ARTIFACTS ARE NOW AVAILABLE AT THE RAID SHOP! ASB Raid Zone Welcome to the Raid Zone of CAP ASB, brave challengers! Here, you will be able to test your team working skills with another player in particularly harsh fights against powerful Pokémon and even legendaries. However, contrary to what you are used to in the standard games, your goal is not to catch them - the goal is to knock out the opponent before being wiped out! Table of Contents 1. Overview [jump=1]User Interaction[/jump] [jump=2]Battle Details[/jump] [jump=3]Raid Mechanics[/jump] [jump=4]AI Mechanics[/jump] [jump=5]Threat Mechanics[/jump] [jump=6]Mechanics Working Differently in Raid Zone[/jump] [jump=7]Substitution Commands in the Raid Zone[/jump] [jump=8]Hotfixes[/jump] 2. Rewards [jump=9]Reward System[/jump] [jump=10]Reward List[/jump] 3. Raid Zones [jump=11]Stormrage Mountain[/jump] [jump=12]Isle of Lost Relics[/jump] 4. Achievements [jump=13]Stormrage Mountain Achievements[/jump] [jump=14]Isle of Lost Relics Achievements[/jump] 5. Challenges [jump=15]Battle Format[/jump] [jump=16]Challenge Format[/jump] [jump=17]Queue[/jump] [a]1[/a] User Interaction I can hold up to six challenges at the same time (which should make up for 12 players involved). Unless something happens, my level of activity should allow this rate A player can only enter one challenge at a time. Challenging the Raid Zone does not take up a slot of your allowed simultaneous battles. [a]2[/a]Battle Details I will be the referee for this matches Each Raid will see challengers squaring off against several encounters (from 1 to 3 generally). Their Pokémon will be healed between encounters - even fainted ones. Challenges will involve existing Pokémon, but their stats will be buffed up to make them more challenging. Players do not earn KO Counters from their Raid challenges as they normally would, but their Pokémon do earn one Evolution Counter, one Dream Counter, and two Move Counters for each encounter completed successfully. Moreover, defeating an encounter grant to each player two Trainer Counters, and a variable amount of KO Counters (to be distributed freely among any Pokémon in their possession) and Valor Counters (a special currency of the Raid Zone). The amount of these counters earned varies with the difficulty of each encounter. Consumable items consumed in an encounter are returned to the Pokemon at the end of that encounter. No item is permanently lost in any way in the Raid challenge. Certain moves do not work or work differently in the Raid Zone. The detailed list is showed later. Substitution commands are allowed, but with several differences (see below for details) Ties in the Raid Challenge, if they ever happen, will count as a victory for the raid challengers. [a]3[/a]Raid Mechanics Bosses are immune to the following effects: Sleep, Freeze, Confusion, Flinch, Attract, Disabling, Stat lowering, any move which copies, transfers or alters in any way stat ups (like Heart Swap and Psych Up) and the trapping effect from Fire Spin/Whirpool/Clamp/etc. have no effect on bosses. Paralysis still works, but can't cause the boss to get fully paralyzed. Leech Seed also works, but it only leeches 3 flat HP each action instead of 1/30 of the target's max HP. Moreover, each status affecting a boss only lasts for (6) actions before being removed. Bosses do incur in the sluggish condition, but this will simply prevent them from using such a move twice in a row. So, for example, a Dialga boss couldn't use Roar of Time after a Hyper Beam or a Giga Impact, but he could still use Fire Blast or Outrage instead. Bosses do not get their evasion reduced while under the effects of Trick Room. Any -Spe Pokémon will still get the +Accuracy boost, but not the +Dodge boost. Aside from that, Trick Room will work as usual in raids. Water Gun has its effects reduced when used on Bosses - it won't make them 2X weaker to electric attacks, but instead it will raise the base power of Electric attacks against them by (3). Bosses do not get locked in moves like Outrage or Petal Dance when they use them On Hard mode only, bosses always break through Protect, Detect and Wide Guard All bosses are immune to the following moves: Agility (the dodge effect), Bestow, Block, Crush Grip, Curse (the Ghost-type effect), Encore, Endeavor, Entrainment, Gravity (the effect preventing Fly and similar moves from being used), Grudge, Guard Split, Haze (the vision reducing effect), Heal Block, Imprison, Mean Look, Mist (the vision reducing effect), Pain Split, Perish Song, Power Split, Psycho Shift, Quash, Skill Swap, Sky Drop, Smack Down (the effect preventing Fly and similar moves from being used), Soak, Spider Web, Super Fang, Switcheroo, Telekinesis, Teleport, Torment, Transform, Trick and Wring Out. Other moves are viable with no restriction or limitation. The following abilities have no effect in raid zones: Air Lock, Arena Trap, Cloud Nine, Forewarn, Friend Guard, Imposter, Magnet Pull, Mummy, Rivalry, Shadow Tag, Unaware. The following items are banned from raids: Ring Target, any evasion enhancing item. Bosses ignore the effects of the following commands: Bodyblock, Dodge, Take Cover. Bosses ignore any negative effect (including damage) from another boss using Earthquake, Surf or a similar move. Weather effects summoned by bosses cannot be influenced at all by Pokémon's weather moves/abilities (not even if they hold a weather stone) Bosses have infinite energy. It's pointless to attempt to stall them. Bosses sometimes have other Pokemon assisting them or joining them during the fight. If these Pokemon are labeled as (Add), it is not strictly necessary to kill them in order to win the encounter (killing them may still be necessary to not be overcome, though). Seldomly, some Bosses may have immunities in addition to the ones listed here. Moreover, if a move proves to be particularly unbalanced or may be "cheaply" abused in Raids, I may intervene with a Hotfix to add them to the banlist. a list of all the Hotfix is showed later. [a]4[/a]AI Mechanics Bosses do not behave like common trainer-owned Pokémon. They generally won't use most non-attacking moves, like status moves, Substitute, Explosion, Destiny Bond and many others (although some bosses may use some of them, they'll be the exception rather than the rule). More commonly, they'll assault their current target with the some of the most effective moves they may use against it (so, for example, a Golem boss against a Flareon could randomly use Rock Slide, Stone Edge, Earthquake, but he'll never use Brick Break for example). Keep in mind that most bosses also can perform special actions, generally with a precise schedule (for example, when they get to a certain % of their max health, after a certain number of actions/rounds, or when some kind of other event happens). They often have relevant effects on the battle, so watch out for them. Also note that these special actions cannot be avoided with Protect/Detect (they could still be avoided by other means, though). [a]5[/a]Threat Mechanics Bosses decide the targets of their assaults based on the amount of threat generated by the Pokémon's attacks. Threat is a stat associated with every Pokémon in battle, and is raised by the use of attacking (and some non-attacking) moves. The Pokémon which has the highest threat become the target of the boss for that action. If the boss was already targetting another Pokémon, the Pokémon needs to reach a threat equal or above 120% of the current target. Damage done raises the threat, so expect the boss to attack the Pokémon who is causing the highest amount of damage. If more than one boss is present, each boss will have a specific threat list, and a Pokémon could easily be really high in the threat against one boss, but very low against the other one. Moreover, some moves (like health restoring and stat modifying ones) generate a higher amount of threat. Keep in mind that some special actions made by bosses could affect their threat list, sometimes completely wiping it. [a]6[/a]Mechanics working differently in Raid Zone Evasion moves (like Double Team, Minimize and Camouflage) instead of raising evasion will lower the current threat of the user. Double Team reduces threat against all enemies by 15% and costs a fixed 6 energy (does not generate clones), Minimize reduces threat against all enemies by 30% and keeps its current energy cost of 12, Camouflage wipes threat against all enemies and has its energy cost raised to 18. Similarly, Snow Cloak and Sand Veil reduce by 20% the threat generated by the Pokémon under the respective weather. Taunt and Follow Me/Rage Powder work differently in a raid. Taunt puts the user at the same threat level of the Pokémon targeted by the Taunted enemy, forcing the latter to attack him. It will fail if the Taunt user already is at the top of the threat list of the Taunt target Follow Me and Rage Powder works similarly, but instead of only one enemy, they affect all the enemies in the arena. Keep in mind that if a boss has been targeted by Taunt, Follow Me or Rage Powder, he will become immune to the effect of these moves for the following (3) actions. Both Follow Me and Rage Powder have their energy cost bumped to 15. Also, some bosses may be immune to Taunt and similar effects. As explained before, Leech Seed only leeches 3 flat HP each action instead of 1/30 of the target's max HP. Combo moves and the commands Bodyblock and Take Cover are not allowed within Raids [a]7[/a]Substitution Commands in the Raid Zone Standard substitutions are disallowed in the Raid Zone, because they would conflict with the boss's AI. Instead, you may use any of the following substitution templates: Condition Substitution: A condition substitution is based on a certain statistic of the user or a friendly Pokémon. Examples: "If one of the team mates drops below 30 HP, replace Sludge Bomb with Heal Pulse";"If you're at the top of threat list when it's your turn, replace Stone Edge with Substitute". Move Substitution: A move substitution can be used only after the intended effect happens, and allow the user to change course of action depending on the outcome of a move he or one of his allies use. Examples: "If the first Scald burns the boss, replace the second one with Chill" ; "If my team mate Lucario gets a critical hit with Close Combat, replace Fire Blast with Taunt". Target Substitution: A target substitution allows its user to replace a certain move if, when the time to use it comes, the boss is untargettable for some reason. Example: "If the boss is untargettable on either action, replace your current action with Chill". KO Substitution: Works exactly like it does in standard ASB. Check below for more details. Any other substitution template is disallowed. Substitutions on the same action can happen only if both the substituted move and the substituting one are on the same tier. For example, if a Fidgit with Prankster was ordered "Chill - Sludge Bomb. If Camerupt drops below 30 HP, replace Chill with Heal Pulse", the substitution would be illegal as it would mess with the boss's AI. Note that it's easy to circumvent this problem, for example saying "Light Screen-Sludge Bomb. If Camerupt drops below 30 HP, replace Light Screen with Heal Pulse" or "Chill - Sludge Bomb. If Camerupt drops below 30 HP on action1, replace Sludge Bomb with Heal Pulse". Each Pokémon gets up to two substitutions each round, regardless of the amount of bosses involved. KO substitutions work like usual and do not count towards the max number of substitution for each round. [a]8[/a]Hotfixes 6/13/2011: Bosses are now immune to Pain Split and Ring Target. Raids no longer count towards the number of battles available at the same time 6/15/2011: Aerodactyl's Defeaning Screech now will only affect 2 random Pokémon (4 on Hard mode). The schedule of Wing Buffet has also been tweaked. 6/28/2011: Rivalry no longer has effect during a Raid, energy costs for Double Team, Camouflage and Follow Me/Rage Powder have been revised. 7/2/2011: Bosses can now use Fly and similar moves while under the effects of Smack Down and Gravity (they will still be vulnerable to Ground-type moves during these effects, though). Moreover, since ASB lacks so far a clear cut policy for stat up moves in 2-action-per-round battles, I decided to make +1/+1 boosts and +1 boosts (if gotten from moves like Fiery Dance) last for 4 actions (not counting the action used to get them), and +2 or +3 boosts decay by 1 every 3 actions (again, not counting the action used to get them) 7/4/2011: Threat reduction for Glyph of Flamethrower has been raised to 50% 7/8/2011: From now on, if you are disqualified, you must wait ten days before being able to join the raid zone again 7/9/2011: Smack Down will now be included in the list of moves required to throw a charged stone at Magneton/Magnezone in Cliff of Thunder 7/10/2011: You are no longed required to have completed a Raid in Normal mode in order to challenge it in Hard mode 7/11/2011: Combo moves are no longed allowed in Raids. That's not because I hate them or something, but because they would interfere with Glyphs in particular. 7/13/2011: Now bosses are immune to Heart Swap, Psych Up and all moves which copy, transfer or alter stat ups in any way 7/15/2011: Magnemite, Magneton and Magnezone will no longer use Magnet Pull against Steel-types. The number of charged rocks available in the first encounter of Cliff of Thunder will be reduced to two. When Mountaineer allows a Pokémon to avoid a Rock-type attack, Mountaineer won't trigger again for the following (2) actions. Moves whose charging phase has normally +1 priority will have 0 priority when used by bosses. The Raid Shop will be temporarily closed until next expansion. 7/18/2011: Zapdos is no longer vulnerable to the secondary effect of Smack Down while under the effects of Lightning Shield. 7/20/2011: the command Bodyblock is now banned entirely. Differently from other hotfixes, this will be enforced immediately, also to ongoing battles. 7/28/2011: Lightningrod will no longer generate threat like it used to do. It will instead generate an effect similar to Taunt on the opponent whose attack was nullified by Lightningrod, putting the Lightningrod Pokémon at a threat level equal to the current target of the opponent and making him the new target of said opponent. In addition to this, though, the added threat for stage boosts from Lightningrod/Motor Drive and the HP healed via Volt Absorb will be factored in. Bosses will now be immune to stat drops caused by their own moves. This also means moves like Close Combat, Superpower, V-Create, Hammer Arm and Psycho Boost will be used by bosses from now on, with no drawbacks. 7/30/2011: Water Gun's drenched effect no longer causes bosses to be x2 weaker to electric attacks until the end of the round. Instead, Water Gun will raise the base power of Electric attacks against the boss by 3 until the end of the round. 8/1/2011: Bosses which are targetted successfully by Taunt, Rage Powder or Follow Me will now become immune to the effect of those moves for the following (3) actions. This does not count the taunting effect of Lightningrod and Storm Drain. Moreover, Rage Powder and Follow Me will not reduce the incoming damage from attacks. Pain Split will also have its energy cost increased by 6+(HP difference/3) even when the user's HP is higher than the target's HP. 8/2/2011: If a player loses against a raid which was unchallenged until then, he does not suffer the penalty of 5 days before being able to challenge it again. 8/3/2011: Weather effects summoned by bosses (such as Articuno or Volcarona) can no longer be influenced at all by Pokémon's weather moves/abilities (not even if they hold a weather stone) 8/12/2011: Raiding Pokémon are no longer forbidden to be used in other places. This applies to current raids as well. KO counters gained from raids no longer must be applied to participating Pokémon only. This applies to any raid finished on Aug 13th or later. There will be one-time rewards in KO for specific Achievements. Their entity will be listed in the Achievements page. 8/19/2011: The command Take Cover is banned from all raids. Bosses no longer suffer the effects of the sluggish conditions and won't be locked in moves like Outrage and Petal Dance. Bosses break always through Protect, Detect and Wide Guard on Hard mode. 8/21/2011: Bosses will ignore weight based restrictions on throwing/grappling moves and will retain their dodge value even under the effects of Trick Room. Moreover, they are now able to use Sky Drop properly. 8/23/2011: Residual damage from poison, burn, weather and Leech Seed will now be factored in at the end of everyone's actions instead of at the end of the single Pokémon's action like it is supposed to be (I apologize for this sort of "glitch", although it rarely mattered, it has the potential to do, especially in the case of Leech Seed) 9/20/2011: Rewards for Achievements are now handed in TC instead of KOC. Each boss now awards a fixed 4 KOC, which once again will be usable only among participating Pokémon. NOTE: Raids which started before 9/20 are excluded from this fix. 9/24/2011: Species Clause has been added as intended to the Challenge section 9/26/2011: Wring Out and Crush Grip no longer have any effect on the bosses. This hotfix takes place immediately. 10/15/2011: The effect of Polarity in Cliff of Thunder Hard Mode now depends on the type of charge (positive or negative). Plus the damage from Deep Freeze in Frozen Vault Hard Mode will be raised to 5 from 3. 10/16/2011: Forewarn no longer has any effect in Raids. Evasion enhancing items have been banned as well. 10/18/2011: Bosses are no longer immune to Destiny Bond. Adds now share the same move and ability immunities of the bosses, but they are vulnerable to all status conditions (including all the major ones, Attract, Confusion etc, excluding Freeze). They can be fully paralyzed. However, status moves only last up to (6) actions on them, and Leech Seed still has its damage fixed at 3 per action. Adds are still immune to stat lowering moves and to any move which which copies, transfers or alters in any way stat ups (like Heart Swap and Psych Up), as well as the trapping effect from Fire Spin/Whirpool/Clamp/etc. 10/21/2011: Bosses are no longer hurt by other bosses' wide range attacks (like Surf, Earthquake etc) 10/25/2011: Agility won't work anymore in raids as a means to dodge attacks. Differently from other hotfixes, this will be enforced immediately, also to ongoing battles. 10/31/2011: Bosses no longer hurt each other when using Earthquake, Surf and similar attacks. 11/8/2011: Metagross's Hammer Drop has been slightly revamped. Bosses are immune to Heal Block as intended. 11/12/2011: Volcarona will now use Sunfury Dance on the second action of each round in addition to its standard action, and the special will have a 100% chance to Burn any non-Fire Pokémon it hits. If a Pokémon is hit with Living Flame and passes it to another team mate, it will get burned upon passing the Living Flame. This burn can't be healed by any means and will affect even Fire-type Pokémon. 11/13/2011: Teleport has been added to the list of banned moves. 11/23/2011: Bosses from Tidefury Strand and Windburn Gulch had their HP totals significantly lowered. Note that this means that any ongoing raid won't cause their challengers to take the 5-10 days hold should they lose/forfeit (they will, though, if they get a DQ) 11/24/2011: Pokémon no longer cause threat against Manaphy when it is under the effects of Evocation 11/25/2011: Rep rewards for Isle of Lost Relics quests have been significantly improved. Tainted Ash now rewards 200 rep with Bright Hope Expedition as well. 12/4/2011: For all the future raids, the mechanics of stage boosts will now be tuned to the ones of the rest of CAP ASB 12/6/2011: The substitution system has been revised. 12/19/2011: If a boss uses a move which would normally make him sluggish (such as Giga Impact or Hyper Beam), he won't be able to use another one on the following action anymore. Note, though, that this hotfix does not prevent any people who were to lose in an ongoing raid from incurring their DQ time. Also, Eggant Berry's threat reduction has been raised to 100%. 12/22/2011: The HP values of several expansion bosses have been further cut down. 12/29/2011: Several glyphs from Isle of the Lost Relics have been slightly revamped 1/2/2012: Removing hotfix 10/15 about stacking effects. Also, the Glyph of Rock Slide now increases the base power of Rock Slide by (1) in addition to its other effects. 1/14/2012: Helping Hand can no longer be stacked on a single Pokémon in the same action. This hotfix takes place immediately. 3/21/2012: Light Screen and Reflect now only grant a maximum 5 BP reduction against specials. 4/20/2012: Central Processing: Float Defense's explaination will now mention Bulldoze and Fissure as well, as intended. 5/12/2012: Glyphs can now be used indefinitely. Just like BW TMs, you will be able to use a Glyph on multiple Pokemon instead of on one only. 5/14/2012: Syclant's HP for Raging Shore (Normal Mode) will be raised to 1800. 5/27/2012: The (Add) category has been majorly revamped. From now on, an Add is a Pokémon which is not necessary to kill in order to win the encounter (naturally, killing it may still be the best choice in the long run, depending on the fight). A description of the (Add) category will be added to this thread. Moreover, as a result of this fix, the following raids get fixes as well: Frozen Vault: Cryogonals are no longer considered Adds Central Processing: Upon shutting down LeftBattery and RightBattery, Metagross becomes an Add Windburn Gulch: The Magmortar become Adds Tidefury Strand: The Phione become Adds 5/27/2012: A description of Glyphs will be added to this thread 6/12/2012: Molten Core now deals only 7 damage per action, down from 9 6/12/2012: Damage coming from Specials now goes through Substitutes. This hotfix takes place immediately. 6/28/2012: Mollux and other CAP pre-evos can now learn the Raid tutor move, Dispel 7/17/2012: Stormrage Mountain bosses got their movepool updated as of the Black 2 / White 2 release. Also, Psychic will now work as intended in Raids. 8/8/2012: From now on, if both the challengers already faced Raikou, Entei, or Suicune (whether they won or lost) in the chosen level of difficulty, they can rechallenge Cliff of Thunder, Wildfire Plateau, or Frozen Vault without having to do the first two bosses. 8/23/2012: Raikou's Thunder Shield had its HP reduced to 175 in Normal Mode. Entei now will perform Fire Nova at random intervals. 9/20/2012: Valaun and Bisharp have been slightly weakened in Shrine of the Old God (Halls of Ages, Normal). From now on, if both the challengers already faced Raikou, Entei, or Suicune (whether they won or lost) in the chosen level of difficulty, they can rechallenge Cliff of Thunder, Wildfire Plateau, or Frozen Vault without having to do the first boss. This hotfix replaces the previous one about this matter. 11/1/2012: Hidden Power can't be Light-type 11/18/2012: Challengers can't bring any longer traded Pokemon to their Raid Zone challenge if the trade happened three months ago or less. 11/30/2012: Glyph of Tail Glow and Glyph of Quiver Dance have been majorly revamped. The new description of the former can be found on the Isle of Lost Relics General Thread. As for the latter, here it is: Glyph of Quiver Dance: Causes Quiver Dance to grant the user's Special Bug-type attacks a 100% chance to cause Insect Swarm on the foe. Lasts for (6) actions. Insect Swarm reduces the target's evasion by a flat 3% for the next (3) actions, stacks up to (3) times. 1/17/2013: Big Patch 1/31/2013: Friend Guard no longer works in the Raid Zone. Counter, Mirror Coat, and other retaliating moves/effects/abilities no longer reflect damage from special effects. 5/19/2013: In Cliff of Thunder, Magneton/Magnezone charges can't be erased via Charged Stone anymore. Moreover, Magnezone will retain the charges of Magneton upon transformation. In Cliff of Thunder (HM), Puddles will no longer despawn once Zapdos loses its shield.