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Old 03-06-2011, 06:27 AM
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Default Battle Modes & Rules

Battle Modes

Important: All battle modes use the newest set of data for moves, abilities, items, etc. The only differences between the battle modes are described in the following list.

Gold/Silver/Crystal (GSC): Pokemon and moves are sent in the chat or thread. All Pokemon have no abilities. Whether a move is physical or special is determined by its type.
Stadium: This mode is the same as GSC, except all Pokemon and moves are sent privately to the ref.
Ruby/Sapphire/Emerald (RSE): Pokemon and moves are sent in the chat or thread. Pokemon have abilities. Whether a move is physical or special is determined by its type.
Colosseum (Colo): This mode is the same as RSE, except all Pokemon and moves are sent privately to the ref.
Diamond/Pearl/Platinum (DPP): Pokemon and moves are sent in the chat or thread. Pokemon have abilities. Whether a move is physical or special is determined by the move itself, instead of its type.
Revolution (Revo): This mode is the same as DPP, except all Pokemon and moves are sent privately to the ref.
Black/White (BW): Both battlers choose all of the Pokemon they will use for the battle privately. The ref then reveals both teams. The battle then progresses like a DPP battle, starting with one of the battlers sending their first Pokemon in the chat or thread. When battlers send Pokemon, they also state the gender, ability, and possible item, like in DPP.
Black/White Revolution (BW Revo, name will change when 5th gen Wii released): This mode is the same as DPP, except all Pokemon and moves are sent privately to the ref. Teams are still revealed before privately selecting a lead Pokemon.

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Battle Rules

Along with the battle modes, there are many optional battle rules. If a rule is not specified to be on, then it is assumed to not be used. Some Battle Rules are incompatible with other Battle Rules.

Double Battle: Two Pokemon are used at the same time by both sides. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
Multi Battle: This is a Double Battle, but you are teamed with another battler. Each battler only controls one Pokemon at a time. Each battler must send the same amount of Pokemon.
Triple Battle: Three Pokemon are used at the same time by both sides. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
Rotation Battle: Three Pokemon are sent at the same time by both sides, but one Pokemon must be sent as the front Pokemon, while the other two are on standby. Only the front Pokemon can attack, and it is also the target of all attacks. However, a player may rotate any of his/her standby Pokemon to the front and attack with it the same turn. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
Wonder Launcher: Battlers start with 0 points, and gain 1 point at the end of each turn. Instead of moving, players can use points to purchase consumable items for their Pokemon that must be used as soon as they are bought. A list of the purchasable items and their costs can be found here.
Items Allowed: Pokemon are allowed to hold items.
Sleep Clause: Only one Pokemon per side may be put to sleep at a time by the opponent. Any additional attempts will fail. Rest does not count towards Sleep Clause.
Freeze Clause: Only one Pokemon per side may be frozen. Any additional freeze chances will fail.
OHKO Clause: OHKO moves: Fissure, Guillotine, Horn Drill, and Sheer Cold will always fail.
Evasion Clause: Moves that increase evasion directly, Double Team and Minimize, will fail.
Accuracy Clause: Moves that have a 100% chance of lowering accuracy will fail.
Species Clause: Each battler may not send more than one of a single species of Pokemon, defined by Pokedex number.
Item Clause: Each battler may not equip more than one of a single type of item, defined by its name.
Gameboy: Each battler selects up to four moves for each of their Pokemon for the battle before it begins. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
No Legendary Pokemon: Battlers may not use Legendary Pokemon.
Weather: One of the following weather conditions may be chosen: Rain, Sunny, Sandstorm, Hail, Fog. The weather will last for the entire battle, unless it is changed during the battle somehow.
Terrain: One of the following terrains may be chosen: Building, Cave, Desert, Grass, Mountain, Ocean, Pond, Road, Snow, Tall Grass, Courtyard, Crystal, Gateway, Magma, Main Street, Neon, Stargazer, Sunny Park, Sunset, Waterfall. If no terrain is chosen, it is Building by default.

In a normal battle, before you begin, you and your opponent must both agree on what battle mode and rules to use as well as how many Pokemon are to be used for each battler. Special kinds of battles, such as gym battles and tournament battles, leave the rule making to the leader or the tournament host. There is no limit to the number of Pokémon you can use.

After rules are selected and the first Pokemon are sent, you begin selecting your moves. After moves are selected, the referee refs the turns and posts the stats of the outcome for that turn. Moves are sent again, and this continues until a battler is victorious.

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Battling in GSC, RSE, DPP, and BW Rules

It is important to note that in battle modes in which you select your moves in the chat or thread, you must alternate sending your Pokemon and moves first. The battlers can agree on who sends his/her Pokemon first, or the ref can roll to see who gets to decide. Gym leaders are allowed to force the challenger to send first. After a battler sends his/her Pokemon out first, the other battler sends his/her Pokemon and move. Afterwards, the person who sent his/her Pokemon first sends their move second. Then battlers take turns alternating sending first. If a single Pokemon is knocked out in a turn, the battler replaces that Pokemon, but this does not count as sending first or second, so the alternation of sending first continues normally. If both Pokemon are knocked out in a single turn, then the battlers select their Pokemon as though they are continuing alternating. Sending implied moves, such as continuing Outrage, recharging for Hyper Beam, and a battler sending his/her last remaining Pokemon still count for alternating sending first or second.

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Free For Alls (FFAs)

Free For Alls are composed of 6 or more battlers. Each battler sends a single Pokemon to the ref. The ref reveals all the Pokemon, and then you start sending moves. The longer your Pokemon lasts compared to other Pokemon, the higher you place, and the more money you get. The battle will last until only one Pokemon remains.

Anyone who has been a ref less than two months cannot ref FFAs.

FFAs are likely to have special rules. Restrictions exist on what kind of rules are acceptable. Any FFA rule that involves one or more of these is explicitly forbidden, unless the rule is approved by staff members in advance.
  • battlers using more than one Pokemon at once
  • greatly limiting the use of Substitute, Protect, and/or Detect
  • limiting the use of many moves in general; ex. all Pokemon are permanently affected by Taunt

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Wonder Launcher

When the Wonder Launcher is enabled, battlers are able to use special points to purchase items during the battle to use on his/her Pokemon. Each battler starts with 0 points, and each battler gains 1 point at the end of each turn. If a battler has 14 unused points, he/she will gain no additional points until he/she uses some. The list of purchasable items can be found by clicking here. When an item is purchased, it must be used immediately. Battlers cannot buy items and store them for later use. When an item is purchased and used, the battler forgoes his/her move that turn to use the item, and the opponent is aware of the use of the item. Items that increase a Pokemon's stat stages or critical hit stages and 'Urge Items' can only be used on a controlled active Pokemon. Revive and Max Revive can only be used on fainted Pokemon. The rest of the items can be used on any Pokemon in the battler's party. If a battler purchases an item that is unable to do anything for the battler's current party, the item will do nothing, and points will still be lost. In-depth information of the effects of items can be found by clicking here.

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Double Battles

In a Double Battle, each trainer has two Pokemon out at the same time. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

Each Pokemon is able to target any other Pokemon on the field, including its own ally. However, there are moves that affect multiple Pokemon at once. These moves can be found by clicking here. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

When Reflect and Light Screen are used in a Double Battle, they benefit both Pokemon on the side it is used. However, instead of halving damage like in Single Battles, the damage is reduced to 2/3 instead.

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Triple Battles

In a Triple Battle, each battler has three Pokemon out at the same time, and the battlers may choose their own Pokemon's position. A Pokemon can be positioned on the left, center, or right. Two Pokemon cannot occupy the same position. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

The position of Pokemon is important. Pokemon cannot target another Pokemon with most moves unless it is adjacent to that Pokemon. A Pokemon is considered adjacent to another Pokemon if it is right in front of it, diagonal to it, or next to it, meaning Pokemon can target their allies. However, there are certain attacks that are capable of targeting any Pokemon on the field, regardless of its position. These moves are attacking Flying moves, 'Pulse moves', and Aura Sphere. To be more specific, these moves are: Acrobatics, Aerial Ace, Aeroblast, Air Slash, Bounce, Brave Bird, Chatter, Drill Peck, Fly, Gust, Hurricane, Peck, Pluck, Sky Attack, Sky Drop, Wing Attack, Dark Pulse, Dragon Pulse, Heal Pulse, Water Pulse, and Aura Sphere.

There are also moves that affect multiple Pokemon at once. These moves can be found by clicking here. If a Pokemon moves out of range of an attack that hits more than one Pokemon at once, the attack will hit any new Pokemon in that spot rather than fail on the evasive Pokemon. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

Instead of attacking, Pokemon are also able to change positions. Only Pokemon on the left and right can do this. When a Pokemon changes positions, it swaps places with the Pokemon in the center, unless there is no Pokemon there, in which case, it will merely move to the center. Changing positions has no priority; therefore, the movement will occur when the Pokemon would usually attack. If a Pokemon is targeting another Pokemon, or is being targeted, but the target moves out of range of the attack, the move will fail. When only one Pokemon is remaining on each side of the battle, and those Pokemon are not adjacent to each other, the Pokemon are automatically moved to the center position at the end of the turn.

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Rotation Battles

In rotation battles, each battler has three Pokemon out at the same time, but the battling is more similar to a Single Battle than a Triple Battle. Out of the three Pokemon sent by a battler, one Pokemon is selected to be in the front, while the other two Pokemon are on standby. When a Pokemon is KO'd, the battler must replace the KO'd Pokemon with one from his/her party at the end of the turn if the battler has any Pokemon in their Pokeball. Otherwise, one of the standby Pokemon should be rotated to the front.

During each turn, a battle may select for his front Pokemon to attack, for one of his standby Pokemon to rotate to the front and attack, or switch out his/her front Pokemon for one in his/her party still in its Pokeball. Attacking does not involve targeting, as the attack will always target the opposing Pokemon in the front at the execution of the move. Moves that hit more than one Pokemon in a Double or Triple Battle only hit the opponent's front Pokemon. Rotating Pokemon has very high priority, and there is no known move that is faster than a rotation. Pokemon in a standby position are essentially safe from all effects until they are sent to the front.

Rotating a Pokemon into and out of a standby position is very different than switching a Pokemon into and out of its Pokeball. When a Pokemon is rotated out, it keeps any buffs and conditions, such as stat boosts and drops, Substitute, Taunt, and more. If a Pokemon that is rotated out has an effect that has a duration or counter, such as Encore, Sleep, or Toxic, the counter will remain unchanged on that Pokemon until it is rotated back in.

There are many abilities that activate when a Pokemon is switched or sent into battle. It is important to remember that rotating and switching are not the same thing. Abilities that activate when a Pokemon is sent into battle, such as Drizzle and Intimidate, will only activate if the Pokemon is sent onto the field in the front position. Rotating a Pokemon with an ability of this sort will not cause the ability to activate.

Last edited by RaptorJesus; 03-20-2012 at 06:29 PM.