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Resource BBP Quick-Link Reference

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LouisCyphre

heralds disaster.
is a Community Leaderis a Top Community Contributor
BBP Leader
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
:porygon-z:Gen 8.0 Data Audit Spreadsheet (old)
:porygon:Old Resource Directory
:pikachu-world: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.
 
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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 the Phazing or Switching conditions leave play if able, starting from the oldest such condition.​
2.5c Pokemon Replacement Procedure
In the order that they were vacated (regardless of how), each empty field position has a Pokemon to be sent out declared by their trainer. The replacement is a different Pokemon than the Pokemon that just left, 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.​
If they declare no withdrawal, 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, or do nothing with each of their Pokemon. Doing nothing with each Pokemon is to "decline counterswitch".​
When declaring counterswitches only, Pokemon that were declared to replace a Phazed or forcibly Switched Pokemon may be re-declared.​
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 that they declared, as well as they are able, in the sequence that they were declared.​
Rounds and Steps [~2.7]
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.

The Battling Phase
Start of
Battling Phase​
Step 1
:zangoose:
Zangoose's Turn
:seviper:
Seviper's Turn​
Step 2
:zangoose:
Zangoose's Turn
:seviper:
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 Trainer items (e.g. :potion:medicines and :poke ball:balls) 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.
Post-Event Checklist [~2.9]
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 condition has no subject...
AND / OR​
If a condition is on a host 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 host is "unaffected" by a Condition on them...
AND/OR​
If a host 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......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.
Simultaneous Trigger Sort [~2.10]
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
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 Sort
Effects that trigger are first sorted by what they typically do. (example: An HP-restoring effect remains such even under Heal Block.)​
  1. Effects that restore HP.
  2. Effects that restore EN.
  3. Effects that cause HP loss, including effects that deal HP damage.
  4. Effects that cause Energy loss, including effects that deal Energy damage.
  5. Effects that remove conditions.
  6. Effects that create conditions.
  7. All effects having none of the above components.
3. Speed Trigger Sort
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 Sort
If 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.​
Legal Substitution Clauses [10.6~10.8]
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.

This step
- Checks at the start of the step, AND the start of each of the Pokemon's turns inside of that step.​
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.​
Your Trigger Component may contain up to three total Number Clauses and/or Host Clauses. These don't have any affixes.

Up to one such clause may also be an Action Clause; which may have up to one (1) appropriate affix.



Number Clauses
Check a numeric parameter of any number of alike Objects, and compare that numeric parameter to one or two endpoints.
Number Clauses can check if a value is:
  • equal to one provided integer,
  • above, or equal-or-above, one provided integer,
  • below, or equal-or-below, one provided integer,
  • unequal to one provided integer,
  • inclusively within two provided integers.


Host Clauses
Observe any number of alike Objects to see what they are hosting; regardless of whether those Objects are stored in a Parameter.
Host Clauses can't mix Object types:
  • The observed hosts must all be the same Object type.
  • The observed hostees must also be the same Object type or be alike values.
  • The hosts can be the same Object type as the hostees, or a different type or value.
To explain further:
  • The Conditions "Poison" and "Encore" are alike Objects, as they are both Conditions.
  • The type "Psychic" and move "Psychic" are dissimilar Objects.
  • The tags "#Poison" and "Speed-Reducing" are alike values.
  • The integer "3" and the tag "#Protective" are dissimilar values.
Host Clauses can check for the quantity of the described Objects, the same way a Number Clause would. It's still a Host Clause.

Host Clauses can be negated with "NOT".



Action Clause
Inspects the intent and orders of one or more Pokemon. It is said to "observe" the intent, orders, and Pokemon.
  • Any Number Clause or Host Clause that observes a Pokemon's intent or a Pokemon's orders is also inherently an Action Clause.
  • A substitution can't have more than one (1) Action Clause.
  • Action Clauses are typically written in a form similar to "IF [Pokemon] intends to use [action]", though any sufficiently clear format is permitted.
  • Action Clauses may observe for moves only, commands only, or all actions:
  • Unlike Host Clauses, Action Clauses may NOT be negated, except to check if a described action is intended by some observed Pokemon, but not others.
  • Action Clauses may still observe any number of distinct Pokemon, except the recipient.
  • Any parameter of the Action a Pokemon intends or is ordered may be observed by an Action Clause, except for Effect Text, Contest-exclusive Data, and Progression Data (Level and C.Limit).
  • Action Clauses that observe for Combinations will respond to any ordering of components.
Action Affixes
You can modify your Action Clause with up to one of these affixes.
  • ...as an Attack.
  • ...as a non-Attack.
  • ...as a standard/un-promoted move.
  • ...with combo components in exactly this order.
  • ...targeting all of, or any of, any number of specified Pokemon.
  • ...targeting all of, or any of, any number of specified Teams.
Result Clauses
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 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.​
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.​
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.​
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.​
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.​
Intend a new action and then push down orders.
- As above, except that the Pokemon is given intent to use a new specified action.​
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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