Post by ChromaticTruthsayer on Jun 10, 2014 23:28:16 GMT
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.
Moves per Post
Only one move can be used per post. That's it. Whether you use said move for attack or defense is up to you, but frankly, there are too many potential issues with certain combinations of certain moves being used at the same time. In the case of double or triple battles, one move per Pokemon per turn.
Of course, for catching threads, this is slightly different. Since the whole thing is done in one post, then, clearly, you may use more than one move in the post. However, you may not use two moves back-to-back. The opponent must try to make a move between them. You must also take into account things like the charge time for moves like Solar Beam or Skull Bash, or the recovery time for Hyper Beam and Giga Impact.
Types of Moves
On this site, moves used by Pokemon in battles are split into two types.
1) Normal Moves: These are moves that a Pokemon learns through leveling up. Since Pokemon don't have levels on this site, any Pokemon you start with can have up to four Normal Moves of your choice. If the Pokemon isn't naturally capable of learning four moves (like Caterpie or Magikarp), then leave the left-over slot blank. It is possible to extend the number of Normal Moves a Pokemon can learn, by purchasing the "Move Upgrade (Normal)" item from the Pokemon Shop. Doing this allows for a maximum of six Normal Moves.
2) Extra Moves: Extra Moves are moves that are taught through the use of outside means, either through TMs/HMs or through a Move Tutor. Egg Moves also fall under this category, though they can only be learned through Breeding. Like Normal Moves, a Pokemon can only learn up to four Extra Moves. However, purchasing the "Move Upgrade (Extra)" item from the Pokemon Shop will increase this number to six.
Rolling for Accuracy
All moves with anything less than 100/-% accuracy will require you to roll for accuracy. The dice you should roll should be based on the % chance the attack has to land. For example, a move with a 50% chance only needs a 2-sided dice roll with 1 being a hit. A 40% accuracy attack can use a 5-sided roll with a 1-2 being a hit. A 70% chance attack requires a 10-sided dice roll and 1-7 being a hit. A 55% chance attack will need a 20-sided dice roll with 1-11 being a hit. When making these rolls, the lower number is the attack landing.
Rolling Side Effects
Certain moves have a specific chance of a side effect kicking in when they hit the opponent. For example, the move Body Slam as a 30% chance of inflicting Paralysis. What you do is push the dice button, then change the number to ten. Then all you do is post. In the case of 30%, if the number comes up as 1 - 3, then the status takes effect.
Accuracy Modifiers
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.
Evasion Modifiers
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. For example, should you have +1 stage of evasion, you edit in a 1-4 dice roll. If you get a one, your Pokemon dodged the attack.
Rules on Double and Triple Battles
Given that "formations" won't really work in an RP setting, we'll be going over a few changes to AoE moves. Moves that effect "all adjacent enemy Pokemon" will now effect "all enemy Pokemon" instead. Moves that effect "all adjacent Pokemon" will simply effect "all Pokemon."
Secondly, it should be noted that you may have each of your Pokemon use a move once per post. In other words, if you are doing a triple battle and have three Pokemon out, you may attack with each of them once per post.
In battles involving multiple Pokemon, you may have your Pokemon block moves for other Pokemon on your team. In other words, they will take the hit instead of that Pokemon. Naturally, 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. However, multi-hit moves like Rock Slide and Blizzard cannot be blocked.
Finally, 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.
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.
Seismic Toss and Night Shade
These two moves deal damage based on the user's level. Since we don't incorporate levels on this site, they will instead have Base Power determined by 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
• Second-stage three-stage Pokemon/Basic-form two-stage Pokemon: 70
• Fully-evolved three-stage Pokemon/Fully-evolved two-stage Pokemon/Pokemon who don't evolve: 100
Sonic Boom and Dragon Rage
These two moves also do set damage, which, instead of going off of levels, deal a set amount of damage each time. Again, we don't have HP on this site, so, to keep things simple, I'm just giving both of these moves a Base Power of 40. Unlike the game version, these moves will be affected by weakness/resistance, STAB, and damage boosting items.
Grudge and Spite
Instead of lowering the opponent's PP when certain conditions are met, these two moves will instead act the same as Disable. The way these moves' effects are triggered remains the same.
Revenge and Avalanche
These moves have a starting base power of 60 which doubles to 120 if an enemy just used an attack on them.
Counter and Mirror Coat
These moves have a starting base power of 60 which doubles to 120 if an enemy just used an attack on them. The damage doubling effect still only applies to physical (Counter) or special (Mirror Coat) damage. Lastly, unlike the game versions, weakness/resistance and STAB will apply to these moves.
Metal Burst
This essentially works the same as Counter and Mirror Coat. It also has a base power of 60.
Payback
Payback's effect will be the same as Metal Burst, only it's Dark-type.
Gyro Ball and Electro Ball
The base power for both of these will be 60. 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.
One-hit KO moves
Fissure, Horn Drill, Sheer Cold, and Guillotine. These moves will have an accuracy of 50% and a base power of 140 each.
Focus Punch
Due to the impractical effect it has in-game and the fact that it's even more impractical in RP form, Focus Punch will instead be treated a Fighting-type version of Giga Impact. It will still be affected by Iron Fist.
Protect and Detect
These moves can only be used once per battle to negate damage for one turn
Spiky Shield and King's 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.
Crafty Shield
Same as Protect and Detect, but with status moves.
Trump Card
This attack's base power starts at 40 and increases by 40 with every use during the battle. Caps at 200.
Super Fang
Since we don't incorporate HP, we're just gonna keep this one simple. Super Fang will be a physical Normal-type attack with 60 base power and no side effect.
Psywave
Psywave will act as a Psychic-type move (ie, no longer typeless damage, even giving STAB). It's base power will be determined via a 5-sided die roll. The base power will be the die roll times 20.
Priority Moves
Moves that have increased priority will gain 20 base power per level of priority they have. For example, Extremespeed has a +2 priority, meaning its base power goes from 80 to 120. Fake Out follows this rule as well, but can only be used on the turn that it is first sent out. Sucker Punch however, is simply enhanced and will no longer fail.
A special note should be given about Pursuit, however. It has a Priority of +7. Following these terms, it would be boosted from 40 BP to 180 BP. We've decided to alter its usage, given that it's impossible to "predict" a switch-out on-board, especially with the potential of meta-gaming. Instead, Pursuit functions at 40 BP normally, as it would in-game. 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), the priority boost will occur, giving Pursuit a whooping 180 BP. Pursuit can no longer punish an attempted switch-out. It can, however, punish the trainer after the fact.
Abilities
1) Your Pokemon may only have one Ability. When you select your starter, you may choose which one it is. Otherwise, the mods will determine which Ability any Pokemon you capture will have. Of course, you're free to say which one you want them to have, but it's ultimately up to the mods to decide.
2) Yes, Hidden Abilities are a part of the site. However, students cannot give their starters their Hidden Abilities, nor will you encounter a Pokemon with theirs in the wild (unless certain events demand otherwise). Staff may have their Pokemon start with hidden abilities should they wish it. Anyone may purchase their Pokemon's hidden ability in the Pokemon shop.
Abilities triggered by contact
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. A list of such abilities can be found HERE.
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
Pokemon with this Ability can avoid a Super-effective move once per opponent it faces.
Forewarn
Same as Anticipation.
Gale Winds
+30% damage for all Flying-type moves.
Honey Gather
Each time a Pokemon with this Ability appears in a modded thread, there is a 30% chance that, assuming it isn't holding any items, it will receive Honey at the end of the thread. For the sake of RP, Honey will effectively be treated as a Potion and a Full Heal mixed into one item. These can also be sold for 100 TP each.
Pickup (need a table for this)
Each time a Pokemon with this Ability appears in a modded thread, there is a 30% chance that it will receive an item at the end of the thread. (Please be sure to note that you have a Pokemon with this ability so that the mod will know to make the rolls.) If you do find an item, the chances from what is found is as follows:
1-35 Medical
36-65 Balls
66-80 TMs
81-90 Stardust
91-95 Rare Candy
96 & 97 Battle Items
98 & 99 Nuggets
100 Mega Stone
Pressure
Since this site doesn't incorporate PP, Pressure will instead act as an Ability version of the move Torment. In other words, the opponent won't be able to use the same move twice in a row as long as a Pokemon with this Ability is out.
Run Away
Pokemon with this Ability will be immune to effects that prevent running/switching out, like Mean Look and Shadow Tag
Prankster
Status moves all have 100% accuracy.
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.
Rules for Nature Power, Secret Power, and Camouflage
Nature Power
The first, and most potentially powerful, of these attacks. 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
• Nameless Cemetary: 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
• Chrom’s Floating Castle: Flash Cannon
Secret Power
This move works a bit differently than Nature Power. It will always be a Normal-type Physical move that has a Base Power of 70. 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
• Nameless Cemetary: 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
• Chrom’s Floating Castle: Inflicts Sleep
Camouflage
Unlike the other two, which are attacks that inflict damage, Camouflage plays a supportive roll instead. 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
• Nameless Cemetary: Ghost
• Blancblack Manor: Dark
• Blissfury Plains: Electric
• Mount Brave: Flying
• Abandoned Power Plant: Steel
• Alabaster Caverns: Fighting
• Dark Moon Isle: Dragon
• Thorn Citadel: Fairy
• Chrom’s Floating Castle: Steel
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.
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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. Obviously, for something like a catching thread, this won't mean much. However, this plays a more prominent role in battles against other members or missions, where you're likely to have to battle multiple opponents. Of these ailments, a Pokemon can only be afflicted with one at a time. Non-volatile status ailments are listed as followed;
Poison: Perhaps one of the most commonly seen statuses, this is when a toxin courses through the opponent's body, causing them to take a small amount of damage at the end of each turn. Here, it's fairly straight forward. If you're Pokemon is poisoned, make a note somewhere in your post that the poison is damaging them. Poison and Steel-type Pokemon are completely immune to this ailment.
Badly Poisoned: For all intents and purposes, this is a more advanced version of Poison. The effect is identical, with one key difference. For each turn that the ailment remains in effect, the damage taken at the end of each turn is increased. Otherwise, it functions the same way. Poison and Steel-type Pokemon are completely immune to this ailment.
Burn: This one is pretty much what it sounds like...the Pokemon in question has been inflicted with a burn. Not only do they take damage at the end of each turn, but their Attack is also reduced by 50%, effectively cutting the damage they can do with physical attacks in half. Again, just make a note that your Pokemon is taking damage at the end of each post, and keep the Attack reduction in mind if your Pokemon has any physical attacks. 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: Essentially, 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 specific number of turns, which is determined the moment that the status is inflicted. 1 to 3 turns, to be exact. Basically, make a die roll with 3 sides. That is how many turns it will remain asleep.
Freeze: Basically, the Pokemon is encased in ice. This is one of the rarest-occurring ailments, due to the incredibly low probability of it happening. 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, simply 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. Here's a list of these ailments; and how they affect battles;
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, to put it simply, 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. If either the Pokemon or the opponent they're in love with leave the field, the ailment is lifted.
Flinch: Not so much a status ailment as it is a one-turn side effect of various moves, but I figure it's prominent enough to include it on this list. Basically, when a Pokemon flinches, they are unable to take any action during their next turn. That's basically it.
Moves per Post
Only one move can be used per post. That's it. Whether you use said move for attack or defense is up to you, but frankly, there are too many potential issues with certain combinations of certain moves being used at the same time. In the case of double or triple battles, one move per Pokemon per turn.
Of course, for catching threads, this is slightly different. Since the whole thing is done in one post, then, clearly, you may use more than one move in the post. However, you may not use two moves back-to-back. The opponent must try to make a move between them. You must also take into account things like the charge time for moves like Solar Beam or Skull Bash, or the recovery time for Hyper Beam and Giga Impact.
Types of Moves
On this site, moves used by Pokemon in battles are split into two types.
1) Normal Moves: These are moves that a Pokemon learns through leveling up. Since Pokemon don't have levels on this site, any Pokemon you start with can have up to four Normal Moves of your choice. If the Pokemon isn't naturally capable of learning four moves (like Caterpie or Magikarp), then leave the left-over slot blank. It is possible to extend the number of Normal Moves a Pokemon can learn, by purchasing the "Move Upgrade (Normal)" item from the Pokemon Shop. Doing this allows for a maximum of six Normal Moves.
2) Extra Moves: Extra Moves are moves that are taught through the use of outside means, either through TMs/HMs or through a Move Tutor. Egg Moves also fall under this category, though they can only be learned through Breeding. Like Normal Moves, a Pokemon can only learn up to four Extra Moves. However, purchasing the "Move Upgrade (Extra)" item from the Pokemon Shop will increase this number to six.
Rolling for Accuracy
All moves with anything less than 100/-% accuracy will require you to roll for accuracy. The dice you should roll should be based on the % chance the attack has to land. For example, a move with a 50% chance only needs a 2-sided dice roll with 1 being a hit. A 40% accuracy attack can use a 5-sided roll with a 1-2 being a hit. A 70% chance attack requires a 10-sided dice roll and 1-7 being a hit. A 55% chance attack will need a 20-sided dice roll with 1-11 being a hit. When making these rolls, the lower number is the attack landing.
Rolling Side Effects
Certain moves have a specific chance of a side effect kicking in when they hit the opponent. For example, the move Body Slam as a 30% chance of inflicting Paralysis. What you do is push the dice button, then change the number to ten. Then all you do is post. In the case of 30%, if the number comes up as 1 - 3, then the status takes effect.
Accuracy Modifiers
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.
Evasion Modifiers
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. For example, should you have +1 stage of evasion, you edit in a 1-4 dice roll. If you get a one, your Pokemon dodged the attack.
Rules on Double and Triple Battles
Given that "formations" won't really work in an RP setting, we'll be going over a few changes to AoE moves. Moves that effect "all adjacent enemy Pokemon" will now effect "all enemy Pokemon" instead. Moves that effect "all adjacent Pokemon" will simply effect "all Pokemon."
Secondly, it should be noted that you may have each of your Pokemon use a move once per post. In other words, if you are doing a triple battle and have three Pokemon out, you may attack with each of them once per post.
In battles involving multiple Pokemon, you may have your Pokemon block moves for other Pokemon on your team. In other words, they will take the hit instead of that Pokemon. Naturally, 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. However, multi-hit moves like Rock Slide and Blizzard cannot be blocked.
Finally, 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.
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.
Seismic Toss and Night Shade
These two moves deal damage based on the user's level. Since we don't incorporate levels on this site, they will instead have Base Power determined by 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
• Second-stage three-stage Pokemon/Basic-form two-stage Pokemon: 70
• Fully-evolved three-stage Pokemon/Fully-evolved two-stage Pokemon/Pokemon who don't evolve: 100
Sonic Boom and Dragon Rage
These two moves also do set damage, which, instead of going off of levels, deal a set amount of damage each time. Again, we don't have HP on this site, so, to keep things simple, I'm just giving both of these moves a Base Power of 40. Unlike the game version, these moves will be affected by weakness/resistance, STAB, and damage boosting items.
Grudge and Spite
Instead of lowering the opponent's PP when certain conditions are met, these two moves will instead act the same as Disable. The way these moves' effects are triggered remains the same.
Revenge and Avalanche
These moves have a starting base power of 60 which doubles to 120 if an enemy just used an attack on them.
Counter and Mirror Coat
These moves have a starting base power of 60 which doubles to 120 if an enemy just used an attack on them. The damage doubling effect still only applies to physical (Counter) or special (Mirror Coat) damage. Lastly, unlike the game versions, weakness/resistance and STAB will apply to these moves.
Metal Burst
This essentially works the same as Counter and Mirror Coat. It also has a base power of 60.
Payback
Payback's effect will be the same as Metal Burst, only it's Dark-type.
Gyro Ball and Electro Ball
The base power for both of these will be 60. 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.
One-hit KO moves
Fissure, Horn Drill, Sheer Cold, and Guillotine. These moves will have an accuracy of 50% and a base power of 140 each.
Focus Punch
Due to the impractical effect it has in-game and the fact that it's even more impractical in RP form, Focus Punch will instead be treated a Fighting-type version of Giga Impact. It will still be affected by Iron Fist.
Protect and Detect
These moves can only be used once per battle to negate damage for one turn
Spiky Shield and King's 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.
Crafty Shield
Same as Protect and Detect, but with status moves.
Trump Card
This attack's base power starts at 40 and increases by 40 with every use during the battle. Caps at 200.
Super Fang
Since we don't incorporate HP, we're just gonna keep this one simple. Super Fang will be a physical Normal-type attack with 60 base power and no side effect.
Psywave
Psywave will act as a Psychic-type move (ie, no longer typeless damage, even giving STAB). It's base power will be determined via a 5-sided die roll. The base power will be the die roll times 20.
Priority Moves
Moves that have increased priority will gain 20 base power per level of priority they have. For example, Extremespeed has a +2 priority, meaning its base power goes from 80 to 120. Fake Out follows this rule as well, but can only be used on the turn that it is first sent out. Sucker Punch however, is simply enhanced and will no longer fail.
A special note should be given about Pursuit, however. It has a Priority of +7. Following these terms, it would be boosted from 40 BP to 180 BP. We've decided to alter its usage, given that it's impossible to "predict" a switch-out on-board, especially with the potential of meta-gaming. Instead, Pursuit functions at 40 BP normally, as it would in-game. 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), the priority boost will occur, giving Pursuit a whooping 180 BP. Pursuit can no longer punish an attempted switch-out. It can, however, punish the trainer after the fact.
Abilities
1) Your Pokemon may only have one Ability. When you select your starter, you may choose which one it is. Otherwise, the mods will determine which Ability any Pokemon you capture will have. Of course, you're free to say which one you want them to have, but it's ultimately up to the mods to decide.
2) Yes, Hidden Abilities are a part of the site. However, students cannot give their starters their Hidden Abilities, nor will you encounter a Pokemon with theirs in the wild (unless certain events demand otherwise). Staff may have their Pokemon start with hidden abilities should they wish it. Anyone may purchase their Pokemon's hidden ability in the Pokemon shop.
Abilities triggered by contact
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. A list of such abilities can be found HERE.
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
Pokemon with this Ability can avoid a Super-effective move once per opponent it faces.
Forewarn
Same as Anticipation.
Gale Winds
+30% damage for all Flying-type moves.
Honey Gather
Each time a Pokemon with this Ability appears in a modded thread, there is a 30% chance that, assuming it isn't holding any items, it will receive Honey at the end of the thread. For the sake of RP, Honey will effectively be treated as a Potion and a Full Heal mixed into one item. These can also be sold for 100 TP each.
Pickup (need a table for this)
Each time a Pokemon with this Ability appears in a modded thread, there is a 30% chance that it will receive an item at the end of the thread. (Please be sure to note that you have a Pokemon with this ability so that the mod will know to make the rolls.) If you do find an item, the chances from what is found is as follows:
1-35 Medical
36-65 Balls
66-80 TMs
81-90 Stardust
91-95 Rare Candy
96 & 97 Battle Items
98 & 99 Nuggets
100 Mega Stone
Pressure
Since this site doesn't incorporate PP, Pressure will instead act as an Ability version of the move Torment. In other words, the opponent won't be able to use the same move twice in a row as long as a Pokemon with this Ability is out.
Run Away
Pokemon with this Ability will be immune to effects that prevent running/switching out, like Mean Look and Shadow Tag
Prankster
Status moves all have 100% accuracy.
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.
Rules for Nature Power, Secret Power, and Camouflage
Nature Power
The first, and most potentially powerful, of these attacks. 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
• Nameless Cemetary: 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
• Chrom’s Floating Castle: Flash Cannon
Secret Power
This move works a bit differently than Nature Power. It will always be a Normal-type Physical move that has a Base Power of 70. 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
• Nameless Cemetary: 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
• Chrom’s Floating Castle: Inflicts Sleep
Camouflage
Unlike the other two, which are attacks that inflict damage, Camouflage plays a supportive roll instead. 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
• Nameless Cemetary: Ghost
• Blancblack Manor: Dark
• Blissfury Plains: Electric
• Mount Brave: Flying
• Abandoned Power Plant: Steel
• Alabaster Caverns: Fighting
• Dark Moon Isle: Dragon
• Thorn Citadel: Fairy
• Chrom’s Floating Castle: Steel
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.
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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. Obviously, for something like a catching thread, this won't mean much. However, this plays a more prominent role in battles against other members or missions, where you're likely to have to battle multiple opponents. Of these ailments, a Pokemon can only be afflicted with one at a time. Non-volatile status ailments are listed as followed;
Poison: Perhaps one of the most commonly seen statuses, this is when a toxin courses through the opponent's body, causing them to take a small amount of damage at the end of each turn. Here, it's fairly straight forward. If you're Pokemon is poisoned, make a note somewhere in your post that the poison is damaging them. Poison and Steel-type Pokemon are completely immune to this ailment.
Badly Poisoned: For all intents and purposes, this is a more advanced version of Poison. The effect is identical, with one key difference. For each turn that the ailment remains in effect, the damage taken at the end of each turn is increased. Otherwise, it functions the same way. Poison and Steel-type Pokemon are completely immune to this ailment.
Burn: This one is pretty much what it sounds like...the Pokemon in question has been inflicted with a burn. Not only do they take damage at the end of each turn, but their Attack is also reduced by 50%, effectively cutting the damage they can do with physical attacks in half. Again, just make a note that your Pokemon is taking damage at the end of each post, and keep the Attack reduction in mind if your Pokemon has any physical attacks. 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: Essentially, 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 specific number of turns, which is determined the moment that the status is inflicted. 1 to 3 turns, to be exact. Basically, make a die roll with 3 sides. That is how many turns it will remain asleep.
Freeze: Basically, the Pokemon is encased in ice. This is one of the rarest-occurring ailments, due to the incredibly low probability of it happening. 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, simply 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. Here's a list of these ailments; and how they affect battles;
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, to put it simply, 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. If either the Pokemon or the opponent they're in love with leave the field, the ailment is lifted.
Flinch: Not so much a status ailment as it is a one-turn side effect of various moves, but I figure it's prominent enough to include it on this list. Basically, when a Pokemon flinches, they are unable to take any action during their next turn. That's basically it.