grahhhhhh
i really like designing modes that allow the player to use more combinations (gear4, quag4). level 4 is where you get all the cool combo moves and leaning into those allows for much more fun and creative play. the opponents, of course, have a lot of fun with it as well
Articuno
Ice/Flying
Pressure, Snow Cloak
95/6/7/7/9/85
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Articuno's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mountain Breeze] On hit, Articuno's Ancient Power creates Tailwind's unique status on Articuno's side of the field. While Articuno is in play: The first damaging move used each turn has a minimum type effectiveness of 1x.
Mode 3: [Chilly Wings] When Articuno is hit super effectively by an attack, the weather becomes Snow for two (2) rounds. While the weather is Snow: Articuno's Flying-type attacks have +1 priority, and Articuno's Ice-type attacks place an additional Frost marker on the defender (in addition to their usual effects).
Mode 4: [Frozen Drop] When Articuno uses an Ice-type move, the weather becomes Snow for two (2) rounds. While Articuno is in play: At the end of the round, if the weather is Snow, place two (2) Frost markers on all Pokemon that are not Ice-type. Frozen Pokemon cannot thaw themselves by using attacks, and Articuno's non-Ice-type attacks ignore Freeze's damage reduction.
Mode 5: [Perfect Freeze] Articuno knows Mind Reader and Sheer Cold. In addition to its usual effects, Articuno's Sheer Cold inflicts Fainting if the defender is frozen, decreases the defender's Energy by 50 if the defender resists Ice, and has 30 BAP otherwise. The first time Articuno's HP drops below 50%, they gain a Combo Token.
Moves:
Aerial Ace
Air Slash
Ancient Power
Avalanche
Brave Bird
Confide
Double Team
Facade
Ice Beam
Leer
Mirror Coat
Mud-Slap
Protect
Round
Signal Beam
Toxic
Ice/Flying
Pressure, Snow Cloak
95/6/7/7/9/85
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Articuno's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mountain Breeze] On hit, Articuno's Ancient Power creates Tailwind's unique status on Articuno's side of the field. While Articuno is in play: The first damaging move used each turn has a minimum type effectiveness of 1x.
Mode 3: [Chilly Wings] When Articuno is hit super effectively by an attack, the weather becomes Snow for two (2) rounds. While the weather is Snow: Articuno's Flying-type attacks have +1 priority, and Articuno's Ice-type attacks place an additional Frost marker on the defender (in addition to their usual effects).
Mode 4: [Frozen Drop] When Articuno uses an Ice-type move, the weather becomes Snow for two (2) rounds. While Articuno is in play: At the end of the round, if the weather is Snow, place two (2) Frost markers on all Pokemon that are not Ice-type. Frozen Pokemon cannot thaw themselves by using attacks, and Articuno's non-Ice-type attacks ignore Freeze's damage reduction.
Mode 5: [Perfect Freeze] Articuno knows Mind Reader and Sheer Cold. In addition to its usual effects, Articuno's Sheer Cold inflicts Fainting if the defender is frozen, decreases the defender's Energy by 50 if the defender resists Ice, and has 30 BAP otherwise. The first time Articuno's HP drops below 50%, they gain a Combo Token.
Moves:
Aerial Ace
Air Slash
Ancient Power
Avalanche
Brave Bird
Confide
Double Team
Facade
Ice Beam
Leer
Mirror Coat
Mud-Slap
Protect
Round
Signal Beam
Toxic
Kommo-o
Dragon/Fighting
Bulletproof, Soundproof, Overcoat
90/8/9/7/8/85
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Kommo-o's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Challenge Seeker] At the end of the round, if Kommo-o took 20 or less damage this round: Inflict Phazing on the opposing Pokemon. If Kommo-o took 30 or more damage this round: Inflict Trapped on Kommo-o and on the opposing Pokemon.
Mode 3: [Tough Scales] While Kommo-o does not have a major status, attacks targeting them have their BAP decreased by two (2). When Kommo-o gains a major status, they learn Clanging Scales.
Mode 4: [Glittering Guardian] Kommo-o knows Clanging Scales. At the end of the round, if Kommo-o hit a foe super effectively this round: Kommo-o's Clanging Scales has its BAP permanently increased by two (2).
Mode 5: [Canyon Champion] Kommo-o knows Clanging Scales and Clangorous Soul. While Kommo-o has less HP remaining than their foe: Treat Kommo-o's stat stages as twice (x2) their current level when Kommo-o is attacking or being attacked, and Phazing markers can't be placed on Kommo-o (discard any pre-existing Phazing markers on them). While Kommo-o has more HP remaining than their foe: Treat Kommo-o's stat stages as zero (0) when Kommo-o is being attacked.
Moves:
Aerial Ace
Attract
Aura Sphere
Brick Break
Confide
Counter
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Poison Jab
Protect
Rock Slide
Round
Shadow Claw
Tackle
Thunder Punch
Toxic
X-Scissor
Dragon/Fighting
Bulletproof, Soundproof, Overcoat
90/8/9/7/8/85
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Kommo-o's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Challenge Seeker] At the end of the round, if Kommo-o took 20 or less damage this round: Inflict Phazing on the opposing Pokemon. If Kommo-o took 30 or more damage this round: Inflict Trapped on Kommo-o and on the opposing Pokemon.
Mode 3: [Tough Scales] While Kommo-o does not have a major status, attacks targeting them have their BAP decreased by two (2). When Kommo-o gains a major status, they learn Clanging Scales.
Mode 4: [Glittering Guardian] Kommo-o knows Clanging Scales. At the end of the round, if Kommo-o hit a foe super effectively this round: Kommo-o's Clanging Scales has its BAP permanently increased by two (2).
Mode 5: [Canyon Champion] Kommo-o knows Clanging Scales and Clangorous Soul. While Kommo-o has less HP remaining than their foe: Treat Kommo-o's stat stages as twice (x2) their current level when Kommo-o is attacking or being attacked, and Phazing markers can't be placed on Kommo-o (discard any pre-existing Phazing markers on them). While Kommo-o has more HP remaining than their foe: Treat Kommo-o's stat stages as zero (0) when Kommo-o is being attacked.
Moves:
Aerial Ace
Attract
Aura Sphere
Brick Break
Confide
Counter
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Poison Jab
Protect
Rock Slide
Round
Shadow Claw
Tackle
Thunder Punch
Toxic
X-Scissor
Magearna
Steel/Fairy
Soul-Heart
90/7/8/9/8/65
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Magearna's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Unrepaired State] Magearna's moves cost two (2) more energy. While Magearna has more than 75 energy remaining: Magearna's damaging attacks have their power increased by one (1). While Magearna has less than 50 energy remaining: Magearna's damaging attacks have their power reduced by two (2).
Mode 3: [Special Interest] At the end of the round: Magearna's type changes to the type of the last move they used. During the next round, effects cannot prevent Magearna from using said move. If Magearna is hit super effectively, their type is reset to Steel/Fairy.
Mode 4: [Energy Overflow] Magearna knows Hyper Beam. While Magearna is not fainted (even if they are not in play), at the end of the round: Each Pokemon in play restores 20 energy and gains a Combo Token. Magearna's combinations have their power increased by three (3).
Mode 5: [Mechanical Soul] Magearna has 200 maximum energy. When Magearna takes damage from an attack, they also lose that much energy. When Magearna's stat stage would be lowered by an effect, their stat stage remains unchanged, and they instead lose five (5) energy per stage decrease that would have occurred. If Magearna's HP would drop below 1, their HP instead becomes 1, and they lose energy equal to three times (3x) the damage blocked. When another Pokemon faints while Magearna is in play, Magearna restores thirty (30) energy.
Moves:
Aura Sphere
Brick Break
Confide
Dazzling Gleam
Defense Curl
Double Team
Energy Ball
Facade
Flash Cannon
Fleur Cannon
Focus Blast
Ice Beam
Iron Head
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Tri Attack
Zen Headbutt
Steel/Fairy
Soul-Heart
90/7/8/9/8/65
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Magearna's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Unrepaired State] Magearna's moves cost two (2) more energy. While Magearna has more than 75 energy remaining: Magearna's damaging attacks have their power increased by one (1). While Magearna has less than 50 energy remaining: Magearna's damaging attacks have their power reduced by two (2).
Mode 3: [Special Interest] At the end of the round: Magearna's type changes to the type of the last move they used. During the next round, effects cannot prevent Magearna from using said move. If Magearna is hit super effectively, their type is reset to Steel/Fairy.
Mode 4: [Energy Overflow] Magearna knows Hyper Beam. While Magearna is not fainted (even if they are not in play), at the end of the round: Each Pokemon in play restores 20 energy and gains a Combo Token. Magearna's combinations have their power increased by three (3).
Mode 5: [Mechanical Soul] Magearna has 200 maximum energy. When Magearna takes damage from an attack, they also lose that much energy. When Magearna's stat stage would be lowered by an effect, their stat stage remains unchanged, and they instead lose five (5) energy per stage decrease that would have occurred. If Magearna's HP would drop below 1, their HP instead becomes 1, and they lose energy equal to three times (3x) the damage blocked. When another Pokemon faints while Magearna is in play, Magearna restores thirty (30) energy.
Moves:
Aura Sphere
Brick Break
Confide
Dazzling Gleam
Defense Curl
Double Team
Energy Ball
Facade
Flash Cannon
Fleur Cannon
Focus Blast
Ice Beam
Iron Head
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Tri Attack
Zen Headbutt
Dustox
Bug/Poison
Shield Dust, Compoundeyes
85/4/5/4/7/65
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Dustox's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Leaf Devourer] Dustox has a bonus immunity to Grass. When Dustox uses Energy Ball in a combination, the field becomes Grassy Terrain for three (3) rounds. Dustox restores three (3) HP in Grassy Terrain, instead of 2. When Dustox is hit by a move with an effect chance of inflicting Burn, and Grassy Terrain is up: That effect check will automatically succeed (despite Shield Dust).
Mode 3: [Light Affinity] Dustox knows Venoshock. If Dustox is not in play and a combination with the Luminous class is used, place a Switching marker on Dustox's ally. At the beginning of the round, if Dustox entered play via switching this round: Dustox may use Poison Powder as a bonus action.
Mode 4: [Food-Sensing Antenna] Raise each of Dustox's core stat ranks by one (1). At the end of the round, if Dustox used Signal Beam this round: Dustox may equip a Cornn Berry, Occa Berry, or Ganlon Berry. Dustox restores ten (10) HP when they eat a Berry, in addition to its usual effects.
Mode 5: [Toxin Scattering] Raise each of Dustox's core stat ranks by two (2). Dustox knows Venoshock and Moonlight. Dustox's Bug Buzz removes any Decoys in play when used, and places a Phazing marker on the defender if they are not poisoned. If Dustox takes 15 or more damage from an attack: Dustox uses Poison Powder immediately as a bonus action. Dustox's Poison Powder inflicts Corrosion on Steel- and Poison-type Pokemon. If Dustox would inflict Poison or bad Poison on a poisoned Pokemon: Add two (2) Poison counters to the defender, and permanently reduce their Attack and Special Attack ranks by one (1).
Moves:
Aerial Ace
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Energy Ball
Facade
Flash
Harden
Poison Powder
Protect
Psychic
Round
Shadow Ball
Signal Beam
Tackle
Toxic
Bug/Poison
Shield Dust, Compoundeyes
85/4/5/4/7/65
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Dustox's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Leaf Devourer] Dustox has a bonus immunity to Grass. When Dustox uses Energy Ball in a combination, the field becomes Grassy Terrain for three (3) rounds. Dustox restores three (3) HP in Grassy Terrain, instead of 2. When Dustox is hit by a move with an effect chance of inflicting Burn, and Grassy Terrain is up: That effect check will automatically succeed (despite Shield Dust).
Mode 3: [Light Affinity] Dustox knows Venoshock. If Dustox is not in play and a combination with the Luminous class is used, place a Switching marker on Dustox's ally. At the beginning of the round, if Dustox entered play via switching this round: Dustox may use Poison Powder as a bonus action.
Mode 4: [Food-Sensing Antenna] Raise each of Dustox's core stat ranks by one (1). At the end of the round, if Dustox used Signal Beam this round: Dustox may equip a Cornn Berry, Occa Berry, or Ganlon Berry. Dustox restores ten (10) HP when they eat a Berry, in addition to its usual effects.
Mode 5: [Toxin Scattering] Raise each of Dustox's core stat ranks by two (2). Dustox knows Venoshock and Moonlight. Dustox's Bug Buzz removes any Decoys in play when used, and places a Phazing marker on the defender if they are not poisoned. If Dustox takes 15 or more damage from an attack: Dustox uses Poison Powder immediately as a bonus action. Dustox's Poison Powder inflicts Corrosion on Steel- and Poison-type Pokemon. If Dustox would inflict Poison or bad Poison on a poisoned Pokemon: Add two (2) Poison counters to the defender, and permanently reduce their Attack and Special Attack ranks by one (1).
Moves:
Aerial Ace
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Energy Ball
Facade
Flash
Harden
Poison Powder
Protect
Psychic
Round
Shadow Ball
Signal Beam
Tackle
Toxic
Quagsire
Water/Ground
Damp, Water Absorb, Unaware
95/6/6/5/5/35
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Quagsire's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Questionable Decisions] Quagsire's attacks have their BAP increased by two (2). When Quagsire would use a super effective attack, they have a 1/3 chance of instead using a random move with a BAP in their movepool. (Quagsire knows 16 such moves.)
Mode 3: [Mud Camouflage] When Quagsire uses a Water-type move: Until the start of Quagsire's next turn, accuracy checks made against Quagsire with less than 100% chance of success will automatically fail.
Mode 4: [Ignore Physics] Quagsire knows Hyper Beam and Giga Impact. Quagsire's combinations cost half (0.5x) energy and do not consume Combo Tokens. While Quagsire is not fainted (even if they aren't in play): Any move can be combined with any other move, regardless of class and subclass, except for moves with a Combo Type of None.
Mode 5: [Idle Lifestyle] Quagsire and their teammates gain access to the command Do Nothing.
Do Nothing
None | Other | User | --- BAP | --- Acc | 1 EN | --- Chance | No Contact | Priority -1 | CT: None
The Pokemon simply sits idly, declining to participate in the battle.
If any other Pokemon has used Chill or a Recovery this step, Do Nothing fails.
The user becomes Sluggish.
Place a Do Nothing marker on the user, with the following effect:
Moves:
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Flash
Focus Blast
Ice Beam
Ice Punch
Liquidation
Mud-Slap
Protect
Rock Slide
Round
Strength
Surf
Tail Whip
Toxic
Waterfall
Water/Ground
Damp, Water Absorb, Unaware
95/6/6/5/5/35
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Quagsire's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Questionable Decisions] Quagsire's attacks have their BAP increased by two (2). When Quagsire would use a super effective attack, they have a 1/3 chance of instead using a random move with a BAP in their movepool. (Quagsire knows 16 such moves.)
Mode 3: [Mud Camouflage] When Quagsire uses a Water-type move: Until the start of Quagsire's next turn, accuracy checks made against Quagsire with less than 100% chance of success will automatically fail.
Mode 4: [Ignore Physics] Quagsire knows Hyper Beam and Giga Impact. Quagsire's combinations cost half (0.5x) energy and do not consume Combo Tokens. While Quagsire is not fainted (even if they aren't in play): Any move can be combined with any other move, regardless of class and subclass, except for moves with a Combo Type of None.
Mode 5: [Idle Lifestyle] Quagsire and their teammates gain access to the command Do Nothing.
Do Nothing
None | Other | User | --- BAP | --- Acc | 1 EN | --- Chance | No Contact | Priority -1 | CT: None
The Pokemon simply sits idly, declining to participate in the battle.
If any other Pokemon has used Chill or a Recovery this step, Do Nothing fails.
The user becomes Sluggish.
Place a Do Nothing marker on the user, with the following effect:
- When the user leaves play, the foe loses HP equal to 20 * the number of Do Nothing markers on the user. If this damage causes the foe to faint, any leftover damage is dealt to their replacement. Then, discard all Do Nothing markers on the user.
Moves:
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Flash
Focus Blast
Ice Beam
Ice Punch
Liquidation
Mud-Slap
Protect
Rock Slide
Round
Strength
Surf
Tail Whip
Toxic
Waterfall
Arcanine-Hisui
Fire/Rock
Intimidate, Flash Fire, Rock Head
95/8/6/7/6/90
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Arcanine's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Tough Fangs] Arcanine's moves tagged #Jaw have +2 BAP. If Arcanine has used a move tagged #Jaw this step, attacks targeting them inflict Trapped in addition to their usual effects.
Mode 3: [Volcanic Mane] Arcanine knows Will-O-Wisp. Arcanine's Intimidate lowers the foe's Special Attack stage rather than their Attack stage. At the end of the round, if Arcanine lost less HP than their foe this round: Raise Arcanine's Attack stage by one (1) for their next three (3) turns.
Mode 4: [Blazing Temper] Arcanine knows Raging Fury. When Arcanine is hit super effectively: Raise Arcanine's Attack stage by two (2) for their next two (2) turns, without extension. When Arcanine uses Raging Fury, they are not considered to have completed a turn for the purposes of stat stage decay.
Mode 5: [Dance of the Wisps] Arcanine knows Flare Blitz and Head Smash. Arcanine's contact attacks have a 30% chance to inflict Burn, replacing any existing Burn effect check. If Arcanine moves after their target, and their attack's BAP is lower than that of the attack their target used: The final damage of that attack is doubled.
Moves:
Aerial Ace
Crunch
Dragon Pulse
Facade
Fire Fang
Flamethrower
Howl
Hyper Voice
Iron Head
Leer
Protect
Psychic Fangs
Rock Slide
Smart Strike
Thunder Fang
Fire/Rock
Intimidate, Flash Fire, Rock Head
95/8/6/7/6/90
CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)
Mode 1: Reduce Arcanine's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Tough Fangs] Arcanine's moves tagged #Jaw have +2 BAP. If Arcanine has used a move tagged #Jaw this step, attacks targeting them inflict Trapped in addition to their usual effects.
Mode 3: [Volcanic Mane] Arcanine knows Will-O-Wisp. Arcanine's Intimidate lowers the foe's Special Attack stage rather than their Attack stage. At the end of the round, if Arcanine lost less HP than their foe this round: Raise Arcanine's Attack stage by one (1) for their next three (3) turns.
Mode 4: [Blazing Temper] Arcanine knows Raging Fury. When Arcanine is hit super effectively: Raise Arcanine's Attack stage by two (2) for their next two (2) turns, without extension. When Arcanine uses Raging Fury, they are not considered to have completed a turn for the purposes of stat stage decay.
Mode 5: [Dance of the Wisps] Arcanine knows Flare Blitz and Head Smash. Arcanine's contact attacks have a 30% chance to inflict Burn, replacing any existing Burn effect check. If Arcanine moves after their target, and their attack's BAP is lower than that of the attack their target used: The final damage of that attack is doubled.
Moves:
Aerial Ace
Crunch
Dragon Pulse
Facade
Fire Fang
Flamethrower
Howl
Hyper Voice
Iron Head
Leer
Protect
Psychic Fangs
Rock Slide
Smart Strike
Thunder Fang
i really like designing modes that allow the player to use more combinations (gear4, quag4). level 4 is where you get all the cool combo moves and leaning into those allows for much more fun and creative play. the opponents, of course, have a lot of fun with it as well
Last edited: