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Welcome To The Battle Thread!




Battle can be understood easily by this statement:

"For every action there must be a reaction."


This means that if an action is made by your opponant(s) then you may respond with an action of your own.

An action is any of the following choices:

-Making an Attack Against Someone
-Using an Item
-Finding an Item
-Passing an Item
-Attempt to Capture Someone
-Attempt to Flee
-Switching Pokemon
-Passing Your Turn

You are allowed to make as many actions in one turn equal to the amount of actions used against you by your opponant(s).

Example: Player A is attacked by Player B. Player A may now make one action in response.

Player A is attacked by Player B and again by Player C. Player A may now make two actions in response.

Player A is fighting three people and is attacked by Player B, Player C finds an Item, and Player D uses an item to heal themself. Player A may now make three actions in response.

Looking at it from a different perspective.

Ex: Player A is fighting three people and was owed three actions. So he finds an Item, attacks player B and attacks player C. That is three actions done by player A that need to be responded to by the opposing team.


Joining/Starting a Battle

If you decide to take the initiative and start a battle then you may make one action to start off.

The next turn would then be made by the opposing side in response and then both sides would alternate from there.

Once everyone participating has made an attack then the attack order is locked in and the battle will follow that order of turns until the winning side is declared.

If you wish to join a battle that has already been locked in you must arrive and everyone in the current battle must aknowledge your arrival during their respective turns before you may join.

Once you've been aknowledged by everyone your first turn will be at the end of the order.

Edit: You may NOT join a battle after the first two rounds have passed.

Edit: You may NOT attack someone immediately after a battle. They must be given a chance to recooperate or leave (Unless they engage you).


Battle Rules

Those are the basics, but there are some rules in battle you need to follow:

-If you are owed more than one action during your turn you cannot attack the same person two times in one post.

-You are allowed to find a Maximum of Three items over the course of a battle and only one item per turn.

-Key Items cannot be passed during battle.

-A player cannot arrive to the scene of a battle and attack in the same turn. This is known as "Ninja Attacking."

-A player that has fled battle may not re-join the same battle.


Attacking

When making an attack post, you must have the following information in your post:

-Who the attack is against
-What move you're using
-Super effective, Not very effective, etc.
-Secondary effect, if applicable

Normal Attacks
Random generate a number between 0 and 10. If your move has a secondary effect the effect will take place on the numbers 3, 6, or 9, you must include in your attack post that it can land a status condition.

Example: ____ used Flamethrower! Its ____ effective and has a chance of burn!

The results of a normal attack are as follows:

0 - 2 = miss
3 - 7 = normal hit
8 - 10 = critical hit


The damage scale is as follows, unless otherwise noted:

Normal hit: 15% damage
Critical Hit: 30% damage
Super effective normal hit: 35% damage
Super effective critical hit: 50% damage
Double effective normal hit: 55% damage
Double effective critical hit: 70% damage

For "Not very effective" moves, subtract 10% damage from your result.



Base 5pp
Moves that have a base pp of 5 (Fire Blast, Blizzard) are stronger than normal moves, but are also less accurate. For these attacks random generate a number from 0 to 11, and any secondary effects will take place on 6, 8 or 10. If you need to recharge then you are forced to take the action of passing your turn.

The results of an attack with base 5pp are as follows:

0 - 4 = miss
5 - 8 = normal hit
9 - 11 = critical hit


The damage scale of an attack with 5pp is as follows:

Normal Hit: 40%
Critical Hit: 55%
Super-Effective Normal Hit: 60%
Super-Effective Critical Hit: 75%
Double-Effective Hit: 80% damage
Double-Effective Critical Hit: 95% damage

For "Not very effective" moves, subtract 20% damage from your result.


Status Afflicting Moves
For moves that are ment to only afflict a status condition (Ex: Toxic, Sing), the results of an attack are as follows:

0, 4, 6, 7, 9 - miss
1, 2, 3, 5, 8, 10 -status condition takes effect



Special Moves

Charge/Recharge
Moves that Charge/Recharge require you to take the action of passing your turn either before or after your attack in respective to your charging or recharging.

Moves that require a Charge/Recharge (Example: Solarbeam, Skull Bash) follow this damage scale:

Normal Hit: 35% - Critical Hit: 50%
Super-Effective Normal Hit: 55% - Super-Effective Critical Hit: 70%
Double-Effective Hit: 75% - Double-Effective Critical Hit: 90%

For "Not very effective" moves, subtract 15% damage from your result.


Struggle
Struggle is the only attack that can be used if you run out of pp. It is a normal type move that ignores ghost immunity. You must take half the damage delt to your opponant with this attack as recoil damage rounded down by 5%.

Example: 15% = 5% recoil, 30% = 15% recoil

If you are attacking with struggle against something without a health bar (like a door or restraints), take 5% damage each time you attack.

HP Absorbing Moves
HP restored when an attack that absorbs HP (Example: Drain Punch, Absorb) is used is as follows:

Normal Hit, non critical: 5% health regained
Normal Hit, critical, 15% health regained
Super Effective, non critical: 20% health regained
Super Effective, critical: 30% health regained
Doubly Effective, non critical 35% health regained
Doubly Effective, critical, 45% health regained

For "Not very effective" moves, subtract 10% health regained from your result.


High Critical Hit Chance Moves
The result of an attack with a higher critical hit chance (Example: Air Cutter, Aeroblast) is as folllows:

0 - 2 = miss
3 - 6 = normal hit
7 - 10 = critical hit


Moves That Never Miss
The result of an attack that, by definition, will never miss (Example: Swift, Magical Leaf) is as follows:


0 - 7 = normal hit
8 - 10 = critical hit


The damage for moves that never miss is as follows:

Normal hit - 10% damage Critical hit - 20% damage.
Super Effective - 25% damage Critical Super-Effective - 35% damage
Double Super Effective - 40% damage - Critical Double Effective - 50% damage

For "Not very effective" moves, subtract 5% damage from your result.


Moves That Hit Twice
When using a move that hits twice (Double hit, Double Kick), you must roll for both hits. The Damage scale for each individual hit is as follows:

Normal hit: 10% - Critical Hit: 15%
Super Effective Hit: 20% - Super Effective Critical HIt: 25%
Double Effective Hit: 30% - Double Effective Critical Hit: 35%

For "Not very effective" moves, subtract 5% damage from each result.


Moves That Hit Up To Five Times
When using an attack that may attack up to 5 times you must random generate to see if you get a hit, critical hit, miss, etc. and if you don't miss random generate 2-5 to see how many times you will hit. The damage scale is as follows:

Normal Hit (x2): 10% (5% not very effective) damage - Critical Hit (x2): 25% damage (15% not very effective)
Normal Hit (x3): 15% (10% not very effective) - Critical Hit (x3): 30% (20% not very effective)
Normal Hit (x4): 20% (15% not very effective)- Critical Hit (x4): 35% (25% not very effective)
Normal Hit (x5): 25% (20% not very effective)- Critical Hit (x5): 40% (30% not very effective)

Super Effective Normal Hit (x2): 30% (15% not very effective) - Critical Hit (x2): 45% (25% not very effective)
Super Effective Normal Hit (x3): 35% (20% not very effective) - Critical Hit (x3): 50% (30% not very effective)
Super Effective Normal Hit (x4): 40% (25% not very effective) - Critical Hit (x4): 55% (35% not very effective)
Super Effective Normal Hit (x5): 45% (30% not very effective) - Critical Hit (x5): 60% (40% not very effective)

Double Effective Normal Hit (x2): 45% (30% not very effective) - Critical Hit (x2): 60% (40% not very effective)
Double Effective Normal Hit (x3): 50% (35% not very effective) - Critical Hit (x3): 65% (45% not very effective)
Double Effective Normal Hit (x4): 55% (40% not very effective) - Critical Hit (x4): 70% (50% not very effective)
Double Effective Normal Hit (x5): 60% (45% not very effective) - Critical Hit (x5): 75% (55% not very effective


Heal Block
Heal Block prevents the restoring of HP by any means other than Items. (Excluding held items such as leftovers)

Recover
Recover heals 20HP

Moves like Outrage and Petal Dance
When you use a move like Outrage or Petal Dance you attack normally then you must keep using it for a maximum of 3-4 turns depending on the attack. When you make your second attack and onward, if you roll a 5 or less then you are done using the move and are now confused after that round.


Status Conditions

The status conditions are to be carried out as follows for the appropriate status condition.

Burned: You take 5% damage for each post that character makes in the RP thread. Burn goes away after 6 posts are made by that character.
Poisoned: You take 5% damage for each post that character makes in the RP thread. Poison goes away after 6 posts are made by that character.
Paralyzed or Confused: If you random generate a 6-8 in battle, you are paralyzed for the turn or hit yourself in confusion for 10% respectively.

If you are both paralyzed and confused, rolling a 5-6 means you are paralyzed for the turn, and 7-8 means you hit yourself in confusion for 10%.

Paralysis and Confusion goes away after 3 posts are made by that character.
Sleep: You are forced to take the action of passing your turn because you are asleep. You wake up from sleep after 3 posts are made by that character.
Frozen: You are forced to take the action of passing your turn because you are frozen solid. If a fire type move is used on a frozen opponant then the opponant is now unfrozen. You become unfrozen after 4 posts are made by that character.
Flinching: Flinching forces you to take the action of passing your turn.


Running Away From a Battle

Fleeing is one of the actions you may take during battle. If you are attempting to run away then random generate a number from 0-11. The results are as shown:

Got Away Safely - 0,2,4,6,8,10
Can't Escape - 1,3,5,7,9,11

A character that gets away safely cannot be attacked and exits the battle.
A character that can't escape does not get away and that concludes the action for the turn.

A character that has fled battle cannot rejoin that same battle until it has concluded.


Fainting

When your HP reaches zero you are required to make a fainting post as your action in responce to the finishing blow (Any owed actions other than the finishing blow may be taken before fainting) and you are knocked out.

You may wake up from being fainted under any of the following conditions:

- A reviving item is used on you by another character.
- You are taken to a recovery point.
- Once 15 posts have been made by other people.

If you were KOed in battle you cannot wake up after 15 posts until that battle is over and the area is clear of enemies.

After 15 posts you wake up with 10% HP.


Environment

If you wish to break anything in the environment then you must random generate a number.

S.S. Destiny

*Any of the following may be bypassed by a member of Team Plasma with the correct access code.

To break normal restraints: 1,2,3,4
To break out of a reinforced cell: 8,9,10

To break out of restraints designed for legendary pokemon: 1,2,3
To break out of a reinforced cell designed for legendary pokemon: 9,10


Trainers

Trainers have been designed with their own style of battling:

When battling fusions and other pokemon, you may only send out a number of pokemon equal to the number of open opponants. (Example: You are ambushed by two fusions, you may send out two pokemon to fight for you.)

You may switch pokemon in the middle of a battle, but it takes up an action and the opponant has the option to flee without generating if that fusion has 50% HP or below.

If the trainer's active pokemon are knocked out, then the trainer loses the battle and must admit defeat. A defeated trainer must surrender, white out, or allow the opponant to escape them. A defeated trainer cannot have their pokemon taken by another character.

Trainers are frail in comparison to the fusions who can take hits better. If a trainer fails to send out pokemon to defend themself from attack then you may attack the trainer. If any attack successfully hits a pokemon trainer then the trainer is knocked out. However, the trainer must be allowed a chance to defend themself by sending out a pokemon (No ninja attacking).


Pokemon Capture

If you are trying to capture a fusion/pokemon:

-The target pokemon must have 35% HP or less
-Throw a Pokeball and random generate a number 0-11. The results are as follows:

The Pokemon is captured - 0,2,4,6,8,10
It broke free - 1,3,5,7,9,11

-A pokemon that is fainted can be caught without generating a number.

Capture Rules

-Attempting to catch a pokemon takes one action.
-You may not attack and try to capture the same pokemon consecutively, or try to capture the same pokemon twice, in the same turn.
-The individual to faint a pokemon has first rights to capture that pokemon before anyone else.
-You may not capture a storyline character (See profile thread).
-A captured pokemon is not obliged to listen to it's master unless under special conditions.


Freeing Captured Pokemon

-You may release a pokemon/fusion you own whenever you wish.
-If you knock out an owner of pokemon in battle then you may take and release pokemon captured by the fainted owner after the battle is over (Excluding trainers).


Custom Pokeballs

These are specially designed pokeballs invented by members of Team Rocket/Team Plasma, such as Scientists, but is not limited to just that rank. Some of these custom balls include:

Compassion Ball: Makes the captured fusion/pokemon infatuated/friendly towards their "trainer."

Dark Ball: Any fusion captured in one, is under the control of Team Rocket, and cannot refuse an order.

Plasma Ball: Any fusion captured in one is under the control of Team Plasma and cannot refuse an order.

Full Heal Ball: Fully restores all HP, PP, and Status Effects of the captured fusion.

Autolock Ball: Automatically captures any fusion with a status effect *even if the health is not 35% or below*

Heat Ball: Builds friendship faster if the captured fusion is type Fire.

Spirit Ball: Builds friendship faster if the captured fusion is type Ghost.

AutoControl Ball: Pokemon being held by the captured fusion are also under the "trainer's" control and must follow orders from the "trainer."

Night Ball: Builds friendship faster if the captured fusion is type Dark.

Legend Ball: Captures Legendary fusions with a higher rate of capture (50% health or lower)

Thief Ball: "Trainer" automatically gets any items the captured fusion was holding.

Stab Ball: Captured fusion gets a 10% attack bonus when using an attack that matches their element. *fire-type fusions using a fire-type move*

Conversion Ball: Captured fusion's type changes to that of the trainer's type.


Special Case Fusions

Double Fusions

Double fusions have four more moves in addition to the ones in their posts. These moves can only be found during battle. If you are a double fusion *and you will know who you are*, please use the following random generator:
0-2 is a miss, 3-7 is a normal hit, 8-10 is a critical hit. If you get the number 1, you use one of your hidden moves but the attack misses. If you get the number 4, you use a hidden move and the attack hits for normal damage. 8 is a critical hit with a hidden move. You cannot decide which hidden move you use, that is why they're hidden, your character doesn't know that he/she knows those moves. If you get a 1, 4, or 8 and you have hidden moves, random generate a second time with 1-4. Whichever number you land on is the move you get.

If you didn't keep track of what moves your double fusion has, PM me *or IM me if you're on my friendslist* and I will give you the corresponding move that you generated the number to.

Triple Fusions

Triple fusions are the latest breakthrough for the Team Rocket scientists. Currently there are only TWO characters fused with three pokemon. These fusions have the outward appearance of their original pokemon they were fused with. Triple fusions do not have the same weaknesses/resistances as the pokemon that matched their outward appearance. They have the weaknesses/resistances of the second pokemon they were fused with. They have a new set of moves from the third pokemon fused with them.

Berserk Gene

If a Berserk Gene is in play (whether by being fused into the fusion or as a held item):

-Doubles the uses attack power ( meaning a 15% move is now a 30% move and so on )
-The user becomes confused and takes 20% Damage from confusion.
-Can only activate at 50% or under HP
-Must generate an Even number on the prior post to activate the Gene
-Uses the Confusion Status for the turn(s) the Gene is active.


Berries

To use a berry it must be equipped as your held item. During battle at the beginning of your turn you may take a quick action and eat your berry. This quick action does not count toward your action for the turn. You may also use a berry as a regular item from your inventory and have it take up an action for the turn.


Boss Battles

[COMMING SOON]


Penalty

Constant failure to comply with the rules may result in suspension or even expulsion of your character, so please read over the thread carefully.


Questions?

If you're having trouble understanding something, dont hesitate to PM me or the moderator if you have any questions.

Roleplay Thread Here

Lia Syuki generated a random number between 0 and 10 ... 5!

Ice-Cold Rogue

Well, might as well start this thread off with a bang... Ebony uses Hidden Power on X's cell door. Since it's only a reinforced cell, she only needs an 8-10 to break open the door.

Edit: Not this time.

Mizukie_Hibachie generated a random number between 0 and 10 ... 3!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna uses iron tail on the cell door-needs a 10 to escape-
FUDGE!

Mizukie_Hibachie generated a random number between 0 and 10 ... 8!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna just punches the do to see if that will finish it off- need 10 to be free-
Sigh, better than last time at least.

Mizukie_Hibachie generated a random number between 0 and 10 ... 8!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna jut rests her body against the door....

Minilaser generated a random number between 0 and 10 ... 1!

Lonely Phantom

6,350 Points
  • Invisibility 100
  • The Perfect Setup 150
  • Citizen 200
X uses Bulldoze one more time on the restraints, needs a 1, 2, 3, or 4

Lia Syuki generated a random number between 0 and 10 ... 0!

Ice-Cold Rogue

Ebony uses Hidden Power on X's cell door! She needs an 8-10 to succeed!

Edit: Sigh... It's going to be one of those kinds of doors, is it? Fail.

Mizukie_Hibachie generated a random number between 0 and 10 ... 7!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna tries Air slash on the door... need a nine or ten to escape...
once again another fail.

Mizukie_Hibachie generated a random number between 0 and 10 ... 7!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna using iron tail on the door....
Gah another close fail!

Spikka XD generated a random number between 0 and 10 ... 3!

Lonely Raider

6,150 Points
  • Team Edward 100
  • Citizen 200
  • Entrepreneur 150
Krane uses Ice Fang on the door to try and free X
he needs a 8-10 to succeed

EDIT://

-Whoops! This is Night, me and Spikka use the same computer, and I didn't realize she was still logged in when I got on. I am going to go ahead and use this post, if that is ok. Am logging off of her account now and am going to log in on mine.-

FAIL
Spikka XD
Krane uses Ice Fang on the door to try and free X
he needs a 8-10 to succeed

EDIT://

-Whoops! This is Night, me and Spikka use the same computer, and I didn't realize she was still logged in when I got on. I am going to go ahead and use this post, if that is ok. Am logging off of her account now and am going to log in on mine.-

FAIL


Thats fine, no biggie =]

Mizukie_Hibachie generated a random number between 0 and 10 ... 7!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna uses Iron tail on the door again,
once again another fail, is there any possiblity of someone just trying enough with high hitting hits to just knock the door down after enough damage? Just wondering...

Minilaser generated a random number between 0 and 10 ... 8!

Lonely Phantom

6,350 Points
  • Invisibility 100
  • The Perfect Setup 150
  • Citizen 200
X uses Bulldoze on the cell door, needs a 8, 9 or 10

Edit: Freedom!!!

Mizukie_Hibachie generated a random number between 0 and 10 ... 3!

Fashionable Shopper

5,000 Points
  • Profitable 100
  • Window Shopper 100
  • Cart Raider 100
Ray-anna uses Air slash on the cell door...
Fail once more -_-'

RamsestheWolfe generated a random number between 0 and 10 ... 0!

Loved Sweetheart

3,850 Points
  • Signature Look 250
  • Flatterer 200
  • Timid 100
Cobalt used Confusion attempting to break restraints...

Edit: ...really?

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