Data Thread
Hey! Buying Pokemon with RC is fun and all, but it feels kind of impersonal, transactional; what if there were a new way to get Pokemon?
Well, look no further! The Safari Zone is opening up for a bit of testing! Taking up to two people with no JC cost.
The Safari Zone is a place where you can use Pokeballs to catch Pokemon, by throwing Pokeballs to deplete the Wild Pokemon's CaptureHP! When you sign up, you get to choose which Habitat you wish to go to; Habitats have their own arenas and Pokemon available to be fought and captured. You are given an amount of items (such as Pokeballs and Potions) for free to use during your run for healing and capturing Pokemon!
Challenge Details
Battle Rules:
Battle Details:
Referee Expectations:
When setting up encounters, reroll Pokemon that have either already have been battled.
You can only ref up to two challenges at once.
Safari refs are expected to, in every match, play to KO the challenger's Pokemon, whether it be in the current battle or the next. In order of priority, you are expected to
In addition, you cannot take actions that cause the Wild Pokemon to self-KO as part of executing the move, such as Healing Wish or Explosion.
Ref Payment:
For each battle, refs are paid 2 TC and 2 JC (to be claimed cumulatively once the Safari challenge is over).
In addition, referees can claim one 4* and 1* pair of Pokemon as if they were a challenger who caught the 4* Pokemon in the Safari Zone. The Referee gets to choose which Pokemon they claim, choosing from the Pokemon the challenger encountered. You cannot claim an unpurchasable mon, such as Lycanroc-Dusk.
A referee can choose to not claim a Pokemon from the above paragraph. If they do so, they get 1 TC for every Stage of the Pokemon not claimed (so 1 TC for a Stage 1 Pokemon, 4 TC for a Stage 4).
If a ref is DQed, they are paid 2 JC for each battle they complete from start to finish. They are not paid for battles they partially reffed and are not awarded TC or a Pokemon.
Prizes:
Players keep any Pokemon they catch, which are at Stage 4 (but do not retain Arena-based effects such as Mega Habitat's Mega Ability). In addition, you earn the first stage of the evolution line for each Pokemon you catch, at Stage 1 (so if you catch a 4* Ninetales, you also earn a 1* Vulpix). If you defeat the final encounter without both of your Pokemon being fainted at the end, you earn an extra 3 RC and 2 TC. If you capture a Pokemon but decide you do not want to claim it, you can instead claim TC equal to that Pokemon's Stage (so 1 TC for a Stage 1 Pokemon, or 4 TC for a Stage 4).
Signup Form:
Item Packs:
At the start of a Safari run, you are given a budget of 12 Pack Points. You can spend these Pack Points to buy Item Packs below, to ensure you are prepared for the Safari ahead of you. You can buy the same Item Pack twice (such as two Budget Ball packs and a Economy TLR pack)!
Information about Capturing:
Capture HP:
Rather than relying on a chance-based system, BBP Capture Mechanics use a system called Capture HP—which is a stat all Pokemon have—found in their profiles for the Safari Zone. It is equal to 200 minus (the in-game capture rate*0.67) of the given Pokémon. Capture HP is damaged by Poké Balls and when it reaches zero or less, the Pokémon in question is captured.
Calculating Poke Ball Damage
When Cumulative Capture Damage >= Target Capture HP (CHP), Capture occurs. Poke Ball Damage is always rounded up.
Capture Damage (per attempt) = (Ball Strength - (Target Current HP / 3 + Max EN Modifier)) * Major Status Modifier
Formula Legend:
Ball Strength = Strength of Pokeball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.25
Poison: x1.25
Paralysis x1.25
Sleep x1.5
Freeze x2.0
Capture Phase:
A Player can declare a Capture Phase whenever they would issue orders instead. Within a Capture Phase, the trainer throws one or more Balls at the target. If a thrown Ball fails to reduce the target's CHP to 0, the challenger's active Pokemon takes 3 damage, as the Wild Pokemon struggles and fights back against being caught.
Pokeballs
Hey! Buying Pokemon with RC is fun and all, but it feels kind of impersonal, transactional; what if there were a new way to get Pokemon?
Well, look no further! The Safari Zone is opening up for a bit of testing! Taking up to two people with no JC cost.
The Safari Zone is a place where you can use Pokeballs to catch Pokemon, by throwing Pokeballs to deplete the Wild Pokemon's CaptureHP! When you sign up, you get to choose which Habitat you wish to go to; Habitats have their own arenas and Pokemon available to be fought and captured. You are given an amount of items (such as Pokeballs and Potions) for free to use during your run for healing and capturing Pokemon!
Challenge Details
- When you sign up, you post the two Pokemon you are bringing, the Item Packs you are purchasing with your 12 Pack Points, and the Habitat you are challenging (as well as which Pool of the Habitat, if relevant). In addition, you can choose to declare that you are hunting a specific Pokemon from the Habitat (and Pool) you are going for; if you do, that Pokemon is removed from the pool of Pokemon you can encounter randomly, and is instead ensured to appear in the final battle of the run.
- Going on a Safari Expedition costs 8 JC.
- You will have a certain amount of 2v2 Singles random encounters, one after the other, determined by the Habitat you are challenging. For each Safari battle, your referee will roll on the Battle chart to determine which Pokemon you encounter, and do so for each battle, rerolling already encountered Pokemon. Pokemon caught in the Safari Zone can be claimed as a 4* Pokemon. Wild Pokemon have 70% of their normal max HP, unless stated otherwise.
- Your Pokemon's Your HP, En, and all ongoing Major (but not Minor) status carry over between encounters- when both of your Pokemon are KOed, your Safari ends. If you have any TLR items such as Potions and Ethers, you may use them between battles in addition to during battles like normal.
- Whenever the challenger runs out of balls, they can choose to leave the Habitat, keeping their captured Pokemon.
Battle Rules:
- 2v2 Singles
- Switch = OK
- Abilities: All
- Z Moves: Arena Dependent
- Megas: Arena Dependent
- 48 hr DQ (72 hr for Ref)
- 1 Recoveries / 2 Chills
- 3 Substitutions
Battle Details:
- The ref always sends out first, sending out their choice of the two Pokemon chosen by the challenger for their encounter.
- At the start of the battle, the Ref may choose Hidden Power Types for each of their Pokemon that knows the move. If the ref does not give their Pokemon a Hidden Power Type at the start of the battle, it defaults to Normal-Type.
- Whenever a Wild Pokemon uses a move that would lower Defense or Special Defense, it does not lower Defense or Special Defense, but has 1 less BAP for each Stage of Defense or Special Defense that would be lowered. For example, Close Combat, which reduces Defense by 1 Stage and Special Defense by 1 Stage, instead has 10 BAP.
- Whenever a Wild Pokemon would use a move that inflicts recoil damage, that move instead has its BAP reduced by the amount of recoil damage that would be taken. For example, Flare Blitz, which has 33% recoil, instead has its BAP reduced by 33%, from 12 to 8.
Referee Expectations:
When setting up encounters, reroll Pokemon that have either already have been battled.
You can only ref up to two challenges at once.
Safari refs are expected to, in every match, play to KO the challenger's Pokemon, whether it be in the current battle or the next. In order of priority, you are expected to
- Cripple the challenger's Pokemon with non-Sleep Major status, if doing so is a viable strategy. For example, if the challenger has reusable, accessible ways to clear status, such as multiple Full Heals or access to Heal Bell/Aromatherapy, do not focus on this. If the challenger has a single Full Heal, throw status early to force its expenditure. Your goal here is to leave a lasting mark on the challenger as early as possible, so that the challenger is worn down.
- Lower the challenger's HP as much as possible. KO them and kick them out!
- If a challenger's EN reaches below 40, and if you have the tools, lower their EN as much as possible. An ENKO is a KO!
- Conserve your own HP as much as possible. It's important to stay alive to fight them off and be catchable!
- Conserve your own EN as much as possible. Don't ENKO yourself unless you somehow expend all of your Chills. In which case, what are both of you doing?
In addition, you cannot take actions that cause the Wild Pokemon to self-KO as part of executing the move, such as Healing Wish or Explosion.
Ref Payment:
For each battle, refs are paid 2 TC and 2 JC (to be claimed cumulatively once the Safari challenge is over).
In addition, referees can claim one 4* and 1* pair of Pokemon as if they were a challenger who caught the 4* Pokemon in the Safari Zone. The Referee gets to choose which Pokemon they claim, choosing from the Pokemon the challenger encountered. You cannot claim an unpurchasable mon, such as Lycanroc-Dusk.
A referee can choose to not claim a Pokemon from the above paragraph. If they do so, they get 1 TC for every Stage of the Pokemon not claimed (so 1 TC for a Stage 1 Pokemon, 4 TC for a Stage 4).
If a ref is DQed, they are paid 2 JC for each battle they complete from start to finish. They are not paid for battles they partially reffed and are not awarded TC or a Pokemon.
Prizes:
Players keep any Pokemon they catch, which are at Stage 4 (but do not retain Arena-based effects such as Mega Habitat's Mega Ability). In addition, you earn the first stage of the evolution line for each Pokemon you catch, at Stage 1 (so if you catch a 4* Ninetales, you also earn a 1* Vulpix). If you defeat the final encounter without both of your Pokemon being fainted at the end, you earn an extra 3 RC and 2 TC. If you capture a Pokemon but decide you do not want to claim it, you can instead claim TC equal to that Pokemon's Stage (so 1 TC for a Stage 1 Pokemon, or 4 TC for a Stage 4).
Signup Form:
Name:
Code:
Safari Thread (if any): Challenge Thread
Habitat: Habitat (and pool) you are challenging
Item Packs:
Hunted Pokemon:
Pokemon #1: Pokemon's name
Pokemon Info: Pokemon's info in Hide tags
Pokemon #2: Pokemon's name
Pokemon Info: Pokemon's info in Hide tags
Code:
Only users: <referee> and <challenger> should be posting in this thread.
<challenger> is going to <habitat>! <challenger> will be using <Pokemon> and <Pokemon>:
[spoiler=Arena: X]
[/spoiler]
[spoiler=Brought Items]
[/spoiler]
[hide=Pokemon]
<Pokemon Info>
[/hide][hide=Pokemon]
<Pokemon Info>
[/hide]
Lists of Pokemon available:
Opponents:
Four of the Pokemon from the pool:
[hide=Pokemon]
<Pokemon Info>
[/hide][hide=Pokemon]
<Pokemon Info>
[/hide]
<Challenger> to choose two Pokemon from these four!
Item Packs:
At the start of a Safari run, you are given a budget of 12 Pack Points. You can spend these Pack Points to buy Item Packs below, to ensure you are prepared for the Safari ahead of you. You can buy the same Item Pack twice (such as two Budget Ball packs and a Economy TLR pack)!
Ball Packs | Contents | Pack Point Cost |
---|---|---|
Budget Ball Pack | 10 Basic Balls! | 4 Pack Points |
Elite Ball Pack | Eight of your choice from these four ball types (choose one type on signup): Ultra, Premier, Timer, Quick | 6 Pack Points |
Catcher's Ball Pack | 12 Great Balls! | 8 Pack Points |
TLR Item Packs | Contents | Pack Point Cost |
---|---|---|
Economy Pack | 3 Potions, 2 Ethers! | 4 Pack Points |
Balanced Pack | 4 Potions, 2 Ethers, and a Full Heal! | 6 Pack Points |
Aggressive Pack | Revive, 3 Potions, 1 Super Potion, and a Elixir! | 8 Pack Points |
Information about Capturing:
Capture HP:
Rather than relying on a chance-based system, BBP Capture Mechanics use a system called Capture HP—which is a stat all Pokemon have—found in their profiles for the Safari Zone. It is equal to 200 minus (the in-game capture rate*0.67) of the given Pokémon. Capture HP is damaged by Poké Balls and when it reaches zero or less, the Pokémon in question is captured.
Calculating Poke Ball Damage
When Cumulative Capture Damage >= Target Capture HP (CHP), Capture occurs. Poke Ball Damage is always rounded up.
Capture Damage (per attempt) = (Ball Strength - (Target Current HP / 3 + Max EN Modifier)) * Major Status Modifier
Formula Legend:
Ball Strength = Strength of Pokeball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.25
Poison: x1.25
Paralysis x1.25
Sleep x1.5
Freeze x2.0
Capture Phase:
A Player can declare a Capture Phase whenever they would issue orders instead. Within a Capture Phase, the trainer throws one or more Balls at the target. If a thrown Ball fails to reduce the target's CHP to 0, the challenger's active Pokemon takes 3 damage, as the Wild Pokemon struggles and fights back against being caught.
Pokeballs
Standard Balls:

Poké Ball: A Poke Ball used to capture Pokemon.
Ball Strength: 23

Great Ball: A great Poke Ball used to capture Pokemon.
Ball Strength: 29

Ultra Ball: An ultra Poke Ball used to capture Pokemon.
Ball Strength: 38

Timer Ball: These balls become stronger the longer you're in a Habitat. For every battle after the first, a Timer Ball gains +100% Ball Strength, up to a maximum of +150%.
Ball Strength: 18

Quick Ball: These balls are designed to be thrown rapidly in succession- whenever you throw a Quick Ball and it does not capture the Wild Pokemon, it does not have time to react before you throw the next ball, preventing it from dealing damage to you.
Ball Strength: 29

Poké Ball: A Poke Ball used to capture Pokemon.
Ball Strength: 23

Great Ball: A great Poke Ball used to capture Pokemon.
Ball Strength: 29

Ultra Ball: An ultra Poke Ball used to capture Pokemon.
Ball Strength: 38

Timer Ball: These balls become stronger the longer you're in a Habitat. For every battle after the first, a Timer Ball gains +100% Ball Strength, up to a maximum of +150%.
Ball Strength: 18

Quick Ball: These balls are designed to be thrown rapidly in succession- whenever you throw a Quick Ball and it does not capture the Wild Pokemon, it does not have time to react before you throw the next ball, preventing it from dealing damage to you.
Ball Strength: 29
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