The Legend Gauntlet
Y'all ready to rumble? Yes? Good.
It's time to put your skills to the test against one another for a riveting prize, literally just all the legendaries you've wanted. At least, in most cases. Don't ask me about the big lad Arceus yet, but for the most part this is our newest way to disseminate legendaries into the game. How's it work? Glad you asked.
It's a PvP Arena. Two trainers will face off in a best-of-3, with the victor being able to claim themselves a legendary at the end of it.
Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 4 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The loser of the previous match decides whether they want to be T1 or T2 (if T1, the next step is done in the same post)
- T1 strikes one arena
- T2 picks one of the remaining arenas
- The round is played on the selected arena
- T2 is first sendout
Game
B4P2 Singles
72h DQ, 1 Warning
Abilities: All
Backpack Size: 7
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: When you send in your team, if a Pokemon has access to more than one form-changing item or attachment: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Tiebreaker rules:
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 4 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The loser of the previous match decides whether they want to be T1 or T2 (if T1, the next step is done in the same post)
- T1 strikes one arena
- T2 picks one of the remaining arenas
- The round is played on the selected arena
- T2 is first sendout
Game
B4P2 Singles
72h DQ, 1 Warning
Abilities: All
Backpack Size: 7
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: When you send in your team, if a Pokemon has access to more than one form-changing item or attachment: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Tiebreaker rules:
- KOing an opponent through a self-KO move or Destiny Bond grants them the win
- KOing an opponent through a move that results in your Pokémon ENKOing grants you the win
- KOing an opponent then taking recoil that KOes you too grants you the win
Available Legendaries
Tier 3
Ula’Ula Meadow
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
===================
Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Be careful not to stay too long under the merciless sun either...
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
===================
Shady House
This old central hub for Team Skull is somehow still standing, though the occupants have vacated the premises a long time ago. The numerous graffiti remind of their rule, and there's a desperate atmosphere swirling about...
Codifications
Camouflage: Dark
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Mount Lanakila
The penultimate step to Alolan glory is... rather cold! Without surprise, Ice-type Pokémon seem to thrive in this environment, benefitting from the ample snowfalls of the region. It's hard to believe this area is on the same island as Haina Desert.
Camouflage: Ice
Nature Power: Ice Beam
Secret Power: Lowers Speed by one stage
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
- Normal-Type moves become Fire-type (before applying Abilities)
- When a Bug-type attack hits a Fire-type defender: instead of a resistance, tally a weakness
- When a Fire-type attack hits a Bug-type defender: instead of a weakness, tally a resistance
- When a Bug-type Pokémon would raise its own stat stages: the raises are doubled instead, with the same duration
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
- Drizzle and Rain Dance create Grassy Terrain in addition to their usual effect and for the same duration
- Water-type attacks gain the following effect: on hit, create Grassy Terrain (1r)
- While Grassy Terrain is in play, Grass-type attacks gain the following effect: on hit, inflict Trapping on the defender, discard existing Switching and Phazing markers, and prevent the defender from gaining such markers for the rest of the round
- The first time a Berry's or Seed's effect stating "The holder consumes this item" is triggered: instead, the Berry or Seed isn't consumed (the on-consume effect still happens). If trigger conditions are still met after this use, the Berry or Seed can activate again immediately
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
===================
Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Be careful not to stay too long under the merciless sun either...
- At the start of each Round, apply the following effect:
- If the Round number is odd, change the default weather to Sunny.
- If the Round number is even, change the default weather to Sandstorm.
- While the weather is Sunny, at the end of the step: active Pokémon take two (2) damage. Water-type Pokémon take four (4) damage instead
- While the weather is Sandstorm: the active Pokémon's Accuracy stage is lowered by one (1)
- Pokémon can only change the weather by using the appropriate weather stone
- Whenever an active Pokémon leaves play, its replacement becomes Dizzy at the start of the round
- Dizzy markers are discarded at the end of the round
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
===================
Shady House
This old central hub for Team Skull is somehow still standing, though the occupants have vacated the premises a long time ago. The numerous graffiti remind of their rule, and there's a desperate atmosphere swirling about...
- Both active Pokémon share their Ability pool
- When used by a Bug-, Poison-, or Dark-type Pokémon, Bug-, Poison- and Dark-type attacks gain the following effect: on hit, if the user isn't holding an item, steal as many items from the defender as possible
- Beat Up's total BAP becomes equal to the total Attack rank of Pokémon on the user's team (including reserve Pokémon), but inflicts the following unique condition on the user until the end of the round: If the user would receive an order; instead, it receives an order to use Beat Up targeting a random opponent
Codifications
Camouflage: Dark
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Mount Lanakila
The penultimate step to Alolan glory is... rather cold! Without surprise, Ice-type Pokémon seem to thrive in this environment, benefitting from the ample snowfalls of the region. It's hard to believe this area is on the same island as Haina Desert.
- Default weather is Snow
- When a Screen condition is created: that Screen cannot be broken by Brick Break and Psychic Fangs for two (2) rounds
- When an Ice-type Pokémon enters play: note that Pokémon's highest out of its four core stats. The corresponding stat or stats (in case of a tie) is doubled until it leaves play
Camouflage: Ice
Nature Power: Ice Beam
Secret Power: Lowers Speed by one stage
Exeggutor Island
This island is populated almost exclusively with the Alolan variety of Exeggutor. The Pokémon living here are happy, but carefree, and sometimes one of the Exeggutors will simply fall over. Watch out for them! Sometimes they lose Exeggcute in the process, though they don't seem to mind...
Camouflage: Grass
Nature Power: Hydro Pump
Secret Power: Lowers Attack by 1 stage
===================
Ruins of Hope
These ruins contain the temple enshrining Tapu Fini. Mist is particularly thick in the temple, and the interior is often flooded by the rising tide.
Camouflage: Fairy
Nature Power: Hydro Pump
Secret Power: Lowers Special Attack by 1 stage
===================
Poni Meadow
This beautiful flower meadow is covered with purple flowers. Oricorio usually feast on that nectar, strengthening their Ghost abilities and transforming them into birds whose slow, elegant dance has an air of etherealness.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Altar of the Sunne & Moone
This altar experiences incredible reality distortion, owing for the most part to the unstable Ultra Energy seeping from a wormhole above the altar. The world as you know it is torn inside out!
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by 1 stage
===================
Mina's Houseboat
Among other boats is Seafolk Village, Mina's house is adorned with pretty flowers and it's not unusual to find insects swarming around the place. Sometimes you'll spot an unusual Ribombee, but it's nothing to worry about. Just keep smelling the flowers.
Codifications
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
This island is populated almost exclusively with the Alolan variety of Exeggutor. The Pokémon living here are happy, but carefree, and sometimes one of the Exeggutors will simply fall over. Watch out for them! Sometimes they lose Exeggcute in the process, though they don't seem to mind...
- Any Pokémon switching out is hit with a STAB Dragon Hammer from a neutral natured Alolan Exeggutor (after applying end-of-Round effects). This move cannot crit or miss and will grant victory to the opponent if it KOs
- Whenever that attack deals damage: place a Delayed Attack named Egg Bomb on the opponent's team
- Misty Terrain prevents Dragon-type moves from being attempted (except the arena Dragon Hammer)
Camouflage: Grass
Nature Power: Hydro Pump
Secret Power: Lowers Attack by 1 stage
===================
Ruins of Hope
These ruins contain the temple enshrining Tapu Fini. Mist is particularly thick in the temple, and the interior is often flooded by the rising tide.
- The battle starts with permanent Misty Terrain and Mist (Regular) on both sides of the field. If removed or replaced, both of these effects are refreshed at the start of the next turn
- Misty Terrain prevents Major and Minor Status
- At the end of every round, flip a coin. If it lands on tails, water floods the cavern for the next round, preventing Pokémon from using contact moves that round. Struggle can still be used, but will always miss
Camouflage: Fairy
Nature Power: Hydro Pump
Secret Power: Lowers Special Attack by 1 stage
===================
Poni Meadow
This beautiful flower meadow is covered with purple flowers. Oricorio usually feast on that nectar, strengthening their Ghost abilities and transforming them into birds whose slow, elegant dance has an air of etherealness.
- Normal-type moves become Ghost-Type (before applying Abilities)
- Stage boosts and drops don’t decay and persist through switching
- Grass-type Pokémon gain a second Ghost typing. If they already have a secondary typing, they become triple-typed instead. Pokémon that already possess the Ghost and Grass dual typing are unaffected
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Altar of the Sunne & Moone
This altar experiences incredible reality distortion, owing for the most part to the unstable Ultra Energy seeping from a wormhole above the altar. The world as you know it is torn inside out!
- Battles at the Altar of the Sunne & Moone are Inverse Battles
- Ultra Beasts, Necrozma, Solgaleo and Lunala retain their normal weaknesses, resistances, and immunities.
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by 1 stage
===================
Mina's Houseboat
Among other boats is Seafolk Village, Mina's house is adorned with pretty flowers and it's not unusual to find insects swarming around the place. Sometimes you'll spot an unusual Ribombee, but it's nothing to worry about. Just keep smelling the flowers.
- By default, all active Pokémon's Evasion stage is reduced by one (1)
- The first time an Active Pokémon drops below 50% HP: at the start of the next round, the player of that Pokémon declares a weather. The declared weather comes into play at the start of the round and cannot be discarded
- The first time an Active Pokémon drops below 25% HP: at the end of the step, raise that Pokémon's five core stat stages by two (2) for its next six (6) turns
- The first time an Active Pokémon drops below 10% HP: during the next round, the player of that Pokémon can use one (1) Z-Move of their choice by linking a move their Pokémon knows
Codifications
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
Alolan Trainers' School
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
Camouflage: Normal
Nature Power: Shadow Ball
Secret Power: Causes Flinching
===================
Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
- When first sending out, a Trainer can choose to equip an Exp. Share to one of their Pokémon, even if the item is not in their backpack. This Exp. Share doesn't count towards the maximum number of items a Pokémon can carry
- If a Trainer brought an Exp. Share in their backpack, they can equip two during their sendout post
- When selecting this arena, and when the player who didn’t select this arena sends out, respectively: a Trainer picks a school mystery to investigate. Each mystery grants an additional bonus (to the Trainer's team only) for the game, as follows:
- Scary Lights: Pokémon cannot be Infatuated. Fire-type attacks have their damage halved
- Lord Slimy: All Pokémon gain the Stench and Sticky Hold Abilities, in addition to their other Abilities
- Scary PA system: Inflict Trapping on the other team's Active Pokémon at the start of every round
- Stairs to Nowhere: The first time each of the other's team Pokémon would gain a Switching marker, instead, the marker is not applied
- Cursed Diary: All Pokémon gain the Soundproof and Keen Eye Abilities
- Ghosts' Class: When sending out the first Pokémon, a Trainer can declare a reserve Pokémon. The Active Pokémon has its typing replaced by that of the declared Pokémon
- Vanishing Preschooler: When using Special attacks, all Pokémon's Accuracy are granted a +30% flat bonus and their critical hit stage is treated as one (1) higher
Camouflage: Normal
Nature Power: Shadow Ball
Secret Power: Causes Flinching
===================
Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
- At the end of a round: roll a d3 for each Active Pokémon and apply one of the effects below for the entirety of the next round, at random
- Spite: At the end of the step: reduce the Pokémon's Energy by 1 for every 5 Energy they are missing
- Grudge: When the Pokémon inflicts 18 damage or more, the move used doubles its EN cost
- Ghost Curse: At the end of the step, the afflicted Pokémon loses 5 HP and 10 EN, and cannot restore any HP or EN as long as they are on the field
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
- At the beginning of the match, place a “Stone Barrier” (Arena element) into play (max. 1).
- While a Stone Barrier is in play, Pokémon cannot use contact moves other than Struggle or Rock Smash.
- If a Pokémon successfully uses Rock Smash, remove a Stone Barrier.
- If a Pokemon successfully uses Strength, place a Stone Barrier into play.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
- Normal-type moves become Electric-type moves (before applying Abilities)
- Electric-type Pokémon using an attack their share a type with heal 25% of damage dealt, rounded down. If the attack already heals, the cap is increased by 50% (1.5x) instead
- The arena is surrounded by Pom-Pom Oricorio that encourage the battlers. Active Pokémon are under the following effects:
- The first time a Pokémon would be knocked out by direct damage, it drops to 1 HP instead
- Their critical hit stage is treated as two (2) higher
- At the end of the step: each Major status has a 20% chance to be discarded
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
- Default Terrain is Electric Terrain. Other Terrain effects have their duration halved
- If an active Pokémon doesn’t successfully use at least one Fairy-type move during the round, it is hit with a STAB Thunder from r7 SpA. This occurs at the end of the Round (after end-of-Round effects, but before switching).
- This Thunder always hits and always deals damage, regardless of circumstances (it cannot be protected or evaded against, it ignores all immunities, it ignores Substitute, it bypasses Accuracy checks, etc.)
- If both active Pokémon are KOed, resulting in a tie, the Trainer ordering first during that round is declared winner
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
Finding Matches
So, this system is going to use a new method of finding opponents for battles. Instead of directly opting in/out of opponents, you'll opt into a pool of players. Pools of players are made of 4 people, and they are paired off randomly after all 4 people for the pool have been found. The matches can have diffferent refs if that's the desire, the matches can also have the same ref, that's up to the first person who wanted to ref the match. Pools are First Come First Serve, in the case of more than 4 people signing up between times where a ref comes by to pair off a pool.
A ref can only apply for one reffing at a time, though they can ref another pool if sufficient time (usually a few days) has passed and the reffing pools are still empty.
You cannot ref a pool you are part of.
If you have been paired off, but your opponent bails before the match begins, you are added to the top of the list of players in the next forming pod. And if you're already in an active The Legend Gauntlet match, you're not able to join a pool until that match is completed.
When posting to join a pool, make sure you update the queue.
Costs and Rewards
- Entry into the gauntlet costs 6 JC.
- The winner gets the associated legendary at Level 3, but no counters
- For the purposes of runner-up rewards, treat the battles played as Battle Tower matches
- Ref rewards per battle consist of 4 JC, as well as (total number of Pokémon sent out) RC
And with that, The Legend Gauntlet is now open!
Closed arenas here and here!
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