Data The Battle Tree - Ref's Guide (MK V) [UNDER CONSTRUCTION]

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nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Battle Tree Signups
Battle Tree RP Tables

Ref Rules:
  • You must be approved as a Tree Ref to ref this facility. If you are interested in applying as a Tree Ref, message me (nightblitz42) here on Smogon, or on Discord. General qualifications I am looking for are: recent reffings done with minimal mistakes, and proficiency with the Damage Formula.
  • Players may ref a maximum of two (2) simultaneous Tree challenges.
  • Refs must take challenges starting from the top of the queue, and are not allowed to "skip over" earlier challenges (excluding their own).
  • Players who are challenging Battle Tree for the first time take priority over repeat challengers.
Regarding Discomforting RP Content:
The ref is never obligated to interact with content that makes them feel uncomfortable. If such a case occurs, either work out the issue with the challenger, or privately message the Tree Head (nightblitz42) to have the issue resolved on a case-by-case basis.

Approving Title Purchases:
  • Refs are responsible for approving Title purchases from the signup posts they agree to ref.
  • Players may only buy Titles from the Scenario they are signing up to challenge.
    • For example, if the challenger earned 4 RPT in their previous challenge and they are now signing up to challenge Mystery Jungle, they must spend the 4 RPT on Mystery Jungle Titles.
  • Players may not stockpile RPT. Once they begin a new challenge, any RPT from the previous challenge that they did not spend is forfeit.
  • Players may buy a Title and equip it in the same post.

Challenge Preparation:

After you have a agreed to ref a challenge, secretly take these preparatory steps:
  1. Randomly select six (6) unique Pokemon from the posts below. Note the order that you rolled them in.
  2. Randomly select three (3) Roleplay Events from the Battle Tree RP Tables using the following method (the events must be used in the order you rolled them):
    1. Roll a d3.
    2. If you rolled a 1: Randomly select a unique Special Event corresponding to the Scenario being challenged.
    3. If you rolled a 2 or 3: Randomly select a unique Generic Event that shares at least one Keyword with the Scenario being challenged.
All the rolls you have made thus far (as well as their results) are secret, and should not be shared with anybody else.
Finally, give yourself one (1) Mulligan Token. At any time before or during the challenge, you may (secretly) spend the Mulligan Token to perform any one (1) of the following actions:
  • Swap the order of the Roleplay Events you rolled, however you like.
  • Replace one Generic Event you rolled with the next unique Generic Event on the RP Table that shares a Keyword with the Scenario (if you reach the end of the table, return to the top).
  • Randomly select a unique Generic Event that shares at least one Keyword with the Scenario, append it to your list of Roleplay Events as a fourth Event, then discard one Roleplay Event of your choice (leaving you with three).

Challenge Structure:

After you have taken all the preparatory steps, the challenge proceeds as follows:
  1. RP Segment 1 (using Roleplay Event 1)
  2. Battle 1 (using mons 1 and 2)
  3. RP Segment 2 (using Roleplay Event 2)
  4. Battle 2 (using mons 3 and 4)
  5. RP Segment 3 (using Roleplay Event 3)
  6. Battle 3 (using mons 5 and 6)
  1. The challenger challenges the High-Rise Metropolis Scenario.
  2. You post in the Signup Thread that you will ref the challenge.
  3. One by one, you randomly select six (6) different Pokemon from the Ref Mons list. In this case, your rolls, in order, are:
    1. Eelektross
    2. Gigalith
    3. Metagross
    4. Wishiwashi
    5. Mega Beedrill
    6. Zekrom
  4. For RP Segments, you roll three (3) d3 in sequence. Your rolls are 1/3, then 2/3, then 3/3.
    1. Since your first roll was a 1, you will randomly select a Special Event from the High-Rise Metropolis Scenario. In this case, you roll Special Event 2/5.
    2. Since your next two rolls are 2 and 3, the next two events will be random Generic Events that share at least 1 Keyword with the High-Rise Metropolis Scenario. It takes a couple tries, but eventually you roll appropriate Events: Guarded for the second Event, and Snatched for the third.
  5. Based on these preparations, the Tree Challenge is going to have the following flow:
    1. RP Segment 1 (Special Event 2/5)
    2. Battle 1 (vs. Eelektross and Gigalith)
    3. RP Segment 2 (Guarded)
    4. Battle 2 (Metagross and Wishiwashi)
    5. RP Segment 3 (Snatched)
    6. Battle 3 (Beedrill and Zekrom)
  6. Finally, you have your Mulligan Token available, should you decide you need it.

Adjusting Ref Profiles for Difficulty:

Each ref Pokemon's default CR is equal to the CR of the challenger's Pokemon.
Each ref Pokemon's default Mode is equal to the Levels of the challenger's Pokemon.
Mode effects can alter a Pokemon's CR.
A Pokemon has exactly one (1) CR effect and one (1) Mode effect. (They are not cumulative).

Roleplay Segment Expectations:

The Scenario and the pre-challenge preparations you have made will provide simple “blueprints” for most of the basic story elements. The referee’s job is to add details to these blueprints with the goal of establishing narrative cohesion. Within the Roleplay Segments, the ref has the freedom to add details to the story however they please (adding new characters, locations, events, worldbuilding, etc). However, they must always abide by the following narrative rules (in addition to standard rules of decency):
  • The challenger’s team is comprised of:
    • The Trainer, which represents the player themselves.
    • The Trainer’s two Pokemon.
  • The ref cannot add, remove, or modify information related to the identity or history of the challenger’s team.
  • The challenger’s Pokemon cannot abandon their Trainer, and vice versa.
  • Pokemon can talk.
  • The challenger’s team may move to new locations within the Scenario’s setting, but cannot completely leave the Scenario’s setting.
  • People and Pokemon can survive in any environment (underwater, outer space, alternate dimensions) without safety equipment, unless a Roleplay Event specifically makes the environment an obstacle. This is because of magic, don’t ask questions.
  • Characters are allowed to suffer minor injuries (cuts, scratches, bruises), and may face the threat of injury or death, but characters must NEVER actually be seriously injured, die, or be killed under any circumstance.
  • At the end of the challenge, the challenger’s team always finishes safely and in one piece.
  • The name of an equipped Title need not be taken literally.
Roleplay Segment Details:

Each Roleplay Event describes to the ref, in very general terms, an obstacle that the challenger must overcome (for example, “The challenger’s team must cross a large chasm”). Sometimes the Roleplay Event also specifies a specific goal that must be achieved. At the start of each Roleplay Segment, the ref writes up a narrative (at least 1 paragraph), adding details to the blueprint in order to fit the story and setting.

The challenger's Pokemon must then Respond.
  • Within each Roleplay Segment, one or both Pokemon can Respond. If both Pokemon Respond, the rewards are greater.
  • A Pokemon may Respond in one (1) of the following two ways: Solve, or Impede.
    • Either way, the rewards are the same. Choose whichever suits you.
  • To Solve, a Pokemon must help overcome the obstacle.
  • To Impede, a Pokemon must sabotage the team's efforts to overcome the obstacle.
    • Each Pokemon may only Impede one (1) RP Segment per challenge.
    • If a Pokemon is Impeding, one of its contributions MUST be a Detrimental Quality.
  • Regardless of which Response is chosen, a Pokemon may contribute by using any number of the following things:
    • A move it knows.
    • Its Ability.
    • Its Held Item.
    • Its Pokedex entry (from any of the official Pokemon games).
    • Its biology (from Bulbapedia).
    • Its Helpful Qualities.
    • Its Detrimental Qualities.
  • In order to be credited, a Pokemon must contribute at least one (1) thing it has not already contributed previously in the challenge.
  • Pokemon are allowed (encouraged, even!) to work together by combining their contributions.
  • Each Response must have a >0% chance at being effective.
  • During Roleplay Segments, Metronome is banned.
After the challenger has posted their Responses, you as a ref have 3 possible ways to respond:
  • If the challenger's Responses meets all of the above criteria, their Responses must be accepted. The ref writes up another narrative (at least 1 paragraph) describing the result of the Pokemon's actions. As always, the ref has free reign to add details as they please. However, certain rules must be followed, depending on whether the challenger's Pokemon Solved or Impeded:
    • If the challenger's Pokemon only Solved, then their team is guaranteed to overcome the obstacle.
    • If at least one Pokemon Impeded, then their team is guaranteed to fail to overcome the obstacle -- in fact, the Impeding Pokemon are likely to make the situation even worse.
  • If the ref believes that the challenger's Response has a 0% chance of being effective due to information that is already available to the challenger, then the ref initiates a Repeat Round. The ref narrates the Responses in action, points out a fatal flaw with the proposed plan of action, then gives the challenger a chance to either make adjustments to their Responses or devise entirely new Responses from scratch. Essentially, this causes the Roleplay Segment to begin anew.
    • A ref must ask the Facility Moderator (nightblitz42) for permission before initiating a third Repeat Round within the same Roleplay Segment.
  • If the challenger does not provide any Responses, or if the challenger's Responses are invalid and does not qualify for a Repeat Round, then the challenger fails the Roleplay Segment. The ref writes up a narrative (minimum 1 paragraph) explaining that the challenger overcomes the obstacle through brute force and sheer luck.
    • In cases such as these, the ref is encouraged to describe a negative non-gameplay consequence for the challenger, such as becoming covered in filth, having their goal nearly compromised, or being irritatingly inconvenienced.
If the ref accepts the challenger's Responses, then the challenger gains +1 Roleplay Tokens (RPT) for each Pokemon that contributed by using something it has not used previously in the challenge. (Max. 2 RPT per Scenario, 6 RPT per challenge).

Reffing Tips:
  • Don’t feel forced to incorporate every ref mon into the narrative. Ignoring one Pokemon per team is perfectly fine -- it’s much easier to orchestrate an encounter with one Pokemon than it is for two Pokemon.
  • Try to add details that foreshadow one of the Pokemon from Battle 3. This will make your narrative look structured and well-planned (even if it isn’t!)
  • Trainer Battles are always appropriate, no matter the circumstance. Your ultimate get-out-of-jail-free card is to narrate the challenger’s Responses, then immediately introduce an NPC Trainer who wants to battle. At the end of the battle, the NPC Trainer can give the challenger some “very helpful directions” that lead them straight to the next Roleplay Event.
  • If you’ve reached the Battle 3 Roleplay Segment and you still don’t know how to bring the story to a head: simply introduce a bad guy from an evil Pokemon Organization, explain that they are doing something related to an ambiguous evil plan, then make them fight the challenger. At the end of the battle, the baddie can either: get apprehended by the player; or get a call from evil HQ, say that there’s been a change of plans, and run away while still being smug and enigmatic. Because this is just a more specific instance of the Random NPC Trainer strategy, it is applicable in any situation and scenario.
  • If the challenger loses a battle at an awkward time, and you don’t know how to end the story: just make the challenger black out and wake up again somewhere safe with their teammates.
  • Don't be afraid to ask the challenger for ideas, especially when it comes to themes or motivations.
Rewards:
  • (TODO)
 

nightblitz42

is a Forum Moderatoris a Community Contributor
Moderator
Ref Pokemon:
Annihilape
Fighting / Ghost
Vital Spirit / Inner Focus / Defiant
100/8/6/4/7/90 | 2/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Ghost Touch] When Annihilape attacks with a Ghost- or Fighting-type move, or when a foe attacks Annihilape: immunities from Type are not tallied.
Mode 3: [Between Worlds] Annihilape's contact attacks ignore Protection and Evasive conditions. From Round 2 onwards, Annihilape has Evasive against physical actions unless the opponent's team has acted at >0 Priority this battle, and Evasive against special actions unless the opponent's team has acted at <0 Priority this battle.
Mode 4: [Vengeful Spirit] Annihilape knows Rage Fist. On sendout, if an ally Pokemon was active on the previous round: for the next three (3) steps, the BAP of Rage Fist is increased by five (5) for each hit that ally took during the previous round.
Mode 5: [Ape-oplexy] Annihilape knows Drain Punch. At the beginning of each step, if Annihilape's HP >1: Annihilape cannot be knocked out by direct damage from being hit, and hits will always leave Annihilape with at least one (1) HP. If Annihilape's EN <0, and it is not the cleanup phase: Annihilape does not faint.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Defense Curl
Double Team
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Leer
Meditate
Mud-Slap
Night Slash
Poison Jab
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Shadow Punch
Strength
Thunder Punch
Thunderbolt
Toxic
Bombirdier
Flying/Dark
Big Pecks/Keen Eye/Rocky Payload
85/7/6/5/6/82 | 3/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Suspicious Airdrop] Once per sendout, before Step 1, if Bombirdier is the active Pokemon: Bombirdier uses Rock Throw as a bonus action. Rock Throw used through this Mode has a 30% chance of restoring 10 HP to the foe instead of dealing any damage.
Mode 3: [Hurling Insults] Bombirdier knows Parting Shot. If Bombirdier switches out due to Parting Shot: Bombirdier's teammate that switches in inflicts Trapping on the opponent.
Mode 4: [Explosive Delivery] Bombirdier knows Payback. When Bombirdier is to use a damaging move, if the foe used damaging attack this Step: set Stealth Rock on the foe's side of the field, and Bombirdier uses Rock Throw as a bonus action.
Mode 5: [The Sky Is Falling] Bombirdier knows Air Cutter and Heat Wave. Bombierdier's moves that Target All become Physical. When Bombirdier hits using a move with Target All: the foe's benched Pokemon takes the same amount of damage their active Pokemon took.

Moves:
Aerial Ace
Air Slash
Brave Bird
Dark Pulse
Facade
Hyper Voice
Leer
Protect
Rock Slide
Wing Attack
Chandelure
Ghost/Fire
Flash Fire, Flame Body, Infiltrator
85/4/7/10/7/80 | 2/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Blaze of Agony] Replace Chandelure's Flamethrower with Inferno. If Chandelure uses Inferno and does not hit: inflict 10 damage to all active Pokemon.
Mode 3: [Entrancing Flame] Once per turn, when Chandelure is attacked with a contact move: 50% chance to replace the attacker's move with another random move they know (that doesn't call or borrow moves). The attacker performs that move with the original move's timing. (If there are no selectable moves, replace with Struggle.)
Mode 4: [Phantasmal Smoke] Chandelure knows Hex. Chandelure's attacks gain a 50% (additive) effect chance to burn the target. If a burned Pokemon would be burned again, it is instead Confused.
Mode 5: [Soul Seeker] Before Step 1, if Chandelure is active, and a foe's Pokemon (active or benched) has <=50% HP remaining (rounding up): Chandelure uses Night Shade as a bonus action.

Moves:
Astonish
Attract
Confide
Dark Pulse
Double Team
Energy Ball
Facade
Flamethrower
Flash
Protect
Psychic
Round
Shadow Ball
Toxic
Dhelmise
Grass/Ghost
Steelworker
85/9/7/6/7/40

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Sturdy Hook] If Dhelmise has strictly less than or equal to 33% of their full HP remaining (rounding up): halve the BAP of damaging contact moves that target Dhelmise.
Mode 3: [Deep-Sea Pressure] Dhelmise knows Anchor Shot. At end of step, if the foe is Trapped: deal four (4) damage to the foe.
Mode 4: [Abyssal Depths] Dhelmise gains STAB on Water-type moves. Dhelmise's STAB moves always deal damage using the next highest Type-effectiveness multiplier.
Mode 5: [Hook, Line, and Sunken] When Dhelmise is hit by a super-effective attack: the attacker also takes 50% of the damage dealt. If Dhelmise is hit by a neutral or resisted attack: inflict Patrial Trapping (4s) also called Whirlpool on the attacker. Effects inflicted by this Mode bypass Magic Guard.

Moves:
Aerial Ace
Astonish
Attract
Brick Break
Confide
Double Team
Earthquake
Energy Ball
Facade
Flash Cannon
Iron Head
Liquidation
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Surf
Toxic
Eevee
Normal
Run Away, Adaptability, Anticipation
80/4/4/4/5/55 | 1/1

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Elusive] Eevee knows Baton Pass. At end of Step 3, if Eevee has a Switching marker: Eevee performs Sand Attack as a bonus action.
Mode 3: [Unstable] Eevee knows Skull Bash. Once per turn, when Eevee uses a Normal-type move: roll at random a type (including Normal). That move's type becomes the rolled type.
Mode 4: [Type Mastery] Eevee's Trainer may declare any Type when ordering Eevee to use a Normal-Type move: the ordered move becomes the declared type. Eevee retains STAB on moves that were originally Normal-type moves.
Mode 5: [Veevee Power] Eevee knows Stored Power. Once per sendout, before Step 1, if Eevee is active: Eevee performs Extreme Evoboost as a bonus action. Moves cannot inflict the Fainted condition on Eevee.

Moves:
Attract
Confide
Double Team
Facade
Growl
Hyper Voice
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Sing
Tackle
Tail Whip
Toxic
Espeon
Psychic
Synchronize, Magic Bounce
85/5/5/9/7/110 | 2/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Forethought] When an opponent attacks Espeon: if Espeon has already taken their turn, give that move a BAP penalty of two (2). When an opponent attacks Espeon: if Espeon has not yet taken their turn, give that move a BAP bonus of two (2).
Mode 3: [Weather Sight] Espeon knows Weather Ball. After end of round: randomly select a weather (Sun, Rain, Sandstorm, Snow, or Fog). Create that weather (1r).
Mode 4: [Fork Of Fate] Espeon knows Future Sight. The Delayed Attack from Espeon's Future Sight always treats its original target as a Victim (even if that target is benched). (New Pokemon that the opponent sends out become additional Victims.)
Mode 5: [Mastery Over Mind] Espeon knows Psyshock and Skill Swap. While Espeon has an ability that they gained via Skill Swap: the Pokemon that was targeted by Skill Swap has their highest Rank reduced by four (4) (tiebreaker order: SpA -> SpD -> Atk -> Def), and Espeon's same Rank is increased by four (4). Espeon's self-inflicted Skill Swap status does not end when Espeon is benched.

Moves:
Attract
Confide
Dazzling Gleam
Double Team
Facade
Flash
Growl
Hyper Voice
Mud-Slap
Protect
Psychic
Psychic Fangs
Round
Sand Attack
Shadow Ball
Signal Beam
Sing
Tackle
Tail Whip
Thunder Wave
Toxic
Zen Headbutt
Flareon
Fire
Flash Fire, Guts
85/9/5/7/8/65 | 2/2

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Overheat] When Flareon enters play: change the weather to Sun (4r). Once per Round, after Flareon hits with a Fire-Type move: inflict Flareon with Sluggish.
Mode 3: [Fired Up] When Flareon is hit by a contact move: there is a chance equal to [10% * the number of Heat markers on Flareon] to inflict Burn on the attacker.
Mode 4: [Hot Floof] Flareon gains the Fluffy Ability. When Flareon is hit by a contact move: they perform Sunny Day as a bonus action for 5 EN.
Mode 5: [Mastery Over Fire] When a Pokemon attacks with a Fire-type move: give that move a 100% effect chance to inflict Burn. While afflicted with Burn, a Pokémon's Special attacks suffer a BAP penalty of three (3).

Moves:
Attract
Confide
Double Team
Facade
Fire Fang
Flamethrower
Growl
Hyper Voice
Leer
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Sing
Strength
Tackle
Tail Whip
Toxic
Gholdengo
Steel/Ghost
Good as Gold
90/5/7/9/7/84

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Collection Sidequest] If the opponent has used fewer than three (3) unique moves during the current battle, Gholdengo's Def and SpD Ranks are increased by three (3). If the opponent has used more than five (5) unique moves during the current battle, Gholdengo's Def and SpD Ranks are decreased by two (2).
Mode 3: [Sk8r Boi] When Gholdengo is hit Super Effectively: grant Gholdengo the Hovering condition (3s), and also increase their Speed stage by one (1) for three (3) steps.
Mode 4: [Cash Out] Gholdengo knows Make It Rain. Gholdengo's Combinations always score a critical hit. Gholdengo's Combinations always use the typing of the first move listed in the Combination.
Mode 5: [Ghold Standard] Gholdengo knows Make It Rain. Gholdengo ignores the effect of it's own Special Attack stage being lowered. Once per round, after Gholdengo is hit: Gholdengo retaliates by performing Pay Day as a bonus action. For each Combo Token Gholdengo has, Gholdengo's SpA Rank is raised by one (1).

Moves:
Astonish
Dazzling Gleam
Flash Cannon
Focus Blast
Iron Head
Protect
Psychic
Shadow Ball
Tackle
Thunder Punch
Thunder Wave
Thunderbolt
Hatterene
Psychic/Fairy
Healer, Anticipation, Magic Bounce
80/7/7/10/7/29

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Hatterene's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Hat Claws] Hatterene's contact moves gain a 100% effect chance to inflict Magic Powder's effect (2t).
Mode 3: [Emotion Suppression] Hatterene knows Swagger and Charm. While Hatterene is in play: When the foe's Attack or Special Attack stage increases or decreases, decrease their Special Defense stage by the same magnitude for three (3) turns.
Mode 4: [The Witching Hour] Hatterene knows Psychic Terrain and Expanding Force. At start of every prime-numbered round, if Hatterene is active: The terrain becomes Psychic Terrain (1r), and Trick Room becomes active (1r) (overwriting the duration of any previous Psychic Terrain and/or Trick Room).
Mode 5: [Fierce Solitude] Hatterene knows Trick Room and Mystical Fire. When Hatterene enters play: Increase Hatterene's Special Attack stage by one (1) for each non-fainted Pokemon on both teams (excluding Hatterene) for six (6) turns. When Hatterene deals at least twenty (20) damage with an attack: Inflict Phazing on the defender.

Moves:
Attract
Dark Pulse
Dazzling Gleam
Facade
Play Nice
Play Rough
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Shadow Claw
Thunder Wave
Haxorus
Dragon
Rivalry/Mold Breaker/Unnerve
90/10/7/5/5/97 | 3/5

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Haxorus's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Flashmatch] While Haxorus is active, negate the foe's Abilities, and also give the foe Rivalry.
Mode 3: [Relentless] When Haxorus hits a foe with a Dragon-type move: Discard all Switching markers from the target, and also the target cannot gain Switching markers for the rest of the step. When Haxorus attacks a foe, using a move that hit that foe last Round: give that attack a power bonus of two (2).
Mode 4: [Mold Destroyer] When Haxorus hits a foe with a Dragon-type move: negate all of the defender's abilities until the defender leaves play. While Haxorus has more (non-negated) abilities than its opponent, Haxorus's attacks gain a power bonus equal to the difference in number of abilities.
Mode 5: [Mold Annihilator] When Haxorus hits a foe with a Dragon-type move: negate all of the defender's Abilities until the defender leaves play. When Haxorus attacks an opponent with fewer (non-negated) abilities than Haxorus: treat the defender as having Rivalry.

Moves:
Aerial Ace
Attract
Brick Break
Confide
Counter
Crunch
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Focus Blast
Harden
Iron Head
Leer
Night Slash
Poison Jab
Protect
Psycho Cut
Rock Slide
Round
Shadow Claw
Slash
Strength
Surf
Toxic
X-Scissor
Hisuian Zoroark
Normal / Ghost
Illusion
85/8/5/9/5/105 3/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Bonechill Revenant] Hisuian Zoroak knows Snowscape. If Hisuian Zoroark is KO'd while the Weather is Clear or Snow: create a Delayed Attack named "Unfinished Business" on the attacking Pokemon's team.

**Unfinished Business**
8 BAP, 0 En, typeless, --- Acc, Special, CT: None.
Mode 3: [Forlorn Fox] Replace Hisuian Zoroark's Shadow Claw with Phantom Force. Hisuian Zoroark's Normal- and Ghost-type moves have +2 BAP for each Fainted Pokemon on either team.
Mode 4: [Liberation in Death] Hisuian Zoroark's Attack and Special Attack Ranks are each increased by two (2). After Hisuian Zoroark hits a foe: both active Pokemon receive damage equal to 10% (0.1x) of the damage the move dealt, rounded up.
Mode 5: [Frozen Soul] Hisuian Zoroark knows Bitter Malice, Hex, Will-O-Wisp, and Curse. Hisuian Zoroark's Bitter Malice gains a 100% effect chance place a number of Frost Markers on the defending Pokemon equal to (3 + (the number of conditions affecting that Pokemon)). Hisuian Zoroark's attacks deal half (0.5x) damage to Frozen Pokemon, not one (1) damage.

Moves:
Aerial Ace
Brick Break
Comeuppance
Crunch
Dark Pulse
Facade
Flamethrower
Focus Blast
Hyper Voice
Leer
Protect
Psychic
Shadow Ball
Shadow Claw
Jolteon
Electric
Volt Absorb, Quick Feet
85/5/5/8/7/130 | 2/2

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Mood Swings] At the end of each of Jolteon's turns, if Jolteon did not inflict damage this turn: decrease Jolteon's Special Attack rank by four (4) for its next turn. At the end of each of Jolteon's turns, if Jolteon inflicted damage this turn: increase Jolteon's Special Attack rank by two (2) for its next turn.
Mode 3: [Charged Body] Replace Jolteon's Thunderbolt with Electro Ball. When Jolteon is hit by a damaging contact move: inflict the attacker with Paralysis (also called BB-Paralysis) at zero (0) counters. BB-Paralysis quarters (x0.25) the Pokemon's speed instead of halving it. Pokemon with BB-Paralysis do not gain Paralysis Counters at end of round.
Mode 4: [Atmospheric Strike] Replace Jolteon's Thunderbolt with Thunder. Jolteon's Electric-type attacks bypass all Accuracy checks. When tallying type effectiveness: type immunities are treated as resistances instead.
Mode 5: [Mastery Over Lightning] Jolteon knows Electric Terrain. Electric Terrain cannot be overwritten, except by a Pokemon who is holding a Terrain Extender. While under the effect of Electric Terrain, Jolteon's Attack Rank, Special Attack Rank, and Speed are doubled.

Moves:
Attract
Confide
Double Team
Facade
Flash
Growl
Hyper Voice
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Signal Beam
Sing
Strength
Tackle
Tail Whip
Thunder Fang
Thunder Wave
Thunderbolt
Toxic
Kabutops
Rock/Water
Swift Swim, Battle Armor, Weak Armor
85/8/8/5/5/80

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Kabutops's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Prehistoric Predator] After Kabutops uses Ancient Power (even if it does not connect), increase their critical stage by three (3) for one turn. At the end of the round, if Kabutops landed no critical hits: Kabutops become Sluggish for one (1) turn.
Mode 3: [Double Slash] Once per sendout, if Kabutops's Weak Armor is activated by an attack: Kabutops retaliates by using Slash, Night Slash, or Psycho Cut as a bonus action. (Use the attack with the best type effectiveness; on a tie, favor Slash, then Night Slash.)
Mode 4: [Relentless Swimmer] Before Step 1, if Kabutops is active: the weather becomes Rain (1r). While the weather is Rain, Kabutops's foe is Trapped.
Mode 5: [Vampiric Scythes] Replace Kabutop's Waterfall with Razor Shell. All of Kabutops's moves tagged #Slicing have a power bonus of two (2) and drain half (0.5x) the damage dealt, with a maximum of 7.

Moves:
Aerial Ace
Ancient Power
Attract
Brick Break
Confide
Cross Poison
Double Team
Earth Power
Facade
Harden
Ice Beam
Leer
Liquidation
Mud-Slap
Night Slash
Protect
Psycho Cut
Rock Slide
Round
Sand Attack
Slash
Surf
Toxic
Waterfall
X-Scissor
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] While the weather is Clear or Sunny, Kilowattrel has Evasive against single-target actions. Treat this Evasive condition as being created by Fly. (Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind have effects that ignore this Evasive status.)
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
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
Leafeon
Grass
Leaf Guard, Chlorophyll
85/8/9/5/5/95 | 2/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Young Sprout] Leafeon gains the Ability Grassy Surge. Leafeon's damaging moves deal 2/3 damage (rounded up) if Grassy Terrain is not in play.
Mode 3: [Fight For Its Friends] When Leafeon uses a damaging move, if their ally is KO'd: type-resistances to Grass are not tallied.
Mode 4: [Tail Blade] When Leafeon uses a damaging move: raise that move's critical hit stage by one (1). When Leafeon uses a damaging Grass-type move: raise that move's critical hit stage by three (3), and also give it a 20% effect chance (additive) to inflict Flinch.
Mode 5: [Mastery Over Plants] Leafeon knows Growth. When Leafeon uses Growth: increase its Attack and Special Attack stages by three (3) instead. When Leafeon uses a damaging Grass-type move: Leafeon's Leaf Guard and Chlorophyll become active for the rest of the round.

Moves:
Aerial Ace
Attract
Bullet Seed
Confide
Double Team
Energy Ball
Facade
Flash
Growl
Hyper Voice
Leaf Blade
Mud-Slap
Protect
Round
Sand Attack
Shadow Ball
Sing
Strength
Tackle
Tail Whip
Toxic
X-Scissor
Linoone
Normal
Pickup / Gluttony / Quick Feet
90/5/5/4/5/100 1/3

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Slope Interception] Linoone knows Pursuit. Linoone's Pursuit always has 8 BAP but gains the effect, On hit: Linoone is Trapped.
Mode 3: [Linear Regression] Linoone knows Dig. When Linoone uses a Damaging Move, it gains a power bonus equal to the number of times it has used that move consecutively.
Mode 4: [Relatively Special] Linoone knows Super Fang. Linoone's Evasion stage is treated as being two (2) higher against contact attacks used by Pokemon that move after it in a step.
Mode 5: [Brachistochroone] Linoone knows Headbutt and Extreme Speed. When Linoone Flinches an opponent, Linoone may immediately use Belly Drum as a bonus action.

Moves:
Attract
Confide
Defense Curl
Double Team
Facade
Growl
Hyper Voice
Ice Beam
Mud-Slap
Play Rough
Protect
Round
Sand Attack
Shadow Ball
Shadow Claw
Slash
Strength
Surf
Tackle
Tail Whip
Thunder Wave
Thunderbolt
Toxic
Lokix
Bug / Dark
Swarm / Tinted Lens
85/7/6/4/4/92 1/1

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Outlaw] Lokix knows Thief. While Lokix holds a stolen Item, its Speed is reduced by 25% (x0.75) and its Defense and Special Defense are reduced by one (1) Rank each..
Mode 3: [Anti-Hero] When ordering, Lokix may add the tag [Appall] to any damaging move. Once per battle, when Lokix hits an opponent with a move that has the [Appall] tag: that opponent loses ten (10) HP and is Taunted for three (3) steps.
Mode 4: [Redemption Arc] Lokix knows Axe Kick. When Lokix enters play via Switch Phase, if its ally has less HP than the opponent's active Pokemon, then the opponent cannot Counterswitch in response. When Lokix attacks, if its ally is KO'd or has less HP than the opponent's active Pokemon: give the attack an Accuracy bonus of +25 (after other modifiers).
Mode 5: [Showdown Mode] Lokix knows Assurance. When Lokix enters play, raise its Attack and Special Attack stages by two (2) each for four (4) turns, and raise its Defense, Special Defense, and Accuracy stages by one (1) each for four (4) turns. When Lokix attacks with a Dark-type move that makes contact, that move's BAP becomes 6 or (2*Lokix's number of stat boosts), whichever is greater.

Moves:
Aerial Ace
Astonish
Brick Break
Bug Bite
Bug Buzz
Counter
Dark Pulse
Facade
Leer
Protect
Tackle
X-Scissor
Lucario
Fighting/Steel
Steadfast, Inner Focus, Justified
85/8/5/8/5/90 | 3/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce Lucario's CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Bicurious] After Lucario uses a Physical damaging move: increase their Special Attack rank by 3 and decrease their Attack rank by three (3) for one (1) turn. After Lucario uses a Special damaging move: increase their Attack rank by 3 and decrease their Special Attack rank by three (3) for one (1) turn.
Mode 3: [Versatile] When Lucario is hit by a Physical damaging move: increase their Defense rank by five (5) for one (1) turn. When Lucario is hit by a Special damaging move: increase their Special Defense rank by five (5) for one (1) turn.
Mode 4: [One Minute Man] When Lucario is targeted with a damaging move: give that move a 100% effect chance to inflict Flinching. When Lucario attacks: use their Speed stage in place of their Attack and Special Attack stages.
Mode 5: [Witch Hunt] When Lucario enters play: inflict a unique status on their opponent for their next six (6) turns with the following effect:
● The subject has the Dark-type in addition to their other types.

Moves:
Aerial Ace
Attract
Aura Sphere
Blaze Kick
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Pulse
Earthquake
Facade
Flash Cannon
Focus Blast
Howl
Ice Punch
Mud-Slap
Poison Jab
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Claw
Strength
Thunder Punch
Toxic
Zen Headbutt
(Note: Rotom is sent out in its default forme.)

Rotom
Electric/Ghost
Levitate
80/4/6/7/6/91 | 1/1

Rotom-C
Electric/Grass
Levitate
80/5/8/8/8/86 | 2/3

Rotom-F
Electric/Ice
Levitate
80/5/8/8/8/86 | 4/5

Rotom-H
Electric/Fire
Levitate
80/5/8/8/8/86 | 2/3

Rotom-S
Electric/Flying
Levitate
80/5/8/8/8/86 | 1/2

Rotom-W
Electric/Water
Levitate
80/5/8/8/8/86 | 3/4

CR -2: (Leave empty)
CR -1: (Leave empty)
CR 0: (Leave empty)
CR 1: (Leave empty)

Mode 1: Reduce (species)'s CR by one (1). Challenger only gets one (1) sub.
Mode 2: [Appliance Surfer] Once per battle, on sendout: Rotom learns any of the following moves that are Super Effective against the opponent's active Pokemon: Hydro Pump, Overheat, Leaf Storm, Blizzard, & Air Slash.
Mode 3: [Erratic Impulse] Before Step 1, if Rotom is the active Pokemon: Rotom has a 20% chance of performing Thunder Shock as a bonus action. Thunder Shock performed this way ignores immunities to the Electric type.
Mode 4: [Eerie Circuitry] Rotom knows Rising Voltage. If Rotom is dealt at least twenty (20) damage by an attack: set Electric Terrain for four (4) Steps. If a Pokemon under the effect of Electric Terrain uses an attack targeting Rotom: halve that move's BAP (rounding down).
Mode 5: [Contraption Havoc] Rotom knows Hydro Pump, Overheat, Leaf Storm, Blizzard and Air Slash. Rotom can use Form Shift as a bonus action at the beginning of any Step, and all forms of Rotom may use Form Shift. Damaging moves used by Rotom and its forms receive a flat damage boost equal to the number of times Rotom has used Form Shift.

Moves:
Astonish
Confide
Dark Pulse
Double Team
Facade
Flash
Hyper Voice
Mud-Slap
Protect
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Toxic

(cont.)
 
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