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Resource BBP Bug and Feedback Thread - Generation 9 Edition!

Handbook > List of Action Groups > [Selected-Stat]-Raising Action

Attack & Defense section is missing the move Coaching!! I don't think this is intentional, because a similar move Gear Up is present there!!!

Edit: Even Victory Dance is missing!!
 
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Don't want to speak for other people, but the current star piece cost to stardust gain of higher level contests makes me feel disincentivized from doing them.

between lvl 1 and lvl 3 the stardust reward increases by 33% and the star piece cost of entry triples. The xp remains the same, and at least personally I would rather level my pokemon in battles at higher levels because it is more interesting rather than leveling them at level 1, so I am not motivated by the "higher level xp" offered from higher level contests.

I guess it is worth noting that this is coming up because star pieces are quite a rare currenty. I wouldn't mind paying 15 jc at least sometimes to do high level contests if that is where the queue was, but I need my star shards for things like TLG, and 30 jc is a big enough hit to make me think twice when I have a bunch of pinacles working their way through queue.
 
Thoughts on reffing loyal 3 since this is the first raid I reffed since the reworks.

It was way way less annoying to ref than when I reffed the initial version and seems fine now.
A lot of phases have less things active at once to keep track of.
You don't need to roll 12 dice or whatever it was each round just to figure out boss actions.
Bosses went splat a lot before they acted, your milage may vary on if that is a possitive or not but it was certainly easier to ref!

I do not like the Unfated boast. It did not really do anything except double how much rolls I had to look up every time anyone took an action.
 
Typo in the contest hall:
Once three or coordinators are in a queue for the same Contest Level, a referee will take the most recent three from the queue (other than themselves, of course) as a contest pod.

Nonfunctional move: G-Max Gold Rush creates a battle condition called "Party" which references Combo Tokens.
[pls make whatever new version synergize somehow with the free tech mons that'd be so cool. or just make meowth also one of em.]

EDIT: Nostalgia shop also has a mistake.
Or, one of the following Key Items you have obtained before:

:ability urge:Lo-EXP Record, 30x :stardust:Stardust
 
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By my reading if a player has 1 or less tech they can fail to use comboes on demand once per round which is often going to act like a free protect. Feels like this isn't something that should be in the game at all, but is probably currently correct for someone to do in maybe half of games.
examples of subs you could break to waste a turn on both sides.

if my opponent is to use self destruct, use protect
if my opponent is to use an attack boosting move, use snatch
if my opponent is to use a hazard setting move, use magic coat
if my opponent is to use hyper beam, use mirror coat
 
DAT - ABILITIES (Synchronize)
Synchronize said:
The Pokemon shares their misery with nearby Pokemon using psychic suggestion.

When the user is inflicted with a Major Condition by an opponent's effect: Inflict a copy of that Major Condition (including any markers it is created with), on that opponent.

Synchronize in the DAT still mentions markers.
 
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I think I am the first person to play current elemental procession, so here are some thoughts!

Raid is pretty fun. The huge variety of bosses stops you really mapping out a full strategy before hand, and their actions and damage is sufficient to keep you on your toes.
I really like having a 4th pokemon, it makes a lot of things that would have been crippling in previous versions much more fixable by swapping out. For example if your Ag gets confused that sucks but you no longer have to stand still for 3 rounds.
The big backpacks are fun and help a lot with both winning the raid and giving turn by turn decisions.

However the raid suffers from a lot of the problems the previous version of safari had. There is a lot to keep track of with boss rules, type charts and stats changing every 2 rounds, and if you do a small math error (or typing error, rip razor wind into a ghost) you eat more than an entire round worth of additional enemy actions (because you eat dyanamax actions as well as their normal turn by turn.)
Melmetal is particularly scary here where if you do not 1 shot their partner pokemon he straight up kills a raider with an action that "shouldn't" have resolved.
It is a relevant point that raid lifelines are quite strong and can definitely help you counter a slip up, but yeah it was inducing the same kind of paranoia in me as safari did.

Re difficulty I think it looks like it is in a decent spot. You need a team that can do enough damage to 2 round most waves and has the defensive and utility tools to counter the bosses actions. Doing this and also bringing at least 1 pokemon who really wants the dynamax seems achievable and like victory will come down to your play within the run instead of being "auto" win or lose.
I think the easiest way to accidentally kill yourself in team select is if your ag is too fast. You really want to be moving slower than every boss you can except melmetal and you will eat a lot of nasty dynamax actions if you go too quickly. One thing I realised part way through my run is how pivotal razor wind was, I had not anticipated that a negative priority aoe would be so relevant, but even with -spE nature butterfree was still outspeeding things like grimmsnarl and lapras.

Ty Ayush_1 for reffing! It definitely looked like a lot of work. Lots of profiles, lots of boss actions, lots of damage calculations that change every 2 rounds.
 
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Something is wrong with the CAP HUB in the DAT.
Thank got my beloved 20 Chuggalongs were there for emotional support
 
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