There are two key stats to learn first - hit points and attack.
Hit points (HP): How much health your Pokemon has. Attack (ATK): How hard they hit.
Base hit points
Pokemon with two more evolutions to go through start with 800 HP (ie: Charmander, Pichu, etc). Pokemon with one more evolution to go through start with 900 HP (ie: Eevee, Vulpix, etc). Pokemon with a single stage or at its final evolution stage start with 1000 HP (ie: Miltank, Mewtwo, etc).
Gaining bonus hit points
For a wild Pokemon, 4 battles = +50 HP For battle specialized Pokemon, 5 battles = +50 HP For companion Pokemon, 6 battles = +50 HP For contest specialized Pokemon, 7 battles = +50 HP
Pokemon can have a max total of 1,000 HP in bonus points.
Base attack is determined by the individual moves. More on moves later.
Gaining bonus attack
You may exchange 250 HP for +50 attack. Your Pokemon cannot drop lower than 800 HP with this method.
Pokemon can have a max total of 200 ATK in bonus points.
Pokemon can use four different attack moves in each battle. Moves are chosen from a pre-determined list.
To start, open up the Pokemon Database. Hit ctrl f on your keyboard to run a search for your Pokemon’s species and click on that entry.
Your Pokemon can learn any attacks from the sections level up, egg moves, move tutor, HM, TM, etc. Exclude “transfer-only moves” unless it is from Gen 4 up.
Once you have the name of a move, refer to the AttackDex to see how to use that move. Hit ctrl f to search for a specific move name.
Example: Pikachu’s learnable moves include quick attack, which can be used in battle by:
Quick Attack [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit So if Pikachu rolls a 2 and has a prior attack bonus of +50, then they can do 150 damage.
If you roll and land on a miss, then nothing happens.
When choosing your four moves, you do not have to list them at the start of the battle. Instead, state the moves as the battle continues. The bottom of each post should include something like: [Moves used so far: Splash, Tackle]. Update as you go along until you hit four moves total, then alternate between those four as you see fit.
NOTE: Due to the nature of individual moves, there can be different effects and stat changes, so we’re not done calculating the turn’s damage just yet!
Posted: Thu Jan 08, 2015 7:20 pm
Status conditions
Some moves have effects instead of solely an attack. Effects may last multiple turns.
When attacking an opponent with a status effect, the attacker rolls two 4-sided dice.
The first dice determines if the attack fails (rolls 1 or 2) or succeeds (3 or 4). If it succeeds, look to the second dice. The second dice determines how many of your opponent’s turns a status will last. This is detailed in the individual move’s AttackDex description.
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 while it is frozen except for the moves Flare Blitz, Flame Wheel, Sacred Fire, and Scald. If you try to use one of those moves, you must, after typing an attack post/successful dice roll (as needed), make a second post generating a random number between 1 and 2. 1 = your attack fails, 2 = your attack goes through. Paralyze: When using a move while paralyzed, you must, after typing your attack post/successful dice roll (as needed), make a second post generating a random number between 1 and 2. 1 = your attack fails, 2 = your attack goes through. Sleep: Your pokemon is asleep! It cannot do ANYTHING while it is asleep, except snore/sleeptalk.
Pokemon can be affected by only one primary status condition at a time. If another is attempted, it will fail, with the exception of Rest which overrides any condition but sleep.
Primary statuses remain in effect until their designated end time as determined by the previously-mentioned second dice roll.
If in a multi-Pokemon battle, a Pokemon withdrawn from battle and later returned to the same battle will still carry the status. For example, a Pokemon was poisoned for three turns; they’re withdrawn from the battle after two turns, and are later returned to battle after five turns, so the timer continues from 2/3.
Secondary status condition
Confusion: Whenever you use a move, you must, after typing your attack post/successful dice roll (as 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. Love: Your Pokemon is infatuated! Whenever you use a move, you must, after typing your attack post/successful dice roll (as 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. Cursed: First turn = take 50 damage. Second turn = Take 100 damage. Third turn = Take 150 damage. Fourth turn = Take 200 damage.
Pokemon can be afflicted by more than one secondary status condition at a time. They cannot have three confusions stack, but can have one of each (ex: Afflicted with confusion, love, and cursed all at once, in addition to a primary status condition - that’s four conditions total!)
All secondary statuses are removed from the Pokemon upon switching out.
But wait, there’s more!
Lady Mist Crew
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Lady Mist Crew
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Posted: Thu Jan 08, 2015 7:24 pm
Stat changes
Some moves will adjust a Pokemon’s stats. Although Pokemon have no base defence, there are moves that can even add or take away defence, as well adjust attack.
Stat changes work in 50 point increments. Keep track of all your Pokemon’s stat changes at the end of your post.
Stat changes stack up to four times, then no further stat changes can be made.
Example: “Howl [Normal] - Raises your attack until fainting/switching out.” You use howl four times on yourself, therefore your opponent can’t use any other stat changes on you. Your attack bonus is +200 ATK for the rest of the battle (or until a stat removing skill is used).
Stat changes can be used on opponents regardless of whether they are immune to the move type (see “types” below).
Type effectiveness
Pokemon have either one or two “types” that are pre-determined by their species. A type is an elemental designation such as fire, water, etc. There are 18 types total. Moves are also classified by type (ex: The move “quick attack” is classified as normal, whereas Pikachu is classified as electric).
Some types are stronger than others, and vice versa. Fire is weak against water, therefore a water attack would do more damage against a fire type Pokemon. Water, however, is weak to electric type attacks.
Use the Type Chart to determine effectiveness. Hover the mouse over the type chart to read.
Further examples - A ghost Pokemon cannot be hurt by a [Normal] designated attack type, so if Pikachu uses quick attack, then the ghost wouldn’t be hurt at all. If the move adjusts stats, however, then they will be subjected to the stat change regardless of type.
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.
x4 effectiveness occurs if a Pokemon species is designated with two types that happen to share a weakness. Ex: A [flying] [dragon] Pokemon would be extremely weak against a [bug] type attack!
Posted: Thu Jan 08, 2015 7:26 pm
Calculating total damages & effects
To help keep track of stats and moves, every post MUST end with:
[[b]Move Used in This Post:[/b] movename] [[b]Moves Used Thus Far:[/b] moves] [[b]HP:[/b] xxx/xxx] [Stat Change Attack Name +/- xxx] [Any Additional Special Move/Effects] [Status Condition (if any) Countdown 1/turnsrequired]
Example end-of-post form
A Growlithe used Howl (raises attack) twice during the battle, and has taken 200 damage out of 800 HP. In this turn, Growlithe uses Howl again. This third howl takes effect immediately.
[Move Used in This Post: Howl] [Moves Used Thus Far: Howl] [HP: 600/800] [Howl +150 ATK] [Status condition: None]
Formula
[(Base attack + Type dis/advantage bonus + Stat change bonus) x 2 if you get a Critical Hit] + field bonus
Battle calculation example
Charmander used flamethrower [Fire] on Bulbasaur [Grass/Poison]. They are in a fire field (see Stadium: fields) which makes fire attacks +25 stronger. Per the AttackDex: [Fire] Flamethrower: roll a 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. Charmander rolls 3, which is a normal hit.
Flamethrower’s base damage: 100 Type advantage bonus: +50 (fire is strong against grass) Stat change bonus: +0 Field bonus: +25 ATK Total damage: 175 HP
Now consider the same situation happening but the flamethrower landed a CRITICAL HIT. (100 Base damage + 50 Type advantage + 0 stat change bonus) x2 = 300 + 25 field bonus = 325 total damage.
Lady Mist Crew
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Lady Mist Crew
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Posted: Thu Jan 08, 2015 7:31 pm
Ending a battle
Switching out (Multi-Pokemon battles only)
You can "switch out" in multi-Pokemon 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.
Fainting & winning
When a Pokemon hits 0 HP, they faint! The Pokemon left standing is declared the winner of the battle. Add [FIN] to the title, so the thread can be moved.
When a Pokemon faints in a multi-Pokemon battle, you may send out another Pokemon and start attacking immediately in the same post that your prior Pokemon hit 0 HP.
Forfeiting
You or an opponent can choose to forfeit 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, PM a staff member.
Posted: Thu Jan 08, 2015 7:33 pm
Stadiums & gyms battles
Now that the battle system has been outlined, you will need to read up on where to battle.
The post format as described in the Stadium battles is the post format you will use for all battles, so it is a necessary read:
Gym leader challenges are subject to various requirements, which is detailed inside the gym threads themselves. Gym badges provide advantages when won.
Simplified Battle System
The battle system is complex, but becomes much easier if you do a practice battle with another player. For those who still prefer an easier system, then the Simplified Battle System is for you. This system cannot be used in gym battles.
Add [SBS] in your thread title - 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.