BBP Link Compendium
Here you'll find a handy collection of links that lead you essentially anywhere you might need to get quickly in BBP—facility signups, prize claiming, and more! If you want to greatly ease your time spent playing this game, it's recommended that you bookmark this exact post in your browser.
Rules and Data - For obtaining information about Pokemon, moves, rules, or other game pieces; and for maintaining that information.
Community Participation - For interacting with other users, and for keeping up on your obligations.
Registering and Claiming - For claiming your prizes, formatting them, and storing them.
Battle Venues - For training your Pokemon for the challenges ahead...
...or putting your team to the test!
Other
Gen 8.0 Data Audit Spreadsheet (old)
Old Resource Directory
Showdown Trainer Sprite Repository
As new Facilities or other important threads come out, we'll keep this list updated to ensure it serves the needs of anyone looking to play BBP conveniently. If there are threads that are important that we have missed or links that do not work, please let a moderator know via Discord or via private message.
If ever they should conflict, the handbook is authoritive over these copies. In such a case, DM or Discord-tag a moderator with the error, or post the error in the Feedback Thread.
This is just a quick reference without full detail. Refer to the comprehensive rules for, well, comprehensive rules.
Switching Procedure [~2.5]
Rounds and Steps [~2.7]
Post-Event Checklist [~2.9]
Simultaneous Trigger Sort [~2.10]
Legal Substitution Clauses [10.6~10.8]
Here you'll find a handy collection of links that lead you essentially anywhere you might need to get quickly in BBP—facility signups, prize claiming, and more! If you want to greatly ease your time spent playing this game, it's recommended that you bookmark this exact post in your browser.
Rules and Data - For obtaining information about Pokemon, moves, rules, or other game pieces; and for maintaining that information.
Community Participation - For interacting with other users, and for keeping up on your obligations.
Registering and Claiming - For claiming your prizes, formatting them, and storing them.
Battle Venues - For training your Pokemon for the challenges ahead...
...or putting your team to the test!



As new Facilities or other important threads come out, we'll keep this list updated to ensure it serves the needs of anyone looking to play BBP conveniently. If there are threads that are important that we have missed or links that do not work, please let a moderator know via Discord or via private message.
(let us know how the new formatting works for you, on PC or mobile! assuming you can still find the feedback thread, of course.
)

BBP Handy Battle Reference
These tables are copied from the relevant portions of the Comprehensive Rules.If ever they should conflict, the handbook is authoritive over these copies. In such a case, DM or Discord-tag a moderator with the error, or post the error in the Feedback Thread.
This is just a quick reference without full detail. Refer to the comprehensive rules for, well, comprehensive rules.
Switching Procedure [~2.5]
Full rules are found in this Handbook post.
The Switching Phase involves a series of distinct instructions followed in sequence.
2.5b Forced Switching Procedure
Pokemon with Phazing markers or with Switching markers leave play if able, starting from the oldest such marker. As they do, the marker's creating trainer becomes the starting player of the posting sequence.
2.5c Pokemon Replacement Procedure
In the order that they were vacated (regardless of how), each empty field position is filled by a send-out from their trainer. The replacement is a different Pokemon if possible.
2.5d Manual Switching Declaration Procedure
The starting player may declare intent withdraw as up to many Pokemon as they can replace from their bench and reserve. They may also declare that they will Terastallize a number of Pokemon who are not declared for withdrawal. (This is just intent declaration.)
If they declare no withdrawal or Terastal, the Switching Phase ends.
2.5e Counter-Switching Declaration Procedure
If the starting player declared anything, the next player in the post schedule then may declare that they will switch, Terastal, or do nothing with each of their Pokemon. Doing nothing with each Pokemon is to "decline counterswitch".
This process repeats until all players have declared or declined their counterswitch; then, whichever player accepted a counterswitch most recently becomes the round's starting player.
2.6f Declaration Resolution Procedure
Trainers automatically perform the switches and Terastallizations that they declared, as well as they are able, in the sequence that they were declared.
Full rules are found in this Handbook post.
A round's Battling Phase contains one or more steps within it. Those steps contain one or more Pokemon's turns.
Sequence of a round's Battling Phase:
Steps are numbered in sequence within a round. That is, there's a first step, a second step, a third step, and so on; and each step is said to be "before" or "after" its neighbor steps. In addition, the highest-numbered step in a round is referred to as the "last" step of the round, regardless of whether or not the battle actually reaches that step. (Such as if the round ends early.)
Sequence of a Step:
At the end of the step, if only one team has any pokemon in play, the round ends. skip any further steps.
The Battling Phase |
---|
Start of Battling Phase | Step 1 ![]() Zangoose's Turn ![]() Seviper's Turn | Step 2 ![]() Zangoose's Turn ![]() Seviper's Turn | Step 3 ![]() Zangoose's Turn ![]() Seviper's Turn | End of Battling Phase |
Sequence of a round's Battling Phase:
1. The Battling Phase begins.
2. Effects that trigger "at the start of the round" trigger here.
3. Steps occur within the round, one after the other, up to the match's Step Count.
4. The Battling Phase ends and the next round starts.
Steps are numbered in sequence within a round. That is, there's a first step, a second step, a third step, and so on; and each step is said to be "before" or "after" its neighbor steps. In addition, the highest-numbered step in a round is referred to as the "last" step of the round, regardless of whether or not the battle actually reaches that step. (Such as if the round ends early.)
Sequence of a Step:
1. Any Pokemon ordered to Mega Evolve or to Dynamax does so.
2. Pokemon receive their main order or orders for the step.
3. "Start of Step" Substitutions are checked.
4. Any ordered direct-use items (e.g. medicines) are used.
5. The step's Turn Sequence is created.
6. Ending the Step.
At the end of the step, if only one team has any pokemon in play, the round ends. skip any further steps.
Full rules are found in this Handbook post.
Last updated 2024-Aug-31.
If... | ...Then... |
---|---|
1. There's only one remaining team... | ...That team wins the battle. |
2. Any team has no players... | ...That team leaves the battle. |
3. Any player has conceded... | ...That player loses. They leave all teams. |
4. If any player has no Pokemon in play, and none to send in... | ...That player loses. They leave all teams. |
5. If a Marker isn't on anything, or a condition has no subject, or a Field Condition has no team... AND / OR If a condition or Marker is on a Pokemon who is not in play, and it was made while they were in play, and it doesn't persist after leaving play... | ...It stops existing. |
6. If a Pokemon is "unaffected" by a Condition on them... AND/OR If a Pokemon has copies of a Condition, in excess of the highest Stack Limit among copies of that Condition... | ...Discard the oldest copy of that Condition from that Pokemon. |
7. If a Pokemon can't legally hold all of their held items... | ...They drop items until they can, starting with the item they have held the longest. |
8. If a Pokemon can't legally have as many abilities as they currently have (typically due to match rules)... | ...Discard abilities from them until they can, starting with the ability they've had the longest. |
9. If a triggered effect that mentions "Faint" in its criteria would trigger... | ...It does so, and is resolved, even though Post-Event checks aren't finished. (A special exception.) |
10. If a Pokemon in play is Fainted, and no Pokemon is acting... | ...Discard all of their Conditions and Markers (except those that say otherwise), set their HP/En to 0, and put them on their trainer's bench. |
11. If any Pokemon has 0 or less HP or En... | ...Put Fainting on whichever non-Fainted Pokemon fell to 0 or less HP/En least recently. |
Full rules are found in this Handbook post, after Post-Event checks.
These rules only apply to triggered effects.
Non-triggered effects that are affecting the same number will apply in mathematical order of operations.
1. Event Order Sort
Non-triggered effects that are affecting the same number will apply in mathematical order of operations.
1. Event Order Sort
Effects that trigger from different events aren't simultaneous, but are mentioned here for clarity.
Earlier effect-triggering event = earlier effect resolution.
2. Component Trigger SortEffects that trigger are first sorted by what they typically do. (example: An HP-restoring effect remains such even under Heal Block.)
- Effects that restore HP.
- Effects that restore EN.
- Effects that cause HP loss, including effects that deal HP damage.
- Effects that cause Energy loss, including effects that deal Energy damage.
- Effects that remove conditions.
- Effects that remove markers.
- Effects that create conditions.
- Effects that place markers.
- All effects having none of the above components.
Effects with the same component are sorted by their owner's Speed. Higher-Speed effects resolve before lower-Speed effects.
Arena effects, Field Conditions, Battle Conditions, Trainer Items, and other effects that aren't owned by a Pokemon are treated as having zero Speed.
As a reminder, effects belonging to abilities, actions, and other objects owned by a Pokemon are in turn owned by that Pokemon.
4. Timestamp SortIf multiple effects have the same triggering event, the same components, and the same Speed, then they are sorted by their Timestamp.
- An ability's timestamp is the moment its owner most recently entered play.
- If the owner of the ability hasn't yet entered play, the ability's timestamp is the user's position in the opening post in the thread.
- An action's timestamp is the moment it is attempted.
- A held item's timestamp is the moment it was most recently equipped.
- A condition's timestamp is the moment of its creation, or the moment its subject most recently entered play, whichever is more recent.
- An arena's triggered effect's timestamp is the moment it was triggered.
- An arena's continuous effect's timestamp is the start of the battle, or the moment the battle moved to that arena, whichever is more recent. (The battle starts in the initial arena, so that timestamp is earlier even than those belonging to benched Pokemon.)
Effects written earlier in an object's text have an earlier timestamp than effects written after them in the same object's text.
Full rules (add all adjacent Substitution rules) are found in this large Handbook post.
Timing Clauses
You can use up to one of these Timing Clauses for your substitution's Timing Component.
Timing Affixes
You can modify your Timing Clause with up to one of these affixes.
You can use up to one of these Timing Clauses for your substitution's Timing Component.
Start or End of Phase
- At the [start / end] of each [round / step / Pokemon Name's turn]
Priority
- At the start of priority [integer]
When Condition is Created
- When [condition*] is created / When [Pokemon / team] is [inflicted with / granted] [condition*]
- (Where "condition*" stands in for [specific condition / a Major Status / a Screen / a Hazard / a Weather / a Terrain])
When Hit
- When [Pokemon] is hit [with specified move / with specified action or action group / with an attack from Pokemon or Pokemon placeholder / at all]
When Hit Effectively
- When [Pokemon] is hit [critically / super-effectively / not very effectively / non-effectively]
When Pokemon's Action has Result
- When [Pokemon] [misses with / fails to attempt / fails to execute] [specific action / action group / any action]
Timing Affixes
You can modify your Timing Clause with up to one of these affixes.
Once
- The clause can't be true, if the substitution has triggered during this round.
Non-Consecutively
- The clause can't be true, if the substitution has triggered during the previous step of this round.
On Step [one or more Step numbers]
- The clause can't be true, except during the specified step or steps.
Action Clauses
You may have any number of Action Clauses in your substitution, so long as none of them observe the same Pokemon. Action Clauses can't observe the Pokemon that they're issued to.
Action Affixes
You can modify each of your Action Clauses with up to one of these affixes.
Action Clauses can check for pre-made lists of moves and commands, called "Action Groups". These lists don't change based on the battle context. Only the properties of the action itself are considered.
For example, Will-o-Wisp remains a "Burn-Inflicting Move" even if every legal target in play is Fire-type.
The available Action Groups can be found within.
State Clauses
Your substitution's trigger may also have up to three (3) State Clauses. Broadly, State Clauses can be defined as any clause within the trigger component that isn't an Action Clause.
A State Clause observes one of the values below, depending on whether or not that value is numeric:
Empty Triggers
You can write a sub with no Action or State Clauses, if you prefer. To do so, you write "If Able" for the trigger component, like this:
This can be useful when the timing component is already specific enough for your needs.
You may have any number of Action Clauses in your substitution, so long as none of them observe the same Pokemon. Action Clauses can't observe the Pokemon that they're issued to.
All Action Clauses are "[Pokemon] is to use [Action]", where "Action" is one of the following:- A specified action name — such as "Flamethrower", "G-Max Steelsurge", or "Cover".
- Attacks of a specified typing — such as "Fire attack" or "Grass attack". (Any action with a Base Attack Power is an attack.)
- A specified action group — such as "Protective Move" or "Self-Sacrificing Move". (See "Action Groups", below.)
- Any of the above, as elevated with a specific Z-Power, with any Z-Power, or with no Z-Power.
- Any of the above, as a Combination or not as a Combination.
- A combination with the specified components — such as "Detect + Double Team".
- The use of a specific Medicine — such as "Potion" or "X Defense".
- The use of any Medicine at all.
- Any of the above (including specifying Combination or non-Combination, except for medicine), targeting a specified Pokemon.
Action Affixes
You can modify each of your Action Clauses with up to one of these affixes.
No affix.
[Pokemon] is to use [observed behavior]
Amount of Behavior Occurrences
[Pokemon] is to use [observed behavior] on any step [at all/at most once/at most twice/etc] this round
Future Behavior
[Pokemon] is to use [observed behavior] on [step number or numbers/any upcoming step]
Behavior A and not Behavior B
[Pokemon] is to use [observed behavior], and is not to use [same or other observed behavior] in [any prior step/the previous step/any other step/the next step/any upcoming step/step number or numbers] this round
Previously Executed Actions
[Pokemon] has executed [observed behavior] previously this [step/round]
Action GroupsAction Clauses can check for pre-made lists of moves and commands, called "Action Groups". These lists don't change based on the battle context. Only the properties of the action itself are considered.
For example, Will-o-Wisp remains a "Burn-Inflicting Move" even if every legal target in play is Fire-type.
The available Action Groups can be found within.
Protective Move
- like "Protect"
Evasive Attack - like "Fly"
Priority Attack - like "Quick Attack"
Protection-Bypassing Attack - like "Feint"
Perfect-Accuracy Attack- like "Hyperspace Hole"
Perfect-Accuracy Protectable Attack- like "Aerial Ace"
Multi-Hit Attack - like "Double Hit" or "Bullet Seed"
Variable-Hit Attack - like "Bullet Seed"
Switch-Forcing Move- like "Roar"
Self-Switching Move - like "U-turn"
HP Recovery Move - like "Recover"
HP Recovery Item- like "Super Potion"
HP Recovery Order- like either "HP Recovery Move" or "HP Recovery Item"
Energy Recovery Action- like "Chill"
Energy Recovery Item- like "Ether"
Energy Recovery Order- like either "Energy Recovery Item" or "Energy Recovery Order"
Status-Cleansing Move - like "Refresh"
Status-Cleansing Item- like "Full Heal"
Status-Cleansing Order- like either "Status-Cleansing Move " or "Status-Cleansing Item"
Revival Move- like "Revival Blessing"
Revival Item- like "Max Revive"
Revival Order- like either "Revival Move" or "Revival Item"
Target-Locking Move - like "Lock-On"
Self-Sacrificing Move - like "Explosion"
Hazard-Creating Move- like "Stealth Rock"
Hazard-Removing Move- like "Rapid Spin"
One-Hit Knockout Attack- like "Fissure"
Ability-Disrupting Move- like "Gastro Acid"
Ability-Ignoring Move- like "Moongeist Beam"
Ability-Gaining Move- like "Role Play"
Physical-Returning Attack- like "Counter"
Special-Returning Attack- like "Mirror Coat"
Screen-Breaking Move- like "Brick Break"
Screen-Bypassing Attack- like "Brick Break" and "Frost Breath"
[Selected Weather]-Inducing Move- The weather options are Fog, Rain, Sandstorm, Snow, Sun, or just Weather at all.
- like "Sunny Day"
Weather-Discarding Move- like "Defog"
- Includes any move included in "Weather-Inducing Move"
[Selected Terrain]-Inducing Move- The terrain options are Electric Terrain, Grassy Terrain, Misty Terrain, Psychic Terrain, or just Terrain at all.
- like "Grassy Terrain"
[Selected Status]-Inflicting Move- The permitted status conditions are Burn, Confusion, Freeze, Paralysis, Partial Trapping, Poison (or Regular Poison, or Bad Poison), Sleep, and Trapping.
- like "Toxic"
[Selected Stat]-Raising Action- The stats are Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, and Evasion
- like "Swords Dance"
[Selected Stat]-Lowering Action - The stats are Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, and Evasion
- like "Flash"
Standard Ball- like "Poke Ball"
Nonstandard Ball- like "Strange Ball"
Ball- like "Standard Ball" or "Nonstandard Ball"
State Clauses
Your substitution's trigger may also have up to three (3) State Clauses. Broadly, State Clauses can be defined as any clause within the trigger component that isn't an Action Clause.
A State Clause observes one of the values below, depending on whether or not that value is numeric:
- Numeric: Your State Clause needs to compare the value with a specific integer (given by you), with another value from below, or with a whole fraction (e.g half, two-thirds) or integer percentage (e.g. 10%, 123%) of another value from below. (e.g. with half your maximum HP.)
- Not Numeric: Your State Clause needs to check if the value is present or absent.
- One of the following parameters of any single specified Pokemon (including inactive Pokemon):
- Their Maximum or Remaining HP, Energy, Recovery Allotment, Chill Allotment, EP.
- Their current or default value in a core stat or secondary stat (Attack, Defense, Special Attack, Special Defense, Speed, Size, or Weight).
- Their current, default, maximum, or minimum stat stage in a single specified stat or in critical hit stage.
- Their current Level, accounting for Level Sync.
- Their current or default species and/or Forme.
- The presence or the absence of a single specified ability.
- The equality or inequality of their abilities to their own default abilities, or to the default abilities of a specific Pokemon species and Forme.
- The quantity of items held by the Pokemon.
- The presence or the absence of a single specified item among the Pokemon's held items.
- The presence or the absence of a single specified condition, or of any Major Status. (whether or not they are "under the effects of" or "subject to" that condition or group.)
- The scope of the clause may be reduced to instances of that specified condition containing a specified parameter. (Example: "IF your Earthquake is Sealed" checks for the Sealed condition with the parameter "Earthquake".)
- The presence or absence of any of a list of specified types within the Pokemon's typing.
- The equality or inequality of their typing to their own default typing, or to the default typing of a specific Pokemon species and Forme.
- The presence or absence of a single specified move or command within the Pokemon's current movepool, or within their default movepool for their current Level.
- Their Capture Tracker length, the Tracker's degree of fullness, and the presence or absence of a given type of Ball within the Tracker.
- One of the following parameters of a single specified Trainer:
- The presence or absence of a single specified item in their Backpack.
- (Items that have been equipped or consumed from their Backpack are no longer in their Backpack.)
- The quantity of their Pokemon in play.
- The presence or absence of a single specified item in their Backpack.
- One of the following parameters of a single specified Team:
- The presence or the absence of a single specified field condition, or of any Screen, or of any Hazard.
- The quantity of remaining Trainers on that Team.
- One of the following parameters of the entire battle:
- The presence or the absence of a single specified battle condition, or of any Weather, or of any Terrain.
- The presence or the absence of a single specified dropped item.
- The quantity of remaining Teams in contention.
Empty Triggers
You can write a sub with no Action or State Clauses, if you prefer. To do so, you write "If Able" for the trigger component, like this:
"When you are hit with Fake Out, IF able, THEN delay your orders."
This can be useful when the timing component is already specific enough for your needs.
Action Clauses
Your substitution can have up to three (3) sequential Result Clauses.
In all cases, if a result clause would give a Pokemon intent or orders they cannot attempt, the substitution is instead illegal.
Result Affixes
Each Result Clause may have up to one of the following affixes appended to it, if desired.
Your substitution can have up to three (3) sequential Result Clauses.
Use a new action.
Give the Pokemon new intent in the current step, overwriting their current one.
("Use Brick Break on Weavile")
Use a new action on the next step or on a specified step number.
Give the Pokemon a new order, overwriting a later order or orders in the round. Either a step number to be replaced, or "the next step", must be specified.
If the step is the current step, overwrites the Pokemon's intent instead.
("Use Protect next step" or "Use U-turn on step 3")
Begin a sequence of new actions.
Give the Pokemon a sequence of new orders, each overwriting an old order. The current step's new order also becomes the Pokemon's new intent.
("Begin using Swords Dance, Drain Punch, Drain Punch.")
Replace all of one action with another.
Replaces all of the Pokemon's intent and orders, that match the first specified action, with a new second specified action.
("Replace all Solar Beams with Energy Ball.")
Ignore one or more other substitutions.
Ignore one or more of the receiving Pokemon's other substitutions for a specified duration or for the rest of the round, whichever is shorter.
("Ignore your third sub until Arcanine's next turn ends.")
Delay ("push down", "push right") the user's orders.
"Pushes" the Pokemon's pending orders, moving them one or more steps later in the round. Any gaps in the Pokemon's orders that are created as a result of pulling will contain Struggle by default.
The Pokemon's intent becomes their new order in the current step.
("Push down orders.")
Intend a new action and then push down orders.
As above, except that the Pokemon is given intent to use a new specified action.
("Use Protect and push down.")
Expedite ("pull back", "pull left") the user's orders.
"Pulls" the Pokemon's pending orders, moving them one or more steps earlier in the round. Any gaps in the Pokemon's orders that are created as a result of pulling will contain Struggle by default.
The Pokemon's intent becomes their new order in the current step.
In all cases, if a result clause would give a Pokemon intent or orders they cannot attempt, the substitution is instead illegal.
Result Affixes
Each Result Clause may have up to one of the following affixes appended to it, if desired.
- "on [n]th Instance" — The affixed Result Clause will be ignored, except for the [n]th time the substitution triggers.
- "on other instances" — The affixed Result Clause will be ignored, except for instances where no Result Clause with the above affix is followed.
(Affixes written similar to "on later instances" are understood to be this affix.) - "if it is step [n]" — The affixed Result Clause will be ignored, except during the specified step.
- "in other steps" — The affixed Result Clause will be ignored during steps mentioned on another Result Clause's affix in the same substitution.(Writings similar to "on later/prior steps" are understood to be this affix.)
- "otherwise" — The affixed Result Clause will be ignored during instances mentioned on a clause affixed "on Nth instance", and it will also be ignored during steps mentioned on a clause affixed with "if it is step N".
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