Preface
This custom game mode contains a significant amount of homebrew text. It's likely that there might be typos, bugs, and other errors within. Please keep in mind that this isn't a formal match. Our primary goal is to enjoy the game, not to nitpick every detail. If a game effect is clear despite any errors, it will be played as intended. Only if an effect is so ambiguous that it can't be easily understood will we address and correct it before continuing the game.
Equipping Emblems
When sending in to the referee, you will equip each your Pokemon with one
Emblem Ring. You may only equip each Emblem Ring once (so you need to equip each of your Pokemon with a different Emblem Ring). Each Pokemon must equip an Emblem Ring, i.e., you can't choose not to equip one.
Emblem Effects
Each Emblem Ring will grant a series of effects to the user. While these effects while often have conditions to be met, they are immutable. In other words, Emblem Rings cannot be removed (either by their user or any opponents), have their effects suppressed, or anything else of the sort. Choose wisely!
Engage Attacks
Each Emblem Ring grants its user one
Engage Attack. Please note that ALL Engage Attacks have the following effect and restriction text (so I don't have to write them out 12 times):
Engage Attack Restriction Text said:
(If the user has executed this move this battle, this move can't be attempted.)
(If the user can't pay the entire Energy cost, this move can't be attempted.)
(When ordering this move, if the move is an attack: Choose a type from among the user's original types, and choose either Physical or Special. The move's type is the chosen type, and the move's category is the chosen category. The match will not proceed unless both of these parameters are noted.)
While performing this move: Accuracy checks for this move automatically succeed.
While attacking with this move: The effects of items, of conditions, and of abilities, except the user's, are ignored.
Emblem Rings
Emblem Marth
Perceptive
On-hit: Grant the user a unique condition named "Perceptive" until the end of the step, with the following effect:
● Actions with no BAP, with the user in their targeting scope, automatically fail their accuracy checks.
Unyielding
When a condition is inflicted on the user, grant the user two (2) Unyielding markers. (Note the word choice.)
At the end of each step: The holder heals HP equal to the number of Unyielding markers on the user.
Engage Attack: Lodestar Rush
Type: ??? | Category: ??? | Target: Any One Target | BAP: 1 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: Deferring (0) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
Lodester Rush has Combo Class: All and Combo Subclass: All.
While Lodestar Rush is being used in a combination: Lodestar Rush's En Cost is 10.
Lodestar Rush deals 7 hits. Lodestar Rush's BAP is equal to the number of hits.
On hit: Cancel any charge-up move the target is charging.
Emblem Celica
Echo
Celica deals 75% damage (x3/4) with hits.
After the user executes an attack: Place a number of Echo markers on the target, equal to the damage dealt from the attack, until the user leaves play.
At the end of the round: Deal a fixed-damage hit to each opponent with at least 1 Echo marker, equal to the number of Echo markers on that opponent. On those hits: Remove all Echo markers from that target.
Favourite Food
When the user consumes an item for the first time in a round: The user heals 10 HP, which can overheal, and grant the user a unique condition for their next three (3) turns, with the following effect:
● When the user attacks: Grant that attack a power bonus of two (2).
● On hit: Heal 2 HP to the Pokemon with the lowest current HP among the user's allies and their benched teammates.
Engage Attack: Warp Ragnarok
Type: ??? | Category: ??? | Target: Any One Target | BAP: 12 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
On hit: Place a Switching marker on the user, and grant a unique condition to the user until they leave play:
- Switching markers cannot be discarded from the user.
- Phazing markers cannot be placed on the user.
Emblem Sigurd
Canto
On-hit: Place a Switching marker on the user.
Headlong Rush
While the user's Defense stage is negative: Raise the power of the holder's Physical attacks by their negative Defense stage.
(-1 Defense is +1 Power, etc.)
While the user's Special Defense stage is negative: Raise the power of the holder's Special attacks by their negative Special Defense stage.
(-1 Special Defense is +1 Power, etc.)
When the user enters play: Grant the user a unique condition until the end of the round, with the following effect:
● When the user attacks: Grant that attack a power bonus of two (2).
● After executing an attack: Lower the user's Defense stage and Special Defense stage by one (1) for their next two (2) turns.
Untimely End
The user has an additional weakness to Fire.
Engage Attack: Override
Type: ??? | Category: ??? | Target: Any One Target | BAP: 12 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
On-hit: Remove all Conditions and Markers from the target, and reset the stat stages of the target to 0.
Emblem Leif
Adaptable
When the user is attacked: If more than one weakness would be tallied; instead, one weakness is tallied.
Arms Shield
If the user would create a field condition or a battle condition, that meets the criteria listed below, with the effect of a move; instead, they create that field condition with its duration doubled (x2). The condition meets the criteria of this effect if:
- It is not a Delayed Attack, Delayed Healing, Field Hazard, Screen, Terrain, or Weather.
When the user creates a Field Condition, or when any Battle Condition is created: Place one (1) Arms Shield marker on the user until that condition is discarded or until the user leaves play.
When the user is Attacked: Give that attack a power penalty equal to the number of Arms Shield markers on the user.
Engage Attack: Quadruple Hit
Type: ??? | Category: ??? | Target: Any One Target | BAP: ??? | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
This attack deals fixed damage.
Quadruple Hit deals 4 hits. Quadruple Hit's BAP per-hit is equal to one (1), plus one (1) per each Field Condition or Battle Condition affecting the user's team, to a maximum of five (5) BAP per-hit.
Emblem Roy
Rise Above
At the start of the round, if the user entered play this round: For each of Attack, Defense, Special Attack, and Special Defense, if the user's original rank is lower than any opponent's original rank, raise the user's corresponding stat's stage by one (1) until the user leaves play, or if that stat's original rank is four (4) or more lower than any opponent's original rank, raise the user's corresponding stat's stage by two (2) until the user leaves play instead.
Hold Out
At the start of the battle: Place a Hold Out marker on the user until the end of the battle (this marker persists when the user leaves play), with the following effect:
● If Fainted would be inflicted on the user; instead, set the user's HP to 1 if it is less than 1, then set their EN to 12 if it is less than 12, then discard this marker.
Engage Attack: Blazing Lion
Type: ??? | Category: ??? | Target: All Opponents | BAP: 12 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
While this move is Fire-type: This move's BAP is 18.
After executing this move: Create Infernal Ground on the defender's team.
Infernal Ground (Field Condition):
When a Pokemon from the affected team enters play: Tally the type effectiveness of Fire against that Pokemon. Then, that Pokemon takes damage based on the result:
● 9 damage if that Pokemon resists or is immune to Fire.
● 15 damage if that Pokemon is weak to Fire.
● 12 damage otherwise.
Emblem Lyn
Call Double
When the user enters play for the first time this battle: The user creates a Decoy with one-fifth (x1/5) of their maximum HP.
Speedtaker
When the user attacks, if the user's Speed is greater than the defender's Speed: Give that attack a power bonus equal to (user Speed / defender Speed), to a maximum of user Speed / 30 rounded down.
While the user's Speed is the highest among active Pokemon, and is greater than 200: The user has Defense Aid.
On-hit: Raise the user's Speed stage by one (1) for their next two (2) turns.
Engage Attack: Astra Storm
Type: ??? | Category: ??? | Target: Any One Target | BAP: 8 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 6 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
(Note this move's priority.)
Emblem Eirika
Lunar Brace
The user has Penalty-Proof.
While the user is attacking, if the defender's Defense rank is greater than 5: The defender's relevant Defense rank is halved (x1/2), to a minimum of 5.
Solar Brace
On-hit: Place a number of Daylight markers on the user, equal to one-third (x1/3) of the damage dealt by the hit, to a maximum of 20.
At the end of the round, if the user has 10 or more Daylight markers: Discard all Daylight markers from the user, then, if the user has recoveries remaining, the user heals HP equal to the number of Daylight markers discarded, as a recovery.
Engage Attack: Twin Strike
Type: ??? | Category: ??? | Target: Any One Target | BAP: 10 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
On-hit, if the user's (current HP / maximum HP) is lower than the defender's (current HP / maximum HP): The user heals HP equal to half (x0.5) of the HP lost by the target.
On-hit, if the above condition was not met: Lower the defender's Defense stage and Special Defense stage by one (1) for their next six (6) turns.
Emblem Ike
Laguz Friend
The user takes 60% (x3/5) damage from hits.
The user has Bonus-Proof.
While the user is being attacked, by a move with an Accuracy of 65% or greater: Accuracy checks for that move automatically succeed.
Wrath
When the user is hit: Place one (1) Wrath marker on the user.
The user's Accuracy stage and critical hit stage are each increased by the number of Wrath markers on the user.
Engage Attack: Great Aether
Type: ??? | Category: ??? | Target: Any One Target | BAP: ??? | Acc: -- | En Cost: 20 | Effect%: -- | Priority: -1 | Combo Lv: None (--) | Z-BAP: 20 | Contact? No | Snatch? No | Reflect? No | Tags: --
Great Aether's BAP is 5 x the number of Wrath markers on the user + 5, to a maximum of 20.
(Note this move's priority.)
Emblem Micaiah
Cleric
When the user or a teammate enters play, while the user is not fainted, even if the user is inactive: The user or that teammate heals 10 HP. If a teammate is receiving this effect, the healing can overheal.
When the user expends a recovery: Grant the user a unique condition for their next three (3) turns, with the following effect:
● The user can't take damage, except from hits and from Confusion status.
Augment
All members of the user's team have Recover and Refresh added to their movepools for the duration of the battle.
Engage Attack: Great Sacrifice
Type: ??? | Category: Other | Target: User | BAP: -- | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: -- | Contact? No | Snatch? No | Reflect? No | Tags: --
(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 the user's current HP, to a minimum of 20 HP, and the user's current Energy, to a minimum of 20 Energy, as a recovery. Then, discard Fainting from that teammate. Then, set the user's HP to 1, and their Recoveries to 0.
Emblem Lucina
Bonded Shield
When a user or a teammate enters play, while the user is not fainted, even if the user is inactive: Grant the user or that teammate a Bonded Shield marker until the end of the round, with the following effect:
● Damage the user takes from hits is halved (x1/2).
● After the user executes an attack: Discard this marker.
Dual Assist
While the user or a teammate is attacking, while the user is not fainted, even if the user is inactive: The user or that teammate's relevant Attack rank is the highest from among that subject and their non-fainted teammates.
While the user or a teammate is being attacked, while the user is not fainted, even if the user is inactive: The user or that teammate's relevant Defense rank is the highest from among that subject and their non-fainted teammates.
Engage Attack: All for One
Type: ??? | Category: ??? | Target: Any One Target | BAP: 6 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: -- | Contact? No | Snatch? No | Reflect? No | Tags: --
All for One deals a number of hits equal to the number of Pokemon on the user's team that are not fainted.
All for One's BAP is equal to six times (x6) the number of hits.
Emblem Corrin
Dreadful Aura
While the user is attacking: The effects of defenders' held items are ignored.
While the user is attacking, if the user's relevant Attack rank is greater than the opponent's relevant Defense rank: The stat rank modifier is doubled.
While the user is being attacked: The effects of the attacker's held items are ignored.
While the user is being attacked, if the user's relevant Defese rank is greater than the opponent's relevant Attack rank: The stat rank modifier is doubled.
Draconic Hex
On-hit: Reduce the defender's relevant Defense rank by one (1).
When the user is hit: Reduce the defender's relevant Attack rank by one (1).
Engage Attack: Torrential Roar
Type: ??? | Category: ??? | Target: All Opponents | BAP: 12 | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: -- | Contact? No | Snatch? No | Reflect? No | Tags: --
While this move is Water-type: This move's BAP is 18.
After this move is executed: Create Swamp on the defender's team.
Emblem Byleth
Instruct
When the user or a teammate enters play, while the user is not fainted, even if the user is inactive: Raise two of the user or that teammates stat stages for their next three (3) turns, corresponding to the user's two highest original ranks between Attack, Defense, Special Attack, and Special Defense.
(Tiebreak: Atk > SpA > Def > SpD)
Divine Pulse
At the start of the round, if the user is not fainted, grant a Divine Pulse marker to the user's team's active Pokemon until the end of the round, with the following effect:
● If the user would fail an accuracy check with a chance of success greater than 65%; instead, they succeed that accuracy check, then discard this marker.
● If an opponent would succeed an accuracy check, with a move targeting the user, with a chance of success less than 100%; instead, they fail that accuracy check, then discard this marker.
Engage Attack: Goddess Dance
Type: ??? | Category: Other | Target: User | BAP: -- | Acc: -- | En Cost: 20 | Effect%: -- | Priority: 0 | Combo Lv: None (--) | Z-BAP: -- | Contact? No | Snatch? No | Reflect? No | Tags: --
Restore 25 Energy to all teammates (including benched teammates), then set the recoveries, chills, and combo tokens of the user and all teammates (including benched teamamtes) to maximum.