Count the number of moves the user has, besides sleep talk, then roll a die with sides equal to that number (IE, if they have 8 moves including Sleep Talk, then roll a 7 sided die). The number that comes up is the move used. Sleep Talk can never be selected. If Rest is selected nothing happens.
Sucker Punch
Like increase priority moves, this move always hits and ignores any changes to accuracy and evasion (like Swift). However, this move can only be used if the target used an attacking move the previous turn.
Super Fang/Wring Out
This move starts with 60 BP, and it increases to 120 BP if the target hasn't taken any damage yet.
Tri Attack
Roll two dice: a 1d100 to determine if the effect happens, and a 1d3 to determine the effect. A 1-20 on the first die means that the effect happens. If the result is higher than that, then ignore the second die. On the second die, 1 means the target is paralyzed, 2 the target is frozen, 3 the target is burned.
Trump Card
This attack starts with 40 BP and increases by 40 BP with every use during the battle. Caps at 200 BP.
Secret Power
Secret Power will always be a Normal-type Physical move that has 70 BP. What the location decides is what side-effect the move will have. Whatever the side effect, there is always a 30% chance of it activating.
• Mavro City/ Academy Buildings: inflicts Paralysis
• Mount Magmadyne: Inflicts Burn
• Hot Springs: Causes Attraction
• Obsidian Krag: Causes Flinch
• Blazed Dunes: Lowers Sp. Attack
• Harmonia Beach: Lowers Attack
• Vanilla Peaks: Inflicts Freeze
• Misty Mires: Inflicts Poison
• Mother Edea’s Forest: Causes Confusion
• Garden of the Sun: Lowers Evasion
• Academy’s Edge: Lowers Defense
• Zodiac Ruins: Lowers Sp. Defense
• Forgotten Graves: Causes Curse
• Blancblack Manor: Inflict Sleep
• Blissfury Plains: Lowers Accuracy
• Mount Brave: High Crit Ratio
• Abandoned Power Plant: Inflict Paralysis
• Alabaster Caverns: Inflicts Freeze
• Dark Moon Isle: Causes Confusion
• Dragon's Den: Inflicts Paralysis
• Thorn Citadel: Causes Attraction
• The Floating Castle: Inflicts Sleep
Abilities
1) Your Pokemon may only have one Ability.
2) Hidden Abilities are a part of the site. You will not encounter a Pokemon with theirs in the wild (unless certain events demand otherwise). Anyone may change to their Pokemon's hidden ability when evolving. Ability Capsules can also change a Pokemon's ability when used.
3) Certain Abilities are triggered when the Pokemon with the Ability is hit with an attack that involves the user making direct contact. Most of these moves are Physical, but there are some Special ones as well, and not all Physical moves make contact. Consult a wiki such as Bulbapedia to make sure. Most of these Abilities cause a status effect of some sort when they are triggered. For example, Poison Point has a 30% chance of inflicting Poison to anyone who hits the user with a move that makes contact. As for the triggering of the Ability itself, it works the same way as triggering the side effects of a move. The only difference is you roll after your Pokemon takes a hit, instead of when they attack.
Certain Abilities
Like with certain moves, there are certain Abilities that will work differently due to how the site works.
Analytic
The power of the Pokemon's attack increases by 30% if it was attacked last turn.
Anticipation and Forewarn
Pokemon with this Ability can avoid a Super-effective move once per opponent it faces.
Arena Trap
In addition to its in battle ability, when requesting a ground type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a ground type is requested. Stacks with Honey Gather, Pickup, and Payday.
Compound Eyes
In addition to its in battle ability, when requesting a grass type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a grass type is requested. Stacks with Honey Gather, Pickup, and Payday.
Cute Charm
In addition to its in battle ability, when requesting a specific gender in a capture thread, this ability increases the odds that a pokemon with the chosen gender will be spawned.
Flame Body and Magma Armor
In addition to their in-battle effects, these abilities halve the posts needed to hatch an egg, to five posts. They do not stack.
Gale Winds
Ignores accuracy and evasion checks to flying-type moves.
Honey Gather/Pickup
These increase the chance to get your preferred Pokemon when exploring slightly. They do not stack.
Hustle/Vital Spirit
In addition to its in battle ability, when requesting a rare pokemon (marked by a * in the spawn list) in a capture thread, this ability increases the odds that it will spawn.
Illuminate
In addition to its in battle ability, when requesting a fairy type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a fairy type is requested. Stacks with Honey Gather, Pickup, and Payday.
Illusion
The player can pick which pokemon the user mimics, regardless of whether they opponent has that pokemon.
Intimidate
In addition to its in battle ability, when requesting a dark type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a dark type is requested. Stacks with Honey Gather, Pickup, and Payday.
Keen Eye
In addition to its in battle ability, when requesting a flying type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a flying type is requested. Stacks with Honey Gather, Pickup, and Payday.
Lightning Rod/Static
In addition to its in battle ability, when requesting a electric type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a electric type is requested. Stacks with Honey Gather, Pickup, and Payday.
Magnet Pull
In addition to its in battle ability, when requesting a steel type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a steel type is requested. Stacks with Honey Gather, Pickup, and Payday.
Moody
This one isn't so much a change to how it works as it is an explanation on how to use it. What Moody does is, at the end of each turn, a random stat is raised by two stages, while another one is lowered by one. Which stats will be raised and lowered will simply be determined by two 7-sided die rolls. One for the raised stat, and one for the lowered stat.
1 = Attack, 2 = Defense, 3 = Special Attack, 4= Special Defense, 5 = Speed, 6 = Evasion, 7 = Accuracy.
No Guard
In addition to its in battle ability, when requesting a fighting type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a fighting type is requested. Stacks with Honey Gather, Pickup, and Payday.
Prankster
Successful status infliction from status-inflicting moves grant 1 stage of Attack and Special Attack to the Prankster.
Pressure
In battle, this ability acts like the move Torment. The enemy pokemon will not be able to use the same move twice in a row. In addition to its in battle ability, when requesting a ghost type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a ghost type is requested. Stacks with Honey Gather, Pickup, and Payday.
Quick Feet
In addition to its in battle ability, when requesting a normal type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a normal type is requested. Stacks with Honey Gather, Pickup, and Payday.
Run Away
Pokemon with this Ability will be immune to effects that prevent running/switching out, like Mean Look and Shadow Tag
Sand Veil
In addition to its in battle ability, when requesting a rock type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a rock type is requested. Stacks with Honey Gather, Pickup, and Payday.
Snow Cloak
In addition to its in battle ability, when requesting a ice type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a ice type is requested. Stacks with Honey Gather, Pickup, and Payday.
Steadfast
In addition to its in battle ability, when requesting a dragon type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a dragon type is requested. Stacks with Honey Gather, Pickup, and Payday.
Stench
In addition to its in battle ability, when requesting a poison type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a poison type is requested. Stacks with Honey Gather, Pickup, and Payday.
Sticky Hold/Suction Cups
In addition to its in battle ability, when requesting a water type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a water type is requested. Stacks with Honey Gather, Pickup, and Payday.
Swarm
In addition to its in battle ability, when requesting a bug type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a bug type is requested. Stacks with Honey Gather, Pickup, and Payday.
Synchronize
In addition to its in battle ability, when requesting a psyhic type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a psychic type is requested. Stacks with Honey Gather, Pickup, and Payday.
White Smoke
In addition to its in battle ability, when requesting a fire type pokemon in a capture thread, this ability increases the odds that it will spawn. Only works when a fire type is requested. Stacks with Honey Gather, Pickup, and Payday.