Battle Tree Signups
Battle Tree RP Tables
Battle Tree Gimmick Table
Battle Tree CR Table
Battle Tree Flavor Guide (optional)
Ref Rules:
In addition to general Smogon rules of conduct, refs are expected to follow the same content guidelines that Tree challengers are subject to. (Keep material kid-friendly, don't insult the player, etc.)
Should the challenger's writing make you feel uncomfortable, message both the challenger and the Facility Head
(nightblitz42) to resolve the issue. (When the ref initiates the conversation, they should always include the Facility Head in the discussion. This is not required if the challenger initiates the conversation.)
Battle Expectations:
As a general rule, Tree refs are typically expected to play with the intention to win. This means trying to maximize potential damage each round, as well as exploiting mistakes made by the challenger if the opportunity arises.
The exception to this rule is the process by which the ref chooses their Gimmicks for each battle. Refs are free to choose Gimmick components however they please (within the rules of the challenge), and they have no obligation to justify their Gimmick selections in terms of competitive power.
Scenarios:
In their signup post, the challenger will typically specify which Scenario they would like to participate in. (If they do not specify, then it is up to the ref.) Scenarios define the setting and give the ref some guidance as to what kind of overall story is taking place. Additionally, each Scenario comes with Special Instructions for the ref to follow during setup and/or during Roleplay Segments. These Special Instructions only affect the RP Segments and will never affect Battle Segments.
Challenge Preparation:
After you have a agreed to ref a challenge, secretly take these preparatory steps:
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:
Challenge Structure:
After you have taken all the preparatory steps, the challenge proceeds as follows:
Roleplay Segment Details:
Roleplay Segments precede each battle. They give the ref a chance to flex their creative muscles and create an overarching story for the challenge to follow. The exact procedure for a Roleplay Segment is as follows:
Using minimum 1 paragraph, the ref should describe the setting and situation, then present the challenger with an obstacle. The obstacle should generally match what the ref rolled on the Event chart, but the specifics are up to the ref's discretion. (For example, the Event chart might dictate that a large object blocks the challenger's path. Whether that object is a fallen tree, a sleeping Snorlax, an invisible forcefield, or anything else is up to the Ref's imagination.)
After the ref posts their piece, the challenger must respond to that obstacle by using their own Pokemon. The challenger's response is valid if it meets the following criteria:
RP Segment Awards:
After the challenger responds, the ref evaluates their response.
As the ref awards the challenger RPT, the ref also writes some narration explaining the results of the challenger's team's actions (min. 1 paragraph.) To determine the results of the challenger's team's actions, use the following guidelines:
Finally, after writing whatever connective narration is necessary to keep the story moving, the ref initiates the next Battle.
Battle Details:
Each Ref Pokemon Profile has multiple sets of stats, each labeled with a different Challenge Rating (CR). Use only the statline corresponding with the CR of the challenger's Pokemon.
To spice things up, the Ref chooses bonus effects to apply to their Pokemon at the start of each battle. These bonus effects are referred to as Gimmicks. Each Gimmick can only be activated while the Pokemon it is assigned to is active. Gimmicks can be activated even if the Pokemon faints, so long as it was active that Round.
The specific rules for choosing Gimmicks depend on the Level of the challenge:
For higher-Level challenges, the ref freely creates unique Gimmicks from a table of options. These Gimmicks are constructed using pieces called [Conditions] and [Effects]. The chart below stipulates how many [Conditions] and [Effects] the ref is allowed to use in each Gimmick. Additionally, the ref cannot use any [Condition] or [Effect] twice within the same challenge.
For each Gimmick, when it activates for the first time, the ref should give a flavor explanation for how it works.
Ending the Challenge:
The challenge ends after three (3) battles. Even if the challenger loses a battle, they continue the challenge until all three (3) battles have been completed.
Level 4 challenges instead end when a challenger has won two (2) battles, or lost two (2) battles. In this case, the story ends without a third battle.
After the final battle, the ref should post one final piece of text (min. 1 paragraph) that concludes the story. Then, they should post the cumulative rewards for the challenge.
Battle Tree RP Tables
Battle Tree Gimmick Table
Battle Tree CR Table
Battle Tree Flavor Guide (optional)
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.
In addition to general Smogon rules of conduct, refs are expected to follow the same content guidelines that Tree challengers are subject to. (Keep material kid-friendly, don't insult the player, etc.)
Should the challenger's writing make you feel uncomfortable, message both the challenger and the Facility Head
(nightblitz42) to resolve the issue. (When the ref initiates the conversation, they should always include the Facility Head in the discussion. This is not required if the challenger initiates the conversation.)
Battle Expectations:
As a general rule, Tree refs are typically expected to play with the intention to win. This means trying to maximize potential damage each round, as well as exploiting mistakes made by the challenger if the opportunity arises.
The exception to this rule is the process by which the ref chooses their Gimmicks for each battle. Refs are free to choose Gimmick components however they please (within the rules of the challenge), and they have no obligation to justify their Gimmick selections in terms of competitive power.
Scenarios:
In their signup post, the challenger will typically specify which Scenario they would like to participate in. (If they do not specify, then it is up to the ref.) Scenarios define the setting and give the ref some guidance as to what kind of overall story is taking place. Additionally, each Scenario comes with Special Instructions for the ref to follow during setup and/or during Roleplay Segments. These Special Instructions only affect the RP Segments and will never affect Battle Segments.
Challenge Preparation:
After you have a agreed to ref a challenge, secretly take these preparatory steps:
- Prepare a random number generator.
- Randomly select six (6) unique Pokemon from the posts below (40 options). Note the order that you rolled them in.
- Randomly select three (3) Roleplay Events from the Battle Tree RP Tables that each share at least one (1) keyword with the chosen Scenario.
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 Event you rolled with the next unique 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 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:
- RP Segment 1 (using Roleplay Event 1)
- Battle 1 (using mons 1 and 2)
- RP Segment 2 (using Roleplay Event 2)
- Battle 2 (using mons 3 and 4)
- RP Segment 3 (using Roleplay Event 3)
- Battle 3 (using mons 5 and 6)
- The challenger challenges the High-Rise Metropolis Scenario.
- You post in the Signup Thread that you will ref the challenge.
- One by one, you randomly select six (6) different Pokemon from the Ref Mons list. In this case, your rolls, in order, are:
- Dusknoir
- Absol
- Runerigus
- Chien-Pao
- Vileplume
- Lokix
- One by one, you randomly select three (3) different Events from the Battle Tree RP Tables. You roll the Events "Awash," "Hungry," and "Fallen."
- You notice that Awash has the keywords "Water" and "Wild," but the Scenario (High-Rise Metropolis) only has the keywords "Criminal," "Ground," and "Industrial." Because the Event shares no keywords with the Scenario, you re-roll that Event until you roll an appropriate one. In this case, you wind up rolling the event, "Money." Your final sequence of Events, then, is: Money, Hungry, Fallen.
- Based on these preparations, the Tree Challenge is going to have the following flow:
- RP Segment 1 (Money)
- Battle 1 (vs. Dusknoir and Absol)
- RP Segment 2 (Hungry)
- Battle 2 (Runerigus and Chien-Pao)
- RP Segment 3 (Fallen)
- Battle 3 (Vileplume and Lokix)
- Finally, you have your Mulligan Token available, should you decide you need it.
Roleplay Segment Details:
Roleplay Segments precede each battle. They give the ref a chance to flex their creative muscles and create an overarching story for the challenge to follow. The exact procedure for a Roleplay Segment is as follows:
Using minimum 1 paragraph, the ref should describe the setting and situation, then present the challenger with an obstacle. The obstacle should generally match what the ref rolled on the Event chart, but the specifics are up to the ref's discretion. (For example, the Event chart might dictate that a large object blocks the challenger's path. Whether that object is a fallen tree, a sleeping Snorlax, an invisible forcefield, or anything else is up to the Ref's imagination.)
After the ref posts their piece, the challenger must respond to that obstacle by using their own Pokemon. The challenger's response is valid if it meets the following criteria:
- The response must be at least 1 paragraph in length.
- The challenger's team must react to the obstacle.
- Each Pokemon must make at least one (1) contribution to overcoming the obstacle, from the following list:
- A move it knows.
- Its Ability.
- Its Pokedex entry (from any of the official Pokemon games).
- Its biology (from Bulbapedia).
- Its Background.
- Its Merit.
- Its Demerit.
- In Level 4 challenges, each Pokemon must instead make two (2) contributions.
- For each Pokemon, at least one (1) of the things that it contributes must be new within that challenge. (For example, if a Pokemon used Water Gun on a previous Roleplay Segment, then Water Gun on its own will not be a valid contribution for the next Roleplay Segment.)
- The challenger and their Pokemon must stick together as a group.
RP Segment Awards:
After the challenger responds, the ref evaluates their response.
- If the response is valid, then the challenger is awarded 1 RPT per Pokemon that contributed (max. 2 RPT) and the ref moves on with the Roleplay Segment.
- If the challenger's response is invalid, then the ref should explain to the challenger why their response is invalid. Then, the ref should give the challenger an opportunity to edit their post or submit a new post. If the challenger declines to edit, then the ref should accept the response, award 0 RPT, and proceed with the challenge.
As the ref awards the challenger RPT, the ref also writes some narration explaining the results of the challenger's team's actions (min. 1 paragraph.) To determine the results of the challenger's team's actions, use the following guidelines:
- If the challenger's team wants to try to overcome the obstacle, and their method of doing so has a chance of succeeding, then it succeeds.
- If the challenger's team wants to try to overcome the obstacle, but their method of doing so has no chance of succeeding, or they did not explain how they intend to overcome the obstacle: They succeed at overcoming the obstacle through sheer luck, and incur some mild setback or embarrassment as a result.
- If the challenger's team does not intend to overcome the obstacle because they purposefully ignore it, a team member sabotages the effort, or they intend to try and fail for comic effect: They fail to overcome the obstacle and incur some major setback and/or embarrassment as a result.
- If the challenger chooses to fail to overcome the obstacle, then they might also indicate a specific setback they would like to incur. The ref should try to honor this suggestion, if possible.
Finally, after writing whatever connective narration is necessary to keep the story moving, the ref initiates the next Battle.
Battle Details:
Each Ref Pokemon Profile has multiple sets of stats, each labeled with a different Challenge Rating (CR). Use only the statline corresponding with the CR of the challenger's Pokemon.
To spice things up, the Ref chooses bonus effects to apply to their Pokemon at the start of each battle. These bonus effects are referred to as Gimmicks. Each Gimmick can only be activated while the Pokemon it is assigned to is active. Gimmicks can be activated even if the Pokemon faints, so long as it was active that Round.
The specific rules for choosing Gimmicks depend on the Level of the challenge:
- For Level 1 challenges, each Ref Pokemon gets assigned the same 2 predefined Gimmicks each battle.
- For Level 2 and higher challenges, build a unique Gimmick for each Ref Pokemon using the rules below, and add it to their profile.
- For a Level 4 challenge, build two such Gimmicks per Ref Pokemon.
- Be sure to manage your reserve of Conditions and Effects.
- For Level 3 and 4 challenges, pick one (1) extra move for each Ref Pokemon that they would normally learn.
- For Level 4 challenges, pick for each Ref Pokemon one (1) move not yet chosen from this list:
- Spider Web, Ceaseless Edge, Dragon Tail, Aura Wheel, Moonblast, Counter,
V-Create, Oblivion Wing, Shadow Force, Spore, Thousand Waves, Chilly Reception,
Fake Out, Mortal Spin, Mirror Coat, Stone Axe, Metal Burst, Steam Eruption
- Spider Web, Ceaseless Edge, Dragon Tail, Aura Wheel, Moonblast, Counter,
For higher-Level challenges, the ref freely creates unique Gimmicks from a table of options. These Gimmicks are constructed using pieces called [Conditions] and [Effects]. The chart below stipulates how many [Conditions] and [Effects] the ref is allowed to use in each Gimmick. Additionally, the ref cannot use any [Condition] or [Effect] twice within the same challenge.
For each Gimmick, when it activates for the first time, the ref should give a flavor explanation for how it works.
Level 1 challenge: Assign the following pair of gimmicks to each Ref Pokemon:
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.
Level 2 challenge: Assign the following pair of gimmicks to each Ref Pokemon:
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: [Condition]: [Effect]. (You, as the ref, build this Gimmick. You can't use the same Condition or the same Effect twice in one challenge.)
Level 3+: TBD
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.
In this example, the ref rolls Absol and Dusknoir for one of their battles in a Level 1, CR -1 challenge. Explanatory notes are highlighted in red.
During their battle, at the end of one of the rounds, the ref chooses to trigger their active Absol's second Gimmick with the Effect, "Reduce challenger's Accuracy stage by one (1) for two (2) turns." They explain that the Absol is using its disaster-predicting powers to foresee and dodge the opponent's attacks. For the rest of the challenge, the ref cannot re-use that same effect. (For instance, when Dusknoir activates its second Gimmick, the ref will need to choose a different Effect for it.)
Absol
Dark
Pressure, Super Luck, Justified
CR -1: 70/8/4/4/4/75 <--Because the challenger's Pokemon are CR -1, the ref uses only the CR -1 statline and ignores/deletes the CR 0 statline.
CR 0: 70/10/7/6/7/75
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.
^--Because the challenger's Pokemon are Level 1, these two Gimmicks are applied to every Ref Pokemon.
Moves:
Aerial Ace
Air Slash
Attract
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Flamethrower
Flash
Ice Beam
Leer
Mud-Slap
Play Rough
Protect
Psycho Cut
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Thunder Wave
Thunderbolt
Toxic
X-Scissor
Zen Headbutt
Punishment
Rest
Snore
Swords Dance
Torment
Dark
Pressure, Super Luck, Justified
CR -1: 70/8/4/4/4/75 <--Because the challenger's Pokemon are CR -1, the ref uses only the CR -1 statline and ignores/deletes the CR 0 statline.
CR 0: 70/10/7/6/7/75
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.
^--Because the challenger's Pokemon are Level 1, these two Gimmicks are applied to every Ref Pokemon.
Moves:
Aerial Ace
Air Slash
Attract
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Flamethrower
Flash
Ice Beam
Leer
Mud-Slap
Play Rough
Protect
Psycho Cut
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Thunder Wave
Thunderbolt
Toxic
X-Scissor
Zen Headbutt
Punishment
Rest
Snore
Swords Dance
Torment
Dusknoir
Ghost
Pressure, Frisk
CR -1: 70/6/7/4/7/45 <--Because the challenger's Pokemon are CR -1, the ref uses only the CR -1 statline and ignores/deletes the CR 0 statline.
CR 0: 70/9/10/6/10/45
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.
^--Because the challenger's Pokemon are Level 1, these two Gimmicks are applied to every Ref Pokemon.
Moves:
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Punch
Strength
Thunder Punch
Toxic
Imprison
Pain Split
Rest
Snore
Trick Room
Ghost
Pressure, Frisk
CR -1: 70/6/7/4/7/45 <--Because the challenger's Pokemon are CR -1, the ref uses only the CR -1 statline and ignores/deletes the CR 0 statline.
CR 0: 70/9/10/6/10/45
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: Once per battle, after the end of a Round: the ref may apply any one Effect. (Each Effect may only be used once per challenge. If a Pokemon faints and has not yet used an Effect, the ref must apply an Effect at the end of that Round.) The challenger cannot initiate a Switch Phase immediately after the ref applies this effect.
^--Because the challenger's Pokemon are Level 1, these two Gimmicks are applied to every Ref Pokemon.
Moves:
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Punch
Strength
Thunder Punch
Toxic
Imprison
Pain Split
Rest
Snore
Trick Room
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: [Condition]: [Effect]. (You, as the ref, build this Gimmick. You can't use the same Condition or the same Effect twice in one challenge.)
In this example, the ref rolls Absol and Dusknoir for one of their battles in a Level 2, CR 0 challenge. Explanatory notes are highlighted in red.
The battle begins and the ref sends out Absol. At the start of the first round, Absol's second Gimmick activates, and the ref chooses to apply trapping named "Bind" upon the challenger's Pokemon. They explain that as the Pokemon were fighting, the Absol pushed the challenger's Pokemon into a thorny bush, restricting their movement. Note that the challenger will not be able to give the same Effect or the same Condition to any other Profile for the remainder of the challenge.
Absol
Dark
Pressure, Super Luck, Justified
CR -1: 70/8/4/4/4/75
CR 0: 70/10/7/6/7/75 <--Because the challenger's Pokemon are CR 0, the ref uses only the CR 0 statline and ignores/deletes the CR -1 statline.
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: At Round Start, If the ref's active Pokemon has at least 50% HP: Inflict Partial Trapping on the challenger's Pokemon, specifying the name "Bind," Fire Spin," "Whirlpool," or "Infestation."
^--For Absol's Gimmick 2, the ref chose the Condition, "At Round Start, if the ref's active Pokemon has at least 50% hp." They then chose the Effect, "Inflict Partial Trapping on the challenger's Pokemon, specifying the name "Bind," "Fire Spin," "Whirlpool," or "Infestation.""
Moves:
Aerial Ace
Air Slash
Attract
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Flamethrower
Flash
Ice Beam
Leer
Mud-Slap
Play Rough
Protect
Psycho Cut
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Thunder Wave
Thunderbolt
Toxic
X-Scissor
Zen Headbutt
Punishment
Rest
Snore
Swords Dance
Torment
Dark
Pressure, Super Luck, Justified
CR -1: 70/8/4/4/4/75
CR 0: 70/10/7/6/7/75 <--Because the challenger's Pokemon are CR 0, the ref uses only the CR 0 statline and ignores/deletes the CR -1 statline.
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: At Round Start, If the ref's active Pokemon has at least 50% HP: Inflict Partial Trapping on the challenger's Pokemon, specifying the name "Bind," Fire Spin," "Whirlpool," or "Infestation."
^--For Absol's Gimmick 2, the ref chose the Condition, "At Round Start, if the ref's active Pokemon has at least 50% hp." They then chose the Effect, "Inflict Partial Trapping on the challenger's Pokemon, specifying the name "Bind," "Fire Spin," "Whirlpool," or "Infestation.""
Moves:
Aerial Ace
Air Slash
Attract
Confide
Counter
Dark Pulse
Double Team
Facade
Feint Attack
Flamethrower
Flash
Ice Beam
Leer
Mud-Slap
Play Rough
Protect
Psycho Cut
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Thunder Wave
Thunderbolt
Toxic
X-Scissor
Zen Headbutt
Punishment
Rest
Snore
Swords Dance
Torment
Dusknoir
Ghost
Pressure, Frisk
CR -1: 70/6/7/4/7/45
CR 0: 70/9/10/6/10/45 <--Because the challenger's Pokemon are CR 0, the ref uses only the CR 0 statline and ignores/deletes the CR -1 statline.
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: At Round Start, If a Pokemon became the active Pokemon this round: Inflict Sleep upon the challenger's Pokemon, and give it a Restless Marker.
^--For Dusknoir's Gimmick 2, the ref chose the Condition, "At Round Start, If a Pokemon became the active Pokemon this round." They then chose the Effect, "Inflict Sleep upon the challenger's Pokemon, and give it a Restless Marker."
Moves:
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Punch
Strength
Thunder Punch
Toxic
Imprison
Pain Split
Rest
Snore
Trick Room
Ghost
Pressure, Frisk
CR -1: 70/6/7/4/7/45
CR 0: 70/9/10/6/10/45 <--Because the challenger's Pokemon are CR 0, the ref uses only the CR 0 statline and ignores/deletes the CR -1 statline.
Gimmick 1: This Pokemon's attacks deal four (4) bonus damage.
Gimmick 2: At Round Start, If a Pokemon became the active Pokemon this round: Inflict Sleep upon the challenger's Pokemon, and give it a Restless Marker.
^--For Dusknoir's Gimmick 2, the ref chose the Condition, "At Round Start, If a Pokemon became the active Pokemon this round." They then chose the Effect, "Inflict Sleep upon the challenger's Pokemon, and give it a Restless Marker."
Moves:
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Double Team
Earthquake
Facade
Feint Attack
Fire Punch
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Psychic
Rock Slide
Round
Shadow Ball
Shadow Punch
Strength
Thunder Punch
Toxic
Imprison
Pain Split
Rest
Snore
Trick Room
Ending the Challenge:
The challenge ends after three (3) battles. Even if the challenger loses a battle, they continue the challenge until all three (3) battles have been completed.
Level 4 challenges instead end when a challenger has won two (2) battles, or lost two (2) battles. In this case, the story ends without a third battle.
Example: A cowardly villain may surrender a final confrontation upon learning that the player steamrolled their first two opponents.
Example: The player that loses two battles in a row may simply give up on defeating a villain and go home.
After the final battle, the ref should post one final piece of text (min. 1 paragraph) that concludes the story. Then, they should post the cumulative rewards for the challenge.
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