![]() Zygarde-10% Typing: Dragon/Ground Abilities: Aura Break, Power Construct See 5.10 "Unique Pokemon" in the Handbook. HP: 80 Attack: 7 Defen.: 5 Sp.Atk: 4 (-) Sp.Def: 8 (+) Speed: 115 Size: 3 Weight: 3 | ![]() Zygarde-100% Typing: Dragon/Ground Abilities: Aura Break, Power Construct See 5.10 "Unique Pokemon" in the Handbook. HP: 135 Attack: 7 Defen.: 9 Sp.Atk: 6 (-) Sp.Def: 9 (+) Speed: 85 Size: 6 Weight: 10 |
Rounds Active or Benched | Wild Mood | Modifiers 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. |
-Poke Ball | An iconic spherical device for capturing, storing, and carrying trusted Pokemon partners in mutual comfort. Fatigue Roll: 1-1 |
-Great Ball | An enhanced Ball that offers precise capture with greater efficiency than Poke Balls. Fatigue Roll: 2-2 |
-Ultra Ball | A high-performance Ball that offers volatile but substantial capture effectiveness. Fatigue Roll: 4-7 |
-Safari Ball | An intentionally-breakable Ball used by Rangers when securing wounded wild Pokemon for treatment. Fatigue Roll: 2-2 On throw: Heal 3 HP (or EP) to the capture target. |
-Park Ball | A intentionally-breakable Ball used by Rangers when securing displaced wild Pokemon for relocation. Fatigue Roll: 1-1 On throw: Heal 3 HP (or EP) to the capture target. |
-Master Ball | A wonderous technological advancement in Poke Balls. This Poke Ball is at once incredibly rare, incredibly secure, and incredibly fragile. This item can't be restored by effects, except Arena effects. When any other item leaves the owner's Backpack, except to be equipped to a Pokemon: Destroy this item. On throw: Increase the capture target's Fatigue, equal to the capture target's EP. |
-Cherish Ball | A very rare form of Poke Ball used in commemorations. It is said to hold the power of feelings. Fatigue Roll: 1-1. If a Pokemon captured with this ball would be recruited; instead, it is recruited with their Level increased by one (1). (After distributing pooled EXP rewards.) |
-Dive Ball | A Ball whose catch rate increases with ambient humidity. It performs best when submerged. [ this ball is reserved for later ] |
-Dream Ball | A Ball that holds the power of sleep and dreams within. Fatigue Roll: 3-3 On throw: Inflict Sleep on the capture target. |
-Dusk Ball | A dark-hued Ball used to capture targets in environments with low light. [ this ball is reserved for later ] |
-Fast Ball | A Ball with a homing system specialized in catching fast targets. [ this ball is reserved for later ] |
-Friend Ball | This Ball has a soothing aura that can calm even the most feral wild Pokemon. [ this ball is reserved for later ] |
-Heal Ball | A unique Ball containing a mechanism reminiscent of a Pokemon Center. Fatigue Roll: 3-3 On capture: Set the captured Pokemon's HP or EP to full, discard all conditions and markers from them, and reset their stages. |
-Heavy Ball | A sturdy Ball that will not break even against a struggling heavyweight. [ this ball is reserved for later ] |
-Level Ball | A Ball that scans the target Pokemon to match its strength. Fatigue Roll: 5-10 While the owner has an active Pokemon whose Level is lower than the Battle's Level: This Ball's fatigue roll is Lucky. |
-Love Ball | A cutesy Ball that uses feelings of infatuation to more easily catch Pokemon. [ this ball is reserved for later ] |
-Lure Ball | A brightly colored Ball covered in fascinating patterns. Fatigue Roll: 5-10 While the capture target is Marked by the explorer: This Ball's fatigue rolls are Lucky. |
-Luxury Ball | This expensive Ball offers an unparalleled quality of life to its resident. Fatigue Roll: 3-3 If a Pokemon captured with this ball would be recruited; instead, it is recruited with their Level increased by one (1). (After distributing pooled EXP rewards.) |
-Moon Ball | A Ball with a moon motif that emits a faint glow. [ this ball is reserved for later ] |
-Nest Ball | A somewhat cheap Ball that's really only effective at capturing weak Pokemon. [ this ball is reserved for later ] |
-Net Ball | A Ball particularly effective for catching helpless Pokemon. [ this ball is reserved for later ] |
-Premier Ball | A promotional Poke Ball offered by suppliers to promote buying in bulk. It prioritizes form over function. Fatigue Roll: 4-4 |
-Quick Ball | Great but unstable catching power. Best used quickly. Fatigue Roll: 5-10 While it is the first round of the Trek: This Ball's fatigue roll is Lucky. |
-Repeat Ball | A Ball with memory storage more effective against known targets. [ this ball is reserved for later ] |
-Sport Ball | A Ball used only by the most competitive trainers. Fatigue Roll: 4-4 If a Pokemon captured with this ball would be recruited; instead, it is recruited with their Level increased by one (1). (After distributing pooled EXP rewards.) |
-Timer Ball | A Ball that's slow to get going but accumulates catching power over time. Fatigue Roll: ??-10, where ?? is the twice (x2) current trek's current round count, or is eight (8), whichever is lower. |
-Beast Ball | A weird type of Poke Ball that locks into wormhole energy. Fatigue Roll: 1-??, where ?? is the capture target's current HP or EP. While the capture target's original abilities include Beast Boost: This ball's fatigue rolls are Lucky. This Ball's fatigue rolls are Unlucky unless they are Lucky. |
-Strange Ball | A mysterious but very effective Ball for Pokemon hailing for faraway lands. Fatigue Roll: 1-??, where ?? is the difference between the capture target's current Fatigue and their minimum EP, to a minimum of one (1). |
Overprepared | The Pokemon prefers to help explorers that are prepared for a wide variety of situations. The explorer's Fatigue Rolls are Lucky if they brought seven or more (+7) different kinds of Poke Ball in their initial backpack. |
Numerologophile | The Pokemon has a mystical, academic, or merely eccentric interest in the number 3, 7, and 13. As they issue capture orders using a nonstandard Ball, the explorer must declare -13, -7, -3, -1, 1, 3, or 7. The explorer's Fatigue Rolls roll the declared number. (Regardless of their bounds.) |
Fetch Player | The Pokemon is irresistably compelled retrieve thrown Poke Balls. The explorer's active Pokemon have Ball Fetch in addition to their other abilities. |
Volatile Captures | The Pokemon is very distracting for both capture targets, and for explorers attempting capture. The explorer may choose to throw a Ball "Wildly". The upper and lower bounds of the explorer's Fatigue Rolls for Balls thrown Wildly are each doubled (x2). |
Accurate Captures | The Pokemon expertly distracts wild Pokemon, making it easier to throw Poke Balls at them. The explorer may choose to throw a Ball "Carefully". The upper and lower bounds of the explorer's Fatigue Rolls for balls thrown Carefully is always at least 5. |
Back to Basics | The Pokemon has a disdain for newfangled things, which somehow affects newer Poke Balls. The explorer can't throw nonstandard Balls. The lower bound of Fatigue Rolls for Ultra Balls is six (6). |
Pacifist | The Pokemon advises careful consideration and preservation of force when battling. The explorer's Pokemon know False Swipe and Hold Back. While it is the turn of an explorer's Pokemon: The BAP data of False Swipe and of Hold Back is at least 12. (If a combination using these any of moves would use their BAP, this effect applies to that combination as well.) |
Bear Hug | The Pokemon's fluffy appearance and deathly strength ensures wild Pokemon have neither the will nor the ability to escape. The first time or [throw ball when trapping or partial trapping is made, but not one of each] |