approved by in the hills and drampa's grandpa





Free-For-All
Premise
[Gen 8] Free-For-All is a four-player format where all players are put against each other in one battle; the last player with Pokemon remaining wins. This is a combined concept of USUM's Battle Royal and the in-game Free-For-All format (Multi-Battle).
Rules
Frequently Asked Questions
Strategy

Reliable Recovery is critical in the Free-For-All format to keep your team healthy and guard your position. You only have 6 Pokemon but there are 18 opposing Pokemon, so playing too aggressively is likely to get you eliminated from the game before you’re in a position to win. Moreover, because there are 18 opposing threats you are more likely to need the same Pokemon to check multiple things, so keeping it healthy throughout the match is more important. This means offensive Pokemon with access to recovery moves are highly prized in this format and Wish passing is an excellent way to keep other Pokemon that lack access to such recovery healthy.
@ 
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 16 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Protect
- U-turn
- Future Sight
@ 
Hydreigon @ Leftovers
Ability: Levitate
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Dark Pulse
- Earth Power/Flash Cannon/Substitute

Toxic and Toxic Spikes: the badly poisoned condition is particularly insidious in Free-For-All. Putting opponents on a timer can greatly restrict their options, and even put them into unwinnable positions. Defensive walls that can spread the status consistently and repeatedly are highly prized in this format. Toxic Spikes are a potentially devastating hazard that teams must guard against. To deal with Toxic Spikes, teams should bring strong hazard removal options, and a grounded Poison-type that can remove Toxic Spikes just by switching in is highly recommended. Heal Bell and Aromatherapy are useful moves for curing this status, and Rest and Sleep Talk sets can be effective countermeasures as well.
@ 
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish/Bold Nature
- Knock Off/Scald
- Recover
- Toxic Spikes
- Haze
@ 
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Stealth Rock/Heal Bell/Wish
- Seismic Toss

Hazard Control is very challenging in Free-For-All. Any time a move like Stealth Rock is used, it sets the hazard on all three opposing sides of the field. This means hazards will be set against you much more often than they would in other formats, and your hazard removal needs to be very bulky and reliable at their job. Simply slapping Rapid Spin on an offensive Pokemon is not sufficient in the Free-For-All format. Hazard Control is important for removing hazards that drain the health of your Pokemon on switch-in; this is especially harmful for longevity as you will be switching very often in this format.
@ 
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Atk
- Roost
- Iron Defense
- Body Press
- Defog
@ 
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 248 HP / 252 Def / 8 SpD
Impish/Bold Nature
- Roost
- Defog
- Body Press
- Dragon Tail/Heal Bell/Haze

Spread Moves: The power of spread moves is halved in Free-For-All, making moves such as Earthquake and Boomburst exceedingly weak. While there are circumstances where attacking every opponent simultaneously can be useful, it can also leave you unable to deal with specific threats as your attacks deal very little damage to individual targets. For these moves to be effective, they either require strong secondary effects or they need to be paired with boosting moves to reach more impressive levels of power.
@ 
Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Thousand Arrows
- Coil
- Substitute
- Toxic/Glare
@ 
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Magma Storm
- Earth Power
- Protect

Anti-Setup is critical in Free-For-All. Thanks to other players potentially serving as distractions, it is easy for setup sweepers (particularly more defensive ones) to get out of control. It is important to have options to deal with these situations, as you cannot rely on simply applying offensive pressure to prevent the setup in the first place.
@ 
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Slack Off
- Stealth Rock
- Whirlwind
- High Horsepower
@ 
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower/Stored Power
Sample Teams






Aegislash Stall by Kurt Godel's Poison






Buzzwole + Jirachi by Critical Failure






Victini Balance by Darvin






Landorus Offense by Darvin
Resources
Playability: The main Pokemon Showdown! server
Discord: https://discord.gg/YVaZHqYs74
Council:
Darvin (leader)
Critical Failure








Premise
[Gen 8] Free-For-All is a four-player format where all players are put against each other in one battle; the last player with Pokemon remaining wins. This is a combined concept of USUM's Battle Royal and the in-game Free-For-All format (Multi-Battle).
Rules
Clauses
Pokemon
- Dynamax Clause
- Endless Battle Clause
- Evasion Moves Clause
- OHKO Clause
- Sleep Clause Mod
- Species Clause
Pokemon
Calyrex-Ice
Calyrex-Shadow
Dialga
Dracovish
Eternatus
Giratina
Giratina-Origin
Groudon
Ho-Oh
Kyogre
Kyurem-White
Lugia
Lunala
Magearna
Marshadow
Mewtwo
Necrozma-Dawn-Wings
Necrozma-Dusk-Mane
Palkia
Rayquaza
Reshiram
Solgaleo
Urshifu
Xerneas
Yveltal
Zacian
Zacian-Crowned
Zamazenta
Zamazenta-Crowned
Zekrom
Zygarde-Complete
- Moody
- Power Construct
- Shadow Tag
- Acupressure
- Aromatic Mist
- Baton Pass
- Coaching
- Court Change
- Decorate
- Final Gambit
- Flatter
- Floral Healing
- Flower Shield
- Follow Me
- Heal Pulse
- Rage Powder
- Swagger
## [0.1.0] - 2021-04-30
### Added
- Standard Doubles
- Sleep Clause Mod
- Dynamax Clause
### Removed
- Calyrex-Ice
- Calyrex-Shadow
- Dialga
- Eternatus
- Giratina
- Giratina-Origin
- Groudon
- Ho-Oh
- Kyogre
- Kyurem-White
- Lugia
- Lunala
- Magearna
- Marshadow
- Melmetal
- Mewtwo
- Necrozma-Dawn-Wings
- Necrozma-Dusk-Mane
- Palkia
- Rayquaza
- Reshiram
- Solgaleo
- Urshifu-Base
- Xerneas
- Yveltal
- Zacian
- Zacian-Crowned
- Zamazenta
- Zamazenta-Crowned
- Zekrom
- Zygarde-Complete
- Moody
- Power Construct
- Baton Pass
- Swagger
## [0.2.0] - 2021-08-25
### Added
- Melmetal
### Removed
- Acupressure
- Aromatic Mist
- Coaching
- Court Change
- Decorate
- Flatter
- Floral Healing
- Follow Me
- Heal Pulse
- Rage Powder
## [0.3.0] - 2021-09-08
### Removed
- Dracovish
- Shadow Tag
## [0.3.1] - 2021-10-07
### Removed
- Final Gambit
- Flower Shield
### Added
- Standard Doubles
- Sleep Clause Mod
- Dynamax Clause
### Removed
- Calyrex-Ice
- Calyrex-Shadow
- Dialga
- Eternatus
- Giratina
- Giratina-Origin
- Groudon
- Ho-Oh
- Kyogre
- Kyurem-White
- Lugia
- Lunala
- Magearna
- Marshadow
- Melmetal
- Mewtwo
- Necrozma-Dawn-Wings
- Necrozma-Dusk-Mane
- Palkia
- Rayquaza
- Reshiram
- Solgaleo
- Urshifu-Base
- Xerneas
- Yveltal
- Zacian
- Zacian-Crowned
- Zamazenta
- Zamazenta-Crowned
- Zekrom
- Zygarde-Complete
- Moody
- Power Construct
- Baton Pass
- Swagger
## [0.2.0] - 2021-08-25
### Added
- Melmetal
### Removed
- Acupressure
- Aromatic Mist
- Coaching
- Court Change
- Decorate
- Flatter
- Floral Healing
- Follow Me
- Heal Pulse
- Rage Powder
## [0.3.0] - 2021-09-08
### Removed
- Dracovish
- Shadow Tag
## [0.3.1] - 2021-10-07
### Removed
- Final Gambit
- Flower Shield
[Gen 8] Free-For-All has different functionality than Singles; it is similar to Doubles, with noteworthy differences:
- Moves that target all adjacent foes (colloquially known as "spread moves") have their base power multiplied by x0.5, which is equivalent to the base power of those moves being halved (e.g. Earthquake becomes 50 Power rather than 100).
- Outrage, Petal Dance, Thrash, and Uproar randomly select a target; the odds of hitting a desired player is a 33.33% chance (1/3).
- Dragon Darts is a targeted move that hits the selected target twice.
- Storm Drain redirects and absorbs any Water-type move used by the opponent(s).
- Lightning Rod redirects and absorbs any Electric-Type move used by the opponent(s).
Frequently Asked Questions
Q: Why is Dynamax Clause enabled?
A: The Dynamax mechanics have never existed in a generation alongside "true" Free-For-All mechanics (aka Battle Royal), thus PS's implementation of them is purely hypothetical.
Q: Team Preview is enabled, but I can only see [x and y]'s teams. Why?
A: Team Preview still works for all four players; it's just a PS limitation that the big sprites only show for two people. You can still see all four teams on the side bars.
Q: How do entry hazards work?
A: When your Pokemon uses an entry hazard, the hazard gets set up on every other side. This means that all of the other players will suffer from Spikes and Stealth Rock damage, get badly poisoned from Toxic Spikes, and have their Speed lowered by Sticky Web.
Q: How do Tailwind, Light Screen, Safeguard, etc. work?
A: The stat boosts from Tailwind, Reflect, and Light Screen and protective properties from Mist, Safeguard, etc. only boost your Pokemon's stats.
Q: What happens when both teams on "the other side" black out?
A: The other teams being on a different side is purely visual and has no effect to how the battle plays on.
Q: Why does Dragon Darts work differently than in doubles?
A: Dragon Darts did not exist in Generation 7 and was not usable in Battle Royale as a result. We cannot know how it would work; this implementation is speculative.
A: The Dynamax mechanics have never existed in a generation alongside "true" Free-For-All mechanics (aka Battle Royal), thus PS's implementation of them is purely hypothetical.
Q: Team Preview is enabled, but I can only see [x and y]'s teams. Why?
A: Team Preview still works for all four players; it's just a PS limitation that the big sprites only show for two people. You can still see all four teams on the side bars.
Q: How do entry hazards work?
A: When your Pokemon uses an entry hazard, the hazard gets set up on every other side. This means that all of the other players will suffer from Spikes and Stealth Rock damage, get badly poisoned from Toxic Spikes, and have their Speed lowered by Sticky Web.
Q: How do Tailwind, Light Screen, Safeguard, etc. work?
A: The stat boosts from Tailwind, Reflect, and Light Screen and protective properties from Mist, Safeguard, etc. only boost your Pokemon's stats.
Q: What happens when both teams on "the other side" black out?
A: The other teams being on a different side is purely visual and has no effect to how the battle plays on.
Q: Why does Dragon Darts work differently than in doubles?
A: Dragon Darts did not exist in Generation 7 and was not usable in Battle Royale as a result. We cannot know how it would work; this implementation is speculative.




Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 16 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Protect
- U-turn
- Future Sight


Hydreigon @ Leftovers
Ability: Levitate
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Dark Pulse
- Earth Power/Flash Cannon/Substitute




Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish/Bold Nature
- Knock Off/Scald
- Recover
- Toxic Spikes
- Haze


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Stealth Rock/Heal Bell/Wish
- Seismic Toss




Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Atk
- Roost
- Iron Defense
- Body Press
- Defog


Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 248 HP / 252 Def / 8 SpD
Impish/Bold Nature
- Roost
- Defog
- Body Press
- Dragon Tail/Heal Bell/Haze




Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Thousand Arrows
- Coil
- Substitute
- Toxic/Glare


Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Magma Storm
- Earth Power
- Protect




Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Slack Off
- Stealth Rock
- Whirlwind
- High Horsepower


Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower/Stored Power
Sample Teams






Aegislash Stall by Kurt Godel's Poison
Stall is an easier archetype for beginners when entering the Free-For-All format, as you do not need to actively create openings for your more offensive team members to put in work without getting KO'd. Everything here is designed to survive. This team uses an Ice Punch/Body Press Dragonite to check dangerous Pokemon such as Heatran, Kartana, Landorus-Incarnate, as well as threatening opposing defensive Dragonites. Dragonite has proven to be one of the best Defoggers in the format thanks to serving as an excellent check to dangerous threats such as Heatran and Kartana, which this team appreciates greatly. Umbreon has strong type synergy with Aegislash while keeping it healthy with Wish. Toxapex and Chansey give a strong defensive backbone that can provide hazard support and spread the Toxic status. Finally, this team is rounded out with the utility of Choice Scarf Latios which serves as an emergency revenge-killer that can also shut down defensive walls with Trick.






Buzzwole + Jirachi by Critical Failure
This is a semi-stall team using the power of Buzzwole, Slowking-Galar, and Jirachi to avoid being overly passive as a full stall team would. Buzzwole and Slowking-Galar are much less passive than typical defensive Pokemon, while Ferrothorn and Dragonite round out the core to provide hazards and Defog support. We see here Unaware Clefable serving both as the primary win-condition of the team as well as a way of defeating opposing setup Pokemon. Finally, a Wish/Future Sight Jirachi is used to round out the team and provide a pivot option that can either exert pressure or heal teammates depending on the needs of the situation.






Victini Balance by Darvin
This team uses a defensive core of Vaporeon/Skarmory/Hippowdon to maintain hazard control, protect the rest of your team when opponents are playing aggressively, and to provide Wish support to its more offensive team members. Choice Specs Victini provides a powerful wallbreaking threat, as what few Pokemon can check it are completely crippled by Trick and with strong hazard support it is even more difficult to handle. While V-Create may be tempting, the defense drops make it too difficult to keep Victini healthy. Naganadel serves as a faster threat that can clean in the late-game and with Wish support can put in mid-game work when needed. Its EV spread ensures it gets a Special Attack boost on a KO while still having enough speed to outspeed Kartana. The combination of Hippowdon with Whirlwind and Unaware Clefable give you strong options against setup sweepers, while Clefable itself can serve as a late-game win-condition.






Landorus Offense by Darvin
This is a more offensive team utilizing the power of Landorus-Incarnate to break through opposing teams. Choice Specs Dragapult is used as a revenge-killer against more offensive threats. Vaporeon serves to keep the more offensive team members healthy, while Rotom-Heat serves as a more offensive pivot that can deal damage while also serving as Defogger. Chansey and Aegislash serve as a defensive backbone that you can fall on if it's unsafe to play aggressive. As with most offensive teams, this one thrives when you can control the pace of the game and keep opponents switching.
Resources
Playability: The main Pokemon Showdown! server
Discord: https://discord.gg/YVaZHqYs74
Council:


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