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Posted: Mon Apr 12, 2010 2:45 pm
So you want to battle eh? wink
Pokemon can battle to become stronger and perhaps release some steam. This thread will provide you the basics to how to set up a battle thread, how to use the battle system, and all that other lovely stuff.Do not delete posts during battles. If you mess up, just post/roll again.
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Posted: Mon Apr 12, 2010 2:54 pm
[.Benefits of Battle Experience.] Battles count as RP, which speeds up your pokemon's evolution For a wild pokemon, 4 battles = +50 HP For a pokemon that is specialized in battle, 5 battles = +50 HP For a companion pokemon, 6 battles = +50 HP For a pokemon that is specialized in contests, 7 battles = +50 HP *NEW 1/7/15* All pokemon owned by trainers gain HP at the same rate now. 5 battles = +50 HP You may exchange 250 HP for +50 attack where every attack your pokemon does gains 50 base damage. Your pokemon can have a minimum of 800 HP *NEW 11/24* Your pokemon can have a maximum of 2000 HP (you can claim +1000 HP in bonuses for a fully evolved Pokemon) and a maximum of 200 ATK base damage (you can claim +100 ATK in bonuses).
[.Base Stats.] If your pokemon has 2 more evolutions to go through (ie: Charmander, Pichu, etc), it starts with 800 HP If your pokemon has one more evolution to go through (ie: Eevee, Vulpix, etc), it starts with 900 HP If your pokemon is a single stage pokemon (ie: Miltank, Mewtwo, etc) or is at its final evolution stage, it starts with 1000 HP
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Pandashroom Pogeys Vice Captain
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Posted: Sat Nov 19, 2011 1:09 pm
[.Thread Title.] Okay let's start with something fairly simple. An appropriate title.
One pokemon versus one pokemon battle
This is when both you and your opponent are only using a single pokemon "Your pokemon's name vs. Your opponent's pokemon's name" is all you really need to put Additional witty sayings are completely fine if you have enough room Example: "Chirper vs. Nine!"
Multiple Pokemon Battle
This is when both you and your opponent are using more than one pokemon "Your trainer's name vs. Your opponent's trainer's name" Once again, additional witty titles are fine Example: "Luna vs. Socks! Expect the onix-pected!"
WHEN FINISHING BATTLES, PLEASE LABEL [Over] OR [Fin] IN THEIR THREAD TITLES SO I WILL KNOW TO REMOVE IT
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Posted: Sat Nov 19, 2011 1:10 pm
[.The First Post.] For a single battle, the first post should include: Certed images of both pokemon battling (If pokemon is from old shop or uncerted, please list their specialty - battle/show/wild/companion) HP and any permanent stat boosts that your pokemon has IF you want to use it - you or your opponent should discuss this beforehand ---To check if a pokemon has a battle bonus, click here A witty title in large font(optional)
For a multi-pokemon battle (each trainer uses 2+ pokemon), the first post should include certed images of all of the pokemon battling.
EXAMPLE Title: Prince vs. Ram! Featherbrains vs numbskulls?
 [Battle Pokemon] 1000 HP + 50 ATK bonus
VS
 [Battle Pokemon] 1000 HP + 50 HP bonus
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: Sat Nov 19, 2011 1:12 pm
[.The Second Post.] This is OPTIONAL. If you want, you can have a plain stage (no advantages/disadvantages), or pre-pick a stage if both battlers agree on it. However, it's a fun element to add in.
If both players agree to have a special battlefield randomized, one player (usually the one who started the thread) must first roll a 12-sided dice to determine what battlefield your pokemon will be fighting on. The battlefield can help boost certain pokemon's attacks, or hinder some attacks. Once someone has rolled the dice, the field is chosen by what number is rolled, as listed below:Battleground Selection Regulations Rolled a One: Ice field : The temperature of the stadium suddenly drops several degrees (just enough so breath was visual and winter-wear is needed) as the stadium floor shifts for the upcoming battle. The floor turns into extremely slick ice which makes maneuverability, even simply standing, difficult. Randomly placed crystal-like pillars reach skyward from the frozen water, reflecting the florescent lights to all sides of the battle-field. This field gives a 25 HP attack boost to ICE type attacks
Rolled a two: Rock field:Tremors ripple forth from center-field as the basic floor shifts to a rock and dirt field. Rock towers emerge forth from the ground to offer a place of escape or an advantageous attack position. The breeze from the stadium air conditioners stirs the loose sand on the field, creating a mini sandstorm that reduces visibility. This field gives a 25 HP attack boost to ROCK type attacksThis field reduces FIRE type attacks by 25 HP
Rolled a three: Grass field: The breeze from the stadium air conditioners rustles the flat grassland arena that has replaced the default stage. Small clouds of harmless pollen fly through the air from the breeze. The land is completely flat, making maneuverability easy to those build to walk on land. This field gives a 25 HP attack boost to GRASS and BUG type attacks
Rolled a four: Water field: Five large platforms float on the surface of the deep pool. Four form a diamond formation around the single platform in the center. While land pokemon can move around on this field, it is mainly built for water-types. This field gives a 25 HP attack boost to WATER type attacks.
Roll a Five: The Fire Field: A series of thick rock pillars, all different sizes of height, reach towards the stadium ceiling from a pool of hot lava. While there is a fire-proof net far below to catch any pokemon that falls off the platforms, the rock pillars themselves are hot to the touch. They can cause burns if your pokemon stand still for a set period of time. The air around the field is very heavy from the extreme heat. This field gives a 25 HP attack boost to FIRE type attacks. This field reduces ICE and WATER type attacks by 25 HP.
Roll a six: Electric Field: The field is completely flat. Standing at the four corners and at the exact center of the field are five electrical towers that stand at six feet in height. These release static discharge across the field at random; electric attacks may be able to amplify themselves by using these stray charges to their advantage. The discharges also programmed to encourage pokemon to avoid standing in one location for too long This field gives a 25 HP attack boost to ELECTRIC type attacks.
Roll a Seven: Forest Field: Thick trees, some small while others greatly exceed double your own height, sprout at random places throughout the field. Giant roots provide easy excuses for pokemon to trip if they do not watch where they are going. Spacing between the trunks vary, making passage difficult for those on the ground and in the air. This field gives a 25 HP attack boost to BUG and GRASS type attacks.This field also reduces damage from FLYING type attacks by 25 HP.
Roll an Eight: City Streets Field: Broken tar and faded yellow lines make up the “street” that runs down the exact center of the battle field. On either side of the road are sidewalks with pieces of concrete here and there. Fake building walls, complete with broken glass windows and grime lining the surface, limit the amount of maneuverable space on land. Trash cans and trash bags decorate the street. A sewer grate nearby continually pours a stream of fog into the air which, unfortunately, helps spread the horrible stench of the trash. This field gives a 25 HP attack boost to POISON type attacks.
Roll a Nine: Seashore Field: Split down the middle between land and sea, this field compliments land and water type pokemon. On the west end of the field is the land section: fine grained sand gradually slopes downward to meet the salt water on the east end of the battleground. A single palm tree wavers lightly in the breeze while shells are scattered in random places in and on the sand. In the water half of the battleground, the water laps at the sand much like at a real beach; when it retracts it leaves behind strands of seaweed and pieces of coral. Both are found under the water, offering shelter for water-types (or those who can hold their breath for great periods of times). This field gives a 25 HP attack boost to GROUND and WATER type attacks.
Roll a Ten: Playground Field: The field looks like an average playground. Grass mostly covers the field floor, but sand surrounds the areas where the jungle gym, see-saw, swing set, merry-go-round, monkey bars, and trapeze rings are set. Scattered around the field are a baseball, a soccer ball, a football, and many other types of balls. A tree stands at one corner of the playground with a tire swing hanging from its strongest branch. This field gives a 25 HP attack boost to NORMAL type attacks.
Roll an Eleven: Canyon Field: The canyon walls towers high towards the ceiling while the ground sinks downwards several levels, making the top and bottom of the field very difficult to see without special equipment. The cliff faces are very steep with little ridge support for grabbing and climbing; on top of that, the rock faces are very damp which makes grabbing and holding on very difficult. A few skinny trees and roots jut out from the cliff and allow smaller, nimbler pokemon to grab and swing around. At the very bottom of the canyon’s long drop is a deep pool of water. Keeping up is difficult for trainers on this particular battlefield, so stadium officials have set up a special view screen on each of the trainer platforms. A mini camera will follow your pokemon around while it battles (of course, it’s programmed to back off when a pokemon does an attack) and the view screen will enable trainers to issue commands to their companions via microphone. This field gives a 25 HP attack boost to FLYING and ROCK type attacks.
Roll a Twelve: Graveyard Field:In this particular field selection, the stadium ceiling is shut tight, covering the entire inner area of the stadium in a veil of pure darkness. The ordinary dirt field is swapped out for a field full of grave stones scattered across the lifeless soil. Near the northern end of the battle field, a single withered tree stands hunched over as though in constant mourning of those who rest for eternity here. A dense fog weaves in and out of the headstones and hinders vision. The fog itself seems damp and heavy, like the tears of the living mourning for the lost. This field gives a 25 HP attack boost to GHOST and DARK type attacks.
Plain Stage: If no random battlefield is chosen/randomized, the arena will merely stay as a simple concrete arena that looks like this. Raised platforms allow trainers to observe and give orders without as much personal risk to themselves.
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Posted: Sat Nov 19, 2011 1:17 pm
[.The Introductions.]
From here on out, you are pretty much set up! Now the players have to enter the stage. It is required that both characters make at least one "introduction" post into the battle which describes their character coming into the stadium and taking their position on a trainer platform to start the battle. This post generally includes:
Your trainer RP-entering into the stadium Your trainer letting out his/her pokemon if this is a one vs one Your trainer greeting your opponent (DO NOT SEND OUT A POKEMON YET) if you both are using more than one pokemon Random generating a number between 1-100 to determine who goes first (unless you have agreed with your opponent beforehand about who will go first
Sample Introduction Post Luna was running full speed towards the stadium with Prince's large shadow infront of her. She had a battle she was a bit late for. Darn Prince and his fast wings. "Waaaaaaaaaait up Priiiiiiince!" yelled Luna, but she made it to the stadium nonetheless. She then sprinted to her trainer platform and grasped onto the railings while catching her breath as her pidgeot circled around the field cheerfully.
Prince soared through the sky effortlessly, enjoying the nice conditions for flight. They pidgeot glanced down at Bell and immediately recognized the delibird from the journey to the mines. "Geooooo~!" Prince greated from above.
Back down at the trainer platform, Luna realized that Bell was female. Crap. The greeting meerly SOUNDED friendly. Any second now, he was probably going to wolf whistle or something. Luna slapped her forehead. She really needed to restrict Prince from battling any female birds ever again.
So basically your third and fourth post will be:
Player 1 making an intro, rolling a dice Player 2 making an intro, rolling a dice Then, after figuring out who is first, you REALLY get into the battling!
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: Sat Nov 19, 2011 1:23 pm
[.Attacking.]
Whoever wins the dice roll (or gets explicitly written permission from the other player during the other player's introduction post) makes the first attack. Then you switch off doing attacks. You may be creative with RPing out how the attack will hit, but must respect the outcome of the dice rolls, and make it logically fit.
During the course of your battle, your pokemon can use a maximum of 4 different moves. HOWEVER, you don't have to list them all out or preset them at the start. You get to choose the moves as the battle continues. The bottom of each of your posts should include something like this: [Moves Used So Far: Splash, Tackle]. You update this as you go along and use different moves. This gives you a bit of flexibility in move choices - just keep an eye out because once you hit 4, you can't add any more moves!
Your Pokemon can learn ANY attacks that they can learn in Pokemon Black/White/Diamond/Pearl/Platinum (Gen IV and up). This includes egg moves, TMs, HMs, move tutor, magic, whatever. If your Pokemon has a section that says "Gen III & IV Only Moves," you can only use moves that have Pt, or Gen IV listed on the side notes.
To find out how to perform a specific attack, go here and CTRL + F the move that you want to use. ----- If an attack has TWO options, you may only choose ONE option during a turn, but you can do the other option the next turn with the same attack. You can do one of the options per turn but never both during the same turn. [.Status Conditions.] Primary Status Conditions Burn: First turn = take 50 damage. Second turn = Take 100 damage. Third turn = Take 150 damage. Fourth turn = Take 200 damage. Poison: First turn = take 50 damage. Second turn = Take 100 damage. Third turn = Take 150 damage. Fourth turn = Take 200 damage. Freeze: Your pokemon is frozen! It cannot do ANYTHING for as long as it is frozen except for Flare Blitz, Flame Wheel, Sacred Fire, and Scald. If you're frozen and try to use one of those moves, you must, after typing your attacking post/dice roll (if needed), make a second post generating a random number between 1 and 2. 1 = your attack fails. 2 = your attack goes through (unless it missed in the first post, then you don't even have to bother with this) Paralyze: Whenever you use a move, you must, after typing your attacking post/dice roll (if needed), make a second post generating a random number between 1 and 2. 1 = your attack fails because you are paralyzed. 2 = your attack goes through (unless it missed in the first post, then you don't even have to bother with this) Sleep: Your pokemon is asleep! It cannot do ANYTHING for as long as it is asleep...except maybe snore/sleeptalk A pokemon may be affected by only one primary status condition at a time. If another primary status is attempted to be used while its target is already afflicted, then it fails. However, Rest will override any primary status already on with the exception of sleep. Primary Statuses remain on a pokemon while that pokemon is switched out in a multi-pokemon battle, but it does not function until the pokemon returns to battle. For example, Pokemon A uses Toxic on Pokemon B, poisoning it for 3 turns. On Pokemon B's turn, it takes 50 damage from the first turn of poison, and then switches for Pokemon C. Until Pokemon B comes back in, the timer remains at 2/3 and will continue to take damage as normal once it returns. Secondary Status Conditions Confusion: Whenever you use a move, you must, after typing your attacking post/dice roll (if needed), make a second post generating a random number between 1 and 2. 1 = your attack fails and you hit yourself for 100 damage. 2 = your attack goes through (unless it missed in the first post, then you don't even have to bother with this). Love: Whenever you use a move, you must, after typing your attacking post/dice roll (if needed), make a second post generating a random number between 1 and 2. 1 = your attack fails because you are in love. 2 = your attack goes through (unless it missed in the first post, then you don't even have to bother with this). Cursed: First turn = take 50 damage. Second turn = Take 100 damage. Third turn = Take 150 damage. Fourth turn = Take 200 damage. A pokemon can be afflicted by any number of different secondary statuses, as well as with a primary status. If you are really, really unlucky, for example, you might be poisoned, confused, infatuated, and cursed all at once. All secondary statuses are removed from the pokemon upon switching out. [.Stat Changes.] Your pokemon can use stat (statistic) changes to help give it an attacking bonus. Stat changes can be used on opponents regardless of whether they immune to the move type, for example a psychic move on a dark Pokemon. Move type advantages/disadvantages only come into effect for attacks that lower HP.
These bonuses stack. A pokemon can only be modified by 4 stat changes at a time (Example: You can use howl to raise your own attack 4 times, then your opponent cannot use any other stat changes on you. You can still use growl up to 4 times on your opponent though if they don't already have any stat changes).
If you RAISE YOUR ATTACK or LOWER YOUR OPPONENT'S DEFENSE by 1 level, you gain a +50 HP Stat Change Bonus when attacking.
Please note all stat changes on your posts (only the ones that your pokemon has on it, not your opponent's).[.Damage Calculation.]
If a move is x2 effective towards an opponent's pokemon, you get a +50 HP Type Advantage Bonus If a move is x4 effective towards an opponent's pokemon, you get a +100 HP Type Advantage Bonus If a move is x2 not-very-effective towards an opponent's pokemon, you get a -50 Type Disadvantage Bonus If a move is x4 not-very-effective towards an opponent's pokemon, you get a -100 Type Disadvantage Bonus
Click here to check which moves are effective/not very effective towards what type of pokemon[(Base Damage+ Type Dis/Advantage Bonus + Stat Change Bonus) x 2 if and only if you get a Critical Hit] + FIELD BONUS IF YOU MISS, ALL DAMAGE GOES TO ZERO. Base damage is the 100 HP standard hit on most moves - moves will say if they have a different base damage or not. Battle Calculation Sample Let's say Charmander used flamethrower (FIRE) on a Bulbasaur (GRASS/POISON) on the FIRE field which grants extra damage to fire attacks. Flamethrower requires you roll a 6-sided dice. 1 = miss, 2-5 = 100 damage (base damage), 6 = critical hit. They roll 3 which is a normal hit. Base damage: 100 Type Advantage bonus: +50 HP Stat change Bonus: +0 Field Bonus: +25 HP Total damage: 175 HP
Now consider the same situation happening but the flamethrower landed a CRITICAL HIT. (100 Base damage + 50 Type advantage) x2 = 300 + 25 field bonus = 325 total damage would be one instead. REAL SOVIET DAMAGE lol [.End Post.] Include this at the end of every battle post:[[b]Move Used in This Post:[/b] blah] [[b]Moves Used Thus Far:[/b] blah] [[b]HP:[/b] xxx/xxx] [Stat Change Attack Name +/- xxx] [Any Additional Special Move/Effects] [Status Condition (if any) Countdown 1/blah] For example, if I am a GROWLITHE that is currently using howl in this post and has only used HOWL twice (raises attack) already during the battle and taken 200 damage out of my max 800 HP so far, then you would add this to the end of your post:
[Move Used in This Post: Howl] [Moves Used Thus Far: Howl] [HP: 600/800] [Howl +150 ATK] (Status condition was removed because he is perfectly healthy at the moment)
NOTE: It is +50 attack because you already did two howls and you gain the effects immediately as of that post so +100 +50 = +150
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Posted: Sat Nov 19, 2011 1:27 pm
[.Multipokemon Battle Only: Switching Out.] IGNORE THIS ON SINGLE 1 VS 1 BATTLES. IGNOOOOOOOOORE 8I
You can "switch out" in multipokemon battles, but it will cost you one turn of not attacking. For example: Your opponent uses flamethrower on your bulbasaur. In your next turn/post, you don't want your poor bulba to burn into a nice crispy piece of toast, so you switch out into your CHARIZARD because he is a boss. Charizard cannot do anything that turn except TAKE THE ATTACK LIKE A BOSS.
Upon switching out, burn, freeze, paralysis, poison, or sleep, will stay with the same Pokemon that was effected. Any other types of statuses (confusion, love, disable, taunt, etc) will be dispelled.
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: Sat Nov 19, 2011 1:29 pm
[.Victory.]
When your pokemon hits 0 HP, they faint! 8C The Pokemon standing is declared the winner of the battle. Add [FIN] to the title, so the thread can be moved. [.Forfeit.]
You, or opponent can choose to forfeit IF AND ONLY IF both pokemon have taken over 400 damage. If the battle lasted for more than one page, both trainers will get EXP. If not, the one who forfeits the match will not gain EXP for this battle. The other gains EXP per usual.
Make your post acknowledging that, return your pokemon to their pokeball, and say good game. Add [FFT] to the thread title.
[.Winning By Default.]
You can win by default if it has been over a month since the last reply, AND both Pokemon have taken over 400 damage. This will count as the other trainer leaving the match, and they will not gain EXP. You gain EXP per usual.
Make your post acknowledging that the other trainer has left the match, and return your pokemon to their pokeball. Add [ABD] (Abandoned) to the thread title, if you can. If not, wave down our term resident slave.
[.Battle Bonus.]
Also, Go here if you think your pokemon now qualifies for an HP/Attack bonus!
MULTI POKEMON BATTLE ONLY: When your pokemon faints, you may send out another pokemon and start attacking immediately on that same post your pokemon hits 0 HP.
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Posted: Sat Nov 19, 2011 1:34 pm
DEAR GOD FFN THAT WAS TOO LONG MY BRAIN HURTS. WHAT IS THIS BS CALLED STRATEGY? Lol, it really is much easier if you have a practice battle with someone. Feel free to fish around in the thread, usually there will be someone willing to teach you.
BUT For those of you who are REALLY LAZY, there is this magical thing called the SIMPLIFIED BATTLE SYSTEM. This cannot be used in gym battles.
[.Simplified Battle System.]
Add [SBS] in your thread title so we know you are using this system - both opponents must agree to it You can choose to include or not include HP/Attack boosts your pokemon gain by experience - discuss this with your opponent beforehand You will use the plain field by default - no field post needed You still need to make intro posts to see who goes first To attack, simply roll a 6-sided dice. 1 = hits, 2-5 = 100 damage. 6 = 200 damage. Defeat your opponent, add [FIN] to title, profit
SO MUCH SIMPLER YAH? lolol
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Pandashroom Pogeys Vice Captain
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