Battle Rules Oct 17, 2008 23:57:46 GMT -5
Post by Knucks on Oct 17, 2008 23:57:46 GMT -5
these are the rules that effect all battling throughout the site
+ DAMAGE CALCULATORS are strictly forbidden in many parts of the site. It has been an issue for a while now, them draining the roleplay aspect of battling from the site. The only areas that Damage Calculators are ALLOWED are the following:
- Battle Tower (They are required here)
- Elite Four (They are optional here)
- Non-Modded Threads (They are optional here, but both parties MUST agree)
- Special Events (It will be stated if they are required or not)
If there are issues with people following too closely to Damage Calculators even though they are banned, it is possible to have the levels revoked; and/or more serious consequences depending on the volume and/or depth of the issue.
+ THERE ARE FIVE TYPES OF COMBINATIONS you can use. They go by the following:
• An offensive and status move.A Rattata uses Growl, then Scratch. Growl is the status (or non-damaging) move, while Scratch is the one doing damage.
•Two offensive moves; one to negate an attack, one to attack.A Totodile uses Water Gun to prevent Embers from hitting it, then uses Scratch. Water Gun is the negating move, Scratch the attacking move. Just be sure to be logical about what attacks can negate. An arm thrust will not be able to block a psychic attack.
•Two offensive moves: one for damaging, one for dodging.A Pidgey uses Quick Attack to avoid an attack, then uses Gust to attack the opposing Pokémon. Quick attack is the dodging move, Gust the attacking move.
•Two status moves: one to boost your stats, one to lower the other Pokémon's stats.A Poochyena uses Howl, then Growl. Howl boosts the Poochyena's Attack, the Growl lowers the other Pokémon's Attack.
•One never-miss move
A Luxray uses Shock Wave. Shock Wave takes up the full turn, and cannot be combined with anything else.
•One healing move/One Item
A Sableye uses moonlight. Healing takes up one whole turn, and can not be combined with anything else.
+ YOU CAN ONLY DODGE UP TO TWO TIMES in a row before you must take a hit. In addition, each Pokémon is only allowed to dodge a total of three times per battle, and you cannot dodge the same move twice in a row; even if they are not used consecutively. Switching out your Pokémon to avoid a hit will count as a dodge, even if the Pokémon switched in takes the attack instead.
+ NEGATING, DODGING AND MISSING, while different in practice, adhere to the same battling rules. While they are roleplayed differently, they will be counted as the same thing in the following rules. Dodging, negating and missing all count as dodges, and all apply to the same dodge rule.
+DODGING CREATIVELY is fine, but if your Pokemon is not in something naturally (i.e water or ground) then the Pokemon can not dive in the water or go in the ground. Flying and levitating Pokemon are exempt from this rule, and may fly off to the side.
+ NO-GUARD ABILITY will prevent both Pokemon from dodging, and prevent all moves from "missing". Negating, however, will still be legal while No-Guard is in effect. This will serve as the only method of "dodging" with this ability, and will adhere to the three dodge rule.
+ ITEMS take up one of your full turns, in any battle. You can only match how many items the Gym Leader/Elite 4 member is using.
+ WHEN SWITCHING POKEMON in the middle of the battle, you give up half of your turn. This means only one of your Pokémon can attack, and they can only use one move, either offensive or status, not both. You can choose which of your Pokémon attacks. This holds true even when there is a forced switch by moves like Roar or Whirlwind. In the case of moves like U-Turn, the Pokémon who switches out is attacking and the one switching in cannot use any move. When a Pokémon faints and you switch to another, they can use both moves.
+ THE SAME MOVES can be used for negating an attack, and using the attack. Don't be afraid to use the same attack twice in a turn.
+EXP SHARES work in a specific way. If a Pokemon is holding it and not in a battle, the Pokemon gains one level if the battle is won. If a Pokemon is holding it and is out in a fight, it will gain an extra level on top of the level gain. The only thing is that it can not go over 3 levels. For example:
Pokemon holding exp share is fighting. Pokemon gains two levels, it gains a level making it 3. But if the Pokemon gains 3 levels in the fight, it can not gain 4.
But if a Pokemon loses, the exp share does go into effect, so whoever is holding the exp share will gain a level. These same rules apply for Lucky Eggs, with the exception of the level gain outside of battle.
+PP LOWERING MOVES do not have a use here since we do not limit how many times you can use a move.
+FIRST TURN MOVES such as fake out, do not require you to post first. In fact, posting order does not count for these types of moves.
+INCREASED PRIORITY MOVES do not do anything different while roleplaying. You should treat these moves normally. So Sucker Punch and Quick attack will not allow you to attack twice in a single post. It also does not allow you to attack before the Pokemon does in your next post.
+ACCURACY INCREASING MOVES make an attack harder to dodge. Please keep this in mind while roleplaying. But just because it makes it harder to dodge, does not mean you can not negate it.
+OHKO MOVES work as the games with accuracy. They have low accuracy that increases with each level the user with the move is above the opponent level. OHKO moves do not work on Pokemon of a higher level. We ask you that you follow the rules of how these moves work. You are not allowed to use the same OHKO move twice in a row.
+MOVES THAT GUARANTEE YOUR NEXT ATTACK HITS, like Lock-on and Mind Reader now take up your full turn. This is to give your opponent a chance to at least land a hit on you, so that battles aren't completely one sided from the get-go. Effective: October 2, 2013
+ NO-MISS MOVES, such as Aerial Ace or Swift, cannot be dodged or negated except with moves that prevent them. Keep in mind that, under specific weather conditions, certain moves (such as Blizzard during hail) turn into no-miss moves. Effective November 12, 2013; these moves also take up a full turn of battle, and cannot be combined any any other move. Nor can they be used upon switching in, if you have voluntarily switched Pokemon.
+GYM AND ELITE FOUR POKEMON now will match your pokemon's level in battle. This will stop overleveling and sweeping of the gyms. If you send in a pokemon that is level 60 against a makuhita, the pokemon will be level 60 in return and the gym pokemon will evolve if the level permits it. More info on this later in the thread.
+IN LEAGUE MATCHES, meaning Gym and Elite Four battles, both parties are restricted from using the same move or combination more than twice in a row. Keep in mind, this only comes into play if the attacking Pokémon has more than one move that will inflict damage on the other. Moves used to dodge or negate attacks aren't counted, and lock-in moves (such as Petal Dance and Rollout) only count as being used once when they span multiple turns. Using another move or an item would reset the count. Do not design your teams with one attacking move, because that will not bypass this rule. If you purposely design your movesets with a single attacking move, you will have to skip attacking every third round.