Data The Battle Tree - Ref's Guide (MK V)

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nightblitz42

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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.
Rules of Conduct:

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:
  1. Prepare a random number generator.
  2. Randomly select six (6) unique Pokemon from the posts below (40 options). Note the order that you rolled them in.
  3. Randomly select three (3) Roleplay Events from the Battle Tree RP Tables that each share at least one (1) keyword with the chosen Scenario.
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 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:
  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. Dusknoir
    2. Absol
    3. Runerigus
    4. Chien-Pao
    5. Vileplume
    6. Lokix
  4. One by one, you randomly select three (3) different Events from the Battle Tree RP Tables. You roll the Events "Awash," "Hungry," and "Fallen."
  5. 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.
  6. Based on these preparations, the Tree Challenge is going to have the following flow:
    1. RP Segment 1 (Money)
    2. Battle 1 (vs. Dusknoir and Absol)
    3. RP Segment 2 (Hungry)
    4. Battle 2 (Runerigus and Chien-Pao)
    5. RP Segment 3 (Fallen)
    6. Battle 3 (Vileplume and Lokix)
  7. 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.
Note that the challenger's team must react to the obstacle, but they need not overcome it. For example, suppose the obstacle in one RP Segment is a steep chasm that the challenger needs to cross. The challenger sees that one of their Pokemon has the Demerit of "being scared of heights." In their response, the challenger writes that their Pokemon becomes anxious and refuses to cross the chasm. Even though it does not resolve the problem put before the challenger, this response is valid because it describes a valid reaction to the obstacle.

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.
Continuing the Story

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.
Note: Narration during RP Segments has no impact upon battle mechanics or anything outside of RP Segments. For instance, no matter how badly the challenger's Pokemon get beat up during an RP Segment, they still enter the next battle with full HP, and so on.

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.
In high-Level challenges, you will give each Ref Pokemon an extra move or moves. You are expected to justify your choices narratively.
  • 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
Building a Gimmick:
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.
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.
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
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
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.)
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.)
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.
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
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
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.
Level 3+: TBD

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.
 
Last edited by a moderator:
Ref Pokemon:
(markers placed at intervals of 10)
---0.5---
Absol
Dark
Pressure, Super Luck, Justified

CR -1: 70/8/4/4/4/75
CR 0: 70/10/7/6/7/75

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
Alolan Ninetales
Ice/Fairy
Snow Cloak, Snow Warning

CR -1: 70/2/4/6/4/109 | 3/2
CR 0: 70/5/7/9/7/109 | 3/2

Moves:
Attract
Avalanche
Confide
Dark Pulse
Dazzling Gleam
Double Team
Facade
Feint Attack
Howl
Hypnosis
Ice Beam
Protect
Round
Tackle
Tail Whip
Toxic
Zen Headbutt

Hail
Icy Wind
Rest
Snore
Weather Ball
Arcanine-Hisui
Fire/Rock
Intimidate, Flash Fire, Rock Head

CR -1: 70/7/4/5/4/85
CR 0: 70/9/7/7/7/85

Moves:
Aerial Ace
Crunch
Dragon Pulse
Facade
Flamethrower
Howl
Hyper Voice
Iron Head
Leer
Protect
Psychic Fangs
Rock Slide
Smart Strike
Thunder Fang

Raging Fury
Rest
Will-o-Wisp
Sunny Day
Snore
Armarouge
Fire/Psychic
Flash Fire, Weak Armor
Size/Weight: 3/4

CR -1: 70/4/4/8/3/75
CR 0: 70/6/7/10/6/75

Moves:
Astonish
Aura Sphere
Dark Pulse
Dragon Pulse
Energy Ball
Facade
Flash Cannon
Focus Blast
Leer
Protect
Psychic
Shadow Ball

Armor Cannon
Rest
Snore
Sunny Day
Will-O-Wisp
Audino
Normal
Healer, Regenerator, Klutz

CR -1: 70/7/4/7/4/50 | 2/3
CR 0: 70/9/7/9/7/50 | 2/3

Moves:
Attract
Confide
Dazzling Gleam
Double Team
Facade
Fire Punch
Flamethrower
Flash
Growl
Hyper Voice
Ice Beam
Ice Punch
Play Nice
Protect
Psychic
Round
Shadow Ball
Signal Beam
Surf
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Magic Coat
Reflect
Rest
Simple Beam
Snore
Chien-Pao
Dark/Ice
Sword of Ruin

CR -1: 70/6/4/4/4/135 | 4/5
CR 0: 70/8/7/6/7/135 | 4/5

Moves:
Aerial Ace
Avalanche
Brick Break
Crunch
Dark Pulse
Facade
Night Slash
Protect
Psychic Fangs

Rest
Ruination
Snore
Swords Dance
Throat Chop
Crustle
Bug/Rock
Sturdy, Shell Armor, Weak Armor

CR -1: 70/7/7/3/4/45 | 3/5
CR 0: 70/9/9/6/7/45 | 3/5

Moves:
Aerial Ace
Attract
Bug Bite
Confide
Counter
Double Team
Earthquake
Facade
Feint Attack
Night Slash
Poison Jab
Protect
Rock Slide
Round
Sand Attack
Shadow Claw
Slash
Strength
Toxic
X-Scissor

Heavy Slam
Iron Defense
Rest
Snore
Stealth Rock
Cryogonal
Ice
Levitate

CR -1: 70/4/3/8/7/105
CR 0: 70/6/6/10/10/105

Moves:
Ancient Power
Attract
Avalanche
Confide
Double Team
Facade
Flash Cannon
Ice Beam
Night Slash
Poison Jab
Protect
Round
Sharpen
Signal Beam
Slash
Toxic

Aurora Veil
Confuse Ray
Rest
Snore
Snowscape
Cyclizar
Dragon/Normal
Shed Skin, Regenerator

CR -1: 70/7/4/5/4/121 | 3/4
CR 0: 70/9/7/7/7/121 | 3/4

Moves:
Aerial Ace
Crunch
Dragon Claw
Dragon Pulse
Facade
Fire Fang
Growl
Hyper Voice
Iron Head
Mud-Slap
Protect
Tackle
Thunder Fang
Thunderbolt

Rest
Snore
Taunt
U-Turn
Wild Charge
Dhelmise
Grass/Ghost
Steelworker

CR -1: 70/7/5/5/5/40
CR 0: 70/9/8/7/8/40

Moves:
Aerial Ace
Astonish
Attract
Brick Break
Confide
Double Team
Earthquake
Energy Ball
Facade
Liquidation
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Surf
Toxic

Anchor Shot
Iron Defense
Gyro Ball
Rest
Snore
---10.5---
Dodrio
Normal/Flying
Run Away, Early Bird, Tangled Feet

CR -1: 70/7/4/4/4/110
CR 0: 70 /9/7/7/7/110

Moves:
Aerial Ace
Attract
Brave Bird
Confide
Double Team
Drill Peck
Facade
Feint Attack
Growl
Leer
Mud-Slap
Protect
Round
Toxic
Tri Attack
Wing Attack

Rest
Roost
Snore
Skull Bash
Torment
Dusknoir
Ghost
Pressure, Frisk

CR -1: 70/5/7/4/7/45
CR 0: 70/8/10/6/10/45

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
Empoleon
Water/Steel
Torrent, Competitive

CR -1: 70/5/4/7/5/60
CR 0: 70/7/7/9/8/60

Moves:
Aerial Ace
Attract
Avalanche
Brick Break
Confide
Double Team
Drill Peck
Earthquake
Facade
Flash Cannon
Growl
Ice Beam
Mud-Slap
Protect
Rock Slide
Round
Shadow Claw
Signal Beam
Sing
Strength
Surf
Tackle
Toxic
Waterfall


Aqua Ring
Dive
Rest
Steel Wing
Snore
Flygon
Ground/Dragon
Levitate

CR -1: 70/7/4/7/4/100 | 4/4
CR 0: 70/9/7/9/7/100 | 4/4

Moves:
Aerial Ace
Air Slash
Astonish
Attract
Bug Bite
Bug Buzz
Confide
Crunch
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Feint Attack
Fire Punch
Flamethrower
Mud-Slap
Protect
Rock Slide
Round
Sand Attack
Signal Beam
Strength
Thunder Punch
Toxic

Dig
Dragon Tail
Rest
Snore
Tailwind
Gumshoos
Normal
Stakeout, Strong Jaw, Adaptability

CR -1: 70/7/4/4/4/45
CR 0: 70/9/7/6/7/45

Moves:
Attract
Confide
Crunch
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Ice Punch
Iron Head
Leer
Mud-Slap
Protect
Psychic Fangs
Round
Sand Attack
Tackle
Thunder Fang
Thunder Punch
Toxic
Zen Headbutt

Giga Impact
Roar
Rest
Snore
Yawn
Gurdurr
Fighting
Guts, Sheer Force, Iron Fist

CR -1: 70/8/4/4/3/40 | 2/3
CR 0: 70/10/7/6/6/40 | 2/3

Moves:
Attract
Brick Break
Confide
Counter
Double Team
Facade
Fire Punch
Focus Blast
Ice Punch
Leer
Poison Jab
Protect
Rock Slide
Round
Strength
Thunder Punch
Toxic

Bide
Block
Endure
Rest
Snore
Hypno
Psychic
Insomnia, Forewarn, Inner Focus

CR -1: 70/7/4/7/6/67 | 3/4
CR 0: 70/9/6/9/8/67 | 3/4

Moves:
Attract
Brick Break
Confide
Counter
Dazzling Gleam
Double Team
Facade
Fire Punch
Flash
Focus Blast
Hypnosis
Ice Punch
Meditate
Poison Gas
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Zen Headbutt

Dream Eater
Foul Play
Rest
Snore
Telekinesis
Incineroar
Fire/Dark
Blaze, Intimidate

CR -1: 70/7/5/4/5/60 | 3/4
CR 0: 70/9/7/6/7/60 | 3/4

Moves:
Attract
Blaze Kick
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Growl
Iron Head
Leer
Protect
Round
Shadow Claw
Thunder Punch
Toxic

Darkest Lariat
Rest
Revenge
Snore
Throat Chop
Jolteon
Electric
Volt Absorb, Quick Feet

CR -1: 70/4/4/7/5/130 | 2/2
CR 0: 70/7/7/9/8/130 | 2/2

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

Baton Pass
Rain Dance
Rest
Snore
Thunder
Klawf
Rock
Anger Shell, Shell Armor, Regenerator

CR -1: 70/7/6/4/4/75 | 3/4
CR 0: 70/9/9/6/6 | 3/4

Moves:
Ancient Power
Brick Break
Earth Power
Facade
Harden
Mud-Slap
Protect
Rock Slide
Shadow Claw
X-Scissor

Bulldoze
Dig
Rest
Snore
Substitute
---20.5---
Kommo-o
Dragon/Fighting
Bulletproof, Soundproof, Overcoat

CR -1: 70/7/6/5/6/85
CR 0: 70/9/9/7/9/85

Moves:
Aerial Ace
Attract
Aura Sphere
Brick Break
Confide
Counter
Double Team
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

Clanging Scales
Clangorous Soul
Dragon Tail
Rest
Snore
Lokix
Bug/Dark
Swarm, Tinted Lens

CR -1: 70/6/4/6/4/92 | 2/2
CR 0: 70/9/6/9/6/92 | 2/2

Moves:
Aerial Ace
Astonish
Brick Break
Bug Bite
Bug Buzz
Counter
Dark Pulse
Facade
Leer
Protect
Tackle
X-Scissor

Axe Kick
First Impression
Rest
Snore
U-turn
Magearna
Steel/Fairy
Soul-Heart

CR -1: 70/4/5/7/5/65 | 2/4
CR 0: 70/6/8/9/8/65 | 2/4

Moves:
Aura Sphere
Brick Break
Confide
Dazzling Gleam
Defense Curl
Double Team
Energy Ball
Facade
Flash Cannon
Focus Blast
Ice Beam
Iron Head
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Thunder Wave
Thunderbolt
Tri Attack
Zen Headbutt

Fleur Cannon
Imprison
Rest
Snore
Volt Switch
Meowscarada
Grass/Dark
Overgrow, Protean
Size/Weight: 3/3

CR -1: 70/4/3/5/3/123
CR 0: 70/7/6/8/6/123

Moves:
Aerial Ace
Aura Sphere
Brick Break
Bullet Seed
Dark Pulse
Double Team
Energy Ball
Facade
Mud-Slap
Night Slash
Petal Blizzard
Play Rough
Protect
Shadow Ball
Shadow Claw
Slash
Tail Whip
Thunder Punch

Flower Trick
Hone Claws
Rest
Snore
Taunt
Metagross
Steel/Psychic
Clear Body, Light Metal

CR -1: 70/7/7/4/4/70 | 4/9
CR 0: 70/10/10/5/5/70 | 4/9

Moves:
Aerial Ace
Brick Break
Confide
Defense Curl
Double Team
Earthquake
Facade
Flash
Flash Cannon
Ice Punch
Iron Head
Mud-Slap
Protect
Psychic
Psycho Cut
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Tackle
Thunder Punch
Toxic
Zen Headbutt

Heavy Slam
Meteor Beam
Pursuit
Rest
Snore
Palafin
Water
Zero to Hero

Zero Forme
CR -1: 70/4/5/3/5/100 | 2/4
CR 0: 70/5/6/4/6/100 | 2/4

Hero Forme
CR -1: 70/9/5/7/5/100 | 3/4
CR 0: 70/11/7/9/7/100 | 3/4

Moves:
Astonish
Aura Sphere
Counter
Facade
Focus Blast
Hyper Voice
Ice Beam
Ice Punch
Iron Head
Liquidation
Protect
Surf
Waterfall
Zen Headbutt

Flip Turn
Jet Punch
Drain Punch
Rest
Snore
Pawmot
Electric/Fighting
Volt Absorb, Natural Cure, Iron Fist

CR -1: 70/7/4/6/4/105 | 2/3
CR 0: 70/9/7/8/7/105 | 2/3

Moves:
Brick Break
Crunch
Facade
Fire Punch
Focus Blast
Growl
Ice Punch
Play Rough
Protect
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt

Double Shock
Rest
Revival Blessing
Snore
Volt Switch
Quagsire
Water/Ground
Damp, Water Absorb, Unaware

CR -1: 70/6/5/5/5/35 | 3/4
CR 0: 70/8/8/7/7/35 | 3/4

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

Rest
Snore
Spikes
Stealth Rock
Yawn
Reuniclus
Psychic
Overcoat, Magic Guard, Regenerator

CR -1: 70/4/4/7/4/30
CR 0: 70/6/7/9/7/30

Moves:
Astonish
Attract
Confide
Dizzy Punch
Double Team
Energy Ball
Facade
Fire Punch
Flash
Flash Cannon
Focus Blast
Ice Punch
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Thunder Punch
Thunder Wave
Toxic
Zen Headbutt

Calm Mind
Confuse Ray
Pain Split
Rest
Snore
Rotom
Electric/Ghost
Levitate
This Pokemon's Trait is ignored.

CR -1: 70/3/4/7/4/91 | 1/1
CR 0: 70/5/7/9/7/91 | 1/1

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

Confuse Ray
Hex
Rest
Snore
Will-o-Wisp
---30.5---
Runerigus
Ground/Ghost
Wandering Spirit

CR -1: 70/6/7/4/5/30
CR 0: 70/8/10/6/8/30

Moves:
Astonish
Attract
Confide
Dizzy Punch
Double Team
Energy Ball
Facade
Fire Punch
Flash
Flash Cannon
Focus Blast
Ice Punch
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Thunder Punch
Thunder Wave
Toxic
Zen Headbutt

Curse
Imprison
Poltergeist
Rest
Snore
Scyther
Bug/Flying
Swarm, Technician, Steadfast

CR -1: 70/7/4/2/4/105 | 3/4
CR 0: 70/9/7/5/7/105 | 3/4

Moves
Aerial Ace
Air Slash
Attract
Brick Break
Bug Bite
Bug Buzz
Confide
Counter
Cross Poison
Double Team
Facade
Leer
Night Slash
Protect
Psycho Cut
Round
Slash
Toxic
Wing Attack
X-Scissor

Dual Wingbeat
Knock Off
Rest
Snore
U-turn
Sigilyph
Psychic/Flying
Wonder Skin, Magic Guard, Tinted Lens

CR -1: 70/4/5/7/5/97 | 3/2
CR 0: 70/6/7/9/7/97 | 3/2

Moves
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt

Charge Beam
Imprison
Rest
Snore
Whirlwind
Sunflora
Grass
Chlorophyll, Solar Power, Early Bird
Size/Weight: 1/1

CR -1: 70/5/3/6/4/30
CR 0: 70/7/6/9/7/30

Moves:
Attract
Bullet Seed
Confide
Dazzling Gleam
Double Team
Earth Power
Energy Ball
Facade
Flash
Flower Shield
Petal Blizzard
Protect
Round
Tackle
Toxic

Encore
Growth
Rest
Snore
Solar Beam
Swalot
Poison
Liquid Ooze, Sticky Hold, Gluttony

CR -1: 70/4/5/4/5/55 | 3/4
CR 0: 70/7/9/7/9/55 | 3/4

Attract
Brick Break
Bullet Seed
Confide
Counter
Defense Curl
Double Team
Earthquake
Facade
Fire Punch
Ice Beam
Ice Punch
Mud-Slap
Poison Gas
Poison Jab
Protect
Round
Shadow Ball
Sing
Sludge
Strength
Thunder Punch
Thunder Wave
Toxic
Zen Headbutt

Explosion
Pain Split
Rest
Snore
Toxic Spikes
Sylveon
Fairy
Cute Charm, Pixilate

CR -1: 70/4/4/6/6/65 | 2/2
CR 0: 70/6/6/9/9/65 | 2/2

Moves:
Attract
Confide
Dazzling Gleam
Double Team
Facade
Flash
Growl
Hyper Voice
Mud-Slap
Play Rough
Protect
Psychic
Round
Sand Attack
Shadow Ball
Sing
Tackle
Tail Whip
Toxic

Bide
Reflect
Rest
Skull Bash
Snore
Togedemaru
Electric/Steel
Iron Barbs, Lightning Rod, Sturdy

CR -1: 70/6/4/4/4/96
CR 0: 70/8/7/6/7/96

Moves:
Attract
Confide
Defense Curl
Double Team
Facade
Iron Head
Poison Jab
Protect
Round
Tackle
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Charge
Rest
Rollout
Spiky Shield
Snore
Toxapex
Poison/Water
Merciless, Limber, Regenerator

CR -1: 70/5/7/5/7/35
CR 0: 70/7/10/7/10/35

Moves:
Attract
Confide
Cross Poison
Double Team
Facade
Ice Beam
Liquidation
Poison Jab
Protect
Round
Surf
Toxic

Acid Spray
Baneful Bunker
Brine
Rest
Snore
Vileplume
Grass/Poison
Chlorophyll, Effect Spore

CR -1: 70/4/4/7/6/50 | 3/2
CR 0: 70/6/7/9/8/50 | 3/2

Moves:
Attract
Bullet Seed
Confide
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Petal Blizzard
Poison Powder
Protect
Round
Stun Spore
Toxic

Bide
Leech Seed
Rest
Spore
Strength Sap
Volcarona
Bug/Fire
Flame Body, Swarm

CR -1: 70/3/3/7/7/100 | 3/3
CR 0: 70/5/6/9/9/100 | 3/3

Moves
Aerial Ace
Air Slash
Attract
Bug Bite
Bug Buzz
Confide
Double Team
Facade
Flamethrower
Harden
Poison Jab
Protect
Psychic
Round
Signal Beam
Toxic
Zen Headbutt

Solar Beam
Fiery Dance
Quiver Dance
Rest
Snore
---40.5---
 
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