Start Here! Battle-By-Post Player Handbook - Generation 9

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January Major Update: CAP BBP Season 3​

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Thank you all for your patience and eager attention! This update was promised for mid-to-late December, but somehow it's been delayed far into the next circuit cycle. How?

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It is a mystery. Besides, I'd rather deliver a late complete patch, than a timely rushed patch. On with the show!



It's staggering to think I've been tyrant-in-chief of this game for two or three years now; depending on how you measure.

Season 2 was defined by its high highs and low lows. We've introduced several new and returning ways to play with your favorite Pokemon, and a continuing stream of improvements to ease of play and tool support. We've also had to endure agonizing queue times and a Circuit meta that might possibly go down in history as "Mew Summer".

For season 3, we want to continue the game's direction towards being a self-sustaining, enjoyable grind hobby where players get to grow their Pokemon together, expand their roster, and eventually prepare each other for end-game challenges; before doing it all again, and hopefully making a friend or two along the way!

On January 14th UTC, Lucky Egg will be retired from future matches. Any Lucky Eggs in your profile will become 4:amulet coin:RC when the patch becomes effective.

In this update:





Combo Cleanup, part 2​

Effective in challenges and matches that start on January 14th UTC or later.

:sv/gallade-mega:
We're finishing what we started last major update. With new Combos, comes what is hopefully a new and better-than-ever version of Battle-by-Post!
Argument
As was stated in Combo Cleanup 1, Combos rule and warp the game from stem to stern.

To recap: Ordering first against an opponent who is capable of useful Combos is almost always catastrophic. The opponent has free reign to sneak the move they want to use through the most carefully worded substitutions, as long as their Pokemon's movepool is sufficiently wide.

This isn't because individual combos are overly powerful. Instead, it's because an opponent ordering second is capable of every single legal combination in their entire movepool, all at the same time. No player can reasonably be expected to account for this, every other round, in every match they ever play.

So, we're no longer expecting this of players.

Implementation
We're implementing a new system for learning and storing combinations. You'll want to read this thoroughly.

Combo Data
We'll be shaving down the remaining rules for Combination Legality:
  • Targets:Components no longer need to share a target.
    • Combo rules will still narrow the combo down to one of the components' targeting scopes. Combo with care.
  • Teams: Each team is limited to one (1) Combo per round; instead of allowing one per Pokemon.
  • Combo Level: Replaced with Combo Limit, per-move, below.
  • Combo Classes/Subclasses: Replaced with Combo Limit, per-move, below.
This leaves only "User Level 2 or higher", "User knows, can attempt, and can execute each component", and "User's team has a Tech to spend" as returning legality rules for combinations.

We're also changing how certain properties of the combination are found:
  • Target Scope: The combination only targets the User if none of its components target any other Pokemon.
  • Energy Cost: Total Energy Cost of all components.
  • Effect Chance: Highest Effect Chance among components.
    • Moves with 100% Effect Chance are now very valuable in Combos.
This opens the door for some unprecedented and powerful combinations, such as:
  • Tail Glow + Vacuum Wave
  • Sandstorm + Weather Ball
  • Fire Fang + Bulldoze
  • Meteor Beam + Electro Shot
  • Inferno + Confusion
  • Focus Blast + Draining Kiss

Combo Limit
This is a new parameter of moves; replacing the system of Combo Level, Combo Class, and Combo Subclass.

The Combo Limits a move can have are as follows:
  • Banned: Cannot be combined.
  • One: Cannot be combined with any other CL: One move.
  • Free: Can be combined with any other move, so long as the other components' CL allow it.
Combo Limit: BannedCombo Limit: OneCombo Limit: Free
Every Command
Every Max Move
Every Z-Move
Ally Switch
Assist
Baneful Bunker
Beak Blast
Belly Drum
Bide
Bounce
Burning Bulwark
Copycat
Counter
Crafty Shield
Curse
Curse (Ghost)
Detect
Dig
Dive
Doom Desire
Egg Bomb
Encore
Endure
Fake Out
Feint
Fissure
Fling
Fly
Follow Me
Future Sight
Guillotine
Heal Order
Heal Pulse
Healing Wish
Helping Hand
Horn Drill
Instruct
Jungle Healing
King's Shield
Life Dew
Lunar Blessing
Magic Coat
Me First
Milk Drink
Mirror Coat
Mirror Move
Moonlight
Morning Sun
Nature Power
Pain Split
Phantom Force
Present
Protect
Purify
Quick Guard
Rage Powder
Recover
Rest
Roost
Shadow Force
Sheer Cold
Shell Trap
Shore Up
Silk Trap
Sky Drop
Slack Off
Sleep Talk
Snatch
Soft-Boiled
Spikes
Spiky Shield
Spotlight
Stealth Rock
Strength Sap
Substitute
Swallow
Synthesis
Taunt
Tera Blast
Torment
Toxic Spikes
Transform
Wide Guard
Accelerock
Acid Spray
Anchor Shot
Ancient Power
Apple Acid
Aqua Jet
Aqua Step
Arm Thrust
Aura Wheel
Baby-Doll Eyes
Barrage
Beat Up
Bitter Malice
Bone Rush
Breaking Swipe
Bulldoze
Bullet Punch
Bullet Seed
Ceaseless Edge
Chatter
Chilling Water
Clear Smog
Comet Punch
Disable
Double Slap
Drum Beating
Dynamic Punch
Eerie Spell
Electroweb
Esper Wing
Explosion
Extreme Speed
Final Gambit
Fire Lash
First Impression
Flame Charge
Fury Attack
Fury Swipes
Glaciate
Grassy Glide
Grav Apple
Ice Shard
Icy Wind
Imprison
Inferno
Jet Punch
Low Sweep
Lumina Crash
Lunar Dance
Lunge
Mach Punch
Memento
Misty Explosion
Mortal Spin
Mud Shot
Mud-Slap
Mystical Fire
Mystical Power
Nuzzle
Order Up
Pin Missile
Population Bomb
Pounce
Powder Snow
Power-Up Punch
Psychic Noise
Psyshield Bash
Ominous Wind
Quick Attack
Rapid Spin
Relic Song
Rock Blast
Rock Tomb
Salt Cure
Scale Shot
Self-Destruct
Shadow Sneak
Silver Wind
Skitter Smack
Snarl
Sparkling Aria
Spike Cannon
Spirit Break
Spirit Shackle
Sticky Web
Stone Axe
Struggle Bug
Sucker Punch
Syrup Bomb
Tail Slap
Throat Chop
Thunderclap
Thunderous Kick
Torch Song
Trailblaze
Triple Axel
Triple Dive
Triple Kick
Trop Kick
Vacuum Wave
Water Shuriken
Zap Cannon
Everything Else​

With this system, certain potentially-problematic combination components are kept apart from one another, and the rest are left to the free reign of players. Priority attacks are barred from Explosion; and 100% Effect Chance moves are barred from most multi-hit moves (except 2-Hit moves, which are fine.)

This would result in Pokemon having more combo freedom, not less... Were it not for the next mechanic we're introducing.


Combo Slots
Starting this Season, Pokemon are going to be made to declare their combos upon claim, much as they declare their Hidden Power type or their Nature. Combos are now a critical feature of a Pokemon's progression.

Starting at Level 2, a Pokemon will have Combo Slots in their profile; above their Movepool but below their Formes. Pokemon unlock two (2) Combo Slots at Level 2, and two (2) more at Level 3 and Level 4, for a total of six (6) slots.

Each component move can only be used in one of a Pokemon's known combos. You'll have to think very carefully which move to pair with which others!

Combos will be written one-combo-per-line, in the form "Move A + Move B". In battle, a known combo is "reversible"—that is, a Pokemon that knows Earthquake + Whirlpool can also legally order Whirlpool + Earthquake, if a Water-type combo is desired.

Players can fill empty Combo Slots in the Prize Claim thread for free, whenever they would like. It may be useful to sometimes leave slots empty until you know what Combo want. A high-Level Pokemon with 4 or 5 Combos is almost as versatile as a Pokemon with all 6 slots filled.

Pokemon can replace any and all of their known Combos upon reaching Levels 2, 3, or 4; or by spending TC in the Day Care shop. Empty Combo Slots should still be indicated on the Pokemon's profile, with "(empty)" or "---" for each one.

When you're done, your Combos section should look like this:

Combos:
Iron Defense + Snowscape​
Ice Beam + Throat Chop​
Trailblaze + Body Slam​
Snore + Uproar​
( empty )​
( empty )​

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At the time of writing, everyone's Combo Slots are empty; so you're at the mercy of the 10-profile Claim limit for getting your Combos. Be nice to our Approvers!

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Advanced Combo Technique
New in this patch, we're adding a fifth Advanced Technique for Pokemon to unlock: Triple Combos!

Upon unlocking this Technique, the Pokemon becomes able to fill a Combo Slot with three different moves. These moves still can't be shared with other Combo Slots, so plan carefully.

Using the Triple Combo will follow all of the normal rules for Combos; including Type, Effect Chance, and so on. Because of the extra component move, Triple Combos are more flexible in type and can feature many added effects.

You can specify an Action Clause with "as a Triple Combo" or "not as a Triple Combo", as needed, if you need to partition an opponent's Triple Combo from their regular combos.

Triple Combos still only cost 1 Tech, just like a normal Combo. They don't cost "extra".

Using a Triple Combo counts as performing an Advanced Technique, unlike normal combos.

Earning Triple Combos
Triple Combos will be earned from the Battle Tree, which is going under reconstruction, and will thus be difficult to obtain for now.

For the time being, the only source of Triple Combos is a new Advanced Facility we're introducing with this patch. Read on...



Energy Work​

Effective in challenges and matches that start on January 14th UTC or later.

:sv/slaking:
We're doing a more intentional pass across... Well, every mention of Energy in the entire game.
Argument
HP bar from Dragon's Dogma: Dark Arisen

This work actually started as a deep dive into recoverable health, of all things, and ways to import it into BBP.

Often when writing balance changes, I wanted to write buffs that grant incidental recovery. Small heals are a great way to tilt the damage race in a player's favor without contributing "damage creep" or shorting the average lifespan of Pokemon in play. In moderate doses, adding HP recovery to battles helps players order with more confidence and experience less ordering anxiety.

However, if we added too many unchecked sources of recovery, players would bend over backwards to stack them, and our "You get 2 Roosts" resource was not granular enough to limit this. This is how I ended up adding more obtuse defensive options, such as Defense Aid, Dread, and Bonus-Proof, as a sort of compromise. This is also how every berry ended up costing a Recovery; I wanted to ensure players weren't trapped in battles that were dragged out for weeks longer than they needed to be.

All of these options were ultimately unsatisfying to me, so I wanted to find a way to limit how much HP players could gain from passive healing. I had considered several recovery-limiting options:
  • I first wanted "wound damage", like the HP bar pictured here. In the referenced game, the light grey portion is recoverable with free healing actions, but the dark grey portion is recoverable only with precious medicines.
  • I then tried to develop a "healing cap" resource that refreshes each round; not unlike Round Hours.
  • Frustrated, I tried to limit how many times a Pokemon's HP could be healed each round.
Sadly, I never found an implementation of "recoverable HP" that wasn't a labor nightmare for BBP. In fighting games and RPGs, seeing a character's maximum HP deplete somewhat from hits taken is highly intuitive. It's very clear what's going on at a glance, and the fiddly details of exactly how much recoverable health each hit leaves is handled by the computer. Unfortunately, recreating this in BBP would require every ref to do an extra calculation and track an additional total on every attack hit that ever occurs, in every battle.

This work was shelved for a while, but it had raised a very old question from the ASB days: Why so many Chills?

Energy Costs have always been a mess, but Energy has always in theory prevented matches from running forever. In practice, though, the only time users run out of Energy is when they expend a massive chunk of their Energy on an expensive Combo. Rarely, Energy does kick in when a player has spent a long period of time playing passively, but by then the damage is done. The match length has to be drawn out several rounds longer than usual for this to happen; so can Energy really be said to have encouraged proactive play?

Because Energy doesn't really act as a timer in a practical sense, we end up in a situation where allowing players excessive healing can lead to four or five extra rounds per matchup. There's another way to tackle that issue, though, besides never offering players reasonable healing!

Energy work has been suggested several times in ASB history, most often because the cost of most moves is arbitrary and difficult to remember. It's one point of Energy for every 2 BAP... Starting on odd counts, except when you get to moves of 4 BAP or less, and for certain strong moves, and draining moves. And moves that aren't attacks, of course. The consensus has usually been that it would be nice to update Energy from the original cost rules laid down by Deck Knight, but it would just be too much work. After all, it would involve individually rating each individual move and deciding its value against every other move.

So again, I left the issue alone for a while to pursue other work. In that time, Helios made a post that picked at this wound, but we were already questioning the value of Chills thanks to complaints from passive players and their opponents alike. I began to brew possible Energy replacement systems borrowed from other games, modeled after resources like Memory and various implementations of per-round action points, but nothing satisfying came of it still.

A tighter Energy resource would let us actually use Energy to balance certain moves; players would have to make round-by-round decisions between longevity and power. We could just re-cost outliers like Meteor Beam, for example, until their users were brought in line. With sufficient Energy cost, some moves would no longer need their fanfiction downsides. Eventually, we determined that simply re-balancing BBP's Energy economy as we know it (and putting in all of the required elbow grease) was the best solution.

Based on the game length talk above, I set to the task of sorting EVERY move and command into tiers of Energy use. I laid some ground rules, set up my spreadsheet, and got to work on what seemed to be an arduous task. It... took me about an hour total. (Which reminds me of a funny gaming history anecdote.)



Implementation
Starting from the effective date above, Pokemon (that have Energy) will have a maximum of 30 Energy.

We will also be removing the Recovery and Chill resources. The command Chill will be reworked entirely.

Actions will be balanced around a default Energy Cost of 3. This means that a Pokemon will... usually exhaust their Energy after about twelve actions. Usually less, though, as players will wish to use strong moves often.

We specifically avoided assigning any action an Energy Cost of 1 — We don't think there's any interesting case where a Pokemon takes thirty actions. Having "cheap" moves still cost two-thirds of an average move keeps matches moving towards a conclusion. A Pokemon using only the cheapest available moves will still exhaust in 20 actions, which is probably the ceiling on acceptable longevity. (Which reminds me. I should rework Rest.)

More expensive actions come in three broad categories:
  • 4 En: Field-setting moves, Stall moves, and Self-Switching moves.
  • 5 En: Moves that restore large amounts of HP to the user, every former charge-up move, every OHKO, and certain outliers.
  • 6 En: Specifically Healing Wish and Lunar Dance, every non-Normal Hyper Beam clone, Explosion, every Switch-Forcing move, and Oblivion Wing.
The full list of moves in each "cost tier" is in the table below. Effects that raise a move's Energy Cost will be rare, but you will see them on such moves as Sunny Day.

behold: table!

2 Energy3 Energy4 Energy5 Energy6 Energy
Absorb
Accelerock
Acid
Aqua Jet
Astonish
Baby-Doll Eyes
Barrage
Branch Poke
Bubble
Bullet Punch
Captivate
Celebrate
Chilling Water
Confide
Confusion
Constrict
Copycat
Cut
Disarming Voice
Ember
Fairy Lock
Fake Out
False Swipe
Feint
Flash
Flower Shield
Fury Swipes
Grass Whistle
Growl
Gust
Happy Hour
Harden
Hold Back
Hold Hands
Ice Ball
Ice Shard
Kinesis
Leer
Lick
Lock-On
Mach Punch
Me First
Meditate
Metal Claw
Mind Reader
Mirror Move
Mud Sport
Mud-Slap
Nature Power
Nightmare
Nuzzle
Pay Day
Play Nice
Poison Gas
Poison Powder
Poison Sting
Poison Tail
Pounce
Pound
Powder Snow
Power-Up Punch
Quick Attack
Rage
Rock Smash
Rock Throw
Rollout
Salt Cure
Sand Attack
Scratch
Shadow Sneak
Sharpen
Sing
Sketch
Skitter Smack
Sleep Talk
Smack Down
Smog
Snarl
Snatch
Spikes
Spite
Splash
String Shot
Struggle Bug
Tackle
Tail Whip
Thunder Shock
Tickle
Toxic Thread
Trailblaze
Twineedle
Vacuum Wave
Vine Whip
Vise Grip
Water Gun
Water Sport
Aim
Cover
Hide
Everything Else
Assist
Aurora Veil
Baneful Bunker
Baton Pass
Bitter Blade
Boomburst
Bounce
Burning Bulwark
Ceaseless Edge
Chatter
Chilly Reception
Confuse Ray
Counter
Court Change
Defog
Destiny Bond
Detect
Dig
Disable
Dive
Drain Punch
Dream Eater
Electric Terrain
Encore
Endure
Flip turn
Fly
Focus Punch
Freeze Shock
Gear Up
Giga Drain
Grassy Terrain
Guard Split
Hail
Heal Block
Horn Leech
Ice Burn
Imprison
Instruct
Jungle Healing
King's Shield
Leech Life
Life Dew
Light Screen
Lunar Blessing
Matcha Gotcha
Metronome
Mirror Coat
Misty Terrain
Obstruct
Pain Split
Parting Shot
Perish Song
Phantom Force
Power Split
Protect
Psychic Terrain
Quick Guard
Rain Dance
Recycle
Reflect
Safeguard
Sandstorm
Shed Tail
Shell Smash
Shell Trap
Silk Trap
Skull Bash
Sky Attack
Sky Drop
Snowscape
Solar Beam
Solar Blade
Spider Web
Spiky Shield
Stealth Rock
Stone Axe
Substitute
Sunny Day
Tailwind
Teleport
U-turn
Volt Switch
Wide Guard
Savage Spin-Out
Black Hole Eclipse
Devastating Drake
Gigavolt Havoc
Twinkle Tackle
All-Out Pummeling
Inferno Overdrive
Supersonic Skystrike
Never-Ending Nightmare
Bloom Doom
Tectonic Rage
Subzero Slammer
Breakneck Blitz
Acid Downpour
Shattered Psyche
Continental Crush
Corkscrew Crash
Hydro Vortex
G-Max Befuddle
G-Max Cannonade
G-Max Centiferno
G-Max Chi Strike
G-Max Cuddle
G-Max Depletion
G-Max Drum Solo
G-Max Finale
G-Max Fireball
G-Max Foam Burst
G-Max Gold Rush
G-Max Gravitas
G-Max Hydrosnipe
G-Max Malodor
G-Max Meltdown
G-Max One Blow
G-Max Rapid Flow
G-Max Replenish
G-Max Resonance
G-Max Sandblast
G-Max Smite
G-Max Snooze
G-Max Steelsurge
G-Max Stonesurge
G-Max Stun Shock
G-Max Sweetness
G-Max Tartness
G-Max Terror
G-Max Vine Lash
G-Max Volcalith
G-Max Volt Crash
G-Max Wildfire
G-Max Wind Rage
Aqua Ring
Beak Blast
Curse (Ghost)
Draining Kiss
Electro Shot
Final Gambit
Fissure
Floral Healing
Giga Impact
Guillotine
Heal Order
Heal Pulse
Helping Hand
Horn Drill
Hyper Beam
Ingrain
Leech Seed
Memento
Meteor Beam
Milk Drink
Misty Explosion
Moonlight
Morning Sun
Parabolic Charge
Pollen Puff
Purify
Recover
Roost
Self-Destruct
Shadow Force
Sheer Cold
Shore Up
Slack Off
Soft-Boiled
Strength Sap
Synthesis
Wish
Catastropika
10,000,000 Volt Thunderbolt
Stoked Sparksurfer
Extreme Evoboost
Pulverizing Pancake
Genesis Supernova
Sinister Arrow Raid
Malicious Moonsault
Oceanic Operetta
Splintered Stormshards
Let's Snuggle Forever
Clangorous Soulblaze
Guardian of Alola
Searing Sunraze Smash
Menacing Moonraze Maelstrom
Light That Burns the Sky
Soul-Stealing 7-Star Strike
Blast Burn
Circle Throw
Dragon Tail
Eternabeam
Explosion
Frenzy Plant
Geomancy
Healing Wish
Hydro Cannon
Lunar Dance
Meteor Assault
Oblivion Wing
Prismatic Laser
Rest
Revival Blessing
Roar
Roar of Time
Rock Wrecker
Whirlwind

Most Attacks that cost 5 or 6 will gain restriction requiring that their full cost be paid.

Gating large recovery moves on a resource that matters lets us finally escape from a long history of awkward healing caps, weird stipulations on when healing is effective, and lets us finally be rid of certain fanfiction conditions like Sluggish. Oh, that's right—we're removing Sluggish, too. Moves like Hyper Beam will now only speed the user along to exhaustion.

These new Energy costs upend some threat-answer dynamics. It now matters much more that Rapid Spin and Mortal Spin (2 En) are cheaper than the Hazards and other conditions they answer (3-5 En). Speaking of Hazards, we can price multiple-layer Hazards to be cheaper than their single-layer relatives, and so on. The much-maligned Spikes now exists in the lowest price tier (2 En).

We expect these changes to have both immediate and long-term ramifications for how players evaluate certain moves or Pokemon. As we play Season 3, I think players will develop a feel for which Pokemon are more or less "Energy-hungry", and I expect that the skill of Energy management will be developed and refined by a wider section of the playerbase. I'm very excited to see how players adapt!



Switching Cleanup​

Effective in battles that start on January 14th UTC or later.

:sv/scizor::sv/skarmory:
Triggers in the Switching Phase will be cleaned up, and matchup-control moves will affect the post order in new ways.
Argument
The Switching Phase is an awful mess.

Players have gotten quite good at positioning around post order. Our frequent Circuit contenders usually have their desired matchups charted out in advance, and they also usually have their coming-round first-post ordersets in mind when they issue second-post orders for the current round.

This has exposed structural issues with the Switching Phase as-is; mainly, there is little to no downside for aggressively initiating switches whenever possible. Switching can be initiated only when ordering first; so players ordering first are incentivized to at least try to order first in a matchup of their choosing. Comparatively, accepting the counterswitch is often an act of self-sabotage: By ceding second order to the player who initiated a switch, it becomes very easy to turn good matchups sour, and suffer unacceptable damage to important team members. The result is that, typically, players take turns initiating switches and ordering first.

That isn't an issue in and of itself, necessarily. Ordering first is easier when the player doing so gets to choose their matchup. What often ends up happening, though, is that the player who sends out first and orders second in the first round has defacto control over most of the match.

When a player orders second, they get nearly free reign to disrupt the orders of the opponent. Naturally, players will thus write safer, more striaghtforward ordersets when going first. This affords the going-second player even more freedom, allowing them to pursue their choice of Speed control, field setup, status, and direct damage, in whatever proportion they would like. This excessive freedom; from the nature of ordering second and from the habits of players often-burned by first order, has further reprocussions.

An oft-quoted wisdom of playing BBP is that players ordering second have four actions of freedom; rather than three. The first step of the coming round is also almost entirely within the control of the player ordering second in the current round. Any Pokemon who can't stomach 3-4 attacks is thus in danger of fainting. The way BBP is designed, that's most Pokemon in most matchups. It's no accident that most Pokemon can stomach around 4 super-effective attacks from average attackers. Because of the current (and especially, the prior) state of Combos, players ordering second are unlikely to "waste" turns on unprofitable disruptions or setup. Even without those, most playable Pokemon have a suite of utility attacks that can be used for controlling Speed, items, or other stat stages for the purposes of sculpting the coming round.

When ordering second, the best position any player can create is to bring their opponent within KO range of a single attack, slower than themselves, and then leaving them there. By doing so, a strong player can essentially waste their opponent's entire second order; after which, second order will shift back to themselves, and they'll be able to repeat the process. The overall result is that matches were decided by primarily by the coin toss; and secondarily by the favored player's capacity to blunder this control away. Once this control is broken, it then falls on the now-favored player to simply not blunder their large advantage.

There are, technically, ways for players to interact with post order. Self-switching moves (like U-turn) and switch-forcing moves (like Roar) directly adjust post order... negatively. These moves cede second order to the opponent when used, handing them control of the post-order loop as described above. In antique ASB design, it was thought that gaining the freedom to choose any matchup you like without counterswitch was too powerful to freely allow. In current BBP, that's what a prepared player gains in every Switching Phase.

The current state of switching is the result of players becoming better at the game—at planning, teambuilding, and ordering—than the system was designed to accommodate.

Changes in post order control to should be a constant fact of the game, not just a specific players' blunder. That is to say, this loop of control should be much more difficult to maintain. To facilitate this, the tools for interacting with post order need to become more robust. In the same breath, I don't particularly want to make counterswitching stronger, and I certainly don't want it to stop ceding second order. All that would accomplish is make initiating switches into self-sabotage instead.

While we're here, it's important to clean up and clarify the Switching Phase as a mechanic. The entire process involves many more steps and terms than are necessary; and allows for strange interactions such as double-switching in the same Switching Phase after a KO or pivot. We also don't want players to load their teams up with "double-switch" fodder just to provide weather, Intimidate, etc. The simplest remedy for this problem is to eliminate double switching.

Implementation
The Switching Phase will be streamlined into declaration, fielding, and trigger steps:
  • Declaration Step: For each position a player has on the field, the player may declare a Pokemon from their reserve they'd like to send out. If there's a Pokemon there, this also inherently declares that the occupying Pokemon will be withdrawn.
    • Switching and Phasing now state that they return their subject to the bench "At the start of the switching Phase". They also stipulate that their subject must be replaced with a different Pokemon, if possible.
    • The act of initiating a Switch Phase thus means you're declaring that you will switch; and accepting a counterswitch is declaring that you will counterswitch.
    • "Position" only matters in the sense that players can field a certain number of Pokemon, and in the sense of replacing specific other Pokemon in play. We're not enabling "left/center/right" positioning by default.
  • Replacement Step: Every Pokemon occupying a declared position is then withdrawn by their trainer; in order of declaration. Then, every Pokemon that was declared-for-sendout is sent out; also in order of declaration.
  • Trigger Step: Effects triggering "when a Pokemon enters play" now trigger at this timing.
    • Since the Pokemon enter play in a specific order, the effects triggering from the entry of those Pokemon will also trigger in that order. The first-declared Pokemon will take Hazard damage first, etc.
The Conditions Switching and Phazing will be reworked to interact with this phase in new ways, below. Be prepared to see players seek users of these conditions.

As stated above, moves that create Switching and Phazing now carry high Energy costs, as suits their newly-powerful effects.



Raid Overhaul​

Effective in Raids that start on January 14th UTC or later.

:sv/melmetal-gmax:
The Raid Frontier is getting an overhaul focused on engaging the referee with a new mechanic. Strap in, because this is going to be a large section.
Artwork of a Max Raid Battle against a Pangoro, drawn by James Turner.
Argument
Rather than import in-game Raid Dens 1 for 1, Raids for Gen 9 BBP were designed to replicate MMO boss fights. This is carried forward from ASB's Raid Zone, spearheaded by Zarator and almost entirely patterned after his enjoyment of tab-targeting MMOs. You can read an old raid here!

In Raids both old and new, the design focused on automating the opponents "like an MMO Boss". The focus was on importing fixed rotations of mechanics and phases, as was the fashion in popular MMOs at the time. This design, however, ignored the referee's enjoyment as a player.

In part this was on purpose. For the Gen 9 Raid Frontier, we chose to carry forward this referee-ignoring style of automation. Refs at the time had expressed a desire for a simpler, less decision-intense reffing experience. This request probably has roots in the lookup fatigue and ordering burden of regular play, which was at its height right around when the Raid Frontier opened. Referees expressed concern over "letting players through", or of being easy marks for players looking to earn powerful prizes. The pressure to perform weighed on quite a few players' minds.

Raids kowtowed to this feeling, and took many steps to relieve the referee of the "fault" of a player victory. However, we on the mod team wouldn't really pinpoint the cause of this overall mood of worry among worries—that is, we wouldn't realize just how much players felt pressure to perform—until well after the launch of the Raid Frontier. The result of this is that raids didn't address the cause of the anxiety; just the symptom.

Without referee agency, Raids of all Levels and design types have struggled to deliver a satisfying experience. Because all of a Raid's decisions are known, they've always had issues with being "mappable"—players can enter several Raids with a concrete plan for what they'll do each and every round. There are a handful of Raids that can't be mapped as well, because they feature a high amount of randomness in their behavior. These Raids instead involve throwing yourself at them and hoping to avoid instant losses.

Worse still, the only real lever for adjusting a current Raid's difficulty is how predictable it is. The easiest Raid, "Vs. The Spectacular Spore-verlord!" mostly quizzes the player on whether or not they have Safeguard available to them; and on how much Fire- or Flying-type damage they can deal. Making the fight harder can be done only by making it more strict statistically, or by adding more mechanics for the player to solve at once—which can be clearly seen to any readers who browse down the Raid Frontier's data thread. The hard fights are made so only by the sheer volume of information to track.

The Raid Frontier is thus getting a large facelift, again; much like the Safari Zone needed to arrive at its current finished-enough state. This time, we'll be borrowing heavily from various asymmetrical board games; particularly, those that feature a designated enemy or game-master player.

Raids will also borrow more from their source inspiration. We'll be trying to capture the feeling of responding to an AoE marker, or passing a tethered enemy from one party member to the next.



FFXIV markers for different mechanics that target players. Screenshot from https://www.phoenixuprising.net/ffxiv-marker-mechanics-guide/
Implementation
Raids will gaining new mechanics focused on engaging the referee now, including a simple resource that they get to manage, and special tokens that they place.


Action Points (AP):
A new resource used by the Raid's Pokemon. The referee will spend AP to place Indicators on the player's team, below.

Raids will usually give the referee one pool of AP for all of the Raid Pokemon to share. Some Raids may require that the referee split the AP in certain ways.


Indicators:
A new mechanic that occurs at the end of the battling phase. The referee places as many indicators on Raiders as they can afford, based on the Raid Pokemon's behaviors and their available AP.

While any Protectors is present, at least half of the Boss' AP must be spent placing indicators on Protectors, rounded up.

For example, a Raid Pokemon might have behaviors that look like this:

venusaur-gmax.png
Phase 1 Behavior
Action Points: 7 <- [ This is how much AP the Raid Pokemon gains at the start of each Ordering Phase, to spend on indicators. ]
Limit 1 of each indicator.​
Spend all AP. <-^- [ These are instructions for the referee on how to spend that AP. ]
Phase 2 Behavior
Action Points: 11​
Repeat indicators OK.​
Unspent AP rolls over to later rounds. <- [ Means the referee can save AP for later rounds. Very dangerous. ]
2 AP: [Foul air...]2 AP: [It inhales...]3 AP: [It glares...]4 AP: [Vines whip...]Scr: [It stood up-!]
Sleep Powder
Toxic
Leech Seed
Sweet Scent​
Acid Spray
Worry Seed
Growth
Defog​
Aim
Purge
Crush
Shear
Expose​
Power Whip
Knock Off
Sludge Bomb
Stomping Tantrum
Venoshock​
Earthquake
Frenzy Plant
Sludge Wave
Raging Fury​

Indicators work in three steps:
  1. The referee places indicators before the player issues orders.
  2. As the referee counter-orders afterthe player, they'll choose which action each indicator represents.
    • The chosen action can target the Raid's own Pokemon, if possible.
    • The chosen action must target the indicated Raider before it can target any other Raiders. (That is, it has to target the indicated Raider first among Raiders.)
In this example, [Foul air...] is the name of the indicator. At the end of a round's reffing, the referee could spend 11 AP like this:

:klefki:[Foul air...]​
:goodra-hisui:[It inhales...]​
:goodra-hisui:[It inhales...]​
:goodra-hisui:[Foul air...]​
:arcanine:[Foul air...]​

Placing these indicators costs the referee 3 + 2 + 2 + 2 + 2 = 11 AP. The player will have to decide how they're going to defend against possible Sleep Powder, multiple possible Acid Sprays on Goodra-Hisui, and still deal good damage.

On the [It inhales...] indicator, Venusaur has the option to use Growth. Even though the indicator is placed on a Raider, 8.3c will handle the situation and ensure Venusaur uses Growth on themselves, instead.

In this way, the indicators act to both warn the player of danger; and to allow the referee to outplay the player. The player will be able to reference the possible actions for each indicator and sub against them; and the referee will be able to arrange indicators as they like to try to make the player's life hell. When designing custom Raids, try to avoid giving the referee enough AP to place too many indicators each round—the work adds up quickly!

As a lever for difficulty; lower-Level Raids might have similar behaviors on their indicators, such as an indicator that only has Poison-inflicting moves. These indicators would be very easy for the player to answer. Higher-Level Raids might have indicators with a variety of attacks and non-attacks, making those indicators more difficult to cleanly answer.

Some Raids will have indicators that say "Scr:" (Scripted) instead of an AP cost. These can't be placed for AP; instead, the raid will tell the referee when and how to place them.
Example: "Every odd-numbered round, place the indicator [You're next!] on the raider with the least remaining HP."


Switching, Role Swapping, and the Backpack:
When the player sends out a Pokemon to replace another Raider in the Raid Zone for any reason, the replaced Pokemon's role, Vocation, and indicators will be passed to the replacement. This was already a mechanic in certain Raids, but we're making it facility-wide for any Raid to use. Expect to see it more in the future.

Essentially, the player team should always have field positions for the roles and Vocations they started with, even if some of those spots become empty. If a Pokemon becomes available for one of those empty positions, the player will have to decide which position they'll be sent out in.

Furthermore, in the Switching Phase's new Declaring Step, players may instead have two Raiders Role Swap. The specified Pokemon will swap their role, Vocation, and indicators with one another. Role Swaps occurs in the Replacement Step, and you can't also withdraw one of those Pokemon in the same Switching Phase. Neither of the swapping Pokemon leave or enter play in order to Role Swap.

The Team Size of many returning Raids is now 4; and the Backpack Size has been greatly increased across the board. Between the increased team diversity, the ability to Role Swap in different Protectors and Aggressors to maximize damage, and the increased access to items, players will be able to deal much more damage and take much more punishing hits—which the Raid Zone is prepared to supply. Expect Raid Bosses to have fewer explicitly Piercing attacks, but increased access to damage multipliers and larger pools of HP.


New Commands:
New enemy-specific commands will be created for Raids, much like Ball Reject for Safari. These commands will do much of the work of the previous list of immunities that Bosses had. Expect commands for destroying donated items, removing multiple conditions, disposing of troublesome stages, or temporarily blanking abilities; as well as dangerous commands such as generating additional AP.

CommandEffect Text
Purge​
This command can also target the user.

While attempting or performing this command: Conditions created by Raiders are ignored.

Discard all Conditions created by Raiders from the defender.
Crush​
This command can also target the user.

While attempting or performing this command: The effects of items not owned by the Raid are ignored.

Destroy all items held by the defender.
Shear​
This command can also target the user.

Reset the defender's positive stages to zero if they are a Raider.

Reset the defender's negative stages to zero if they are a Raid Pokemon.
Expose​
This command can also target the user.

While attempting or performing this command: The abilities of Raiders are ignored.

Inflict a unique condition on the defender for the next round, with the following effect:
● The effects of the subject's abilities are ignored.
Ennervate​
While performing this command: The effects of Raiders are ignored.

Inflict Fatigue on each active Raider.
Renew​
This command can also target the user.

Fully heal the defender's HP.
Mark​
This command can only target non-Protector Raiders.

Exchange the defender's role and vocation with the Protector's. (This is forced swapping, so triggers "on Role Swap" won't trigger.)

Being commands helps make them more resistant to disruption.

Lower-Level Raids will probably have to spend large fractions of their AP on indicators that contain these commands. Higher-Level Raids will probably be able to access them quite cheaply.

Vocation Adjustments:
As the behavior of Raid opponents has fundamentally changed, and Raids now more actively resist the players' setup attempts, most Vocations need simplifying. After all, we're now expecting referees to "order into" three overlapping vocations at minimum.

While the Protector is in play, the AP spent on placing indicators on non-Protectors can't exceed the AP spent on placing indicators on Protectors—that is, at least half of any spent AP must be spent on the Protector.

Each Protector vocation has an effect that punishes foes for hurting the Protector's allies.

VocationEffects
:rusted shield:Guardian​
Allies take two (2) less damage from hits.
:red scarf:Provocateur​
After the referee places indicators: The most expensive indicator (ref's choice if tied), from among those placed indicators, is moved on the user, if possible.
:auspicious armor:Bodyguard​
When an ally is hit by a Raid Pokemon: Raise that ally's Defense and Special Defense stages by one (1) each, for their next two (2) turns.
:assault vest:Commando​
When an ally is hit by a Raid Pokemon: Restore that ally's most recently-consumed item.
:safety goggles:Daredevil​
[ i don't have enough characters left in this post for this edit ]
:gracidea:Duelist​
When an ally is hit by a Raid Pokemon: Raise that ally's Attack and Special Attack stages by one (1) each, for their next two (2) turns.
:rocky helmet:Engineer​
When an ally is hit by a Raid Pokemon: Transfer the user's Decoy with the most remaining HP (randomly, if tied) to that ally.
:ability shield:Paladin​
When an ally is hit by a Raid Pokemon: Discard the oldest Major Condition from that ally, and heal that ally's HP by five (5).



Supporters will now have 3 Substitutions, from the previous 4. Raid Referees will need this breathing room to better trouble the player.

More Supporter vocations will share moves, like Tutor currently does. Others will have their support moves directly and greatly improved.

VocationEffects
:relic statue:Strategist​
Each Raider has an additional Substitution.
:utility umbrella:Reporter​
Weather or Terrain created by the user has no Duration. (It lasts until it is discarded.)
This vocation also has the effect text of each Weather in play that was created by the holder.
:protective pads:Rearguard​
When the user swaps roles with the Protector: Raise the user's Defense and Special Defense stages by one (1) each for their next three (3) turns.
When the user swaps roles with the Aggressor: Raise the user's Attack and Special Attack stages by one (1) each for their next three (3) turns.
:galarica wreath:Cleric​
Protectors have Recovery Aid 6.
Aggressors can't have Major Conditions inflicted on them while they have a Major Condition.
:covert cloak:Thief​
When an effect of the user lowers another Pokemon's stat stage: Raise the user's same stat stage by the same amount, for the user's next three (3) turns.
:wise glasses:Tutor​
During the Switching Phase, instead of a Role Swap, the user's trainer may declare a move the user originally knows. Note that move on this vocation.
Allies in play know each move declared by the user.
:squirt bottle:Gardener​
At the end of each round: Restore each Berry that was consumed by Raiders in the previous round. (This adds a one-round delay to the Restore.)
:room service:Butler​
The backpack size of the user's trainer is increased by two (2).
During the Switching Phase, instead of a Role Swap, the user's trainer may equip an item from their backpack to a Raider that can legally hold that item.



Aggressor vocations need the fewest changes, but we'll still make a pass while we can.

VocationEffects
:rusted sword:Warrior​
When the user attacks: Grant that attack a Power Bonus of three (3).
:clever wing:Scribe​
When the user executes an attack: Note that attack on this vocation.
The user knows the noted attacks as borrowed moves.
:malicious armor:Blackguard​
When the user attacks, if the user has taken no damage this round, been inflicted with no conditions this round, and had none of their stat stages lowered this round: Grant that attack a Power Bonus of four (4).
:lustrous orb:Sorcerer​
When the user completes an attack: Note each of that attack's types on this vocation; then, un-note all but the four (4) most recently noted types.
The user can't attempt attacks of the noted types.
When the user attacks: Grant that attack a Power Bonus of four (4).
:punching glove:Pugilist​
The user's attacks are Physical.
:twisted spoon:Psychic​
The user's attacks are Special.
:coin case:Mercenary​
The user's trainer earns one Coin each round, for each of these objectives that the Raiders completed that round, below:
  • Successfully complete at least one super-effective attack.
  • Inflict at least one Major Condition.
  • Raise at least one stat stage.
  • Lower at least one stat stage.
When the user attacks: Spend (discard) all of the user's trainer's Coins; and grant at attack a Power Bonus equal to twice (x2) the number of Coins spent.
:loaded dice:Gambler​
At the start of the raid, and at the end of each round: Select three (3) core types at random. Note those types on this Vocation until new types are selected.
When the user attacks, and that attack has one of the noted types: Grant that attack a Power Bonus of six (6).



Contest Adjustments​

Effective in Contests that start on January 14th UTC or later.

:sv/diancie-mega:

We'll be doing some light adjustments to Contests to keep players coming back for more.
Argument
Heya, TMan here! As head of the Contest Hall, I'm happy to announce that the release of Contests seems to have gone over well with the players. They're played reasonably frequently, and from observing them the way contests flow is satisfying. No big adjustments to be seen there in this patch!

Now, there are a couple of things that should be ironed out a little. First, slightly more emphasis should be put on the voting round: winning should be advantageous for basically anyone grabbing the most votes, which is a problem right now since many people enjoy playing last so they can develop their gameplan unbothered. We wouldn't want players to throw the voting phase!

Next is the problem of the Genres. As some of you are keenly aware, not all Genres are equal in Contests, and the playerbase has heavily revolved around either Cute or Cool Genres, with some rare sprinklings of Beautiful and Tough for the daring. Clever isn't considered at all since most of the moves who would benefit from the Genre grant no appeal and cannot benefit from the +1 appeal to Genre specialties. This lack of variety is, in my eyes, a problem.

Implementation
The first point begets a rather simple change: the contestant who wins voting may take the points, or they may decline the points and decide the first round's post order instead. If you do decline, you're essentially trading a head start for a gamble that you can stay cozy in the back of the order.

Next, we'll be adding "Strike" as an explicit step to the start of the Appeal Procedure, where a move is stricken from the contestant's production. This will stop moves that grant Endearing from preventing their own strike, which leads to an essentially infinite Production.

Finally, to try to diversify the Genre selection somewhat, we will be implementing a specific passive for each Genre specialty. Specialist passives are objects attached to the contestant, that apply their text to that contestant, called their "Specialist". They can be thought of the Contest version of Abilities.

The Specialist Passives are as follows:

GenrePlaystyleBearing/MarkerSpecialist Passive
:sv/pikachu-belle:
Beautiful
Excels at calming Judges, resetting others' Bearing, and moving later in post order.The Calming bearing has the effect:
"The subject's moves calm each Judge, rather than possibly Exciting any."
Finalist:
While performing last: The specialist's moves with any Appeal have +1 base Appeal.
:sv/pikachu-phd:
Clever
Excels at influencing post order, disrupting others, and applying Marks to the user and others.The Irritated bearing has the effect:
"If the subject would lose Score from being Jammed; instead, they lose twice (x2) that much Score."
Saboteur:
The specialist's moves with any Jam have +2 base Jam.
:sv/pikachu-rock-star:
Cool
Excels at exciting Judges, large but reckless Appeals, and moving earlier in post order.The Thrilling bearing has the effect:
"The subject's moves Excite Judges regardless of their genre preference."
Frontrunner:
While performing first: The specialist's moves with any Appeal have +1 base Appeal.
:sv/pikachu-pop-star:
Cute
Excels at stealing score from others, borrowing or copying moves, and punishing high-Score opponents.The Endearing bearing has the effect:
"The subject's moves are not stricken from their production after use."
Saccharine:
While last in score (not tied): The specialist's moves with any Appeal have +2 base Appeal.
:sv/pikachu-libre:
Tough
Excels at preventing Jamming, removing negative Marks, and improving later Appeals.The Pumped mark, while not a Bearing, has the following effects:
"The base Appeal of the subject's moves is increased by one (1)." and
"When the subject is Jammed: Discard this mark."
Conditioned:
While holding 2 or more marks: The specialist's moves with any Appeal have +2 base Appeal.

This implementation is not without its risks. The main concern is that introducing Specialist Passives will lead to yet another unbalanced Genre selection and forcing us into an eternal loop of nerfing or buffing the one or two genres players are favoring or avoiding, respectively.
As such, Specialists Passives will be watched very closely, and will be removed altogether should they prove more harm than good to Contests.

Adjustments to expect:
  • Beautiful and Cool have the least-adjustable passives. We're likely to balance other passives in relation to these.
  • Tough's passive is the the most likely to be unbalanced, but also the easiest to adjust. We can change the Appeal increase *and* the number of marks.
We look forward to your attempts to break these new toys. Happy dazzling!


Incense Items​

Effective in matches that start on January 14th UTC or later.

:sv/chimecho::pure incense:
A new series of items will be introduced to replace Lucky Egg. Lucky Egg is being retired.
Argument
adsf

Implementation
We're introducing a series of items to provide Attack Aid and Defense Aid in the place of Lucky Egg.

Lucky Egg will be retired. Your Lucky Eggs will become 4:amulet coin:RC when the patch becomes effective.

The following Incense items will be available in the BBP Department Emporium for 3:amulet coin:RC, as they are considered Generic Series Held Items.

Each Incense item provides either Defense Aid, Attack Aid, or both to the holder; and also has a second "smoke" effect that conditionally affects all of the Pokemon in play. (Much like incense filling a room.) The key to best using these items will be to find users who easily fulfill the profile of these "smoke" effects.

When looking for users, the Incense item's associated Pokemon is a good starting point, but we expect some Incenses to be popular on a variety of holders. Some, like :lax incense:Lax Incense, will likely be more niche, but we're okay with that. You should also take care that opponents can't exploit the "smoke" effect back.

There are four incenses providing only Defense Aid and four providing only Attack Aid. One, :pure incense:Pure Incense, will instead provide both to all Pokemon in play—perfect for sizing up your own Furret against an opponent's Mega Tyranitar.

As these items affect all Pokemon in play, we also expect them to have ramifications in Doubles battles and in Raids.

Incense
Description​
:full incense:
Full Incense​
A heavy ceramic incense burner depicting Munchlax, that fills the arena with a calming Berry scent.
All super-effective attacks (from anyone), that share no types with their users, deal four (4) more damage.
The holder has Defense Aid.
:lax incense:
Lax Incense​
A heavy ceramic incense burner depicting Wynaut, that fills the arena with a calming earthy scent.
Trapped Pokemon in play are unaffected by Decoy and cannot have their HP healed. (Their HP can still be set.)
The holder has Defense Aid.
:luck incense:
Luck Incense​
A heavy ceramic incense burner depicting Happiny, that fills the arena with a calming, refreshing scent.
Pokemon in play with no Major Conditions have Bonus-Proof.
The holder has Defense Aid.
:rock incense:
Rock Incense​
A heavy ceramic incense burner depicting Bonsly, that fills the arena with a calming salty scent.
All attacks automatically pass their accuracy checks.
The holder has Defense Aid.
:pure incense:
Pure Incense​
A heavy ceramic incense burner depicting Chingling, that fills the arena with a aggressively calming, clean scent.
Pokemon in play have Attack Aid and Defense Aid.
:sea incense:
Sea Incense​
A heavy ceramic incense burner depicting Azurill, that fills the arena with an aggressive freshwater scent.
When a Pokemon in play pays HP for an action's cost: Grant the holder Quickness.
(You can't order moves with (Quick) before the holder has Quickness, so you'll have to wait a round.)
The holder has Attack Aid.
:odd incense:
Odd Incense​
A heavy ceramic incense burner depicting Mime Jr., that fills the arena with an aggressively bizarre scent.
When the user executes an attack, of types that the user hasn't executed this round: Give that attack a Power Bonus, equal to the current step number.
The holder has Attack Aid.
:rose incense:
Rose Incense​
A heavy ceramic incense burner depicting Budew, that fills the arena with an aggressively floral scent.
Poisoned Pokemon in play are unaffected by Protection, Attack Aid, Defense Aid, and Sleep.
The holder has Attack Aid.
:wave incense:
Wave Incense​
A heavy ceramic incense burner depicting Mantyke, that fills the arena with an aggressively saline scent.
Burned Pokemon in play are unaffected by Bonus-Proof and Penalty-Proof.
The Effect Chance of all attacks are doubled (x2).
The holder has Attack Aid.

Timing Clauses​

Effective on January 14th UTC.

:sv/toucannon:
We're mandating written Timing Clauses. This change deprecates default timing clauses.
Argument
It's become clear in recent months that the default timing clauses are becoming the next "substitution esoterica that trips people up". In particular, players have had to carefully manage their timing clause whenever ordering a charge-up or readied move, such as Sky Attack or Meteor Beam. Players primarily used empty Timing Clauses to obtain "self-adjusting" timing behavior. By default, an empty timing clause would be checked before the charge of a charge-up move, if the Pokemon intended to use such a move; or at the start of the Pokemon's turn otherwise.

This self-adjusting functionality couldn't be replicated with any available timing clause, leading to unclarity and frustration for players using or facing these substitutions. Because charge-up moves and readying moves are being reworked anyway, the last remaining useful function of default timing clauses is going away

As a result, we're now requiring players to write out their timing clausee. We consider this to be both a good habit for strong play, and an important courtesy to opponents and referees. Now, all sub three components are mandatory. This should help clarify, for players new and old, which components can be omitted: none of them!

Implementation
Substitutions posted after the effective date will need written Timing Clauses to be legal.

We expect the shorthands "Each step" and "On your turn" to be commonly understood to mean "At the start of the step" and "At the start of your turn", respectively; and to see common use.
 
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Handbook Updates​

Effective in all matches in January 14th UTC, except as specified elsewhere (such as in Combo work).

:sv/gurdurr::sv/timburr:
To support the work above or below, the following changes will be made to the battle rules in the Handbook.

This is the boring part, but also the important part.
[1.3] Match Rules
Mentions of Recoveries and Chills will be removed.
Mentions of "Disqualification Time" will be replaced with mentions of more modern Round Hours and Battle Hours.

[1.4] Match Stakes
Will now allow players to "...seek or offer strategy advice for the current round?".
  • ✓ Yes / Understand that players may offer strategy advice to your referee (or player) as well, as is fair.
  • This clearly delineates all content Level 3 and lower as "unstaked" practice, where players can better each others' play.
[2.5] The Switching Phase
Will be completely overhauled.
  • Pokemon forced to switch will be withdrawn.
  • Conditions and stage changes will be removed from withdrawn Pokemon.
  • Rules for multiple switches will be largely streamlined.
  • Rules for switching triggers will be largely streamlined.
[3.5] Belonging and Control -> Creation, Ownership, and Control
I was going to update this, but I seem to have already written the text I thought I was putting off. I have no memory of this...?

[4.1] Teams, Trainers, and Zones
Will further detail the Limbo Zone:
  • Pokemon placed in Limbo are neither active or inactive, and any effects they control are ignored unless they mention Limbo.
  • As a rule of thumb, Pokemon in Limbo have no influence on the battle unless an effect specifically refers to them.
[4.2] Terms for Groups of Pokemon
Will now clearly state that Pokemon are not their own allies.
This may cause phrasing headaches elsewhere; please keep an eye out and file Feedback for any issues that arise.

[5.2] HP and Energy
Will now state that maximum Energy is 30.
Mentions of overhealing will be moved to 5.2a "Overheal".

[5.2a] Recoveries and Chills -> Overheal
Will now detail Overhealing.
Default "maximum Overhealed" HP and Energy will be 150% of the base maximum. (A Pokemon with 100 maximum HP can be overhealed up to 150 HP.)
All previous mentions of Recoveries and Chills will be collapsed into a "Previous Text" hide tag.

[5.2b] Maximum Resource Changes
When changing maximum Energy; the new resulting remaining Energy will now be rounded down.

[5.4a] Immutible Abilities
A new rule protecting Forme-changing abilities, as well as certain mechanically-vital abilities like RKS System from removal and from being ignored will be added.
We'll be using this list of abilities that can't be suppressed as a starting place, as opposed to its less-restrictive related pages.
"Common Traits" will be moved to 5.4b to make room.

[5.7] Moves and Commands
The template example of a move in the DAT will be annotated.

[5.8] Nature and Training -> Training Information
Will now reference Combo Slot selections as gameplay information chosen by a player and stored in a Pokemon's profile; alongside their Nature, Hidden Power Type, Tera Type if applicable, and Sketched moves if applicable.

[5.10] Unique Pokemon
New and updated Traits will be added.

[7.6] Pokemon Stages
Will mention that stages are typically removed from Pokemon when they leave play. Will refer to 2.5b for details.

[8.3a] Action Legality Check
Mentions of charging and of readying will be removed.

[8.3b] Cost Check
Mentions of Combo Tokens will be removed.
A new explicit step, checking for available Technique Control, and checking for limits on Techniques from the same team in the same round, will be added where Combo Tokens were once checked.

[8.11] Defender Cleanup
Will now define whether an action was "successful against" that defender: If the action was attempted, was executed, wasn't ineffective, and didn't miss.

[8.12] Action Cleanup
Will now state that an action was "successfully completed" if it was successful against any of its defenders; or, if it has no defenders, if it was attempted and executed at all.

[9.4] Pokemon Designation
Will detail acceptable standards for specifying individual Pokemon in battle.
  • Much of this section will echo our current Conventions of Posting.
  • Special detail will be given on how much specificity is needed when targeting Pokemon in larger battles.
  • Example: You can say "Brick Break :weavile:" if there is only one Weavile in play. If there are two or more, you need to be more specific: "Brick Break enemy :weavile:" or "Brick Break Hiro the Weavile".
  • If you wish to refer to a Pokemon by nickname, it is courteous (and may later be required) to refer to them as "Nickname the Species" at least once per post.
[9.7] Trainer Items
Will now specify that the Pokemon whose turn is spent to use an item is "delivering" that item.
  • A single Pokemon can both deliver and receive an item.
  • Effects can modify items "delivered by" a specific Pokemon.
  • Items used without spending a Pokemon's turn aren't delivered by anyone.
[10.5] The Timing Component
Will no longer mention default timings, or allow for empty Timing Clauses.

[10.6] The Trigger Component
"X, as a Triple Combo" and "X, not as a Triple Combo" will be added as valid Action Clauses.

[10.6f] Special Substitution Triggers
KO Substitutions will be deprecated. You'll still be able to sub for fainted Pokemon; but they won't be free.

In their place, players will gain a free substitution whose trigger checks "IF there are no opponents in play". This should hopefully be a more airtight version of KO Substitutions. We're still pending a useful nickname for these.

[11.1] Techniques
Will mention Triple Combos.

[11.2b] Triple Combos
Will be added, explaining that they are an Advanced Technique variant of Combos.

[11.3] Pokemon Fusion
Now explicitly clarifies that Fused Pokemon require Tech payment to send out, only if:
  • the Fusion host or any Fusion component requires a Tech payment to send out that hasn't been paid this battle
  • the fusion catalyst requires Tech payment (e.g. Reins of Unity).



Balance Changes​

Effective as of January 14th UTC.

Balance Changes
  • Traits
  • Conditions
  • Moves
  • Abilities
  • Items


Traits​

:mew:
Mew
Will now be permitted to Combo. Can safely "trim" Combo components on send-in.
Now that Combinations are written out ahead of time, the risk factor of allowing Mew to use them has completely evaporated. Opponents won't be staring down thousands of possible combos.

Now, we'll let Mew learn Combos using their entire 375-move library of moves. They then slim down their non-combo moves on send-in, but keep their Combos legal.

You can thus use Mew's Combo Slots to "store" some interesting moves you only wish to use occasionally, such as Imprison.

Trait Summary:
Selects a set of moves from a massive movepool. [UPDATED] Can't Combo. -> Can Combo unselected moves.

Updated Trait Rule:
[5.10b] Mew
When sending Mew to a referee (or when including Mew in your team as a player-referee), Mew's trainer will exclude moves from each Level, until they have fifteen or less moves of each Level.

Mew knows each move declared for them that battle, and no others. [REMOVED] Mew can't attempt or execute combinations.

[NEW] Mew may legally attempt and execute combinations, that contain components moves that Mew would know, but did not select. The combination must still be legal otherwise. Mew must still know all components of a Combo to learn it.

Opponents who import Mew's movepool (via Transform, Metronome, and so on) import the declared movepool of the Mew they're referencing.

When submitting Mew to a referee, insert a line break every five (5) remaining moves or use the Ordered List tool, to show your referee that Mew's selected movepool is compliant.
:unown:
Unown
Will remain able to freestyle their Combos, due to their Letter mechanic restricting their usable moves.
Given Unown's severely limiting minigame, this seems safe to leave as-is.

This also means that Unown has no use for Combo Slots, so they won't gain any. This means that, if any future effect allows Pokemon to use the Combos of other Pokemon, they won't be able to do so by referencing Unown.

Trait Summary:
Pays for moves using Letters drawn at random. [NEW] Can Combo any two moves they've drawn.

Updated Rule:
[5.10c] Unown
(- a bunch of text i am not transcribing here -)

[NEW] Unown has no Combo Slots. Instead, Unown may attempt and execute combinations using any two moves they know, so long as they know the components and have the appropriate Letters for those components.

[Unchanged but I'm transcribing it for clarity] Unown can't receive intent to use moves or Combos that they lack the Letters to perform. (This is important for opponents' substitutions.)
:smeargle:
Smeargle
Will now have fewer Combo Slots than other Pokemon.
Unlike Mew, who is having their restrictions eased due to good behavior; we are looking to reduce Smeargle's capacity to commit balance crimes.

Because this Pokemon can use every single "best" Combo tool in the game, we're reducing Smeargle's ability to learn all of the best Combos at the same time.

Smeargle will gain half as many Combo Slots as other Pokemon as they Level, ending at a total of three (3).

Trait Summary:
Permanently learns moves via Sketch. [NEW] Gets half as many Combo Slots.

Updated Rule:
[5.10d] Smeargle
Instead of a traditional movepool, Smeargle learns only Sketch. However, with time and training, Smeargle can learn permanently learn moves from its allies and its opponents!

[NEW] Smeargle gains only half the normal amount of Combo Slots per Level, ending with a total of three (3) Combo Slots at Level 4.
(-also a bunch of text i don't want to transcribe -)

This still technically allows users to be annoying in chat by answering anyone who asks "Who is the best user of [combo component]?" with "Smeargle", without risking them actually being correct. It's a draw-draw that leaves everyone involved mildly dissatisfied.
:deoxys:
Deoxys
Will now passively gain Conditions from their Trait, rather than from Pressure.
As we slip further down this slippery slope, I tell myself it's fine if it's done in the name of clarity.

While we're here, the passive condition provided to Deoxys-Speed will be updated too.

Trait Summary:
:deoxys:Normal Forme
Has the command Forme Shift. Has the Hovering condition.
:deoxys-attack:Attack Forme
Has the command Forme Shift. Has the Penalty-Proof condition.
:deoxys-defense:Defense Forme
Has the command Forme Shift. Has the Bonus-Proof condition.
:deoxys-speed:Speed Forme
Has the command Forme Shift. Has the Recovery Aid 10 condition.

The effect phrasing for passively generating a condition would normally just be "Is Hovering". We're breaking format convention for new player clarity; we expect that the Pokemon list and the cool Traits of legendary Pokemon would be a common early stop for players looking around the DAT.



Conditions​

:milotic:
Switching / Phazing
The post-order restrictions of these conditions will be lifted, and then some.
These effects are two of the fundamental building blocks of source-game competitive play. Entire Pokemon are introduced that are designed to use these moves.

Rather than leaving these moves and their users in a lackluster state, we're going to improve them in a potentially quite scary way: We're removing the post-order "cost".

Phazing
The Pokemon has been compelled to flee, or has been physically thrown towards an exit.

When this condition is created: Discard Switching from the subject.

When this condition is created, if the match rules do not allow switching for the subject's trainer: Reset the subject's stages to 0, and discard all non-Major conditions from them. (Including this one.)

[NEW] At the start of the Switching Phase: Return the subject to their trainer's Bench; then, that trainer's team becomes the round's starting team. The subject must be replaced with a different Pokemon if possible.

Moves inflicting Phazing now, unprecedentedly, offer the user second order. The opponent will get their choice of match-up in the coming round.

I expect to see these moves used to cleverly secure an important second order; but also, I expect to see them used to fumble a crucial match-up or first order.

Switching
The Pokemon has identified an escape opportunity, and is making for the exit.

When this condition is created: Discard Phazing from the subject.

When this condition is created, if the match rules do not allow switching for the subject's trainer: Reset the subject's stages to 0, and discard all non-Major conditions from them. (Including this one.)

[NEW] At the start of the Switching Phase: Return the subject to their trainer's Bench. The subject must be replaced with a different Pokemon if possible.

Pivoting moves no longer yield second order; thus, they can be used while ordering first to pass second order to more favored teammate. This is easier said than done.

Also, pivoting moves used while ordering second do not inherently retain second order; they don't alter the post order at all. This is different from Phazing.
:cetitan:
Attack Aid / Defense Aid
These conditions will compare the user's rank to a set number, rather than the ranks of other Pokemon.
This change is to compel Pokemon with larger stats, like Aggron and Goodra, to use regular items against massive Pokemon like Zekrom instead of always turning to Lucky Egg.

These conditions should primarily benefit smaller-statted Pokemon, such as Furret and Talonflame.

We're also modifying some instances of Attack Aid or Defense Aid to grant a larger or smaller bonus. We probably should have done this to begin with.

Updated Text:
Attack Aid
The Pokemon is able to better overcome the defenses of opponents, to an extent.

[NEW] An integer Benchmark can be specified for this condition. If no value is specified, the default is nine (9).

[NEW] Higher-value copies of this condition overwrite lower-value copies.

When the subject attacks a defender: [UPDATED] Give that attack a Power Bonus, equal to the defender's relevant Defense rank, minus the subject's relevant Attack rank, with a minimum of zero (0) and a maximum of three (3). -> Give that attack a Power Bonus, equal to the Benchmark minus subject's relevant Attack rank, to a maximum of three.
(Benchmark - subject's Atk or SpA, max 3).


(The relevant stats are the stats the attack uses for damage calculation.)

These changes are also being made to Defense Aid.
:mismagius:
Fatigue
This condition will be added to act as a limit on repeated Chills.
Pushing past the ends of a Pokemon's Energy should be possible, but not sustainable.

This condition will eventually force the subject to Faint due to not being able to have HP or Energy; then will be discarded by Fainting. This technically gives Shedinja more longevity than other Pokemon.

Fatigue
The Pokemon has pushed themselves too hard in battle.

Stack Limit: Infinite.

This condition can't be transferred.

The subject's maximum HP is reduced by 25, and their maximum Energy is reduced by 10.
:cyclohm:
Frost
Victims will be given an even larger forced Fire weakness. The Frost-discarding effect will remain.
With this change, Fire moves now "justify" being used on a Frost victim. They may be used as the last hit before Frost expires, or a player may alternate a Frost-inflicting move and Fire-type attacks.

Additionally, we're extending the duration slightly.

Updated Text:
Frost
The Pokemon is entombed in a coating of ice that will constrain their mobility until they thaw.

[UPDATED] The effectiveness of Fighting, Fire, Rock, and Steel against the subject is at least x1.5.
-> The effectiveness of Fighting, Rock, and Steel against the subject is at least x1.5; and the effectiveness of Fire against the subject is at least x2.

The subject's Defense rank and Special Defense rank are each at most 6.

If the subject attempts, or is hit by, a move that is Fire-type or that mentions "inflict Burn": Discard this Condition.
:murkrow:
Minion Restrictions
This new condition weakens the subject and limits their actions. It is the opposite of Boss Restrictions.
This condition is for making fodder enemies to populate Facility encounters, such as Safaris or Raids.

Minion Restrictions
The Pokemon is a lesser threat; typically under the sway of a bigger boss.

The subject's can't heal the HP of Pokemon with Minion Restrictions. (Including themselves.)

The subject is unaffected by Protection, by Evasive, and by Decoy.

The subject can't attempt Physical- or Special-Damage Returning moves, Endure, or Pain Split.
:tapu fini:
Misty Terrain
Now only prevents the infliction of new Major Conditions.
We'd like this effect to no longer crowd out Heal Bell, Aromatherapy, and Rest as important support moves.

While we're here, we now have room to buff the other, oft-overlooked effect of Misty Terrain.

Updated text:
Misty Terrain
The battlefield is covered in a soothing mist. It is difficult to be angry when standing in it.

[UPDATED] When a standing Pokemon attacks with a Dragon-type attack: Give that attack a Power Penalty of two (2) -> four (4).
(A Pokemon that isn't Flying-type and isn't subject to Hovering is standing.)

[UPDATED] Standing Pokemon are unaffected by Major Condition.
-> Major Conditions can't be inflicted on Standing Pokemon.

Nature Power calls Moonblast.
:indeedee-f:
Psychic Terrain
Now only prevents priority actions of opponents.
This is, thankfully, a change to match in-game.

Updated Text:
Psychic Terrain
The battlefield seems to teeter and totter, without moving. It is disorienting to stand on.

When a standing Pokemon attacks with a Psychic-type attack: Give that attack a Power Bonus of two (2).
(A Pokemon that isn't Flying-type and isn't subject to Hovering is standing.)

[UPDATED] Standing Pokemon are unaffected by actions of opponents executed with a priority of +1 or greater, except their own.
Nature Power calls Psychic.
:slowbro-galar:
Quickness
You can no longer quicken "nonstandard" (Z-, Max, and combo) moves.
If we want to give out more Quickness in fanfiction buffs, we're gonna have to nip this in the bud.

Updated Text:
Quickness
The user is tensely coiled like a spring, watching for the perfect moment to strike.

In ordersets (orders and substitutions) issued to the user, actions may have the optional parameter "(Quick)".

[NEW] As the step's turn sequence is determined, if the subject's intended action is not a Combination, Z-Move, or Max Move; and it has the parameter (Quick): Move the user's turn to the start of their priority bracket in the turn sequence; then, discard this condition.
:talonflame:
Recovery Aid
Now plays nicer with other sources of healing.
The implied counterplay of "heal the Recovery Aid user a little bit" was never going to gain much traction. Now, this Condition is best answered by hitting the user harder.

Recovery Aid
The Pokemon can shrug off a certain amount of punishment.

An integer value can be specified for this condition. If no value is specified, the default is 10.

Higher-value copies of this condition overwrite lower-value copies.

[UPDATED] At the end of each round; if the subject hasn't had their HP healed this round: The subject heals HP, equal to the specified value. ->
At the end of each round: The subject heals HP; equal to the specified value if they haven't had their HP healed this round; or half the specified value if they have.
:kecleon:
Type Shift
This new Condition will be used for type-changing abilities, so that they play nicely together.
Rather that having several different abilities create unique type-changing Conditions, they will create Type Shift "of" that type or those types.

Text:
Type Shift
The user has had their fundamental typing altered.

This condition may be created declaring one or more unique types. It declares no types by default.

The subject is the declared type or types. (This can cause the subject to be typeless, if no types were declared.)

Protean and Libero will create and discard this condition instead of their unique conditions.

Color Change will also create and discard this condition; as well as modify the types on it.



Moves​

:toucannon:
Charge-Up Moves
Charging and readying will be replaced with a more streamlined restriction.
The main reason for this change is to clean up substitution timing. These moves are the number one use case for default (empty) Timing Clauses; so, to be rid of empty Timing Clauses, we must first get rid of charging and readying.

This patch's Energy rework was the best time to do this; because it allows us to give these moves a different simple drawback when necessary.

Updated Text:
Solar Beam
The user absorbs lots of sunlight, then concentrates it and fires it off in a powerful beam.
Tags: #Charged
Energy Cost: 4
(Energy Cost, for Geomancy: 6)

[REMOVED] (The user begins charging this move at priority +1, and executes this move at priority -1.)
[NEW] (If the user has been hit two or more times this step, and the user hasn't consumed a Power Herb this round, this move can't execute.)

While the Weather is Sun: The user executes this move at priority 0 instead -> Solar Beam's priority is 0, and its base Energy Cost is 3.

While there is a non-Sun Weather in play: Solar Beam's BAP is 6.

These changes will also be made to Solar Blade.

The first change (the restriction text, not the Sun synergy) will also be made to Electro Shot, Freeze Shock, Geomancy, Ice Burn, Meteor Beam, Skull Bash, and Sky Attack.

Beak Blast, Focus Punch, and Shell Trap will each receive individual attention, below.

Razor Wind will have similar changes to the Evasive Attacks, just below. Sky Drop is its own can of worms.

This change means that Substitute now helps these moves sometimes beat Bullet Seed and other multi-hit moves—because, potentially, as few as one hit may make it through. This also means Mega Kangaskhan now beats every charge move by default.
:pajantom:
Evasive Attacks
These attacks are fine mechanically, but references to Readying will be re-phrased.
"Evasive attacks are fine mechanically" isn't a sentence I thought I'd get to type!

Updated Text:
Fly
The Pokemon flies high up out of reach, before striking with a dive-tackle.

[UPDATED] When the user readies this move -> At priority 0, by the user's Speed, while the user is intent on this move: Grant the user Hovering and Evasive against single-target actions until their next turn starts.
(Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind have effects that ignore this Evasive status.)

[NEW] While the user has Evasive from this move: Their intent to use this move can't change.

[UPDATED] While the user is readying this move -> has Evasive from this move, when they become Grounded: Cancel this move -> Discard any Evasive granted by this move; then, the user takes damage equal to twice (x2) their own Weight Class.

This change will also be made to Bounce, Dig, Dive, Phantom Force, and Shadow Force. Sky Drop is its own can of worms; I hope we get to it in this patch.

Similar changes will be made to Razor Wind, but with its own unique condition instead of Evasive.

The phrase "by the user's Speed" tells you "when", within priority 0, the first effect to grant Hovering and Evasive will trigger. It should work the same as the previous Readying wording.
:archaludon:
On-Charge Effect Moves
With charging and readying removed, these moves will trigger at a different timing.
This will adversely affect Skull Bash, since it can't be used as a priority Harden with damage attached anymore. So, we'll be greatly increasing the duration of the boost.

Updated Text:
Meteor Beam
The user gathers space power to empower themselves, then fires that power as a glimmering ray.
Priority: -1
Tags: #Charged
Energy Cost, for Meteor Beam and Electro Shot: 5
Energy Cost, for Skull Bash: 4

[REMOVED] (The user begins charging this move at priority +1, and executes this move at priority -1.)
[NEW] (If the user has been hit two or more times this step, and the user hasn't consumed a Power Herb this round, this move can't execute.)

[UPDATED] When the user begins to charge -> executes this move: Raise the user's Special Attack stage by one (1) for their next two (2) -> three (3) turns [REMOVED], without extension.

This change will also be made to Electro Shot and Skull Bash, except that Skull Bash will increase its stage for "their next (5) turns."
:castform:
Manual Weather
Will now have very high Energy costs if the round "starts with" another Weather.
Updated Text:
Sunny Day
The user manipulates the air particles around to act as a lens, greatly intensifying sunlight in the area.
Energy Cost: 4

[REMOVED] (If a Weather has been created this round, this move can't be attempted.)

[NEW] During rounds that started with a non-Sun Weather: This move's Energy cost is doubled (x2).

Discard all non-Sun Weather; then, create Sun for five (5) rounds.

This change is also being made to Hail, Rain Dance, Sandstorm, and Snowscape.

This change may be made to Terrain moves at a later time; especially if they suddenly gain widespread distribution.

This change has been on my mind for a long time. With this phrasing, auto-setters can have their Weather disrupted for a normal cost, during the round they enter play. They can set back, also for a normal cost. Attempts at manual setting can also be disrupted in the same round for a normal cost.

Once a round ends with a Weather in place, fighting over that weather becomes expensive. If a round starts with Sun, and you want to set Rain, trading Weather moves will quickly exhaust your Pokemon's Energy, but not the opponent's. You'll want to contend their Weather with an auto-setter of your own or with Defog, if you can.

In this way, we hope players can jockey for Weather advantage in an interactive and strongly defendable manner; and finally enjoy playing Weather structures that are so well-supported by the source games.
:revenankh:
Draining Moves
We're lowering the healing on these moves and removing the healing cap.
For regular draining moves, that drain half of the damage dealt in the source games:

Updated Text:
Absorb
The user drains energy from the target with a wispy beam of red light.

[UPDATED] On hit: The user heals HP equal to half (x0.5) of the HP lost by the defender, to a maximum of five (5) HP.
-> When the user successfully completes this move: The user heals HP, equal to one-third (x1/3) of the damage dealt to defenders with hits.

This change will be made to Absorb, Bitter Blade, Drain Punch, Dream Eater, Giga Drain, Horn Leech, Leech Life, Matcha Gotcha, Mega Drain, and Parabolic Charge.



For strongly-draining moves:

Updated Text:
Draining Kiss
The user gives their target a bewitching kiss that steals some of their essence.

[UPDATED] On hit: The user heals HP equal to half (x0.5) of the HP lost by the target, to a maximum of seven (7) HP.
-> When the user successfully completes this move: The user heals HP, equal to one-half (x1/2) of the damage dealt to defenders with hits.

This change will be made to Draining Kiss and to Oblivion Wing.
:weezing:
Modal Moves
Many "modal" moves will have their modes split from each other in the DAT.
CurseCurseGhost.png
We want these moves to be easier for players to parse while browsing the DAT.

If you want to see what this treatment looks like, you can look at Curse and Curse (Ghost) in the DAT currently.

Alternate modes in the DAT should be colored grey in the DAT, as shown here, to showcase to readers that the mode is somehow alternative or different than "main" modes.

We probably won't be able to update these right away, so expect this change to be made within the first week of the patch.

Old Text:
Clear Smog
The user releases a translucent, cloying smoke from its body.

(You may choose "Fog" mode when ordering this action.)

Reset the defender's stat stages to 0.

Clear Smog (Fog) gains the following additional effects:
● This mode has no BAP, its target scope becomes The Battlefield, and its Category becomes Other.
● Reset the stat stages of each Pokemon in play to 0.
● When the user successfully completes this move: Create Fog for five (5) rounds.

New Texts:
Clear Smog
The user shrouds the opponent in a translucent, cloying smoke.

(This move has an alternate mode, Clear Smog (Fog), that may be used instead.)

Reset the defender's stat stages to 0.
Clear Smog (Fog)
The user releases a translucent, cloying smoke that fills the battlefield.

(This is an alternate mode of the move Clear Smog.)

Category: Other | BAP: 0 | Energy Cost: 4 | Target: The Battlefield.

Reset the stat stages of each Pokemon in play to 0.

When the user successfully completes this move: Create Fog for five (5) rounds.

This change will also be made to Egg Bomb (Trap), Mist (Fog), Sky Drop (Drop), Smog (Fog), and Smokescreen (Fog).

Shell Side Arm (Physical) and Shell Side Arm (Special), and Teleport and Teleport (Slow) will remain as they are due to the simplicity of their modes.

Poison Sting has a more detailed rework, below.
:rhyperior:
High-Energy Attacks
Formerly "Self-Sluggish Attacks", these moves will be changed to allow us to remove Sluggish from the game.
Sluggish is a mess of difficult-to-remember restrictions that we're glad to finally be rid of.

In its place, we have a new and much more intuitive way to penalize chaining together too many high-exertion moves. :totodiLUL:

Hyper Beam
Gathering an immense amount of energy, the user opens its mouth and releases a terrifying beam.
Energy Cost, for Hyper Beam and Giga Impact: 5
Energy Cost, for other such moves: 6

[REMOVED] When the user successfully completes this move: Inflict Sluggish on the user.

[NEW] (Note this move's Energy cost.)

This change will also be made to Blast Burn, Eternabeam, Frenzy Plant, Giga Impact, Hydro Cannon, Meteor Assault, Prismatic Laser, Roar of Time, and Rock Wrecker.

Reminder text will be added, similar to other batches of "non-effect" moves, such as priority attacks.

That's all! You are now free to order Blast Burn x3, if starting the next round at 12/30 Energy is of no concern.
:alomomola:
Recovery Moves
With the Energy rework, we can now safely improve several healing moves.
The most common healing moves, such as Recover, have been improved to heal 25 HP instead of 20. Moves that healed variable amounts of HP based on a condition, such as Morning Sun, were left alone.

Recovery Move Changes
The phrasing "as a Recovery" will be removed from all affected... effects.

Heal Order
[UPDATED] The user heals 20 HP, as a Recovery -> 25 HP.
Also changed in this way:​
Heal Pulse, Recover, Milk Drink, Slack Off, and Soft-Boiled.​

Healing Wish
...that heals its Recipient for three-fourths (x0.75) of the HP and half (x0.5) of the Energy that the user had when this move was executed, rounded down...
This change is also being made to Lunar Dance.​

Rest
[NEW] ...inflict Sleep also named "Restful Sleep"...
When this condition is created: The subject heals 20 HP, as a recovery-> 30 HP.

Milk Drink
[UPDATED] The user heals the target for 20 HP, as a Recovery -> 30 HP. Grant the defender a unique condition with the following effect:
● When the subject attacks with a "Bone" attack: Grant that attack a Power Bonus of two (2).


Pollen Puff
[FIXED] If this attack would hit an ally one or more times; instead, the user heals that ally for 20 HP as a Recovery.
(This change should clarify that all of the hits are replaced with a single heal.)​

Purify
[UPDATED] ...the user heals themselves for 12 HP -> 10 times the number of Major Condition conditions discarded this way, plus 20...
(This move doesn't require any Major Conditions on the target, unlike its source-game version.)​

Wish
Create a Delayed Heal on the user's team as a Recovery, that causes the recipient to heal 20 HP -> HP, equal to 20% of the creator's maximum HP plus 10 (Max HP / 5 + 10).
:toucannon:
Beak Blast
This move will be reworked due to the removal of charging and readying.
Toucannon has been featured in these patch notes an awful lot.

Old Text:
Beak Blast
The user heats their beak to scalding levels, and then brandishes it to attack.

(The user readies this attack at priority +6, and executes this attack at priority -3.)

When an attacker makes contact with the user, while they are readying this move: Inflict Burn on the attacker.

New Text:
Beak Blast
The user heats their beak to scalding levels, and then brandishes it to attack.
Combo Limit: Banned

At priority +6, by the user's Speed, while the user is intent on using this move: Grant the user a unique condition until their next turn starts, with the following effects:
● The subject's intent to use Beak Blast can't be changed.
● When an attacker makes contact with the subject: Inflict Burn on the attacker.

The phrase "by the user's Speed" tells you "when", within priority 0, the effect to grant a unique condition will trigger. It should work the same as the previous Readying wording.
:mienshao:
Brick Break
Now destroys Screens fully, like before.
I didn't want to call these "Screen-Breaking Moves.

Players are improving at the game; the value of Screens is known and players have more to sub for than ever. We can now safely provide a clean answer to Screens.

Old Text:
Brick Break
The user swings an appendage or weapon with stone-cracking force.

While the user is attacking with this move: Ignore the effects of Screens affecting the defender's team.

When the user finishes attacking a defender with this move: Halve the duration of each Screen affecting the defender's team, rounded down.

"New" Text:
Brick Break
The user swings an appendage or weapon with stone-cracking force.

When the user attacks a defender with this move: Destroy each Screen on that defender's field.

This change will also be made to Psychic Fangs and Raging Bull.
:ninetales-alola:
Chill
Reworked to act as a more severe penalty for exhausting a Pokemon's Energy.
I wavered between reworking this command and removing it, and landed on this version to be slightly more lenient to over-exerted Pokemon.

Updated Text:
Chill
The Pokemon remains idle, merely watching their opponent, to rest their weary body.

[REMOVED] (If the user has no remaining Chills, this command can't be attempted.)

[REMOVED] The user heals 12 Energy, as a Chill.

[NEW] The user gains a stack of Fatigue and heals six (6) Energy.

Fatigue, added above, reduces the Chill user's maximum HP and Energy, eventually forcing the Chill user off of the field whether they like it or not.

I don't expect this version to be used very much, in truth. It may come up when matches come down to the wire of Energy, like current Chill does, but it's far less effective at extending the length of matches than the previous version.

The intent of Energy work as a whole is to ensure matches can realistically end, so a version of Chill that could extend a Pokemon's field lifespan for multiple rounds would undermine the work we're doing.
:klefki:
Crafty Shield
Why doesn't this give Protection, again?
We're not really worried about sub abuse here. If it needs to be changed in the future it can be.
Crafty Shield
The user creates a shield out of scrap paper and stickers, all by themselves!

[REMOVED] Grants a unique status to the user and their teammates until the end of the step, with the following effect:
● The subject is unaffected by non-damaging moves used by the subject's opponents.


[NEW] Grant the user and each active teammate Protection from opponents' non-attack moves until the end of the step.
:sneasler:
Dire Claw
Now checks what conditions the defender could be inflicted with.
We're just going to accept that this move's Effect Check trigger gets sorted after Poison Touch.

This move's Energy-draining effect was only ever really meant for that, so it can safely go away.

Updated Partial Text:
[UPDATED] Effect Check: The defender loses four (4) Energy; then, i -> Inflict one of the following conditions that can be inflicted on the defender, at random with equal odds:
● Poison.
● Paralysis with one (1) Strain.
● Sleep until the end of the defender's next turn.
:breloom:
Focus Punch
This move will be freely usable, so long as the user hasn't been hit in that round.
Focus Punch
The user charges and concentrates on a single, all-or-nothing punch.
Priority: -3
Energy Cost: 4
Combo Limit: Free

[UPDATED] (The user readies this action at priority +6, and executes this action at priority -3.) -> (If the user has been hit this round, this move can't execute.)

[REMOVED] When the user is hit while reading this attack: Cancel this move.

This version's counterplay is much the same as before: Hit the user. This version should be much less hostile to substitutions, and easier to play with and against in general.

There's a risk that Pokemon begin ordering Focus Punch as their entire main order, with a "When you are hit IF able THEN do something else" substitution. We're not sure if that's what will happen; and even if it does, we're not convinced that's necessarily bad. We will be keeping an eye on this move, though.
:iron hands:
Helping Hand
We're capping this move's Power Bonus at a maximum of 15.
This change is mainly made for less reactive opponents like Raid Bosses, who could otherwise be at the mercy

With this change, players are still rewarded for helping regular high-BAP attacks, but they are no longer "forced" to either support hugely-scaling moves or else lose theoretical efficiency.

The high Energy Cost reflects the expected use case of this move.

Helping Hand
The user turns to an ally and focuses their energy of that ally, empowering their next move with raw friendship.
Energy Cost: 5

This move bypasses Decoys.

[NEW] Grants the defender a unique status until the end of the step, with the following effect:
● When the subject attacks: Grant that attack a Power Bonus, equal to its BAP, to a maximum of 15.
:starmie:
Hypnosis / Grass Whistle
Under new Combo rules, these moves can be restored to usability.
When players had access to hundreds of possible Combos, common Sleep-inflicting moves had to be kept action-neutral. Now that the number of possible Combos is limited, and players will see Combos involving these moves on the profile, their nerf can be reverted.

Updated Text:
Hypnosis
The user releases mystical energy through their eyes, filling the opponent's brain with a suggestion to sleep.

[NEW] Inflict Sleep on the defender for their next two (2) turns.
This change will be made to Hypnosis and Grass Whistle.
:gengar:
Nightmare
Now depletes a proportionately-larger amount of Energy.
As a reminder, 5/100 is smaller than 2/30. You can check.

Updated Partial Text (of the unique condition):
● At the end of the step, while the subject is Asleep: The subject takes five (5) damage and loses [UPDATED] five (5) -> two (2) Energy.
:drapion:
Poison Sting
This move has a new effect that replaces its previous mode-switching.
We don't really want players to have to remember to use this move "correctly".

Updated Text:
Poison Sting
The user attacks their target with thrown or thrusting poisoned needles.

[REMOVED] Poison Sting (Contact) has the following additional effects:
● Poison Sting (Contact) makes contact.
● While performing this move: The user's critical hit stage is increased by three (3).


[NEW] While the defender is Poisoned: The user's critical hit stage is increased by three (3).

Effect Check: Inflict Poison on the defender.
:ribombee:
Pollen Puff
Now costs more Energy when healing allies, instead of costing Recoveries.
Updated Text:
Pollen Puff
The user fires a ball of pollen at their target. It is beneficial to allies but harmful to foes.
Energy Cost: 5

If this attack would hit an ally; instead, the user heals that ally for 20 HP [REMOVED] as a Recovery.

[NEW] Pollen Puff's base Energy Cost is 3 if it targets only opponents.

[REMOVED] (As a reminder: This counts as the user's Recovery.)
:unknown:
Power Shift
Now correctly swaps offensive stats with defensive stats.
We've had this move backwards the whole time. Who knew?

Updated Text:
Power Shift
The user enters a state of absolute focus, completely rewriting their inherent attributes in the process.

Grant the user a unique condition, with the following effect:
● When this condition is created: Note the subject's four core base ranks. (Attack, Defense, Special Attack, and Special Defense.)
● The subject's base Attack rank is equal to the noted Special Attack -> Defense rank.
● The subject's base Defense rank is equal to the noted Special Defense -> Attack rank.
● The subject's base Special Attack rank is equal to the noted Attack -> Special Defense rank.
● The subject's base Special Defense rank is equal to the noted Defense -> Special Attack rank.

Maybe when we get another mainline game or DLC, someone will learn this move, and this change will matter!
:rabsca:
Revival Blessing
Now grants more HP, and proportionately more Energy, to revived Pokemon.
Again, I must stress: 12/30 is bigger than 20/100. You can check.

Updated Text:
Revival Blessing
The user performs an ancient sacred ritual of life and rebirth.

(Specify a fainted teammate as you order this move. If no teammate is specified, this move can't be attempted.)

The user heals the teammate for 20 -> 30 HP and 20 -> 12 Energy [REMOVED], as a Recovery (of the user). Then, discard Fainting from that teammate.
:sceptile:
Shed Tail
This move's recent buff has become inherent to the Switching condition, so we're removing the mention here.
Updated Partial Text:
Grant the user Switching [REMOVED], with the following additional effect:
● The trainer of the subject does not become the starting player as a result of withdrawing the subject
.
:turtonator:
Shell Trap
This move will be reworked to use the strengths of the intent rules.
This is another one of those moves that I dreaded working on, but was in working order in about sixty seconds of typing. Go figure.

Old Text:
Shell Trap
The user lays a trap on their own body. If triggered, the trap explodes and blasts the target with fiery shards of the user's shell.

(The user readies this attack at priority +6, and *cancels* this attack at priority -3.)

When the user is hit by a Physical attack, while this move is readied: The attacker becomes the target of this move; also, the user executes this move.

New Text:
Shell Trap
The user lays a trap on their own body. If triggered, the trap explodes and blasts the target with fiery shards of the user's shell.
Combo Limit: Banned

(If the user has NOT been hit with a Physical attack during this step, this move can't execute.)

When the user is hit by a Physical attack, while intent on using this move: The attacker becomes this move's target; then, move the user's turn so that it is next in the turn sequence. (Regardless of priority.)
:vikavolt:
String Shot
This move is being changed to match the source games.
This move was buffed by Game Freak some few generations ago, so we're finally bringing that update here.

String Shot
The user entraps their target in a silky spit.

Lower the defender's Speed stage by one (1) -> two (2) for their next five (5) -> four (4) turns.
:mr-mime:
Substitute
Now creates a Decoy with only 9 HP.
Now, the Decoy can be broken in a single hit by many many more low-Level Pokemon. This change should have little appreciable effect on high-Level play; since Substitute is most often used for blocking utility moves in those settings.

Substitute
The user weaves a decoy doll using some of their own life, to take hits in their place.

(This move costs HP, equal to 20% of the user's maximum HP rounded down. If the user has a Decoy, this move can't be attempted.)

[UPDATED] The user creates a Decoy with 10 -> 9 HP.
:ditto:
Transform
This should copy Combos, so that Ditto doesn't need any of its own.
If we let Transform copy Combos with no restrictions, though, it would allow Mew/Smeargle/Necturna to radically alter their Combo list with no warning. Instead, it'll just fill up empty slots.

Transform
The user alters their genetic structure to copy the target's, transforming into an almost-exact copy of them.

(Targets after the first are ignored. If the target has no movepool, such as Raid Bosses or Pokemon with movepool-replacing Traits, this move can't execute.)

This move bypasses Protection.

The user transforms to the defender's current Species and Forme until the user leaves play, except:
● The user's new maximum HP is that of their own original species.
● The user retains their own locked and unlocked Techniques.
● The user's new movepool is that of the defender, for the defender's Level, including any omissions or selections made by that defender. (Such as by Mew.)
● The user's stat stages each become equal to the defender's corresponding stat stage, overwriting their previous stat stages. (Including duration.)
● The user also copies any changes made to the defender's original parameters by the arena or venue. (Such as Ryuki's back-up singers.)
(See 5.9a ""Transforming"")

[NEW] Fill the user's empty Combo slots with Combos from the defender's slots, starting from the top.
:linoone:
Trick / Switcheroo
No longer require the user to hold an item.
The previous way this worked was a change from ingame that mostly served to confuse players. Switcheroo will be updated to the below text as well.

The added text, intended to smooth over PvE abuse, is also no longer necessary. Mentions of Loaner items will be removed.

Trick
The user cleverly swaps items with their target with sleight of hand or psychic power.

[UPDATED] (If the user is holding more than one item, specify the item to transfer to the target or this move can't be attempted. If the holder is holding one item, that item is specified automatically. If the user is holding no items, this move can't be attempted.)

While this move is being performed: Pokemon may hold any number of items.

[REMOVED] Give the user's specified held item, if any, the following additional effect for as long as it is a Loaner:
● At the end of the round, if the holder's team doesn't own this item: The holder drops this item.


[UPDATED] Transfer the target's oldest held item, if any, to the user. Then, transfer the user's specified held item, if any, to the defender [REMOVED] as a Loaner item. It remains a Loaner until dropped.
 
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Abilities​

:lanturn:
Absorbing Abilities
Now only absorb HP from attacks of the appropriate type.
In the absence of Recoveries, these abilities will be limited by the user's Energy.

Old Text:
Water Absorb
The Pokemon draws in ambient moisture in the area to rejuvenate themselves.

The user has an additional immunity to Water.

When a Water-type action is completed, if it targeted the user: The user heals 16 HP as a Recovery.

When a Water-type action is completed, if it did not target the user: The user heals three (3) HP. (Not as a Recovery)

New Text:
Water Absorb
The Pokemon draws in ambient moisture in the area to rejuvenate themselves.

The user has an additional immunity to Water.

[NEW] When a Water-type attack is completed: The user heals an amount of HP, based on whether that attack targeted the user:
● It did: Heal HP equal to the attack's BAP; then, the user loses one (1) Energy.
● It did not: Heal three (3) HP.

The heal from absorbing an attack is smaller now, but it is also repeatable more than two times per Pokemon, compared to the version that used Recoveries.

This change will also be made to Dry Skin, Earth Eater, and Volt Absorb.
:chi-yu:
Abilities "of Ruin"
We're increasing the strength of these abilities to make their users more desirable.
With their strong stats and slim movepools, the Ruinous Pokemon are likely to sit on trainers' shelves. Pokemon like Ferrothorn, Weavile, Great Tusk, and Chandelure provide more utility and similar-enough stat profiles.

So, we're making sure these abilities push their users to monstrous (virtual) stats.

In the source games, Pokemon can't be affected by two Beads of Ruin users; and Pokemon with Beads of Ruin don't affect one another. The different abilities can affect each others' users though—they don't play nice together. We don't have a good phrasing that prevents multiple users of the same ability "of Ruin" from stacking, so we can't reach source game parity that way.

I'm not going to add text to make these Pokemon work together as a theme, either; I think that would be a trap. Their small movepools mean you'll likely just get picked apart. These Pokemon probably work best with the support of large-movepool teammates.

Updated text:
Beads of Ruin
The Pokemon is incarnated from the foul aura of their life-stealing beads.

[UPDATED] The Special Defense rank of other Pokemon in play (including allies), except Pokemon that have Beads of Ruin, are reduced by two (2) -> four (4).

This change will also be made to Sword of Ruin, Tablets of Ruin, and Vessel of Ruin.
:gardevoir:
Abilities with Triggered Actions
All "Triggered Actions" will be rephrased to simply be triggered effects instead.
The impetus for this is the amount of confusion players have as to what constitutes an "action", and especially a non-attack action.

Old Text:
Desolate Land
The Pokemon's might is such that the earth blackens and melts in their presence.

[REMOVED] The user gains the command "Summon Desolation".

[UPDATED] When the user enters play or gains this ability, unless ordered otherwise this round: The user uses Summon Desolation as a triggered action.
(To "order otherwise," specify the timing to NOT use the command in one of your posts that round. Transforming into a form that has this ability counts as gaining this ability, even if the previous form had it.)

[REMOVED] **Command: Summon Desolation**
--- BAP, 9 En, typeless, --- Acc, Status, CT: None.
Discard any weather in play, and create Sun named "Desolation" with the following effects:
● This Weather is also treated as Sun.

● This Weather can't be discarded and other weather can't be created, except by Rayquaza or Kyogre.
● The Weather is unaffected by abilities, except those of Rayquaza or Kyogre.
● Water-type attacks can't be executed.

New Text:
Desolate Land
The Pokemon's might is such that the earth blackens and melts in their presence.

[NEW] Sun created by the user is also named "Desolation", and has the following effects:
● This Weather can't be discarded and other weather can't be created, except by Rayquaza or Kyogre.
● The Weather is unaffected by abilities, except those of Rayquaza or Kyogre.
● Water-type attacks can't be executed.

[UPDATED] When the user enters play or gains this ability, unless ordered otherwise this round: Discard Weather in play, then create Sun.
(To "order otherwise," specify the timing to NOT use the command in one of your posts that round. Transforming into a form that has this ability counts as gaining this ability, even if the previous form had it.)

This change will also be made to Delta Stream, Desolate Land, Drizzle, Drought, Electric Surge, Grassy Surge, Misty Surge, Power of Alchemy, Primordial Sea, Psychic Surge, Rebound, Receiver, Sand Stream, Snow Warning, and Trace.

Color Change, Emergency Exit and Wimp Out will receive special attention, below.

Dancer and Imposter will be made to call and attempt the moves they interact with, because they perform existing named moves. This functionally leaves them as-is, but continues to help deprecate the term "triggered action".
:chromera:
Color Change
Now allows type selection on send-out; but triggers automatically thereafter.
Removing triggered commands is a good chance to revise the substitution-interacting design of this ability.

This version of this ability includes a very powerful, but difficult to maximize, new effect involving the user's moves.

Old text:
Color Change
The Pokemon is able to imitate any type of attack they are hit by.

The user gains the triggered command "Change Color".
(Triggered commands can't be a Pokemon's order. Substitutions can use them as triggered actions.)

No more than one of the user's substitutions each round may mention "Change Color" in their result.

Triggered Command: Change Color
--- BAP, 5 En, typeless, --- Acc, Status, CT: None.
(If the user hasn't been hit since they last entered play, or if the user has executed Change Color this round, this command fails.)
Discard any Change Color status from the user, then grants the user a unique status until they leave play with the following effects:
● When this condition is created: Note the type or types of the last action that hit the user.
● The user is the noted type or types.

New Text:
Color Change
The Pokemon is able to imitate any type of attack they are hit by.

As you send out the user, you may declare a type to become.

As you issue orders to the user, you may declare a type to exclude.

When the user enters play, if a type was declared for the user upon send-out: Grant the user Type Shift of that declared type.

When the user is hit with an attack: Add that attack's types to the user's Type Shift, except any type declared to exclude in that round.

At the end of the round: Discard Type Shift from the user; then, grant the user Type Shift.

The user's Normal-type moves are the types of their Type Shift, if any.
:houndoom:
Early Bird
The effect of this move to spend an "extra" Recovery for healing will be removed.
Healing an extra 20 HP every time the user types Rest probably no longer flies.

Updated Partial Text:
[REMOVED] At the end of the step, if the user is Asleep: Discard Sleep from the user; then, if the user is not Asleep, the user heals 20 HP as a Recovery.
:golisopod:
Emergency Exit (and Wimp Out)
Reworked due to changes to the Switching condition.
Also, I'm not entirely sure why we used the phrasing "Move the user to their trainer's Bench; then, return them to play," for the effect that was usable while Switching is Off. It seems like an annoying choice.

Old Text:
Emergency Exit
The Pokemon is shrewd (definitely NOT cowardly), and knows when to make a tactical retreat (definitely NOT to save their own hide).

The user gains the triggered commands "Tactical Regroup" and "Tactical Retreat".
(Triggered commands can't be a Pokemon's order. Substitutions can use them as triggered actions.)

When the user is hit, and that damage brings their HP from above half (x0.5) of their maximum HP, to half or below: Grant the user Retreat, an empty unique condition.

**Triggered Command: Tactical Retreat**
--- BAP, 0 En, typeless, --- Acc, Status, CT: None.
(If the user is not subject to Retreat, or if the match rules do not allow switching, this command fails.)
Discard Phazing and Retreat from the user. Then, grant the user Switching.

**Triggered Command: Tactical Regroup**
--- BAP, 0 En, typeless, --- Acc, Status, CT: None.
(If the user is not subject to Retreat, this command fails.)
Move the user to their trainer's Bench; then, return them to play.

Updated Text:
Emergency Exit
The Pokemon is shrewd (definitely NOT cowardly), and knows when to make a tactical retreat (definitely NOT to save their own hide).

When the user's HP is brought from above half (x0.5) of their maximum HP, to half or below: Grant the user Switching.
:alomomola:
Healer
Now improves Recovery Aid additively, instead of doubling the healing.
The effect to improve Recovery Aid will no longer stack multiplicatively with other Healer users.

This ability existing in its current state was simply ripe for creating some unlucky player's "worst match of Doubles they've ever had."

Healer
The Pokemon is swathed in a serene aura that allies can't help but feel relieved by.

When the user or an active teammate is inflicted with a Condition from the following list: Remove all other such Conditions from that Pokemon.
● Confusion, Doom, Dread, Encore, Infatuation, Flinching, Taunt, Torment, Sealed, Sluggish, and each Major Status.

[REMOVED] If the user or an ally, with no Major Status, would heal HP due to Recovery Aid; instead, they heal twice (x2) that much HP.

[NEW] The value of Recovery Aid on the user and their allies is increased by six (6).
:lilligant-hisui:
Hustle
No longer requires using expensive, typically non-damaging moves, to stack up.
The current version is annoying to remember and to trigger, except for exactly Durant; who triggers it off of all of their relevant attacks.

Because the Energy costs of moves as a whole are easier to remember now, we can put them to use in this ability's new version.

This version disproportionately improves high-cost moves such as Draining Kiss, Phantom Force, and Solar Beam.

Old Text:
Hustle
The Pokemon's preferred method of attack is to start swinging first and ask questions never.

[REMOVED] When the user enters play and it is the first round of battle; or when the user spends 10 or more Energy for an action's cost: Grant the user a unique condition named "Bustle" until they Faint, with the following effects:
● Stack Limit: 4
● The subject's Attack rank is increased by two (2).

New Text:
Hustle
The Pokemon's preferred method of attack is to start swinging first and ask questions never.

[NEW] The base Energy cost of the user's Physical attacks is at least four (4).

[NEW] While the user is attacking with a Physical attack: The user's Attack rank is increased, equal to the Energy cost of that attack. (Whether or not it was paid.)
:skarmory:
Keen Eye
Attack Aid from this ability will be replaced with a new effect that makes non-attack actions accurate.
The Attack Aid-granting effect on old Keen Eye has always been "stuck" with a myriad of restrictions, due to some very offensively powerful users like :braviary-hisui:Braviary-Hisui.

Rather than continuing to tweak these restrictions, we're replacing this effect with a new effect that's attractive to more Keen Eye users.

Keen Eye tends to be given to Pokemon that would like to hold an Incense, so this change also means they won't be overlapping sources of Attack Aid.

Keen Eye
The Pokemon's sharp vision allows them to see right through concealment and bluffs.

The user's Accuracy stage can't be lowered, and the user's negative Accuracy stage is ignored.

[NEW] While the user is acting: The Evasion stage of defenders is ignored.

[REMOVED] While the user is attacking with an attack that currently has no chance to miss, and that doesn't share a type with the user: The user has Attack Aid.

[NEW] The user's non-attack moves, and combinations containing those moves, automatically hit.
:hydreigon:
Levitate
"Distant" will be Evasion against super-effective attacks.
So long as this ability filters out attacks with bonuses; we can't "grant a power bonus to all Pokemon", or share Attack Aid, as a double-edged effect for items such as Incenses. Players would use those sources to blank all attacks from their opponent.

Also, Power Bonuses are slightly less common than they were in previous patches. Pokemon like Ursaluna or Gallade haven't been the best thing you can do for quite a while. They tend to come from items these days, instead.

Instead of leaving this ability as is and allowing it to threaten to lock out all attacks in some future missed interaction, we're just cutting out the middleman. With this change, Levitate will filter out the opponent's most relevant attacks by default.

This version of the ability should be more resilient to future item or condition interactions; and it should still be a powerful defensive tool.

Updated Text:
Levitate
The Pokemon naturally floats above the ground, approaching the battle only when they're ready.

The user has Hovering.

[UPDATED] While it is -> During the user's first round in play in this battle, and the user's only original ability is Levitate, and the user hasn't attacked or become Grounded:
● The user has Evasive against attacks with Power Bonuses -> super-effective attacks, also named "Distant".
:naviathan:
Light Metal
Reworked to grant Quickness once, at the end of the user's first round in play.
This change moves this ability away from its balance-nightmare BAP threshold effect. If the BAP threshold was too low, this ability barely mattered; if it was too high, it gave the user a rainbow of differently-typed priority attacks and made damage-racing the user a lost cause.

Light Metal
The Pokemon's body or plating is composed of a lightweight metal alloy.

The user's Weight Class is decreased by three (3).

While the user is being attacked: The user's Heavy Metal ability is ignored.

[REMOVED] The user's single-hit attacks with four or less (4-) base power have +1 priority.

[NEW] At the end of the round, if the user entered play this round: Grant the user Quickness.
:bibarel:
Moody
Now raises stages in a more straightforward way.
The old text of this ability was phrased to de-synergize with Simple, all the way back at the start of Gen 9. We don't really see a need for this kind of handicap in the modern game.

Old Text:
Moody
The Pokemon is prone to mood swings that affect them even in battle.

At the end of each round, even if the user isn't in play: Discard any prior selections; then choose one of the five core stats at random for the user to favor, and then one of the remaining four for them to disfavor.

The user's current favored stat stage is treated as if it were two (2) higher, and the user's current disfavored stat stage is treated as if it were one (1) lower.

New Text:
Moody
The Pokemon is prone to mood swings that affect them even in battle.

At the end of each round: Raise two (2) of the user's stat stages, chosen at random from among the lowest of the user's five core stat stages, by one (1) each, for the user's next six (6) turns.

Fun fact: I had originally set out to "correct" this ability to include Accuracy and Evasion, but the source-game ability hasn't done that since Gen 8.
:weavile:
Pickpocket
Contraband is now returned at the end of the round.
Weavile has made themselves a Circuit metagame mainstay in players' estimation, with the ability to revenge kill opponents with two held items, Fake Out, and powerful attacks. Other Pickpocket users offer similar gameplay, and players are rushing to Level them up. We like the style of item denial Pickpocket offers: Targeted denial, that doesn't invalidate opponents' already-equipped items, and offers the opponent a clear path to relief via KOing or forcing out the Pickpocket user.

The current implementation of Pickpocket, however, holds the stolen item longer than is healthy. It also encourages stalling the round to deny the stolen item for longer. Players have also begun to use Pickpocket to limit the opponent's send-outs by pocketing crucial user-specific items, making it especially powerful early in a match.

Updated Text:
Pickpocket
The Pokemon's cunning and sleight of hand allows them to easily steal a foe's item.

The user can hold any number of items not owned by their team, in addition to their other held items.

When equipping items to the user in a send-out post, you may also equip them with one item from an opponent's backpack. Note those items as the user's "Contraband". (And un-note any prior Contraband.)

Opponents can't equip copies of the user's Contraband item to their Pokemon.

[UPDATED] When the user leaves play -> At the end of the round, or when the user leaves play: Restore all of the user's destroyed Contraband, then return all of the user's Contraband to their owners' backpacks, even if that Contraband is immutable.

Pickpockets will now be made to return their Contraband at the end of the round they stole it. It now encourages the Pickpocket user to "use or lose" their ill-gotten spoils; refocusing the ability to be more aggressive.

We've multiple players report that they're focusing on sending only negation items, so that they don't risk running into strong Pickpocket users. While we don't love that play pattern (and we're unsure if it's really correct, strategically), we do want players to send and enjoy using powerful items. For the time being though, we'll continue allowing Pickpocket users to nab immutable items such as Z-Crystals.
:weavile:
Pressure
Adjusted for the Energy rework. Now inflicts only low-HP, low-Energy foes with Dread.
Compared to before the Energy rework, Pressure will now tax opponents more harshly—by 1/30, instead of 2/100. Now, the penalty will be applied like in the source games: It will tax non-attacks, and it will tax only actions that target the Pressure user.

Next, the Pokemon will now inflict Dread with a duration upon entering play, and won't reapply Dread round after round. Dread will only be inflicted on opponents that are on low HP or Energy.

Lastly, the effect mentioning Deoxys has been moved to Deoxys' Trait, above.

Pressure
The Pokemon's mere presence inspires a sense of dread in anyone opposing them.

[UPDATED] Opponents' attacks cost an additional two (2) Energy. -> The Energy cost of opponents' actions, that target the user, are increased by one (1).

[NEW] At the end of the Switching Phase, if the user entered play this round: Inflict Dread on each opponent whose HP and Energy is at half (x0.5) or below, for that opponent's next turn.

[REMOVED] Opponents who haven't completed an attack this round have Dread.

[REMOVED] If the user is Deoxys: The user has a condition based on their Forme:
● Default: Hovering.
● Attack: Penalty-Proof.
● Defense: Bonus-Proof.
● Speed: Attack Aid.

As pictured above, Weavile was our primary abuser of instant access to Dread. We'd like them to continue doing so, but only opportunistically.

Rather than having to outspeed Weavile with an attack to "answer" Pressure, opponents will now be asked to plan ahead and to avoid leaving low-HP or low-Energy targets for Weavile to prey on.
:cyclizar:
Regenerator
In the absence of Recoveries, this ability will now deplete the user's Energy.
This change puts a harsh limitation on how much Energy a Regenerator Pokemon may profitably spend.

Pokemon with Regenerator will now need more careful piloting to maximize the efficiency of their Energy; including choosing not to heal during key switches. We expect that skilled players will be able to make the most of this version of Regenerator.

If it helps, picture this effect as "using Recover as a triggered action".

Regenerator
The Pokemon can renew themselves when they take a break from battling.

[OLD] When the user leaves play: The user heals 20 HP as a Recovery. ->

[NEW] When the user leaves play, if they have four or more (4+) Energy, and their HP is not full; unless ordered otherwise: The user heals 20 HP, and loses three (3) Energy.

At the end of the user's turn, if the user Chilled this turn: The user heals six (6) HP.

This is a nerf overall; Energy is more precious than Recoveries previously were.
:sableye:
Stall
Now specifies what happens if multiple Pokemon use Stall in the same step.
This really should always have worked by speed order.

Stall
The Pokemon has incredible patience, waiting for just the perfect moment to strike.

As you issue orders to the user, actions in the order may be given the optional parameter (Stall).

[UPDATED] When the step's turn sequence is determined, if the user's current order has (Stall): Move all orders that have (Stall) to the end of the turn sequence, maintaining their placement relative to each other.
:aegislash:
Stance Change
Seeking viability without breaking the Aegislash.
Now, instead of Aegislash having to waste an action every time they want to be in Shield forme again, they only need to use King's Shield once per sendout.

Stance Change
The Pokemon can switch between offensive or defensive battle stances as they deem fit.

While the user is Aegislash: The user's default forme is said to be their Shield forme.

After the user leaves play: The user transforms to their default forme.

[REMOVED] When the user attempts King's Shield: The user transforms to their default forme.

[NEW] When the user completes an action, if the user has executed King's Shield since they last entered play: The user transforms to their Shield forme.

When the user attempts an attack: The user transforms to their Blade forme.
:alcremie:
Sweet Veil
Now increases Recovery Aid, and also protects against Dread.
The now-obsolete effect to ignore one heal, for Recovery Aid's purposes, will be replaced.

Trigger criteria replacement is design wank, anyway. It mainly serves to create obnoxious rules snags to satiate that "wouldn't this be neat" itch.

While we're here, we're including a little bit of extra icing.

Sweet Veil
The Pokemon releases a sweet-smelling mist around themselves that lifts the mood of allies.

[UPDATED] The user and their allies, including inactive allies, are unaffected by Sleep and by Dread.

[REMOVED] The original triggered effect of Recovery Aid, on the user or their allies, triggers "if the subject hasn't had their HP healed more than once this round", rather than its usual criteria.

[NEW] The value of Recovery Aid on the user and their allies is increased by six (6).
:slaking:
Truant
Now restores energy the first time the user knocks out an opponent with an attack.
This odd templating allows Truant users to score a KO, and thus an Energy refill, with their last-ditch attack using the last of their Energy.

Updated Text:
Truant
The Pokemon is naturally lazy. If they battle for too long without rest, they simply give up.

[UPDATED] The user's Energy costs are tripled -> doubled.

[REMOVED] The user's Chills restore 40 Energy.

[REMOVED] Taunt status can't prevent the user from executing Chill.

[NEW] During the user's turn: The user does not Faint from having zero or less Energy.

[NEW] When an opponent Faints during the user's turn: Set the user's Energy to their maximum.



Items​

:choice band:
Choice Items
No longer restrict substitution clauses. Now prevent changing attacks.
These items have crowded out all other damage-granting items. Especially, this is because their current downside applies only while ordering first, and only if the opponent is in a position to fight back.

Choice Band
A sentimental elastic band that reminds its holder to believe in themselves.
The holder's Attack rank is increased by 50% (x1.5), rounded up.

[NEW] The holder can't attempt more than one different Attack move each round.

[NEW] The holder can't attempt more than one different non-Attack move each round.

[REMOVED] Substitutions issued to the holder can't have more than one Clause per component.
(The components are Timing, Trigger, and Result.)


[REMOVED] The holder's substitution count is reduced by 50% (x0.5), rounded up.

This should now capture the intended fantasy of brutish strength. These items should now be appropriately difficult to wield against disruptive opponents.

This change will also be made to Choice Specs.

For Choice Scarf, the following changes will be made instead:
Choice Scarf
A sentimental cloth scarf that reminds its holder to believe in themselves.

The holder's Speed and substitution limit are each doubled (x2) -> increased by half (x1.5), rounded up.

[NEW] The holder can't attempt more than one different Attack move each round.

[REMOVED] Substitutions issued to the holder can't have more than one Clause per component.
(The components are Timing, Trigger, and Result.)

Choice Scarf will only restrict Attacks. Its main function is to allow the user to leverage multiple utility moves or revenge KO opponents. Restricting the user to a single non-attack isn't really necessary.

Choice Scarf would probably continue to crowd out several other Speed-control items, such as Tamato Berry, Salac Berry, and Quick Claw, if it continued to double Speed. So, Choice Scarf will now offer a lower, but more consistent and persistent, Speed multiplier than its competitors.
:cheri berry:
Berries
Across all Berries, "Start of Round" effect triggers have mostly been replaced with more appropriate timings.
The existing "start of round" timings that Berries have are, admittedly, a crutch. At the time they were added, we were making a big pass to ensure Berries were viable as an ecosystem, so that consumables had any place in the game.

With the Gen 9 Backpack system, players have found plenty of reasons to use consumables and non-consumables as they play. BBP has landed in an acceptable place in terms of item balance.

Due to the changes to the Switching and Phazing conditions, above, we can expect that consumable items and item responses to hazard chip damage will be in demand.

First, we're adding this effect to every Berry:
:cheri berry:All Berries
[NEW] When the holder leaves play: Return this item to its owner's Backpack.

This should give Berries a permanent niche among items as a non-committal option, in case the risk of being "stuck" holding another consumable is too great.

Next, we're reworking certain Berries due to system changes that have occured around them:
:leppa berry:Leppa Berry
A rather unassuming Berry that hikers often take on treks, as it is a good source of energy.

[NEW] This consumed item can't be restored by the team that owns it.

[REMOVED] At the end of each turn, if the holder's Energy is at or below 50%: The holder consumes this item.

[NEW] When the holder spends five or more (5+) Energy on an action: The holder consumes this item.

[UPDATED] On consume: The consumer attempts to Chill as a triggered action. -> The consumer heals five (5) Energy.

Lastly, we're doing a pass across the remaining Berries, as follows:
Berry Update Pass #59459
:cheri berry:Cheri Berry
At the start of the round -> When this item is equipped and at the end of each Pokemon's turn; if the holder is Paralyzed: The holder consumes this item.
Also changed in this way:​
:chesto berry:Chesto Berry, :pecha berry:Pecha Berry, :rawst berry:Rawst Berry, :aspear berry:Aspear Berry, and :persim berry:Persim Berry​

:oran berry:Oran Berry
On consume: The consumer heals 12 HP, as a Recovery. -> The consumer heals 10% HP and loses one (1) Energy.
:sitrus berry:Sitrus Berry
On consume: The consumer heals 14 HP, as a Recovery. -> The consumer heals 20% HP and loses three (3) Energy.
:enigma berry:Enigma Berry
On consume: The consumer heals 16 HP, as a Recovery. -> The consumer heals 20 HP (not percent) and loses two (2) Energy.
(Enigma Berry has a better HP/Energy rate on purpose.)

:figy berry:Figy Berry
At the start of the round -> When the holder takes damage: The user consumes this item.
On consume: The consumer heals HP equal to their original Attack rank plus five (5), to a maximum of 18, as a Recovery. -> The user heals 6 HP. Raise the consumer's Attack stage by one (1) for their next two (2) turns.
Also changed in this way:​
:wiki berry:Wiki Berry, :mago berry:Mago Berry​
Also changed in this way, except they grant two (2) stages:​
:aguav berry:Aguav Berry, :iapapa berry:Iapapa Berry​

:tamato berry:Tamato Berry
● While this condition was created this round: The subject's Speed is at least 120 -> 150.
This Berry's relatives are unchanged.​

:cornn berry:Cornn Berry
At the start of the round -> At the end of the step: The holder consumes this item.
On consume: Grant the consumer a [FIXED] unique status -> condition [REMOVED] until the end of the round, with the following effect:
● The subject is Dark-type in addition to their other types.
Also changed in this way:​
:magost berry:Magost Berry, :rabuta berry:Rabuta Berry, :nomel berry:Nomel Berry, :spelon berry:Spelon Berry, :pamtre berry:Pamtre Berry, :watmel berry:Watmel Berry, :durin berry:Durin Berry, and :belue berry:Belue Berry​

:occa berry:Occa Berry
When a Fire-type attack is attempted -> When the user becomes the defender of a Fire-type attack
Also changed in this way:​
(the rest of the resist berries. im not typin that shit)​

:liechi berry:Liechi Berry
At the start of the round, if any benched Pokemon are Fainted -> When the holder is hit by an attack: The holder consumes this item.
Also changed in this way:​
:ganlon berry:Ganlon Berry, :salac berry:Salac Berry, :petaya berry:Petaya Berry, :apicot berry:Apicot Berry, :lansat berry:Lansat Berry, :starf berry:Starf Berry, :micle berry:Micle Berry, and :custap berry:Custap Berry.​

:jaboca berry:Jaboca Berry
When the holder is hit by a Physical move: The holder consumes this item [REMOVED], and the attacker takes damage equal to the damage of that hit.
[NEW] On consume, if the consumer has been hit by an attacker this turn: That attacker takes damage, equal to the total Physical damage of those hits.
Yes, this change is to allow these Berries to work against Frisk.​
Also changed in this way:​
:rowap berry:Rowap Berry.​

Berries not listed here are unchanged. (And, perhaps, are overlooked. Feedback in the usual place.)
:black belt:
Move-Providing Items
Will now provide holders with new moves selected to be more useful in regular play.
While some moves provided by these items were useful in niche contexts, such as Floral Healing provided by :fairy feather:Fairy Feather, those contexts would be better served with direct adjustments rather than relying on move-providing items. For example, if we want more Pokemon to have access to healing moves in the Raid Frontier, we could simply give raiders greater access directly from the facility.

Charcoal's provided move, Will-o-Wisp, is the ideal example for an appropriate move for these items to provide. It already sees wide distribution, it helps the holder improve certain matchups in regular play, and it doesn't undermine the viability of Pokemon that learn the move naturally. That last point is why we try to shy away from providing moves such as Salt Cure or Soak.

When originally designing these fanfiction effects, several moves were chosen for their utility in Combos, such as Detect provided by :black belt:Black Belt. Now that these items can't contribute to Combos, new moves need to be selected.

Certain other moves were selected only for their utility in the Raid Frontier, such as Life Dew provided by :mystic water:Mystic Water. With changes to Supporter Vocations to provide similar moves, these items can now provide moves useful in more typical formats.

Lastly, a handful of these items are being selected to provide two moves, when there isn't a single candidate move we like that's sufficiently strong on its own.
  • :black belt:Black Belt: The holder knows Detect -> Body Press.
  • :dragon fang:Dragon Fang: The holder knows Dragon Dance -> Dragon Cheer.
  • :fairy feather:Fairy Feather: The holder knows Floral Healing and Moonlight.
  • :hard stone:Hard Stone: The holder knows Rock Polish and Smack Down.
  • :mystic water:Mystic Water: The holder knows Life Dew -> Aqua Ring.
  • :never-melt ice:Never-Melt Ice: The holder knows Haze and Mist.
  • :silk scarf:Silk Scarf: The holder knows Hold Back -> Terrain Pulse and Weather Ball.
  • :silver powder:Silver Powder: The holder knows Bug Bite -> Infestation.
:enigma stone:
Enigma Stone
Adjusted due to Energy work.
This item is slightly on the weaker side, but it's conceptually sound. We've adjusted some of its numbers to make it more appealing.

:enigma stone:Enigma Stone
A bizarre stone with a hypnotic engraven pattern on its surface.

[REMOVED] The holder cannot Chill.

[UPDATED] If the holder would take HP damage; instead the holder takes 80% -> 75% of that amount rounded up as HP damage; and takes the remaining portion -> 10% of that amount rounded down as Energy damage. (The remaining damage is lost.)

Even after "halving" the Energy damage effect, Pokemon will lose a slightly larger share of their Energy to this item than before, since their maximum Energy was lowered by more than half. Thus, we've reduced the share of HP damage to compensate.

Enigma Stone continues to occupy an interesting defensive niche: It's a held item that insulates a Pokemon against getting one-rounded, while also ensuring the holder doesn't spend more than two rounds and change in play. In this way, it can almost be thought of as a matchup-control item.

I hope to see players brew with this item in the future. I expect it to be strong on Pokemon who can deal and endure a lot of damage, and then exit the field with an Energy-expensive attack when the time is right.
:lucky egg:
Lucky Egg
Removed. Newly-introduced Incense items will replace this item.
Removed.

The DAT entry will remain, with a note indicating that the item was removed.

Lucky Egg
A ovaloid charm said to bring the bearer great luck and good health.

**[ /!\ This is a removed item. It formerly had the following effect text. ]**
The holder's critical hit stage is increased by one (1).

The holder has Attack Aid and Defense Aid.
:macho brace:
Macho Brace
Reworked to support boosting stat stages with actions only.
The various :power lens:Power items (except :power weight:Power Weight) have struggled to find footing as useful items for supporting stat-raising moves. Instead, they exist mainly to occupy Archaludon's item slot.

This item will be adjusted to reward the use of moves that raise the user's—or an ally's—stat stages.

This item also had an Energy-restoring effect. Originally, I was simply going to remove it, but the item is positioned to support an underutilized type of move, so I thought I'd give it some attention.

:macho brace:Macho Brace
A tension brace worn during exercise to reduce muscle fatigue and prevent injury.

[REMOVED] When the holder gains a one or more stat stages: The holder heals HP equal to the total stages gained; and then heals Energy equal to that amount.

[REMOVED] When the holder's attack hits an opponent, and that opponent's HP becomes is equal or less than the holder's total stat stages: Inflict Fainting on that opponent.

[NEW] When the user's action increases their own stat stage, or the stat stage of an ally: Increase that Pokemon's critical hit stage by the same amount, for their next three (3) turns. Grant that Pokemon Quickness.

[NEW] The holder has Recovery Aid, with a value equal to their total positive stat stages.

This improved version of the item offers immediate value with the critical boost. If the Macho Brace user boosts their stages near the end of one round, they can set up very dangerous positions for the opponent in the following round.
:power herb:
Power Herb
With charging and readying removed, this item will be reworked.
Updated Text:
Power Herb
A fibrous leaf bursting with nutrition, releasing energy at the very first bite.

[UPDATED] At the start of the step, if the holder is ordered to use a move that mentions "begins charging this move" -> When the user is given intent to use a move tagged #Charged: The user consumes this item.

On consume: Grant the consumer a unique condition with the following effect:
[UPDATED] ● The subject's moves that mention "begins charging this move" become base priority +0 instead. -> The base priority of the subject's moves tagged #Charge is 0.
[NEW] ● The Energy cost of the subject's moves tagged #Charge is halved (x0.5), rounded up.
:power weight:
Power Weight
Changed to work with Recovery Aid and other non-field Conditions.
Power Weight
A heavy pair of weights for training the holder's stamina.

[UPDATED] If the holder's action or field condition -> action, or a status condition or field condition created by the holder while holding this item, would heal HP, instead it heals 50% (x1.5) more HP. (Even if the holder is fainted.)
:white herb:
White Herb

Simple viability-seeking buff for this item.
Updated Text:
White Herb
A white leaf filled with natural enzymes that help refresh a Pokemon.

When one or more of the holder's stat stages are lowered: The holder consumes this item.

[NEW]On consume: Reset the consumer's negative stat stages to 0; and grant the consumer a unique condition until the end of the round, with the following effect:
● The subject's stages can't be lowered.
:red card:
Red Card
This item will now inflict Switching, not Phazing, due to the changes to each.
Having this item be a magic "I want second order twice in a row" button, without the severe Energy cost, turn cost, and counterplay of Phazing moves, would be a recipe for disaster.

Red Card
A red card that can be held high to punish a foul and force the culprit into the bench as penance.

When the holder is hit by an opponent's attack, unless ordered otherwise this round: The holder consumes this item.

(To "order otherwise," specify that this item should not be consumed by the holder in one of your order posts for the holder that round.)

[UPDATED] On consume: Inflict Phazing -> Switching (NOT Phazing) on the attacker.
:zoom lens:
Zoom Lens
This item will be buffed to be viable for slow attackers in singles.
In Singles, this item now provides the holder with two each of power, Accuracy stage, and critical hit stage; as long as the user can manage to remain slower than their opponent.

We'll find out together how easy this criteria is to achieve and maintain. It's harder for Pokemon to act later than it is for them to act sooner; but some opponents do have ways to manage it, and an even slower Pokemon could always come in.

Old Text:
Zoom Lens
An optical device that allows the wearer to see more precisely. It takes some time to adjust.

[REMOVED] At the end of each Pokemon's turn: Grant the holder a unique Condition called "Zoom" until the end of the step, with the following effects:
● Stack Limit: 4
● The subject's Accuracy stage and critical hit stage are each increased by one (1).


When the holder attacks: Give that attack a Power Bonus, equal to the number of Zoom stacks they have.

Updated Text:
Zoom Lens
An optical device that allows the wearer to see more precisely. It takes some time to adjust.

[NEW] When the first enemy turn each step ends: Grant the holder two (2) stacks of a unique condition called "Zoom" until the end of the step.

[NEW] When the the second or later enemy each step ends: Grant the holder a unique condition called "Zoom" until the end of the step.

[NEW] The stack limit of Zoom on the holder is four (4).

When the holder attacks: Give that attack a Power Bonus, equal to the number of Zoom stacks they have.

[NEW] The holder's Accuracy stage and critical hit stage are each increased by the number of Zoom stacks they have.
 
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Click here to go to the top of the patch!


Playable Ventures​

We recommend reading the Patch from the top, to get valuable context for the changes below.

BBP_Patches.png


:sv/lugia:

Realgam Tower​


The past few months have featured the Safari Zone as the only facility open to new players. That's no good at all. Realgam Tower is now unlocked at Trainer Level 1! With this comes the release of Youngster Joey, Realgam's recommended first venture. Though veterans will find something for themselves as well...



:ss/eternatus-eternamax:

Individual Raid Adjustments​

With the overhaul to the facility, above, individual Raids will be adjusted once more to deliver a better experience.
All Raids
  • Updated to use AP and indicators.
    • Each Raid opponent now has behavior instructions. "Spend all AP", etc.
    • Protectors now demand at least half of all AP be spent on them, each round.
    • Easy raids will have fewer moves per indicator.
    • Hard raids will have more moves per indicator.
  • The "cheese protections" for Raid have been updated.
    • Condition Filter, etc. have been removed. Raiders can now freely Protect, Helping Hand, and so on... as Energy allows.
    • Boss Immunities entirely replaces old Raid Filters.
    • Bosses are now immune to certain annoying features such as Flinching, Sleep, and the strain of Paralysis.
    • Most minions have been re-categorized as "Minibosses."
    • Minions would be small, trivial enemies with Minion Restrictions.
    • Phase changes now simply rearrange the Raid's team again.
  • Players can now use the Switching Phase to move their Pokemon around "between" roles.
    • This process involves withdrawing two or more Raiders, then sending them back out.
    • Entry hazards thus make switching raiders around quite difficult.
Vs. The Spectacular Spore-verlord!
  • The Phase 2 minibosses now gain Type Shift, based on the damage types Phase 1 Amoonguss takes.
  • No more than one Phase 2 miniboss may be damaged each round.
  • Phase 3 Brute Bonnet now has Color Change.
  • HP reduced, overall.
Vs. The Greater Masticator Invader!
  • Reduced to 1 Phase.
  • AP increases with Round Count.
  • The ingested Pokemon must be freed manually with sufficient damage.
  • If the ingested Pokemon isn't freed in time, the player will lose.
  • HP increased slightly. (Because Helping Hand is more spammable.)
Vs. The "Loyal" Lousy Lackabouts!
  • a
[I will finish these tomorrow. I didn't want to delay Patch anymore.]



The Guild Alliance​

VSPok%C3%A9mon_Ranger_F.png
VSPok%C3%A9mon_Ranger_M.png

While the Battle Tree undergoes reconstruction, we have a new progression facility for players to challenge.

What is the Guild Alliance?
The Guild Alliance sees players challenging opposing Pokemon on grid-based maps, positioning their Pokemon for success while completing their multiple assigned Guild Tasks!

While the Safari Zone sends players into the wilderness to explore and survey, and the Raid Frontier asks players to challenge titanic foes at the remote ends of the world; the Guild Alliance works within and near active civilization to keep towns and cities in a safe harmony with their neighbor Pokemon.

wikstrom.png
scizor-mega.png

Who are the Guilds?
There are hundreds of smaller Guilds, like yours, that participate in the Alliance by taking tasks that need doing. The Alliance is overseen by the five largest Master Guilds:
  • The :scizor-mega:Training Guild aims to prepare aspiring trainers for the rigors of Guild work.
  • The :lopunny-mega:Big Game Guild posts tasks involving defeating powerful Bosses.
  • The :blastoise-mega:Defense Guild posts tasks involving protecting specific objectives from damage.
  • The :pidgeot-mega:Reconnaissance Guild posts tasks involving retrieving specific objects or rescuing civilians.
  • The :camerupt-mega:Rangers' Guild posts tasks involving defeating hoards of minor opponents.
By completing tasks for the five major Guilds, you can earn a variety of rewards from the Alliance's coffers. Each Guild offers their own type of reward.

What can I earn?
By completing objectives for the Alliance, you'll be able to earn EXP, :rare candy:TC, :amulet coin:RC, and :snow mail:Festive Event Vouchers.

Where can I play it?
Right here!



Now, for me.

The Battle Pike​

VS_Lucy-2x.png

BBP's long-lost "final endgame", and my own personal white whale, has finally arrived!

What is the Battle Pike?
The Battle Pike is a multi-floor, randomized gauntlet of battles. It is as complex as any venue in BBP will ever be.

As you play, you will earn "P.XP" for your Pokemon to raise their in-Pike "P.Level", outfit them with increasingly absurd "P.Powers", and prepare for their eventual confrontation with the P.Qu- excuse us, the Pike Queen Lucy.

The Pike is played in sessions, one Floor at a time. After you finish a Floor, your referee will write Save Data to your Pike Thread. You can then continue from that Save Data, or prior Save Data, the next time you sign up for the Pike.

What are Pike Powers?
Here's an example of a fun new Pike Power you might use:
Null and Void
Players who Die in area are sent to the Void: On death, the player character is permanently dead and sent to the Void league, even on softcore leagues. Voided characters can no longer be accessed in-game. The player is given a warning before entering these maps.

Wait, no, that's not quite right. Here's an example of some fun new Pike Powers you might use:
(5) Suffer Twice - While the user's Speed stage is positive: The user has Disdain.
This Pike Power (or "P.Power") has a cost of 5, is named "Suffer Twice", and has an effect that grants Disdain, a condition created by the Battle Pike's Head Maids to challenge and perplex the player.

What are Pike Conditions?
The Battle Pike's Head Maids have actually invented many more Pike Conditions that you may encounter. Their effects range from re-writting type matchups to changing how and when damage is dealt, so read them carefully in their home in the DAT!

What can I earn?
The Battle Pike can award nearly anything in the game, conditionally.

Opponents can drop in-session rewards like Pike Powers and useful medicine, but they also drop Profile Rewards.

For example, these are four of the possible drops from Artemis' trainers:
Ruin Sword - Defeat the Pike Queen to earn :chien-pao:Chien-Pao Lv3.
EXP Record - Defeat the Floor Boss to earn an :dire hit2:EXP Record.
Z-Unlock - Defeat the Pike Queen to unlock Z-Moves for up to one Pokemon participating in that battle.
Pike Serpent - The Pike Queen's Pokemon always have Unstoppable. Defeat the Pike Queen to earn your choice of :rayquaza:Rayquaza Lv2 or :giratina:Giratina Lv2.

Drops are determined randomly, and the rolls are improved by the P.Level of your Pokemon, so you'll want to plan your KOs efficiently.

In order to roll the best rewards, you'll have to climb your way to Gold Rank, level your Pokemon to high P.Levels during a challenge, and battle powerful opposing Pokemon who have many drops.

What next?
We'll balance the Pike, in as much as the Pike needs balancing. Any broken P.Power is likely to be used by both referees and players; so I'll likely only intervene if P.Power selection becomes too linear.

Releasing the Battle Pike was my highest personal goal in BBP. I'd like to continue the story of The Toymaker. I'd also like to advance my poor, neglected BBP Profile myself. Other than that, I don't have any big surprises left to tease at the moment.

Lucy-2x.png

That said... I've been putting off "paying" myself anything in-game, for the last three years of BBP development, in preparation for this moment:
I'd like to give myself a Pike Challenge Slot. And I don't want to pay entry for the Battle Pike, either. I hope that's understandable.

:basement-key:Administrator Access
A wrought-iron key-shaped token representing appreciation for bureaucratic services rendered.
Advanced Facilities, authored primarily by the holder, charge the holder no entry cost and do not require a Challenge Slot.

Where is it?
You can sign up for the Battle Pike right over here. Best of luck to you!
 
Last edited:
January Major Update: Follow-Up 1

:houndoom:
Early Bird
This ability was missed when removing mentions of Recoveries.

Healing an extra 20 HP every time the user types Rest probably no longer flies.
[REMOVED] At the end of the step, if the user is Asleep: Discard Sleep from the user; then, if the user is not Asleep, the user heals 20 HP as a Recovery.

:sneasler:
Dire Claw
We're just going to accept that this move's Effect Check trigger gets sorted after Poison Touch.

This move's Energy-draining effect was only ever really meant for that, so it can safely go away.
[UPDATED] Effect Check: The defender loses four (4) Energy; then, i -> Inflict one of the following conditions that can be inflicted on the defender, at random with equal odds:
● Poison.
● Paralysis with one (1) Strain.
● Sleep until the end of the defender's next turn.

:drifblim:
Ominous Wind and Silver Wind
Will be Combo Limit: One, like Ancient Power.
Combo Limit: Free -> One

:unknown:
Chill and Fatigue
Everyone complained that cycling Recover and Chill is too efficient; and that the Energy revision's details favor passive play overall.

Energy should undermine defensive Pokemon that spend too much time in play, too.

We'll solve this in two steps:
Chill
The user remains idle, merely watching their opponent, to rest their weary body.
Energy Cost: 3 -> 0 (again)

The user gains a stack of Fatigue and heals six (6) Energy.

We'll then add this:
Fatigue
The Pokemon has pushed themselves too hard in battle.

Stack Limit: Infinite.

This condition can't be transferred.

The subject's maximum HP is reduced by 25, and their maximum Energy is reduced by 10.

I'll also edit these changes into the main patch, above. Please keep the feedback coming in the usual channels!
 
Last edited:
January Major Update: Follow-Up 2
Thank you all for your input. We're rounding up a few more outliers ahead of the February Circuit.

Move Energy Cost Formulas
Formula for Energy Cost (e.g. "half the damage returned") are deprecated. The move's cost listed in its En Cost field is to be used instead.

This impacts:
  • Comeuppance
  • Counter
  • Echoed Voice
  • Fury Cutter
  • Grass Knot
  • Heat Crash
  • Heavy Slam
  • Ice Ball
  • Low Kick
  • Metal Burst
  • Mirror Coat
  • Rollout
Fling
Now has one Energy cost, regardless of the item thrown. Now tiers "orb" and "crystal" items higher. Additionally, now correctly uses an Effect Check rather than an on-hit trigger.
Updated Partial Text:
On hit -> Effect Check: The defender consumes the thrown item if it is a consumable; then, for each effect of the thrown item whose criteria mentions "At the end of the round" or "At the end of the step", resolve that effect, as if the defender was the holder.
Fling's BAP and Energy cost is determined by the thrown item's name, as follows:
● 4 BAP, 3 En: "Berry", "Gem", and "Herb" items.
● 8 BAP, 6 En: All items not in this list.
● 12 BAP, 9 En: "Stone", "Rock", "Plate", and "Power" -> "Crystal", "Orb", "Plate", "Rock", "Stone", and "Power" items (except Power Herb).
● 16 BAP, 12 En: Iron Ball.

:duraludon:
G-Max Depletion
Now depletes less Energy, but still proportionately more than before Energy Work.
Updated Partial Text:
When the user successfully completes this move: Each member of the defender's team in play loses eight (8) -> three (3) Energy.

:darkrai:
Bad Dreams
Now depletes less Energy, but still proportionately more than before Energy Work.
Updated Partial Text:
At the end of a sleeping Pokemon's turn, except for the user's: That Pokemon takes five (5) damage and loses five (5) -> two (2) Energy.

:kangaskhan-mega:
Parental Bond
No longer increases the Energy Cost of the user's attacks.
Updated Partial Text:
While attacking with a single-hit move with only one current target: The attack becomes a two-hit attack. The additional hit has one-fourth (x0.25) of the original attack's power. [REMOVED] Furthermore, the attack's Energy Cost is increased by one (1).

Pledge Move Energy Cost
These moves no longer increase in Energy Cost by eight (8) per type they are Enhanced with:
  • Fire Pledge
  • Grass Pledge
  • Water Pledge
Move Energy Cost Requirement
The following moves will gain the restriction text "If the user doesn't pay the entire energy cost of this move, it fails."
  • Misty Explosion
  • Pollen Puff
  • Self-Destruct
Medicine Energy Adjustments
Certain Medicines that interact with Energy were missed in the update.
  • :energy powder:Energy Powder: -10 -> -3 Energy
  • :energy root:Energy Root: -15 -> -4 Energy
  • :ether:Ether: +20 -> +8 Energy (This is a buff.)
  • :max ether:Max Ether: +40 -> +15 Energy (This is a buff.)
  • :elixir:Elixir: +20 -> +8 Energy (This is a buff.)
  • :max elixir:Max Elixir: +40 -> +15 Energy (This is a buff.)
  • :heal powder:Heal Powder: -5 -> -2
Rule 5.5a Level Sync
Will be added, with details on what few elements from higher Levels can be retained (mainly Nature) when bringing a high-Level Pokemon to a low-Level battle.

In particular, when Level Syncing a Pokemon, they'll lose Combo Slots. Follow this priority when removing Combos from down-synced Pokemon:
  • The player can remove Combos, but not add them, from any down-synced Pokemon they send in or sign up with.
  • The referee should remove any remaining Combos the Pokemon couldn't learn. (Such as requiring a move learned at a higher Level.)
  • The referee should then remove any Combos the Pokemon doesn't have the slots for, starting from the bottom.
  • These steps can result in a Pokemon having empty Combo Slots while downsynced.
We hope this doesn't often come up; down-syncing was previously completely seamless for players.

We also considered simply allowing Pokemon to "smuggle" moves into lower Levels, to make this process easier. We decided that Level 2 Pokemon don't really have good access to counterplay for certain higher-Level moves, such as Bulldoze and Trailblaze, that efficiently control Speed. Other high-Level moves, such as Fly, Imprison, or Magic Room, can be efficiently answered by Level 2 Pokemon, so we might revisit this option later if players find down-syncing Combos to be too annoying.

Rule 8.3b Cost Check
Now requires full Energy payment for Z-Moves and Max Moves; in addition to combinations and standard non-attack moves.

The Safari Zone
The following modifier will be added to Wild Pokemon:
  • Wild Pokemon can't heal more than 10 total EP per round.
In the future, I would like to do work with this facility to smooth out the referee's experience piloting Pokemon, and to make players interweave their battle and capture orders more flexibly, depending on the situation. I don't have it in me to overhaul another facility this patch cycle, or even next patch cycle, so the above change will be a stop-gap until then.

For Boasted Safari explorations with 12 Bravado, Moltres-Galar's Battle Assist "Triumph" now provides "When another captured Pokemon is released: The explorer's team each heal 13 HP and 13 -> 5 Energy." (This is a buff.)

The Raid Frontier
The new Data Thread is available. Once I edit the Raid Thread with the patch changes, the Raid Frontier will be available once more.

Queued Raid Frontier signups will become placeholders for their players.

The Future
We're keeping an eye on:
  • Whether Chill should restore more Energy (perhaps 8 to 10)
  • If Fatigue encourages aggressive trades or just makes it hard to find time to Chill.
  • Safari play experience, for players and for referees.
  • Raid Vocation balance.
  • Whether Raid referees have many choices or few choices when reffing.
 
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January Major Update: Follow-Up 3

Prevention of Commands

We're stripping down some effects that prevent the effects of actions, to instead prevent the effects of only moves.

We're using commands to drive Raid Frontier encounters to weaken pre-planning and funnel players into reactive play instead.

This effects the following pieces, and maybe more as they're found:
  • Assault Vest (You should get to Aim, Chill, Cover, and Hide freely.)
  • Armor Tail
  • Copycat
  • Dazzling
  • Mycelium Might (for the user's own actions.)
  • Prankster (for the user's own actions.)
  • Good as Gold
  • Psychic Terrain
  • Queenly Majesty
  • Wonder Skin
This does NOT affect various sources of Protection, Follow Me, Rage Powder, Razor Wind, or other "answers to actions" with very short durations.

This will also NOT be made to effects that prevent actions by tag (e.g. Bulletproof) or flag (e.g. Magic Coat), or by type (e.g. Water Absorb). Only those that provide immunity based on gameplay information (like priority) are an issue in this sense.

:hariyama:
Upper Hand
Will have its restriction text improved to be useful against multiple-turn opponents:

Updated Restriction Text:
(If any of the targets of this move have taken their turn this step, or if any -> all of the targets of this move have an order to use an action with priority 0 or less -> lack intent to use an action with priority 1 or greater, this move can't execute.)


Please keep the feedback coming!
 
January Major Update: Follow-Up 4 (Pre-Circuit)
Getting one last round of changes in before the February Circuit fires, so that it doesn't suck.

:dusknoir:
Chill
Will restore 10 Energy instead of six.

We've been thinking on players' misgivings with Energy, and abject fear of being Energy stalled (god forbid). What's important is that players have to work in a turn to use it; their "maximum possible Energy" is only a concern if it doesn't cap the longest matches.

Which is to say, you will still very likely see an Energy KO in this coming Circuit. That will happen while players learn their new limits. You'll also likely spend a round or more agonizing over when to get your Chill in safely, or whether to Chill at all.

:Choice band:
Choice Items
Will be adjusted to delay the impact of Tricking or otherwise donating a Choice item.
[NEW] During the Battling Phase, if the user started the Phase holding this item: The holder can't attempt more than one different Attack move each round.​

This is carrying forward the pattern of long-term, multi-move disruption from Encore and Torment: It shouldn't "kick in" during the same round.

This change does mean there's ways to weasel through the restriction for a round; probably involving Symbiosis or some other nonsense. I'm sure you'll all find something.

Tricking a pair of Choice Specs or a Choice Band should still be, situationally, quite good.

Trump Card
Will have BAP equal to "5, plus 10 for each stack of Fatigue on the user, to a maximum of 25."

Situationally, this can make it very effective Combo fodder.
 
9.3.1: March 2025 Minor Update
In this small patch, we're fixing up some last straggling issues from the Season 3 update as promised here.

After this, we're hoping to go heads-down for the scheduled May Major Update, as long as nothing disastrous crops up.

System Conditions​

Effective as of March 1st UTC.

:sv/shedinja:
"System Conditions" has existed as a category in the Data Audit for most of Generation 9, as "Fundamental Conditions":

1740546708685.png

Starting at the effective date, we're naming this grouping "System Conditions" and giving them much of the protections we currently afford to Arena Effects. We'll be adding phrasing for "System Conditions (like Fainting)" in most but not all mentions of Fainting in the main Handbook.

System conditions are removed only by effects that mention Fainting, that System Condition, or System Conditions as a group.

We expect that our well-behaved playerbase is above trying "oh, this raid effect doesn't mention system conditions, so I can revive infinitely, right?" and other such nonsense.

Playable Ventures​

Effective in challenges starting on March 1st UTC or later.

:sv/seviper:
Players are having trouble finding their footing in Pike, so this above change that fixes Fatigue also cuts off players from regaining Energy efficiently. We'll replace this "Fatigue hack" with a system for gaining minor Medicines during a run, described below.

Pike Trainers gaining high value from a succession of free-Tech Pokemon early on is intended—Pike is a high-power setting, and these opponents aren't intended to be pushovers. The Giga Impact + Hidden Power combo that these Pike Trainers often get to employ is fine through this same lens. The real issue with these advantages is that Pike Players currently don't get the leg up they need to effectively combat them.

I also don't like how the player's best form of sustain is using Defiance to the exclusion of all Technique use. The Pike is meant to be a PvE Venture where the player can unleash all of their strongest Pokemon and prizes.

:sv/shedinja:
Defiance
Will be removed from floors starting after the effective date.

:sv/gholdengo:
Pike Counters
Starting in floors that begin on or after the effective date; the player will earn PC ("Pike Counters") from each Pokemon they defeat, including the Pokemon of Floor Bosses and excluding Lucy's Pokemon. Remaining PC is retained in a player's Save Data, and can't be taken out of the Pike.

Pike Opponents award the player with PC equal to their P.Level plus 10, at the same timing that they award P.XP. This supplies the player with 66, 91, or 116 PC after one, two, or three Floors if my math doesn't fail me.

The player shops using their PC during the arranging post, after they arrange P.Powers and before they do anything further.

Any item in the player's Pike Backpack can be sold to the Pike Shop for 4 PC, regardless of what it is.

I'd like players to tell me where, in the main Pike Thread, they would expect to find the following table:

PriceAvailable Items
12 PC​
:potion:Potion
:ether:Ether​
18 PC​
:full heal:Full Heal
:energy powder:Energy Powder​
30 PC​
:max potion:Max Potion
:elixir:Elixir
:revive:Revive​

(Yes, some earned PC inevitably goes to waste. I don't currently have a fix for this that I like.)

:sv/milotic:
Technique Control
Starting after the effective date, both the player and Lucy will be given a limit of 5 Technique control, regardless of the Floor. This should solidify the Pike as the premier "playground for prizes", as described above.
 
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9.3.2: May 2025 Major Update
It's hard to believe we're already a third of the way through our third season of Gen 9 BBP! Where do the thirds all go?

This season of BBP has been, for the most part, quite stable after its rough and rush launched this January. As a result, we've been afforded a chance to focus on polish and clarity, which I hope will be apparent from the balance (and templating) changes found in this patch.

In this update:

Safari Zone Revision​

Effective in challenges starting <t:1746057600:f> or later (<t:1746057600:R>).

:sv/rockruff:
Like unto the Raid revision at the start of the season, we're taking this chance to sculpt the Safari Zone into its best self.
Argument
The Safari Zone is Generation 9's first "modern" facility... In the sense that is bloated to the gills with unnecessary mechanics, added powers, niche mathematical interactions, hidden rules, and contradictory incentives.

In this update, we've strived to retain only the best parts of the Safari Zone as a facility. We've chosen to center the act of weaving battle and capture orders together as the core of the Safari Zone experience, and trimmed back basically all other extraneous rules and game pieces as fluff—Wayfinder assists, Marking, Mood, and more have been found to lack sufficient contribution to the experience to justify their complexity, and have been cut or scaled back accordingly.

The main driving force of this update is play experience, to be sure. Running parallel to that motive is a need for sustainability—making the Safari Zone more resilient to future patches and changes. Both of these goals overlap in the removal of unnecessary moving parts. Sustainability asks for changes in how we author habitats, though: Fewer wild items, more standardized Pokemon stats, and less nonstandard trek progression.



Implementation

Mood is removed.

Marking, and the Elusive tag, are removed.

The Safari Zone is now played with three steps per round.

Major Conditions is now a crucial component of the Capture Criteria of standard balls again; instead of dealing bonus EP "damage".

Wild Pokemon are greatly revised:
  • Wild Pokemon once again have HP and Energy.
    • They tend to have x0.4 maximum HP and 6 maximum Energy, but boss encounters sometimes deviate from this.
    • They enjoy a discount on their attacks, making many of their attacks free.
    • Wild Pokemon are unfainting. They recover from negative HP or Energy at a set timing.
    • Wild Pokemon become vulnerable to capture when they Recuperate in this way.
    • Unless they have one of a handful of boss tags; Wild Pokemon cannot Chill, use Combinations, or hold non-Berry items.
  • They have "multiple health bars"; each ending in a capture attempt before the Pokemon recovers.
Habitats have been greatly revised:
  • Habitats that used the Elusive tag to create a "hidden extra Trek" have just been given an extra trek.
  • Most wild items have been removed; unless humans are active in the habitat's flavor environment to provide them. (e.g. Dragon Temple)
  • Habitat Suppliers are now the main source of healing medicine, and contain much less fluff.
The Galar birds will be made into standard Boast prizes, rather than having a Wayfinder-replacing mechanic.

Wayfinder replacement is now automatic. Players may no longer "stay" in a trek after a capture.
  • As a consequence, players now recruit from among their current or prior Wayfinders after a successful Safari Zone exploration.
Unique Wayfinder assists have been removed. Instead, all Wayfinders provide the same two "assists", detailed next to the supplier.

The standard supplier and the Wayfinder assists have been moved to their own quick-reference post, for easy linking and bookmarking.

Escape is now possible only after a wild Pokemon has Recuperated at least once.

Pooled EXP has been revised.
  • The maximum total pooled EXP is now slightly higher than before.
  • Only a certain amount of pooled EXP may be allocated to each Pokemon.
  • Recruited wild Pokemon now come with a portion of the EXP they "had" as an opponent.
  • Lifeline use now directly deducts from pooled EXP earned.
The standard supplier now carries only the weakest Potion and Ether types. Their stock of other items are unchanged.

If a habitat is too hard or too easy, its individual supplier should be adjusted.

Guild Alliance Updates

Effective in challenges starting <t:1746057600:f> or later (<t:1746057600:R>).

:sv/greedent:
Borrowing from Safari Zone changes above, Leaders in the Guild Alliance will now also be given a ration of Energy to spend. Like wild Pokemon in the Safari Zone, they'll spend three (3) less Energy for Attacks. Once a Leader is out of Energy, they should be much easier to deal with.


Balance Changes 9.3.2​

Effective in battles starting <t:1746057600:f> or later (<t:1746057600:R>).

:sv/sneasler:
^ now less unbalanced

There really isn't an overarching theme for this patch cycle. Instead, it has felt like cleanup work; tackling a grab bag of individually overperforming or underperforming game pieces that were overlooked by prior large systemic work.



Rules​


:mienshao:
The Switching Phase
Now clearly states that declared switches can be overwritten by later declarations in the same Switching Phase.
:tyranitar:
This change occurs in 2.5a "The Declaration Step". The following verbiage will be added, just before "Empty Position Declaration":

To declare a switch, a player posts in the battle thread designating which Pokemon they would like to send out, and which position they would like that Pokemon to fill. (Usually, by referring to that position's occupant or prior occupant. Positions aren't distinguished from one another until a Pokemon and/or other object occupies them.)​
When players who have declared any switches in a Switching Phase are offered a chance to declare more switches, they can declare those new switches in positions they've already declared for switching if desired—essentially, declaring that they've changed their mind. This is called "re-declaring" that declared switch. In practice, this only matters for players who are counter-switching, described just below."​

That is to say, this change specifically spells out that players who have their Pokemon U-turn may still counter-switch their Pokemon if offered.

More language is being added to disallow the "first-switching" player (that is, the player who gets the first chance to post in the Switching Phase) from filling positions and then re-declaring. This verbiage will be added to "Filled Position Declaration", after the phrase "Declare switches and Terastal, or post battle orders.":

The player who is first offered this choice may not re-declare their switches from the Empty Position Declaration step, above; but later players may. (The first player already got to choose their matchup when filling the empty position.)​

This extra text isn't strictly necessary. Allowing the first-switching player to declaring one send (for the empty position) and then immediately changing their mind (for the now-claimed position) doesn't result in a double switch, since actual switching happens later. Furthermore, the first-switching player was also the last player to fill empty positions. Still, this text is being added to fully clarify what's happening in this dense phase.

:kyurem-black:
Pokemon Fusion
Fused Pokemon will now inherit all lost HP and all lost Energy from their material Pokemon.
:tyranitar:
Currently, there is an incentive to put off Fusion until the HP and Energy of one material Pokemon has been sufficiently spent; to use Fusion as a source of healing.

This correction ensures that decisions around delaying Fusion are made based on matchups and the state of the field.

:mew:
Combination Cost
The Energy cost of a combination is now that of its highest-cost component, plus one (1) for each other component in the combo.
Our motive is simple: Combos should be used.

As it turns out, now that combinations are written in advance, we're not actually that worried about Oblivion Wing + Hyper Beam.

At this price point, combinations should be very commonly usable. This change should cement combos as a foundational element of BBP that factors into almost every round played at Level 2 or higher; whether or not the combos are used or just threatened.



Pokemon​


:shuckle::basculin:
Technique Control Traits
Certain Pokemon are being granted "Free Tech" trait, or graduating from this trait.
Gaining this trait: :basculin:Basculin, :basculin-blue-striped:Basculin-Blue-Striped
I would like to add :armaldo:Armaldo to the trait but I'm not sure it's the worst mon without it.

Losing this trait: :shuckle:Shuckle, :spinda:Spinda
I'd like to see more :lilligant-hisui:Lilligant-Hisui and :shiftry:Shiftry to see if they need this or not.

:kitsunoh:
Kitsunoh
Following CAP decisions, Kitsunoh will have its Attack and Speed reduced.
:bellossom:
CAP has recently decided on Kitsunoh nerfs, including Encore removal (which we ignore) and some stat reductions (which we do not ignore).
As shown in the thread, the decreases in raw stats are -14 Atk and -8 Speed. This translates directly into -1 Atk and -8 Speed in BBP terms. Removed moves are retained in BBP as "historical".

Kitsunoh's new statline is thus 90/7/6/4/6/120. Anyone with a Kitsunoh must have their profile approved in the Update Thread before they can use the Pokemon in a match.



Conditions​


:castform::stunfisk-galar:
Weather and Terrain
The progress-making effects of various Weathers and Terrains will be improved, to make proactive use of these moves more appealing.
This work is, in part, to give the majority of Pokemon something productive to do for their teammates when an opponent is Protected.

We're happy to make these conditions worth fighting over, given the changes last patch that outlined a finally-playable structure for jockeying for Weather control.

The changes, all together, are:
  • Sun, Rain: Power Bonus and Power Penalty for moves of appropriate type 3 -> 4
  • Sand: Damage per step 2 -> 3
  • Snow: New effect: "If Frost would be created with a duration in steps; instead, it is created with that duration plus one (1)."
  • Grassy, Electric, Psychic Terrain: Power Bonus for moves of appropriate type 2 -> 3
  • Grassy Terrain: Power Penalty for certain "seismic" moves 2 -> 4
  • Misty Terrain: Power Penalty 4 -> 5 (so that it feels included.)

:tatsugiri:
Attack, Defense, Mixed, and Recovery Aid -> Forte
These conditions will now be called Attack Forte, Defense Forte, Mixed Forte, and Recovery Forte.
Stop referring to the group of them as that other thing. :puff:

:toxtricity::toxtricity-low-key:
Corrosion
This Condition will be streamlined and re-templated as an ongoing effect.
:bellossom:
Due to Corrosion technically only taking effect right before 8.5 "Effectiveness Tally", it interacts weirdly with prior steps of the damage formula. In general, this move's text feels clunky; and while unique, it is overdue for re-templating. So re-template it we did!

This templating will be reused for the conveniently-also-retooled-below Corrosion ability!

Old Text:
While tallying type effectiveness, while the subject is the defender: Immunities to the Poison-type can't be tallied.

The subject's types can't make the subject unaffected by Poison or by Toxin.


New Text:
Immunities to Poison from the subject's types can't be tallied, and the effects of the subject's types that mention "unaffected by the Poison and Toxin conditions" are ignored.

:exeggutor:
Delayed Attack -> Delayed Damage
This condition will be renamed, to clarify that it doesn't hit and isn't an attack.
As above.

:dusknoir:

Fatigue
The effect that lowers maximum HP will be removed. The effect that lowers maximum Energy will now scale for different amounts of "starting" Energy.
:tyranitar:
I had wanted Fatigue to help curb the use of moves like Recover after a Pokemon used Chill, so that looping healing and chilling wouldn't become common.

However, changing the maximum HP of Pokemon is causing problems once more. This is unfortunate for Pokemon with Multiscale, but they'll each be fine.

This new effect intended to put a similar hard cap on a Pokemon's longevity after they Chill. Likewise, Chill now can no longer be attempted while Fatigued but restores more Energy, above. This means that Pokemon get two "segments" to their Energy, and must Chill to access the second one.

Old Partial Text:
[Removed] Stack Limit: 3

The subject's maximum HP is reduced by 25, and their maximum Energy is reduced by 10.

New Partial Text:
The subject can't have their HP or Energy healed.

:sneasler:
Flinching
Now can't be inflicted on the same Pokemon two steps in a row. Also now prevents less and less actions each time it is applied.
:tyranitar:
Flinching is seemingly doing its intended job in 3-step Singles play, but is out of hand in 1-step doubles. These two changes attempts to address two specific scenarios.

First, by preventing back-to-back Flinch rounds, I'm hoping that players who are being subjected to King's Rock or Wave Incense strategies in Doubles will find avenues to escape these types of locks.

Second, by worsening the list of moves Flinching can disrupt—starting with "All of them" on the first Flinch and then allowing 2-Energy moves, then 3-Energy moves, and so on to be used under each further Flinch—I'm hoping to put a ceiling on how powerful a repeated Flinch strategy can be in the long team, and make Flinch a poor tool to use (on its own) for passive damage strategies.

The move Upper Hand will be given text "Inflict Flinching on the defender, and do not increment their Flinch count note," because it is a niche counter-move intended to halt a narrow subset of specific moves. It shouldn't really be considered the same type of move as proactively-usable generic Flinching moves.

Old Text:
This condition can't be inflicted on each Pokemon more than once per round.

If this condition would be inflicted on a Pokemon that has already acted in the current step; instead, it isn't inflicted.

The subject can't attempt actions, except triggered actions.

New Text:
This condition can't be inflicted on each Pokemon more than once per round.

When this condition is created, note on the subject the number of times they have Flinched, or increment that note by one (1) if it exists already; and un-note this value when they leave play.

If this condition would be inflicted on a Pokemon that has already acted in the current step, or against a Pokemon who has Flinched since the beginning of the last step if any; instead, it isn't inflicted.

The subject can't attempt actions, with a base Energy cost greater than the subject's noted times Flinched, except triggered actions.



Commands​


:lucario-mega:
Raid Commands
All Raid-specific commands are now priority -2, and fail if used in succession. Crush and Mark have been reworked.
:tyranitar:
You now get to use your toys in Raid, once.

This is a long-ass note. I should have finished this yesterday.

All Raid Commands
All raid commands are gaining the following additional restriction text:
"If this command has been executed during this step or the prior step, this command can't be attempted."


Purge now also forbids a specifically-named Condition from affecting the subject.

Old Purge Partial Text:
Discard all Conditions created by Raiders from the defender.

New Purge Text:
Create a unique condition on the user named Purged for the next three (3) steps, noting the names of each other Condition on the defender that was created by Raiders, with the following effect:
● Stack Limit: Infinite
● Each stack of this condition has its own duration.
● Raiders are unaffected by the noted conditions.



Crush is being replaced with a new command, Seize; in the same indicator slots.

Crush Text:
(This is an exclusive command. If the user is not a Raid Pokemon, opposed by one or more Raiders, this command can't be attempted.)​
This command can also target the user.
While attempting or performing this command: The effects of items not owned by the Raid are ignored.​
Destroy all items held by the defender, that are owned by the Raiders' team.

Seize Text:
(This is an exclusive command. If the user is not a Raid Pokemon, opposed by one or more Raiders, this command can't be attempted. If this command has been executed during this step or the prior step, this command can't be attempted.)​
While attempting or performing this command: The effects of items not owned by the Raid are ignored.​
The user steals as many of the defender's items as the user can hold, starting with the oldest.


Old Mark Partial Text:
This command can only target non-Protector Raiders.

Exchange the defender's role and vocation with the Protector's. (This is forced swapping, so triggers "on Role Swap" won't trigger.)


New Mark Partial Text:
Inflict a unique condition on the defender until the end of the next step, with the following effect:
● The subject can't be Role Swapped.



Old Partial Ennervate Text:
Inflict Fatigue on each active Raider.

New Partial Ennervate Text:
Inflict a unique status on each active Raider, with the following effects:
● Stack Limit: Infinite
● The subject's maximum HP and maximum Energy are each reduced by two-fifths (x0.4) of their original amounts.

:shuckle:
Chill
We're combining the two Chills that Pokemon are "effectively" allowed.
:tyranitar:
By making this change, we're effectively combining the two Chills that Pokemon are currently "allowed".

In the current patch, Pokemon that become low on Energy have to position themselves to find a chance to Chill, ceding momentum to the opponent. The challenge of finding that safe turn, in different points in the ordering sequence, results in a variety of different battle situations for players to judge. We like this overall, but we're dissatisfied with the second Chill in a Pokemon's play lifetime.

The second time a Pokemon Chills in the current patch, they go down to a maximum of 10 Energy, almost always wasting most of that Chill, meaning most players don't bother.

Since the second Chill doesn't lead to any worthwhile decisions, we're getting rid of it and adding its healed Energy to the first Chill per Pokemon. Combined with changes to Fatigue, below, each Pokemon will now get a single Chill per battle or per venture, as appropriate. Chill now also adapts to venues where Pokemon gain more maximum Energy, such as the Battle Pike.

Old Text:
The user gains a stack of Fatigue and heals 10 Energy.

New Text:
(If the user is Fatigued, this command can't be attempted.)

The user heals Energy, equal to two-thirds (2/3) of their maximum Energy; then, inflict Fatigue on the user.



Moves​


:pangoro:
Beat Up
Beat Up will now call unassociated hits if there are no teammates yet on the bench but the team size allows it; they are of low power but at least they will exist.
:bellossom:
Saying that Beat Up is currently underutilized would be an understatement. The move is intended to be used late in a match when the bench is filled out, but often one or more Pokemon is KO by then, making Beat Up convoluted and unwieldy to use. However, it can be a powerful move, and this scarcity of usage makes it prone to being abused one day out of the blue. Thus, we will raise the skill ceiling and lower the skill floor of this move in one fell swoop.

Old Text:
Beat Up deals a number of hits equal to the number of Pokemon on the user's team that are active or benched, but not in reserve.

Each of those hits is associated with an active or benched member of the user's team, in the order those Pokemon were sent to the referee.

Beat Up's BAP is equal to half (x0.5) of the Attack rank of the Pokemon associated with that hit.

(See 4.2 "Active, Inactive, Benched, and Reserve Pokemon")

On hit: Cancel any charge-up move the target is charging.
(This move's maximum number of hits is the user's team size.)


New Text:
Beat Up deals a number of hits equal to team size, to a maximum of 4.

Each of those hits, in order, associated with an active or benched member of the user's team, in the order those Pokemon left the reserve; with the remaining hits being unassociated.

Beat Up's BAP is equal to a third (x1/3) of the Attack rank of the Pokemon associated with that hit, or two (2) if it is an unassociated hit.

This new text allows Beat Up to be useful even for lead Pokemon, at a minimum of 4 BAP in a standard 3v3, but it also prevents some unholy Rampardos/Darmanitan-G/Kingambit team from freely accessing 20ish BAP moves.

:scizor::simisear::braviary:
Berry-Stealing Moves
These moves will, while being performed, prevent the effects of Berries from triggering.
:bellossom:
The interaction between Bug Bite, Incinerate, or Pluck and Berries that activate on hit is confusing and sometimes left to external factors such as Speed, so to better their niche they will gain a Mold Breaker-like effect regarding Berries.

New additional Bug Bite Text:
While performing this move: The triggered effects of Berries, except those that trigger "On consume", can't trigger.

This change will also be made to Incinerate and Pluck.

:heracross:
Screen-Breaking Attacks
Now discards screens at a more sensible timing, allowing immunities to prevent this effect.
:tyranitar:
Currently, these moves break screens even if the defender is immune by typing. This change fixes that.

This change will also be made to Psychic Fangs and Raging Bull.

Old Brick Break Text:
When the user attacks a defender with this move: Destroy each Screen on that defender's field.

New Brick Break Text:
Destroy each Screen on the defender's field.

:galvantula:
Camouflage
Now discards and creates Type Shift, instead of a unique condition.
:tyranitar:
As a piece of trivia, the ability to discard Type Shift by name is the reason Type Shift was made. This lets type-changing moves and abilities play with each other nicely, or at least clearly.

Old Text:
Grants the user a unique status, with the following effect:
● When this condition is created, note the type of the current terrain. If no terrain exists, note the typing specified by the arena. If no typing is specified by the arena and no terrain exists, note Normal-type.
● The subject is the noted type or types.

New Text:
Grant the user Type Shift, of a type determined as follows:
● If there is a Terrain in play: Type Shift of the newest Terrain's type.
● If there is no Terrain in play, and the arena specifies a Camouflage type: Type Shift of that type.
● Otherwise: Type Shift of the Normal-type.

:sealeo:
Encore
Now
:tyranitar:
As it currently exists, Encore is a type of disruption that is very weak when delayed, and match-warping if allowed to be immediate. Instead of dancing around Encore's nature as a disruption that punishes... typing any move at all; we're remaking it into something more BBP-appropriate.

This new revision now only sticks if the defender has executed the same move (or the same Z-Move, Max Move, or a Combination with the same components) twice in a row. Positioned this way, it should now add a new dimension of threat to linear attackers like Dragonite and Palafin, without changing how players play in to disruptive Pokemon like Gallade, Mew, or Gengar very much.

As a word of caution; if your Encore user is slower than your would-be Encore victim, you'll want to use a substitution timed "at the start of your turn". You won't be able to intend Encore until the victim has actually executed the same-named action you're hoping to punish.

Old Text:
(If any target's most recently attempted action this round isn't a non-combination move, or if any target hasn't acted this round, this move can't execute.)

This non-combination move bypasses Decoys.

Inflict a unique status on the defender, noting that defender's most recently-attempted move this round, for the next two (2) rounds, with the following effect:
● If the subject would decide on intent during the last step of the round, except the round this condition was created; instead, their intent becomes the noted move.

New Text:
(If any target's two most recently-executed actions, since that target last entered play, aren't both moves and/or don't share all of their names; this move can't be attempted.)

This non-combination move bypasses Decoys.

Inflict a unique status on the defender, noting that defender's most recently-attempted move, for three (3) steps, with the following effect:
● The subject intends the noted move; and can't intend other moves.

:colossoil:
Fake Out
Now costs 3 Energy. Additionally, may now only be attempted if the user entered play this round, and only once that round.
:tyranitar:
This change brings this move more in line with its intended function in the core games: A tempo tool that encourages the user to leave and re-enter play.

It remains a strong source of extra damage for Pokemon such as Mega Lopunny, Raichu, Weavile, and Mega Kangaskhan. In addition, having this move will continue to make Pokemon strong at ordering first safely; a valuable and healthy niche that many teams rely upon.

Making the move windowed in this way encourages players to use it or lose it, and further pressures them to switch around to use it again—incentives that savvy opponents can exploit.

This move is still quite good at its intended job; so Inner Focus and Covert Cloak are likely to remain valuable tools.

Old Text:
Effect Check, if the user hasn't completed Fake Out since they last entered play: Inflict Flinching.

New Text:
(If the user did not enter play this round, or if the user has executed Fake Out this round; this move can't be attempted.)

Effect Check: Inflict Flinching on the defender.

:swalot:
Gastro Acid
Erasing Abilities outright can lead to mechanical issues, so Gastro Acid will now only suppress them.
:bellossom:
Gastro Acid has been looked at by the community in combination to Entrainment, leading to several questions regarding what happens when you try to give a foe your Ability when you have none. Using Showdown testing, we realized that the Ability still existed, it was just suppressed, so that's exactly the change we are going to make.

Old Gastro Acid Text:
Inflict the target with a unique status for their next six (6) turns, with the following effect:
The subject has no abilities.

New Gastro Acid Text:
Inflict the target with a unique status for their next six (6) turns, with the following effect:
The effects of the subject's abilities are ignored.

This change decouples the Ability existing and it being suppressed, so they remain transferable.

:xerneas:
Geomancy
Now lasts for the user's next seven (7) turns, from three (3).
:tyranitar:
Xerneas is designed around Geomancy, and much of the Pokemon's power budget as a box legend is allocated to this move.

To mirror this focus in BBP, we're greatly increasing the duration of Geomancy's boosts.

:dragapult:
Tera Blast
This move will be split into modes, like Curse. The alternate mode Tera Blast (Stellar) will more fully reflect the source game.
Old Text:
The user channels energy from their Tera Jewel, expelling a beam of sparkling energy that varies depending on the Jewel.

(Any Terastallized Pokemon can use this move, whether they know it or not.)

While the user's Attack rank is higher than their Special Attack rank: Tera Blast is Physical.

While the user is Terastallized, with a Tera Type other than Stellar: Tera Blast's typing is that of the user.

While the user is Stellar Terastallized: Apply the following effects.
● This move has no types.
● Pokemon that are Mega Evolved, Dynamaxed, or Terastallized; or who are holding a Z-Crystal; have an additional weakness to this move.
● Pokemon that are Stellar Terastallized have an additional immunity to this move.

New Text of Tera Blast:
The user channels energy from their Tera Jewel, expelling a beam of sparkling energy that varies depending on the Jewel.

(Terastallized Pokemon know this move. If the user is Stellar Terastallized; they attempt and execute the mode Tera Blast (Stellar) instead.)

While the user is Terastallized: Tera Blast's typing is that of the user.

While the user's Attack rank is higher than their Special Attack rank: Tera Blast is Physical.

New Text and Data of Tera Blast (Stellar):
BAP: 10
The user channels Stellar energy from their Tera Jewel, expelling a beam of pure Terastal energy.

(This is an alternate mode of the move Tera Blast. If the user is not Stellar Terastallized, they attempt and execute the default mode instead.)

While the user's Attack rank is higher than their Special Attack rank: Tera Blast (Stellar) is Physical.

This move can't have any types.

Pokemon that are Mega Evolved, Dynamaxed, or Terastallized; or who are holding a Z-Crystal; have an additional weakness to this move.

Pokemon that are Stellar Terastallized have an additional immunity to this move.

When the user successfully completes this move: Lower the user's Attack and Special Attack stages by one (1) each, for the user's next two (2) turns.

:hariyama:
Upper Hand
Now excludes itself from the newly-added Flinching note.
Old Partial Text:
Inflict Flinching on the defender.

New Partial Text:
Inflict Flinching on the defender, and do not increment their Flinch count note.

:aggron:
User-Weight Attacks
These moves now have a maximum BAP of twelve (12).
:bellossom:
Yes this the mandatory Groudon nerf.

:tyranitar:
With this change, there should now be a reasonable case for using a heavier defender to mitigate the damage of these attacks.

Old Partial Heat Crash Text:
Heat Crash's BAP is equal to six, plus the user's Weight Class, minus the defender's Weight Class, to a minimum of one (1).

New Partial Heat Crash Text:
Heat Crash's BAP is equal to six, times the user's Weight Class, divided by the defender's Weight Class, to a minimum of one (1) and a maximum of twelve (12).

The same change will be made to Heavy Slam.

:Cloyster:
Withdraw
The condition created by this move now has a duration in turns, and will no longer be discarded when using non-contact attacks.
:bellossom:
Withdraw is one of the most unique moves in the game, and one that deviates pretty far from cart. It is also a rather underutilized move even on Pokemon who have it, which is admittedly not a lot. The effect it provides is very nice and can mitigate the drawback of several high-powered moves, but a few edge cases would actually end Withdraw's effect due to not being contact, as Overheat Torkoal and Draco Meteor Flapple/Appletun can attest.

More than that, though, Withdraw has trouble finding itself in plan A if you have first order, as subs make it tricky to ensure consistent contact
attacks. The rework makes it a fire-and-forget move that will more easily benefit the user.

This means you get two full rounds to make use of Withdraw.

Old Partial Withdraw Text:
Grants the user a unique status with the following effect:
● The user can't take damage from their own attacks, and the user's attacks can't lower their own stat stages.
● While the user is being attacked with a non-contact attack: Reduce that attack's power by two (2).
● While the user is performing a contact attack: Increase that attack's power by two (2).
● When the user completes a non-contact attack: Discard this status.

New Partial Withdraw Text:
Grants the user a unique status for their next five (5) turns, with the following effect:
● The user can't take damage from their own attacks, and the user's attacks can't lower their own stat stages.
● While the user is being attacked with a non-contact attack: Reduce that attack's power by two (2).
● While the user is performing a contact attack: Increase that attack's power by two (2).




Abilities​


:salazzle:
Corrosion
This ability now uses the condition of the same name to bypass immunities to Poison.
:bellossom:
Corrosion (the ability) will essentially become a user-based version of Corrosion (the Condition), which should let it fit nicely into the different steps of an action.

:tyranitar:
This ability's prior template used a Triggered Effect with a very unusual timing, leaving players confused about how type effectiveness is determined in 5.3.

Old Text:
Before tallying type effectiveness, if the user is the attacker, the attack mentions "Inflict Poison" in its effect text, and if the defender is Poison- or Steel-type: Inflict Corrosion on the defender.

New Text:
While the user is performing a move, except while the user is the defender: The defender has Corrosion.

Poison created by the user has the following additional effect:
● The subject has Corrosion.

:jellicent:
Damp
Now provides Bonus-Proof and Penalty-Proof during Rain, instead of increasing power bonuses.
:tyranitar:
Increasing Power Bonuses is a terribly dangerous thing to have in the game. This effect of Damp wasn't considered when I changed the modifiers of Rain and Sun to be Power Bonuses and Power Penalties.

Since we're also increasing those same bonuses of Weather in this patch, this effect of Damp can't be allowed to live.

Old Partial Text:
Power Bonuses granted to the user's attacks, while the Weather is Rain, are increased by two (2).

New Partial Text:
While the Weather is Rain: The user has Bonus-Proof and Penalty-Proof.

:solgaleo:
Full Metal Body
Now exists.
What do you want from me?

:darmanitan-galar:
Gorilla Tactics
Now matches the newest version of Choice Band, also revised in this patch below.
:tyranitar:
This is me walking back my prior stance on aligning Gorilla Tactics with Choice Band; now, I've come to believe that memory concerns are more important than the ability to individually balance Darmanitan-Galar separately from the item.

This version of the ability makes Darmanitan-Galar incredibly damaging; especially with a Choice Band equipped, but also incredibly vulnerable to most forms of disruption.

Neutral Icicle Crash deals (9 + 3 + 20 - 7) = 25 damage to an average neutrally-effective defender... if uninterrupted. Now Darmanitan-Galar is much easier to order first in to, and is much more likely to be blown up in return in a poor matchup.

Old Text:
The user's Attack Rank is increased by one-third (x1/3) rounded up.

The user's Substitution limit is reduced by two (2).


New Text:
The holder's Attack rank is increased by 50% (x1.5), rounded up, to a maximum of 20.

While the user has executed an action since last entering play and last equipping this item, and their most recently-executed action isn't a Physical standard move: The holder can't attempt Special moves, Other moves, or Combinations.

:zoroark:
Illusion
This ability will now allow the user to redact their substitutions, rather than obscure their identity entirely.
:tyranitar:
This change is being made to reduce amount of pressure Zoroark exudes without entering play. As it stands currently, it is correct to send Zoroark to make the opponent order worse orders, whenever team space is available. Opponents would find themselves forced to respect the possibility that their newly sent-in opponent is Zoroark, even though it is actually quite unlikely for Zoroark to enter play.

This new version of Illusion allows Zoroark to exude that pressure selfishly, making them a dangerous opponent for Pokemon with smaller movepools and providing a degree of deterrence against the opponent's strongest attacks.

Old Text:
The Pokemon can mask their appearance to disguise themselves as another Pokemon entirely.

The user starts each battle with their Illusion unbroken.

As you first send out, if your referee is also your opponent, designate a willing player not participating in the battle as your confidant and tag them in that post; otherwise, your referee is your confidant. (Example: "My Illusion confidant is @Butt69.")

You can only have one confidant per battle at a time, who receives information pertaining to all of your Illusion users.

As you send out (including your first sendout), if the user is inactive, and has an unbroken Illusion: Secretly message your confidant whether the Pokemon you claimed to send out was factually sent, or if you sent out the user in disguise.

Before each round is reffed, if you have sent in a Pokemon this round: Your confidant will post a screenshot of your message to reveal if the Pokemon you sent out is the user in disguise or not; then, if it was the user, break the Illusion of all of your Illusion users. (Including those that are inactive.)

(If your confidant becomes inactive, it may be necessary to find a new one. If you send out a Pokemon, your opponents respond, and you change confidants before the next round is reffed, you must give your opponents a chance to change their response.)

New Text:
The Pokemon can create illusions to beguile their opponents and lead them astray.

This ability requires a Confidant to handle information you hide. See 9.3b "Hidden Information and Confidants".

As you issue orders to the user, up to two (2) of the user's substitutions may redact a specifically-named standard move in the Trigger Component, or a single specifically-named standard move in the Result Component, using the placeholder "???". Inform your Confidant what moves are being redacted.
(Example: Start of step, IF an opponent is to use ???, THEN use Protect.)

At the start of the battling phase, if your order post contains any redacted moves: Your Confidant posts a screenshot revealing the moves you redacted; after which, scheduled posts resume.

:weavile:
Pickpocket
This ability will now steal all copies of an item. The first copy will be equipped and the others will be held in limbo as the user's "Stash".
:tyranitar:
This change aims to clarify how the ability blocks the opponent from equipping "other copies" of a stolen item.

The purpose of blocking copies is to avoid creating the "Kashtira Unicorn problem"—that is, to avoid incentivizing the purchase of multiple copies of an item just to defeat Pickpocket.

Old Partial Text:
While equipping items to the user in a send-out post, you may also equip them with one item from an opponent's backpack. Note those items as the user's "Contraband". (And un-note any prior Contraband.)

Opponents can't equip copies of the user's Contraband item to their Pokemon.

At the end of the round, or when the user leaves play: Restore all of the user's destroyed Contraband, then return all of the user's Contraband to their owners' backpacks, even if that Contraband is immutable.

New Partial Text:
While equipping items to the user in a send-out post, you may also equip them with one item from an opponent's backpack. Note those items as the user's "Contraband". (And un-note any prior Contraband.)

When the user equips an item from an opposing trainer's backpack as Contraband: Place all other copies of that item in that trainer's backpack in limbo. Note those items as the user's "Stash".

At the end of the round, or when the user leaves play: Restore all of the user's destroyed Contraband and Stashed items, then return all of the user's Contraband and Stashed items to their owners' backpacks, even if those items are immutable.

:dodrio:
Tangled Feet
Now Confuses attackers while Confused, instead of raising the user's Evasion.
:tyranitar:
This is our obligatory experimental, potentially-dangerous change for this patch. With this change, Pokemon with Tangled Feet can equip Berserk Gene or use moves like Thrash to make opponents think twice about attacking... Or at worst, offer them mutually assured destruction.

Yes, we did have to graduate Spinda from the Free Tech trait to make this change.

Old Text:
While the user is Confused: The user's Evasion stage is increased by two (2).

While the user has Evasive status: The user's No Guard ability is ignored.

New Text:
While the user is Confused and is being attacked by an opponent: The attacker is Confused.

While the user has Evasive status: The user's No Guard ability is ignored.

:sneasler:
Unburden
This ability will now double Accuracy, instead of granting Attack Forte or Defense Forte.
:bellossom:
Unburden has proven to be a little too good in recent times, granting both Fortes for a condition that was fairly easy to fulfill, thus effectively giving its users four core stats of 7+ rather effortlessly, with the most obvious culprit being of course Sneasler.

The doubling Speed portion of the Ability, taken straight from in-game, will not be touched. However, we will change its effect to tie it to something that has been associated with Speed throughout the history of ASB and BBP: Accuracy.

:tyranitar:
Doubling accuracy was chosen because it helps Unburden's older, needier users more than it helps Sneasler. By solving accuracy so strongly; this version of Unburden permits its users to take natures that improve offense or defense, instead of being forced to take a Speed- and (more importantly) Accuracy-raising nature. In this way, the Accuracy boost provides an "implied" stat bonus for its users.

The main goal of this change, though, is to correct some backwards incentives created by the ability.

Perpetually granting Attack Forte and Defense Forte quickly creates some strange nature incentives for Pokemon that already have stats. For example, it was technically correct to take an Attack-reducing nature on Sneasler, assuming Unburden was active, as Attack Forte would restore Sneasler to 9 Attack. Likewise, Mega Sceptile was incentivized to lower their 8 Attack, as they had "room" within Attack Forte to lower the stat and still reach a total of 9.

Doubling Speed puts most Unburden users far, far out of reach of most efficient forms of speed control. For example, Unburden Hawlucha attains 236 Speed. In modern BBP, this is already quite helpful for insulating the user against speed control when ordering first. The prior fanfiction effect was written in a time when Speed was considered to be an unhelpful stat.

Old Text:
While the user is holding no items, except for Mega Stones: This ability has the following effects:
● The user's Speed is doubled (x2).
While attacking a Pokemon with a third (x1/3) or less of the user's Speed: The user has Attack Aid.
While being attacked by a Pokemon with a third (x1/3) or less of the user's Speed: The user has Defense Aid.

New Text:
While the user is holding no items, except for Mega Stones: The user's Speed, and the accuracy of the user's actions, is doubled (x2).

:darmanitan-zen:
Zen Mode
Now compares the number of attacks the user performed in a round, to the round's step count.
:tyranitar:
This change aims to unify how each Darmanitan plays, across formats of differing step counts. Combined with updates to Gorilla Tactics, above, and the Specially-focused nature of original Darmanitan-Zen; I hope to see each Darmanitan garner a reputation as skill-rewarding offensive threats.

Old Text:
At the end of the round, if the user attacked with no more than one (<=1) attack this round: The user transforms to their Zen Forme.

At the end of the round, if the user attacked with two or more (>=2) attacks this round: The user transforms to their default Forme.

When the user leaves play: The user transforms to their default Forme.

New Text:
At the end of the round, if the user attacked in half or less (<= x0.5) of this round's steps: The user transforms to their Zen Forme.

At the end of the round, if the user attacked in more than half (> x0.5) of this round's steps: The user transforms to their default Forme.

When the user leaves play: The user transforms to their default Forme.



Items​


:choice band:
Offensive Choice Items
Now restrict the holder's ability to use non-Physical or non-Special moves twice in a row, respectively.
:tyranitar:
These items have been through several revisions, in search of a restriction that leaves them with healthy strengths and weaknesses. This is the latest step in this search: Requiring holders to use Physical or Special standard attacks, respectively, at least every other action. The hope is to make these items a hindrance once the holder is sufficiently threatened.

This change will also be made to :choice specs:Choice Specs, restricting Physical and Other moves based on the holder's use of Special moves.

Old Choice Band Text:
The holder's Attack rank is increased by 50% (x1.5), rounded up.

During the Battling Phase, if the user started the Phase holding this item: The holder can't attempt more than one different Attack move and one different non-Attack move each round.

New Choice Band Text:
The holder's Attack rank is increased by 50% (x1.5), rounded up, to a maximum of 20.

While the user has executed an action since last entering play and last equipping this item, and their most recently-executed action isn't a Physical standard move: The holder can't attempt Special moves, Other moves, or Combinations.

:smooth rock:
Weather Rocks
These items will re-create their associated weather when the holder leaves play, if the holder primes them with their own weather first.
:tyranitar:
These items were always intended to help support the user's team with Weather. Now, we've reworked them to be effective at this job in a BBP context.

If the holder can make it out of play without losing this item, and can manage to Prime the item with an ability or move, the holder can secure a Weather advantage for their team.

There is a slight timing peculiarity on this item: It triggers during the Switching Phase, so this item does not cause a phase to "start with" the specified Weather.

These items now compete with Barometer on an axis of support vs. selfishness. Now, players can charge their crystals with their teams to enhance their synergy.

This change will also be made to:
:icy rock:Icy Rock referencing Snow and the moves Hail and Snowscape;
:heat rock:Heat Rock referencing Sun and the move Sunny Day; and
:damp rock:Damp Rock referencing Rain and the move Rain Dance.

Old Smooth Rock Text:
If an effect of the holder would create Sandstorm; instead, it creates that Sandstorm with twice (x2) the duration.

New Smooth Rock Text:
When the holder creates Sandstorm: Note this item as having been Primed.

When the holder leaves play, if the holder is not Fainted and this item is noted as Primed: Discard any Weather in play; then, Create Sandstorm for the next four (4) rounds.

The base Energy Cost of the move Sandstorm, used by the holder, is two (2).

:dowsing machine:
Barometer
Now only grants the holder Recovery Aid if there is a Weather created by an action or an item. Other text unchanged.
:tyranitar:
The text of Weathers is being improved in this patch, so users of Weather-setting abilities are already incentivized to hold this item more often.

This change is intended to support recipients of passed weather, without depriving users of Weather-setting abilities of one of their main selfish items.

Updated Partial Text:
While a Weather is in play, that was created by an action or an item: The holder has Recovery Aid 6.

:odd incense:
Odd Incense
Now tracks types of attacks used by all Pokemon for its "incense" effect.
:tyranitar:
Among all the Incenses, this was the only one the opponent couldn't benefit from. (Other than Sea Incense, which probably needs a look-over at a later time.)

Rather than providing a power bonus to opponents, we're allowing opponents to interact with the provided Power Bonus. We're also increasing that bonus, to make it worth fighting over.

Old Text:
When the user executes an attack, of types that the user hasn't executed this round: Give that attack a Power Bonus, equal to the current step number.

New Test:
When the user executes an attack, that shares no types with attacks executed by any Pokemon this round: Give that attack a Power Bonus, equal to one plus the current step number (1 + step).

:pomeg berry:
Pomeg Berry
The effect to increase maximum HP will be replaced with a similar heal that can overheal, like current Gluttony.
Like the Fatigue change above; we're stuck removing the effect that modifies maximum HP and replacing it with a safer effect.

Old Partial Text:
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject's maximum HP is at least 95.

New Partial Text:
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
When this condition is created: The subject heals HP, equal to 95 minus the HP of the subject's species, to a minimum of zero (0). This healing can overheal.
When this condition expires: Remove HP from the subject that is in excess of their maximum HP.



Playable Ventures 9.3.2​

Available starting <t:1746057600:f> or later (<t:1746057600:R>).

:sv/xerneas:
Safari Zone
Every playable Habitat has been revised. A new Data Thread is available for these revisions, and the old Data Thread will be archived.

Furthermore, every Ball has been revised—mostly to remove HP (formerly EP) thresholds from them, since closed tracker slots and Recuperation has eliminated the need. Standard Balls have new capture criteria that may be familiar to players of the original Safari Zone version.



:sv/greedent:
Guild Alliance
New tasks await the deft hand of the Guild's finest responders.
  • New Level 3 map: Tinkaton's Turf War
  • New Pinnacle map: Infinite Iron Improvements
  • New Pinnacle map: Mutating Multiplying Meteorspawn
Leaders now have a pool of 30 maximum Energy they draw from. Leaders pay three (3) less Energy for attacks, just like Safari's wild Pokemon.



Something else is now available, too.
 
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