Battling:
Overall Rules:
The Battle system here is completely free hand meaning no stats. However, each Pokemon can only dodge an attack 2 times. Using moves like Fly, Dig, Surf, and other moves of that category can be used as dodges so if you use your 2 dodges, you can use those moves to dodge 1 attack. But you can overpower an attack once. For example Water Gun can over power Flame thrower. So it depends on the types of attacks used. However, moves such as Magic Coat and Protection can be used as defense once every 4 turns.
HP:
Pre-evolved Pokemon Health : ■■■■■■■■■ or 9/9
Evolved Pokemon Health : ■■■■■■■■■■■■ or 12/12
Non-Evolution Pokemon Health : ■■■■■■■■■■■■■ or 13/13
Final Stage Pokemon Health : ■■■■■■■■■■■■■■■ or 15/15
Mega-Evolution Health: ■■■■■■■■■■■■■■■■■■ or 18/18
Legendary Health: ■■■■■■■■■■■■■■■■■■■■■■■■ or 24/24
Mega-Legendary Health: ■■■■■■■■■■■■■■■■■■■■■■■■■■■ or 27/27
Attacks:
Not Very Effective - 1 Point Loss
Normal Effective - 3 Point Loss
Super Effective - 5 Point Loss
Attack with base of 120+ adds two points
Explosion and Self-Destruct cause both opponents to faint. User must roll (20) 100 sided dice, if (10) or more dice are even, the move succeeds. If (11) or more are odd the move fails and only user is KO'd
Fissure, Guillotine, Sheer Cold and Horn Drill are all one hit ko's. You must get 50-60 on a 100-sided Dice for these moves to hit.
Defense:
Each Pokemon gets 2 Dodges.
Dig, Fly, Surf and other moves of this category can be used as a Dodge but if you have already used your two dodges you can only dodge once with this.
Healing Moves replenish 2 points.
Draining Moves steal 2 health points from the opposition.
Burn and Poison takes away 1 point per turn.
The following two cannot be used more than twice per Pokemon:
Moves that effect Attack Power only reduce/increase targeted attacks by 1 point for 2 turns.
Moves that reduce/increase Defensive Power remove/add 1 Dodge from the opposition.
When using an attack that causes ailment roll a 10-sided dice. Even Number is ailment success. Odd is Ailment Failure.
These are used with (1) 100-sided Dice:
When using an attack that causes Flinching, Roll (1) 100-sided dice, if it lands on 20-30 the foe will flinch.
When a Pokemon is Confused, Infatuated or Paralyzed, you must roll a dice to attack, if the number is even, the attack passes. If odd, the negative side of the ailment is applied.
If confused and attack fails, you will receive half the damage of the attempted attack.
When a Pokemon is asleep or frozen, you must roll a dice. If you land between 30-50 you either awaken or thaw out. If not you stay in the ailment state for three turns. In all those turns you can roll dice to try and escape.
So keep this in mind an use it strategically.
All matches are reviewed by 2 crew members or The Captain before it is recorded. If there is any abuse of this system, 2 of the abuser's Pokemon will be knocked out.
Legendary Pokemon on the other hand have Double Health
Legendary Health: ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ or 24/24
A Pokemon can evolve after participating in 6 winning battles whether it is knocked out or not. Pokemon needing special items to evolve will have to receive those items after obtaining one.
After winning a Pokemon Battle, you will earn 30% of your Opponents Cash. H O W E V E R, that does not mean you get their money, you just earn it.
Overall Rules:
The Battle system here is completely free hand meaning no stats. However, each Pokemon can only dodge an attack 2 times. Using moves like Fly, Dig, Surf, and other moves of that category can be used as dodges so if you use your 2 dodges, you can use those moves to dodge 1 attack. But you can overpower an attack once. For example Water Gun can over power Flame thrower. So it depends on the types of attacks used. However, moves such as Magic Coat and Protection can be used as defense once every 4 turns.
HP:
Pre-evolved Pokemon Health : ■■■■■■■■■ or 9/9
Evolved Pokemon Health : ■■■■■■■■■■■■ or 12/12
Non-Evolution Pokemon Health : ■■■■■■■■■■■■■ or 13/13
Final Stage Pokemon Health : ■■■■■■■■■■■■■■■ or 15/15
Mega-Evolution Health: ■■■■■■■■■■■■■■■■■■ or 18/18
Legendary Health: ■■■■■■■■■■■■■■■■■■■■■■■■ or 24/24
Mega-Legendary Health: ■■■■■■■■■■■■■■■■■■■■■■■■■■■ or 27/27
Attacks:
Not Very Effective - 1 Point Loss
Normal Effective - 3 Point Loss
Super Effective - 5 Point Loss
Attack with base of 120+ adds two points
Explosion and Self-Destruct cause both opponents to faint. User must roll (20) 100 sided dice, if (10) or more dice are even, the move succeeds. If (11) or more are odd the move fails and only user is KO'd
Fissure, Guillotine, Sheer Cold and Horn Drill are all one hit ko's. You must get 50-60 on a 100-sided Dice for these moves to hit.
Defense:
Each Pokemon gets 2 Dodges.
Dig, Fly, Surf and other moves of this category can be used as a Dodge but if you have already used your two dodges you can only dodge once with this.
Healing Moves replenish 2 points.
Draining Moves steal 2 health points from the opposition.
Burn and Poison takes away 1 point per turn.
The following two cannot be used more than twice per Pokemon:
Moves that effect Attack Power only reduce/increase targeted attacks by 1 point for 2 turns.
Moves that reduce/increase Defensive Power remove/add 1 Dodge from the opposition.
When using an attack that causes ailment roll a 10-sided dice. Even Number is ailment success. Odd is Ailment Failure.
These are used with (1) 100-sided Dice:
When using an attack that causes Flinching, Roll (1) 100-sided dice, if it lands on 20-30 the foe will flinch.
When a Pokemon is Confused, Infatuated or Paralyzed, you must roll a dice to attack, if the number is even, the attack passes. If odd, the negative side of the ailment is applied.
If confused and attack fails, you will receive half the damage of the attempted attack.
When a Pokemon is asleep or frozen, you must roll a dice. If you land between 30-50 you either awaken or thaw out. If not you stay in the ailment state for three turns. In all those turns you can roll dice to try and escape.
So keep this in mind an use it strategically.
All matches are reviewed by 2 crew members or The Captain before it is recorded. If there is any abuse of this system, 2 of the abuser's Pokemon will be knocked out.
Legendary Pokemon on the other hand have Double Health
Legendary Health: ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ or 24/24
A Pokemon can evolve after participating in 6 winning battles whether it is knocked out or not. Pokemon needing special items to evolve will have to receive those items after obtaining one.
After winning a Pokemon Battle, you will earn 30% of your Opponents Cash. H O W E V E R, that does not mean you get their money, you just earn it.