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Battle Tree Gen 9 notes

nightblitz42

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Challenge Creation
The challenger submits two (2) Pokemon with all the usual RP info. The challenger's Pokemon must share the same Level (min. 1) and Challenge Rating (abbr. CR).
Backpack size = 5.
Abilities: All.
# of subs: ???

Each species of Pokemon has a CR of either -1 or 0. The higher the CR, the more powerful that species of Pokemon is.
(-1 CR species are species in dire need of assistance.)

Battle Stipulations
The challenge consists of 3 consecutive battles.

At the start of the challenge, the challenger receives a Camera with ten (10) pieces of film.
In each battle, when declaring their first sendout, the challenger must take photos of their Pokemon. The challenger may choose to take 1-4 photos each battle, and each photo taken consumes a piece of film.
At the end of a battle, if the challenger was victorious, the challenger's Pokemon each earn 1 EXP per photo taken.
If the challenger loses a battle, they do not earn any EXP, but their run continues regardless.

Ref Pokemon
Ref Pokemon are pulled from a single list. Two modifiers in the Pokemon's profile, called Challenge Ratings (CR) and Modes, add special effects to the Pokemon that alter the difficulty of the battle.

Ref's CR = Challenger's CR.
Ref's Mode = Challenger's Level.

Modifiers that are not selected are discarded. (They are not cumulative.)
Modifiers remain active while the Pokemon is benched.
If a Pokemon is KO'd, negate the effects of its modifiers.

Battle Tree also boasts a Hard Mode. For Hard Mode, the ref's Pokemon always use CR 0 and Mode 5.

Beginner Clause
If a challenger has not yet challenged Battle Tree Gen 9, their challenge takes priority over repeat challengers.
For a challenger's first attempt at Battle Tree Gen 9, they do not need to take photos until they order on Round 2.
 
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[hide= name]
name
types
abilities
stats

[B]CR -1[/B]:
[B]CR 0[/B]:

[B]Mode 1:[/B] [I][name][/I]
[B]Mode 2:[/B] [I][name][/I]
[B]Mode 3:[/B] [I][name][/I]
[B]Mode 4:[/B] [I][name][/I]
[B]Mode 5:[/B] [I][name][/I]

[B]Moves:[/B]
[/hide]

Bruxish
Water/Psychic
Dazzling, Strong Jaw, Wonder Skin
85/8/5/5/5/92 | 2/2

CR -1: Reduce Bruxish's Atk rank by one (1).
CR 0: No effect.

Mode 1: No effect.
Mode 2: [Psychokinetic Stun] When Bruxish attacks with a move that cannot inflict Flinch: Give that move a 20% effect chance to inflict Flinch.
Mode 3: [Grating Echoes] When Bruxish or an ally attacks with a move that cannot inflict Flinch: Give that move a 15% effect chance to inflict Flinch.
Mode 4: [Psychic Ripples] When a Pokemon is sent out: either discard Trick Room or create Trick Room (1r), whichever would allow Bruxish's team's active Pokemon to act first. (In the event of a Speed tie, this effect does nothing.)
Mode 5: [Chew and Eat] When Bruxish attacks with a contact attack: Heal Bruxish for 50% of the damage dealt, and also ignore Protection.

Moves:
Aerial Ace
Astonish
Attract
Confide
Crunch
Double Team
Facade
Ice Beam
Liquidation
Poison Fang
Protect
Psychic
Psychic Fangs
Round
Signal Beam
Surf
Toxic
Waterfall
Greninja
Water/Dark
Torrent, Protean
85/7/5/7/5/122 | 3/3

CR -2: Remove Greninja's Protean.
CR -1: Protean does not alter Greninja's STAB.
CR 0: No effect.
CR +1: Raise Greninja's maximum HP by ten (10).

Mode 1: Reduce Greninja's CR by one (1).
Mode 2: [Log Substitution] On sendout, if Greninja has at least 6 HP: Greninja loses 5 HP and gains a 5 HP Decoy.
Mode 3: [Flow Like Water] Once per battle, on sendout: raise Greninja's Evasion stage by one (1) for their next two (2) turns, without extension. If an action misses Greninja, or if Greninja is struck by an attack that they are immune to due to Type: Greninja immediately retaliates by performing Water Shuriken for two (2) hits as a bonus action.
Mode 4: [Hidden Ninja Arts] Raise Greninja's Atk and SpA Ranks by two (2). Greninja knows an instance of Hidden Power for each Type.
Mode 5: [Ninja's Grace] Raise Greninja's Def and SpD Ranks by two (2). Greninja and their allies cannot be prevented from switching, and also the foe cannot counterswitch.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Growl
Ice Beam
Ice Punch
Liquidation
Mat Block
Mud-Slap
Night Slash
Protect
Rock Slide
Round
Strength
Surf
Toxic
Waterfall
Water Shuriken
Kangaskhan
Normal
Early Bird, Scrappy, Inner Focus
100/7/6/3/6/90 | 4/4

Mega Kangaskhan
Normal
Early Bird, Scrappy, Inner Focus, Parental Bond [MEGA]
100/9/7/5/7/100 | 4/5

CR -1: Reduce Kangaskhan's Atk rank by two (2).
CR 0: No effect.

Mode 1: No effect.
Mode 2: [Protective Parent] Once per battle, when Kangaskhan enters play: Raise their Atk stage by two (2) for their next three (3) turns. When the foe attempts an attack with at least ten (10) BAP: Remove all of Kangaskan's positive Atk stages, but also raise their Def stage by an equal amount for their next two (2) turns.
Mode 3: [For them, never give up!] While Kangaskhan has 50% HP or less, if their ally is not KO'd: double Kangaskhan's Atk rank and Speed.
Mode 4: [Tandem Fighter] Give Kangaskhan the Parental Bond ability.
Mode 5: [Mega Evolution] On sendout, equip Kangaskhan with Kangaskhanite and Mega Evolve it.

Moves:
Aerial Ace
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Dizzy Punch
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flamethrower
Focus Blast
Growl
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Sing
Strength
Surf
Tail Whip
Thunder Punch
Thunderbolt
Toxic
Kilowattrel
Electric/Flying
Wind Power, Volt Absorb, Competitive
85/5/5/8/5/125

CR -2: Reduce Kilowattrel's SpA rank by two (2).
CR -1: Reduce Kilowattrel's SpA rank by one (1).
CR 0: No effect.
CR 1: Increase Kilowattrel's maximum HP by ten (10).

Mode 1: Reduce Kilowatterl's CR by one (1).
Mode 2: [Wind Rider] Kilowattrel knows Fly. Kilowattrel's Fly will fail if the weather is not Clear or Sunny.
Mode 3: [Fishing Dive] Once per battle, when Kilowattrel damages a foe: inflict Phazing. When the opponent switches due to Phazing: inflict the incoming Pokemon with Paralysis.
Mode 4: [Wingbeat Generator] When Kilowattrel attacks with a Flying-Type move: Give that attack a 70% chance to increase Kilowattrel's Atk stage and SpA stage by one (1) for their next three (3) turns, without extension. When Kilowattrel attacks with an Electric-type move: Give that attack a 70% chance to decrease the target's SpA stage by one (1) for their next three (3) turns, without extension.
Mode 5: [430-Mile Journey] Kilowattrel knows Volt Switch. The first time Kilowattrel enters play, create Tailwind indefinitely. The second time they enter play, Kilowattrel learns Wild Charge. Each additional time they enter play, permanently raise their SpA rank by four (4) and their SpD rank by three (3).

Moves:
Aerial Ace
Air Slash
Brave Bird
Facade
Growl
Protect
Thunder Wave
Thunderbolt
Krookodile
Ground/Dark
Intimidate, Moxie, Anger Point
95/8/6/5/5/92 | 3/4

CR -2: Reduce Krookodile's maximum HP by 35.
CR -1: Reduce Krookodile's maximum HP by 25.
CR 0: Reduce Krookodile's maximum HP by 15.
CR +1: No effect.

Mode 1: Reduce Krookodile's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Violent Impulse] Once per sendout, between Round Start and Step 1, if Krookodile is the active Pokemon: Krookodile performs Bite as a bonus action. (This action cannot inflict Flinch.) If this attack deals damage, then Krookodile becomes Trapped by the foe.
Mode 3: [Locked-On Jaws] When Krookodile attacks: Give that attack a 50% effect chance to inflict Trapped on the target.
Mode 4: [Patient Observer] At the ends of Rounds 1, 3, and 5: Permanently raise all Pokemon's critical hit stages by one (1). (This effect does not interact with other stage durations. The boosts granted by this effect are revoked when Krookodile is KO'd.)
Mode 5: [Sand Stalker] At the start of each Round, if Krookodile is the active Pokemon: set the weather to Sandstorm (1r). At the start of each Step, if the weather is Sandstorm: Krookodile gains Evasive against contact actions and against multi-target actions until its next turn starts. (This Evasive condition is treated as being created by Dig. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude have effects that bypass this Evasion.)

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Focus Blast
Leer
Mud-Slap
Protect
Rock Slide
Round
Sand Attack
Shadow Claw
Strength
Thunder Fang
Toxic
 
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CR -1: 70/6-8/3-7/x/3-7/x
CR 0: 70/9-10/6-10/x/6-10/x

Profiles created after tests:

Sunflora
Grass
Chlorophyll, Solar Power, Early Bird
Size/Weight: 1/1

CR -1: 70/5/3/6/4/30
CR 0: 70/7/6/9/7/30

Mode 1: [Sun Chaser] ① Sunflora's attacks deal four (4) bonus damage. ② When Sunflora is sent out: create Sun (3r). ③ At end of Round, if the weather is Sun, then Sunflora uses Growth as a bonus action; otherwise, place a Switching Marker on Sunflora.
Mode 2: [Field of Flowers] ① Sunflora's attacks deal four (4) bonus damage. ② Once per sendout, at round start, if Sunflora is active: create Grassy Terrain (3r). ③ A challenger's Pokemon who is affected by Grassy Terrain cannot gain HP.
Mode 3: [Diurnal Frenzy] ① Sunflora's attacks deal four (4) bonus damage. ② On odd rounds, Sunflora's attacks deal an additional five (5) bonus damage.
Mode 4: [Super Solar Nutrients] ① Sunflora's attacks deal four (4) bonus damage. ② On odd rounds, at round start: create Sun (2r) (even if Sunflora is not active). ③ While the weather is Sun, Sunflora cannot lose HP.

Moves:
Attract
Bullet Seed
Confide
Dazzling Gleam
Double Team
Earth Power
Energy Ball
Facade
Flash
Flower Shield
Petal Blizzard
Protect
Round
Tackle
Toxic

Encore
Growth
Rest
Snore
Solar Beam
Meowscarada
Grass/Dark
Overgrow, Protean
Size/Weight: 3/3

CR -1: 70/4/3/5/3/123
CR 0: 70/7/6/8/6/123

Mode 1: [Gimmick Trick] ① Meowscarada's attacks deal four (4) bonus damage. ② Once per sendout, while Meowscarada is active: if an opponent's Pokemon fails to act, misses, or uses an attack with Type immunity: that Pokemon loses two (2) stages of Def and SpD for three (3) turns.
Mode 2: [Misdirection] ① Meowscarada's attacks deal four (4) bonus damage. ② On sendout, equip Meowscarada with Bright Powder.
Mode 3: [Disappearing Act] ① Meowscarada's attacks deal four (4) bonus damage. ② When Meowscarada's Flower Trick hits: place a Switching marker on Meowscarada. ③ At round start, if Meowscarada left the field between rounds (even if Meowscarada was KO'd): Inflict Confusion on the challenger's active Pokemon.
Mode 4: [Spot the Trick] ① Meowscarada's attacks deal four (4) bonus damage. ② While Meowscarada is active: if an opponent's Pokemon fails to act, misses, or uses an attack with Type immunity: that Pokemon loses two (2) stages of Def and SpD for three (3) turns. ③ When the challenger's Pokemon attacks Meowscarada: decrease the move's accuracy by ten (10) percent for each time the Pokemon used that move prior in this battle.

Moves:
Aerial Ace
Aura Sphere
Brick Break
Bullet Seed
Dark Pulse
Double Team
Energy Ball
Facade
Mud-Slap
Night Slash
Petal Blizzard
Play Rough
Protect
Shadow Ball
Shadow Claw
Slash
Tail Whip
Thunder Punch

Flower Trick
Hone Claws
Rest
Snore
Taunt
Armarouge
Fire/Psychic
Flash Fire, Weak Armor
Size/Weight: 3/4

CR -1: 70/4/4/8/3/75
CR 0: 70/6/7/10/6/75

Mode 1: [Reforged] ① Armarouge's attacks deal four (4) bonus damage. ② Once per battle, at end of step, if Armorouge has 50% HP or less: Armorouge uses Iron Defense as a bonus action.
Mode 2: [Blowback] ① Armarouge's attacks deal four (4) bonus damage. ② On hit, Armarouge's attacks also damage the challenger's benched Pokemon. Damage dealt this way is equal to 25% of the damage dealt to the active Pokemon.
Mode 3: [Mirror Armor] ① Armarouge's attacks deal four (4) bonus damage. ② At round start, if Armarouge is active: Armarouge uses Light Screen or Reflect as a bonus action. (Choose randomly the first time, then alternate on subsequent activations.)
Mode 4: [Armor Inheritance] ① Armarouge's attacks deal four (4) bonus damage. ② Armorouge's Weak Armor always activates regardless of their defensive stages. ③ When Armorouge leaves play (even if they are KO'd), if they had any negative defensive stages: their incoming teammate gains Armorouge's defensive stages, multiplied by -1.

Moves:
Astonish
Aura Sphere
Dark Pulse
Dragon Pulse
Energy Ball
Facade
Flash Cannon
Focus Blast
Leer
Protect
Psychic
Shadow Ball

Armor Cannon
Rest
Snore
Sunny Day
Will-O-Wisp
 
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Slated Tree changes:

***** Gimmick Sanitization *****


Effects will be sorted into two categories: General Effects and Restricted Effects.
General Effects can be used normally in any challenge.
Restricted Effects cannot be used in Level 1 challenges.
The purpose of this change is to sift out certain updated Gimmicks that don't interact well with the way Level 1 Gimmicks work.

Deleted Effects (no longer available):
Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Inflict Sealed on the challenger's Pokemon, specifying a move that the challenger used last round.

General Effects (available in all challenges):
Reduce challenger's Accuracy stage by one (1) for two (2) turns.
Inflict Partial Trapping on the challenger's Pokemon, specifying the name "Bind," "Fire Spin," "Whirlpool," or "Infestation."
If the weather is clear, create a weather of your choosing (as if a weather-summoning move was used), and also that weather cannot be changed for one (1) round.
Make the weather clear.
If the challenger's Pokemon's HP is greater than 10, reduce it by 10.
Increase the ref's Pokemon's Attack and Special Attack by two (2) stages for three (3) turns, discarding any current duration.
Create a Terrain of your choosing (as if a terrain-summoning move was used), and also that Terrain cannot be changed for one (1) round.
The next time a ref's Pokemon would be knocked out by direct damage, it is instead left with 1 HP.
Inflict Burn, Paralysis (1 marker), or Confusion (2 turns) upon the challenger's Pokemon.
Inflict Yawn or Sluggish upon the challenger's Pokemon.
Inflict Bad Poison (2 markers) on the challenger's Pokemon.
Create Light Screen or Reflect on the ref's side of the field (as if the corresponding move was used).
If the challenger's Pokemon's EN is greater than 20, reduce it by 20.
Increase the ref's Pokemon's Defense and special Defense by one (1) stage for three (3) turns, discarding any current duration.
The ref's critical checks, effect checks, and accuracy checks are Lucky for three (3) turns.
Choose Physical or Special: Until the ref's Pokemon leaves play, its damaging attacks become that category. Also, increase the ref's Pokemon's corresponding attacking stage by one (1) for the next two (2) turns, without extension.
At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
The ref's Pokemon copies all stat stage boosts from the challenger's Pokemon.
Change the field to Trick Room for one (1) round.
Choose a damaging move the ref's Pokemon knows, and also choose Burn, Paralysis (1 marker), or Bad Poison (2 markers). For the rest of the battle, when that Pokemon uses that move, it gains a +70% effect chance to apply that status.
Next round, if the ref's Pokemon successfully executes 3 different moves: Inflict the challenger's Pokemon with Ghost Curse (3 turns), and additionally the challenger cannot initiate a Switch Phase while that Curse is active.
Inflict Taunt (3 turns) upon the challenger's Pokemon.
For three (3) turns, each time the ref hits the challenger with an attack, the ref's Pokemon heals 4 HP.
The challenger's Pokemon's base speed becomes zero (0) for six (6) turns, and also it becomes Trapped.
For one round, the ref's Pokemon gains one of the following Abilities: Fluffy, Flame Body, Static, Poison Point, or Iron Barbs. Abilities with a % activation chance chosen this way get a 100% activation chance.
The challenger's Pokemon becomes Infatuated.
The challenger's active Pokemon's held item becomes Black Sludge. (If they do not have a held item, they are given a Black Sludge.)
Inflict Sleep upon the challenger's Pokemon, and give it a Restless Marker.

Restricted Effects (Cannot be selected in Level 1 Challenges):
(On Gimmick selection, choose a move the ref's Pokemon knows.) The ref's Pokemon immediately performs their selected move (without spending their action). If the move uses a Recovery, any HP modifications caused by the move are halved. Can only trigger once per battle.
(On Gimmick selection, choose a damaging move with 6 BAP or less that the ref's Pokemon knows.) The ref's Pokemon immediately performs their selected move (without spending their action).
Give the ref's Pokemon a Combo Token.
Moves used by the ref gain +1 Priority for three (3) turns, and they ignore Protection.
The ref's Pokemon loses 5 HP and gains a 5 HP Decoy.
If the challenger's Pokemon has fewer than three (3) Types, it gains an extra Type of the ref's choosing until it faints.

Condition: [At Round Start,]
If the ref's active Pokemon has at least 50% HP,
If the ref's active Pokemon has less than 50% HP,
If the challenger's active Pokemon has at least 50% HP,
If the challenger's active Pokemon has less than 50% HP,
If the ref only has one non-fainted Pokemon,
If a Pokemon became the active Pokemon this round,
If the challenger's damaging moves last round were all of the same Category (Physical/Special),
If the challenger has used fewer than six (6) unique moves throughout the battle,
If the ref has used at least four (4) unique moves throughout the battle,
If a gimmick was not activated last round,
If the weather is not clear, it becomes clear. Otherwise,
If the weather is not [choose a weather], it becomes so. Otherwise,
If the terrain is not [choose a terrain], it becomes so. Otherwise,

Condition: [Once per round, at start of step,]
If an active Pokemon has [choose a major status],
If the ref's active Pokemon has no Combo Tokens,

Condition: [Exactly once per round (mandatory), at the start of any step of the ref's choosing,]
The ref's active Pokemon becomes Confused (if possible). Then,
The ref's active Pokemon becomes Burned (if possible). Then,
The ref's active Pokemon becomes Paralyzed (if possible). Then,
The ref's active Pokemon loses 5 HP (if it has 5 HP or less, then it loses HP until only 1 HP remains). Then,
The ref's benched Pokemon (if it is not KO'd) loses 5 HP (if it has 5 HP or less, then it loses HP until only 1 HP remains). Then,
Both active Pokemon become Infatuated (if possible). Then,

Condition: [Once per round,] (Cannot be directly triggered by another conditional Gimmick)
When a ref's stat stage is increased,
When a ref's stat stage is decreased,
When a challenger's stat stage is decreased,
When a Pokemon is inflicted with a major status,
When the challenger's Pokemon becomes Infatuated, Confused, Taunted, or Flinched,
When the challenger's Pokemon is ordered to use a damaging non-contact single-target move,
When the challenger's Pokemon fails a move, fails an accuracy check, or Struggles,
When the ref's Pokemon fails a move, fails an accuracy check, or Struggles,
When the ref hits the challenger super-effectively,
When the ref hits the challenger with [choose a move],
When the ref hits the challenger for the second time that round,
If the ref hits the challenger and the challenger has not yet acted this Step,

***** Tree Setup Simplification *****

RP Event selection process overhaul: Instead of the Mulligan Token System, refs will simply roll 5 random unique RP Events. The ref can use any 3 of the Events they rolled in whichever order they see fit.

Gimmick selection: For Level 1 challenges, each ref Pokemon's Effect is secretly chosen at random, and is not revealed until it is used. Activation method remains the same.
For Level 2+ challenges, each Gimmick's Condition is chosen at random. Each Gimmick's Effect is chosen from a set of 2 random options.
 
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Tree Setup:
Roll 6 Pokemon, 6 Conditions (if Level 2+), and 9 Effects. (Keep track of the order rolled. No repeats.)
Roll 5 Events. (No repeats.)

Level 1 Challenges: Each battle, the ref has 1 Effect. Effects are kept secret until they are triggered. After the end of any Round, the ref's Pokemon may spend one (1) Combo Token in order to trigger their Effect. Alternatively, if the ref's active Pokemon faints while they have an unspent Combo Token, their Effect automatically activates at the end of that Round.
After an Effect activates, the challenger is not allowed to immediately initiate a Switch Phase.

Level 2+ Challenges: Each battle, the ref has 1 Condition and 1 Effect. The ref's Condition and Effect are public information. The Effect triggers whenever its Condition is met.
Effect activation can be subbed for as a Chance Clause. (How do I template this?)

RP Segment 1: Any Event.
Battle 1:
  • Pokemon 1
  • Pokemon 2
  • Condition 1 OR 2 (if Level 2+)
  • Effect 1, 2, OR 3
RP Segment 2: Any Event.
Battle 2:
  • Pokemon 3
  • Pokemon 4
  • Condition 3 OR 4 (if Level 2+)
  • Effect 4, 5, OR 6
RP Segment 3: Any Event.
Battle 3:
  • Pokemon 5
  • Pokemon 6
  • Condition 5 OR 6 (if Level 2+)
  • Effect 7, 8, OR 9
 
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