Tournament UUFPL VI: The Quest for BigFatMantis - 22nd Triannual Elections

AJ

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UUFPL VI - The Quest for BigFatMantis

MANAGER SIGN UP THREAD
Hosted by AJ

UUFPL is set up as an auction based team tournament, nearly identical to UUPL, except it gives some lesser known talents of the UU Community a chance to be selected as part of this experience. While nobody is restricted from joining, the goal is to open up the community to a team tour where more members can participate, joining vets and rookies in a unique experience unlike any other!

Welcome to the 22nd Triannual Elections, where Nations select their leaders! If you are interested in signing up to be a Leader, post here using the following format:

Code:
Leader Name & Pronouns:
Name of Hand & Pronouns:
Team Preference:
Second Choice:
Will you or your Hand self-retain: Yes/No/Maybe

Example:

Leader Name: @AJ (he/him)
Name of Hand: @Taka (he/him)
Team Preference: Flying Nation
Second Choice: Water Nation
Will you or your Hand self-retain: Yes

Here are the teams:

Team A: Water Nation :keldeo:
Team B: Ground Nation :excadrill:
Team C: Fire Nation :skeledirge:
Team D: Flying Nation :skarmory:
Team E: Grass Nation :hydrapple:
Team F: Electric Nation :thundurus-therian:
Team G: Ice Nation :weavile:
Team H: Rock Nation :arcanine-hisui:

Water (Capital: Seabring City; located in the Fluorescent Sea)
  • On the southernmost end of the continent, beyond the Gulf of Utopia (formerly the Gulf of Dystopia), deep in the Fluorescent Sea, lies Seabring City—a massive metropolis floating atop the water. With large pillars made from seashell quartz and aquamarine walls laden with vibrant, sustainably farmed coral, the city is undoubtedly the most beautiful of all the capitals of the eight nations. As a result of its beauty, however, it is also the least defensible and would likely be the first to succumb to invasion.
  • The people of the Fluorescent Sea are kind, brilliant sculptors and craftsmen, and highly athletic due to constant swimming and diving. Because of their peaceful way of life, the Water Nation has a weak military and is not adept in the art of war. They rely almost entirely on fish and seaweed for survival—resources they have in great abundance and harvest better than any other nation.

Ground (Capital: Ceramic Crevasse; located in the Clearcut Canyon)
  • On the southern end of the continent, directly south of the Ashlands, lies the Clearcut Canyon—a vast expanse formed over thousands of years by rivers flowing from the Frost Bites. Though barren, the canyon is strikingly beautiful due to the vibrant variety of clay and stone that shape its walls. At its center lies the Ceramic Crevasse, a deep chasm that extends far into the earth. The people of the Ground Nation live primarily beneath the surface, navigating the depths through an extensive network of tunnels.
  • The people of the Clearcut Canyon are spiritual, hardworking, and adventurous. Conditions within the canyon allow for livestock to be raised, and along its edges lie fertile stretches of river and grassland used for farming. The nation’s primary trade is in the ores and resources mined from the canyon and crevasse, which they exchange with other nations—most notably the Grass Nation.

Fire (Capital: Volcanic Citadel; located in the Ashlands)
  • At the center of the continent, in the Ashlands—east of the Thunderlands, south of Mount Crag, north of the Grassy Knoll, and southwest of Sky Peak—stands the Volcanic Citadel, carved into the continent’s central volcano. This massive red fortress encircles the volcano, with large “lavaducts” channeling molten lava directly into its forges. The Citadel’s walls and buttresses are formed from volcanic stone and hardened lava. The surrounding Ashlands are a barren wasteland, blanketed in black ash from constant eruptions, and survivable only by the Fire Nation.
  • The people of the Ashlands are quick-tempered, resilient, and hardened by their harsh environment. Due to the unforgiving terrain, they grow crops and raise livestock on portions of the Meadowlands purchased from the Grass Nation. The weapons, tools, and materials forged within the volcano are among the most valuable in the world.

Flying (Capital: Sky Peak; located in the Cloud Hills)
  • On the eastern edge of the continent, separating much of the Meadowlands from the sea, rise the Cloud Hills—the sister range to the Frost Bites. Though less treacherous, these mountains are significantly taller, resembling rolling hills that stretch into the sky. At their highest point stands Sky Peak, the capital of the Flying Nation, extending above the clouds. The castle is built both around and within the mountain’s summit, with grey stone walls mined from the Cloud Hills and roofs of gleaming white quartz.
  • The people of the Cloud Hills are whimsical, innovative, and free-spirited. They primarily hunt birds and mountain goats and mine resources from the mountains. Through ingenuity, they have developed various flying machines, allowing them to traverse both the peaks and the wider continent with ease.

Grass (Capital: Grassy Knoll; located in the Meadowlands)
  • Just east of the Ashlands lies the Meadowlands, the largest region on the continent. Rolling hills of lush green grass stretch endlessly toward the eastern sea, interspersed with farms, ranches, and vast forests. On the southern end, at the heart of the Hedge Maze of Grassildur—the first ruler of the Grass Nation—lies Grassy Knoll. The maze is welcoming to allies but deadly to enemies; its towering hedges of leaves and vines are immune to fire and regenerate too quickly to be cut through. The only ways into Grassy Knoll are by navigating the maze or flying above it. The Knoll itself has modest defenses: a great grassy hill crowned with villages and markets, and beneath it, the Queen’s fortress—a network of grand halls and chambers.
  • The people of the Meadowlands are kind, resourceful, and peaceful. The Grass Nation has never gone to war. Though lacking military strength, it is arguably the most powerful nation due to its vast resources and control over trade across the continent.

Electric (Capital: Storm’s Edge; located in the Thunderlands)
  • On the southwestern edge of the continent lies Storm’s Edge, set within the Thunderlands—a jagged peninsula that juts into the sea near the perilous BermUUda Triangle. The region is battered by relentless storms that can last for weeks or even months. Storm’s Edge is a fortress carved into the surrounding cliffs, perched high above the crashing sea.
  • The people of the Thunderlands are spontaneous, quick-witted, and patient—accustomed to enduring long stretches confined within their fortified holdfasts during severe storms. Like other coastal nations, they rely on fishing and trade, while raising cattle and livestock farther inland where conditions are more stable.

Ice (Capital: Mount Crag; located in the Frost Bites)
  • At the northern tip of the continent lie the Frost Bites, a jagged mountain range of ice and snow. Atop the tallest peak, Mount Crag, stands the capital of the Ice Nation. The fortress is carved deep into the mountain itself, with walls, buttresses, and tunnels embedded within the ice. It is considered impenetrable and is nearly impossible to approach due to the extreme conditions.
  • The people of the Ice Nation are fastidious, tough, and resourceful. They harvest and trade ice, fish along frozen shores, and hunt or raise the few animals capable of surviving the frigid climate.

Rock (Capital: Castle Rock; located in the Stony Shore)
  • On the western edge of the continent, separated from the mainland by the Frigid River, lies the Stony Shore—a flat, desolate expanse resembling a beach without sand. At its center stands Castle Rock, a fortress carved into a massive stone formation. Like Mount Crag, it is a natural structure transformed into a near-impenetrable stronghold, complete with towering spires, winding staircases, hidden passages, vast halls, and large windows.
  • The people of the Rock Nation are stubborn, formidable, and fearsome warriors. Due to the harsh landscape, they rely on fishing and cultivating specialized plants within the castle walls. Despite their fierce independence, they depend heavily on trade, exporting the abundant ores they mine in exchange for essential resources.

YOU WILL RECIEVE INFORMATION ON HOW TO NAME YOUR TEAM AFTER ELECTIONS

No retains are allowed (though managers can obviously self-retain).

You are REQUIRED to have a Hand (co-manager) as a Leader (manager), though you can edit it in later. No matter how great you are by yourself, UUFPL is very serious business and you need a Hand to help you. Leader selections are, of course, subjective, and some people will not get a team. If you don't get a team, it's probably because you either didn't deserve it, you aren't a good manager or person, we simply don't like you, or the whole world is against you. However please don't be upset, and we urge you to participate as a player anyways if that happens.

Only one of you or your Hand can self-retain. Prices for self-retains will be listed later in this thread if you can get to the bottom before closing it.

Some basic rules:
  • Current managers (or co-managers) in UUPL are not allowed to manage in UUFPL
  • Current managers in UUPL can, however, sign up as players in UUFPL
  • Nobody is prevented from signing up for UUFPL and we encourage all rookies and vets alike to partake. However:
  • Players already in UUPL cannot play/sign up for SV UU for UUFPL.
  • Additionally, players in UUPL cannot play a tier in UUFPL for which they have played at least one game for in UUPL by close of UUPL Week 3 (UUPL Weeks 4+ do not matter for this).
  • There is one exception to these restrictions with regard to the 3rd SV slot (more information below)

Speaking of tiers, here are the tiers for UUFPL:

FORMATS/TIERS:
  • SV UU :Hydrapple:
  • SV UU :Lokix:
  • SVeteran UU* :Mew:
  • SV LC UU :Wattrel:
  • SS UU :Zarude:
  • SM UU** :Scizor:
  • ORAS UU :Aerodactyl-Mega:
  • BW UU :Victini:
  • DPP UU :Venusaur:
  • ADV UU*** :Kangaskhan::sceptile:
  • GSC UU**** :Nidoqueen: :typhlosion: :venusaur:
  • RBY UU :Tentacruel:
*SVeteran UU is the 3rd SV UU tier, but the UUPL restrictions are very relaxed, so that you can still play in this slot if you are a UUPL player. However the standard tier restrictions still prevent you from playing SV UU in this slot if you have played an SV UU game in UUPL by end of UUPL Week 3.

** SM UU will undergo one change this tournament, as follows: Spore is banned.
*** ADV UU will undergo one change this tournament, as follows: Sceptile is unbanned.
**** GSC UU will undergo several changes this tournament, as follows: Venusaur and Typhlosion are unbanned


Manager Self-Retain Info:

Your self-retain price is a base 10k to start, and goes up based on the following (caps at 20k):
  • +2k if you are playing in this UUPL
  • +2k if you were a player or manager this last UUCL
  • +2k if you played and won a game in this last UUCL
  • +2k if you had more than 250 points in the 2025 UU Circuit
  • +2k if you had more than 1875 points in the 2025 UU Circuit

MANAGERS WILL BE SELECTED AROUND MONDAY, APRIL 13, 2025 (give or take a day)
 
Last edited:
Leader Name & Pronouns: olivia (she/her)
Name of Hand & Pronouns: scionicle (he/him)
Team Preference: electric nation
Second Choice: ice nation
Will you or your Hand self-retain: Yes
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