The Safari Zone
( Data Thread | Supplier and Assists | Rewards )
The BBP League provides a wide array of Pokemon to trainers of all sorts, battling or otherwise. In addition, it curates the thoroughfares known as Routes—traditional paths through semi-wild areas; sometimes alongside more modern modes of travel, and sometimes much less direct.
However, some more expert trainers are pulled by the allure of more wild locales, where supplies are scarce and the Pokemon are more challenging to tame. To facilitate this, the Safari Program designates zones in climates both tame and wild, where open capture is permitted for any trainers bold enough to brave the hazards.
The Safari Zone is the perfect place to quickly fill holes in your team, obtain rare and exclusive Pokemon, or just to challenge yourself under new conditions!
( Art by Pissog )
For Entry
- Players and referees must be T.Lv1 or higher.
- Exploring the Safari Zone costs JC, depending on the Habitat challenged.
- JC Costs for each habitat are listed in the Data Thread, above.
An explorer brings two Pokemon and a well-stocked backpack of items to brave the various climates of the Safari Zone in hopes of capturing new, interesting, or powerful Pokemon.
The quality and quantity of rewards the player earns increases with the amount of Pokemon the explorer manages to capture and catalog during their expedition. Successful explorers, who clear all of a habitat's Treks, will even have the option to permanently recruit one of their Captures, if they would like.
Explorers will have to carefully attack the HP and Energy the of Wild Pokemon they wish to survey, while preparing them for Capture based on the criteria of the Poke Balls to be used.
Before exploring the Safari Zone, prospective players should familiarize themselves with the Pokemon they'd like to Capture.
Explorers are on conservation duty, and thus battle using their own Pokemon, instead of Captured Pokemon.
Default Format
b2p2 vs. Safari Battle
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Battle Level: By Habitat
Player Switching: On
Referee Switching: Off
Technique Control:
Player: Habitat Level minus 1, for the whole challenge.
Referee: 1 per battle. (Since Wild Pokemon can't use Combinations, this only rarely comes up.)
Backpack Size: By Habitat
Contents
You can easily skip to a section by searching for its [TAG] using your browser.- Patch History
- Safari Details
- Starting a Challenge
- Playing a Challenge
- Ending a Challenge
- Challenge Form
- Reference Post
- Rewards
Patch History
2025-Nov-01: Largely overhauled
- Habitats now have Paths in their Treks, splitting possible Wild Pokemon in random groups each challenge.
- Wild Pokemon now battle, essentially, "normally". They have normal HP and Energy; albeit with adjusted maximums.
- Wayfinders and their Assists have been removed.
- Escape now moves the player to an unchosen Path, chosen at random.
- All Habitats have been versioned, in the Safari Data Thread mk ii.
Safari Summary
[TRK]
Treks in HabitatsOver the course of a Safari expedition, players ("explorers") will battle through a number Treks from the chosen Habitat. Each trek is a single battle. Habitats tend to contain three or four Treks; though some contain as few as one.
In the data for a Habitat, each Trek will have Arena details and a list of wild Pokemon that can appear within. A Trek may also specify Path details. Paths are divisions within the Trek that the explorer must choose between. See [PTH] Path Selection, below.
Depending on the explorer's goals, they may need to Escape to another Path in order to encounter the Pokemon they'd prefer. See [ECP] Escape, below.
When the explorer's last Pokemon faints, or the explorer Escapes from the last Path in a Trek, the explorer loses the battle and the challenge.
When the explorer Captures or defeats a Wild Pokemon, the explorer wins that battle and moves on to the next Trek. If they are in the last Trek already; the explorer also wins their challenge.
[PTH]
Path SelectionMany Treks contain two or more Paths within. When the player enters a Trek, the referee will populate those Paths with the specified wild Pokemon, and then prompt the player to choose a Path to follow.
The player may use any number of Medicine (not Berries) from their backpack before selecting a Path. Thus, the player is prompted to select a Path (and to prepare for that path) even when only one Path exists.
Path information may look like this:
- 2 Paths, Even Shuffle, No Repeats.
Slurpuff,
Alcremie,
Tropius,
Appletun
The Path data tells the referee how many Paths there are, and how to divide Pokemon between the paths.
Even Shuffle tells the referee to evenly and randomly divide the Pokemon between Paths.
No Repeats tells the referee that each Pokemon can be allocated to one Path.
Ref Allocation tells the referee to freely decide which Pokemon appear in each Path.
Allocate All tells the referee that each Pokemon must appear in at least one Path.
Allocate X Pokemon tells the referee that at exactly X of the Trek's Pokemon must be allocated to a Path.
Most Path data instructions will be permutations of those found above, but unique instructions are possible as well.
If no Path data is provided, then the Trek contains only one Path, and all of that Trek's wild Pokemon are present within.
[SPP]
Suppliers and the BackpackExplorers can only bring so many items to a trek, and have no reliable way to find more Medicine and Balls once in the field.
In their signup posts, players will source items for their eight-item (8-item) Backpack from three places:
- The Standard Supplier. See [SSU] Standard Supplier, below; and
- The habitat's supplier, found in the habitat's data; and
- their own profile, especially for held items.
While in a habitat, an explorer has unlimited access to "standard" Balls: the
Poke,
Great,
Ultra,
Safari, and
Park Balls, from outside their backpack. Other types of Ball, said to be "nonstandard", have to be carried in the backpack.
Balancing medicine, nonstandard Balls, held items, and escape items in a backpack is key to success in the Safari Zone.
[WLD]
Wild PokemonWild Pokemon aren't quite as proficient at battling as trained Pokemon. They overexert themselves, tend to lack special techniques, and generally can't chain together defensive moves like trained Pokemon can.
Wild Pokemon always have the Wild System Condition, which causes them to Chill after spending their first 10 Energy, and disallows them from using moves that require HP payment or self-Fainting:
Additionally, Wild Pokemon typically lack held items or Combos, unless specified by their Arena.
[CTR]
Capture TrackersThe objective of each battle in the Safari Zone is to capture, not defeat, the wild Pokemon. Each wild Pokemon has a capture tracker in their battle status, with a number of slots in it, like so:
HP: 42/42
En: 6/6
CT: [
O O ] <- (Three slots; one filled with a Great Ball and two empty slots marked "O".)
Capture trackers start with all of their slots empty and able to retain a Ball, represented with capital O.
Wild Pokemon have a Capture Threshold, typically at 50 HP. Most Balls will be ineffective at capturing the Wild Pokemon while their HP is higher than this threshold.
[CPT]
CaptureExplorers can use a variety of Balls, such as
Poke Balls, for the purpose of capturing and cataloguing wild Pokemon.
Explorers throw Poke Balls by ordering them in battle orders, just like how Medicines are used. Each Ball has its own "Capture Criteria" effect that determines if it sticks in the target's capture tracker.
Thrown balls will "stick" in a Pokemon's Capture Tracker, if:
- the Pokemon is at or below their Capture Threshold, and
- the Ball's Capture Criteria is met, and
- the Pokemon has no Balls of the same type in their Capture Tracker.
When a wild Pokemon's capture tracker becomes filled, that Pokemon is captured, catalogued, and moved to the Limbo zone. See 9.8 "Pokemon Capture".
[ATN]
AttritionFar from civilization and Pokemon Centers, explorers must make do with what they've brought into the field. This necessitates that explorers devote valuable backpack space to medicines, such as Potions, with them on expeditions.
Between treks, each of the following values of the player and their Pokemon is not reset:
- Remaining Technique Control.
- Remaining HP and Energy.
- Major Conditions, their parameters (such as Strain), and their associated conditions (such as Toxin).
As each battle ends:
- The players' active and benched Pokemon are all returned to the player's reserve.
- The player's consumed or destroyed held items (e.g. not Medicine or Poke Balls) are returned to their Backpack.
- The players' Pokemon return to their default Forme.
[ECP]
EscapeNot every battle in a Safari favors the explorer. Sometimes, discretion is the better part of valor.
Explorers order Escape in main orders, as if it were a trainer item. To order Escape, the explorer specifies three (3) items from their Backpack to discard. If they can't or don't, the Escape fails. Items meant for Escape, such as
Fluffy Tail, can be used as the entire discard.
Some effects may instruct wild Pokemon to Escape. A wild Pokemon who Escapes is removed from all teams and from the battle, and the player loses their chance to capture or defeat them.
When the explorer Escapes, if there are any remaining Paths not taken in the current Trek, the explorer follows one of those Paths at random; encountering a random Pokemon populating that Path. If no Paths not taken remain, the explorer loses the battle.
When a wild Pokemon Escapes, the referee will randomly select a replacement from the current Path to send out during the next Switching Phase. If there are no further replacements in the Path, the explorer loses the battle.
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Challenge Form
Code:
[B]Name:[/B] name
[B]Thread:[/B] thread
[B]Habitat:[/B] habitat
[B]Backpack:[/B]
(8 total items from the standard supplier, the habitat's supplier, and your profile)
[B]Pokemon 1[/B]
(profile)
[B]Pokemon 2[/B]
(profile)
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