Battle System
Step 3. Understand how we play in Pokemon battles.
HINT: OUR BATTLE SYSTEM IS BASED OFF THE GAMEBOY SYSTEM.
Battling is a way trainers can strengthen themselves as well as their Pokemon. It is essential to your character's progression. However, not all battles have to "count". You can have mock battles just for practicing your technique (friendly battles). "Official" battles are usually for a wager, such as money, a badge, honor, et cetera. On top of being able to choose the ideal combination of attacks to win your battle it's important for you to know the hit points an attack can cause and it's force do to your character's power-level.
POST ETIQUETTE
1) Head your post with your Pokemon's HP (HINT: Their HP may be UP TO the HP stated in our POKEDEX, rank and badges not included (see below)).
2) Add the effect and damage count of the attack they cast.
It should resemble this:
Poster #1 [POKEMON HP: 40]
Jimmy uses TACKLE!
[TACKLE does up to 35 damage]
Poster #2
[POKEMON HP: 5]
Same-breed is hit with TACKLE ((the attack did full damage, noted in the HP drop)).
[Target faints!]
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HIT POINTS AND BASE STATS
Trainers:
For every badge earned trainers may add 10 additional points to all base stats.
For Example, if your trainer has 4 badges they may add 40 points to all stats (HP, Speed, Defense, Attack, et cetera). If your Pokemon has 30 HP originally and with 4 badges they may add 40 to the original 30 to make 70 (please see our Pokedex for original base stats and other Pokemon information).
Your Pokemon's level is determined by your League badges also. To find your level cap you can scroll over the badge icons on the GYM Leaders page.
Number of Badges earned [TIMES] 10 [EQUALS] Your number added to your Pokemon base stats and HP
Rockets:
You can calculate your HP/Base Stats by adding 10 per number of ranks to each original stat.
An agent is Division 1. They may add 10 to each base status. If their Pokemon's original HP was 12, adding 10 will make it 22 (please see our Pokedex for original base stats and other Pokemon information).
This same agent gets a promotion! They are now in Division 2. They may add 10 more to their previous stats (an easy way to remember in mathematical terms: Rank# x 10), so each stat is now +20. Another promotion to Division 5 would allow +50 points to each stat, and so on.
Elites earn an additional +10 to their final calculation (including +10 points to any attack damage).
Rank Number [TIMES] 10 [EQUALS] Your number added to your Pokemon base stats and HP.
ATTACKING
Below is a list of attacks. Each move has an assigned damage count. If your Pokemon uses an attacking move your opponent subtracts that amount from their current HP total. WEAKNESS COUNTS. Double the amount of damage done by a super effective move. To avoid confusion and complication, your Pokemon is ONLY immune to certain type moves if they are listed below.
For every 8 badges you have (completed region), you can add 10 points toward your total damage count for every attack.
STATUS EFFECT CONDITIONS
For damage conditions (such as burned and poisoned) the victim subtracts -5 points from their HP after their turn ends for three rounds (total of -15 additional damage at the end of their third turn). For paralyzing conditions (such as paralyze and sleep) the victim loses their next three turns. However an attack doing more than 15 damage is likely to wake the paralyzed or sleeping Pokemon up by 50%. An attack more than 25 damage has the chance to wake it up by 90%. These effects only last 3 turns unless cast again or a counteraction potion is used against the effects. When an attack is cast with the possibility of a status effect condition, the chances of another condition decreases 25% per cast. If the attack's only purpose is to produce a status effect such as BURN or SLEEP then it's chances to effect depend on it's possible percentage to hit.
EVASIONS
You are allowed up to 2 evasions in a row and up to 7 per battle unless the attack has a 10% accuracy. The more elective evasions you take on in a row the opponent is allowed to add 2 points to their final damage count for every time you evade. Only attacks with chance to fail may be avoided.
DEATH AND FAINTING
You may NOT kill someone else's character unless it has been agreed either between you and the other author, or you and a GM (game master). In battle once you or your Pokemon has lost all their HP they faint (unless otherwise planned--this must be agreed by BOTH players). Fainted Wild Pokemon NPC is an invalid target and cannot be caught. When they awaken they have half HP left. HP will regenerate to full health after an hour in game time (1 full week real time), your Pokemon eats, or is healed. ONLY a GM may kill off someone's character without permission.
CATCHING POKEMON
As stated above our method of battling is based off the GameBoy games. If you wish to capture a wild Pokemon (Wild Pokemon NPC) DO NOT KNOCK THEM OUT. To succeed in capture lower the Pokemon's HP as much as possible (see the list of attacks below to decide the best strategy for this), then toss you Pokeball at the weakened opponent. Simple as that!
TYPES AND MOVES
NORMAL [-Fighting +None =Ghost]
FIGHTING [-Flying\Psychic +Normal\Ice\Rock\Dark\Steel]
FLYING [-Electric\Ice\Rock +Grass\Bug\Fighting =Ground]
STEEL [-Fighting\Fire\Ground +Ice\Rock =Poison]
GROUND [-Water\Grass\Ice +Fire\Electric\Poison\Rock\Steel =Electric]
POISON [-Ground\Psychic +Grass ]
BUG [-Fire\Flying\Poison\Rock +Grass\Poison\Psychic]
GHOST [-Ghost\Dark +Ghost\Psychic =Normal\Fighting]
ROCK [-Fighting\Grass\Ground\Steel\Water +Bug\Fire\Flying\Ice]
FIRE [-Water\Ground\Rock +Grass\Ice\Bug\Steel]
WATER [-Grass\Electric +Fire\Ground\Rock]
GRASS [-Fire\Poison\Bug\Flying +Water\Ground\Rock]
ELECTRIC [-Ground +Water\Flying]
PSYCHIC [-Bug\Ghost\Dark +Fighting\Poison]
ICE [-Fire, Fighting\Rock\Steel +Grass\Ground\Flying]
DRAGON [-Dragon\Ice +Dragon]
DARK [-Bug\Fighting +Ghost\Psychic =Psychic]
For a list of attacks and abilities, click here.
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