Signups The Safari Zone — Generation IX

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BBP_Safari_Zone_by_Pissog.png

The Safari Zone

( Data Thread | Rewards )

The BBP League provides a wide array of Pokemon to trainers of all sorts, battling or otherwise. In addition, it curates the thoroughfares known as Routes—traditional paths through semi-wild areas; sometimes alongside more modern modes of travel, and sometimes much less direct.

However, some more expert trainers are pulled by the allure of more wild locales, where supplies are scarce and the Pokemon are more challenging to tame. To facilitate this, the Safari Program designates zones in climates both tame and wild, where open capture is permitted for any trainers bold enough to brave the hazards.

The Safari Zone is the perfect place to quickly fill holes in your team, obtain rare and exclusive Pokemon, or just to challenge yourself under new conditions!

( Art by Pissog )
For Entry
  • Players and referees must be T.Lv1 or higher.
  • Exploring the Safari Zone costs JC, depending on the Habitat challenged.
  • JC Costs for each habitat are listed in the Data Thread, above.
Safari Summary

An explorer brings two Pokemon and a well-stocked backpack of items to brave the various climates of the Safari Zone in hopes of capturing new, interesting, or powerful Pokemon.

The quality and quantity of rewards the player earns increases with the amount of Pokemon the explorer manages to capture and catalog during their expedition. Successful explorers, who clear all of a habitat's Treks, will even have the option to permanently recruit one of their captures, if they would like.

ruinmaniac.png
pokemonrangerf.png

Before exploring the Safari Zone, prospective players should familiarize themselves with the Pokemon they'd like to capture.

Explorers will have to carefully attack the Endurance the of Wild Pokemon they wish to survey, while preparing them for capture based on the criteria of the Poke Balls to be used.

:ss/lapras::ss/mandibuzz::ss/mudsdale:
Explorers are on conservation duty, and thus battle using their own Pokemon, instead of captured Pokemon. However, the explorer can count on their currently-captured Pokemon to act as their Wayfinder, providing crucial field or battle assistance!

Default Format
b2p2 vs. Safari Battle​
Step Count: 2​
(The Safari Zone is played with only two steps per round.)​
Player Hours: 72 round/72 battle​
Ref Hours: 72 round/120 battle​
Battle Level: Habitat-dependent​
Player Recovery / Chill: 3 / 3​
Player Switching: On​
Referee Recovery / Chill: 0 / 0​
Referee Switching: Off​
Technique Control:​
Player: Habitat Level minus 1, for the whole challenge.​
Referee: 1 per battle.​
Backpack Size: Habitat-dependent​

Contents
  • Patch History
  • Expedition Flow
  • Capturing Pokemon
  • Starting an Expedition
  • Ending an Expedition
  • Challenge Form
  • Rewards
Patch History
2024-Sep-01: Full overhaul.
  • Complete rework of capture mechanics.
    • Fill a Pokemon's Capture Tracker [:poke ball:O O ] with different unique Balls to capture them.
  • Fatigue no longer exists. Wild Pokemon can no longer escape.
  • Explorers can escape by discarding any three (3) items.
  • Audit of assists, Ball effects, suppliers, moods, and habitats.
2024-Feb-16: Polishing, pending release.
  • Problematic assists, especially player-sabotaging ones, are reworked.
  • Conservation EXP rewards are instead replaced with more traditional progress-based rewards.
  • Poke Ball fatigue values, and wild Pokemon minimum EP, have been squashed to be less granular.
  • Habitats have been polished and adjusted.
2023-Oct-12: Further iteration on the core concept. Safari completely revised:
  • Wild Pokemon have EP and Ft instead of HP and EN.
  • The player can advance Treks after a single capture, KO, or escape.
  • Capture mechanics are entirely replaced with new ones.
  • Every Poke Ball is either reworked or reserved for later.
  • Players can receive assistance from a Wayfinder Pokemon, captured during their challenge.
  • Rewards obtained are now the cumulative Conservation Reward of Pokemon released during the challenge.
2023-Sep-04:
  • Adjusted several Poke Ball types.
  • Increased the quality and variety of items available in the Standard Supplier.
  • Reworked how Capture Methods interact with capture:
    • Before: The Capture Strength of balls is multiplied by the number of fulfilled Capture Methods on the Capture Target.
    • Now: Capture Strength is unchanged. Fulfilling all methods is required to attempt capture.
  • Normalized Fatigue values across all wild Pokemon.
  • Added a mechanic where wild Pokemon are initially Flinched, to simulate being surprised by the player.
  • Disallowed wild Pokemon from initiating switches, or from counterswitching.
2023-Aug-17: Testing concluded. Safari largely revised:
  • Adjusted several Poke Ball types.
  • Reduced the number of capture conditions per wild Pokemon.
2023-Jul-25: Opened for testing.
Expedition Flow
Over the course of a Safari expedition, challengers will battle through a sequence of Treks from the chosen Habitat.

Preparing a Backpack
Using an extra-large explorer's backpack, challengers can bring a limited number of items with them.​
Items from the Standard Supplier, common to all Habitats, and the Habitat's Supplier can also be brought in the player's backpack. These suppliers are the player's primary source of Medicines and Balls for their expedition.​
Most Habitats offer a 10-item backpack. To have a successful Safari, explorers will need to carry held items, Medicines, Balls, and Escape items; all within the backpack limit.​
Both suppliers have finite stocks of the items they offer. Explorers can only bring as many of these offered items as there are on offer (and that their backpack has room for, of course). Each individual item counts as one selection for the backpack, rather than "stacking". Three Fast Balls would occupy three backpack slots.​
The Standard Supplier offers the following goods:​
clerk-boss.png

"Ten or so items may sound like a lot, but once you're out there in the field... Well, you'll feel the pinch.

Try not to overfill on junk. This isn't Route 1, y'know — you can't fit ninety-nine Potions in the bag and call it a day!"


Balls
Each explorer has an unlimited supply of :poke ball:Poke, :great ball:Great, :ultra ball:Ultra, :safari ball:Safari, and :park ball:Park Balls from outside of their Backpack, but advanced Poke Balls can prove vital to efficient captures.
  • :luxury ball:Luxury Ball x1
  • :heal ball:Heal Ball x1
  • :nest ball:Nest Ball x1
  • :level ball:Level Ball x1
  • :quick ball:Quick Ball x1
Recovery Medicine
Without proper medicine, explorers have little hope of reaching the last Trek and cataloging the rarest Pokemon.
  • :potion:Potion x3
  • :super potion:Super Potion x1
  • :ether:Ether x3
  • :full heal:Full Heal x1
  • :revive:Revive x1
Boosting Medicine
The inhabitants of the Safari Zones can be very challenging opponents, so explorers may need help to even the odds.
  • :x attack:X Attack x1
  • :x defense:X Defend x1
  • :x spatk:X Sp. Atk x1
  • :x spdef:X Sp. Def x1
  • :guard spec:Guard Spec x1
Pokemon Toys
Explorers searching for a specific Pokemon in a specific Trek will be well-served by these handy, disposable distractions!
  • :fluffy tail:Fluffy Tail x1
  • :poke doll:Poke Doll x1
  • :poke toy:Poke Toy x1
Expedition Treks
Each Trek in a Habitat has its own list of (typically, but not always, four) possible opponents. In each Trek, the referee will randomly pick one of those Pokemon at a time to send out as the opponents for that Trek. The referee plays with their Switching rule Off. The rest of the Pokemon in the Trek are the referee's reserve. Each Trek also has a list of "wild items" that wild Pokemon may equip, as if from a backpack; and its own arena that can further modify the battle.​
The referee will then battle the challenger with the chosen Pokemon, trying to forestall capture, deplete the challenger's resources, and defeat the challenger's Pokemon. Prioritizing these sometimes-competing objectives is left at the referee's discretion.​
The battle can have one of the following outcomes:​
  • The challenger loses a battle: Their challenge ends in failure.
  • The challenger Escapes, or defeats the wild Pokemon: The challenger must remain in the current trek. Another as-yet unencountered Pokemon from the current trek will be selected to be the next opponent, using the same arena, battle conditions, and so on. The new wild Pokemon will order first in their first round.
    • If the trek runs out of possible opponents for the challenger; the challenge ends in failure.
  • The challenger captures a wild Pokemon: The challenger must choose whether or not to make that Pokemon their Wayfinder, releasing any current Wayfinder they have. The challenger also must declare whether they wish to remain in the current trek or proceed from it.
    • The challenger can remain or proceed regardless of whether or not they changed Wayfinders.
    • Proceed:
      • If the challenger proceeds to a new trek, the current battle ends. They start a new battle in the new trek.
      • If the challenger proceeds from the last trek of the Habitat, they successfully complete their expedition.
    • Remain:
      • If the challenger remains, they'll continue the current battle in the current trek, just as if they had Escaped.
      • If the challenger decides to remain in their current trek, they'll have to capture another wild Pokemon to get a chance to proceed.
Some habitats can create a battles with more than one wild Pokemon at a time. In that case, the battle describes how to populate the bench, and when that battle ends.​
Between Treks, explorers have a chance to momentarily rest, but they must remain on the move for safety. When posting to proceed to the next Trek, explorers may also use one (1) medicine from their backpack.​
Most Habitats have just three Treks, that are always played in the same sequence. Some Habitats may have multiple Treks to choose from, or may progress to different Treks depending on actions taken during the expedition.​
Marking and Elusive Pokemon
The challenger can choose a species of Pokemon they'd like to stalk, called the player's "Mark", when signing up for Safari. That species of Pokemon will always appear as the first opponent in a Trek if they're present and not Elusive (see below).​
Marking an Elusive species or a species that doesn't appear in the Habitat is poor planning, charitably speaking.​
:sv/dunsparce:
Some Pokemon in a Trek have the tag "Elusive" in their profile. Elusive Pokemon can't be rolled as the first opponent in a Trek, even if their species was Marked. They can be rolled normally starting from the second opponent per Trek, onward.​
(If every Pokemon in a Trek is Elusive, one of them has to be first. In this case, it just means that they all ignore Marking.)​
Attrition
Far from civilization and Pokemon Centers, explorers must make do with what they've brought into the field. This necessitates that explorers devote valuable backpack space to medicines, such as Potions, with them on expeditions.​
The following changes in status carry from Trek to Trek within an expedition:​
  • Lost HP, Energy, Recoveries, Chills, and spent Technique Control.
  • Major Conditions and their durations, if any.
  • Items consumed, spent, or destroyed.
Other changes, such as non-major conditions, Forme or species changes, Terastallization, and so on are not retained between Treks.​

Battling Wild Pokemon
The act of wearing out a Wild Pokemon in a conservation environment differs greatly from battling a trained competitive Pokemon in a professional circuit or venue.​
Wild Pokemon don't have traditional HP or Energy. Instead they have two new parameters:​
  • Endurance Points, or EP, represents the Pokemon's willingness to continue battling you. It replaces their HP: any HP damage or healing, as well as any effects that refer to their HP, instead use their EP. However, certain other events also reduce EP by large amounts, and it has different minimums and maximums than HP typically does.
    • Until they're captured, a wild Pokemon's minimum EP is a tenth (x0.1) of their maximum EP, rounded down. (Once they're accompanying the player, their minimum EP is zero.)
    • When a wild Pokemon is inflicted with a Major Status by a non-attack action: That Pokemon takes 20 EP damage.
    • When a wild Pokemon is inflicted with a Major Status in any other way (including attacks), they take 10 EP damage instead.
  • The Capture Trackerrepresents the strain placed on wild Pokemon by repeated capture attempts. The tracker is a meter that fills with successfully-thrown Balls. Once it becomes full, the wild Pokemon is captured.
    • A Capture Tracker with a capacity of three (3) Balls, with one Poke Ball already inside, would look like this: [:poke ball:O O ]
    • A Pokemon whose remaining EP is lower than their Fatigue will attempt to Escape at the end of the round; see below.
  • Wild Pokemon don't have, spend, or require Energy.
Wild Pokemon Moods and Orders
Wild Pokemon won't put their all into fighting you right away. Their mood, and thus their behavior, sours as rounds pass, and they'll fight with increasing desperation as they remain in battle.​

Rounds Active or BenchedWild MoodModifiers Applied to the Wild Pokemon
1st Round​
Curious​
Cannot attack.​
Unaffected by Taunt and by Protection.​
2nd and 3rd
Rounds​
Irritated​
None.​
4th Round
onward​
Threatened​
Gains the command Ball Reject.​
Special mood from effects only.​
Enraged
The Explorer cannot Escape.​
The Pokemon's minimum EP is zero, allowing them to Faint from damage.​
The Pokemon's attacking moves can be attempted while Asleep.​
The Pokemon can't take damage from their own actions, or from Conditions they create.​
Additionally, the effect of Struggle used by wild Pokemon is ignored.​
Regardless of their mood, Wild Pokemon will never attempt a Self-Sacrificing move or a combination unless instructed to by an arena effect — only trained Pokemon know how to use these actions safely. This restriction remains even after a Wild Pokemon is captured, until they are permanently recruited. (This can be relevant for the Assistance certain Wild Pokemon can provide.)​
Actions that cost trained Pokemon a percent of maximum HP, or a flat HP value, instead cost wild Pokemon that number as a percent of current EP, rounded down.​
They're perfectly capable of attempting moves that lower their own stats or EP, though. If the Pokemon you're chasing has such moves, make sure to be well-prepared!​

burglar-lgpe.png

Escape
Not every battle in a Safari favors the explorer. Sometimes, discretion is the better part of valor.​
Explorers order Escape in main orders, as if it were a trainer item. To order Escape, the explorer specifies three (3) items from their Backpack to discard. If they can't or don't, the Escape fails. Items meant for Escape, such as :fluffy tail:Fluffy Tail, can be used as the entire discard.​
Some effects may instruct wild Pokemon to Escape. A wild Pokemon who Escapes is removed from all teams and from the battle, and the player loses their chance to capture or defeat them.​

Capturing Pokemon

:sv/voltorb:
Pokemon Capture
While the explorer issues orders to their Pokemon, they may choose to throw a Ball from their backpack as a Capture Order. Throwing a Ball takes up a turn, just like using a medicine in battle would.​
While in a Safari Zone, an explorer has unlimited access to "standard" Balls: the:poke ball:Poke, :great ball:Great, :ultra ball:Ultra, :safari ball:Safari, and :park ball:Park Balls. These items shrink down to store in bulk easily. Other types of Ball, said to be "nonstandard", do not shrink down and have to be carried in the backpack.​
Each Ball has an effect that states a "Capture Criteria". When the Ball is thrown:​
  • If that type of Ball isn't in the target's Capture Tracker, and the Capture Criteria is true; then the throw succeeds and the Ball goes in to the capture target's Capture Tracker.
  • Otherwise, the throw fails and the Ball is lost.
If more than one Wild Pokemon is present, each Capture Order must specify one of them as its Capture Target; otherwise, the one present Wild Pokemon is assumed.​

backpackerf.png
sigilyph.png

Traveling with a Captured Pokemon
When the player captures a wild Pokemon, they may choose to either release them or make them the Wayfinder—a navigator and guide that helps them traverse the Habitat. If the explorer has a Wayfinder already, choosing a new Wayfinder releases any previous ones. Released Pokemon leave the expedition and can't be re-obtained during that challenge.​
Explorers can earn a Trek's Conservation reward, if any, by releasing a Pokemon captured in that Trek. Pokemon released to make room for a new Wayfinder count!​
The Wayfinder typically won't battle for the explorer. Instead, they'll provide one or two kinds of Assistance from the explorer's sidelines:​
  • Field Assist: The Wayfinder might let explorers Escape without discarding any items, heal HP or EN between Treks, gather additional items in the field, or more.
  • Battle Assist: The Wayfinder might perform certain actions from the sidelines when ordered, enhance the explorer's Pokemon with bonus effects, grant or inflict Conditions to Pokemon in play, change the Weather or Terrain, or more.
Certain Wayfinders might, conditionally, personally join the fray on the explorer's team—for example, against a hated rival of theirs.​

At the end of a successful expedition, the player will have the option to either release their current Wayfarer or permanently recruit them at Level 1. The recruited Pokemon can have pooled EXP allocated to them from the Safari Rewards, just like the explorer's own brought Pokemon.​
The Wayfinder is fully healed when captured, and all conditions are discarded from them. However, they still have a battle status. This can be relevant if certain assists, arenas, or effects allow them to act, or to be acted upon. A Wayfinder can take damage from Rough Skin, for example.​
Explorers can use Medicine on their Wayfinder just like their own Pokemon, if desired.​
Just like when the referee plays them, Wild Pokemon who are acting as Wayfinder still can't attempt a Self-Sacrificing move or a combination, even as a Battle Assist. They won't be able to do this until they're permanently recruited, if they should be retained that long.​
Starting an Expedition
Players can start exploring the Safari Zone by posting here, in the Safari Signup Thread.
  • Players post which Habitat they'd like to explore, and the profiles of the two Pokemon they would like to explore with.
    • For their Backpack, the player selects items from the Standard Supplier and from the chosen Habitat's Supplier, up to their backpack size or until the items in the supplier are depleted. The player may bring items from their own profile in any remaining space.
  • A referee takes players' challenges from this thread. Players challenging the Safari for the first time (e.g. those with no Safari Thread of their own) are prioritized over repeat challengers.
Ending an Expedition
A Safari expedition will end under the following conditions:
  • If the challenger loses or forfeits a battle, including if the challenger lets all of the Pokemon in one Trek Escape without capturing any.
  • If the challenger Proceeds from the final Trek.
If the challenger loses or forfeits, they release their Wayfinder. The challenger still keeps all of their other accumulated rewards.

The challenger can forfeit the expedition at any time. This can be useful if they feel they've earned enough rewards for their needs.

Challenge Form
When signing up for the Safari Zone, copy or approximate the following template in your signup post.
Code:
[B]Name:[/B] (name)
[B]Thread:[/B] (thread)
[B]Habitat:[/B] (habitat)
[B]Mark:[/B] (marked species, if any)

[B]Backpack:[/B]
(10 items by default; check the habitat's info)

[B]Pokemon 1[/B]
(profile)
[B]Pokemon 2[/B]
(profile)
Expedition Flow
Over the course of a Safari expedition, challengers will battle through a sequence of Treks from the chosen Habitat.

Preparing a Backpack
Using an extra-large explorer's backpack, challengers can bring a limited number of items with them.​
Items from the Standard Supplier, common to all Habitats, and the Habitat's Supplier can also be brought in the player's backpack. These suppliers are the player's primary source of Medicines and Balls for their expedition.​
Most Habitats offer a 10-item backpack. To have a successful Safari, explorers will need to carry held items, Medicines, Balls, and Escape items; all within the backpack limit.​
Both suppliers have finite stocks of the items they offer. Explorers can only bring as many of these offered items as there are on offer (and that their backpack has room for, of course). Each individual item counts as one selection for the backpack, rather than "stacking". Three Fast Balls would occupy three backpack slots.​
The Standard Supplier offers the following goods:​
clerk-boss.png

"Ten items or so may sound like a lot, but once you're out there in the field... Well, you'll feel the pinch.

Try not to overfill on junk. This isn't Route 1, y'know — you can't fit ninety-nine Potions in the bag and call it a day!"


Balls
Each explorer has an unlimited supply of :poke ball:Poke, :great ball:Great, :ultra ball:Ultra, :safari ball:Safari, and :park ball:Park Balls from outside of their Backpack, but advanced Poke Balls can be vital to the act of catching Pokemon.
  • :luxury ball:Luxury Ball x1
  • :heal ball:Heal Ball x1
  • :nest ball:Nest Ball x1
  • :level ball:Level Ball x1
  • :quick ball:Quick Ball x1
Recovery Medicine
Without proper medicine, explorers have little hope of reaching the last Trek and cataloging the rarest Pokemon.
  • :super potion:Super Potion x1
  • :hyper potion:Hyper Potion x1
  • :ether:Ether x1
  • :elixir:Elixir x1
  • :full heal:Full Heal x1
  • :revive:Revive x1
Boosting Medicine
The inhabitants of the Safari Zones can be very challenging opponents, so explorers may need help to even the odds.
  • :x attack:X Attack x1
  • :x defense:X Defend x1
  • :x spatk:X Sp. Atk x1
  • :x spdef:X Sp. Def x1
  • :guard spec:Guard Spec x1
Pokemon Toys
Explorers searching for a specific Pokemon in a specific Trek will be well-served by these handy, disposable distractions!
  • :fluffy tail:Fluffy Tail x1
  • :poke doll:Poke Doll x1
  • :poke toy:Poke Toy x1
Expedition Treks
Each Trek in a Habitat has its own list of (typically, but not always, four) possible opponents. In each Trek, the referee will randomly pick one of those Pokemon at a time to appear as the opponents for that Trek. The referee plays with their Switching rule Off. The rest of the Pokemon in the Trek are the referee's reserve. Each Trek also has a list of "wild items" that serves as the opponents' backpack, and its own arena that can further modify the battle.​
The referee will then battle the challenger with the chosen Pokemon, trying to forestall capture, deplete the challenger's resources, and defeat the challenger's Pokemon. Prioritizing these sometimes-competing objectives is left at the referee's discretion.​
The battle can have one of the following outcomes:​
  • The challenger loses a battle: Their challenge ends.
  • The wild Pokemon escapes or faints:The challenger must remain in the current trek. Another as-yet unencountered Pokemon from the current trek will be selected to be the next opponent, using the same arena, battle conditions, and so on. The new wild Pokemon will order first in their first round.
    • If the trek runs out of possible opponents for the challenger; the challenger's expedition ends in failure.
  • The challenger captures a wild Pokemon: The challenger must choose whether or not to make that Pokemon their Wayfinder, releasing any current Wayfinder they have. The challenger also must declare whether they wish to remain in the current trek or proceed from it.
    • The challenger can remain or proceed regardless of whether or not they changed Wayfinders.
    • If the challenger proceeds from the last trek of the Habitat, they successfully complete their expedition.
    • If the challenger remains, they'll battle again in the same trek, just as if the wild Pokemon escaped.
    • If the challenger decides to remain in their current trek, they'll have to capture another wild Pokemon to get another chance to proceed.
Most Habitats have just three Treks, that are always played in the same sequence. Some Habitats may have multiple Treks to choose from, or may progress to different Treks depending on actions taken during the expedition.​
Marking
The challenger can choose a species of Pokemon they'd like to stalk, called the player's "Mark", when signing up for Safari. That species of Pokemon will always appear as the first opponent in a Trek if they're present and not Elusive (see below). Marking an Elusive species or a species that doesn't appear in the Habitat is poor planning, charitably speaking.​
Elusive Pokemon
Some Pokemon in a Trek have the tag "Elusive" in their profile, and on the hide tag of their profile.​
Elusive Pokemon can't be rolled as the first opponent in a Trek, even if their species was Marked. They can be rolled normally starting from the second opponent per Trek, onward.​
(If every Pokemon in a Trek is Elusive, one of them has to be first. In this case, it just means that they all ignore Marking.)​
Attrition
Far from civilization and Pokemon Centers, explorers must make do with what they've brought into the field. The usual methods of recovering fully between battles are unavailable in these hostile climates. This necessitates that explorers devote valuable backpack space to medicines, such as Potions, with them on expeditions.​
The following changes in status carry from Trek to Trek within an expedition:​
  • Lost HP, Energy, Recoveries, and Chills.
  • Major Status, their durations, and their markers. (Except Frost markers, because those go on the Pokemon.)
  • Items consumed, spent, or destroyed.
Other changes, such as lost Combo Tokens, non-major status, Mega Evolution, Terastallization, or trainer status such as spent Tech, are not retained between Treks.​

Battling Wild Pokemon
The act of wearing out a Wild Pokemon in a conservation environment differs greatly from battling a trained competitive Pokemon in a professional circuit or venue. Rather that exhausting the opponent's HP or Energy to render them unable to battle, you're trying to tire them and wear their resolve — but not too much!
Wild Pokemon don't have HP or Energy. Instead they have two new parameters:​
  • Endurance Points, or EP, represents the Pokemon's willingness to continue battling you. It replaces their HP: any HP damage or healing, as well as any effects that refer to their HP, instead use their EP. However, certain other events also reduce EP by large amounts, and it has different minimums and maximums than HP typically does.
    • Until they're captured, a Wild Pokemon's minimum EP is a tenth (x0.1) of their maximum EP, rounded down. (Once they're accompanying the player, their minimum EP is zero.)
    • When a Wild Pokemon is inflicted with a Major Status by a non-attack action: That Pokemon takes 20 EP damage.
    • When a Wild Pokemon is inflicted with a Major Status in any other way (including attacks), they take 10 EP damage instead.
  • Fatigue, or Ft, represents the strain placed on Wild Pokemon by repeated capture attempts. It doesn't replace Energy; instead, Fatigue is its own new parameter entirely. Wild Pokemon don't have, spend, or require Energy. Fatigue is accumulated on Wild Pokemon based on the effect of each Ball used in capture attempts against them.
    • A Pokemon whose remaining EP is lower than their Fatigue will attempt to Escape at the end of the round; see below.
Wild Pokemon Moods and Orders
Wild Pokemon won't put their all into fighting you right away. Their mood, and thus their behavior, sours as rounds pass, and they'll fight with increasing desperation as they remain in battle.​

Rounds Active or BenchedWild MoodModifiers Applied to the Wild Pokemon
1st Round​
Curious​
Their attacks, that share no types with the Pokemon, have no types.​
Additionally, unless their attack deals fixed damage, it has at most 8 BAP.​
They can't create Major Status or Protection.​
They can't attempt actions that cost HP/EP.​
2nd and 3rd
Rounds​
Irritated​
None.​
4th Round
onward​
Threatened​
At the end of each round: The Pokemon attempts to Escape.​
Regardless of their mood, Wild Pokemon will never attempt a Self-Sacrificing move or a combination unless instructed to by an arena effect — only trained Pokemon know how to use these actions safely. This restriction remains even after a Wild Pokemon is captured, until they are permanently recruited. (This can be relevant for the Assistance certain Wild Pokemon can provide.)​
They're perfectly capable of attempting moves that lower their own stats or EP, though. If the Pokemon you're chasing has such moves, make sure to be well-prepared!​
Escape
A Wild Pokemon whose remaining EP (not percent) is lower than their Fatigue, or whose mood is Threatened, will attempt Escape from the challenger at the end of the round, after all steps and capture attempts for the round have finished. (Even if both are true, they'll still only attempt to Escape once per round this way.)​
Each Wild Pokemon will automatically fail their first Escape attempt in each expedition. After that, every subsequent Escape attempt that Wild Pokemon makes will succeed unless that Wild Pokemon is Trapped or Partially Trapped.​
When a Wild Pokemon, with more Fatigue than EP, fails to escape; they lose five (5) Fatigue.​
A Wild Pokemon who Escapes is removed from all teams and from the battle, and the player loses their chance to capture or defeat them.​

Capturing Pokemon

:sv/electrode::sv/voltorb:
Pokemon Capture
While the explorer issues orders to their Pokemon, they may choose to include a variety of Poke Ball from their backpack as an additional Capture Order, alongside their Battle Orders. The explorer can order the capture before or after their Pokemon orders; resulting in a capture attempt at the start of the Battling Phase or at the end of it, respectively. If more than one Wild Pokemon is present, each Capture Order must specify one of them as its Capture Target; otherwise, the one present Wild Pokemon is assumed.​
While in a Safari Zone, an explorer will always have more :poke ball:Poke, :great ball:Great, :ultra ball:Ultra, :safari ball:Safari, and :park ball:Park Balls available for use. These items stow away easily and are in plentiful supply, and are called "standard balls". Other varieties have to be brought by the explorer in their Backpack, taking up valuable space.​
Each type of Poke Ball has an effect called a "Fatigue Roll". When a capture attempt is made with that Poke Ball, that Poke Ball is discarded from the backpack and a random number is rolled, in a range beginning with the lower number and ending with the higher number, with equal odds for each integer result. The capture target's Fatigue is increased by the amount rolled.​
Example: A Fatigue Roll of 5-8 can be 5, 6, 7, or 8 at random with equal odds. If only one number is possible, such as a range of 5-5, just use that number without rolling.
After the Fatigue Roll, if the Wild Pokemon's remaining EP is now exactly equal to their Fatigue, that Pokemon is Captured by the explorer.​

Traveling with a Captured Pokemon
When the player Captures a Wild Pokemon, they may choose to either release them or make them the Wayfinder — a navigator and guide that helps them traverse the Habitat. If the explorer has a Wayfinder already, choosing a new Wayfinder releases any previous ones. Released Pokemon leave the expedition and can't be re-obtained during that challenge.​
Any Pokemon that is released during an expedition, or released at the end of one, gives the explorer their Conservation reward if any. When a Conservation reward is gained mid-expedition, the explorer gains it right away. Conservation rewards such as Medicines or Poke Balls can be valuable lifelines during a challenge.​
The Wayfinder won't take the field on the explorer's behalf under typical conditions, but they'll provide up to three kinds of Assistance from the explorer's sidelines:​
  • Field Assist: The Wayfinder might let explorers skip an opponent without the use of an item, heal HP or EN between Treks, gather additional items in the field, or more.
  • Capture Assist: The Wayfinder might make certain types of Poke Ball more effective, prevent Fatigue from overtaking EP, offer additional capture orders per round, hinder enemy Escape, or more.
  • Battle Assist: The Wayfinder might perform certain actions from the sidelines when ordered, enhance the explorer's Pokemon with bonus effects, grant or inflict Conditions to Pokemon in play, change the Weather or Terrain, or more.
Certain Wayfinders might, conditionally, personally join the fray on the explorer's team—for example, against a rival of theirs.​

At the end of the expedition, the player will have the option to either release their current Wayfarer or permanently recruit them at Level 1. The recruited Pokemon can have pooled EXP allocated to them from the Safari Rewards, just like the Pokemon the explorer brought.​
The Wayfinder retains their EP, status conditions, and so on. This can be relevant if certain arenas or effects allow them to act, or to be acted upon. Explorers can use Medicine on their Wayfinder just like their own Pokemon, if desired.​
Just like when the referee plays them, Wild Pokemon who are acting as Wayfinder still can't attempt a Self-Sacrificing move or a combination, even as a Battle Assist. They won't be able to do this until they're permanently recruited, if they should be retained that long.​
Starting an Expedition
Players can start exploring the Safari Zone by posting here, in the Safari Signup Thread.
  • Players post which Habitat they'd like to explore, and the profiles of the two Pokemon they would like to explore with.
    • For their Backpack, the player selects items from the Standard Supplier and from the chosen Habitat's Supplier, up to their backpack size or until the items in the supplier are depleted. The player may bring items from their own profile in any remaining space.
  • A referee takes players' challenges from this thread. Players challenging the Safari for the first time (e.g. those with no Safari Thread of their own) are prioritized over repeat challengers.
Ending an Expedition
A Safari expedition will end under the following conditions:
  • If the challenger loses or forfeits a battle, including if the challenger lets all of the Pokemon in one Trek Escape without capturing any.
  • If the challenger Proceeds from the final Trek.
If the challenger loses or forfeits, they release their Wayfinder. The challenger still keeps all of their other accumulated rewards.

The challenger can forfeit the expedition at any time. This can be useful if they feel they've earned enough rewards for their needs.

Challenge Form
When signing up for the Safari Zone, copy or approximate the following template in your signup post.
Code:
[B]Name:[/B] (name)
[B]Thread:[/B] (thread)
[B]Habitat:[/B] (habitat)
[B]Mark:[/B] (marked species, if any)

[B]Backpack:[/B]
(10 items by default; check the habitat's info)

[B]Pokemon 1[/B]
(profile)
[B]Pokemon 2[/B]
(profile)
 
Last edited:
Safari Rewards
The explorer earns rewards for their team based on the quantity of captures they make. The referee earns rewards based on the number of Treks that begun, and the Level of the Habitat.​
Explorer Rewards
If the challenger manages to Proceed from the final Trek of the Habitat, they successfully complete their expedition. They may claim their current Wayfinder, if any, as a permanent member of their profile.​
Wayfinders are claimed as their current evolutionary stage or a later one, at the challenger's option. They're claimed at Level 1 by default, and then can be given Pooled EXP to elevate their Level. Certain Poke Balls and other rewards might then elevate their Level even further.​
Player Progress: Treks Completed / Habitat's Trek Count*​
For Level 1-3 Habitats:​
Milestone (1/3): +5 pooled EXP, and :rare candy:TC, equal to the habitat's Level.​
Milestone (2/3): +10 pooled EXP, and :rare candy:TC, equal to the habitat's Level.​
Victory: +15 pooled EXP; the player may recruit their Wayfinder; and they choose how to allocate the pooled EXP.​
For Level 4 Habitats:​
Milestone (1/3): +5 pooled EXP or :orange mail:Deviant Event Voucher, and 5:rare candy:TC.​
Milestone (2/3): +10 pooled EXP or :master ball:Academy Credit , and 5 :rare candy:TC.​
Victory: +15 pooled EXP or :comet shard:Comet Shard, the player may recruit their Wayfinder; and they choose how to allocate the pooled EXP.​
Additional Player Reward:​
+2 :rare candy:TC for each captured Pokemon released during or after the expedition.​
+Any leftover rewards earned from Conservation.​
Additionally, for Habitats offering Lifelines:​
If any Lifelines were spent:​
Your recruited Wayfinder can't receive more than 16 pooled EXP.​
You can't claim conservation rewards from Pokemon in the last trek.​
If all Lifelines were spent:​
Your recruited Wayfinder can't receive any pooled EXP if you used all of your Lifelines.​
You can't claim any conservation rewards.​
*The maximum number of treks that can be traveled in a single expedition, not the habitat's number of possible treks.
If the challenger loses their expedition, they release their Wayfinder.​

Experience Allocation
The Safari Zone can award the challenger an amount of "pooled EXP". Normally, this pooled EXP is even divided and rounded down, among the explorer's team and recruited Wayfinder, if any.​
However, if the challenger wins their expedition, they can then divide the pooled experience as they see fit, among to the Pokemon they used for exploration and to their permanent recruit Pokemon, if any.​
Pokemon can't be allocated more pooled EXP than it would take for their Level to exceed the Habitat's Level.​
Example: A Level 2 Pokemon with 5/10 EXP could only receive 5 EXP from a Level 2 Habitat. A Level 1 Pokemon with 7/10 EXP could only receive 13 EXP from the same habitat. The rest would have to be allocated elsewhere, or lost.

Referee Rewards
Referees earn a base amount of :tea:JC and :amulet coin:RC based on the Habitat, plus more for each wild Pokemon that escaped (representing the extra workload for staying in a Trek and playing multiple wild Pokemon).​
Referee Progress: Rounds reffed by that referee / Total Rounds.​
Progress: :tea:JC based on the Habitat type, and 6 :amulet coin:RC.​
For Pinnacle Habitats: 12 JC.​
For other Habitats: 9 JC.​
Completion: 2 :tea:JC. and 1 :amulet coin:RC.​
Completion, if at least one Pokemon was captured: A Poke Ball based on the Habitat's Level, below.​
Completion, if the Habitat is Level 4: 1x:star piece:Star Piece​
Timely Completion: 10:rule book:Accolades​
Timely Completion, if the habitat is Level 4: 2:rule book:Accolades, 1x:star piece:Star Piece​
Additional Referee Reward:​
+1 :tea:JC for each Wild Pokemon that escaped, except for those who escaped due to the effect of a trainer item.​
If at least one Pokemon was captured, referees may select up to one Poke Ball to claim for their profile inventory for use in their own later explorations, depending on the Habitat:​
Level 1: :luxury ball:Luxury Ball​
Level 2: :lure ball:Lure Ball​
Level 3: :dream ball:Dream Ball​
Pinnacle: :quick ball:Quick Ball​
 
Last edited:
You know what, I'll give it a go!

(Who knows, maybe it'll shine some light on errors or unforeseen consequences)

Name: Dylando
Thread: None yet, I suppose.
Habitat: Eviolite Extraction Cave
Mark: Annihilape


Pokemon 1
View attachment 523587
Gumi (Araquanid)
Level 1 EXP: 0/10
Hardy Nature ( +None, -None )
Typing: Water/Bug
Abilities: Water Bubble HA: Water Absorb
Name Etymology:
From Gummy (Like the candy).

Attitude and Motive:
Gumi is the sweetest little dewpider! Well. She used to be. Now she's a sweet big Araquanid. Just because she's sweet doesn't mean she doesn't pack a punch, though. She's not afraid to stand up for her teammates.

History:
Found snacking on fruit gummies from a nearby shop, she was given the name Gumi and now travels alongside the group.

HP: 85
Attack: 5
Defen.: 7
Sp.Atk: 4
Sp.Def: 9
Speed: 42
Size: 4
Weight: 4

Movepool
Level 0:
Attract
Bug Bite
Bug Buzz
Confide
Crunch
Double Team
Facade
Ice Beam
Liquidation
Mirror Coat
Poison Jab
Protect
Round
Signal Beam
Surf
Toxic
Waterfall
X-Scissor

Level 1:
Aurora Beam
Bite
Bubble
Bubble Beam
Magic Coat
Rain Dance
Safeguard
Snore
Swagger
Water Gun
Water Pulse
Wide Guard
Pokemon 2
View attachment 526797
The Bear (Ursaluna)
Level 1 EXP: 0/10
Hardy Nature ( +None, -None )
Typing: Ground/Normal
Abilities: Guts, Bulletproof HA: Unnerve [Locked]
Name Etymology:
The Bear. That's what everyone calls him...asides from just Ursaluna. I don't think he likes any names we give him asides from that.

Attitude and Motive:
He's usually pretty lazy... Until battle, of course. Motive Unknown.

History:
Well...he just appeared... What's up with pokemon and jump-scaring me in the middle of the night?!

HP: 105
Attack: 10
Defen.: 8
Sp.Atk: 4
Sp.Def: 6
Speed: 50
Size: 4
Weight: 7

Movepool
Level 0:
Aerial Ace
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Feint Attack
Fire Punch
Focus Blast
Hyper Voice
Ice Punch
Leer
Mud-Slap
Night Slash
Play Nice
Play Rough
Protect
Rock Slide
Round
Shadow Claw
Slash
Strength
Thunder Punch
Toxic

Level 1:
Baby-Doll Eyes
Bulk Up
Chip Away
Curse
Cut
High Horsepower
Hone Claws
Lick
Mega Punch
Metal Claw
Power-Up Punch
Rain Dance
Refresh
Roar
Rock Climb
Rock Smash
Scratch
Seed Bomb
Seismic Toss
Snore
Sunny Day
Swagger
Swift
Taunt
Work Up
Yawn

:flame-orb:Flame Orb
:mystic-water:Mystic Water
:poke ball:Poke Ball x2
:great ball:Great Ball x1
:premier ball: Premier Ball x2
:revive: Revive x1
:potion:Potion x1
:super potion:Super Potion x1
:elixir: Elixir x1
:full heal:Full Heal x1
 
Last edited:
Name: Pratik
Thread: None
Habitat: Eviolite Extraction Cave
Mark: Kingambit

Pokemon 1
:sv/volkraken:
Zelda (Volkraken)
Level 3 EXP: 00 / 10

Modest nature ( +Sp. Atk, -Atk )
Typing: Water/Fire
Abilities: Analytic, Infiltrator Hidden Ability: Pressure [UNLOCKED]

HP: 95
Attack: 3 (-)
Defen.: 6
Sp.Atk: 11 (+)
Sp.Def: 7
Speed: 95
Size: 3
Weight: 3


Movepool
Level 0:
Attract
Confide
Constrict
Double Team
Facade
Flamethrower
Flash
Flash Cannon
Liquidation
Protect
Round
Surf
Toxic
Waterfall

Level 1:
Absorb
Aqua Jet
Bite
Ember
Extrasensory
False Swipe
Incinerate
Rain Dance
Snore
Sunny Day
Swagger
Tickle
Water Gun
Water Pulse
Will-O-Wisp

Level 2:
Aqua Ring
Assurance
Bind
Burning Jealousy
Captivate
Clear Smog
Covet
Fire Blast
Fire Spin
Flare Blitz
Heat Wave
Hydro Pump
Infestation
Payback
Quash
Rest
Scary Face
Secret Power
Thief
Whirlpool

Level 3:
Bounce
Dive
Fire Lash
Flame Burst
Flip Turn
Frustration
Laser Focus
Lava Plume
Leech Life
Muddy Water
Pounce
Power Gem
Reflect
Return
Scald
Scorching Sands
Skitter Smack
Torment
U-turn
Wring Out
Pokemon 2
:sv/heracross:
The eldest and most serious member of Pratik's team - Rudy . Rudy used to protect the team like a wall when it was in its early stages with Chomp and Tracy being in their kid stage . Rudy though rough from exterior has a very weak spot all his team members , specially Tracy the Blaziken and Chomp the Garchomp , since he has spent most of his journey with them . Rudy was also among the 3 mons who first joined Pratik's team . Being a fighting type pokemon , Rudy aspires to the strongest mon BBP has to offer . For now , he is one of the most trusted members of the team and sort of a father figure to both Garchomp and Blaziken .

How they met :
Pratik met Rudy along with Tracy and Chomp . Rudy seemed like the leader of the pack ( which was obvious since he was the only one who was fully evolved , considering Heracross don't evolve at all ) He just happened to come across them in the Vermilion forest ( how did they even reach there ? ) while going to Vermilian city to catch a ship towards Galar . He felt like he should not leave 3 pokemon alone in the forest ( since 2 of them were in their baby stage ) full of Beedrills and invited them to join his team , which they did .

Behavior :
Rudy is protective towards his teammates in not the most non-violent sort of way . He likes to pick up fights with wild pokemons and trainers to become stronger since he believes that it is his responsibility to protect his friends from any harm . Being one of the starting member of the team , Rudy helps Chomp training the newcomers , although he rarely fights them , and prefers to fight wild pokemons instead . He is yet to tap on his full potential , maybe there is something in Kalos that can help us ?
Rudy (Heracross)
Level 3 EXP 00 / 10

Jolly Nature (+Speed, -Special Attack, Accuracy +10%)

Typing:
Bug
Fighting


Abilities:


Guts: The Pokémon fights even more tenaciously in the face of adversity. When the user attacks with a Physical attack, if the user has a Major Status: Give that attack a power bonus of five (5).The user's attacks can't be reduced by Burn.

Swarm: The Pokémon turns to their inner reserve of bug-ish-ness in a pinch. When the user attacks with a Bug-type attack, while the user's HP is at or below a third of their maximum HP (x1/3): Give that attack a power boost of three (3).

Moxie (HA): The Pokémon swells with confidence after defeating an opponent. When the user knocks out a Pokemon with a hit: Raises the user's Attack stage by one (1) for their next six (6) turns. [UNLOCKED]

Stats :
HP:
90
Attack: 9
Defense: 6
Sp.Atk: 2 (-)
Sp.Def: 7
Speed: 98 (+)
Size: 3
Weight: 4

Movepool

Level 0 :
Aerial Ace
Attract
Brick Break
Bug Bite
Bug Buzz
Bullet Seed
Confide
Counter
Double Team
Earthquake
Facade
Focus Blast
Harden
Horn Attack
Leer
Night Slash
Protect
Rock Slide
Round
Shadow Claw
Smart Strike
Strength
Tackle
Toxic

Level 1 :
Brutal Swing
Bulk Up
Chip Away
Coaching
Curse
Cut
Detect
False Swipe
High Horsepower
Rain Dance
Rock Smash
Seismic Toss
Snore
Sunny Day
Swagger
Vacuum Wave
Work Up

Level 2 :
Arm Thrust
Assurance
Captivate
Close Combat
Double-Edge
Feint
Flail
Focus Punch
Fury Attack
Iron Defense
Low Kick
Megahorn
Pin Missile
Rest
Revenge
Reversal
Rock Blast
Secret Power
Spikes
Stone Edge
Swords Dance
Take Down
Thief
Venoshock

Level 3 :
Bide
Body Slam
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Knock Off
Pounce
Pursuit
Return
Rock Tomb
Smack Down
Struggle Bug
Thrash
Throat Chop
Trailblaze

:shell bell: Shell Bell
:flame orb: Flame Orb
:revive: Revive
:super potion: Super Potion
:potion: Potion x 2
:poke ball: Poke ball x 3
:great ball: Great Ball x 2
:premier ball: Premier Ball x 1

Queue:
Pratik2007 (Eviolite Extraction Cave)
 
Sure, let's give this a try! Once this profile update is approved. It has been approved now!

Name: Mowtom
Thread: Lol
Habitat: Gee, I wonder
Mark: Kingambit

pangoro.gif

Pangoro [Priory]

Level: 4 || Exp: ---
Advanced Techniques:
None

Type: Fighting / Dark
Abilities: Iron Fist / Mold Breaker / Scrappy

Nature: Careful (+Special Defense, -Special Attack)
HP: 95
Atk: 9
Def: 6
SpA: 4 (-)
SpD: 7 (+)
Spe: 58
Size: 4
Weight: 5

Moves:
Level 0:
Aerial Ace
Attract
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Dragon Claw
Earthquake
Facade
Fire Punch
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Night Slash
Poison Jab
Protect
Rock Slide
Round
Shadow Claw
Slash
Strength
Surf
Tackle
Thunder Punch
Toxic
X-Scissor
Zen Headbutt

Level 1:
Bulk Up
Bullet Punch
Circle Throw
Coaching
Cut
Dual Chop
Echoed Voice
False Swipe
Hone Claws
Karate Chop
Mega Punch
Power-Up Punch
Quick Guard
Rain Dance
Roar
Rock Smash
Seismic Toss
Sludge Bomb
Snore
Sunny Day
Swagger
Taunt
Vital Throw
Work Up

Level 2:
Arm Thrust
Beat Up
Close Combat
Comet Punch
Covet
Entrainment
Focus Energy
Focus Punch
Foul Play
Grass Knot
Gunk Shot
Hammer Arm
Infestation
Low Kick
Mega Kick
Payback
Quash
Rest
Revenge
Reversal
Scary Face
Secret Power
Stone Edge
Superpower
Swords Dance
Thief

Level 3:
Body Slam
Bulldoze
Darkest Lariat
Dig
Drain Punch
Frustration
Knock Off
Laser Focus
Lash Out
Low Sweep
Outrage
Parting Shot
Return
Rock Tomb
Sky Uppercut
Snarl
Storm Throw
Throat Chop
Torment
Uproar

Level 4:
Block
Embargo
Endeavor
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Fairy)
Hyper Beam
Me First
Power Trip
Retaliate
Sleep Talk
Snatch
Spite
Stomping Tantrum
Substitute
nidoqueen.gif

Nidoqueen [Nilgai]

Level: 2 || Exp: 0/10

Type: Poison / Ground
Abilities: Poison Point / Rivalry / Sheer Force

Nature: Quirky
HP: 95
Atk: 7
Def: 6
SpA: 6
SpD: 6
Spe: 76
Size: 3
Weight: 4

Moves:
Level 0:
Aerial Ace
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Defense Curl
Double Team
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Growl
Ice Beam
Ice Punch
Lovely Kiss
Mud-Slap
Poison Fang
Poison Jab
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Strength
Surf
Tackle
Tail Whip
Thunder Punch
Thunderbolt
Toxic

Level 1:
Bite
Bubble Beam
Chip Away
Curse
Cut
Detect
Double Kick
Dragon Tail
Drill Run
Echoed Voice
Flatter
High Horsepower
Hone Claws
Incinerate
Mega Punch
Poison Tail
Power-Up Punch
Rage
Rain Dance
Roar
Rock Climb
Rock Smash
Sandstorm
Scratch
Seismic Toss
Shock Wave
Sludge Bomb
Snore
Sucker Punch
Sunny Day
Supersonic
Swagger
Sweet Kiss
Taunt
Venom Drench
Water Gun
Water Pulse

Level 2:
Aqua Tail
Beat Up
Blizzard
Captivate
Charm
Disable
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Fury Swipes
Iron Tail
Mega Kick
Moonlight
Quash
Rest
Rock Blast
Sand Tomb
Secret Power
Skull Bash
Stealth Rock
Stone Edge
Submission
Superpower
Take Down
Thief
Thunder
Toxic Spikes
Venoshock
Whirlpool
:choice band: Choice Band
:life orb: Life Orb
:great ball: Great Ball x 2
:premier ball: Premier Ball x 5
:potion: Potion
:super potion: Super Potion
:elixir: Elixir

Cueue
Mowtom
 
Last edited:
Name: Snarguffle
Thread: N/A
Habitat: Eviolite Extraction Cave
Mark: Porygon-Z

Pokemon 1
beedrill.gif

Lance (Beedrill ♂ )
Level 2 EXP 4 / 10

Serious nature. (+N/A, -N/A)
Bug
Poison


Ability - Swarm: The Pokemon turns to their inner reserve of bug-ish-ness in a pinch. When the user attacks with a Bug-type attack, while the user's HP is at or below a third of their maximum HP (x1/3): Give that attack a power boost of three (3).
Hidden Ability - Sniper: The Pokemon's incredible precision allows them to strike their targets' most severe weakpoints. The critical damage bonus of the user's attacks is doubled (x2).

HP: 85
Attack: 7
Defense: 3
Sp.Atk: 4
Sp.Def: 6
Speed: 75
Size: 2
Weight: 3

Moves - Lv0
Aerial Ace
Attract
Brick Break
Bug Bite
Confide
Double Team
Facade
Flash
Harden
Poison Jab
Protect
Round
Toxic
X-Scissor

Lv1
Air Cutter
Brutal Swing
Curse
Cut
Defog
Drill Run
False Swipe
Ominous Wind
Peck
Rage
Rock Smash
Silver Wind
Sludge Bomb
Snore
Sunny Day
Swagger
Swift
Twineedle

Lv2
Agility
Assurance
Captivate
Double-Edge
Focus Energy
Fury Attack
Infestation
Iron Defense
Mega Drain
Payback
Pin Missile
Rest
Roost
Secret Power
Skull Bash
Solar Beam
String Shot
Sweet Scent
Swords Dance
Take Down
Thief
Toxic Spikes
Venoshock
Pokemon 2
eelektross.gif

Scylla (Eelektross ♀ )
Level 2 EXP 4 / 10

Docile nature. (+N/A, -N/A)
Electric


Ability - Levitate: The Pokemon naturally floats above the ground. The user has Hovering.

HP: 90
Attack: 8
Defense: 6
Sp.Atk: 8
Sp.Def: 6
Speed: 50
Size: 4
Weight: 4

Moves - Lv0
Attract
Brick Break
Confide
Crunch
Double Team
Dragon Claw
Dragon Pulse
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Liquidation
Protect
Rock Slide
Round
Signal Beam
Strength
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Lv1
Acid
Bulk Up
Confuse Ray
Cut
Discharge
Dragon Tail
Hone Claws
Power-Up Punch
Rain Dance
Roar
Rock Smash
Shock Wave
Snore
Spark
Sunny Day
Swagger
Swift

Lv2
Acid Spray
Aqua Tail
Bind
Close Combat
Eerie Impulse
Electric Terrain
Focus Punch
Grass Knot
Iron Tail
Rest
Scary Face
Secret Power
Superpower
Take Down
Thunder
Wild Charge
Zap Cannon
:poke ball:Poke Ball
:poke ball:Poke Ball
:poke ball:Poke Ball
:poke ball:Poke Ball
:premier ball:Premier Ball
:premier ball:Premier Ball
:premier ball:Premier Ball
:premier ball:Premier Ball
:premier ball:Premier Ball
:revive:Revive
:scope lens:Scope Lens
:shell bell:Shell Bell

Queue
Snarguffle (Eviolite Extraction Cave)
 
another poor soul sets foot in the eviolite extraction cave...

if i wanted to tryhard this i would bring entei but i think a slightly less prepared setup is more realistic. as a bonus i get to use peli and audino here who are a lot of fun

pelipper is leveled down to l3 because i have 2 level 3 mons and one has a poor matchup spread and the other is zekrom

Name: cityscapes
Thread: no
Habitat: you'll never guess
Mark: Porygon-Z

Pokemon 1
1668065680328-png.464026

Pelipper **Cherry

Level: 4 -> 3
EXP: MAX
Advanced Techniques: None

Type: Water/Flying

Abilities: Keen Eye, Drizzle, Rain Dish
Keen Eye - This Pokemon's Accuracy can't be lowered and their negative Accuracy stage is ignored. Hits through higher defense ranks when using a fully accurate non-STAB move.
Drizzle - Has the command Summon Rain, and may use it as a triggered action upon entering play.
Rain Dish - Recovers some HP at the end of every step in rain.

Stats:
HP: 85
Atk: 3 (-)
Def: 7
SpA: 7
SpD: 7 (+)
Spe: 65
Size: 3
Weight: 3
Calm Nature

Moves:
[Level 0]
Aerial Ace
Air Slash
Attract
Brave Bird
Confide
Double Team
Facade
Growl
Ice Beam
Liquidation
Mud-Slap
Protect
Round
Surf
Toxic
Waterfall
Wing Attack

[Level 1]
Air Cutter
Defog
Dual Wingbeat
Echoed Voice
Gust
Hail
Mist
Ominous Wind
Quick Attack
Rain Dance
Seed Bomb
Shock Wave
Snore
Snowscape
Steel Wing
Supersonic
Swagger
Swift
Twister
Water Gun
Water Pulse
Weather Ball
Wide Guard

[Level 2]
Agility
Aqua Ring
Blizzard
Captivate
Double-Edge
Gunk Shot
Hurricane
Hydro Pump
Payback
Pluck
Rest
Roost
Secret Power
Sky Attack
Spit Up
Stockpile
Swallow
Take Down
Thief
Whirlpool

[Level 3]
Acrobatics
Body Slam
Brine
Chilling Water
Fly
Frustration
Icy Wind
Knock Off
Pursuit
Return
Scald
Sky Drop
Tailwind
U-turn
Uproar
Pokemon 2
audino.png

Audino (F) **Amy

Level: 2
EXP: 0 / 10
Advanced Techniques: None

Type: Normal

Abilities: Healer, Regenerator, Klutz
Healer - Whenever this Pokemon or allies incur a Major or Minor status, removes all their statuses except for the newly incurred one.
Regenerator - Recovers some HP when switching out or Chilling.
Klutz - This Pokemon can't be hurt, statused, or have stat ranks and stages dropped by their own held items.

Stats:
HP: 95
Atk: 5
Def: 6
SpA: 5
SpD: 6
Spe: 50
Size: 2
Weight: 3
Docile Nature

Moves:
[Level 0]
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

[Level 1]
Baby-Doll Eyes
Calm Mind
Disarming Voice
Echoed Voice
Heal Bell
Incinerate
Magic Coat
Mega Punch
Pound
Power-Up Punch
Rain Dance
Refresh
Role Play
Safeguard
Snore
Sunny Day
Swagger
Sweet Kiss
Work Up
Yawn

[Level 2]
After You
Amnesia
Blizzard
Covet
Double Slap
Double-Edge
Dream Eater
Entrainment
Fire Blast
Focus Punch
Grass Knot
Heal Pulse
Iron Tail
Life Dew
Low Kick
Mega Kick
Misty Terrain
Present
Rest
Secret Power
Simple Beam
Solar Beam
Take Down
Thunder
Wild Charge

:berserk gene: Berserk Gene
:shell bell: Shell Bell
:super potion: Super Potion
:revive: Revive
:poke ball: Poke Ball x4
:premier ball: Premier Ball x4

Queue:
cityscapes (Eviolite Extraction Cave)
 
9uH8X6h.png

"I hear this Eviolite ore stuff was pretty highly sought after back in the day! I wonder what we can find in this mine now?"

Name: Gemini Taurus
Thread: No thread could be found
Habitat::eviolite:Eviolite Extraction Cave:eviolite:
Mark: None

Pokemon:

breloom.png

Valerian the Breloom
friendball.png

Level: 2 | EXP: 00
Grass
Fighting

#286


Nature:
Hardy (No Effect)

Abilities:
Effect Spore, Poison Heal, Technician

Stats:
HP: 85
Attack: Rank 9
Defence: Rank 6
Special Attack: Rank 5
Special Defence: Rank 5
Speed: 70
Size Class: 3
Weight Class: 3

Moves:
Level 0
Aerial Ace
Attract
Brick Break
Bullet Seed
Confide
Counter
Double Team
Energy Ball
Facade
Flash
Focus Blast
Mud-Slap
Poison Jab
Poison Powder
Protect
Rock Slide
Round
Strength
Stun Spore
Tackle
Thunder Punch
Toxic
Zen Headbutt

Level 1
Absorb
Bulk Up
Cut
False Swipe
Force Palm
Growth
Mach Punch
Magical Leaf
Mega Punch
Power-Up Punch
Rain Dance
Refresh
Rock Smash
Safeguard
Seed Bomb
Seismic Toss
Sludge Bomb
Snore
Spore
Sunny Day
Swagger
Swift
Vacuum Wave
Work Up

Level 2
Captivate
Charm
Close Combat
Double-Edge
Dynamic Punch
Fake Tears
Feint
Focus Punch
Grass Knot
Grassy Terrain
Gunk Shot
Iron Tail
Leech Seed
Low Kick
Mega Drain
Mega Kick
Rest
Reversal
Secret Power
Solar Beam
Stone Edge
Superpower
Swords Dance
Synthesis
Take Down
Venoshock
Wake-Up Slap
muk.png

Avens the Muk
luxuryball.png

Level: 2 | EXP: 00
Poison

#089


Nature:
Quirky (No Effect)

Abilities:
Stench, Sticky Hold, Poison Touch

Stats:
HP: 100
Attack: Rank 8
Defence: Rank 6
Special Attack: Rank 5
Special Defence: Rank 7
Speed: 50
Size Class: 3
Weight Class: 3

Moves:
Level 0
Attract
Brick Break
Confide
Dark Pulse
Double Team
Facade
Fire Punch
Flamethrower
Focus Blast
Harden
Ice Punch
Mud-Slap
Poison Gas
Poison Jab
Protect
Rock Slide
Round
Shadow Ball
Shadow Punch
Sludge
Strength
Thunder Punch
Thunderbolt
Toxic
Zen Headbutt

Level 1
Confuse Ray
Curse
Incinerate
Lick
Pound
Power-Up Punch
Rage
Rain Dance
Rock Smash
Sandstorm
Shadow Sneak
Shock Wave
Sludge Bomb
Smog
Snore
Sunny Day
Swagger
Swift
Taunt
Venom Drench

Level 2
Acid Armor
Acid Spray
Belch
Captivate
Disable
Dynamic Punch
Fire Blast
Focus Punch
Gunk Shot
Haze
Infestation
Mega Drain
Minimize
Mud Bomb
Payback
Rest
Scary Face
Screech
Secret Power
Spit Up
Stockpile
Swallow
Take Down
Thief
Thunder
Toxic Spikes
Venoshock
Zap Cannon

Black Sludge:black sludge:
Toxic Orb:toxic orb:
Poke Ball (4):poke ball::poke ball::poke ball::poke ball:
Premier Ball (4):premier ball::premier ball::premier ball::premier ball:
Revive:revive:
Elixir:elixir:

Queue:
Gemini Taurus (Eviolite Extraction Cave:breloom::muk:)
 
All right; let's test this thing. If a single run can award up to 30 Experience, and any such Experience award can be allocated amongst a player's participating Pokemon as they see fit, then a given expedition should be playable with one Pokemon up to three levels below that of the expedition, right?

Name: P2X7
Thread: N/A
Habitat: Eviolite Extraction Cave
Mark: Kingambit

Pokemon 1
TomoM.png

Tomohawk [Saber] (Male) (*)
Level
: ***
Experience: 0/10
Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB;
Fighting: Fighting STAB;

Abilities:

Intimidate: The Pokemon has an impressive appearance, and other Pokemon cower in fear at the sight. When the user enters play or gains this ability: Lower the Attack stage of each opponent by one (1) for their next six (6) turns, without extension.
Prankster: The Pokemon is adept at trickery and playing tricks, and has learned to do so at blinding speeds. The user's non-damaging actions have +1 priority.
Justified (DW Unlocked): The Pokemon has a passionate sense of right and wrong, and abhors any fighting styles it considers dishonorable. When the user enters play, if there is a Dark-type Pokemon in play: Raise the user's Attack and Special Attack stages by one (1) each for the user's next six (6) turns. After the user is hit with a Dark-type attack: Raise the user's Attack and Special Attack stages by one (1) for their next six (6) turns.

Stats:
HP: 100
Atk: Rank 4 (-)
Def: Rank 7
SpA: Rank 9 (+)
SpD: Rank 6
Spe: 85
Size Class: 2
Weight Class: 3

Moves (~91/~103):

Level 0:
Aerial Ace
Air Slash
Attract
Aura Sphere
Brave Bird
Brick Break
Confide
Double Team
Earthquake
Earth Power
Facade
Flash
Focus Blast
Harden
Hyper Voice
Mud-Slap
Protect
Rock Slide
Round
Strength
Toxic

Level 1:
Air Cutter
Baby-Doll Eyes
Bulk Up
Coaching
Confuse Ray
Defog
Dual Wingbeat
Echoed Voice
False Swipe
Fury Swipes
Incinerate
Mega Punch
Noble Roar
Power-Up Punch
Rain Dance
Rapid Spin
Roar
Rock Smash
Safeguard
Scratch
Snore
Steel Wing
Sunny Day
Swagger
Taunt
Whirlwind
Work Up
Yawn

Level 2:
After You
Aqua Tail
Close Combat
Covet
Focus Energy
Focus Punch
Grass Knot
Haze
Heat Wave
Hurricane
Iron Tail
Mega Kick
Morning Sun
Quash
Rest
Revenge
Reversal
Roost
Secret Power
Sky Attack
Solar Beam
Stealth Rock
Stone Edge
Submission
Superpower
Take Down
Thief

Level 3:
Acrobatics
Baton Pass
Body Slam
Bounce
Bulldoze
Drain Punch
Fly
Frustration
Reflect
Return
Rock Tomb
Sky Drop
Tailwind
Throat Chop
Trailblaze
Uproar
Pokemon 2
toedscruel.png

Toedscruel [Toedscruel] (M)
Level: *
Exp: 00/10
Nature: Serious (+1 N/A, -1 N/A)
Type: Ground / Grass
Ground: Ground STAB.
Grass: Grass STAB; unaffected by Leech Seed and by moves tagged #Powder.

Abilities:

Mycelium Might:

Stats:
HP: 90
Atk: Rank 5
Def: Rank 5
SpA: Rank 6
SpD: Rank 9
Spe: 100
Size Class: 4
Weight Class: 4

Moves (25/??):

Level 0:
Bullet Seed
Dazzling Gleam
Earth Power
Energy Ball
Flash Cannon
Mirror Coat
Mud-Slap
Poison Powder
Protect
Stun Spore
Tackle
Toxic

Level 1:
Absorb
Confuse Ray
Growth
Magical Leaf
Rain Dance
Rapid Spin
Seed Bomb
Sludge Bomb
Spore
Supersonic
Swift
Taunt
Tickle

Shell Bell
Mental Herb
Poke Ball x4
Premier Ball x4
Super Potion
Revive


Queue:
Gemini Taurus (Eviolite Extraction Cave:breloom::muk:)
P2X7 (Eviolite Extraction Cave:tomohawk::toedscruel:)
 
Name: Eve
Thread: Here
Habitat: Eviolite Extraction Cave
Mark: Porygon-Z
Explorer Pack:
:black-sludge: Black Sludge
:shell-bell: Shell Bell
:poke ball: Poke Ball x4
:premier ball: Premier Ball x4
:super potion: Super Potion
:revive: Revive
Pokemon: :sneasler::zeraora:
sneasler.png

Smirk (Sneasler)
Level: 2 | EXP: 0 / 10

"If heaven is a place where the angels go,
Well then I've got a story to tell."


Types:
Fighting
Poison

Abilities: Pressure / Unburden / Poison Touch
Nature: Serious

Stats:
HP: 90
Atk: 9
Def: 5
SpA: 3
SpD: 6
Spe: 120

Size Class: 3
Weight Class: 3

Moves:
Level 0:
Aerial Ace
Brick Break
Counter
Facade
Fire Punch
Focus Blast
Leer
Night Slash
Poison Jab
Protect
Rock Slide
Shadow Ball
Shadow Claw
Slash
X-Scissor

Level 1:
Bulk Up
Calm Mind
Double Hit
Fake Out
False Swipe
Hone Claws
Metal Claw
Poison Tail
Quick Attack
Quick Guard
Rain Dance
Rock Smash
Scratch
Sludge Bomb
Sunny Day
Swift
Switcheroo
Taunt

Level 2:
Acid Spray
Agility
Close Combat
Feint
Grass Knot
Gunk Shot
Low Kick
Nasty Plot
Rest
Reversal
Screech
Swords Dance
Take Down
Thief
Toxic Spikes
Venoshock
zeraora.png

Moves (Zeraora)
Level: 4 -> 3 | EXP: --

"We're living the good life, high life
Everybody wants that hot vibe."


Types:
Electric

Abilities: Volt Absorb
Nature: Adamant (+1 Atk, -1 SpA)

Stats:
HP: 90
Atk: 9 (+)
Def: 6
SpA: 6 (-)
SpD: 6
Spe: 143

Size Class: 3
Weight Class: 3

Moves:
Level 0:
Aerial Ace
Aura Sphere
Blaze Kick
Brick Break
Confide
Double Team
Facade
Fire Punch
Focus Blast
Play Rough
Protect
Round
Slash
Thunder Punch
Thunder Wave
Thunderbolt
Toxic

Level 1:
Brutal Swing
Bulk Up
Calm Mind
Charge
Coaching
Discharge
Dual Chop
Echoed Voice
Fake Out
False Swipe
Hone Claws
Mega Punch
Power-Up Punch
Quick Attack
Quick Guard
Scratch
Shock Wave
Snore
Spark
Swift
Taunt
Work Up

Level 2:
Agility
Assurance
Close Combat
Electric Terrain
Focus Punch
Fury Swipes
Grass Knot
Iron Tail
Low Kick
Mega Kick
Rest
Revenge
Reversal
Rising Voltage
Scary Face
Superpower
Thunder
Wild Charge

Level 3:
Acrobatics
Bounce
Drain Punch
Electro Ball
Electroweb
Frustration
Knock Off
Laser Focus
Low Sweep
Outrage
Return
Snarl
Throat Chop
Volt Switch

Level 4:
Endeavor
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Ice)
Hyper Beam
Pay Day

Plasma Fists (Signature)
Sleep Talk
Snatch
Substitute
Queue:
P2X7 (Eviolite Extraction Cave:tomohawk::toedscruel:)
TheEver (Eviolite Extraction Cave:sneasler::zeraora:)
 
That's probably enough tests. Thank you all for your patience while I observe these tests and make changes. Expect to see some parts be eased while others are made harder, for a net easier facility. I'll hold the changelist close to my chest for now. Users can probably guess most of them, but I'd rather not accidentally overpromise.

In particular, the test habitat is probably demanding far above its pay grade. It was expected that users would use their NFEs, but there are few on-hand throughout the game.

While I do so, feel free to leave any structured or unstructured thoughts here, as an improper feedback thread.

(Also, since Eve asked nicely, her signup can go through if she would like)

Queue:
TheEver (Eviolite Extraction Cave)
 
Last edited:
The Safari Zone has had a rather successful (e.g. informative) first round of testing. Based on players' efforts, our findings are roughly as follows:
  • There's not enough Backpack space to both catch 6 Pokemon (the intended goal) and survive battle with them. We're increasing the Backpack Size of the test Habitats to 15.​
  • It's not likely for a player to halve a wild Pokemon's HP, status it, and meet two extra Capture Method conditions, all in one round. This is supposed to be the main way that the player saves HP — Safari is balanced around battling six half-Pokemon, using Capture to "skip" the rest of each Pokemon encountered. So, we're dropping one unique Capture Method from each wild Pokemon. With four different wild Pokemon per Trek in most cases, there should still be enough variety that you'll have to build a versatile team to meet them all.​
  • A few Balls have been adjusted in strength, and the Standard Supplier has been improved. We worry that players may have too much healing to possibly lose now — maybe strong referees can prove us wrong?​
  • We've added two new Habitats: One is Level 1, and one is Pinnacle!​
For players with ongoing Safari tests:
They're dead. Round completed battles up when determining (tower-based) test rewards, and refund 1/3 of the JC paid for entry for each Trek not started. You can sign up for second-wave testing the same way as the first (and you could spend your JC refund on it :woo:).

The less finished rounds you got to test (as a challenger) in the first round of testing, the earlier in queue you get to cut. If you got to test zero rounds (either because you had just started, or because you never signed up), congrats! You get to cut to the front. Everyone, please include your first-wave round count when signing up for second-wave testing.

Limit one second-round test per player, please.
 
Time to get wave 2 started!
If Nest Ball gets changed to not be bad by the time someone takes this, please replace the Poke Balls in my signup with Nest Balls.

:sableye: :clefable: Challenging Lumiose City Flower Park. Mark :floette-eternal: Floette-e.
(I did not play in wave 1.)

- Hold Items (2) -
:Expert Belt: Expert Belt
:Shell Bell: Shell Bell

- Pocket Monster Orbs (9) -
2x :Safari Ball: Safari Ball
2x :poke ball: Poke Ball
3x :Great Ball: Great Ball
1x :Ultra Ball: Ultra Ball
1x :Heal Ball: Heal Ball

- Medicine (4) -
1x :Super Potion: Super Potion
1x :Hyper Potion: Hyper Potion
1x :Max Potion: Max Potion
1x :Elixir: Elixir
:sv/sableye:
Refraction of Brilliance (Sableye)
Level 1 EXP: 00 / 10

Quirky nature ( +None, -None )
Typing: Dark/Ghost
Abilities: Keen Eye, Stall Hidden Ability: Prankster

HP: 80
Attack: 6
Defen.: 6
Sp.Atk: 5
Sp.Def: 5
Speed: 50
Size: 1
Weight: 2

Movepool
Level 0:
Aerial Ace
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Feint Attack
Fire Punch
Flash
Ice Punch
Leer
Metal Burst
Mud-Slap
Poison Jab
Protect
Psychic
Round
Shadow Ball
Shadow Claw
Signal Beam
Thunder Punch
Thunder Wave
Toxic
X-Scissor
Zen Headbutt

Level 1:
Bulk Up
Calm Mind
Confuse Ray
Cut
Detect
Fake Out
Flatter
Hone Claws
Incinerate
Magic Coat
Mega Punch
Metal Claw
Night Shade
Ominous Wind
Power-Up Punch
Psybeam
Rain Dance
Rock Smash
Role Play
Scratch
Seismic Toss
Shadow Sneak
Shock Wave
Snore
Sucker Punch
Sunny Day
Swagger
Taunt
Tickle
Trick
Water Pulse
Will-O-Wisp
:sv/clefable:
Serenity of the Moon (Clefable)
Level 1 EXP: 00 / 10

Docile nature ( +None, -None )
Typing: Fairy
Abilities: Cute Charm, Magic Guard Hidden Ability: Unaware [LOCKED]

HP: 95
Attack: 5
Defen.: 5
Sp.Atk: 7
Sp.Def: 7
Speed: 60
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Brick Break
Confide
Counter
Dazzling Gleam
Defense Curl
Dizzy Punch
Double Team
Facade
Fire Punch
Flamethrower
Flash
Focus Blast
Growl
Hyper Voice
Ice Beam
Ice Punch
Mud-Slap
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Sing
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt

Level 1:
Aromatherapy
Bubble Beam
Calm Mind
Cosmic Power
Curse
Detect
Disarming Voice
Dual Wingbeat
Echoed Voice
Heal Bell
Incinerate
Magic Coat
Magical Leaf
Mega Punch
Pound
Power-Up Punch
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Role Play
Safeguard
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Sweet Kiss
Swift
Tickle
Trick
Water Gun
Water Pulse
Work Up
 
Last edited:
Taking advantage of the queue lull: Testing thoughts so far.

All the rules, habitats, and opponent lineups work fine, they're doing what we expected and doing them well. The remaining concerns, all of which are balance-related, are as follows:
  • Capture is harder than it should be! We're asking players to deal too much damage, and laying into them with too much damage taken while they do so.
    • This is the capture facility. Capture should be the path of least resistance, and KOing opponents should be the rarer case.
  • Why are we pretending like you can capture a Pokemon by meeting only 1 or 2 of their capture methods. Framing it as a choice seems like a trap — we should just require all 3 before you can throw a ball, probably.
    • Related, why are we making people multiply capture strength? It makes picking pokeballs a pain in the ass. The relationship between fatigue and capture strength can be made more clear if we move to "you may capture: yes/no" instead of having individually/toggled capture methods.
  • About half of the Poke Balls are boring. Selecting from among the conditional 8-strength Balls (or 8-balls) should feel like you're getting to choose your own minigame to suit the strengths of your team.
You can look forward to a revision that addresses the above... in the next day or so? When I find the time to make it. While we cook, feel free to continue queuing up (the queue isn't closed for this, which may or may not matter), and also feel free to drop any thoughts on the above.
 
Alright, I'm tentatively opening this back for testing. Thanks for waiting for "just a sec", just like I said it would take!

So, rapid-fire change log:
Poke Balls
Adjusted a few Poke Balls, and a few more will be adjusted as second-round testing proceeds.
  • Poke Ball > Great Ball > Ultra Ball (5 + 7 + 10) has replaced Poke Ball > Premier Ball (5 + 10) as the "default" capture filler. You can get 30 Capture Strength by combining this line with any 8-Ball.
  • Most utility Poke Balls, that aren't 8-Balls are now 7 capture power.
Capture Methods
Instead of multiplying capture strength by the number of fulfilled methods, we're going to stop pretending that you're meant to capture with less than all of them active, ever:
  • Added "Players may only attempt to capture a Pokemon if all of that Pokemon's capture methods have been fulfilled."
Fatigue
Adjusted every Fatigue value (all 80 of them so far.) to account for the lack of capture strength multiplication.
  • We've balanced Fatigue values around 30 (easy), 31 (mid), or 32 (hard) total Capture Strength.
    • 30: Can be caught with Poke > Great > Ultra > 8-ball.
    • 31: Can be caught with three 8-balls and a utility ball (8+8+8+7)
    • 32: Must be caught with four 8-balls.
  • Bosses have various Fatigue values depending on the circumstances:
    • Floette-Eternal has a normal amount of Fatigue, since they require that their partner in Doubles be defeated.
    • Walking Wake and Iron Leaves regain a large amount of Fatigue (30->60) when their ally is fainted or captured.
Supplier
We've added stronger medicine to the standard supplier, and increased the backpack size.
  • If it takes 9 Balls to catch six Pokemon, and you need 2 spots for held items, that leaves 7 spots for Medicine.
  • You should be able to heal up most of the damage you take, the two times you need to heal (after the first two treks).
Battling
Six consecutive opponents, with attrition and ref control, will grind up basically anyone to dust. Thanks to tests, we have a good idea how much the wild Pokemon need to be nerfed.
  • Added "At the start of the first battling phase of each trek, the wild Pokemon in play will gain Flinching until the end of their first turn, because you've surprised them."
  • Added "Wild Pokemon do not switch manually or counterswitch."
My assumption is that these changes, all taken together, will make one-round captures (per wild Pokemon) the norm, and bleeding into a second round for the same Pokemon will happen a couple of times per Safari challenge. You'll have to two-round certain later Pokemon with the help of a utility Ball (such as :friend ball:Friend Ball), but most of your captures should happen in one round.

If these changes work how I would like, then one-rounding less than half of your captures will be a sign that something has gone grievously wrong in your challenge!

I'm sure someone will @ me if I missed anything. Feel free to sign up for second-round testing!

Queue
Keriel (:sableye::clefable:Lumiose City Flower Park)
 
Last edited:
Mark Snaelstrom. Little scared I miscounted this, but. Here goes!

- Hold Items (2) -
:Expert Belt: Expert Belt
:Shell Bell: Shell Bell

- Pocket Monster Orbs (11) -
1x :poke ball: Poke Ball
1x :Great Ball: Great Ball
3x :Ultra Ball: Ultra Ball
4x :Moon Ball: Moon Ball
1x :Heal Ball: Heal Ball
1x :Luxury Ball: Luxury Ball

- Medicine (5) -
2x :Hyper Potion: Hyper Potion
1x :Max Potion: Max Potion
1x :Elixir: Elixir
1x :Max Elixir: Max Elixir
:sv/sableye:
Refraction of Brilliance (Sableye)
Level 1 EXP: 00 / 10

Quirky nature ( +None, -None )
Typing: Dark/Ghost
Abilities: Keen Eye, Stall Hidden Ability: Prankster

HP: 80
Attack: 6
Defen.: 6
Sp.Atk: 5
Sp.Def: 5
Speed: 50
Size: 1
Weight: 2

Movepool
Level 0:
Aerial Ace
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Feint Attack
Fire Punch
Flash
Ice Punch
Leer
Metal Burst
Mud-Slap
Poison Jab
Protect
Psychic
Round
Shadow Ball
Shadow Claw
Signal Beam
Thunder Punch
Thunder Wave
Toxic
X-Scissor
Zen Headbutt

Level 1:
Bulk Up
Calm Mind
Confuse Ray
Cut
Detect
Fake Out
Flatter
Hone Claws
Incinerate
Magic Coat
Mega Punch
Metal Claw
Night Shade
Ominous Wind
Power-Up Punch
Psybeam
Rain Dance
Rock Smash
Role Play
Scratch
Seismic Toss
Shadow Sneak
Shock Wave
Snore
Sucker Punch
Sunny Day
Swagger
Taunt
Tickle
Trick
Water Pulse
Will-O-Wisp
:sv/clefable:
Serenity of the Moon (Clefable)
Level 1 EXP: 00 / 10

Docile nature ( +None, -None )
Typing: Fairy
Abilities: Cute Charm, Magic Guard Hidden Ability: Unaware [LOCKED]

HP: 95
Attack: 5
Defen.: 5
Sp.Atk: 7
Sp.Def: 7
Speed: 60
Size: 3
Weight: 3

Movepool
Level 0:
Attract
Brick Break
Confide
Counter
Dazzling Gleam
Defense Curl
Dizzy Punch
Double Team
Facade
Fire Punch
Flamethrower
Flash
Focus Blast
Growl
Hyper Voice
Ice Beam
Ice Punch
Mud-Slap
Play Rough
Protect
Psychic
Round
Shadow Ball
Signal Beam
Sing
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt

Level 1:
Aromatherapy
Bubble Beam
Calm Mind
Cosmic Power
Curse
Detect
Disarming Voice
Dual Wingbeat
Echoed Voice
Heal Bell
Incinerate
Magic Coat
Magical Leaf
Mega Punch
Pound
Power-Up Punch
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Role Play
Safeguard
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Sweet Kiss
Swift
Tickle
Trick
Water Gun
Water Pulse
Work Up

Queue
Keriel (:sableye::clefable:Lumiose City Flower Park)
 
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