Field Type: Neuteal
Complexity: Intense
Format: All
Restrictions & Quirks: At the end of every round, the ref rolls 3 * 2 times, from 0-12 (not 1-12; 1-13 can be substituted, with 0 counted as 13, if necessary for whatever reason). They are then put in rows for each battler to detirmine any perks they may have next round; if one battler gets a matchup of 2 or 3, they're in luck (most of the time)! If not, sorry. Basically, the round should look something like this:
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BLAH BLAH REFFING CALCS FLAVOUR YOU KNOW
Rolls:
Battler 1: [7, 12, 12] Rewards: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.
Battler 2: [0, 4, 2] Rewards: Nothing.
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NOTE: Moves which would have more Energy than allowed by Sluggish can be used if, without the Energy boosts, they would be able to work. Likewise, all Energy drops do NOT effect Sluggish. Sluggish bypasses Energy boosts/drops, basically.
Also, lesser rolls (2, 7) take priority over greater rolls (11, 9). This is true to 7 and 8's relationship especially.
Rewards list:
If they get a matchup of 2 of the following rolls:
•0: Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1, unless the attack has STAB and/or a critical hit. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 2, but cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, excluding the Energy reduction.
•3: All damaging moves used against your Pokemon require 3 more Energy to use for the round. STAB moves used against you require 2 more Energy.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round.
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. If Tailwind is already active, they gain a Ground immunity for the next round (see roll 12).
•7: Lucky seven! Your Pokemon require 5 less Energy to pull off comboes, and 3 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round.
•8: Your Pokemon can freely use as many Chills as they want next round: these Chills do not count towards the Chill count.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, before STAB.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 10 HP and 5 EN.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round.
•12: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.
If they match 3 of the following numbers in their rolls:
•0: Your Pokemon's Ranks/stats (minus Size and Weight classes and HP and Speed) are halved for the next round, rounded up. Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 4, but cannot go below 1. Combos require 5 less Energy, but still cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, including the Energy reduction.
•3: All damaging moves used against your Pokemon require 4 more Energy to use for the round.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round. They instantly gain (5 * amount of status they had pre-removal) Energy (so Poison and Sleep would give 10 Energy).
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. If you attack something that would normally have an immunity to the attacking type you used, you gain (amount of damage dealt / 3 + 1) Energy back, rounded down. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. They also gain a Ground immunity for the next round (see roll 12). If Tailwind is already active, they gain a Flying immunity for the next round.
•7: Lucky seven! Your Pokemon require 6 less Energy to pull off comboes, and 4 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round, and are Taunted for the first action of next round, unless they are already Taunted: if they are, Taunt lasts for 1 more action.
•8: Your Pokemon can freely use as many Chills and Recoveries as they want next round: these Chills and Recoveries do not count towards the Chill count. Recovery moves cost 1 less Energy for the next round.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, after STAB. They are immune to the effects or Taunt, Torment, Encore and Disable for the next round.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 16 HP and 8 EN. One Pokemon of the Trainer's choice also gains STAB on one type of the Trainer's choice for the next round.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round. All negative priority moves have their priority set to +2 instead, unless the Trainer states otherwise.
•12: Your Pokemon gain Levitate for the round and have Energy usage on STAB moves decreased by 2. Roosting does not remove any Ground immunity.
Description:
Ah, casinos. Bright lights, potential for big prizes, attractive aesthetics, and an overall feeling of rebelion by going to them - they lure you in. Of course, gambling isn't all it's cracked up to be; but in a Pokemon match, where it's not like you can lose money or anything, it seems sort of redeeming. Odd, but redeeming. Okay, well, maybe there are some risks to your Pokemon's health and all that, but what trainer cares about that? Most of them? Dang... Well, just don't tell those Plasmerds or whatever about us, K?
Anyway, a warm welcome to Shining Solrock, a place where you have the potential to luck out, hit it big, win a lumpsum or a battle and go home smiling! Yeah! SS has a special feature built into it: every Sunday, Pokemon battles are held for 24 hours straight! The casino transforms appropriately to this: with the push of a button, all fragile decals, slot machines, tables and other delicate objects are retracted into the ground, leaving a large, open room with red walls and a green carpet flooring, perfect for battling! In fact, the only thing that makes it look remotely like a casino anymore are the 2 large virtual slot machine screens on parallel walls, which aren't rigged in any way or anything.
Here at Shining Solrock, the aforementioned slot machines greatly influence a battle. Most of the time, you won't get much luck- bad for you, but your opponent suffers the same fate just as much! Other times, you may get a matchup of 2 or maybe even 3 in a row- these have appropriate benifits, lf course. Or, well, if they're 0s... But never mind that! Have fun in your gambling ways!
Disclaimer: The Shining Solrock Casino is not responsible for any damages to your computer, mouse and/or keyboard upon raging at your bad luck.