This thread will serve as a place to preview upcoming changes for Gen9 Tree, and as a place for players to contribute ideas for ref Pokemon.
What will stay the same:
Now, for the main Facility synopsis:
Challenge flow:
A Tree challenge consists of three battles, each preceded by a brief interactive narrative called an RP Segment. (RP Segments are basically just for fun. Battles are where the meat of the Facility lie.)
Win battles and you'll get valuable EXP for your Pokemon. Collect enough EXP, and your Pokemon will level up for permanent power boosts!
Whether you win or lose, you will get to play all three battles. So, no matter what, you'll have three chances to get EXP!
RP Segments:
(completely unchanged)
Photographs:
When you set out on your challenge, you will be given a camera with ten (10) pieces of film.
At the start of each battle, you may use your camera to take pictures of your Pokemon.
Each picture you take consumes 1 piece of film.
If you win a battle, your Pokemon gain 1 EXP for each photo you snapped.
So, if you think you're going to win, take lots of photos! If you're not so confident, save some film for later.
Special rule: At the start of the first two (2) battles, you must take between 1-4 photos.
Battle Format:
Ref Pokemon are selected randomly from a list of Pokemon.
Each Tree ref selects from the same list of Pokemon.
Special modifiers are applied to the ref's Pokemon to adjust the difficulty.
There are two types of modifiers in a Pokemon's profile: Challenge Ratings (CR) and Modes.
Challenge Ratings are selected based on the challenger's Species of Pokemon. (Default is CR 0, but it drops to CR -1 if the challenger brings particularly weak Pokemon.)
Modes are selected to match the challenger's Levels of Pokemon. (1-4, matching Levels 1-4. There is also a Mode 5, but is currently unused.)
Challenge Ratings and Modes confer special effects that persist even while the Pokemon is benched.
A Pokemon can only have one (1) Challenge Rating and one (1) Mode. They do not stack.
Special Rule: KO-ing a Pokemon will disable its CR and Mode, but benching it will not.
Example Pokemon Profiles:
Ref Pokemon do not have Levels. They have Lv0 movelists, neutral Natures, and Hidden Abilities unlocked.
As stated before: CR matches the challenger's species, and Mode matches the challenger's Level.
For example: If the challenger brought strong Lv3 Pokemon, then the ref would use CR 0 and Mode 3.
Another example: If the challenger brought weak Lv2 Pokemon, then the ref would use CR -1 and Mode 2.
Note that the Mode 1 effect always reduces CR by one (1). So strong Lv1 Pokemon would fight against CR -1, and weak Lv1 Pokemon would fight against CR -2.
Currently, CR 1 and Mode 5 are unused. They are reserved for a "Hard" difficulty, to be added in the future.
Player Participation
At the moment, I am requesting ref Pokemon ideas from the wider playerbase. Players who contribute will earn a special, un-purchasable Title for use in Battle Tree.
Any BBP player may participate.
Please use the following template.
Design Tips
Any species is fine, regardless of power level. I will add CR effects to compensate for an underpowered or overpowered species.
Don't bother adding CR effects, I will fill them in myself.
Try to make Mode effects that are flavorful for that species. I suggest seeking inspiration from Pokedex entries, anime, manga, video games, popular culture, spin-off media, etc.
Try to utilize numerical values that can be tweaked for balance, if needed.
Complex effects are fine, but try to make things strategically easy for the ref. We want to keep reffing effort relatively low.
Mode 1 MUST remain as-is.
For Modes 2-3, I recommend designing around the mechanics of moves found in Levels 2 and 3, and/or giving the effects counterplay via moves found within Levels 2 and 3. A major goal of these Modes is to encourage challengers to use newly-unlocked moves.
Building a downside into Mode 2 is a good way to ensure smooth difficulty progression.
Likewise, a Mode 3 effect with a certain amount of inconsistency or unreliability may be a good idea.
For Mode 4, you can go a bit more wild in terms of power level, since the challenger is expected to have their full movepool by then. Don't pull punches (no need for forced downsides), but keep things reasonable.
Put something crazy yet flavorful for Mode 5. If you think it's a little bit too much or a little bit unfair, you've likely hit the right spot.
If you have any questions, feel free to use this thread.
Thank you for reading!
Update 12/18/2022:
1. Do not expand the ref's movepool more than necessary.
2. The primary goal of a Mode's effect should not be to expand the ref's movepool.
What will stay the same:
- The RP Segment system.
- The Title system.
- Challenges take place over three separate battles.
- The difficulty will be lowered for weaker challenger Pokemon.
Now, for the main Facility synopsis:
Challenge flow:
A Tree challenge consists of three battles, each preceded by a brief interactive narrative called an RP Segment. (RP Segments are basically just for fun. Battles are where the meat of the Facility lie.)
Win battles and you'll get valuable EXP for your Pokemon. Collect enough EXP, and your Pokemon will level up for permanent power boosts!
Whether you win or lose, you will get to play all three battles. So, no matter what, you'll have three chances to get EXP!
RP Segments:
(completely unchanged)
Photographs:
When you set out on your challenge, you will be given a camera with ten (10) pieces of film.
At the start of each battle, you may use your camera to take pictures of your Pokemon.
Each picture you take consumes 1 piece of film.
If you win a battle, your Pokemon gain 1 EXP for each photo you snapped.
So, if you think you're going to win, take lots of photos! If you're not so confident, save some film for later.
Special rule: At the start of the first two (2) battles, you must take between 1-4 photos.
Battle Format:
- 2v2 Singles
- Switch = OK
- Challenger gets 2 subs, Ref gets 1 sub.
- Challenger's Backpack size is 5. Ref's Backpack size is 0.
- Abilities = ALL
- Advanced Techniques = OFF
- Special rules:
- Illusion has no effect.
- Bide deals damage equal to 1.25x damage taken.
Ref Pokemon are selected randomly from a list of Pokemon.
Each Tree ref selects from the same list of Pokemon.
Special modifiers are applied to the ref's Pokemon to adjust the difficulty.
There are two types of modifiers in a Pokemon's profile: Challenge Ratings (CR) and Modes.
Challenge Ratings are selected based on the challenger's Species of Pokemon. (Default is CR 0, but it drops to CR -1 if the challenger brings particularly weak Pokemon.)
Modes are selected to match the challenger's Levels of Pokemon. (1-4, matching Levels 1-4. There is also a Mode 5, but is currently unused.)
Challenge Ratings and Modes confer special effects that persist even while the Pokemon is benched.
A Pokemon can only have one (1) Challenge Rating and one (1) Mode. They do not stack.
Special Rule: KO-ing a Pokemon will disable its CR and Mode, but benching it will not.
Example Pokemon Profiles:
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). Challenger only gets one (1) sub.
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
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). Challenger only gets one (1) sub.
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
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
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
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). Challenger only gets one (1) sub.
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
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). Challenger only gets one (1) sub.
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
As stated before: CR matches the challenger's species, and Mode matches the challenger's Level.
For example: If the challenger brought strong Lv3 Pokemon, then the ref would use CR 0 and Mode 3.
Another example: If the challenger brought weak Lv2 Pokemon, then the ref would use CR -1 and Mode 2.
Note that the Mode 1 effect always reduces CR by one (1). So strong Lv1 Pokemon would fight against CR -1, and weak Lv1 Pokemon would fight against CR -2.
Currently, CR 1 and Mode 5 are unused. They are reserved for a "Hard" difficulty, to be added in the future.
Player Participation
At the moment, I am requesting ref Pokemon ideas from the wider playerbase. Players who contribute will earn a special, un-purchasable Title for use in Battle Tree.
Any BBP player may participate.
Please use the following template.
[hide= name]
species
types
abilities
stats
[B]CR -2[/B]: (Leave empty)
[B]CR -1[/B]: (Leave empty)
[B]CR 0[/B]: (Leave empty)
[B]CR 1[/B]: (Leave empty)
[B]Mode 1:[/B] Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
[B]Mode 2:[/B] [I][name][/I] (effect)
[B]Mode 3:[/B] [I][name][/I] (effect)
[B]Mode 4:[/B] [I][name][/I] (effect)
[B]Mode 5:[/B] [I][name][/I] (effect)
[B]Moves:[/B]
[/hide]
species
types
abilities
stats
[B]CR -2[/B]: (Leave empty)
[B]CR -1[/B]: (Leave empty)
[B]CR 0[/B]: (Leave empty)
[B]CR 1[/B]: (Leave empty)
[B]Mode 1:[/B] Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
[B]Mode 2:[/B] [I][name][/I] (effect)
[B]Mode 3:[/B] [I][name][/I] (effect)
[B]Mode 4:[/B] [I][name][/I] (effect)
[B]Mode 5:[/B] [I][name][/I] (effect)
[B]Moves:[/B]
[/hide]
Any species is fine, regardless of power level. I will add CR effects to compensate for an underpowered or overpowered species.
Don't bother adding CR effects, I will fill them in myself.
Try to make Mode effects that are flavorful for that species. I suggest seeking inspiration from Pokedex entries, anime, manga, video games, popular culture, spin-off media, etc.
Try to utilize numerical values that can be tweaked for balance, if needed.
Complex effects are fine, but try to make things strategically easy for the ref. We want to keep reffing effort relatively low.
Mode 1 MUST remain as-is.
For Modes 2-3, I recommend designing around the mechanics of moves found in Levels 2 and 3, and/or giving the effects counterplay via moves found within Levels 2 and 3. A major goal of these Modes is to encourage challengers to use newly-unlocked moves.
Building a downside into Mode 2 is a good way to ensure smooth difficulty progression.
Likewise, a Mode 3 effect with a certain amount of inconsistency or unreliability may be a good idea.
For Mode 4, you can go a bit more wild in terms of power level, since the challenger is expected to have their full movepool by then. Don't pull punches (no need for forced downsides), but keep things reasonable.
Put something crazy yet flavorful for Mode 5. If you think it's a little bit too much or a little bit unfair, you've likely hit the right spot.
If you have any questions, feel free to use this thread.
Thank you for reading!
Update 12/18/2022:
1. Do not expand the ref's movepool more than necessary.
2. The primary goal of a Mode's effect should not be to expand the ref's movepool.
Last edited: